Overview Cog Cmplxty
Proof of 7 bits of Data and Preparation methods to improve cog complexity
Cog Cmplx Personality
Cognitive Complexity
as a Personality Dimension
 

Complexity refers to the extent to which an individual or organization differentiates and integrates an event. Differentiation is the number of distinctions or separate elements (i.e., factors, variables) into which an event is analyzed. Integration refers to the connections or relationships among these elements.
Persons who are high in cognitive complexity are able to analyze (i.e., differentiate) a situation into many constituent elements, and then explore connections and potential relationships among the elements; they are multidimensional in their thinking. Complexity theory assumes that the more an event can be differentiated and the parts considered in novel relationships, the more refined the response and successful the solution. While less complex people can be taught a complex set of detailed distinctions for a specific context, high complexity people are very flexible in creating new distinctions in new situations.
Research on complexity shows some of the following conclusions of relevance to managers:
    • Information: Complex people tend to be more open to new information, rely on their own integrative efforts than new information, seek more novel information, search across more categories of information, and are less externally information bound. They tend to take in more information and form more well rounded impressions than less complex persons.
    • Attraction: People of high complexity are attracted to each other and to less complex people, while people of lower complexity are usually attracted only to each other based on similar content (e.g., similar attitudes).
    • Flexibility: Complex persons are more flexible in thinking, and may demonstrate more fluency of ideas in creativity.
    • Social Influence: Less complex persons are more stable in attitudes, more prone to polarize on an issue, and less affected by environmental changes. However, attitude change may be easier when incongruent information is made highly salient. In contrast, highly complex persons change attitude more easily; presumable because they consider greater variety of information resulting in more moderate attitudes.
    • Problem Solving: Complex people tend to search for more different kinds of information when faced with a decision problem. They are often less certain after a decision, especially if verification is unavailable.
    • Strategic Planning: Complex individuals are better strategic planners due to consideration of more information, from more perspectives, and greater flexibility in considering alternatives. They usually develop more inclusive long range goals, consider wider range of implications, and develop more complex develop strategies.
    • Communication: Complex persons are more effective at a communication-dependent task. They are more resistant to persuasive attacks if inoculated (e.g., have been trained in counter arguments).
    • Creativity: Flexibly complex persons are able to generate more novel, unusual, and potentially remote views and actions.
    • Leadership: Leaders are generally more complex but must be able to be flexible across situations as the environment changes. They are also high integrators in which they are able to relate complex patterns of many elements.

Greater complexity may not be helpful or useful under certain conditions:
    • When the person is unable to "turn off" complex perceiving, processing, or responding when it becomes inappropriate.
    • When the problem requires a rapid and simple response.
    • When the environment or organizational culture is incompatible with complexity.
    • When a high degree of openness does not permit closure on a decision.

Streufert, S., & Swezey, R. W. (1986). Complexity, managers, and organizations. New York: Academic Press
See related topics and documents
Order Creating Netwrks | Distr Intell | Corp Brain
Cog Comp Adaptability
See related topics and documents
Theory | measurement Cog Complexity
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Content Complexity Time
Cognition Shapes Cog Evolution
Norman Contributions to Things That Make Us Smart.
Norman Contributions to Things That Make Us Smart.
  There is only so much we can remember, only so much we can learn
    Miller, approximately seven items
    1) learners try to link new information to what they already know;
    (2) knowledge is stored in networked clusters and organized into
      Schemata (isolated pieces of information are not recognized as meaningful
      And are soon forgotten);
    (3) learners actively construct meaning by trying to find regularity
      And order in what they see, read, or hear.
  Tools
    Experiential cognition/learning
    Reflective cognition/learning
    Technology will affect how and what we learn
  Chapter 1
    The experiential mode of cognition leads to a state in which we perceive and react to the events around us, efficiently and effortlessly. It is the basis of expert behavior. It's essential for driving, for playing a musical instrument.
    The reflective mode of cognition is that of comparison and contrast, thought, and decision- making. This is the mode that leads to new ideas and novel responses. We can clearly see the difference when we drive on auto-pilot and wind up taking the wrong exit!
    A key point that goes throughout the book is "don't let the technology use you". Any technology that attempts to make you think like a machine, because it's easier to build a machine than to understand how the human mind really functions, is going to have pros and cons - you can never get rid of the cons. (see McKenna on evaluating interactive multimedia learning environments.)
  Chapter 2
    There are three kinds of learning:
      Accretion (gathering facts),
      Tuning (practicing skills) and
      Restructuring (forming the proper conceptual structures).
    The first 2 are experiential modes; restructuring is a reflective mode. The experiential mode of performance is one of perceptual processing (pattern-driven or event-driven). This is bottom- up, like sitcog. In contrast, the reflective mode is conceptually-driven, top-down processing, like computation or logical deduction.
    Remember - our minds function better in an analog fashion, seeing patterns emerge; whereas machines have a tough time with this. Machines are quick in computation, but people have a tough time with this. (Partly, this is because some of our mental processing is pre-attentive - we notice patterns almost automatically.)
  Chapter 3
    Tools of thought - cognitive artifacts - are external aids (in the environment, not in our minds) that enhance cognitive abilities. A good external representation (representing perceptions, experiences, and thoughts in some other medium other than that in which they have occurred) captures the essential elements of the event, deliberately leaving out the rest (irrelevant details are abstracted away).
    A representational system has two ingredients: see Nesher, Microworlds in mathematical education
      Knowledge component
      That which is to be represented (like addition & subtraction) and
      Exemplification component
      A set of symbols, each standing for something in the represented world (like Cuisinaire rods).
    Moreover, we can have meta-representations - representations of representations - like SU3, where a triangle of elements (like bowling pins) represents the graph of energy vs. strangeness (the representation) of a set of elementary particles (the "real world").
    The most appropriate representational format depends on the task - no format can be correct for every purpose. And, since the user of an information display must (1) find the relevant information, and (2) compute the desired conclusion, the best representation for a given task is one that transforms the task from reflection (top down, logical processing or computing) to experiencing (seeing the pattern emerge). Hence, we use graphs rather than tables to represent trends; and when we are counting things, it's easier to use tally marks than Arabic symbols. And this is why group theory is so powerful in particle physics.
  Chapter 4
    Realizing the limits of working memory, we know that a person plus an external representation (artifact) is smarter than the person alone. There are two types of representations:
      Surface representations (everything is physically visible, like machinery) and
      Internal representations (using arbitrary or abstract relationships to relate the indicators or displays to the state of the system).
    An abacus is a surface representation of math. MPC1 uses numbers and machine code to display internal representations for intermediate results of a computer program; these intermediate results are really the results of electronic signals going through "and" "or" and "nor" gates.
    Tasks may appear the same to a computer that uses an algorithm, but to a person, they may appear very different. Why? If people can make use of physical structures in the environment, there's less information they have to store in working memory, and the more cognitive power is freed up. So, if you are timing something very accurately, use a digital stopwatch; but if a cop is following you, you want to see if you are over or under the "55" red line.
    Different technologies have different affordances. Those that rely on space have very different affordances from those that rely on time. That's why animated algorithms are much easier to understand than capturing sequential states of the solution and drawing them in order of occurrence in a textbook.
  Chapter 5
    When we try to apply the rules of hard science to the human mind it doesn't work, because modern science is based on reductionism. Prigogine says the same thing as Norman - you can't build up a complex system from simple blocks, just because you know how those simple blocks work. Remember - humans are social creatures, and a lot of learning is social.
    We are different from machines because machines find computation and memory for vast databases easy, but they can't deal with deception, the appreciation of beauty, music, etc., because these require the ability to represent knowledge and metaknowledge, to form representations, to compare resentations with each other, and to form causal explanations of events.
    We are different from animals because we are capable of true, social, cooperative behavior (and can turn it off when it's no longer appropriate, not like bees), we can teach (break complex procedures into steps and model how to do each step properly, not just learn through imitation), and we can make and use complex tools (including tools to make other tools, and cognitive artifacts).
    Human intelligence has evolved from
      Episodic memory (remembering events that you've experienced),
      Mimesis (the ability to act out or mime intentions, desires, and wants, like pointing to a watch),
      Mythic (communicating rich concepts and throughts, stories, and myths that provide explanations for the events of life), and
    External representation (cf. Allen & Otto - expand our abilities beyond what our biological heritage alone makes possible, through writing, external representations, and other tools that use the affordances of the environment to overcome the limitations of our brainpower).
    Self-awareness, too, is characteristically human, as is the awareness of other people's states of mind (hence social graces, cooperative behavior, and norms of social interaction).
    We prefer to work in an experiential mode (including preattentive processing, pattern recognition, recognizing the whole from a part - see Fleming & Levie). However, this often makes us jump to conclusions. We may talk a lot about using logic to make decisions, but often major decisions are based on stories (think about Reagan's awful campaign speech about riding along the California coast!) Why? Because logic is a branch of mathematics, not a branch of natural thought. It's an abstraction, not concrete. Moreover, logic can only handle aspects of a situation that are thought to be important - not the whole scene, so it can oversimplify to the extreme (and thus make crucial errors because the model doesn't always fit the real world, like in computer modeling of radar paths, or a true experiment in educational research). Logical analysis only applies to what can be measured - how can we measure beauty and morality? Stories carry context; logic tries to abstract, to generalize, to remove subjectivity. They are very different!
    Errors
      Slips and mistakes. We slip when the action performed is not the one intended (dropping a dish on the new tile floor). We make a mistake when the intended action is wrong (we run a red light). Why do we err? Because we remember the substance and meaning of events, not the details; and because we can only keep our mind on one conscious task at a time. We have a short attention span. We are sensitive to changing events, not to continual, sustained events. We also match present patterns to similar events that have occurred in the past. And we have tunnel vision. Once your mind is set, it's difficult to change it, even in the face of contradictory evidence. In other words, we can quickly come up with a good explanation for why something happened and how to fix it (which a machine finds hard to do), but when this property gets sidetracked by the wrong explanation, it's very difficult to get it redirected - like misdiagnosing an illness. That's why it's best to get an impartial observer (a "third eye") when you're getting stuck or things aren't working out as planned. I think that's the role of the skeptic in CSILE.
      How to deal with this? We are good at creating mental models (unlike machines), not at highly accurate repetitious tasks (like machines). Don't require tasks that require using memory for details, or devoting long periods of attention to unchanging situations. Have the task make sense. And provide informative feedback to make sure our explanations are in sync with the actual situation.
  Chapter 6
    Norman uses the example of an airplane cockpit to discuss how old, "obvious" technologies actually help with informal communication among a team that's engaging in a common task (e.g., flying a plane), rather than using much more modern, efficient technology. By replacing the "obvious" steering wheels (visible to both pilots) with a set of tiny switches (visible only to the one who threw the switch), there's some communication being lost. Not all communication is personal, nor verbal. Some is picked up from signals another person sends out to the environment, and is received from the environment by the other person, almost unconsciously. This information is crucial, and tends to be lost when we make the group workspace too efficient by eliminating "crosstalk" and multiple channels of communication.
    Balance cognitive overload with full accessibility of all information
    There is a delicate balance here. For air traffic controllers, they have to deal with lots and lots of messages - cognitive overload. However, if they only get the messages that pertain to them (say, they are dealing with plane X landing on strip Y right now, and only get info. from plane X), they lose sight of the total picture. This can cause more mistakes.
    Mistakes
      Norman uses the example of a ship's crew. They communicate through handsets and hear each other talk. Crosstalk. Yes, they do make mistakes, and under pressure or confusion they make more mistakes. But to eliminate those mistakes by eliminating the crosstalk means we eliminate the learning process by new crew members, as well as the mentoring process by old crew members who need to teach the newbies how to run the ship. "This shared communication channel, with its shared teaching and correcting process, keeps everyone at a uniformly high level of expertise.
    Efficiency
      Natural, smooth, efficient interaction should be the goal of all work situations. However, natural interaction is often invisible, unnoticed interaction. We don't know it is there till we remove it, and then it may be too late!
    Disembodied intelligence
      He's talking about simulations. Simulations are good for teaching. However, they're difficult to program because of all the physical constraints that are automatic in the real world, but have to be factored in when designing a simulation. All too often, in the effort to come up with a programmable solution, scientists simplify the situation, then solve a simpler problem, with the goal of solving the real, complex one later. I've seen how this fails (with atmospheric reflection, using lots of simulated little mirrors - it simply doesn't work!)
    Accuracy
      It's not natural. Humans are organized around sunrise and sunset, stories, social interactions. Just how important is accuracy to our real daily lives anyhow, until we start introducing technology that demands it? It becomes like Charlie Chaplin in Modern Times - going by the clock, with studied movements, very dehumanizing.
    Oral tradition
      I disagree with Norman. He does not distinguish information transmission from ritual communication, as Pea does. What he says is true for information transmission - storytelling - but not ritual communication. In the Sanskrit oral tradition, slokas are memorized in a very formal fashion. You cannot substitute one syllable for another, because it will change the root of the word, or it will affect the meter. This is true all through Tibet, Nepal, India - anywhere that's based on the Sanskrit oral tradition. Vedic (pre-Sanskrit) was not written - that oral tradition still holds, even through they did come up with a written language around 1500 BC.
  Chapter 7
    There are some terrific examples of technologies that sounded smart but did not work, because they were not really suitable to the way real people organize things. Each helped, but had critical drawbacks.
    Wooten patent desk
      Organizes piles of paper from on your desk to around your desk in pigeonholes
      No place for labels; no way to organize them hierarchically
      Limited storage - stuff that won't fit into, say, 100 slots is lost.
    File cabinet
      Hierarchical organization (like a gopher server)
      Unlimited storage
      Requires standard size paper
      The deeper the folder in the hierarchy, the more time it takes to retrieve
      Nonstandard paper size stuff is lost (check stubs, greeting cards)
      Alphabetical schemes
        All information is accounted for in one level (like a laundry list)
        Unlimited storage (but dictionaries get very heavy!)
        No cross-indexing (synonyms, thesaurus)
        Need to be an accurate speller to use it
        Language-sensitive (no "shch" from Russian, no "ch" from Hebrew, etc.)
        No linking of ideas
    My research management product
      I use file cabinets for papers, piles of paper on my desk with post-it notes, piles of papers on one shelf of my bookcase, for hard copy. The periodic backups of the hard drive are on a single Zip disk. I use the desktop metaphor with folders to organize my files on my hard drive. For my online stuff, I try not to be too "gopher server" or "laundry list" oriented, but I simply cannot stay within the 2-click rule. Online works better than the Mac, because I can put hypertext links into my readings, where I consciously relate (form an elaboration) between the new information and prior knowledge. Norman doesn't mention hypertext at all.
    Desktop metaphor
      Mac interface is recognizable and useful because it's like a file cabinet
      Easier to scan - click on folder to see what's in sub-folders
      Same drawbacks as physical file cabinet - what folder contains what paper?
      Ideas to organize the stuff by - file cabinets are better since you can <
    Databases
      Easy access - set up the search and it finds stuff nicely
      Relational (search on related ideas)
      Requires input to be standardized (like standardized paper for file cabinet)
      Info. that won't fit standard fields is lost (long responses to open ended questions in large surveys)
      Not intuitive - need to learn DB3 or Access - must talk like a computer
      McGuckin's hardware store
      Same idea as a file cabinet (hierarchical)
      Add intelligent agents who know what's there and what to use it for
      Needs a human being to make it work - can't be automatized
    Cyberspace
      Unlimited storage
      Unlimited types of data files (gopher, ftp, www, text, graphics, etc.)
      Not hierarchical - gopher server won't work - no spatial metaphor - navigation is very difficult
      Can't find things in 2 clicks - laundry list won't work - too big
      Need sophisticated search engines and parallel processors to make the search look seamless
      If you don't know what you're looking for, it won't help you
      Location depends on how we use stuff - use it a different way, and you'd expect to find it elsewhere (try to find Durkee's fried onion rings for stringbean casserole - is it a snack? a vegetable? does it belong next to the fried shoestring potatoes? Guess again!) Nor does organization remain fixed over time, especially as new classifications of knowledge arise. Lastly, there's the navigational problem, which drives teachers crazy when they try to find lesson plans on the 'Net. They give up!
      Why don't these schemes work? Because human memory isn't hierarchical, following simple paths. It's "navigation by description" - describe what we care about, and it's there. You need multiple routes, by which the user can get to any piece of information, in a way most relevant to him/her. This can't be replicated by normal mathematical logic, which is what programmers would like it to be.
    Basically, any time an innovation organizes something for you, it uses you. It makes you think mathematically, spell like the dictionary, organize stuff the way the inventor wanted you to, uses an algorithm - not "your" way. So for every pro, there's a con. Plus, you lose information that won't fit into the innovation's structure.
  Chapter 8
    When a new technology is introduced (airplane, FAX, etc.), both the technology and the society have to adapt. People considered the telephone to be a broadcast medium - later on they realized it was a means of personal communication. This mutual accommodation takes time. It also involves a large change to the supporting infrastructure. Nuclear power may be cheap, but it still needs delivery channels, and the building has got to be made as foolproof as possible - this takes lots of time and money.
    New technologies introduce new problems: invasion of privacy, issues of equity between the haves and the have-nots, sociopaths and hackers, and new forms of personal interaction. Do you want someone to see you in the bathtub? Or do you want the videophone to look at a picture of you in the bathtub while you are doing something else? The technology has the power to falsify, to intensify your fantasies. Maybe it's OK for flight simulators, but just how much of a false image is OK for you to portray, to put on your best image, to even project yourself as an avatar. Does the technology have to degenerate to Dungeons and Dragons?
    It's not a question of whether these technologies can be made to work. They will work. And they can even afford true reflective comparison (as well as mass deception) - what you will look like if you lose that 20 pounds, change the color of your dress, your hair, etc.
    Human beings can also be trained to work with the technologies - see what the elementary school kids are doing with computers today. Not like adults whose brains have gelled! We are capable of learning all sorts of arbitrary means of communicating ideas, making representations, and sharing them with others. We could also become like the Borg on Star Trek.
    There are always limitations to the technologies, that don't interface well with humans. Norman talks about many possible ways the technology might change in the future; he should read Negroponte's Being Digital and compare futuristic visions. Whereas Norman complains about the limitations of the technology, like the graininess and jerkiness of virtual reality, Negroponte says you should forget vr and putting yourself into some false environment - holographic images projected around your room will fix the situation and everyone can watch them. But he also talks about touch screens and how they are not sensitive to real human fingers. Whoever you believe, Norman warns us to beware of the quick-fix!
    And what about group interaction? We see lots of papers on CSCW. Yes, you can draw stuff on a jointly shared workspace. But what are the effects on the social processes of interaction among the group? Norman says that when technology supports the individual, the individual can still control the situation, and the technology/person pair can find some graceful means of interaction. But when people work together, social tensions can arise, that can only be avoided by the good will and cooperative attitude of the team. Add an inflexible technology, and you make this difficult.
    Well, there are problems with e-mail, but I have seen lots of growth here at the Ed School as people learn to work with it, discover its affordances and effectivities. Maybe we are training ourselves to think like machines and compensate for the lack of body language, but it certainly empowers us to create a knowledge base and community that is distributed in place and time. I am not such a pessimist!
    Norman's last comments are that it's not just the technologies, but the people who work with them. Same argument as he used before - the entertainment people use the experiential mode for entertainment at the cost of reflection; the programmers use reflection at the cost of experience. How many of us can program the vcr?
  Chapter 9
    This chapter reminds me of Turkle & Papert's paper on epistemic pluralism - the difference between the hard and soft approach to technology. Basically, machines are good at some things( good at calculating, bad at perception, people are good at other things (good at perception, bad at calculating), and they are different.
    Besides the hard-wired perceptual abilities, people also map problems back onto their own personal knowledge and experiences - mental maps, like Kintsch with the city maps. Humans use stories; machines use logic. Logic abstracts the critical, quantitative aspects of a situation, and provides general (decontextualized, mathematical) methods for reaching conclusions. Stories emphasize the special aspects of the situation (contextualized, non- generalizable, situated), that emphasize the human side of the matter. Since they emphasize the qualitative aspects, they are not quantifiable, and will not have the reliability that a logical process will. It is like the difference between qualitative and quantitative methods in research - I think you have got to have both! Norman agrees.
    Humans use language that has taken aeons to evolve to its current form - it allows for ambiguity and imprecision, and emphasizes ease of use rather than linguistical rigor. Languages vary according to the shared experiences of the culture in which they are found. They are not easy to analyze logically. They are "soft".
    Technologies, too, are hard and inflexible, forcing humans to conform to their needs, rather than the other way around. The stamp machine, for example, doesn't have an "undo" command - something that software developers have found that humans consider essential in good software design. From the point of machines, people are vague, disorganized, distractible, emotional, and illogical, whereas machines are precise, orderly, and logical. However, from the point of humans, it's the other way around: people are creative, attentive to change, resourceful and flexible, whereas machines are rigid, insensitive to change, unimaginative, and prone to "a foolish consistency - the hobgoblin of little minds". It's all in your point of view.
    It's important to make the link with Turkle & Papert here, because their paper deals with not only the gender difference in approaching technology, but the whole arena of soft vs. approaches to technology.
  Chapter 10
    In "technology is not neutral", Norman re-emphasizes the difference between man/machine and experiential/reflective. "Each technology poses a mind-set, a way of thinking about it and the activities to which it is relevant, a mind-set that soon pervades those touched by it, often unwittingly, often unwillingly" (p. 243). Amen!
    Each medium has its affordances as ( Allen & Otto also say. Plus, Diane Ravitch warns us about the dangers as well as the benefits of the new technologies as they should or shouldn't be used in the curriculum. Reading affords control of pace, mental concentration, and effort. TV affords ease of watching, and a continuous flow of information that drives the senses experientially.
    People are capable of reflection; machines are not. To reflect, a system must have an internal representation of knokwledge and the ability to examine, modify, and compare its representations - he calls this a "compositional" representational medium. Paper and pencil can augment this - TV cannot. But reflection also requires the time and ability to elaborate upon and compare ideas - TV cannot afford this. However, when used interactively, TV changes, since human beings can transform any technology into a reflective one.
    Technology can be used appropriately, as long as it conforms to humans rather than the other way around. This can be done, like hiking boots and pocket calculators. "The difficult problems are the social ones, not the technological ones" (p. 252) - but this is another matter altogether...