Human-Computer Interaction Chapter 3 - Reasoning and Problem Solving
Human-Computer Interaction Chapter 3 - Reasoning and Problem Solving
Human-Computer Interaction Chapter 3 - Reasoning and Problem Solving
● Inductive
● Abductive
● Problem solving
– Use information we have to find solutions in new situations
● Gestalt (or form) theory
● The problem space (Newell et Simon)
● Analogy
Wrong premises
Stocks are going up every day since 2 Weeks
7 E 4 K
Each card has a number on one side and a letter on the other
side. Say which cards must be turned on to invalid the following
“rules”
Rule #1
If a card has a vowel on one side, then it's opposite side is an
even number.
Rule #2
If a card has an even number on one side then it has a vowel
on the other side.
● The good form : an informal set is first perceived as a simple form, stable
and symmetric
● Continuity : close points are first perceived as forming a line
● Similitude : in a set we try to assemble similar objects
● Common destiny : the objects moving simultaneously in the same direction
are perceived as being part of the same form
● Closure : it is easier to perceive closed forms surrounding a surface
Initial state
Search Desired state
Search
Problem space
(Newell, Simon - 1972)
Problem space :
● Initial state : problem statement and known conditions
● Research space : information space containing all data and procedures that will be used to
solve the problem
● Goal : target description
Limitations :
● The model works if both the initial and final states are well defined and well known.
Sometimes this is impossible and the state definitions become a part of the problem, like in
the case of functional specifications in programming.
Example :
A doctor has to blast a malign tumour with very strong rays. But
he knows that the surrounding healthy tissue will also be
destroyed ; if he lessens the rays' intensity the healthy tissue
will be preserved but the tumour will remain. How should the
doctor proceed ?