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Decision making
Select one option from many available options, has some information about all the options, has relatively long time frame, there is some uncertainty about which is the optimal choice > pop machine
Problem solving
An ill defined problem that may include complex and dynamic information, requires the generation of possible solutions, may include interaction with other time stress and high risk, multiple uncertain outcome with different costs and benefits, implementing solution monitor and correct courses as needed
Macrocognition
Higher level mental processes that require information processing
Include situational awareness, decision making, problem solving, & metacognition (knowing what you know)
Normative decision making: expected value model
EV = value * probability
Assumes decision makers are rational and compute “value“ of competing options
Problems with expected value model
It doesn’t predict actual decisions, monetary value doesn’t match perceived value, rarely are both values and probabilities well-defined - most decisions don’t have those clear options, or clear probabilities
Expected utility model
Replaces “value” with “utility” which is subjective value, is the subjective utility of the option multiplied by its subjective probability, better captures human decision making, but not entirely. Replaces probability with user’s subjective probability
> $10 is relatively fixed value & CD of journey’s greatest hit is not
Normative decision making: Multi - attribute utility theory
Recognizes each option has multiple outcomes (some costs and some benefits), Utility of each option is sum of (probability value) of each benefit + (probability * value) of each cost.
Lots of subjective estimation
Descriptive decision making
How people actually make decisions (not how they should)
Heuristics
Theses are shortcuts and rule-of-thumb, that decision makers use to simplify the decision making process. These are typically effective but leads to predictable errors
Most of the time they work
Biases
Byproducts of our cognitive systems, not necessarily unrelated to heuristics but are less effective and more about managing our effort and emotions
Heuristics & biases
While acquiring & integrating cues, cue primacy, cue salience, both related to limited cognitive resources
Cue primacy
Anchoring, first cues are weighted heavily, first thing you notice
Cue salience
Easier to detect cues are weighted heavily, what jumps out to you first
Interpreting & assessing cures: Availability heuristic
Estimate the likelihood of an even through evaluating our memories, we use our memories to judge the frequently of something happening. Assumes availability in memory predicts probability in world. If we never seen it happen then we assume it will never happen in that moment
Hypotheses that are more available in memory are deemed more likely
Interpreting & assessing cures: Representative heuristic
Assumes how well a cue represents an event predicts how likely it is that event, likelihood of a situation is estimated by how representative (on the surface) it appears of that category
> Miriam story, which is most likely
Interpreting & assessing cures: Confirmation bias
Search for confirming evidence you are looking at the best cue, overconfidence in a cue, cognitive tunneling
We tend to search for evidence that we are correct
Overconfidence
Finding evidence that only supports your point of view
Cognitive tunneling
Refusing to consider other options and continuously only picking one choice even when you have evidence that its wrong, they still pick that option
Simplicity seeking: minimizing possible losses/pain
At the stage of planning & choosing. Eliminate any option that might lead to unacceptable losses
Simplicity seeking: Satisfying
At the stage of planning & choosing. Accept the first option that exceeds/meets minimum needs. Decision making the first option that’s good enough
Choice aversion: default heuristic
Accept the default settings, people don’t usually go out of their way to change things in the settings they just accept how things are, so designers should have good/default things
Choice aversion: Delay
Waiting for more information to make a decision. Depends on the situation if that a good choice or not but as a leadership decision that’s a bad one
Generate too few options
We generate too small/ small number of action plans to choose from. We chose options based upon recency of last use, frequency of use, if-then rules (if this happens then that…)
Framing bias
At the stage of planning & choosing. decisions framed as gains makes use risk-averse. Decisions framed as loses makes us risk seeking.
Sunk-cost effect
At the stage of planning & choosing, may be related to risk seeking. Weight past losses in future outcomes. When choosing future actions, we weight past losses. Being worried about pasted decisions that can’t changed when thinking about future decision. I don’t want to wast all the money/time I spent on this so I better use this!
Planning bias
At the stage of planning & choosing. We assume best case scenario and don’t consider that things will go wrong. Ass 20% of anytime estimate because there will be issues that will come up
> give yourself more time
Expertise & problem solving: Rassmussen’s SRK model
Skill, Rule-based, Knowledge-based
Knowledge-based decision making (SRK)
Typical of novice decision makers, effortful/ slow analytic process of available information.Can quickly become overwhelming for decision maker. Too much information that even an expert to weigh. Limited cognitive resources.
Rule-based decision making (SRK)
Typical of people with some familiarity but not true expertise, they have used knowledge and experience to develop decision rules, learned some decision rules. Heuristics are a common example of this level
> Following a recipe having some knowledge but not typical of a true expert
Skilled-based decision making (SRK)
Relies on procedural memory, appears intuitive to observer, experts recognize patterns of cues and respond. Is fast and largely automated as needed. Experts are able to revert to knowledge-based analysis when the situation is unusual, when there is time available, and that there is well-defined cues to evaluate
Experts differ from novices because they know which cues are most important and incorporate them into their responses
Task (re)design
Improve “choice architecture” for decision makers, make information more accessable & easy to see > Limit the number of options available, present data in a linear & comparable formate, present choices and consequences of each “real“ and concrete
Task (re)design: Improve display
Better able to understand what's going on & if something is wrong, have the display give more information
Make them integrated with one another (to reduce their numbers)
Proceduralization: Task (re)design
Include decision support tools > automation when appropriate, exert systems or other aids = use of checklists, decision tables/trees.
Use standard procedures and formats to guide decisions
Improve situational awareness
User better understands the “real“ problem, the display should help users notice change > especially when there is a dangerous change
Displays should aid in prediction of future state of the system
Organize displays & information according to the users goals
Keep the operator “in the loop” & engaged
Don’t relay too much on automation, make the system variables easy to understand, display all of the relevant system variables > no just okay / not okay
Improving diagnosis & problem solving
Better displays of system states, encourage evaluation of multiple alternatives > what else could be the cause of the problem, display evidence of non-events that are meaningful, simulations may possible solution
Controls
Involves response selection & execution
Response Selection
The goal of design is to aid in ease & speed of choosing the correct control action
Unexpectedness causes delays in responding
Controls that match expectation capitalize on top-down processing & results in quicker responses
Controls relates to “labels” from the previous chapter
Response execution
Don’t just define the choices
Helps define the “correct” choice
Response execution: Discrete controls
These have separate independent settings
Buttons, switches, levers
Response execution: Positioning controls
Point & select controls = moving something to hit the target
a computer mouse, involves moving a cursor to a target
Response execution: Tracking Controls
Involve continually operating a control to follow a moving target, like positioning but then its a continuous closed loop of a target
Like a Mario Kart
Principle of controls design- attention related (6)
Proximity Compatibility
Avoid Resource competition
Avoid absolute judgment limits
Exploit redundancy gain
Make controls discriminable
Make controls accessible
Proximity Compatibility
Control should be physically near the display/ what it controls, proximity can be shown in multiple ways > with location, color, boundaries
Avoid Resource competition
Divide overlapping responses into different cognitive/motor domains
Voice & manual responses
Hands & feet responses
Verbal & spatial tasks
Make controls accessible
Anthropometric concern > Measurement of humans/ Make the controls fit human body
Support “blind operation” > Make the controls so you can use them without looking at it you don’t have to see the controls to be able to use them
Make controls discriminable
Put different labels on the controls (the labels could rub off)
Making controls identifiable easily (support blind operation)
Tactual coding > Shape: shape of controls related to their purpose
Texture: having bumps/ ridges
Size: Varying sizes of controls can relate to function
Exploit redundancy gain
Make controls distinct in more then one way
Label them, add unique texture, different location/shapes
Avoid absolute judgment limits
Don’t differentiate multiple controls on a single dimension
Use of detents can create distinct controls positions = activation of controls van use detent (clicks) to create distinct positions
Principles of control design: memory related
Movement compatibility
Location compatibility
Knowledge of the world
Be consistent
Knowledge of the world
Labels to reveal the purpose of the control
Represent the status of the control (on/off, etc.)
Be consistent
Layout & movement of controls should be consistent
Consistent within a design & across similar products
Location compatibility
Controls should be near the entity they controls
Controls should be near the display of the variable they control
Movement compatibility
Control movement should match variable’s movement
Controls should match population stereotypes
Principles of control design- Response selection related
Avoid accidental activation
Hick-Hyman law
Decision complexity advantage
Fitt’s law
Provide feedback
Avoid accidental activation
Make them unlikely to be hit by accident by putting them in a safe location & orientation
Recessed/ shielded to physical protect them
Interlock &/ sequences operation: have two actions that must be done to activate it
Resist, delay, confirm: Requires more effort than an accident would so it forces the user to have to wait figure out if it should be activated
> Con is that is has a slower reaction time
Hick-Hyman Law
Relates to choice reaction time
Increasing the number of choices increases reaction time logarithmically
The more options there are for a single control, the slower its use
Morse code clicks are faster because there are few options
Decision complexity advantage
A small number of complex responses can be executed faster than a long string of simple responses
Hick-Hyman law losses its advantage when complexity of task requires lots of control operations
> Typing is more complex but faster than morse code
Fitt’s law
Related to time required to move an entity onto a target
Time increases by a constant when
the size of the target is halved or the distance from target is doubled
Provide feedback
Should be immediate > minimize delay between control & feedback
Make the feedback salient > shouldn’t be masked
Provide feedback: Visual
a sound to indicate a change in the system
Provide feedback: Auditory
A should indicate a change in the system
Provide feedback: Kinesthetic/tactile
Feel movement of control
Provide feedback: Current state feedback too
Can be important to indicate an ongoing state of the system > downloads
It can be visual/tactile rather then auditory
Discrete controls
Normally a switch that selects between separate states/settings
Dichotomous > on/off switches like lights
May have multiple settings > channels select switches
Design considerations for discrete controls: Feedback
Changing state: Tactile (click) & either auditory or visual is good
Continuous state: depressed buttons or switch position is good they are usually overlooked
Touchscreens are poor at giving feedback
Design considerations for discrete controls: Size
Smaller size for controls saves space & travel time
BUT it allows for blunder/touching something else on accident
Design considerations for discrete controls: Labeling & discriminability
Assume the user is a novice & label things unambiguously
Exploit redundancy in labeling to aid discriminability
Proximity > Labels should be proximal to controls & having labels on controls is good but it can wear off
Discrete controls - fixed vs moving pointers
Normally a switch that selects between separate states/setting
Moving pointer
Better representation of the system '“moving” to a new state, having a raised pointer supports blind operation
Fixed pointer
Can be used for less space
Keyboards > numerical data entry
specific collection of discrete control
Keyboards: linear display > 12345678
Fits neatly onto a typewriter keyboard, too much finger reach for extensive data entry
Keyboards: Telephone displace > 123 on the top line
Determined for bell telephone at MIT, best fit the population stereotype
Keyboards: calculator displace > 789 on the top line
Designed on the first consumer by Texas instruments
Keyboard linguistic data entry: QWERTY keyboard
Was originally designed to avoid mechanical constraints, became standard and has persisted until today
Keyboard linguistic data entry: Dvorak keyboard
Well known alternate design to maximize typing speed by 5-10%, hard to learn if know QWERTY because its uncommon
Keyboard linguistic data entry: chording keyboard
One key for each finger > no hand or finger movement required, much faster data entry less repetitive motion injuries
Different finger combinations represent different letter > requires extensive training & practice, no labels/ templates can be used easily
Positioning controls tasks
To move some entity cursor onto some target
Direct positioning controls
Moving the entity directly with operator’s hand/fingers
> Apple pen/touch screen
Indirect positioning control
Position of operator’s hand/fingers corresponds indirectly with the entity’s movement
> mouse/track ball
Speed-accuracy trade-off: design considerations
Movement time relates to both distance & target size
Fitt’s law: same increase in time when target is half the size or the distance is twice as far > reaction increases with larger distance/smaller target
Gain: design considerations
Output/Input: How much you get out vs how much you put in > ratio of change in output/ change in input
Low gain
accurate fine tuning but slow travel > low output, high input (turn steering wheel a lot to the tires)
High gain
Fast travel but instability when fine tuning
High output, low input > problematic for fine tuning
Continuous tracking controls - task
Moving an entity to match a moving target (continually/periodically)
Pursuit tracking
Trying to keep entity on moving target that you can see, often you have the ability to predict where the target is going, Moving vehicle on a road (road is moving)
> driving
Compensatory tracking
Simply responding to deviation from a (often fixed) target, often your process is moved away from the target & you react
> following a compass heading or sailing towards a fixed point
Closed feedback loop
> Operator notes an error (something comes up and have to react) > Force is applied to the control device > control device alters the system’s progress > system output is displayed for the operator to monitor and continues >
= When driving something comes up > user starts turning the steering wheel > the steering wheel turns the tires > the road is turning
Measurement of errors
At a moment in time, can measure distance of operator from target, across time these samples of error can be averaged together
> Measure how much time you are on the target, how much error deviation from the target
Closed loop instability
Overcorrections / pilot induced oscillation, particularly active in high gain systems
Closed loop instability causes: High gain
Small changes in control creates large changes in system, overcorrections are common
Closed loop instability causes: high bandwidth
Bandwith: is the number of target changes/sec (Hz), humans can respond about 1 cycle/sec, 0.5 is much better
> number of changes you have to make per sec, increase number of changes
Closed loop instability causes: system lag time
Excessive time between control and system response, due to complex/ otherwise sluggish system, slow feedback leads to oversteering
> system doesn’t react right away to control
Closed loop instability solutions: lower bandwidth
User can slow system, user can strategically ignore some changes & respond to a few number of them (aim for distant target)
> Slow down, react to fewer changes
Closed loop instability solutions: predictive aiding for sluggish systems
Tells you what will happen in the future
Closed loop instability solutions: open loop strategy
Stop responding to moment by moment deviation and aim for a final state
initiate controls that will lead to the desired final state without regard to fluctuation en route
Requires knowledge of what controls will lead to desired output
> Pick one target and get there (don’t react when you shouldn’t), don’t react & reuse, wait for system to react before you do