Transcript Chapter 5

Chapter 5
Human Error? No, Bad Design
Today’s Topics
• Humans, systems, and error
• More on data gathering
• Designing for communication and
coordination
Part 1: Humans, Systems and Error
• Root cause analysis for error
– Why did Air Force stop at human error?
• Do not view the system being designed as one combining human
and computer/machine actors (e.g. sociotechnical or cyber-human
system)
– The five whys method
• Humans are good at creative and adaptive behavior.
The more mechanistic the activity is required to be, …
• Deliberate Violations
– Occur in all types of contexts (e.g. driving, officework,
security, …)
– Sometimes because official procedures are developed for
legal or accountability reasons
– In many situations, work cannot get done without
exceptions
Errors: Slips and Mistakes
• Slips: the goal is correct but the actions not done correctly
– Action based – inaccurate performance of planned action
– Memory lapse – forgetting to take a planned action
• Mistakes: the goal or plan is wrong
– Rule based – wrong plan due to poor planning (“wrong rule”)
– Knowledge based – wrong plan due to inaccurate/incomplete
knowledge
– Memory lapse – forgetting at stage of goals, plans, or evaluation
• Examples from elevator
– Pressing button below correct one along with correct one
– Pressing the 1st floor button when going to the lobby
Slips
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Slips are more common for experts than novices
– Result of more aspects of a task being handled unconsciously
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Capture slips
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When similar action sequences get confused
Generally a more familiar or recent action sequence replaces another
Example might be finishing a password with more common suffix
More common for experts
Description-similarity slips
– Performing an action with a similar item to the one intended
– Designers should reduce similar items and reduce number to choose from
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Mode errors
– Occurs when design has modes where the same user action results in different system actions
– Designers should try to avoid modes and make the mode visible when they are necessary
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Memory lapse slips
– Forgetting where one is in procedure (repeating or not performing steps)
– Often caused by interruptions
– Designers can show steps and indicate where one is or can create forcing functions enforcing
prerequeisits
Mistakes
• Rule-based mistakes
– Situation is misinterpreted so wrong rule is selected
– Correct rule is invoked, but it is faulty or did not account for current
situation
– Correct rule is invoked, but the outcome is incorrectly evaluated
• Knowledge-based mistakes
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Occurs in situations requiring more general problem solving
Can be due to a mistaken mental model
Designers need to provide clear conceptual models
Systems need to support users when they encounter previously
unknown situations
• Cooperative problem solving system
• Memory-lapse mistakes
– Occur when user forgets previously gathered information about
situation, or forgets the plan altogether
Social Issues and Error
• Social, time, and economic pressure lead to bad
decisions
– Social pressure also can lead to errors not being
reported
• Adding more responsible people can cause less
attention to tasks
– Each may assume others are being more responsible
• Need to encourage reporting of errors to fix their
causes
– Jidoka and Poka-Yoke
– NASA aviation safety reporting system
Detecting Errors is Non-Trivial
• Errors are generally preceded by a number of uncommon
events that each by itself is not strongly indicative of error
• False alarm
– Response to correct action interpreted as failure
– May occur
• When there are conflicting indicators
• Due to different interpretations of plan/task
• Garden Path
– Incorrect action not discovered until later
• Losing context of original problem
– Machine can interpret action as correct for some alternative
path
• Users can assume they know the process without machine
• Trivial breaches of understanding can become “fatal”
Designing for Error
• Warnings
– Need to be clear from one another and coordinated with one
another
– Need to gain needed attention without being
obnoxious/disabilitating
• Computer systems can often add
– Different visual cues and locations for different actions/features
– Sensibility checks on user actions
– Undo and multi-stage undo
• Checklists
– Common in aviation but not other industries
– Design of checklists is still a difficult task
• More generally, processes can focus on creating resilience
– The Swiss cheese model to minimize likelihood
• Notifications when features are lining up for error
Part 2: More on Data Gathering
 Interviews
 Questionnaires
 Observation
 Choosing and combining techniques
Four key issues
1. Setting goals
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Decide how to analyze data once collected
2. Relationship with participants
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Clear and professional
Informed consent when appropriate
3. Triangulation
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Use more than one approach
4. Pilot studies
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Small trial of main study
Data recording
• Notes, audio, video, photographs
• Notes plus photographs
• Audio plus photographs
• Video
Interviews
• Unstructured - are not directed by a script.
Rich but not replicable.
• Structured - are tightly scripted, often like a
questionnaire. Replicable but may lack
richness.
• Semi-structured - guided by a script but
interesting issues can be explored in more
depth. Can provide a good balance between
richness and replicability.
Interview questions
• Two types:
− ‘closed questions’ have a predetermined answer
format, e.g., ‘yes’ or ‘no’
− ‘open questions’ do not have a predetermined format
• Closed questions are easier to analyze
 Avoid:
− Long questions
− Compound sentences - split them into two
− Jargon and language that the interviewee may not
understand
− Leading questions that make assumptions e.g., why do
you like …?
− Unconscious biases e.g., gender stereotypes
Running the interview
• Introduction – introduce yourself, explain the goals
of the interview, reassure about the ethical issues,
ask to record, present any informed consent form.
• Warm-up – make first questions easy and nonthreatening.
• Main body – present questions in a logical order
• A cool-off period – include a few easy questions to
defuse tension at the end
• Closure – thank interviewee, signal the end,
e.g, switch recorder off.
Enriching the interview process
• Props - devices for prompting interviewee, e.g., a
prototype, scenario
Questionnaires
• Questions can be closed or open
• Closed questions are easier to analyze, and may
be done by computer
• Can be administered to large populations
• Paper, email and the web used for dissemination
• Sampling can be a problem when the size of a
population is unknown as is common online
Questionnaire design
• The impact of a question can be influenced by
question order.
• Do you need different versions of the
questionnaire for different populations?
• Provide clear instructions on how to complete the
questionnaire.
• Strike a balance between using white space and
keeping the questionnaire compact.
• Decide on whether phrases will all be positive, all
negative or mixed.
Question and response format
• ‘Yes’ and ‘No’ checkboxes
• Checkboxes that offer many options
• Rating scales
– Likert scales
– semantic scales
– 3, 5, 7 or more points?
• Open-ended responses
Encouraging a good response
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Make sure purpose of study is clear
Promise anonymity
Ensure questionnaire is well designed
Offer a short version for those who do not have time to
complete a long questionnaire
If mailed, include a stamped addressed envelope
Follow-up with emails, phone calls, letters
Provide an incentive
40% response rate is high, 20% is often acceptable
Advantages of online questionnaires
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Responses are usually received quickly
No copying and postage costs
Data can be collected in database for analysis
Time required for data analysis is reduced
Errors can be corrected easily
Problems with online questionnaires
 Sampling is problematic if population size is
unknown
 Preventing individuals from responding more than
once
 Individuals have also been known to change
questions in email questionnaires
Observation
• Direct observation in the field
– Structuring frameworks
– Degree of participation (insider or outsider)
– Ethnography
• Direct observation in controlled environments
• Indirect observation: tracking users’ activities
– Diaries
– Interaction logging
Structuring frameworks to guide
observation
• - The person. Who?
- The place. Where?
- The thing. What?
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The Goetz and LeCompte (1984) framework:
- Who is present?
- What is their role?
- What is happening?
- When does the activity occur?
- Where is it happening?
- Why is it happening?
- How is the activity organized?
Ethnography (1)
 Ethnography is a philosophy with a set of techniques that
include participant observation and interviews
 Debate about differences between participant observation
and ethnography
 Ethnographers immerse themselves in the culture that they
study
 A researcher’s degree of participation can vary along a scale
from ‘outside’ to ‘inside’
 Analyzing video and data logs can be time-consuming
 Collections of comments, incidents, and artifacts are made
Ethnography (2)
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Co-operation of people being observed is required
Informants are useful
Data analysis is continuous
Interpretivist technique
• Questions get refined as
understanding grows
• Reports usually contain examples
Other Observational Methods
• Direct observation in a controlled setting
– Think-aloud technique
• Indirect observation
– Diaries
– Interaction logs
Choosing and combining techniques
• Depends on
– The focus of the study
– The participants involved
– The nature of the technique
– The resources available
Data Gathering Summary
• Three main data gathering methods: interviews,
questionnaires, observation
• Four key issues of data gathering: goals, triangulation,
participant relationship, pilot
• Interviews may be structured, semi-structured or
unstructured
• Questionnaires may be on paper, online or telephone
• Observation may be direct or indirect, in the field or in
controlled setting
• Techniques can be combined depending on study focus,
participants, nature of technique and available resources
Part 3: Designing for Conversation and
Coordination
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Conversational mechanisms
Coordination mechanisms
Awareness mechanisms
Examples of technologies designed to extend
how people
– talk and socialise
– work together
– play and learn together
Conversational mechanisms
• Various mechanisms and ‘rules’ are followed
when holding a conversation, e.g. mutual
greetings
A: Hi there
B: Hi!
C: Hi
A: All right?
C: Good, how’s it going?
A: Fine, how are you?
C: OK
B: So-so. How’s life treating you?
Conversational rules
• Sacks et al. (1978) work on conversation analysis
describe three basic rules:
Rule 1: the current speaker chooses the next speaker by
asking an opinion, question, or request
Rule 2: another person decides to start speaking
Rule 3: the current speaker continues talking
Conversational rules
• Turn-taking used to coordinate conversation
– A: Shall we meet at 8?
– B: Um, can we meet a bit later?
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A: Shall we meet at 8?
B: Wow, look at him?
A: Yes what a funny hairdo!
B: Um, can we meet a bit later?
• Back channeling to signal to continue and
following
– Uh-uh, umm, ahh
More conversational rules
• Farewell rituals
– Bye then, see you, yer bye, see you later….
• Implicit and explicit cues
– e.g., looking at watch, fidgeting with coat and bags
– explicitly saying “Oh dear, must go, look at the time, I’m
late…”
Breakdowns in conversation
• When someone says something that is
misunderstood:
– Speaker will repeat with emphasis:
A: “this one?”
B: “no, I meant that one!”
– Also use tokens:
Eh? Quoi? Huh? What?
What happens in technology-mediated
conversations?
• Do same conversational rules apply?
• Are there more breakdowns?
• How do people repair them for:
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Phone?
Email?
IM?
Texting?
Synchronous computer-mediated
communication
• Conversations are supported in real-time through voice
and/or typing
• Examples include video conferencing, VOIP, MUDs and
chat
• Benefits include:
– Not having to physically face people may increase shy people’s
confidence
– Allows people to keep abreast of the goings-on in an organization
without having to move from their office
• Problems:
– Difficult to establish eye contact with images of others
– People can behave badly when behind the mask of an avatar
Asynchronous computer-mediated
communication
• Communication takes place remotely at different times
• Email, newsgroups, texting
• Benefits include:
– Read any place any time
– Flexible as to how to deal with it
– Can make saying things easier
• Problems include:
– FLAMING!!!
– Message overload
– False expectations as to when people will reply
Coordination mechanisms
• When a group of people act or interact together they
need to coordinate themselves
– e.g., playing football, navigating a ship
• They use:
– verbal and non-verbal communication
– schedules, rules, and conventions
– shared external representations
Verbal and non-verbal communication
• Talk is central
• Non-verbal also used to emphasize and as substitute
– e.g., nods, shakes, winks, glances, gestures and handraising
• Formal meetings
– explicit structures such as agendas, memos, and minutes
are employed to coordinate the activity
Schedules, rules and conventions
• Schedules used to organize regular activities in large
organizations
• Formal rules, like the writing of monthly reports
enable organizations to maintain order and keep
track
• Conventions, like keeping quiet in a library, are a
form of courtesy to others
Shared external representations
• Common method used to coordinate collaborative
activities,
– e.g., checklists, tables, to-do lists
• They can provide external information on:
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who is working on what
when it is being worked on
where it is being worked on
when a piece of work is supposed to be finished
whom it goes to next
Collaborative technologies to support
coordination
• There are a variety of software tools designed to
support scheduling, planning and coordinating
– e.g., group calendars, electronic schedulers, project
management tools, and workflow tools
• Need to get balance between human and system
control
– too much system control and the users will rebel
– too little control and the system breaks down
Awareness mechanisms
• Involves knowing who is around, what is
happening, and who is talking with whom
• Peripheral awareness
– Keeping an eye on things happening in the periphery of
vision
– Overhearing and overseeing - allows tracking of what
others are doing without explicit cues
Lo tech awareness mechanism
Designing technologies to support
awareness
• Provide awareness of others who are in different
locations
• Early example was media spaces
“extend the world of desks, chairs, walls and ceilings”
(Harrison et al, 1997)
• Examples: Clearboard and Portholes
Portholes (Xerox PARC)
Regularly updated digitized images of people in their
offices appeared on everyone’s desktop machines
throughout day and night
Notification systems
• Users notify others as opposed to being
constantly monitored
• Provide information about shared objects and
progress of collaborative tasks
– examples: Tickertape, Babble
Elvin
• Elvin is a distributed awareness system that
provides a range of client services (Segall
and Arnold, 1997)
• It includes Tickertape, one of the first
lightweight messaging systems
Conversation and Coordination
Key Points
• Social mechanisms, like turn-taking, conventions,
etc., enable us to collaborate and coordinate our
activities
• Keeping aware of what others are doing and
letting others know what you are doing are
important aspects of collaborative working and
socialising
• Many collaborative technologies systems have
been built to support collaboration