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Midteram Overview

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Text book: Wickens and Set Phasers on Stun. Calculator ... analysis (bottom-up processing), unitization, top down processing ----design implications ... – PowerPoint PPT presentation

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Title: Midteram Overview


1
Midteram Overview
  • SY DE 142 Midterm
  • Date June 14, 2004
  • Time 130 - 330pm
  • Room DC 1350
  • Aids Allowed
  • Text book Wickens and Set Phasers on Stun
  • Calculator
  • Solutions must be written in pen, not in pencil.

2
Case Studies
  • Business in Bhopal
  • Silent Warning
  • In Search of the Lost Cord
  • An Act of God
  • The Wizards of Wall Street
  • Set Phasers on Stun

3
Films
  • Death on the Job
  • Bhopal, a Lingering Tragedy
  • Why Planes Crash
  • Broken Bus

4
Course Material Outline
  • Accident Analysis and Fault Trees
  • Mappings and Affordances
  • Gulfs of Execution and Evaluation
  • Human Action Cycle
  • Information Processing
  • Human Decision Making
  • Human Error - Mistakes
  • Human Error- slips
  • Human machine model
  • Displays
  • Control
  • Human-Computer Interaction
  • Usability Testing
  • Automation
  • More details on slides and in book.

5
Accident Analysis andFault Trees
  • Linear interactions
  • Common mode interaction
  • Nonlinear interactions
  • Tight vs. Loose coupling
  • FMECA
  • Fault Tree Analysis
  • Chronological
  • Show causality
  • Events action and time (time often implicit)
  • AND/OR gates
  • Last event at the top

OR
AND
6
Mappings and Affordances
  • Mapping relation between action and its result
    in the world
  • Helps automatic processing when extremely strong
    between world and required action
  • Two kinds natural (steering wheel),
    social/cultural (light switch)
  • Affordance
  • perceived and actual properties of things that
    help to direct users actions, should be applied
    as a design principal
  • Affordances become visible by establishing
    mappings, (what it does, how it works)

7
Gulfs of Execution and Evaluation (and HAC)
  • Gulfs
  • Execution have an intention but cant figure out
    action (difference in seq of action action in
    the Human Action Cycle)
  • Evaluation Cant figure out whether the goal has
    been achieved

8
HUMAN ACTION CYCLE
GOAL
Intention
Evaluate
Sequence of Actions (what should be done)
Gulf of evaluation!
Interpret
Gulf of execution!
Perception How is state of the world perceived?
Use senses
Act!
WORLD
Interpret
9
Information ProcessingHow we Think
  • Memory
  • Short term, long term , how to improve, knowledge
    in head vs. knowledge in world
  • Perception
  • Feature analysis (bottom-up processing),
    unitization, top down processing ----design
    implications
  • Attention
  • Selective, divided ---- design implications
  • Resource model, Multiple resource model

10
More Information ProcessingHow we Think
  • Situation awareness (SA) being aware of meanings
    of dynamic changes in the environment
  • 3 stages Perceive, understand, predict
  • Measuring SA by SA Global Assessment technique
    (SAGAT)
  • Decision making
  • Normative model (methods multi-attribute utility
    theory, expected value theory, SEUT)
  • Descriptive model (methods satisfaction not
    optimal, heuristics, and biases to create easier
    ways of thinking)

11
Human Decision Making
  • Heuristics and Biases in Human decision making
    (look at updated lecture notes)
  • could happen in any of the following stages
  • 1. Getting information input (input or cue
    biases)
  • 2. Generating hypotheses and selection ( 6
    biases).
  • 3. Plan generation and action choice (4 biases).
  • SRK Framework
  • Skill based decisions (automated)
  • Rule Based decisions (procedural)
  • Knowledge based decisions

12
Human Error -- mistake
  • Mistake wrong goal and intention but right
    action
  • Why it happens?
  • Types of mistake
  • mistaken similarity,
  • misjudged probability,
  • rationalizing small events,
  • social pressures/cultural factors and
  • Forcing Functions

13
Human Error -- slips
  • Slip right goal and intention but wrong action,
  • Mostly occurs with skilled behavior (WHY?)
  • Mode Error right action in wrong mode (therefore
    the action becomes WRONG)

14
Information DisplaysHuman-Machine Model
  • Human machine system model
  • Elements
  • user Interface machine World
  • begins with Action
  • Operator acts on the interface.
  • Interface sends a control signal to the machine.
  • Machine acts on the world.
  • Feedback (4 feedbacks)
  • State of world to interface
  • Action of machine to interface
  • Indication of control signal (machine to
    interface)
  • Information from interface to operator
  • Any missing item may cause an accident

15
Display contents
  • should permit evaluation and execution
  • Display principles
  • Perceptual (legible, give reference, redundancy,
    design for distinctive features)
  • Mental model (pictorial, moving part, ecological)
  • Attention (multi-resource, proximity
    compatibility, information access cost)
  • Memory (predictive aids, knowledge in the world,
    consistency

16
Display forms
  • Digital vs. Analog (precision vs. change)
  • Configural displays
  • Rankine cycle
  • Polar star display
  • Heads-up
  • Ecological displays

17
Control
  • Control vs. display control is same as display
    till user interacts with system through display
  • Very important in design same guidelines as
    displays.
  • Laws and principals
  • Hick-Hyman law for Reaction Time
  • Fitts law for Movement Time
  • Control Types zero order (mouse), first order
    (steering wheel) and second order (thrust of
    shuttle)

18
Human-Computer Interaction
  • What your focus is as a designer
  • User group
  • who is using your system (novice, infrequent,
    frequent expert) and what should you know about
    these users.
  • Interaction styles
  • how will the user (based on expertise) interact
    with the system (eg. Menu, form, QA, command
    language, function keys, direct manipulation,
    natural language, .)

19
Usability and user testing
  • Usability Approaches (4)
  • Cognitive walkthrough
  • Heuristic evaluation (Neilsons usability
    principals)
  • Performance measurement
  • Field study
  • Tasks
  • Usability measures (satisfaction, learnability,
    errors)

20
Automation
  • When and why use automation
  • Classes of automation
  • Information acquisition (warnings, filters)
  • Information integration (pattern recognition,
    expert systems)
  • Action selection (TCAS)
  • Action execution and control (autopilots, cruise
    control)

21
Automation
  • Levels of automation
  • Reliability Issues
  • complacency (over trust),
  • mistrust,
  • dumb and dutiful effect.
  • Best form is Human Centered Automation

22
  • Good luck
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