The purpose of this study was to investigate whether and how users' familiarity with symbols affects the performance of complex cognitive tasks which place considerable demands on working memory resources. We combined a modified math task paradigm with our previous icon familiarity training paradigm. Participants were required to complete a mathematical task involving icons to test their ability to perform complex cognitive tasks. The complexity of the task was manipulated using three independent variables: icon familiarity (high-frequency vs. low-frequency), whether or not the equation requires substitution (substitution vs. no-substitution), and the number of steps required for solution (one step vs. two steps). The results showed that participants performed better on the equation-solving task when it used icons they were more extensively trained on. Importantly, icon familiarity interacted with the complexity of the task and the familiarity effect on performance (accuracy and response time) became greater when the complexity increased. These findings provide evidence that familiarity affects not only the ease of information retrieval but also the ease of subsequent processing activities associated with these information, which extends our understanding of how familiarity affects working memory. Moreover, our findings have practical implications for improving interaction efficiency. Before the operators formally use a digital system, they need to learn the precise meaning of those complex or unfamiliar symbols in a certain context as much as possible.
The purpose of this study was to investigate whether and how users' familiarity with symbols affects the performance of complex cognitive tasks which place considerable demands on working memory resources. We combined a modified math task paradigm with our previous icon familiarity training paradigm. Participants were required to complete a mathematical task involving icons to test their ability to perform complex cognitive tasks. The complexity of the task was manipulated using three independent variables: icon familiarity (high-frequency vs. low-frequency), whether or not the equation requires substitution (substitution vs. no-substitution), and the number of steps required for solution (one step vs. two steps). The results showed that participants performed better on the equation-solving task when it used icons they were more extensively trained on. Importantly, icon familiarity interacted with the complexity of the task and the familiarity effect on performance (accuracy and response time) became greater when the complexity increased. These findings provide evidence that familiarity affects not only the ease of information retrieval but also the ease of subsequent processing activities associated with these information, which extends our understanding of how familiarity affects working memory. Moreover, our findings have practical implications for improving interaction efficiency. Before the operators formally use a digital system, they need to learn the precise meaning of those complex or unfamiliar symbols in a certain context as much as possible.
As an important carrier of information, icons are widely used in digital interfaces, such
as those of desktop computers, smartphones, mobile tablets, environmental monitoring
systems, and multimedia systems in automobiles, serving as interpretive channels between
users and information systems (Chi
& Dewi, 2014; Li
et al., 2017; X. Ma
et al., 2015; Silvennoinen et al., 2017; SriLakshmi et al., 2017). Compared with text,
graphic symbols have many advantages in conveying information. First of all, icons are
able to transcend language barriers and convey information to people from different
countries on many occasions, such as railway stations, airport, and other public places
(Gittins, 1986; Horton, 1994). Besides, icons
present semantic information in a condensed form (Blankenberger & Hahn, 1991; Rogers, 1989; Salman et al., 2012; Ziefle & Schröder, 2006).
In other words, using graphical symbols to convey information is much more
space-efficient than using text, which is especially crucial for digital interfaces with
limited display space. Importantly, some researchers also reported that graphical
symbols can often be recognized more accurately and quickly than relevant word
equivalents (Arend et al.,
1987; Muter & Mayson,
1986). For example, in Arend et al.’s study, a search-and-select paradigm was
adopted to examine the effects of visual characteristics of icons for menu selection.
They revealed that users in general identified icons faster than word commands.
Similarly, in Muter and Mayson’s study, they compared menu selection for text-only menus
to menu selection where the text was supplemented by graphics. The results showed that
the addition of graphics reduced about 50% error rate with respect to text-only
condition. However, to data, despite well-designed icons help users improve work
efficiency and reliability (Horton,
1994), there is still a lack of guidance on icon design in the field of
digital interface. The cognitive obstacles caused by poorly designed icons will hurt
user experience and even result in major accidents in certain situations, such as
interacting with on-board information system while driving. Therefore, it is of great
significance to explore the design methods of icons used in digital interfaces.Visual search is a common human activity which is acknowledged to be a perception task
involving visual attention, attention shift, and scan of particular environment for a
target (Xu & Yue, 2014).
Treisman’s Feature Integration Theory (FIT) is one of the most influential and important
theories of visual information processing in the last decades (Quinlan, 2003). FIT proposed two functionally
independent and sequential processing stages: a parallel, preattentive first stage and a
serial, second stage controlled by visual selective attention, suggesting that a limited
set of attributes such as color, size, motion, and orientation could be processed in
parallel, and serial deployments of visual attention were required to identify the
target defined by two or more attributes (Treisman, 2006; Treisman & Gelade, 1980; Wolfe, 2007). Based on the FIT,
Wolfe et al. (1989)
proposed the Guided Search Theory and indicated that previous parallel stage was
followed by an attentional bottleneck with a serial selection rule that then fed into
parallel target recognition processes. The essential difference from the FIT is that the
information from the first stage could be used to guide the deployments of selective
attention in the second stage (Wolfe, 2007; Wolfe &
Horowitz, 2004; Wolfe
et al., 2011). Moreover, Duncan and Humphreys (1989) claimed that there were two essential factors
determining visual search performance: the similarity of the target to the distractors
and the similarity of the distractors to one another. According to their Attentional
Engagement Theory, visual search difficulty is directly related to the former and
inversely related to the latter.Since targets are rare in real dynamic scenes (e.g., medical or airport screening),
researchers usually simplify the environment and design-specific task to ask
participants to locate a certain target in a field of similar distractors to test a
person’s visual sharpness and mental response time (RT; Epelboim et al., 1995; Võ & Wolfe, 2013). In graphical symbol
design and research areas, a series of visual search studies were carried out to explore
the effects of design properties of icons on users’ cognitive performance. McDougall et al. (2000)
conducted experiments to investigate the factors considered central to icon usability,
revealing that users performed better when using simple visual icons than complex visual
icons. Stammers and Hoffman
(1991) found that users identified concrete icons more efficiently than
abstract icons. Goonetilleke et al.
(2001) and McDougall
et al. (2001) showed that icons with closer semantic distances were easier to
understand. According to previous studies, three characteristics need to be considered
when designers create an icon: visual complexity, which refers to the amount of detail
in an icon; concreteness, which refers to the degree to which an icon depicts object in
the real world; and semantic distance, which indicates the closeness of the relationship
between an icon’s visual representation and its intended meaning (S.-C. Huang et al., 2015; McDougall et al., 1999; Silvennoinen et al., 2017;
Stevens et al., 2009).
However, some researchers also noticed that the differences in performance among
different kinds of icons diminished if users became familiar with those icons (Green & Barnard, 1990;
Stotts, 1998). Thus,
Isherwood et al. (2007)
defined icon familiarity as the frequency of use, which relates directly to experience
with an icon, and they believed that this form of familiarity could be trained by
presenting participants with icons over a number of blocks of trials. Subsequent
experimental findings of icon familiarity showed that the importance of icon
characteristics changed with user experience (McDougall et al., 2016).Recently, to further explore this issue, we experimented with an icon visual search task
across several days to simulate the effects of gaining increasing experience (Shen et al., 2018). After
manipulating the participants’ level of familiarity with different icons, their ability
to recall corresponding semantic information when cued with different icons was tested.
The results showed that participants performed significantly better on both the visual
search task and the semantic recall task when the icons were more familiar, and the
beneficial effects of familiarity were larger when the icons were complex. These
observations indicated that familiarity should be another key factor that has lasting
effects on icon cognition. However, in the field of human–computer interaction, most
previous studies on icon familiarity have focused on visual search tasks and recall
tasks (Gittins, 1986; K. C.
Huang, 2008; McDougall et al., 2000, 2006). Since the interaction
between users and the visual elements of the interface is a comprehensive and complex
process that includes a series of perceptions, comprehension, decision making, and
reactions, there is a great need to investigate whether and how icon familiarity affects
the tasks requiring higher order cognition that people must continuously retain multiple
kinds of relevant information and intermediate results in working memory while
simultaneously processing this information using complex techniques. Therefore, this
study aims to explore the influence of icon familiarity on complex cognitive tasks and
provide more experimental evidence to help graphical user interface designers improve
the icon design process.Previous work has shown that working memory is the system that is responsible for holding
mental representations available for processing and temporary storage, which plays a key
role in human cognition, especially for higher order cognition such as problem-solving,
reading comprehension, reasoning, mental calculation that goes beyond immediate
sensations, and memories (A. Baddeley, 2012; A. D. Baddeley & Hitch, 1974; Cassimatis et al., 2010; Lépine et al., 2005). One of the most important
features of working memory is its limited capacity (Halford et al., 2007; Oberauer,
2009). In recent decades, exploring the cognitive mechanism of the limited working
memory capacity has been a hot topic in cognitive psychology research. Hypotheses about
what limits working memory capacity can be summarized into three principle theories:
decay theory, interference theory, and resource-based theory (A. Baddeley, 2012; Oberauer et al., 2016). The decay theory
suggested that the currently active representations in working memory decay over time,
and this information would be unavailable for future processing if it is not reactivated
within a certain timeframe (A. D. Baddeley et al., 1975; Camos et al., 2009; Schweickert & Boruff, 1986). In contrast, the interference theory
assumes that representations in working memory do not decay on their own but that
attempting to hold a large amount of active information in working memory’s limited
capacity results in interference (Oberauer & Kliegl, 2006; Oberauer et al., 2012). Moreover, the
resource-based theory indicates that an individual’s limited working memory resources
need to be shared by the representations that are simultaneously being held available
and being processed can easily account for our results both in substitution and
no-substitution conditions (W. J. Ma
et al., 2014; Oberauer
et al. 2012). Specifically, both information processing and information
storage activities are competing for the same limited resources within working
memory.Based on these working memory theories, researchers have carried out numerous studies to
investigate the connection between working memory and higher order cognition (Beilock et al., 2004; Bull et al., 2008; Fung & Swanson, 2017; Swanson et al., 2004). One
suitable domain is mathematical problem-solving, for example, Anderson et al. (1996) adapted the Carlson et al.’s (1989)
paradigm to an algebraic equation solving task to investigate the consumption of working
memory resources during complex cognitive tasks. They controlled the complexity of the
task by manipulating the number of transformations (one step or two steps) and whether
participants were required to access the memory set. The results showed that performance
was worse in the math task when the equations were more complicated. It is obvious that
working memory plays a crucial role in this process. Similarly, according to
resource-based theory, we can assume that when an icon is familiar, people need to use
fewer working memory resources to retain and recall the icon and its associated semantic
information in working memory. If familiarity with the stimuli determines the amount of
working memory resources that is required for their manipulation, then familiarity
should affect higher order cognition. Thus, in this case, we believe that icon
familiarity should affect not only performance on visual search and recognition tasks
but also performance on higher order cognitive tasks that consume more working memory
resources.Therefore, in this study, we tried to combine the math task paradigm (Anderson et al., 1996) with our
icon familiarity training paradigm. To explore our prediction, we first experimentally
controlled the familiarity of icons with a semantic recognition task. As in our previous
study, we manipulated icon familiarity using high or low (10:1 ratio) exposure frequency
during training sessions. Then, participants were required to complete a mathematical
task that involved high- or low-familiarity icons to test their ability to perform
complex cognitive tasks. We manipulated the complexity of the mathematical task by
changing the substitution condition (substitution or no-substitution) and the number of
steps (one step or two steps). The key problem was whether the difference in familiarity
between icons would lead to differences in performance during the mathematical equation
solving process. If our prediction is correct, then we should observe better performance
on higher order cognitive tasks when the icons involved are more familiar. Moreover, we
would also expect that as the complexity of the equations increases, the effect of icon
familiarity on performance should also increase.
Method
Equipment and Participants
All the experiments were carried out in Ergonomics laboratory, Jiangnan
University under normal office lighting (∼300 lux). Stimulus presentations and
response collections were performed using a custom experimental program built in
Unity 3D. Stimuli were displayed on a 17 in. (43 cm) LED monitor at a resolution
of 1,280 × 1,024 and a refresh rate of 60 Hz. The viewing distance used was 50
cm.Twenty college students (8 men and 12 women, ages ranging from 20 to 25 years,
mean = 23.6) from Jiangnan University participated in this study. All
participants completed and signed an informed consent form approved by the
university institutional review board before participating in the experiments
and they had never participated in similar experiments before. Participants were
compensated a minimum of ¥50 and could receive a bonus payment based on
performance ranging from ¥25 to ¥50.
Materials
We selected graphical symbols from computer and smart phone systems for
reference, and then revised and created more than 300 icons for the following
experiments. The method and instructions we used were similar to those adopted
in previous studies (McDougall et al., 1999, 2000; Shen et al., 2018). In this study, each
icon was assigned a single Chinese word that five experts (experienced icon
designers) agreed to be the best word label to represent the meaning of the
icon. To ensure that the icon–word pairs for the following experiments were at
the same level, we recruited 20 volunteers to rate the familiarity and the
semantic distance of each icon–word pair in a 5-point scale. As described in the
Introduction section, familiarity reflects the frequency with which items are
encountered, and icons are to be regarded as familiar if they often appear in
daily life (1 = very unfamiliar, 5 = very
familiar). Semantic distance is a measure of the closeness of the
relationship between icon and the meaning it represents (1 = very not
closely related, 5 = closely related). If the
semantic distance is not closely related, people can hardly identify the meaning
of the icon when they first see it (Silvennoinen et al., 2017). Icon–word
pairs were presented to them by Microsoft PowerPoint. Each page contained 10
icon–word pairs, and alongside each pair was a 5-point rating scale. For each
volunteer, the order of icons and pages was random. According to the rating
results, we eliminated 112 icon–word pairs of which the semantic distance were
extremely close or far way and got 268 pairs with balanced ratings
(M = 3.25, SD = 0.47). Subsequently,
volunteers were required to rate the familiarity of those remaining pairs
(1 = very unfamiliar, 5 = very familiar).
Similarly, icon–word pairs which were too familiar or unfamiliar were excluded,
and 80 icon–word pairs were finally selected (M = 2.87,
SD = 0.31). Finally, one-way analyses of variance (ANOVAs)
were conducted to ensure that all the 80 icon–word pairs selected were at the
same level of semantic distance and familiarity. The results indicated that
there was no significant difference among the semantic distance ratings,
F(79, 1520) = 1.68, p = .25, or the
familiarity ratings of these icons, F(79, 1520) = 1.28,
p = .22. Thus, we successfully generated the materials
needed for the following experiments.
Semantic Recognition Task
Firstly, participants learned the relationships between 80 icons and associated
semantic information one-by-one in a random order. Subsequently, they performed
a semantic recognition task across two training sessions, and each session
consisted of 440 trials (see Figure 1). For each participant, there were 80 icons; half of the
icons were randomly assigned to the high-frequency group, and the remaining half
were assigned to the low-frequency group. As the ratio of high- versus
low-frequency icons was controlled to be 10:1, we had 400 high-frequency trials
and 40 low-frequency trials, with a total of 440 trials. Each trial began with
the presentation of a fixation cross, and participants had to press any button
to continue. A randomly selected icon was shown in the center of the screen for
2 seconds, which was followed by a screen showing semantic information.
Participants had to respond based on whether the semantic information was
associated with the icon that was shown on the previous screen. After
participants pressed “F” (False) or “J” (Correct), they received auditory
feedback that indicated whether their response was right or wrong. A 5-minute
break was given during each experimental session. The trial order and whether
the semantic information was associated with the icon in each trial were
randomly determined for each participant and session. We considered accuracy and
RT when reporting whether the semantic information was associated with the icon
as dependent variables.
Figure 1.
Trial Sequence for Semantic Recognition Task.
Trial Sequence for Semantic Recognition Task.
Mathematical Problem-Solving Task
After the participants had become familiar with 80 icon–word pairs across two
training sessions, with half of the icon–word pairs being presented more
frequently, a mathematical problem-solving task was carried out to test
participants’ ability to solve complex cognitive tasks. The task consisted of
160 different mathematical equations with one unknown value x.
All equations were generated with the following constraints: (a) constants in
equations were single digits and (b) the final value of x,
which needed to be calculated, was an integer from −9 to 9. Participants were
required to use addition, subtraction, multiplication, or division to calculate
the unknown value x. Each experimental trial began with the
presentation of a fixation cross, and participants had to press any button to
continue (see Figure 2).
Following the fixation cross, two icons from the same frequency group and two
different digits were presented on the screen for 3 seconds. To solve the
equation in the next step, participants had to encode and hold the icon–digit
associations in working memory. After viewing the icons and digits, participants
were shown an algebraic equation to solve in their heads and were given an
unlimited amount of time. Pen, paper, or calculator was not provided during the
test. Participants were required to press any button to type in their answer
once they had calculated the value of x.
Figure 2.
Trial Sequence for Mathematical Solving Task.
Trial Sequence for Mathematical Solving Task.We used a 2 × 2 × 2 within-subjects design, with the independent variables of
icon frequency (high vs. low), whether the equation required substitution with
the corresponding digits (substitution vs. no-substitution), and whether the
equation required one or two steps. Icons used in the mathematical
problem-solving task were the same as those used in the semantic recognition
task. For each participant, there were 40 substitution and two-step equations,
40 substitution and one-step equations, 40 no-substitution and two-step
equations, and 40 no-substitution and one-step equations, with a total of 160
experimental trials. Regardless of whether there was substitution, participants
first learned the icons and the associated digits. In all trials, half of the
equations contained high-frequency icons, and the other half contained
low-frequency icons. For each trial, both icons were from the same frequency
condition. The trial order was randomly determined for each participant. We
measured the participants’ accuracy and RT when solving the algebraic
equations.
Results
RT was analyzed by linear mixed-effects regression, and accuracy data were analyzed
via logistic mixed-effects regression (Baayen et al., 2008; Jaeger, 2008). For the RT analyses, we
considered only correct trials (11.2% error for the semantic recognition task; 7.6%
error for the mathematical solving task). Afterwards, we exclude from the analyses
cases with RTs greater than three median absolute deviations above or below the
median RT, calculated separately for each participant and condition (10.1% for the
semantic recognition task; 8.6% for the mathematical solving task).Figure 3 shows the
accuracy data on semantic recognition task trails for high-frequency and
low-frequency icons over two sessions of training. Participants recognized
high-frequency icons more accurately than low-frequency icons, ΔAIC (akaike
information criterion) = −291, LLR (log likelihood ratio)
χ2(1) = 293.621, p < .001. For high-frequency
icons, participants performed better in the second session than in the first
session, ΔAIC = −246, LLR χ2(1) = 247.72,
p < .001. However, there was no significant difference in
the accuracy of recognizing low-frequency icons between the first and the second
session, ΔAIC = 1.5, LLR χ2(1) = 0.497, p = .481. In
addition, there was a significant interaction between icon familiarity and
training session on accuracy, ΔAIC = −52.5, LLR χ2(1) = 54.572,
p < .001.
Figure 3.
Mean Performance (Accuracy) on Semantic Recognition Task Trials for
High-Frequency and Low-Frequency Icons Over Two Sessions of Training.
Note. Error bars indicate ± 1 standard errors.
Mean Performance (Accuracy) on Semantic Recognition Task Trials for
High-Frequency and Low-Frequency Icons Over Two Sessions of Training.
Note. Error bars indicate ± 1 standard errors.Figure 4 shows the RT
data on semantic recognition task trails for high-frequency and low-frequency
icons over two sessions of training. Participants recognized high-frequency
icons faster than low-frequency icons, ΔAIC = −67.1, LLR
χ2(1) = 69.103, p < .001. For high-frequency
icons, participants performed better in the second session than in the first
session, ΔAIC = −164.5, LLR χ2(1) = 166.56,
p < .001. However, there was no significant difference in
the RT of recognizing low-frequency icons between the first and the second
session, ΔAIC = −0.01, LLR χ2(1) = 2.015, p = .156.
Besides, there was also a significant interaction between icon familiarity and
training session on RT, ΔAIC = −8.3, LLR χ2(1) = 10.273,
p < .001.
Figure 4.
Mean Performance (RT) on Semantic Recognition Task Trials for
High-Frequency and Low-Frequency Icons Over Two Sessions of Training.
Note. Error bars indicate ± 1 standard errors.
Mean Performance (RT) on Semantic Recognition Task Trials for
High-Frequency and Low-Frequency Icons Over Two Sessions of Training.
Note. Error bars indicate ± 1 standard errors.
Mathematical Solving Task
Figure 5 shows the
accuracy data on mathematical solving task trails in different conditions.
Participants performed significantly better in no-substitution condition,
ΔAIC = −80.7, LLR χ2(1) = 82.626, p < .001. In
addition, performance declined significantly when the number of steps increased
from one step to two steps, ΔAIC = −22.6, LLR χ2(1) = 24.603,
p < .001. Importantly, participants solved the algebraic
equations more accurately when the icons that they had to remember were more
familiar, ΔAIC = −17.3, LLR χ2(1) = 19.480,
p < .001.
Figure 5.
Mean Performance (Accuracy) on Mathematical Solving Task Trials in
Different Conditions. Note. Error bars indicate ±1
standard errors. HF = high frequency; LF = low frequency.
Mean Performance (Accuracy) on Mathematical Solving Task Trials in
Different Conditions. Note. Error bars indicate ±1
standard errors. HF = high frequency; LF = low frequency.Figure 6 shows the RT
data on mathematical solving task trails in different conditions. Participants
also performed significantly better in no-substitution condition, ΔAIC = −304,
LLR χ2(1) = 306.718, p < .001. Besides,
participants needed more time to solve the equations when the number of steps
increased, ΔAIC = −805.9, LLR χ2(1) = 807.984,
p < .001, and they solved equations significantly faster
when the icons were familiar, ΔAIC = −36, LLR χ2(1) = 38.011,
p < .001.
Figure 6.
Mean Performance (RT) on Mathematical Solving Task Trials in Different
Conditions.
Note. Error bars indicate ±1 standard errors. HF = high
frequency; LF = low frequency.
Mean Performance (RT) on Mathematical Solving Task Trials in Different
Conditions.Note. Error bars indicate ±1 standard errors. HF = high
frequency; LF = low frequency.Figure 7 shows the
accuracy data on mathematical solving task trials for high-frequency and
low-frequency icons in different conditions. The difference in accuracy between
high-frequency icons and low-frequency icons was significant in no-substitution
and one-step condition, ΔAIC = −2.27, LLR χ2(1) = 4.273,
p < .05; no-substitution and two-step condition,
ΔAIC = −8.83, LLR χ2(1) = 10.838, p < .001;
substitution and one-step condition, ΔAIC = −4.34, LLR χ2(1) = 6.336,
p < .05; and substitution and two-step condition,
ΔAIC = −10.06, LLR χ2(1) = 12.062, p < .001.
Importantly, in addition to the main effects, there were two strong
interactions. The effect of icon familiarity on accuracy was larger in the
substitution condition than in the no-substitution condition, ΔAIC = −94, LLR
χ2(1) = 99.957, p < .001, and it was also
larger in the two-step condition than in the one-step condition, ΔAIC = −62.7,
LLR χ2(1) = 68.666, p < .001. In other words, the
effect of icon familiarity on accuracy significantly increased as the algebraic
equations became more complex.
Figure 7.
Mean Performance (Accuracy) on Mathematical Solving Task Trials for HF
and LF Icons.
Note. Error bars indicate ± 1 standard errors. HF = high
frequency; LF = low frequency.
Mean Performance (Accuracy) on Mathematical Solving Task Trials for HF
and LF Icons.Note. Error bars indicate ± 1 standard errors. HF = high
frequency; LF = low frequency.Figure 8 shows the RT
data on mathematical solving task trials for high-frequency and low-frequency
icons. The effects of icon familiarity on equation solving speed were
significant in no-substitution and one-step condition, ΔAIC = −22.21, LLR
χ2(1) = 24.111, p < .001; no-substitution and
two-step condition, ΔAIC = −3.55, LLR χ2(1) = 5.546,
p < .05; substitution and one-step condition,
ΔAIC = −14.01, LLR χ2(1) = −2.85, p < .05; and
substitution and two-step condition, ΔAIC = −9.14, LLR
χ2(1) = 11.131, p < .001. Besides, we also found
significant interactions between icon familiarity and substitution condition,
ΔAIC = −348, LLR χ2(1) = 353.96, p < .001, and
between icon familiarity and number of steps, ΔAIC = −708.3, LLR
χ2(1) = 714.31, p < .001. These strong
interactions were consistent with what we observed in the analysis of accuracy
data. In summary, as we predicted, icon familiarity interacted with the
complexity of the task and the familiarity effect on performance (accuracy and
RT) became greater when the complexity increased.
Figure 8.
Mean Performance (RT) on Mathematical Solving Task Trials for HF and LF
Icons.
Note. Error bars indicate ± 1 standard errors. HF = high
frequency; LF = low frequency.
Mean Performance (RT) on Mathematical Solving Task Trials for HF and LF
Icons.Note. Error bars indicate ± 1 standard errors. HF = high
frequency; LF = low frequency.
Discussion
Most previous studies on the effect of familiarity have employed stimuli with
preexisting differences in familiarity (Blalock, 2015; Cowan et al., 2015; McDougall et al., 2016;
Siedenburg &
McAdams, 2017). For example, McDougall et al. (2016) used
preexisting icons as stimuli, dividing them into familiar and unfamiliar groups
based on participants’ ratings and found that this varied considerably between
individuals. In such cases, if variables are not controlled or are inadequately
controlled, orthogonal factors may influence the result that is thought to be
measured. However, in this study, we created and screened 80 icons at the same
level, and these icons were also verified to have no significant differences in
their level of familiarity or semantic distance using ANOVA. Then, we
differentially trained participants on these icon–word pairs across two training
sessions, exposing participants to half of the icons 10 times more often than
the other half. The results of the mean performance on the semantic recognition
task showed that participants performed significantly better when the icons were
in the high-frequency group (see Figures 3 and 4), and there were significant
interactions between icon familiarity and training session on both accuracy and
RT. Besides, we can also notice that for both accuracy and RT data, the
differences between high frequency (familiar) icons and low frequency
(unfamiliar) icons became much greater as the training session increased. Thus,
we successfully manipulated participants’ familiarity with icons and created
familiarity differences by the end of the semantic recognition task.In addition, we also found that the RTs for high-frequency and low-frequency
icons significantly decreased throughout the training session, while the
accuracy of low-frequency icons did not improve, remaining basically the same.
The reason for this, we contend, is that with the increase in the number of
trials, participants became more experienced with the task; thus, the RT
required to complete each trial was significantly reduced. Meanwhile, since
high-frequency icons appeared more frequently, participants had more
opportunities to encode and rehearse icon–semantic associations through
continuous testing, resulting in higher accuracy.Numerous researchers have indicated that item familiarity (e.g., word frequency)
affects the performance of working memory in visual search, recognition, and
free and cued recall tasks (Clark, 1992; Cox
et al., 2018; MacLeod & Kampe, 1996; Nelson & Shiffrin, 2013). In this
study, we combined our familiarity paradigm with a modified algebraic paradigm
in Anderson et al.
(1996). Instead of requiring participants to hold a set of digits in
working memory while trying to solve an mathematical equation, we presented them
with two icons from same frequency group that were each associated with a single
digit before the mathematical equation was presented. The results showed that
both whether or not the equation requires substitution (substitution vs.
no-substitution), and the number of steps required for solution (one step vs.
two steps) had significant impacts on participants’ performance of solving
equations. When icons appeared in the equations, participants had to first
recall associated digits of different icons and then replace icons with those
digits for calculation. We contend that these more involved tasks required more
working memory resources and therefore imposed a greater degree of cognitive
load on participants, which led to a low-level accuracy rate and long RT.
Similarly, compared to the equations that only required one step to solve, we
argue that the equations involving two steps might be much harder for the
participants to calculate in their heads, which would consume more resources,
resulting in worse performance. Importantly, the results presented here also
revealed that participants’ familiarity with icons (icon–semantic associations)
definitely influenced the performance on complex cognitive tasks, suggesting
that familiarity affects not only the ease of information retrieval but also the
ease of subsequent processing activities associated with these information,
which extends our understanding of how familiarity affects working memory. In
addition, the results shown in Figures 5 and 6 also indicated that, compared with the factors of transformation
steps and icon familiarity, whether or not the equation required substitution of
digits influenced participants’ performance most, implying that two different
substitution conditions varied greatly in the demand for working memory
resources. However, despite the impact of icon familiarity on participants’
performance was significant as well, the difference of working memory demanding
was relatively small comparing with other two factors.As described in the introduction, current working memory theories could be
generally summarized into three cases: decay-based, interference-based, and
resource-based theories (A. Baddeley, 2012; Oberauer et al., 2016). The decay-based theory suggests that working
memory representations decay rapidly over time, and that decay can be
counteracted by continuous rehearsal. From this point of view, we contend that
unfamiliar icons and their associated digits might be relatively difficult to
reactivate, as they would begin to decay faster than familiar icons after the
coding phase, resulting in impaired mathematical performance in substitution
conditions. This explanation seems reasonable; however, importantly, our results
also showed that participants’ performance using familiar icons was still
significantly better than that using unfamiliar icons in the no-substitution
condition. Although participants encoded and retained the icons and
corresponding digits, they did not need to use this information in the following
equation solving phase. Obviously, the decay-based theory can only partially
explain our results. On the contrary, the interference-based theory assumes that
people’s ability to simultaneously hold several representations is limited by
mutual interference between these representations (Oberauer & Kliegl, 2006; Oberauer et al., 2012).
Specifically, interference was generated by the confusion among different item
representations, and the interference by confusion arises from a retrieval
mechanism called competitive queuing which describes retrieval from working
memory as a competition among a number of retrieval candidates (Hurlstone et al., 2014;
Lewandowsky &
Farrell, 2008). The more a representation is activated, the more
likely it is to be retrieved. Therefore, according to this theory, we contend
that at the learning stage, the relationship between familiar icons and their
associated digits was better encoded, and thus, the representations were
stronger and less susceptible to interference. In contrast, the weak
relationship between unfamiliar icons and associated digits was more likely to
interfere with each other, which made it more difficult to recall correct digits
and substitute corresponding icons in the equations. However, similar to the
decay-based theory, it is still difficult to explain the familiarity effect that
we observed in the no-substitution condition.The resource-based concepts share a set of assumptions. (a) The pool of resources
available for working memory tasks is limited and will be consumed eventually
(Case et al.,
1982). (b) Cognitive functions (e.g., holding representations
available) and the processes of transforming or manipulating information share
the same limited resources at the same time (Alloway et al., 2006; Logie, 2011). (c) The
resources can be allocated flexibly to different tasks, and the performance of
cognitive process increases monotonically with the resource amount allocated to
it (Oberauer et al.,
2016). Moreover, researchers also demonstrated that the more
difficult the task is, the more resources are needed (Cowan et al., 2012; Luck & Vogel, 2013;
Salthouse, 1992).
For example, Salthouse
(1992) carried out several experiments to test adults’ cognitive
performance by manipulating task complexity. Results showed that complex
cognitive tasks place much greater demands on a working memory resource.
Therefore, we can assume that if the information is easy to encode and store,
the resource demand for encoding and storage activities will be lower, and the
information processing activities will have access to more available resources,
leading to better information processing results. The data presented on the
right side of Figures 7
and 8 demonstrate our
hypothesis, showing that the performance in trials using the high-frequency
icons was obviously better in the substitution condition. In line with the
resource-based theory, we contend that since icon–digit associations with high
familiarity consumed fewer working memory resources, there were more remaining
working memory resources that could be allocated for solving equations, which
resulted in better performance. Importantly, when the equations became more
difficult (from one step to two steps), we observed a significant interaction
between the familiarity effect and equation complexity. In other words, the
familiarity effect was magnified when more working memory resources were
required to process information.In addition, we found that the familiarity effect remained even when participants
did not need to replace the icons with digits in the mathematical
problem-solving task. The reason for this, we believe, is that participants did
not know whether the following equations would contain icons when they learned
the icon–digit associations. Therefore, to correctly solve the equations, they
did their best to encode and retain the icon–digit associations, which consumed
certain working memory resources. The data presented on the left side of Figures 7 and 8 confirm this idea,
illustrating that unfamiliar icons and their associated digits indeed consumed
more working memory resources, which likely accounts for the participants’
impaired performance in the no-substitution condition.
Conclusions
Previous studies have demonstrated that users’ icon familiarity plays an important
role in cognitive performance on visual search and recognition task. However, does
this kind of familiarity effect also affect higher order cognitive tasks? This study
suggests that the answer is yes. In this article, we revealed that participants were
significantly better at solving mathematical problems using familiar icons than
unfamiliar icons and this beneficial effect of icon familiarity increased as the
complexity of the cognitive task increased. In line with the resource-based theory,
we conclude that (a) the encoding or binding of stimuli depends on a limited pool of
working memory resources; (b) these operations consume more working memory resources
when the stimuli are less familiar; and (c) maintaining or manipulating less
familiar information results in less working memory resource available for
performing more complex cognitive process. In addition, our findings have practical
implications for improving interaction efficiency. Before the operators formally use
a digital system, they need to learn the precise meaning of those complex or
unfamiliar symbols in a certain context as much as possible. For example, in complex
situational awareness systems such as radar interfaces or command platforms, the
improvement of user’s familiarity with various graphic symbols will be greatly
beneficial to the judgment, calculation and processing of comprehensive
information.
Limitations
Although this study provides some evidence for the familiarity effect on complex
cognitive tasks and extends our understanding of how item familiarity influences
working memory, it has several limitations. The target icons used in our study were
selected and modified from current computer and smart phone systems. However, novel
icons or graphical symbols that users have never seen before could remove the noises
of the existing semantics and familiarity, and even simplify the experimental
procedure. In addition, although the results of semantic recognition task showed
that we had successfully manipulated the familiarity of icon–word pairs, we believe
that an appropriate increase in the number of training session could lead to a more
direct celling effect of high-frequency icons in the semantic recognition task and
make the familiarity effect on the mathematical problem-solving task more
obvious.
Authors: Jianfeng Wu; Dongfang Jiao; Chunfu Lu; Chengmin Li; Xiaofang Huang; Suzan Weng Journal: Int J Environ Res Public Health Date: 2022-04-08 Impact factor: 4.614
Authors: Joanna Butler; Evan Wright; Lucy Longbottom; Alan S Whitelaw; Kevin Thomson; Malcolm W G Gordon; David J Lowe Journal: BMC Emerg Med Date: 2022-03-12