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Published byMillicent Hancock Modified over 9 years ago
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1 Human information processing: Chapters 4-9 ReceptorsPerception Long-term memory Response selection Response execution Controlled system Working memory Attentional resources Decision making
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2 Objectives n Different types of decision making descriptions and the implications for design n Heuristics and biases affecting decisions n Levels of cognitive control describe qualitatively different types of human performance n Levels of cognitive control span many theories of DM and can identify training and cognitive support strategies n Skill-based processing and affect are key elements of decision making
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3 Decision making defined n 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 n Builds upon basic cognitive mechanisms of: perception, working memory, attention and LTM
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4 Decision making types n Intuitive Quick Automatic n Classical Decision Theory Optimal, rational decision determined through use of expected values Description of bias and heuristics that reflect human limits n Analytical Slow Deliberate, controlled n Naturalistic DM Experienced people Complex, dynamic environments Based on experiences and mental simulations
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5 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) =1x10 6 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
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6 Types of classical decision theory n Normative models What people SHOULD do Basis of computer aids Basis for understanding when people make rational decisions Basis for training n Descriptive models What people ACTUALLY do Heuristics used/ Biases that undermine performance Information processing model as a descriptive model of DM
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7 Elements of decision process n Obtain and combine cues (selective attention) n Generate hypotheses (LTM) n Hypothesis evaluation and selection (working memory) n Action selection (working memory, LTM)
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8 Information processing model of DM Cues C1 C2 C3 C4 Uncertainty Selective attention Diagnosis Choice H H H H H HH H A A A A A A A A H H A A Working memory LTM
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9 Factors influencing heuristics and biases n Selective attention n Limited capacity of working memory n Time available n Limited attentional resources n Limited knowledge (LTM) n Ability to retrieve appropriate information (inert knowledge)
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10 Which penny: Precise decisions with imprecise knowledge
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11 Heuristics and biases: Obtaining and selecting cues n Attention to limited number of cues (landing gear light fixation) n Cue primacy (first cues get greater weight) n Inattention to later cues (ignore later cues) n Cue salience n Inappropriate weight to unreliable cues
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12 Heuristics and biases: Hypothesis generation n Limited number of hypotheses generated n Availability heuristic (frequent, recent) n Representative heuristic (take as typical of category) n Overconfidence
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13 Heuristics and biases: Hypothesis evaluation and selection n Cognitive fixation (continue along path, ignoring contrary information) n Confirmation bias Seek only evidence to confirm NOT to disconfirm Fail to use absence of important cues
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14 Heuristics and biases: Action selection n Retrieve small number of actions n Availability heuristic for actions n Availability heuristic for possible outcome Subjective probability does not equal actual
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15 Decision making types n Classical Decision Theory Heuristics and biases associated information processing limits n Naturalistic DM Levels of cognitive performance/control for experienced people in complex, dynamic environments
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16 Characteristics of naturalistic decision making situations n Ill-structured problems n Uncertain high-risk environments n Cognitive processing as an iterative action/feedback loop n Time constraints and time stress n Multiple persons involved in decision n People with extreme domain expertise
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17 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
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18 Elements of naturalistic decision making n Implications of levels of cognitive control Types of information Level of expertise Error tendencies Situation awareness n Implications for decision aids
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20 Levels of cognitive control Goals Feature Formation Automated Sensory-Motor Patterns Recognition Association State/Task Stored Rules for Task Planning Decision of Task Identification Knowledge-based Behavior Rule-based Behavior Skill-based Behavior Sensory Input Signals Actions Signs Symbols
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22 Types of information Goals Feature Formation Automated Sensory-Motor Patterns Recognition Association State/Task Stored Rules for Task Planning Decision of Task Identification Knowledge-based Behavior Rule-based Behavior Skill-based Behavior Sensory Input Signals Actions Signs Symbols
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23 Amount of experience Goals Feature Formation Automated Sensory-Motor Patterns Recognition Association State/Task Stored Rules for Task Planning Decision of Task Identification Knowledge-based Behavior Rule-based Behavior Skill-based Behavior Sensory Input Signals Actions Signs Symbols Novice Expert
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24 Error tendencies Goals Feature Formation Automated Sensory-Motor Patterns Recognition Association State/Task Stored Rules for Task Planning Decision of Task Identification Knowledge-based Behavior Rule-based Behavior Skill-based Behavior Sensory Input Signals Actions Signs Symbols Perform task out of habit Motor control error Misclassification of situation Failure to consider consequence
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25 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
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26 Situation awareness Goals Feature Formation Automated Sensory-Motor Patterns Recognition Association State/Task Stored Rules for Task Planning Decision of Task Identification Knowledge-based Behavior Rule-based Behavior Skill-based Behavior Sensory Input Signals Actions Signs Symbols Level 1 SA Level 2 SA Level 3 SA
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27 Cognitive continuum theory Goals Feature Formation Automated Sensory-Motor Patterns Recognition Association State/Task Stored Rules for Task Planning Decision of Task Identification Knowledge-based Behavior Rule-based Behavior Skill-based Behavior Sensory Input Signals Actions Signs Symbols Analytic Intuitive
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28 Cognitive continuum theory n Factors inducing Intuition: Large number of cues Brief display of cues Complex relationship between cues Short DM time Analog display n Factors inducing Analysis: Few cues Long availability of cues High consequence Digital display
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29 Recognition-primed decision making n Pattern matching used to recognize situation n Recognition “primes” the selection of a plausible solution n Action selected without comparison with alternates n Action evaluated through simulation using a mental model n Particularly effective in time-constrained situations n 40-80% based on condition-action rules
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30 Recognition-primed decision making Goals Feature Formation Automated Sensory-Motor Patterns Recognition Association State/Task Stored Rules for Task Planning Decision of Task Identification Knowledge-based Behavior Rule-based Behavior Skill-based Behavior Sensory Input Signals Actions Signs Symbols Application of condition-action rules Simulation-based evaluation with mental model
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31 Improving decision making n Redesign to support decision making and performance n Decision aids n Training
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32 Redesign n Accentuate relevant cues n Warning devices to guide attention to critical events n Restructure situation and overall system n Analysis of system dynamics
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33 Training n Train analytic methods, has proven marginally successful n Train better metacognition (e.g., manage time pressure), has proven marginally successful n Focus on job-relevant knowledge and procedures n Train skill-based with actual cues n Cognitive feedback rather than performance feedback
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34 Decision aids n Fallacy of “expert” systems No basis for evaluation of the input Output mistrusted “Joint cognitive breakdowns” due to unanticipated complexity n Cognitive support Interactive system that improves DM by extending user’s capabilities Tool rather than prosthesis
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35 Types of cognitive support Goals Feature Formation Automated Sensory-Motor Patterns Recognition Association State/Task Stored Rules for Task Planning Decision of Task Identification Knowledge-based Behavior Rule-based Behavior Skill-based Behavior Sensory Input Signals Actions Signs Symbols Display and call attention to important cues Present reliability/value of cues Allow operators to specify alarms according to circumstances
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36 Types of cognitive support Goals Feature Formation Automated Sensory-Motor Patterns Recognition Association State/Task Stored Rules for Task Planning Decision of Task Identification Knowledge-based Behavior Rule-based Behavior Skill-based Behavior Sensory Input Signals Actions Signs Symbols 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)
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37 Goals Feature Formation Automated Sensory-Motor Patterns Recognition Association State/Task Stored Rules for Task Planning Decision of Task Identification Knowledge-based Behavior Rule-based Behavior Skill-based Behavior Sensory Input Signals Actions Signs Symbols Support “what if” analysis Provide an externalized mental model in the display Provide critiques of hypotheses generated Types of cognitive support
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38 Problem solving Goals Feature Formation Automated Sensory-Motor Patterns Recognition Association State/Task Stored Rules for Task Planning Decision of Task Identification Knowledge-based Behavior Rule-based Behavior Skill-based Behavior Sensory Input Signals Actions Signs Symbols Requires Knowledge Mental model for simulation Working memory capacity
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39 Critiquing system http://freney.sys.virginia.edu/~sag3c/ProblemBasedLearning.html
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40 Key concepts n Different types of decision making descriptions and the implications for design n Heuristics and biases affecting decisions n Levels of cognitive control describe qualitatively different types of human performance n Levels of cognitive control span many theories of DM and can identify training and cognitive support strategies n Skill-based processing and affect are key elements of decision making
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