VIDEO IN APPLIEDCOGNITIVERESEARCHFOR HUMAN-CENTEREDDESIGN RENATEJ. ROSKE-HOFSTRAND INTRODUCTION Video constitutes one of the most direct and contextually rich means for capturing observable behavior in human-computer interaction. However, a major shortfall of this type of visual medium lies in its failure to directly capture those aspects of user behavior that can predictably be associated with human cognition. Goal-directed cognitive user processes such as those that occur in problem-solving, decision-making, and planning activities are by their nature not subject to recording on camera. Traditionally, cognitive researchers have inferred user planning and intent structures by abstracting from relatively long sequences of behavioral cues captured by video protocols. Luckily, the video medium is not limited to showing the researcher only that which is observable with the human eye. On the contrary, video technology offers us a view into "worlds" which are not directly visible. Supplements and aids to understanding can be superimposed and synchronized with particular "raw" events that are of interest. "readable" record of behavior which shares some of the defining features with good visual presentation screens of so-called interactive training systems, i.e., the use of highlighting techniques with cursor or arrow to point at immediate areas of interest and direct the
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