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Models of Human Performance

Models of Human Performance. Dr. Chris Baber. Objectives. Introduce theory-based models for predicting human performance Introduce competence-based models for assessing cognitive activity Relate modelling to interactive systems design and evaluation. Some Background Reading.

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Models of Human Performance

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  1. Models of Human Performance Dr. Chris Baber

  2. Objectives • Introduce theory-based models for predicting human performance • Introduce competence-based models for assessing cognitive activity • Relate modelling to interactive systems design and evaluation 2

  3. Some Background Reading Dix, A et al., 1998, Human-Computer Interaction (chapters 6 and 7) London: Prentice Hall Anderson, J.R., 1983, The Architecture of Cognition, Harvard, MA: Harvard University Press Card, S.K. et al., 1983, The Psychology of Human-Computer Interaction, Hillsdale, NJ: LEA Carroll, J., 2003, HCI Models, Theories and Frameworks: towards a multidisciplinary science, (chapters 1, 3, 4, 5) San Francisco, CA: Morgan Kaufman 3

  4. Assessment • 1½ hour written examination 4

  5. Task Models • Researcher’s Model of User, in terms of tasks • Describe typical activities • Reduce activities to generic sequences • Provide basis for design 5

  6. Pros and Cons of Modelling • PROS • Consistent description through (semi) formal representations • Set of ‘typical’ examples • Allows prediction / description of performance • CONS • Selective (some things don’t fit into models) • Assumption of invariability • Misses creative, flexible, non-standard activity 6

  7. Generic Model Process? • Define system: {goals, activity, tasks, entities, parameters} • Abstract to semantic level • Define syntax / representation • Define interaction • Check for consistency and completeness • Predict / describe performance • Evaluate results • Modify model 7

  8. Hierarchical Task Analysis • Activity assumed to consist of TASKS performed in pursuit of GOALS • Goals can be broken into SUBGOALS, which can be broken into tasks • Hierarchy (Tree) description 8

  9. Hierarchical Task Description 9

  10. The “Analysis” comes from plans • PLANS = conditions for combining tasks • Fixed Sequence • P0: 1 > 2 > exit • Contingent Fixed Sequence • P1: 1 > when state X achieved > 2 > exit • P1.1: 1.1 > 1.2 > wait for X time > 1.3 > exit • Decision • P2: 1 > 2 > If condition X then 3, elseif condition Y then 4 > 5 > exit 10

  11. Performance vs. Competence • Performance Models • Make statements and predictions about the time, effort or likelihood of error when performing specific tasks; • Competence Models • Make statements about what a given user knows and how this knowledge might be organised. 11

  12. Production Systems • Rules = (Procedural) Knowledge • Working memory = state of the world • Control strategies = way of applying knowledge 12

  13. Rule base Interpreter Working Memory Production Systems Architecture of a production system: 13

  14. The Problem of Control • Rules are useless without a useful way to apply them • Need a consistent, reliable, useful way to control the way rules are applied • Different architectures / systems use different control strategies to produce different results 14

  15. Production Rules IF condition THEN action e.g., IF ship is docked And free-floating ships THEN launch ship IF dock is free And Ship matches THEN dock ship 15

  16. States, Operators, And Reasoning (SOAR)http://www.isi.edu/soar/soar.html 16

  17. States, Operators, And Reasoning (SOAR) • Sequel of General Problem Solver (Newell and Simon, 1960) • SOAR seeks to apply operators to states within a problem space to achieve a goal. • SOAR assumes that actor uses all available knowledge in problem-solving 17

  18. Soar as a Unified Theory of Cognition • Intelligence = problem solving + learning • Cognition seen as search in problem spaces • All knowledge is encoded as productions  a single type of knowledge • All learning is done by chunking  a single type of learning 18

  19. Young, R.M., Ritter, F., Jones, G.  1998 "Online Psychological Soar Tutorial" available at: http://www.psychology.nottingham.ac.uk/staff/Frank.Ritter/pst/pst-tutorial.html 19

  20. SOAR Activity • Operators:  Transform a state via some action • State:  A representation of possible stages of progress in the problem • Problem space:  States and operators that can be used to achieve a goal. • Goal: Some desired situation. 20

  21. SOAR Activity • Problem solving = applying an Operator to a State in order to move through a Problem Space to reach a Goal.  • Impasse =   Where an Operator cannot be applied to a State, and so it is not possible to move forward in the Problem Space. This becomes a new problem to be solved. • Soar can learn by storing solutions to past problems as chunks and applying them when it encounters the same problem again 21

  22. Chunking mechanism SOAR Architecture Production memory Pattern Action Pattern Action Pattern Action Working memory Objects Preferences Working memory Manager Conflict stack Decision procedure 22

  23. Explanation • Working Memory • Data for current activity, organized into objects • Production Memory • Contains production rules • Chunking mechanism • Collapses successful sequences of operators into chunks for re-use 23

  24. 3 levels in soar • Symbolic – the programming level • Rules programmed into Soar that match circumstances and perform specific actions • Problem space – states & goals • The set of goals, states, operators, and context. • Knowledge – embodied in the rules • The knowledge of how to act on the problem/world, how to choose between different operators, and any learned chunks from previous problem solving 24

  25. How does it work? • A problem is encoded as a current state and a desired state (goal) • Operators are applied to move from one state to another • There is success if the desired state matches the current state • Operators are proposed by productions, with preferences biasing choices in specific circumstances • Productions fire in parallel 25

  26. Impasses • If no operator is proposed, or if there is a tie between operators, or if Soar does not know what to do with an operator, there is an impasse • When there are impasses, Soar sets a new goal (resolve the impasse) and creates a new state • Impasses may be stacked • When one impasse is solved, Soar pops up to the previous goal 26

  27. Learning • Learning occurs by chunking the conditions and the actions of the impasses that have been resolved • Chunks can immediately used in further problem-solving behaviour 27

  28. Conclusions • It may be too "unified" • Single learning mechanism • Single knowledge representation • Uniform problem state • It does not take neuropsychological evidence into account (cf. ACT-R) • There may be non-symbolic intelligence, e.g. neural nets etc not abstractable to the symbolic level 28

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