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Human information processing: Chapters 4-9. Attentional resources. Response selection. Response execution. Receptors. Perception. Decision making. Long-term memory. Working memory. Controlled system. Objectives.
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Human information processing:Chapters 4-9 Attentional resources Response selection Response execution Receptors Perception Decision making Long-term memory Working memory Controlled system
Objectives • Different types of decision making descriptions and the implications for design • Heuristics and biases affecting decisions • Levels of cognitive control describe qualitatively different types of human performance • Levels of cognitive control span many theories of DM and can identify training and cognitive support strategies • Skill-based processing and affect are key elements of decision making
Decision making defined • Decision making defined as: • Select one choice from many • Some information available regarding choices • Time frame is relatively long (> 1 sec) • Uncertainty regarding best or acceptable choice • Builds upon basic cognitive mechanisms of: perception, working memory, attention and LTM
Decision making types Intuitive Quick Automatic Classical Decision Theory Optimal, rational decision determined through use of expected values Description of bias and heuristics that reflect human limits Analytical Slow Deliberate, controlled Naturalistic DM Experienced people Complex, dynamic environments Based on experiences and mental simulations
Expected utility calculations example Expected value of choice “v” equals the sum of the probabilities and values E(v)= p(i)v(i) For the most simple case of the lottery: Purchase ticket p(winning)=1x10-7 v(winning) =1x106 E(ticket value-ticket cost)=0.10-1.0 Save money p(bank surviving)=1-1x10-7 v(with interest) =1.02 E(money saved)=1.019999
Types of classical decision theory Normative models What people SHOULD do Basis of computer aids Basis for understanding when people make rational decisions Basis for training Descriptive models What people ACTUALLY do Heuristics used/ Biases that undermine performance Information processing model as a descriptive model of DM
Elements of decision process • Obtain and combine cues (selective attention) • Generate hypotheses (LTM) • Hypothesis evaluation and selection (working memory) • Action selection (working memory, LTM)
Information processing model of DM Working memory Uncertainty Choice Diagnosis Cues Selective attention C1 H H A A C2 C3 C4 LTM A A H H A A H A H H A A A H H H
Factors influencing heuristics and biases • Selective attention • Limited capacity of working memory • Time available • Limited attentional resources • Limited knowledge (LTM) • Ability to retrieve appropriate information (inert knowledge)
Heuristics and biases: Obtaining and selecting cues • Attention to limited number of cues (landing gear light fixation) • Cue primacy (first cues get greater weight) • Inattention to later cues (ignore later cues) • Cue salience • Inappropriate weight to unreliable cues
Heuristics and biases: Hypothesis generation • Limited number of hypotheses generated • Availability heuristic (frequent, recent) • Representative heuristic (take as typical of category) • Overconfidence
Heuristics and biases: Hypothesis evaluation and selection • Cognitive fixation (continue along path, ignoring contrary information) • Confirmation bias • Seek only evidence to confirm NOT to disconfirm • Fail to use absence of important cues
Heuristics and biases: Action selection • Retrieve small number of actions • Availability heuristic for actions • Availability heuristic for possible outcome • Subjective probability does not equal actual
Decision making types Classical Decision Theory Heuristics and biases associated information processing limits Naturalistic DM Levels of cognitive performance/control for experienced people in complex, dynamic environments
Characteristics of naturalistic decision making situations • Ill-structured problems • Uncertain high-risk environments • Cognitive processing as an iterative action/feedback loop • Time constraints and time stress • Multiple persons involved in decision • People with extreme domain expertise
The strange case of Phineas Gage http://www.mc.maricopa.edu/academic/ cult_sci/anthro/origins/phineas.html Left intellectual abilities intact, but greatly impaired decision making
Elements of naturalistic decision making • Implications of levels of cognitive control • Types of information • Level of expertise • Error tendencies • Situation awareness • Implications for decision aids
Levels of cognitive control Goals Knowledge-based Behavior Symbols Decision of Task Identification Planning Rule-based Behavior Stored Rules for Task Signs Association State/Task Recognition Skill-based Behavior Automated Sensory-Motor Patterns Signs Feature Formation Sensory Input Signals Actions
Types of information Goals Knowledge-based Behavior Symbols Decision of Task Identification Planning Rule-based Behavior Stored Rules for Task Signs Association State/Task Recognition Skill-based Behavior Automated Sensory-Motor Patterns Signs Feature Formation Sensory Input Signals Actions
Amount of experience Goals Knowledge-based Behavior Symbols Decision of Task Identification Planning Rule-based Behavior Stored Rules for Task Signs Association State/Task Recognition Skill-based Behavior Automated Sensory-Motor Patterns Signs Feature Formation Sensory Input Signals Actions Novice Expert
Error tendencies Goals Knowledge-based Behavior Symbols Decision of Task Identification Planning Rule-based Behavior Stored Rules for Task Association State/Task Recognition Skill-based Behavior Automated Sensory-Motor Patterns Signs Feature Formation Sensory Input Signals Actions Failure to consider consequence Misclassification of situation Perform task out of habit Motor control error
Situation awareness “The perception of the elements in the environment with a volume of time and space, the comprehension of their meaning and the projection of their status in the near future” Level 1: Perceiving status Level 2: Comprehending information in light of goals Level 3: Projecting the activity to the future
Situation awareness Goals Knowledge-based Behavior Symbols Decision of Task Identification Planning Rule-based Behavior Stored Rules for Task Signs Association State/Task Recognition Skill-based Behavior Automated Sensory-Motor Patterns Signs Feature Formation Sensory Input Signals Actions Level 3 SA Level 2 SA Level 1 SA
Cognitive continuum theory Goals Knowledge-based Behavior Symbols Decision of Task Identification Planning Rule-based Behavior Stored Rules for Task Signs Association State/Task Recognition Skill-based Behavior Automated Sensory-Motor Patterns Signs Feature Formation Sensory Input Signals Actions Analytic Intuitive
Cognitive continuum theory • Factors inducing Intuition: • Large number of cues • Brief display of cues • Complex relationship between cues • Short DM time • Analog display • Factors inducing Analysis: • Few cues • Long availability of cues • High consequence • Digital display
Recognition-primed decision making • Pattern matching used to recognize situation • Recognition “primes” the selection of a plausible solution • Action selected without comparison with alternates • Action evaluated through simulation using a mental model • Particularly effective in time-constrained situations • 40-80% based on condition-action rules
Recognition-primed decision making Goals Knowledge-based Behavior Symbols Decision of Task Identification Planning Rule-based Behavior Stored Rules for Task Signs Association State/Task Recognition Skill-based Behavior Automated Sensory-Motor Patterns Signs Feature Formation Sensory Input Signals Actions Simulation-based evaluation with mental model Application of condition-action rules
Improving decision making • Redesign to support decision making and performance • Decision aids • Training
Redesign • Accentuate relevant cues • Warning devices to guide attention to critical events • Restructure situation and overall system • Analysis of system dynamics
Training • Train analytic methods, has proven marginally successful • Train better metacognition (e.g., manage time pressure), has proven marginally successful • Focus on job-relevant knowledge and procedures • Train skill-based with actual cues • Cognitive feedback rather than performance feedback
Decision aids • Fallacy of “expert” systems • No basis for evaluation of the input • Output mistrusted • “Joint cognitive breakdowns” due to unanticipated complexity • Cognitive support • Interactive system that improves DM by extending user’s capabilities • Tool rather than prosthesis
Types of cognitive support Goals Knowledge-based Behavior Symbols Decision of Task Identification Planning Rule-based Behavior Stored Rules for Task Signs Association State/Task Recognition Skill-based Behavior Automated Sensory-Motor Patterns Signs Feature Formation Sensory Input Signals Actions Display and call attention to important cues Present reliability/value of cues Allow operators to specify alarms according to circumstances
Types of cognitive support Goals Knowledge-based Behavior Symbols Decision of Task Identification Planning Rule-based Behavior Stored Rules for Task Signs Association State/Task Recognition Skill-based Behavior Automated Sensory-Motor Patterns Signs Feature Formation Sensory Input Signals Actions Use spatial organization to state information Present condition-action rules and discrepancies Indicate variable levels that require responses (e.g., level associated with normal operations)
Types of cognitive support Goals Knowledge-based Behavior Symbols Decision of Task Identification Planning Rule-based Behavior Stored Rules for Task Signs Association State/Task Recognition Skill-based Behavior Automated Sensory-Motor Patterns Signs Feature Formation Sensory Input Signals Actions Support “what if” analysis Provide an externalized mental model in the display Provide critiques of hypotheses generated
Problem solving Goals Knowledge-based Behavior Symbols Decision of Task Identification Planning Rule-based Behavior Stored Rules for Task Signs Association State/Task Recognition Skill-based Behavior Automated Sensory-Motor Patterns Signs Feature Formation Sensory Input Signals Actions Requires Knowledge Mental model for simulation Working memory capacity
Critiquing systemhttp://freney.sys.virginia.edu/~sag3c/ProblemBasedLearning.html
Key concepts • Different types of decision making descriptions and the implications for design • Heuristics and biases affecting decisions • Levels of cognitive control describe qualitatively different types of human performance • Levels of cognitive control span many theories of DM and can identify training and cognitive support strategies • Skill-based processing and affect are key elements of decision making