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Using graphical user interfaces to
improve the general intelligence factor
ABSTRACT
IN ENGLISH
This paper describes the
study conducted to evaluate the effects of graphical user
interfaces within the general factor of intelligence users
14-65 years. In which four hundred forty subjects were
divided into two groups: control (which I do not use a
graphical user interface that will give you) and another
pilot who used the GUI 2/OS. The general intelligence factor
was evaluated quantitatively by using the scales of the
Raven Progressive Matrices Test, Scale and Scale General
Advanced Series II and qualitatively through in-depth
interviews through the constant comparative method. Results
allowed to make inferences about the significance of the
increase in scores in the experimental group. Concluding
that the presence of certain common graphic signs can
enhance the learning of a new system, increasing the general
factor of intelligence.
Keywords:
General Intelligence Factor; Graphical User
Interface.
Introduction
For years, technology
has come to the human being's ability to improve their
skills, and to provide better progress itself. But this
progress, always had a biological impact on the user,
because over a number of hours before a machine or computer,
a connection between the machine and the person producing
the same results as a result the appearance of tiredness
because of a simple principle, the stimulus - response,
where most stimulation increased tiredness, this can lead to
detrimental cognitive ability of the individual. Therefore a
greater amount of stimulus is likely to be a greater
saturation of care, and thus lower the production staff.
The World Health
Organization defines that "health is a state of complete
physical, mental and social wellbeing and not merely the
absence of disease or infirmity" (World Health Organization
[WHO], 1994). This makes it appropriate to prevent any
alteration of the physical, mental and social well-being,
which is undergoing the actual human being, who continually
receives impacts of the external environment, to interact
with different types of graphical user interfaces, which
affect their labor, social and psychological functioning.
The statistics report that in the
US the average person watching TV, video games and computers
is 7.5 hours (Caspersen, Pereira, & Curran, 2000) this
implies that a person goes about a third of your life in
front of a graphical user interface. Which raises the
question whether there is a relationship between the
stimulus of these interfaces and the development of the
general factor of intelligence.
Some researchers have
raised the possibility that the general factor of
intelligence can be changed during the life of a person.
This applies to research conducted by the "Department of
Psychology, University of Michigan and the Department of
Psychology at the University of Bern" (Jaeggi, Buschkeuhl,
Jonides, & Perrig, 2008) who carried out a work which
suggests that at least on one aspect of a person's IQ can be
improved by training a certain type of memory.
Likewise, another study
by the Wellcome Trust (Price, 2004) conducted intelligence
tests to a total of 33 healthy adolescents, 12 to 16 years,
and four years later they repeated the same tests,
confirming the existence of changes significant in IQ, with
differences of up to 20 points from the opening shots. It
was concluded that the natural plasticity of the brain
allows the brain structure can be modified during adulthood,
and consequently the general factor of intelligence.
Therefore, it can be
said that one way to demonstrate the impact of graphic user
interfaces is by the general factor of intelligence, as
measured in stimulated through an interface that combines
different visual aspects preexisting users, generating an
adaptation that not clogging their learning, but should
encourage the creation of new routes of synapses in their
brains, thus evidencing a change in general intelligence
factor, which may be measurable by the scale of the
Progressive Matrices Test Raven.
This concludes a series
of questions concerning the use of technology, graphical
user interfaces, and applications with respect to the
development of the general factor of intelligence. This has
led to various investigations give different answers, some
contradictory, some other verifiable, however the purpose of
this paper will be to try to answer, or at least ask some
questions that allow throwing ideas about what the impact of
graphic user interfaces in general factor of intelligence
users. No doubt the challenge is hard, but the psychological
knowledge, especially the theories and instruments to cover
the problem lie within the decision-limits to weigh out the
research.
Objective of study
• Determine whether the daily use
of the graphical user interface 2 / OS generates changes in
the general factor of intelligence users.
• Knowing the difficulties that
arise in the everyday use of new graphical user interfaces.
• Differentiate between the mean
scores on the overall scale and advanced control and
experimental group.
• Compare the mean scores on the
overall scale of the control and experimental group.
• Describe the impact that
graphical user interfaces in general factor of intelligence.
Method
Universe
The study subjects are
individuals aged 14 to 65, living in Argentina, in the
province of Buenos Aires, in
Analysis unit
Each of the individuals of 14-65
years.
Sign
The overall sample is
composed of 440 individuals. Distributed four groups for
comparison:
- 1 Group of 20 subjects aged 14
to 18 who used the GUI based on Ubuntu Linux 12.04.
- 1 Group of 20 subjects aged 14
to 18 who used the GUI based on Microsoft Windows.
- 1 Group of 200 subjects aged 18
to 65 who used the GUI-based interface 2/OS.
- 1 Group of 200 subjects aged 18
to 65 who used the GUI based on Microsoft Windows.
Research Methodology
The research methodology
is part of the quantitative paradigm, performing an
experimental design of four randomized groups with mean
pretest and posttest.
Experimental work
To develop the study was
used first, a graphical user interface based on Windows
Study Variables
The independent
experimental variable considered in the study is the
graphical user via software 2/OS, especially designed for
the general factor stimulation of intelligence interface.
This software was
designed and developed from the Linux operating system, and
libraries freely available X11, GTK and WINE adapting its
graphical user interface that had similar visual
representations to Microsoft Windows 8, and even be
compatible with this. The purpose of this task was to
present a similar but not the same medium, which takes the
user through a systematic desensitization learning a
graphical environment based on Linux, and in this way
succeed in obtaining new cognitive skills, increasing factor
General intelligence through progressive skills training.
The graphical user
interface 2/OS contains several modules, consisting of the
desktop, the taskbar and the file manager. This provision is
similar to the structure of a Windows environment, however,
there is no main menu, it is replaced by the file manager,
enabling the management and administration of programs and
games directly.
The program has two modes of
operation:
The experimental dependent
variable being studied is the following, the general factor
of intelligence.
Procedure
He proceeded to make an
initial assessment test users participated in the study in
order to identify the presence or absence of changes in
different types of graphic user interfaces.
For 30 days, a pilot
group of 20 individuals working with graphical user
interface Ubuntu 12.04, while the control group of 20
individuals use Microsoft Windows 8 after experimental time
averages, mean and median were compared; from data from the
second test was constructed.
During 30 days of an
experimental group of 200 individuals use the GUI 2/OS,
designed from the observed data from the first test, while
the control group of 200 individuals use graphical user
interface Microsoft Windows 8, the end of the test time
averages, mean and median were compared.
Data collection technique
Data were obtained using
the scale of Raven's Progressive Matrices Test (2009), which
consists of 60 matrices are ordered increasingly in
difficulty, grouped into 5 different series, and is applied
in populations aged 12 to 65 years . Consisting of a manual
process; a booklet with five sets of matrices with the
letters "A, B, C, D, and E", each with 12 matrices numbered
1 to 12; protocol test or answer sheet has three parts.
Result
Since data are related
to the adaptive capacities of users proceeded at first to
identify the presence or absence of changes in the general
intelligence factor for learning new graphical user
interfaces.
In the first experiment
the experimental group was stimulated with the use of the
Graphical User Interface Linux Ubuntu 12.04, the data
achieved by the subjects of this group in the pretest and
posttest are reflected in Table 1. And the data obtained in
the pretest and posttest for the control subjects to use
graphical user interface Microsoft Windows 8 are reflected
in Table 2.
It was observed that the
control group during the pretest development an average of
71 points, a trendy 75 points and an average of 75 points
with a variance of 174 and a standard deviation of the
square root of 13.19 while during the post test presented an
average of 71.5 points, a 75-point fashion, and a median of
75 points, with values of variance of 135.25 with a
standard deviation of 11.63 square root.
These data demonstrate
that the control group received a percentile increase in its
general factor of intelligence in the second take the test,
keeping the value of 75 points in both test shots as the
highest incidence.
However, in the experimental group
during the pretest decision I present an average of 78
points, 75 points and fashion median 75 points, with a
variance of 141 and a standard deviation of the square root
of 11.87. While in the post test I present an average of 75
points, a trendy 75 points, and a median of 75 points, with
a variance of 150 and a standard deviation of the square
root of 12.24.
The data demonstrate that the
experimental group presented a percentile decrease in their
general factor of intelligence in the second take the test,
but kept the value of 75 points in both test shots as the
highest incidence.
During the second
experiment, the experimental group was stimulated with the
use of graphical user interface 2/OS, the data achieved by
the subjects of this group in the pretest and posttest are
reflected in Table 3 and the data obtained in pretest and
posttest by control subjects who use graphical user
interface Microsoft Windows 8 are reflected in Table 4.
It was observed that the control
group during the pretest development averaging 72 points, a
trendy 75 points and an average of 75 points with a variance
of 203.79 and a standard deviation of the square root of
14.28 while during the post test I present an average of 72
points, a trendy 75 points, and a median of 75 points, with
values of variance of 191.11 with a standard deviation of
the square root of 13.82.
These data demonstrate
that the control group received a percentile increase in its
general factor of intelligence in the second take the test,
keeping the value of 75 points in both test shots as the
highest incidence.
However, in the experimental group
during the pretest decision I present an average of 77
points, 75 points and fashion median 75 points, with a
variance of 205.04 and a standard deviation of the square
root of 14, 32. While in the post-test I present an average
of 83 points, a 75-point fashion, and a median of 75 points,
with a variance of 192.33 and a standard deviation of square
root of 13.87.
The data demonstrate
that the experimental group presented a marked increase in
their percentile general factor of intelligence in the
second take the test, but kept the value of 75 points in
both test shots as the highest incidence.
|
Pre Test |
Post Test |
Media |
78 |
75 |
Moda |
75 |
75 |
Mediana |
75 |
75 |
Varianza |
141 |
150 |
Desvío Estándar |
11,87 |
12,24 |
Table 1. Scores achieved by the
experimental group
|
Pre Test |
Post Test |
Media |
71 |
71,5 |
Moda |
75 |
75 |
Mediana |
75 |
75 |
Varianza |
174 |
135,25 |
Desvío Estándar |
13,19 |
11,63 |
Table 2. Scores achieved by the
control group
|
Pre Test |
Post Test |
Media |
77 |
83 |
Moda |
75 |
75 |
Mediana |
75 |
75 |
Varianza |
205,04 |
192,33 |
Desvío Estándar |
14,32 |
13,87 |
Table 3. Scores achieved by the
experimental group using 2/OS
|
Pre Test |
Post Test |
Media |
72 |
72 |
Moda |
75 |
75 |
Mediana |
75 |
75 |
Varianza |
203,79 |
191,11 |
Desvió Estándar |
14,28 |
13,82 |
Table 4. Scores achieved by the
control group using Windows 8
Discussion
This research
investigates the psychological impact of graphical user
interfaces. That is why the focus here is focused on the
relationship between the general factor of intelligence and
the use of graphical user interfaces.
Having conducted the research with
respect to one of the specific qualitative objectives, which
was to "describe the
impact that graphical user interfaces in general
intelligence factor" is concluded that subjects
interacting with a graphical user interface should make new
a learning process through several hours of research and
interaction with the computer. It was noted that some
experimental subjects seeking online information related to
system performance and other third parties consulted. Users
who did not change their GUI and continued using Windows,
did not present new learning. Therefore showed no adverse
changes in general intelligence factor, whereas the
experimental group presented an increase of the average
general intelligence factor group. It could be inferred that
new learning causes a shift of prior learning, thereby
affecting the ability of general factor dependent
intelligence. However other aspects that affected the
performance and learning ability of the subjects, with the
same "technological problems" that somehow acted as a
motivator for finding solutions, making the experimental
subjects investigated were presented ways to fix faults,
unlike the control group, which remained without conducting
research. Perhaps this will be a major turning point,
because the time allocated for research was higher in the
experimental group and almost zero in the control group.
Spearman (1904) argued that training and psychological
ejercitamiento could eventually generate changes in the
general intelligence factor, a situation that was observed
in this experiment. However in the first experiment, the
experimental group use Linux Ubuntu, lower values were
obtained, although it is possible to say that a mental
overwork could affect in any way the development of the
general factor of intelligence in adolescents as Huguenard
states (1997). Because Ubuntu Linux interface is very
different from the known to the user, causing a blockage of
care. This situation was not observed in the second
experiment in the experimental group who use graphical user
interface 2 / OS, because it respects certain values
associated with visual graphics Microsoft Windows.
Another specific
objectives in this quantitative case was "Differentiating the
mean scores obtained in the general scale and advanced
control and experimental group" from the results of
the administration of the overall scale and advanced in the
experimental group. A statistical increase in the group mean
was observed, whereas in the control group to the detriment
of the statistical mean of the group was observed,
demonstrating a possible effect relationship between the use
of the graphical user interface and the mean scores on the
scale General and advanced test Raven.
Regarding the
quantitative specific objective "compare the mean
scores on the overall scale of the control and
experimental group", it was determined that from the
results of the second experiment in the experimental group
in the administration of the General Scale and Raven in
comparison with those obtained in the classification held at
the instance of pre and post test, the average for the age
group forty-two to sixty-five years is significantly lower
than the group of eighteen to forty-one years in both
scales. This situation can occur due to multiple factors,
from cognitive development to time spent learning the visual
interface, this advanced age in the older group, where this
presents a small decline in cognitive ability.
But remember many
researches have shown that if the same subject is
administered the previous version and the current version of
the same test, the second gets a lower score, ie the score
criteria progressively become more demanding as Huguenard
(1997) states.
Even if we consider the
theories of vicarious learning (or copy), you can learn by
trial and error, plus copy, so the second time you perform
the same test should be an increase or maintenance of the
general factor of intelligence. Except that there are other
factors that generate factor undermining the overall
intelligence, they could be under psychological
conceptualization, such as the stress that produces a new
environment file to a subject, who must initially adjust, to
learn. Generating an anxiogenic situation that can be lived
so terrible from a teenage psyche, already in itself is
going through a series of changes which makes it very
volatile.
Now the work of Flynn,
on the steady increase of the absolute values in all major
tests, could be considered the phenomenon from asserting
that general intelligence is not increased, but rather some
performances of it, which is why some tests such as Raven
can detect changes detailed g factor with respect to the
elicitation induction correlates and concepts. Also there
you consider that each generation has new capabilities to
understand reality graphics and multimedia, because since
young are immersed in that world, then by presenting a graph
of different user interface, a change is not obtained in the
general factor intelligence, but rather an adaptation that
has a transient psychic cost occurs.
The control group in the
second experiment presented their results of the overall
scale and advanced to the age group forty-two to sixty-five
years resulted slightly lower than the group eighteen to
forty-one years in both scales. Therefore it can be said
that there was a significant detriment of raw scores
actually an average value was maintained in the absence of
direct visual stimulus, since they used the same interface
to which were used.
Therefore the stimulation
generated by the GUI could have had a relationship with the
variations observed in the experimental group.
Responding to the
quantitative overall target, "will determine whether
the daily use of the graphical user interface 2/OS
generates changes in the general factor of intelligence
users." Concluded that from the data evaluated by
Raven Test, one can say that there is a relationship between
the everyday use of 2 / OS and the production of changes in
the general factor of intelligence. Comparing the scores of
the means obtained in the pretest and posttest of the
experimental group and the control group was observed in the
control group, no changes were made in the general factor of
intelligence, while the experimental group presented a
marked increase in raw scores percentile, demonstrating a
relationship between the use of the experimental interface
and the variation of the general intelligence factor of the
experimental subjects.
Now answering "Knowing the
difficulties that arise in the everyday use of new
graphical user interfaces" qualitative overall goal.
We conclude that from the data gathered from everyday use
graphical user interface Linux Ubuntu version 12.04 and 2/OS
would be an intervening factor in altering the post test
results in the case of the experimental group appears to
have influenced the increase in post test results.
From the interviews the
subjects in the experimental group emerged as impact factor
on learning factor negative saturation by the need to
consult thoroughly and varied information to try to learn to
use the graphical user interface provided by Linux Ubuntu
12.04 by limitations technology that features a new
interface. This quest for information took a long time to
the experimental group produced a glut of knowledge that can
not be processed affected the outcome of the use of the use
of Linux. Another difficulty am working on learning to use
Linux Ubuntu 12.04 were the problems related to the use of
peripheral printing and poor access to the Internet.
Secondly, other problems such as understanding the GUI
(desktop), which is vastly different to that provided by
Windows arise. This implies a drastic change to the user,
who must adapt to a new system, creating a new learning
process, where you must "lose" other learning momentarily to
set the new interface concept as stated Huguenard (1997).
It would therefore be
reliably say that depending on the results of the second
experiment in the experimental group, the values obtained
quantitatively show that upon stimulation of a graphical
user interface designed according to the user is possible to
demonstrate a direct increase in the overall factor
intelligence, thus encouraging good development of
intelligence and psychological health. Avoiding saturation
by learning and adapting to new information and
technological tools.
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