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The challenges in understanding human cognition through psychological research and proposes potential remedies, including the development of cognitive architectures like act-r. It also discusses the importance of engineering models of human performance and the role of cognitive engineering frameworks like goms in designing human-machine interfaces. The document also touches upon the concept of human error and its impact on various industries, particularly aviation, and strategies for combating error.
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Acknowledgments Michael D. Byrne Bonnie E. John
(^) Cognitive psychology has reached a point (35 years ago) where continuing to amass a catalogue of phenomena ceases to be very helpful – what we need is a grand theory of cognition.
(^) “…the ‘normal’ means of science may not suffice.” (^) What did he mean by that? (^) Hint: What was the “slippery eel” problem Newell identified?
(^) Embodies the invariant human cognitive resources and constraints (^) Used to construct models of human task performance
(^) Let’s say you have a large environment with many devices controlling distal equipment (^) Like, say, a Navy ship (^) You want to reduce crew requirements (^) Meaning more distal control (^) New functionality must be added, new procedures learned by the operators (^) That is, things change (^) How do we design human-machine interfaces and procedures to minimize the risk of error and slowdown? (^) In even the routine procedures
(^) To understand this, we need to know how people mentally represent routine procedures (^) Perform experiments to identify factors relevant to human performance (^) How do people represent the routine tasks that they preform? (^) How do people represent the space in which they perform those tasks?
(^) We can build models that embody the collection of human performance phenomena for a given task (^) Architecture: what’s invariant about human cognition (^) Model: what’s specific to the human and the task (^) CAT Triad: running the model allows interactions to play out
(^) A priori quantitative predictions of human performance (^) Learnable and usable by system designers (^) Cover total tasks (^) Usefully approximate
(^) A Framework for Cognitive Engineering (^) Based on Model Human Processor (^) Goals: the objective of the task and sub-tasks (^) Methods: well-learned sequences of subgoals and low-level actions that can accomplish a goal (^) Operators: low-level actions (^) Selection Rules: if more than one method applies, specifies when each should be used
(^) Three processors (^) Associated memories (^) Parameters (^) Principles of Operation (^) Quantitative predictions could be made for simple tasks, e.g., (^) Speed of animation to create illusion of movement (^) Position of function keys for most efficient performance (^) And many more…
(^) Given n equiprobable choices, how long will it take the user to pick one? (^) Hick-Hyman Law (^) T = b•log 2 (n + 1) (^) b = empirically-determined constant (^) + 1 because there is uncertainty about whether to respond at all, in addition to which response to make
(^) Powerful technologies can have catastrophic consequences (^) “Be more careful” admonishments don’t work (^) Systems engineering approach