Mental models of incidental human-machine interaction PROJECT REPORT IN THE PERIOD MAY 1- DECEMBER 31 2000 Project-number: MMI99010 Project title: Mental models of incidental human-machine interaction Research theme: User-centered design Project dates: May 1, 2000 - April 30, 2004 Project leader: Dr. Gerrit C. van der Veer, Vrije Universiteit, gerrit@acm.org Researcher Dr. Maria del Carmen Puerta Melguizo mcarmen@cs.vu.nl Project partner: Dr. Paul van der Vet, Universiteit Twente, vet@cs.utwente.nl Project partner: Dr. Herre van Oostendorp, Universiteit Utrecht, herre@cs.uu.nl Introduction The main goal of this project is to investigate the relationships between characteristics of design and characteristics of knowledge and understanding of prospective users in order to develop design guidelines for envisioning (future) systems and systems intended for incidental use. To design systems for incidental use implies to answer several research questions: a) What are the relevant aspects of mental models for incidental human-machine interactions. b) What characteristics of these mental models may guide adequate design. c) What is the conceptual framework for investigating mental models. d) And after developing valid techniques for assessing mental models, how can these techniques be applied in the design process. SUMMARY Starting the first of May 2000, several activities have been performed to respond these questions. The first thing we did was to try to understand the concept of mental model. We found 1 Mental models of incidental human-machine interaction that there is not agreement between definitions. Currently, and in collaboration with different experts in Europe, we are trying to define properly what are and how to study mental models and other relevant and related concepts. Another relevant aspect of our research is to explore what is the role that mental models can play during the design process and how to measure them. After presenting our conceptual framework, we will show some relevant studies and our future research plans. 1. The Definition(s) of mental models Following the previous schema, our first goal was to search in the literature what has been done about mental models, how to “measure” them, and how to apply them in design practice. The compilation of our search resulted in a document were we show some of the most relevant contributions in the study of mental models (See Appendix A: “Mental Models: The state of art”) and its relationship with the design process (See Appendix B: “The need of a conceptual framework”. Our search showed that there is absence of consensus about the definition of the term and some definitions of the concept are even contradictory. Directly related to this activity, we are currently writing a chapter on mental models for the book Handbook of Human-Computer Interaction (tentative title). Edited by Julie A. Jacko and Andrew Sears and to be published by Lawrence Erlbaum & Associates. The primary objective of this Handbook is to compile a comprehensive set of articles that address the principles involved in conceptualizing, designing, and evaluating computing technologies spanning a variety of traditional and non traditional platforms including desktop computing, networked environments, mobile computing and virtual environments. Given both the research-oriented and applied foci, the handbook will summarize research, technological advancements and specific methodologies in the field of human-computer interaction. 2 Mental models of incidental human-machine interaction 2. Let’s agree about what is mental model: A JOINT EUROPEAN EFFORT The main problem while studying mental models is the absence of agreement between authors about what is a mental model. Many researchers in different universities have addressed this problem. We contacted with some of them and currently we are trying to do a joint European effort to define the concept of mental model. In this task relevant cognitive ergonomists like José Cañas from the University of Granada (Spain), Cristina Chisalita from the Babes-Bolyai University (Rumania) and Herre van Oostendorp from the Utrecht University (The Netherlands) are actively collaborating with us. As a result of these collaborations several things have been done: 2.1. Collaboration with Herre van Oostendorp The meetings with him have been focused in the study of different tools to measure mental models and how to approach the main goal of our project: “to investigate the user’s mental model in order to develop design guidelines for systems intended for incidental use”. 2.2. Collaboration with José Cañas During November, Gerrit van der Veer was in Spain visiting different departments of HCI and Cognitive Psychology. During this time he contacted José Cañas in the University of Granada and discussed the definition of the concept and the theoretical model. Currently, we are writting a common article and preparing a paper to present the results of our view at Icom-3 (The International Congress on memory) in Valencia (Spain) in July 2001 in a Symposium on “Memory issues in Cognitive Ergonomics”. 2.3. Collaboration with Cristina Chisalita Recently, M. C. Puerta Melguizo went to Rumania to visit Cristina Chisalita. The purpose of this visit was to participate in a workshop about UID and the role of mental models (4-8 December, 2000). 3 Mental models of incidental human-machine interaction In addition, we are collaborating together in the comparison of several methods to study mental models. The main goal we have is to explore the complementary information that the different methods can offer us to measure mental models. At the moment we are analyzing a set of data obtained using both, pathfinder and teach-back procedures. 2.4. Collaboration with Tom van Engers Tom van Engers works at the Dutch Tax and Customs Administration (The Netherlands). Currently he is interested in the goal of the shared mental model in a team in order to improve the communication and collaboration between different experts while designing public administration systems. In June Mari Carmen and Tom presented together a talk: “Mental Models and knowledge productivity: Why there isn’t a royal way to wisdom in the seminar “Improving knowledge productivity” (Amersfort, 16th June 2000). Another important result of this collaboration was the experiment we did during this seminar. For a detailed explanation see: Van Engers, T. Vork, L. & Puerta-Melguizo, M. C. (2000). Kennisproductiviteit in groepen. Human Resource Development. Thema:Stimuleren van kennisproductiviteit, 2, 76-82. 3. The role of mental model in design: envisioning the future Following the pragmatic approach of Van der Veer (1990), to understand the role that mental models play in design it is necessary to specify a design conceptual framework. The conceptual framework includes and defines clearly the relevant concepts and the design process itself (see Appendix A). 3.1. Specifying the conceptual design framework We are using the DUTCH (Designing for Users and Tasks from Concepts to Handles) design conceptual framework (Van der Veer & Van Welie, 2000). Figure 1 gives an overview of the whole design process with all the activities and sources of information. 4 Mental models of incidental human-machine interaction Figure 1. The DUTCH design process. See Appendix B: “The need of a conceptual framework” for a complete explanation of the conceptual framework. 3.2. Our hypothesis: Envisioning the future Our hypothesis is that, in order to improve the interaction between the system and the user, designers should concern about the User’s Virtual Machine (UVM). That is, the aspects of the system directly relevant for a specific group of users. And, following the pragmatic approach, we think that an appropriate mental model has to be the mental representation of the UVM that the user builds through its interaction with the system image. UVM Mental Model Design Figure 2. The mental model of the UVM. 5 Mental models of incidental human-machine interaction And in order to design successful systems, it is important to know what future users would understand about our envisioning system. In other words, designers need to know if the envisioned UVM is able to produce an appropriate user’s mental model of the system. And with this goal, designers should assess the mental models that future users will develop when confronted with a suitable representation of the envisioning of a new system. So the insight in mental models of future systems will bring us two types of design knowledge: 1. How will users understand the envisioning and what may be misunderstood. This will lead to ideas on how to represent the future technology for the user, how to introduce; as well as how to represent the different “utilities” of the system. 2. What will users expect from the envisioned systems. Future users will come with ideas about functionality that is intuitive for them, in a way contributing to the design of the functionality. We just submitted a paper at the 8th European Conference on Cognitive Science Approaches to Process Control: CSAPC '01 (see Appendix C: “Assessment of mental models for envisioning design”). In this paper we present our ideas and the first study assessing mental models. 4. The starting point and the future 4.1. Working with previous findings in Design Based in previous work (e.g. Mulder, 2000; Van der Veer, 1990) we suggest to apply envisioning scenarios and analyze mental representations early in the process. More explicitly, designers have to consider the different UVM’s or relevant aspects of the system that are relevant for the different groups of potential users of the system. And as long as envisioning systems, it is important to evaluate, in an iterative process (see figure 1), all of the possible features that can be a result of the interaction with the new system. In doing so, it is important to use scenarios and to 6 Mental models of incidental human-machine interaction explore if the mental representations users build through their interaction with the UVM are the ones that allow an appropriate interaction in order to reach the desired goals. As a starting point we are working with some relevant master thesis that in the last years have been supervised by Dr. Van de Veer. The most representative examples are: - The master thesis of work of Kok, E. (1998). Mental Models and Individual Differences. A research method applied to the domain of Physics. - The master thesis of Klok, J. A. (1998). A needle in a haystack. The design of an interface that guides the user through the complex conceptual space of an informational retrieval system. In addition Dr. Van der Veer and Dr. Puerta Melguizo supervised recently another thesis were mental models were assessed in order to create adequate guidelines for design: - Mulder, B. (2000). The role of mental models in designing computer systems. A short abstract of these master theses can be read in appendix B. And in collaboration with Chisalita, some of the data extracted from Mulder’s master thesis are currently being reviewed from a new perspective. Although he did not analyze the complete set of data, Mulder used both pathfinder and teach-back methods in order to extract information about the mental model. We are trying to combine the information extracted from both sets of data to have a clearer insight of the user’s mental model of envisioning systems. 4.2. Measuring mental models Following the proposal of Cañas and Antolí (1998) we consider that the mental model is a dynamic representation created in Working Memory (WM) by combining information stored in Long-Term Memory (LTM) and characteristics extracted from the environment. The knowledge from LTM is instantiated into a mental model in WM based on triggering events from the situation. And, as Cañas and Antolí proved, the specific information extracted from LTM depends of the context and of the task demands. On the other hand the knowledge can be both conceptual and procedural. 7 Mental models of incidental human-machine interaction The next question is how to explore those mental models. Although both techniques have limitations, we think that a combination of pathfinder and teach-back can give complementary information. Another method we are considering to use is the one proposed by Herre van Oostendorp and based in the studies of Kintch about discourse comprehension (see van Oostendorp and Goldman (1999). The construction of mental representations during reading) 4.2.1. Pathfinder Pathfinder is a graph theoretic technique that derives network structures from proximity data. In the network concepts are represented as nodes and relations between concepts are represented as links between the nodes. A weight corresponding to the strength of the relationship between two nodes is associated with each link. Concepts can be directly linked or not. The algorithm searches through the nodes to find the closest indirect path between concepts. A link remains in the network only if it is a minimum length path between the two concepts. As described by Van Engers (2000), the method consists of several steps: 1. To elicit concepts and create a concept list. 2. To present the concept list to the subjects to be assessed in the form of a pair-wise comparison test or as a sorting task. 3. To create graphs that represent the concepts and relationships. 4. To calculate the characteristics of these graphs. 4.2.2. Teach-back The technique was developed by Pask in the framework of the “conversation theory” (Pask & Scott, 1972). Later, teach-back has been extended by Van der Veer (Van der veer, 1990) as a hermeneutic method to provoke the user to externalise his/her mental model or representation(s) of the system. Using this method, participants are asked (individually) to teach to an imaginary “colleague”, or person with some relevant role, how to solve the problem stated in the teach-back question. To respond the teach-back question participants can write, make diagrams, drawings (video can be used as well)… and in this way, subjects are encouraged to externalise their knowledge about the system. The answered protocols that result form the teach-back questions 8 Mental models of incidental human-machine interaction are scored along scoring categories in order to get insight in the representation of the problem space. The function of the categories is to explore the mental models of the participants on characteristics that are relevant for the research questions of the specific study. Among other utilities, teach-back method is suitable for detecting individual differences in mental representations (Kok, 1997; Van der Veer, 1990). Very interesting research for our purposes is done made by Mulder (2000). Mulder used the teach-back method in order to explore the mental models participants created after being confronted to envisioned new information systems using scenarios. He used two kind of teachback questions: - “what is…”. The main goal of this kind of question was to reveal insight in the conceptual and semantic knowledge the participant has about the system. - “how to…”. The goal of this question is to explore the knowledge the procedural knowledge the user has about the system. From the teach-back protocols Mulder obtained a set of suitable categories relevant for designers: “interpretation of functionality in relation to goal”, “affective reactions”, “lack of recognition of new functionality”, “functionality assumptions”, “dialogue assumptions”, and “implementation assumptions”. And using these categories, he scored the teach-back protocols of a group of 30 subjects. In the next phase of his study, the scored data were shown to expert designers. The most relevant result of his study was the fact that designers found that the information extracted from the future user, the mental model, could be very useful during the design process; especially in an early stage of the design. Teach-back is a technique that focuses on instantiated knowledge (Van der Veer, 1990: Van der Veer et al., 2000). This means that the type of representation it focuses on may differ dependent on the instruction. As a matter of facts, the “what is” question seems to focus on the conceptual knowledge that is relevant to the situation while the “how to” focus on the procedures. Our hypothesis is that using this questions we will extract the relevant concepts (both semantic and procedural) that are relevant for the specific situation and that can be later used to analyze the way they are organized (in this specific situation as well) using the pathfinder. 9 Mental models of incidental human-machine interaction The paper submitted to CSAPC ’01 pretends to explore such ideas. 4.3. Working with scenarios Using our conceptual framework we think that in order to improve the design process it is important to begin to explore the mental model early in the design process; while modeling task model 2 (TM2). And as long as it is not yet specified in any detail, the only available representation for modeling TM2 is the use of scenarios. Based on Carroll (1995), a scenario is “a projection of a concrete description of the activity that the user engages when performing a specific task, a description sufficiently detailed that the design implications can be inferred and reasoned about”. Scenarios have been used in the design of future technology in a form that shows an individual instance of use, in a well-described individual situation. On the other hand they have the advantage that the details of technology can be left unspecified. The scenario may be formatted as a written story, as an acted out detailed script (taped on video), as a global script to be acted out by prospective users, with the help of mock-ups of potential technology, etc. Scenarios can be used both during the development of TM2 and the evaluation of detailed specifications. 4.4. Working in a design team The most important goal for the near future, i. e. 2001, is to be a part of one or more real design team and to explore the role in mental models in a real design project. As a matter of facts, our research does not make to much sense if we do not know what is going on in a real design project. This activity will lead us to a better understanding of the design process in practice and, consequently how to apply the information of the user’s mental models. We want to explore the best way to communicate and to apply the knowledge extracted from the user’s mental model, the way future users understand TM2, to improve the design of new systems and systems intended for incidental use. And to reach this goal we hope that the IOPMMI board can help us contacting the right type of industrial project as soon as possible. Apart from this source, we are going to collaborate with Paul van der Vet in exploring industrial design situations. 10 Mental models of incidental human-machine interaction APPENDIX A: MENTAL MODELS: THE STATE OF ART Increasingly people use information technology and complex interactive systems, both in work situations and for leisure activities. Information technology is embedded in telephones, TV sets and home computers. Apart from this, public services are growing: electronic counters, ATM combined with electronic shop, etc. Users of these systems are not "professional" users and, sometimes, the frequency of use will be low. As a consequence, users normally show low motivation for practice, for reading directions, for formal training (which anyhow would not be feasible in most cases). Users, however, need to understand the functionality of the device, the relation of this to their task, and the dialog for applying the device in order to be able to apply the system. As a conclusion, design methods for complex but infrequent human-machine interaction need to focus (among other things) on enabling the development of an "instant" mental model that allows useful interaction. As a matter of facts, different findings in Human-Computer Interaction (HCI) and Psychology show the importance of the use of information from mental models as a basis for designing systems. Interest of mental models from the HCI perspective is based on the idea that, by discovering what users know and how they reason about the systems function, it may be possible to predict learning time, likely errors and the relative ease with which users can perform their tasks (Preece, 1994). THE DEFINITION(S) OF MENTAL MODEL The question of how human beings represent information mentally and how they use it to interact with the world in adaptive ways is widely investigated for researchers in Philosophy, Cognitive Psychology and Cognitive Science (Sasse, 1997). As a result, different definitions of the concept have been made. In this review we will refer to some of the more important ones. On the other hand although there is no agreement about the exact definition of the concept, in general, “mental model” refers to the internal representations that people form of the 11 Mental models of incidental human-machine interaction environment through their interaction with it. This mental model can be different as a function of the task domain, the previous knowledge people have, and the way they associate it with actual needs and incoming information from the environment. 1. Craik (1943) The idea that people rely on mental models can be traced back to Kenneth Craik’s suggestion in 1943. According to this author, mental models are representations in the mind of real or imaginary situations and can be constructed from perception, imagination, or from the comprehension of the discourse. Mental models underlie visual images, but they can also be abstract, representing situations that cannot be visualised (Johnson-Laird and Byrne, 2000). The most important characteristic of these representations is that they are "small-scale models" of the situation and the possible actions. With this representation in mind, we are “able to try out various alternatives, conclude which is the best of them, react to future situations before they arise, utilize the knowledge of past events in dealing with the present and future, and in very way to react in a much fuller, safer, and more competent manner to emergencies which face it” (Craik, 1943). Although it gives a clear insight about the concept, this definition does not make explicit the form of these representations or the processes implicated in the construction of such representations (Chisăliţă, in press). 2. Johnson-Laird (1983) Studying the interaction between humans and the world, one of the most influential theories is Johnson-Laird’s (1983) theory of mental models. The theory seeks to provide a general explanation of human thought, reasoning processes and language comprehension. Instead of the traditional symbolic logic theories, he proposed the theory of mental models to explain reasoning and emphasised the need of consider the semantic content of the representations and not only the syntax (Chisăliţă, in press). 12 Mental models of incidental human-machine interaction According to this theory, when we interact with the world, three cognitive processes are involved: a. The translation of an external process into an internal symbolic representation. b. The derivation of new symbols from existing ones by an inference process. c. The translation of these symbols into actions and predictions of external events. In other words, while reasoning, people construct working cognitive representations of phenomena they interact with. This mental representation is build associating the knowledge they already have with the incoming information. So, while reasoning we construct the mental model that represents the relevant (semantic) information of the problem. Another important question Johnson-Laird tries to solve is how mental models are constructed and applied. In his book “Mental Models”, this author distinguish three different kinds of representation: - mental models: structurally and syntactically analogue to the represented world. - propositional representation: mental representations of the content of a verbally expressible proposition. - Images: perceptual correlates of the represented world from a particular point of view. The main difference between representations is that propositional representations are abstract symbols, whereas the mental models and the images are analogues. According to this author, people construct mental models (which have picture-like properties) from propositional representations (which have language-like properties)1. However, mental models are not perfect imitations of real-world phenomena, normally they are simpler. But, in order to provide explanation, the structure of the mental models is similar to the phenomenon they represent. According to Johnson-Laird they are either analogical or a combination of analogical and propositional representations. 1 The process by which propositional representations are mapped into mental models is called procedural semantics (Sasse, 1997). We will not discuss this process here. 13 Mental models of incidental human-machine interaction 3. The early definition(s) from HCI The same year that Johnson-Laird published his book, another one with the same tittle appeared. The collection edited by Gentner & Stevens (1983) analyses the concept in an interdisciplinary theoretical approach: Cognitive Psychology and Artificial Intelligence. In general, this publication provides some evidence that mental models, and the mechanisms by which they are constructed, may differ according to the task or problem domain (Sasse, 1997). Among others, this book contains two of the earliest papers of mental models of computer systems by Norman (1983) and Young (1983). 3.1. Norman (1983) Norman defines the mental model as the mental representation constructed through interaction with the target system and constantly modified throughout this interaction. And from observations on a variety of tasks, Norman (1983) concluded that: a. Mental models are incomplete. Mental models are constrained by such things as the user’s background, expertise, and the structure of the human information processing system. b. Mental models have vague boundaries. This implies that operations and systems with certain relations or similarities can be mixed up (e.g. the mental model of an operational system and an application program used in the operational system can be mixed up). c. Mental models are unstable over time. People forget the details of the system they are using, especially when those details (or the whole system) have not been used for some period. And, as long as mental models are naturally evolving models, they change not only because people forget and mix up details but also because new information is incorporated over the time and through the interaction with the system. So learning and forgetting are two sides of the same coin or of the fact that mental models are unstable. d. Mental models are unscientific and contain aspects of superstitions. For example, people maintain behaviour patterns even when they know they are unneeded. According to Norman, people maintain this kind of behaviours because normally they cost little in physical effort and save mental effort, and this is specially apt to be the case when a person has experience with a number of different systems, all very similar. We have to add 14 Mental models of incidental human-machine interaction that according to us, although the do not really seem to save mental effort and they know it is not necessary, people maintain this kind of behaviour because doing them they feel more comfortable and more confident while using the system. For example, before to shut down the computer some people first go back to their home directory. When asked, they explained that they knew it was unnecessary but they felt they were behaving nicely with the system and, as a consequence, the system will respond according to their expectancies in order to reach the goal. e. Mental models are difficult and with restrictions to run. f. Mental models are parsimonious. Users tend to trade off extra physical actions for reduced mental complexity. But even when they are not fully accurate, they are functional. As a matter of facts the mental model denotes the knowledge structure that the user applies in: - planning actions, - guiding the interaction with the system and the execution of the planned task, - evaluating the results according with the expectations the user has, - and interpreting the unexpected results while using the system. Another important contribution of this author is that, in the study of the aspects that influence the interaction between human beings and systems, it is necessary to consider five different concepts or, as Norman called them, things: a. Target system: it refers to the system with which the user interacts. b. The conceptual model: an accurate, consistent and complete description of the system as far as relevant to the user. Norman explains that this model is devised as a tool for the understanding or teaching of the system to the user and it is normally developed by the designer or the “teacher”. With this goal the conceptual model must fulfil the criteria of learnability, functionality and usability. We maintain that the conceptual model can be also useful during the designing process of the system. c. The mental model from which the user understands and predicts the behaviour of the system. The mental model is constructed through interaction with the target system and constantly modified throughout this interaction. 15 Mental models of incidental human-machine interaction d. Norman introduces the idea of system image that refers to the perceptible aspects of the system that are available to the user. e. The scientist’s conceptualisation of the mental model describes the content and structure of the user’s mental model as understood by the “scientist”. It reflects the understanding and the knowledge the psychologist has about the mental model of the user. Norman stresses the importance of using experimental psychology and observation techniques to figure out the mental models users actually have. Later, Norman (1986) distinguished between the designer’s and the researcher’s conceptualisations. As we will discuss later, we think it is important to stress the idea that, not in all cases of cases of design, it is possible to distinguish between the designer’s and the researcher’s conceptualisations. In some cases, in the design teams there is not and expert “scientist” interested in the study of the mental model. In other words, the image of the expert in experimental and cognitive psychology dedicated to the study of the mental representation the user has of the system and collaborating directly in the design process, very often is not a real one. Instead, during the design process designers pay very little attention of the way the future user of their system understands and interacts with the system. According to us, it is really necessary to include experts in mental models and human computer interaction in the design teams or at least, designers should be trained to be able to understand the mental model of the user. Fortunately, technology companies such as Apple Computer, Philips Design, Bell Labs, and Xerox’s Palo Alto Research Center seeking to design more usable, compelling products, and services are beginning to tap the human behaviour expertise of psychologists, anthropologists and other social scientists in growing numbers (Bailey, 1996, Lear, 2000). 3.2. Young (1983) In the same volume and in parallel with Norman, instead of mental model Young (1983) uses the term user’s conceptual model (UCM) to refer to "... a more or less definite representation or metaphor that a user adopts to guide his actions and help him interpret the device’s behaviour." (p. 35). Furthermore, Young (1983) introduces a distinction between different types of mental representations that users can have about the system (strong analogy, surrogate, mapping, coherence, vocabulary, problem space, psychological grammar, and commonality). Following the 16 Mental models of incidental human-machine interaction idea that it is possible to have different mental models about a system, representing different kinds of information, different classifications about the mental models were made. 3.3. Carroll and Olson (1988) Stressing the idea of its capability to understand, to evaluate and to interpret the way the system works and the results of the interaction with the system, Carroll and Olson defined a mental model as: “a representation (in the head) of physical system or software, with plausible cascade of causal associations connecting the input to the output". In other words, the mental model is a “mental structure that reflects the user’s understanding of a system”. Another important characteristic is that the mental model can be conceived as “knowledge about the system sufficient to permit the user to mentally try out actions before choosing one”. And it can be created spontaneously by the user or carefully formed and structured through training. 4. Different classifications of mental models 4.1. The classification of DiSessa (1986) DiSessa (1986) distinguishes between structural (“what is”) knowledge and functional (“how to”) knowledge about the system. According to this distinction, structural models provide the users with a detailed understanding of the systems whereas functional models represent the properties of the system needed to perform a specific task. In other words, the first kind of mental model contains information about the internal structure of the system and it is independent of the specific task. However, the functional models contain information about how to use a selected set of functionality to perform a real-world task. According to DiSessa, functional models seem to be ideal for non-experts who want to use the system as a tool because they take less time and mental effort to acquire and maintain. But, although Sasse (1997) maintains that walk-up-and-use systems are the exception, we think that 17 Mental models of incidental human-machine interaction nowadays it is possible to perform more that one task even with this kind of systems. This implies that users would have to acquire a multiplicity of overlapping functional models (one for every specific task that can be performed with the system). So the advantage of less mental effort does not seem so evident any more. In conclusion, especially for complex systems that can perform different tasks, the neat division between structure and function is not possible. Finally, DiSessa introduces the idea of distributed models. They are not neat structural or functional but accumulations of multiple partial explanations users hold of a system, tied in with their previous existing knowledge and experience. 4.2. The classification of Nielsen (1990) Another classification is the one made by Nielsen (1990). Nielsen presents a meta-model to classify the different models used in HCI. Following Sasse (1997) we will simply show the aspects of Nielsen’s classification that are relevant to HCI: 1. Internalised versus externalised models. An internalised model can reside inside the human mind or in the system. According to Van der Veer (1999), internal models are for “execution”. The main idea is that there is an “agent” who uses the model to make decisions based on the behaviour of the model, and to make predictions on the behaviour of the modelled reality. If the agent is human we will call it mental model. But if the agent is the system we will call it program, database, etc. On the other hand, externalised models are mainly build for communication (Van der Veer, 1999) and are represented in some explicit form outside the human mind or the system. Examples of external models are the conceptual model and the scientist’s conceptualisation of Norman (1983). 2. Structural versus distributed models. In parallel with DiSessa (1986), distributed models contain partial and overlapping knowledge about the system. But in the case of structural models, Nielsen refers to the models that follow a guiding principle. According to this classification, mental models can be distributed while the conceptual model and the scientist’s conceptualisation can be more structural models. 3. Generic versus instantiated models. The instantiated model is the idiosyncratic mental model of the user (mental model) and the generic model refers to the “prototype” mental model of the user envisaged by the designer and/or the researcher (the scientist’s conceptualisation of Norman). 18 Mental models of incidental human-machine interaction 4. General versus specific models. While general models describe users and systems in general terms, specific models are aimed at describing specific reasoning mechanisms employed by a particular user group (e.g. novices versus experts) or specific tasks that can be performed using the system. Related with the idea of specific models later we will consider the user's virtual machine or UVM. Briefly, the UVM is a detailed description about the aspects of the system that are directly relevant for a specific task and/or a specific group of users. 5. Descriptive versus analytic models. Normally, the mental representations that users and designers have are more informal descriptions of the system. However, other descriptions of the system use more formal methods and show a more complex analysis of the system (e. g. the scientist’s conceptualisation of Norman). Maintaining her distinction between researchers and designers, Sasse (1997) thinks that the analytic models are more used by researchers than by designers. 6. Static versus dynamic models. This dimension distinguishes between models that do not change continuously over the time and those which change continuously. Normally, internalised models (such as mental models) are more dynamic than externalised. The last ones, can change during the design process but when the system is build, normally became static. 5. The problem of the multiple definitions of mental models In the previous paragraphs we tried to briefly expose some of the most relevant and early definitions of mental models. As we saw a mental model is an internal representation that people form and use while interacting with the environment (problem, system, etc). In more or less degree, this representation contains structural information about the properties of the system and functional knowledge about the task to perform. On the other hand, mental models are incomplete, unstable and unscientific but they can be used for planning, execution, evaluation, and interpretation of the system or problem the subject has to solve. Another important characteristic is that they are build associating previous knowledge stored in memory (Long Term Memory: LTM) with the incoming information from the context and tasks demands. And as we will immediately see, it seems mental models are build in working memory. Furthermore, mental models are naturally evolving models. 19 Mental models of incidental human-machine interaction According to Holland et al., (1989) they can be “run” or manipulated, combining existing rules, to produce expectations about the environment”2. As a consequence mental models are changed and, most of the times, refined as additional information is acquired. Finally, it is important to underline the fact that users can have different mental models of the systems and, as we will see soon, this can hold differences in performance while interacting with the system. But, although we could summarize the common ideas researchers have about what is a mental model, as in many others, one of the big problems in this field is the absence of agreement between definitions. Differences between approaches are due to the way variables are represented (instantiation in specific symbols vs. direct representation), the relation of models with the memory structures (WM vs. LTM), and the phenomena they intend to explain (syllogistic reasoning vs. causal reasoning). Nowadays, people are still trying to build a common, useful and valid definition of the concept. 5.1. The reason of the disagreements according to Cañas & Antolí (1998) According to Cañas and Antolí (1998), the fact that the term “mental model” has been used by researchers who work in different tasks is the main reason of the disagreements in the definition of the concept. For example, Johnson-Laird (1983) worked in reasoning, while Norman (1983) used the concept in the field of Human-Computer Interaction. As a consequence, researchers focused in different aspects of mental models. Some give more importance to the information extracted by perceptual processes of the characteristics of the task (e.g. Johnson-Laird, 1983) and some pay more attention to the knowledge the person has stored in Long-Term Memory (LTM) about the operations and the structure of the system (e.g. Norman, 1983). As a result, a common debate in the literature is the question about if mental models are structures of knowledge in LTM or temporary creations in Working Memory (Van der Veer et al., 2000). Currently, Cañas and Antolí (1998) are trying to unify both definitions and to develop a model of mental model formation. The basic hypothesis that they maintain is that a mental model is 2 The authors describe mental construction as a trade off between accuracy (addition of specialised rules) and efficiency (general rules). 20 Mental models of incidental human-machine interaction a dynamic representation created in Working Memory by combining information stored in LongTerm Memory and characteristics extracted from the environment. 5.2. The pragmatic approach of Van der Veer (1990): The need of a conceptual framework that includes the relevant concepts for designers. Finally, in applying the concept to Human-Computer interaction, Van der Veer (1990) proposes to behave pragmatically. He considers mental model any type of mental representation that enables and facilitates the interaction with the system and that develops during the interaction with the system. Following this pragmatic perspective, and according to our purposes, we will need to specify a conceptual framework that includes and defines clearly the relevant concepts for design production and the role mental models can perform in improving the design process. As a matter of facts, this will be the main purpose of our next “chapter”. References Bailey, R. W. (1996). Human performance engineering: Designing high quality, professional user interfaces for computer products, applications, and systems. Prentice Hall PTR. Cañas, J. J. & Antolí, A. (1998). The role of working memory in measuring mental models. In: T.R.G. Green, L. Bannon, C.P. Warren & J. Buckley (Eds.). Proceedings of the Ninth European Conference on Cognitive Ergonomics – Cognition and Cooperation. EACE. INRIA. Rocquencourt. Carroll, J. & Olson, J. (1988). Mental models in human-computer interaction. In Helander, M., (Ed.). Handbook of Human-Computer Interaction. North-Holland, Amsterdam, The Netherlands. Chisăliţă, C. (in press). New directions in theory and methodology of mental models. 21 Mental models of incidental human-machine interaction Craik, K. J. W. (1943) The Nature of Explanation. Cambridge: Cambridge University Press. DiSessa, A. (1986). Models of computation. In D. A. Norman & S. W. Draper (Eds.). User-Centered System Design: New perspectives in Human-Computer Interaction. Hillsdale, NJ: LEA. Gentner, D. A. & Stevens, A. L. (Eds.) (1983). Mental models. Lawrence Erlbaum. Hillsdale, N. J. Holland, J.H., Holyoak, K.J., Nisbett, R. E. & Thagard, P. R. (1989). Induction: processes of inference, learning, and discovery. The MIT Press. Cambridge, Mass. Johnson-Laird, P. N. (1983). Mental models. Cambridge University Press. Johnson-Laird, P. N. & Byrne, R. (2000). Mental Models Website: A Gentle Introduction. http://www.tcd.ie/Psychology/Ruth_Byrne/mental_models/index.html Lear, A. C. (2000). Uncovering technology’s human side. Computer. Innovative Technology for Computer professionals, 7, 24. Nielsen, J. (1990). A meta-model for interacting with computers. Interacting with computers, 2, 147160. Norman, D. A. (1983). Some observations on mental models. In D. A. Gentner, & A. L. Stevens (Eds.). Mental models. Hillsdale, NJ: Erlbaum. Preece, J., Rogers, Y., Sharp, H., Benyon, D., Holland, S., & Carey, T. (1994). Human-Computer Interaction. Addison-Wesley. Sasse, M. A. (1997). Eliciting and Describing Users’ Models of Computer Systems. Thesis submitted to the Faculty of Science of the University of Birmingham. 22 Mental models of incidental human-machine interaction Van der Veer, G. C. (1990). Human-Computer Interaction: learning, individual differences, and design recommendations. Thesis submitted to the Faculty of Sciences of the Vrije University of Amsterdam. Van der Veer, G. C. (1999). Human-Computer Interaction/ Cognitive Ergonomics- a course outline. House of the Book of Science. Cluj. Van der Veer, G. C., Chisalita, C. & Mulder, B. (2000). The conceptualization of mental models as base for the desing of interactive systems and situations. Paper proposal for ICCM-2000. Young, R. M. (1983). Surrogates and mappings: two kinds of conceptual models for interactive devices. In D. A. Gentner, & A. L. Stevens (Eds.). Mental models. Hillsdale, NJ: Erlbaum. 23 Mental models of incidental human-machine interaction APPENDIX B: THE NEED OF A CONCEPTUAL FRAMEWORK 1. The agreements and disagreements about mental models in HCI Sasse (1997) concludes that the different theories of mental models do not agree in: a. The content and structure of the mental models held by users. b. How exactly users’ mental models influence their interaction with computer systems and systems in general. c. The nature of the process through which mental models are constructed. But, explicitly or implicitly assume that: a. Users form a mental model of the internal activities of the computer systems they are interacting with. b. The content and structure of that mental model influences how users interact with a system. c. Selecting what information about the system is presented to users, and how it is presented to them can influence the content and structure of a mental model. d. More detailed knowledge of how users construct, invoke, and adapt mental models could be used to provide guidance for user interfaces and user training which help users to form appropriate models, and therefore make an important contribution to HCI. So although there is no agreement about the exact definition of the concept, in the field of Human-Computer Interaction (HCI) the concept of Mental Model plays an important role. As Sasse (1997) concluded, researchers agree in the fact that knowledge extracted from mental models can be used to guide the design process and, in turns, a good design helps users to form appropriate mental models. It seems that the closer this mental model resembles the actual system, the better (Klok, 1998). But still the big question is how exactly mental models can be applied to design computers and systems in general to facilitate learning and use of the system. 24 Mental models of incidental human-machine interaction In the following paragraphs we will explain some of the conceptual frameworks used specifically in HCI to describe the user’s internalised representations of a computer system. As we will see, different researchers in HCI created its own terminology. But, first of all we will introduce the basic elements that are necessary to consider in order to study the mental representations implicated in the interaction with the computer. Following Nielsen (1990) these elements are: - U: user. - D: designer. - C: computer system. - M: manuals and other documentation. - T: task performed by the user. - W: surrounding world in which the user performs the task. - R: researcher. 2. The choice of mental models as a basis for designing more usable systems. Norman and Draper (1986) applied the notion of mental model to HCI to bridge the gap between designers and users of software systems. The main idea they show is that a designer will have formed a working model of the system that can be different to the user’s mental model. The fact that the models are different is not necessarily a problem; the problem arises when the user’s mental model is inappropriate. Norman and Draper proposed that designers could facilitate the construction of appropriate user’s model of a system trough the design of its user interface. “In general, if mental models are sufficiently accurate then it is possible to solve unexpected problems, but inappropriate models can lead to difficulties” (Preece et al, 1994). 2.1. The conceptual design approach of Norman (1986) One of the most influential proposal as to how mental models can be harnessed to design more usable systems is the theory of Donald Norman. The main assumption of this theory is that a well-designed system and user interface will allow the user to develop an appropriate model of the system and, as a consequence, an appropriate performance and/or interaction with the system. Well designed interface adequate mental model of the system appropriate performance 25 Mental models of incidental human-machine interaction According to the conceptual design approach, in the design process it is important to consider: a. The user’s model or mental model. As we saw it is the user’s representation of the system that is internalised. Following the classification of Nielsen (1990), mental models are instantiated and usually specific and descriptive. b. The design model. This is the model of the design team (and/or the researchers). It is an externalised and general representation of the system. Normally this kind of model is structural, descriptive, externalised, and static. c. The system image. Remember that the system image refers to the perceptible aspects of the system that are available to the user. In other words, the system image is the way in which the design model is presented to the user through the user interface, documentation, instructions, error, and help facilities. We can add that the user’s mental model of the system is mainly derived from the interaction between the user and the system image. So, if the designer gets the design model right, and communicates this model successfully through the system image then, users interacting with the system will develop an appropriate mental model of the system which allows them to use the system successfully. DESIGNER MENTAL MODEL SYSTEM IMAGE USER MENTAL MODEL 2.2. The importance of the user’s task and user’s previous knowledge From the point of view of the designers, the main goal of design is to design a highly usable and useful system (Hartson, 1998; Van Welie, 2000). And following Norman’s theory, one of the biggest problems is to communicate properly the design model through the system image. Due to this difficulty currently some authors (designers and/or researchers) advise that the design models should be as simple as possible and reflect the user’s task rather than the hardware and software of the system (Tognazzini, 1991). 26 Mental models of incidental human-machine interaction Following this idea, Sasse (1997) adds three new sets of representations that are important to consider during the design process: a. The user’s task model. Internal representation of the task or tasks to be performed. According to Sasse it is an instantiated, descriptive, specific and dynamic model of the task. Another important issue is that it is expected that users with similar experience of the task will have similar task models. b. The designer’s model of user’s task. According to Sasse, the designer’s model of the user’s task is normally a specific and static description of the task. But against the old fashion idea that the conceptualisation designers have of the user’s task is static, we think it should be dynamic because the task world is changing continuously. On the other hand, Sasse stress the idea that the design model have to be based on the user’s model of the task and not on the designer’s model of the task. In other words, although designers have their own model about the task, and about the system, in order to design and adequate and useful system, designers should pay attention of the model the user’s has rather than in their own model. c. The researcher’s conceptualisation of user’s task. It is the conceptualisation of the user’s task made with a formalised task analysis method. The result is normally a generic and general model rather than an idiosyncratic model of an individual user’s task model. Additionally, Green (1990) uses the term viscosity to illustrate the relationship between the task’s demands and the system. According to this author, the viscosity of a system increases with the number of internal tasks that the user has to know and perform with the system in order to perform the real-world task. On the other hand, the more internal tasks are required, the bigger is the cognitive load that the user will suffer while interacting with the system (Payne et al., 1990). According to Payne et al., the user has to represent the device space that represents the possible states of the system. He also has to represent the goal space that represents the possible states of the external world that can be manipulated with the system (or device), and the semantic mapping that relates the entities between both spaces. Another aspect that it is important to consider is the previous knowledge that the users have about the system, about similar systems and about the task. As a matter of facts, the previous knowledge the users have may influence the way in which they interpret the incoming 27 Mental models of incidental human-machine interaction information, the system, and their interaction with it. Following this idea, Sasse adds three new important issues: a. The user’s existing knowledge. The previous knowledge and experience of the users may influence the way they interpret the information about the system and the way they interact with it. b. The designer’s model of user’s knowledge. Designers normally form an internalised generic model of the user’s background knowledge and experience that can be relevant to the task and the system. c. The researcher’s conceptualisation of user’s knowledge. Can differ from the designer’s model user’s knowledge and be more externalised and analytic. If we put together Norman’s and Sasse’s ideas we can distinguish between users, designers and researchers. On the other hand, we can distinguish between different contents of the internal representation: Norman speaks about the internal representation of the system whereas Sasse stresses the representation people have about the task to be performed and the previous knowledge and the degree of expertise users can have. Finally, both of them distinguish between the designer and the researcher conceptualisations about the user’s internal representations. system task previous knowledge users internal representation internal representation internal representation designers internal representation conceptualisation conceptualisation researchers conceptualisation conceptualisation conceptualisation So far, we consider that the so called internal representation about the system and the task are the instantiated information from the environment that is represented in working memory while interacting with the system (or designing it). And the previous knowledge about both, the system and the task, following Cañas & Antolí (1998), is the one stored in LTM that is combined in working memory with the incoming information from the environment. 28 Mental models of incidental human-machine interaction On the other hand, both Norman and Sasse, distinguish between the designer’s and the researcher’s conceptualisations of the internal representation. According to these authors, and because they are experts in mental representations, the conceptualisation made by researchers is more formal and exhaustive than the one made by designers. We can express the idea with other words, as long as they have different interests, researchers in HCI and designers see the subject from a different point of view. However, although the differentiation between designer’s and researcher’s conceptualisation is possible, this is not always a realistic position because the communication between Cognitive Psychology (and related fields as separate faculties than the faculty of design) and designers is not always possible. One reason is because, in the design team there is not always an expert in mental representation but only designers. And the second reason is that, like in many other fields, there are difficulties in communication between theory and practice. In most of the cases, experts in mental representation have difficulties showing the practical consequences of their findings3. From this problem we can conclude that a multidisciplinary approach for design is needed. According to Van der Veer (1999), in a design team of complex systems it is necessary to include different experts that have to work together. It is necessary to include experts in psychology, anthropology and/or ethnography centred in the study of the human capabilities to process information and to respond and in the study of the how the group develop in the work situation. Experts in cognitive ergonomics and experts in designing the workplace and the organization are also necessary. Experts in representations such a graphical designers and even experts in theatre and cinematography to represent properly the relevant information at every moment. And of course, it is necessary to have engineers’ experts in hardware and in software design. Fortunately, more often social scientists and engineers are working more closely that they have in the past and the design team deliberately includes members with a variety of different backgrounds and experiences, so that each system is adequately represented by a specialist (Bailey, 1996). This is true specially in the case of big technology companies such as Xerox’s Palo Alto, Apple Computer, Microsoft, Philips Design, etc. In this type of companies they are bringing in anthropologists, psychologists, and sociologists to help with product development. (Lear, 2000). If not possible to 3 At least not in an easy way. 29 Mental models of incidental human-machine interaction have such design teams, we at least recommend to designers to be properly educated in order to understand the way user’s represent their interaction with the system and how to use correctly this information to design more usable systems. 2.3. The importance of the system image As long as it is the perceptible aspect of the system for the user, the construction of the system image is as important as the construction of the design model itself. Tognazzini (1991) offers some practical guidance on designing the system image: 1. Design user interface objects which encourage and facilitate user behaviour that is consistent with the design model. 2. Remove elements that are not needed for a specific task from the user’s sight. 3. Minimise the amount of information that users have to remember. 4. Do not use abstract or invisible objects. And, as long as perceptible, it is also important to consider the properties of the cognitive (attention, perception, memory, though, language…) and motor human processes that users apply in their interaction with the system via the system image. In this point, Sasse (1997) again distinguishes between the researcher’s model of users and the designer’s model of users. Researchers are psychologists and other cognitive scientists interested in the production of theories about human attention, memory, cognition, and kinaesthesia. Designers on the other hand, are less familiar with cognitive theories and Tognazzini (1991) recommends them to consult a researcher to select the cognitive relevant aspects they have to consider in the creation of the system image. Summarising, Sasse concludes that the design model should be based on: - the user’s task, - the user’s previous knowledge and experience, - and the cognitive properties of the user. 30 Mental models of incidental human-machine interaction The result of the design model is expressed via the system image. And the users construct a mental model, as a result of their interaction with the system, via the system image, and, perhaps training and instruction. 3. The DUTCH conceptual framework Another design conceptual framework is the one developed by Van der Veer and Van Welie (2000): DUTCH (Designing for Users and Tasks from Concepts to Handles) for complex systems. Their design method is driven by an extensive task analysis followed by structured design and iterative evaluation using usability criteria. To cover the wide range of aspects of design, they use a combination of multiple complementary representations and techniques. Figure 1 gives an overview of the whole design process with all the activities and sources of information. Figure 1. The DUTCH design process. 31 Mental models of incidental human-machine interaction The main goals are to design usable and useful systems and, with these purposes, their design process consists of four main activities: a. Analyzing the "current" task situation. b. Envisioning a future task situation for which information technology is to be designed. c. Specifying the information technology to be designed. d. Evaluating activities to make the process cyclic. 3.1. The task analysis The first steps are to analyze the current and the future task situations. The first task model is a descriptive task model and is used for analyzing the current task situation. The second task model is a prescriptive task model for the system that is to be designed. 3.1.1. Analyzing the current task situation (Task model 1) First it is necessary a systematic analysis of the current situation. In many cases the design of a new system is triggered by an existing task situation but, either the current way of performing tasks is not considered optimal, or the availability of new technology is expected to allow improvement over current methods. A systematic analysis of the current situation may help to formulate the design requirements, and at the same time, may later on allow evaluation of the design. Task model 1 is developed on the basis of knowledge acquisition activities. Especially in cases of complex task situations, several different disciplines need to contribute. Techniques that might apply may be related to knowledge elicitation and psychological techniques, or be derived from anthropology and ethnography. The final goal of this group of activities is to analyze, describe, and model the current task world. 3.1.2. Envisioning the future task situation (Task model 2) Task model 2 is the result of analyzing task model 1 on its values and problems for the user, confronted with the requirements from the client of the design process as well as with the technology availability and constraints. The aim of this set of activities is to specify a model of the 32 Mental models of incidental human-machine interaction envisioned new task world. Task model 2 in general will be formulated and structured in the same way as the previous model, but in this case it is not considered a descriptive model of users' knowledge but a prescriptive model about the knowledge an expert user of the new technology should possess. In general, for describing the task world, Van der Veer and Van Welie propose to use a combination of classical HCI techniques such as structured interviews and CSCW (Computer Supported Cooperative Work or Computer Supported Collaborative Work) techniques such as ethnographic studies and interaction analysis. They also developed a broad task-analysis conceptual framework that is based on comparisons of different approaches and on the analysis of existing and proposed systems for HCI and CSCW (see a more detailed explanation in Van der Veer and Van Welie, 2000). 3.2. The UVM After the task modeling activity the system needs to be designed and specified. This activity is focused on a detailed description of the system as far as it is of direct relevance to the end-user. Van der Veer et al., (1985) use the term of UVM, the user's virtual machine, to denote all aspects of a system the user should be aware of during interaction. In other words, the UVM has to be modeled indicating all the relevant details and knowledge the user has to have about the system, both semantics (what the system offers the user for task delegation) and syntax (how task delegation to the system has to be expressed by the user). The specification of the UVM can be structured into three sub-activities that are strongly interrelated: 1. Specifying the functionality of the system. This activity includes specifying the system details as far as relevant to the user (what the system provides to perform the task to a specific type of user). Aspects like the look and the feel of the technology, the specification of the graphical interface, and any representation of the system and its products, have to be considered too because they can strongly influence the ease of use. So, apart from the functionality of the UVM we need to specify the interaction between user and system, with 33 Mental models of incidental human-machine interaction its two directions of communication: the dialog (or language interface) and the representation (or presentation interface). 2. Structuring the dialog between the users and the system. Modeling the language interface means to define the type(s) of language style in which the user expresses himself/herself to the system. 3. Specifying the representation or the way the system is presented to the user. Modeling the system's actions and representation of relevant information for the user is possible to influence the kind of control the user feels has over the system, as well as the amount of learning needed to operate the system. We think that the result of specifying the dialog but mainly the representation corresponds to the system image of Norman (1983) as long as it represents perceptible and the dynamic aspects of the system. The three types of design decisions resulting from this obviously are strongly related in their consequences for the user, hence, the activity of maintaining consistency is a further important design activity in the phase of specifying the UVM (Van der Veer and Van Welie, 2000). Another important issue is that the UVM defines what is relevant for a specific group of users. In this context, a group is mainly defined by the task domain and the degree of expertise. If there are different classes of users (different roles) and possibly stakeholders ("indirect" users of the system, i.e., groups of people whose work is influenced by the implementation of the new system) there will be a need to specify a different UVM for each role. As the reader can notice, the idea of UVM and the conceptual model defined by Norman (1983) are very similar. Both consist in an accurate and complete description of the system as far as relevant to the user. But using again the differentiation between researchers and designers, perhaps the distinctions between those concepts are related to the different point of view and interests that the designer and the researcher have. We hypothesize that the idea of conceptual model has been developed more according to the researcher point of view while the more detailed definition of UVM comes from a designer environment. 34 Mental models of incidental human-machine interaction 3.3. The evaluation and the usability testing During the entire process, some kind of evaluation activity can take place. As soon as an initial task model is available it can already be evaluated using scenario's and use cases. Later on when some initial sketches for the new system are known, mockups and prototypes can be used for early evaluation of design concepts. Each evaluation activity can cause another iteration. For instance, a task model may turn out to be incomplete after a mockup is evaluated in a critical scenario. In that case the designers need to go back to the task model and rethink their model. The activity of evaluation will therefore be mandatory in parallel to each of these activities. Normally, the development of the UVM is based on detailed specifications of the "new system" on the basis of task model 2. From there, the details of the technology and the basic tasks that involve interaction with the system need to be worked out. During this process, the need for feedback to task model 2 will be inevitable. If design decisions force the specifications to deviate from the original global intentions, this has to be considered explicitly. Changes in the model of the information system may result in changes in other parts of the task world, like organization of people's work, communication structure, and work procedures. If this would cause task model 2 to deviate from what is considered an adequate answer to the request for system development, this could lead to reconsidering the whole set of decisions taken so far. Feedback to task model 2 is a design activity that has to be coordinated and continuously controlled. So, frequent iterations will be needed between the specifications of the tasks models and the UVM specifications. This iteration is an explicit part of the method and essential for the development of usable systems. Evaluation may need a variety of testing techniques, from formal analysis and cognitive walkthrough to user testing, observations in usability labs, and the application of norms and standards. Again, different specialists will be needed in an evaluation phase, and a variety of experts will be needed from ergonomists to hardware and software engineers and programmers. In some cases of design decisions, guidelines might be of help, in other situations formal evaluation may be applied. Formal modeling tools like CCT, TAG, or ETAG may provide an indication of complexity of use or learning effort required (De Haan et al., 1991). 35 Mental models of incidental human-machine interaction 4. Our ideas: the role of the mental model and the UVM We saw that the main problem with the study of mental models is the lack of a unified and universal terminology. Tauber (1988) indicates that “the term of mental model has been liberally applied to virtually any representation of knowledge about devices”. The main goal we had introducing different models of design processing was precisely, and following the pragmatic approach of Van der Veer (1990), to try to reach an useful definition of mental model as an appropriate tool to help and to improve the design process. But the problem remains; in HCI there is not a single recognised set of terms which is universally employed. And the consequence is that the different terminology and, even sometimes contradictory statements, will confuse designers that try to apply the knowledge derived from HCI of users’ models. Furthermore, the theoretical contributions of HCI offer little concrete knowledge and guidance related to how knowledge of task domain and task analysis, degree of expertise and previous knowledge, and properties and limitations of the human information processing system can be applied in the design model. Newell and Card (1985) finally predicted that all of these problems would lead designers to ignore HCI. We think that in order to improve the interaction between the system and the user, designers should be concerned about the UVM. That is, the aspects of the system that are directly relevant for a specific group of users. According to what we just see, the specification of the UVM should consist in the specification of the functionality of the system, the type of dialog needed to interact with it, and the representation of the system, or using the terms of Norman, the system image. And following the pragmatic approach of Van der Veer, we think that the mental model is the mental representation of the UVM – of the functionality, the dialog and way the system is represented - that the user builds through its interaction with the system image, while performing a specific task, and applying his previous knowledge. And now following Cañas and Antolí (1998), this representation is created in the working memory. Consequently, one of the most important issues for the designer is to build the system image in such a way that the user acquires easily an optimal or appropriate mental model of the UVM. 36 Mental models of incidental human-machine interaction System functionality dialog UVM representation Mental model (WM) Task requirements Representation of UVM Knowledge LTM Figure 2. The mental model is the mental representation of the UVM. And as we said, an important issue is that the UVM stresses the idea that different classes of users should have a different UVM, and a different mental model, of the system defined mainly by the task domain and expertise. In other words, designers have to think about different classes of users in order to specify correctly their specific tasks requirements. References Bailey, R. W. (1996). Human performance engineering: Designing high quality, professional user interfaces for computer products, applications, and systems. Prentice Hall PTR. Cañas, J. J. & Antolí, A. (1998). The role of working memory in measuring mental models. In: T.R.G. Green, L. Bannon, C.P. Warren & J. Buckley (Eds.). Proceedings of the Ninth European Conference on Cognitive Ergonomics – Cognition and Cooperation. EACE. INRIA. Rocquencourt. 37 Mental models of incidental human-machine interaction De Haan, G., Van der Veer, G. C., & Van Vliet, J. C. (1991) Formal modelling techniques in human-computer interaction. Acta Psychologica 78, 27-67. Green, T. R. G. (1990). The cognitive dimension of viscosity: A sticky problem for HCI. In: D. Diaper et al., (Eds.). Human-Computer Interaction- Interact’90. Proceedings of the IFIP TC 13 Third International Conference on Human-Computer Interaction. Cambridge, 27-31 August, pp. 79-86. Amsterdam: North-Holland. Klok, J. A. (1998). A needle in a haystack: the design of an interface that guides the user trough the complex conceptual space of an information retrieval system. Master’s thesis. University of Twente. Lear, A. C. (2000). Uncovering technology’s human side. Computer. Innovative Technology for Computer professionals, 7, 24. Newell, A. & Card, S. K. (1985). The prospects for psychological science in human-computer interaction. Human-Computer Interaction, 1, 209-242. Nielsen, J. (1990). A meta-model for interacting with computers. Interacting with computers, 2, 147160. Norman, D. A. (1983). Some observations on mental models. In D. A. Gentner, & A. L. Stevens (Eds.). Mental models. Hillsdale, NJ: Erlbaum. Norman, D. A. (1986). Cognitive engineering. In D. A. Norman & S. W. Draper (Eds.). UserCentered Design: New perspectives in Human Computer Interaction. Hillsdale, NJ: LEA. Norman, D. A. & Draper, S. W. (1986). User-Centered Design: New perspectives in Human Computer Interaction. Hillsdale, NJ: LEA. 38 Mental models of incidental human-machine interaction Payne, S. J., Squibb, H. R. & Howes, A. (1990). The nature of device models: The Yoked Space Hypothesis and some experiments with text editors. Human-Computer Interaction, 5, 415444. Preece, J., Rogers, Y., Sharp, H., Benyon, D., Holland, S., & Carey, T. (1994). Human-Computer Interaction. Addison-Wesley. Sasse, M. A. (1997). Eliciting and Describing Users’ Models of Computer Systems. Thesis submitted to the Faculty of Science of the University of Birmingham. Tauber, M. (1988). On mental models and the user interface. In: G. van der Veer, T. R. G. Green, J. M. Hoc & D. M. Murray (eds.). Working with computers: Theory versus outcome. London: Academic Press. Tognazzini, B. (1991). TOG on interface. Reading. MA: Addison-Wesley. Van der Veer, G. C. (1990). Human-Computer Interaction: learning, individual differences, and design recommendations. Thesis submitted to the Faculty of Sciences of the Vrije University of Amsterdam. Van der Veer, G. C. (1999). Human-Computer Interaction/ Cognitive Ergonomics- a course outline. House of the Book of Science. Cluj. Van der Veer, G. C., Tauber, M. J., Waern Y., & Van Muylwijk, B. (1985). On the interaction between system and user characteristics. Behaviour and Information Technology 4, 284308. Van der Veer, G. C. & Van Welie, M. (2000). Task Based Groupware Design: Putting theory into practice. Proceedings of DIS 2000, New York, United States. 39 Mental models of incidental human-machine interaction APPENDIX C: ASSESSMENT OF MENTAL MODELS FOR ENVISIONING DESIGN Mari Carmen Puerta-Melguizo & Gerrit C. van der Veer Vrije Universiteit Amsterdam The Netherlands Extended Abstract for CSAPC 2001 The main goal of this paper is to show how relevant is the research and assessment of mental models in design and specially in the process of designing innovative complex systems and systems intended for incidental use. The different theories on mental models in HCI assume that while interacting with the system users build a mental model of the activities of the system and the content and structure of that mental model influences how users interact with a system. But the main problem is that there is not agreement about the definition of the concept and even contradictory statements have been made. Van der Veer (1990) considers mental model any type of mental representation that enables and facilitates the interaction with the system and that develops during the interaction with the system. In fact, he showed that several representations may be used by different subjects for identical interaction situations. Following this pragmatic approach, to understand the role that mental models play in design it is first necessary to specify a conceptual framework that includes and defines clearly the relevant concepts for design production and the role mental models can perform in improving the design process. Van der Veer and Van Welie (2000) introduced DUTCH (Designing for Users and Tasks from Concepts to Handles) for complex systems. This design method is driven by an extensive task analysis followed by structured design and iterative evaluation using usability criteria. 40 Mental models of incidental human-machine interaction Figure 1. The DUTCH design process. With the main purpose of designing usable and useful systems the design process consists of four main activities: 1) analyzing the "current" task situation, 2) envisioning a future task situation for which information technology is to be designed, 3) specifying the information technology to be designed and, 4) evaluating activities to make the process cyclic. The UVM, introduced by Van der Veer et al, (1985) is a nuclear element of the DUTCH design process (see figure 1). After the task modeling activities the system it is necessary to specify all aspects of the system the user should be aware of during interaction. To describe the UVM means to specify: 1) the functionality of the system, 2) the dialog between the users and the system, and 3) the way the system is presented to the user or the representation. Another important issue is that the UVM defines what is relevant for a specific group of users (mainly defined by the task domain and the degree of expertise). If there are different classes of users and possibly stakeholders there will be a need to specify a different UVM for each role. Summarizing, in order to improve the interaction between the system and the user, designers should concern about the UVM. That is, the aspects of the system directly relevant for a specific group of users. And, following the pragmatic approach of Van der Veer, we think that an appropriate mental model has to be the mental representation of the UVM that the user builds through its interaction with the system. 41 Mental models of incidental human-machine interaction 3. The role of mental models in the envisioning future system As we saw, the first step in the design process is to analyze the current task situation including the users, the tasks, the objects and the environment. This step is called in DUTCH task model 1(TM1). But, as important as TM1 it is important to analyze how the world would be if the new design, specially the UVM, is implemented. Van der Veer and Van Welie (2000) called this process task model 2 (TM2). TM2 is mainly developed considering the needs extracted from TM1 and the requirements of the client. But as long as we are envisioning the future, during TM2 it is a lot less important to consider the actual constraints imposed by technology. At this point we are modeling (and evaluating) new ideas and not actual systems (or even prototypes where technological constraints has to be taken more seriously). As long as it is not yet specified in any detail, the only available representation for modeling TM2 is the use of scenarios. Based on Carroll (1995), a scenario is “a projection of a concrete description of the activity that the user engages when performing a specific task, a description sufficiently detailed that the design implications can be inferred and reasoned about”. Scenarios have been used in the design of future technology in a form that shows an individual instance of use, in a well-described individual situation. On the other hand they have the advantage that the details of technology can be left unspecified. The scenario may be formatted as a written story, as an acted out on process (taped on video), as a script to be acted out by prospective users, with the help of mock-ups of potential technology, etc. A scenario is triggered by some event and usually starts with some important goal to achieve. The scenario usually ends when the goal is achieved (Van der Veer & Van Welie, 2000). Scenarios can be used both during the development of TM2 and the evaluation of detailed specifications. For example, Van der Veer proposed the use of scenarios in the design of a device for future use by hotel guests as a practice for HCI students. The main goal of such a design was to allow frequent guests to check-in and check-out quickly. A first scenario that some of the students constructed was just a simple story on paper about an individual hotel guest using a "device" and not needing to queue for the desk. A later variant consisted of a cardboard box with some indication of buttons and a screen to be holding in hand. This last variant was actually used by prospective users to perform an acted out form of the scenario showing how it would work as well 42 Mental models of incidental human-machine interaction as what these users thought would be the actual interaction process. A more sophisticated form of scenario can be found in products like HP's video "1995" and SUN's video "starfire", where professional actors show the process for an individual situation, including some of the possible positive and negative side effects of the use of this envisioned technology. To model the future is mainly the development of ideas at the level of task delegation, organization, and global procedures in a new situation. But TM2 means to begin with the specifications of the UVM as well. We think that it is at this point where mental models play a very important role. In order to design successful systems, it is important to know what future users would understand about our envisioning. In other words, designers need to know if the envisioned UVM is able to produce an appropriate user’s mental model of the system. And with this goal, designers should assess the mental models that future users will develop when confronted with a suitable representation of the envisioning of a new system. Summarizing, this insight in mental models of future systems will bring us two types of design knowledge: 1. How will users understand the envisioning, what may be misunderstood and how should we represent the future technology for the user. This will lead to ideas on how to represent the future technology for the user, how to introduce; as well as how to represent the different “utilities” of the system. 2. What will users expect from the envisioned systems. Future users will come with ideas about functionality that is intuitive for them, in a way contributing to the design of the functionality. 4. How to approach the mental model In the study of mental models a very important contribution is the one of Norman (1983). According to this author different aspects are necessary to consider while studying the interaction between the user and the system. The concepts he defined where: a. Target system: it refers to the system with which the user interacts. b. The conceptual model: an accurate, consistent and complete description of the system as far as relevant to the user. Norman explains that this model is devised as a tool for the 43 Mental models of incidental human-machine interaction understanding or teaching of the system to the user. With this goal the conceptual model must fulfil the criteria of learnability, functionality and usability. We maintain that the conceptual model can be also useful during the designing process of the system. c. The mental model from which the user understands and predicts the behaviour of the system. The mental model is constructed through interaction with the target system and constantly modified throughout this interaction. d. Norman introduces the idea of system image that refers to the perceptible aspects of the system that are available to the user. e. The scientist’s conceptualisation of the mental model describes the content and structure of the user’s mental model as understood by the “scientist”. Norman stresses the importance of using experimental psychology and observation techniques to figure out the mental models users actually have. Later, Norman (1986) distinguished between the designer’s and the researcher’s conceptualisations. At this point, we think it is important to stress the idea that, not in all cases of cases of design, it is possible to distinguish between the designer’s and the researcher’s conceptualisations. In some cases, in the design teams there is not and expert “scientist” interested in the study of the mental model. In other words, the image of the expert in Experimental and Cognitive Psychology dedicated to the study of mental models and collaborating directly in the design process, very often is not a real one. Instead, during the design process designers pay very little attention of the way the future user of their system understands and interacts with the system. According to us, it is really necessary to include experts in mental models and human computer interaction in the design teams or at least, designers should be trained to be able to understand the mental model of the user. Fortunately, technology companies such as Apple Computer, Philips Design, Bell Labs, and Xerox’s Palo Alto Research Center seeking to design more usable, compelling products, and services are beginning to tap the human behaviour expertise of psychologists, anthropologists and other social scientists in growing numbers (Bailey, 1996, Lear, 2000). With the same pragmatic-practical approach of Van der Veer (1990), and based on observations on a variety of tasks, Norman (1983) described the properties of the mental models that may be relevant in HCI: 44 Mental models of incidental human-machine interaction a. Mental models are incomplete. Mental models are constrained by such things as the user’s background, expertise, and the structure of the human information processing system. b. Mental models have vague boundaries. This implies that operations and systems with certain relations or similarities can be mixed up (e.g. the mental model of an operational system and an application program used in the operational system can be mixed up). c. Mental models are unstable over time. People forget the details of the system they are using, especially when those details (or the whole system) have not been used for some period. And, as long as mental models are naturally evolving models, they change not only because people forget and mix up details but also because new information is incorporated over the time and through the interaction with the system. So learning and forgetting are two sides of the same coin. d. Mental models are unscientific and contain aspects of superstitions. For example, people maintain behaviour patterns even when they know they are unneeded. e. Mental models are difficult and with restrictions to run. f. Mental models are parsimonious. Users tend to trade off extra physical actions for reduced mental complexity. But when we try to assess such a representation it is necessary to go further. It is necessary to have some insight of the processes and representations involved in the construction of a mental model or using the term of Norman, it is necessary the scientist’s conceptualisation of the mental model. But as we saw, the problem is the absence of agreement between theories and even definitions of the concept. According to Cañas and Antolí (1998), the fact that researchers have used the concept of “mental model” in different research domains is the main reason of the disagreements. Johnson-Laird (1983) worked in reasoning, while Norman (1983) used the concept in the field of Human-Computer Interaction. As a consequence, researchers focused in different aspects of mental models. Some give more importance to the information extracted by perceptual processes of the characteristics of the task (e.g. Johnson-Laird, 1983) and some pay more attention to the knowledge the person has stored in Long-Term Memory (LTM) about the operations and the structure of the system (e.g. Norman, 1983). As a result, a common debate in 45 Mental models of incidental human-machine interaction the literature is the question about if mental models are structures of knowledge in LTM or temporary creations in Working Memory (Van der Veer et al., 2000). Cañas and Antolí (1998) unified both definitions and developed a model of mental model formation. The basic hypothesis that they maintain is that a mental model is a dynamic representation created in Working Memory (WM) by combining information stored in Long-Term Memory (LTM) and characteristics extracted from the environment (see figure 2). The knowledge from LTM is instantiated into a mental model in WM based on triggering events from the situation. This instantiated mental model is dynamic and functions as a "runnable" model in WM. task artefact Output system Other cognitive and non-cognitive systems Perceptual system MENTAL MODEL Conceptual model of task and artefact Figure 2. The role and place of Mental Models during the interaction with a physical system. Adapted from Cañas & Antolí (1998). 5. Assessing mental models Pathfinder and Teach-back methods have been used in order to assess mental models. For example, Bajo et al., (1988) used the Pathfinder Algorithm to study the differences between experts and novices in the domain of physics. These authors found that the way people categorize and group the relevant concepts of the domain changes as a function of expertise. On the other 46 Mental models of incidental human-machine interaction hand, Van der Veer (1990) used the teach-back protocols to study individual differences between users of computer systems. 5.1. Teach-back This technique was developed by Pask in the framework of the “conversation theory” (Pask & Scott, 1972). Later, teach-back has been extended by Van der Veer (Van der veer, 1990) as a hermeneutic method to provoke the user to externalise his/her mental model or representation(s) of the system. Using this method, participants are asked (individually) to teach to an imaginary “colleague”, or person with some relevant role, how to solve the problem stated in the teach-back question. To respond the teach-back question participants can write, make diagrams, drawings (video can be used as well)… and in this way, subjects are encouraged to externalise their knowledge about the system. The answered protocols that result form the teach-back questions are scored along scoring categories in order to get insight in the representation of the problem space. The function of the categories is to explore the mental models of the participants on characteristics that are relevant for the research questions of the specific study. Among other utilities, teach-back method is suitable for detecting individual differences in mental representations (Kok, 1997; Van der Veer, 1990). 5.1.1. One example in physics Van der Veer et al. (1999) used the teach-back method to study mental models in the domain of physics. They explored the individual differences in mental models and examined whether these differences could be systematically related with the level of expertise. Three teachback questions that triggered different kind of answers were designed for the study. The first question, “real life” did not refer to the physics as dealt in education. The goal of this question was to investigate if the subjects apply physics laws and principles in real life. The second teach-back question, “general classroom”, explicitly refered to the domain of physics as presented in education. The third teach-back question, “actual exercise”, implied to solve a physics problem as dealt in educational settings. 47 Mental models of incidental human-machine interaction Sixty-eight novices (37 male and 31 female) and 18 experts (6 female and 12 male) participated in the study. The answered protocols were scored using the categories “memory”, “theoretical explanation”, “internal experiment”, “metaphor”, “concept”, “procedure”, and “formula”. And to investigate expertise effects on the scored categories, an analysis of variance (ANOVA) was carried out. The authors found significant differences between experts and novices in the categories “theoretical explanation”, “internal experiment” and “procedure”. The results showed that novices scored lower in these categories than the experts. Other relevant results were find when they analyzed separately the data obtained from the three teach-back categories. The results from the “general classroom” showed experts did not score in the “formula” category while a lot of students did. These results seem to show that novices often think in terms of formula when an “educational” question is asked. On the other hand, experts scored in all of the categories while performing the “real life” question showing that these kind of problems stimulate “physic” reasoning in experts. In general, the authors interpreted their results as a probe or the usefulness of teach back as an approach to investigate expert’s and novice’s mental models. 5.1.2. One example in designing computer systems A very interesting research for our purposes is the one made by Mulder (2000). Mulder used the teach-back method in order to explore the mental models participants created after being confronted to envisioned new information systems using scenarios. He used two kind of teachback questions: - “what is…”. The main goal of this kind of question was to reveal insight in the conceptual and semantic knowledge the participant has about the system. - “how to…”. The goal of this question is to explore the knowledge the procedural knowledge the user has about the system. From the teach-back protocols Mulder obtained a set of suitable categories relevant for designers: “interpretation of functionality in relation to goal”, “affective reactions”, “lack of 48 Mental models of incidental human-machine interaction recognition of new functionality”, “functionality assumptions”, “dialogue assumptions”, and “implementation assumptions”. And using these categories, he scored the teach-back protocols of a group of 30 subjects. In the next phase of his study, the scored data were shown to expert designers. The most relevant result of his study was the fact that designers found that the information extracted from the future user, the mental model, could be very useful during the design process; especially in an early stage of the design. 5.2. Pathfinder Another technique that has been widely used in the study of mental models is the pathfinder algorithm created by Schvaneveldt and co-workers (Schvaneveldt, 1990; Schvaneveldt et al., 1985). Pathfinder is a graph theoretic technique that derives network structures from proximity data. In the network concepts are represented as nodes and relations between concepts are represented as links between the nodes. A weight corresponding to the strength of the relationship between two nodes is associated with each link. Concepts can be directly linked or not. The algorithm searches through the nodes to find the closest indirect path between concepts. A link remains in the network only if it is a minimum length path between the two concepts. As described by Van Engers (2000), the method consists of several steps: 1. To elicit concepts and create a concept list. 2. To present the concept list to the subjects to be assessed in the form of a pair-wise comparison test or as a sorting task. 3. To create graphs that represent the concepts and relationships. 4. To calculate the characteristics of these graphs. 5.2.1. One example in physics Empirical data reflects that differences between experts and novices can be caused in part by the Conceptual Organization that solvers have in memory (Gonzalvo et al., 1994). To describe changes in mental models in physics as a function of expertise. Bajo et al., (1998) used the Pathfinder method combined with the SCAN method (Cook,1992) to label the links between concepts specifying the nature of the relation. 49 Mental models of incidental human-machine interaction Comparisons between students and experts showed important differences in the way they scattered the concepts around the network. Students seem to organized the cinematic concepts close in the network with velocity as central concept whereas experts scattered cinemantic concepts around the network, close to concepts that define dynamic principles or energy states. Another important difference is the role of mass. Students seem to relate mass directly to force, whereas experts relate it to energy states. Both, the importance of dynamic principles and the connection mass-energy implies a sophisticated understanding of the concept. Summarizing, experts represent different relations among concepts than novices but the organization is flexible and dependent on the context. When novices learn about the domain their Conceptual Structure become more similar to that of the experts. In their third study students solved problems that emphasized dynamic aspects. After solving the problems, students were similar to the experts in the importance they assigned to dynamic principles. However, as cluster analysis showed, students still stress kinematics as an organizing principle while experts did not. The authors concluded that instructional practice can make use of this flexibility to elicit physic principles appropriate for solving problem. The results of our study indicate that if the context encourage students to think to sophisticated physics principles, they are able to do it. 5.2.2. One example in computer systems Klok (1998) performed another interesting study with the pathfinder technique. Klok studied the mental model that subjects develop from working with an Information Retrieval (IR) system. The search-facility of the IR system was based on concepts and relations between them. Four groups of subjects learned to search among the IR system. The difference between groups was the representation used for the interaction between the subject and the system: “formal”, “graphical”, “natural language” and a “combination” of the graphical and natural language representation. The comparison of the differences in performance and accuracy of the mental models between the four groups showed that a combination of natural language and a graphical representation yields better overall results than a single representation. 50 Mental models of incidental human-machine interaction 5.3. The limitations of both techniques 5.3.1. The teach-back limitations One of the most important limitation of teach-back is that is a descriptive method that does not provide explanations. And the method is in principle only of use for getting information on knowledge of which the user is aware, and which can in any way be represented in writing or drawing. Furthermore, teach-back requires more than a straight forward application of the technique. Both the instructions and the interpretation require experience with hermeneutic analysis. However, Van der Veer (1990) has shown that the technique can be learned and that the results after training have an acceptable level of reliability (e.g. Kok, 1998; Van der Veer et al, 2000) Another important aspect to consider while using teach-back is that the interpretation requires some methodological considerations. And the most important one is that the representation obtained shows only aspects of mental model build after the particular teach-back question. 5.3.2. The pathfinder limitations Schvaneveldt (1999) claims that the mental maps represented by the pathfinder algorithm represent the concepts and relationships between concepts as they reside in LTM however, the method does not give guidelines for the selection of the concepts. Another problem is that Pathfinder needs the subjects to make pairwise estimations of the degree of similarity or relatedness for the concepts in the domain-relevant concept set. Each concept is presented with all other concepts so the subjects has to make n(n-1)/2 similarity judgments. The problem is that the higher the number of relevant concepts, the higher the number of pairs of concepts that the subjects have to judge. For example, for 30 concepts there are (30*29)/2 = 435 pairs of concepts. Because it could be very tiring for the participants, Goldsmiths et al (1991) suggested not to use more than 30 concepts. 51 Mental models of incidental human-machine interaction 6. Our current approach Based in previous works (e.g. Mulder, 2000; Van der Veer, 1990) we suggest to apply envisioning scenarios and analyze mental representations early in the process. More explicitly, designers have to consider the different UVM’s or relevant aspects of the system that are relevant for the different groups of potential users of the system. And as long as envisioning systems, it is important to evaluate, in an iterative process (see figure 1), all of the possible features that can be a result of the interaction with the new system. In doing so, it is important to use scenarios and to explore if the mental representations users build through their interaction with the UVM are the ones that allow an appropriate interaction in order to reach the desired goals. The next question is how to explore those mental models. Although both techniques have limitations, we think that a combination of both can give complementary information. Following the proposal of Cañas and Antolí (1998) we consider that the mental model is a dynamic representation created in Working Memory (WM) by combining information stored in Long-Term Memory (LTM) and characteristics extracted from the environment (see figure 2). As we said, the knowledge from LTM is instantiated into a mental model in WM based on triggering events from the situation. And, as Cañas and Antolí proved, the specific information extracted from LTM depends of the context and of the task demands. On the other hand the knowledge can be both conceptual and procedural. On the other hand, teach-back is a technique that focuses on instantiated knowledge (Van der Veer, 1990: Van der Veer et al., 2000). This means that the type of representation it focuses on may differ dependent on the instruction. As a matter of facts, the “what is” question seems to focus on the conceptual knowledge that is relevant to the situation while the “how to” focus on the procedures. 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