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Human Information Processing
5.1 INTRODUCTION
To emphasize the significance of human
information processing, we'll begin by
introducing Hick's law and a model of human
information processing. Following that, we'll
present decision-making models based on
cognitive psychology principles or
observations of real-world decision-making in
work settings.
5.2 EXAMPLE: THE TROUBLE WITH INFORMATION
1
The main issues with interface design in computing
systems and consumer products are:
The main issues with interface design in computing
systems and consumer products are:
1 2 3 4
The main issues with interface design in computing
systems and consumer products are:
2 34
Excessive Controls: Many interfaces have too many
controls, not all of which are necessary.
The main issues with interface design in computing
systems and consumer products are:
1 2 3 4
The main issues with interface design in computing
systems and consumer products are:
1 2 34
The main issues with interface design in computing
systems and consumer products are:
1 34
Complex Input: Instead of simply turning
a dial, users are often required to input
information manually.
The main issues with interface design in computing
systems and consumer products are:
1 2 3 4
The main issues with interface design in computing
systems and consumer products are:
1 2 34
The main issues with interface design in computing
systems and consumer products are:
1 2 4
Multiple Steps:Interfaces often
involve multiple contingent actions,
making tasks less automatic.
The main issues with interface design in computing
systems and consumer products are:
1 2 3 4
The main issues with interface design in computing
systems and consumer products are:
1 2 3
Deceptive Functions: Some functions can be
misleading, like using a generic "beverage"
setting that doesn't account for specific
preferences.
The main issues with interface design in computing
systems and consumer products are:
1 2 3 4
5.3 HUMAN REACTION TIME AND HICK’S LAW
Hick's law is a common principle used in Human Factors
Engineering (HFE) to understand and measure human
reaction time (RT) in response to decision-making
scenarios. It states that RT is a function of the number of
choices or alternatives in a decision and can be
represented by the equation:
RT = a + b * log2(N)
•RT is the reaction time.
•N is the number of alternatives or choices.
•'a' and 'b' are constants.
This law suggests that as the number of alternatives increases, the
reaction time also increases, indicating that complex decisions with more
alternatives take longer to process.
In laboratory experiments, Hick's law can be verified using a setup with lights and switches. For
example:
1
2
3
With 8 lights (corresponding to 3 bits of information uncertainty), the
reaction time is 1.4 seconds.
2
3
1
2
3
1
With 4 lights (2 bits of information), the reaction time is 0.9 seconds.
3
1
2
3
1
2
With 2 lights (1 bit of information), the reaction time is 0.4 seconds.
1
2
3
These results show a linear
relationship between the number of
bits of information (or alternatives)
and reaction time, which is a valuable
finding for designing interfaces and
decision-making processes. It allows
designers to predict information
processing time accurately.
For instance, in interface design, this principle can be used
to optimize the presentation of menu items with varying
information content to minimize search time, ensuring a
more user-friendly and efficient system. This understanding
of Hick's law helps in making decisions easier, quicker, and
more reliable for users.
5.4 INFORMATION THEORY
Information theory, introduced by Shannon and Weaver in 1949, quantifies the
amount of information in a stimulus based on its probability of occurrence, often
referred to as information uncertainty or entropy. Here are the key points:
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5.5 HUMAN INFORMATION
PROCESSING
Human Information Processing Model: The text introduces the human information processing
model, which consists of three main processors: perceptual, cognitive, and motor processors.
Processing Time: It mentions the average processing times for these three processors: 100 ms
for perception, 70 ms for cognition, and 70 ms for action. However, the processing time can
vary depending on the complexity of the task.
Long-Term Memory (LTM): The text describes long-term memory as having almost unlimited
storage capacity. It emphasizes that information in LTM is typically stored in the form of
concepts.
Chess Players and Chunking: The text cites studies on chess players, demonstrating how experts
can chunk information to their advantage in memorizing chess positions.
Memory Improvement through Practice: An experiment is mentioned where an
individual significantly improved their memory span through extensive practice, using
chunking and mnemonic associations.
• Information processing begins with perception, where data from the eyes
and ears is collected.
• Two data banks are involved: the visual image store and the auditory
image store.
• Visual image store retains information for a short period (HT of 200 ms),
and it contains veridical images of the real world.
• Attention acts like a searchlight, allowing focus on specific objects while
ignoring others temporarily.
• Certain features in the environment, such as large or dynamic elements,
can naturally draw our attention.
2 Iconic Memory (Visual Image Store):
•For routine tasks, it is possible to estimate the time taken for each element of
the processing chain.
•A simple task, like moving a cursor between two screen targets, takes
approximately 240 ms, broken down into perceptual (100 ms), decision-making
(70 ms), and motor (70 ms) processing stages.
•Complex tasks may require more time for perceptual and cognitive processing,
but once a decision is made, motor responses are usually quick.
In summary, the text explains how information is processed, stored briefly in
iconic and echoic memory, and utilized for decision-making and action. It also
highlights how attention, features in the environment, and memory capacities
play roles in this information processing cycle.
Was this response better or worse?
5.6 HEURISTICS ARE USED FOR COPING
WITH THE LIMITATIONS OF THE WORKING
MEMORY
Heuristics for Coping with Working Memory Limitations:
Ignoring Arithmetic
Calculations
Confirmation Bias
TheThe classicalapproach
classical approachemphasizes
emphasizesfinding
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and
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environmental factors.
factors.
Decision-makersare
Decision-makers areexpected
expected to to choose
choose alternatives
alternatives that
that maximize
maximize thethe expected
expected value,
value,
calculated as the sum of the probability and value of different decision alternatives.
calculated as the sum of the probability and value of different decision alternatives.
The classical approach sets the expected value as the gold standard for good decision-making.
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It assumes approach sets the decision
the optimum expectedconsistently
value as theproduces
gold standard for good value
the maximum decision-making.
when repeated
It many
assumes that the optimum decision consistently produces the maximum value when repeated
times.
many times.in recent years, there has been a shift away from formal decision-making to a more
However,
However, in recent
opportunistic years, there
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Decision-makers
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may not always exist. "satisficing" choices, seeking decisions that are good enough
rather than perfect.
Decision-makers may embrace "satisficing" choices, seeking decisions that are good enough
rather than perfect.cc
5.8 RASMUSSEN’S MODEL
This section discusses Jens Rasmussen's model of naturalistic decision-making,
which distinguishes between three levels of decision-making and task
performance