The Mouse And The Rectangle
dustincurtis.com
dustincurtis.com
Heh. Can we think of an experiment to test that?
Actually, I have a snake that eats one mouse per week. Maybe I'll slowly try this over the course of a year or so.
While there is a pain evasion mechanism, there isn't an analogous lack-of-reward-center.
So what does this have to do with anything? Why is the mouse preferring something new and unknown over a known cheese/dopamine event?
My statement is that the mouse may be gambling, not that it's afraid. It knows the square is no cheese, the rectangle is one piece, and thinks maybe an unknown object of any shape is 10.
I think the new rectangle is evidence of hyperstimulation, where a stronger response is elicited when features are exaggerated. To establish this case, we'd have to test how strongly the rat perceives prototypes of squares vs. rectangles; my guess is square-ness vs. rectangle-ness is easily discernable. That is to say, I am pretty convinced this is just hyperstimulation, in which case a random shape would not do. It would have to resemble a former stimulus X but exhibit features that are even more X-like than the previous Xs. If perception of a rectangle is encoded as "right-angled shapes where height != width" (a plausible encoding, because our shape detectors operate on angles and lines, while curves utilize different detectors), then when height !!!=== width, then you get BAM!
An analogous example in humans? Tomb Raider :-)
I've been trying to figure out a way to use peak shift in UI design for a while. Mainly, I have been wondering if the same principle occurs not only to things someone favors in a pavlovian sense (as has been proven), but also to things someone expects or wants.
If it does work this way, then it might be possible to hack it into an interface and get people to do things subconsciously by exaggerating certain triggers.
So far, I haven't found the perfect way to do this yet.
When I'm designing an interface I try to make sure it has a visual vocabulary that's pervasive and consistent enough for the user to learn it from very little experience. So for example, the opacity of visual elements can be used to represent their importance; important stuff is brighter and clearer while unimportant stuff fades into the background. Once the user picks up on that, they can use it to make decisions about the importance of what they see: they'll focus extra attention on the text that's 100% opaque and ignore the text that's half-transparent.
Simple rules like this have existed in design for hundreds of years -- it's why newspapers give 72-point headlines to "big" stories. What's interesting now is that interfaces are becoming increasingly dynamic, and the tools we're using are letting us broaden the design vocabulary beyond just size and placement and typography.
Almost everything is obvious in retrospect. And being boring is not a strike against a scientific hypothesis.
But as long as we're butting heads about this, perhaps you can clear up something I was wondering. The article says:
[Pavlov] showed that a physical connection can be created between a stimulus (the bell sound) and the following behavior (the dog's salivation) with no cognitive interaction.
My question: is that last bit - "with no cognitive interaction" - the received interpretation of Pavlov's result, or was it just added by the author?