mentalmodels

=Mental Models=

Definition
An explanation or a high-level cognitive representation of our thought process for different situations in reality. In other words, our own view of how things should/could work in real world.

Mental models are significant in designing process because an effective design require an interaction between users' mental model and the designers' abstract models.

I searched for a diagram to help understand the concept. [|link to the source of image]

However, the processes don't always work out the way a designer wants them to. A design becomes unsuccessful when a designer does not communicate enough with the users. The communication between them are essential in terms of agreeing and providing a reliable refelcction of the design model. Users must have the right mental model of the design as the designers intended.

Three perspectives on mental models
Another diagram to recap.

[[image:models_norman.gif width="596" height="442"]]
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 * 1) **Norman**'s observations = Norman did not come up with the idea of mental models however, he studied the mental models and wrote many books. He explains that mental models are incomplete, unstable, lack firm boundaries, unscientific, and parsimonious (people simply turn off a device rather than trying to recuperate the problems that occcurs). Also, he states that the nature of mental models exist due to people's inability to keep track of details and their "severly limited" attempt on the mental models.
 * 2) **Payne**'s describtions = First property of mental models include people's beliefs on certain situations and their behaviour conducted due to those beliefs. Yet, main problems lie on the accessiblity of a mental model that is specified. Second property is mental simulation that provide the needed knowldege to make devices work. Third property analogical representation aspect of the mental model which explains the controlled environment in which the mental models exist.
 * 3) **Young:** Similar representation of the mental model and the device, substitute quality, mapping ability between the user and the function of a device, consistency, encoded terms about the device, problem space left, psychological order of behaviour, and finally a common data structure.

This chart helps to conceptualize the mental model relationship.

[|link to the source of image]

Kieras and Bovair investigation in 1984
First experiment = Subjects were asked to operate a replicate control panel device from the show Star Trek. There were two groups called the model group and the rote group. Kieras and Bovair concluded from the first experiment that the knowledge about the system allowed the model group to undersatnd ways to mange the device better and before the rote group did. Second experiment had nearly the same environment but both the subjects were educated on the function of the device this time. Once again, the model group came up with better solutions to manage the device than the rote group. The experiments present that a device model is functional when there are coherent control actions. Moreover, they stated that the model does not need to be absolute.

These types of mental model aprroaches are not simply writings from the past that disappeared. Many researchers have taekn the concept into account when designing interactive devices and other technologies. For instance, R.E. Mayer notes in his article called //Learners as Information Processors: Legacies and Limitations of Educational Psychology's Second Metaphor//, regarding the importance of mental models. He writes that cognitive pyschology is developing a more constructivist interpretaion of learning, with theories of knowledge coming to include "the study of schemas, mental models, and conceptual change in which mental acitivity is vewied as "effortful construction" than as mere data processing.
 * Other examples**


 * In conclusion, mental models are very important in determining ways to design and use interactive devices.**

**Bibliography**
Moore. Beverly J. 1998. Situated Cognition versus Traditional Theories of Learning. Project Innovation.
 * Scholarly journal**

de Haan, G., van der Veer, G.C. and van Vliet, J.C. (1991). //Formal Modelling Techniques in Human-Computer Interaction and Formal Representation of Human-Computer Interaction.// Consulted on Nov.20.2006. 