action knowledge and error Flashcards
what are the 3 levels of processing based on action
skills
rules
knowledge
skills level processing
low level skills usually developed through practice
rules level processing
more complex almost automatic processes that youre familiar with
knowledge level processing
a new situation not encountered before
takes a lot of cognition as you have to use your past knowledge and experiences to figure out what to do
what kind of errors do you get with skills level processing
inaccuracy, not notice errors
what kind of errors do you get with rules level processing
applying the wrong set of rules
forgetting steps
what kind of errors do you get with knowledge level processing
having the wrong mental modes/ wrong idea of what to do
what are the 3 levels pf processing based on response
visceral
behavioural
reflective
visceral level processing
instinctive reactions
behavioural level processing
applying rules and previous situations
actions based on expectations
reflective level of processing
thinking critically about the current experience
conscious reflection that doesnt have to happen in the moment
visceral design
making the products and user interfaces attractive
behavioural design
making products easy to learn and use
reflective design
people like to talk about the product
why is it good to have all the levels of emotional design (visceral, behavioural, reflective)
if someone loves your product then theyre more willing to put up with the erros and issues
name and explain the 7 stages of action (GPSPWPIC)
goal; what does the user want
plan; how will the user acheive the goal
specify; the actions to be carried out
perform; interacting with the system
world
perceive; what happened/changed in the state of the world
interpret; is the change what the user wanted
compare; are we at the goal
key points on the hierarchical-sequential organisation model of action
things at the bottom are small unit tasks/ individual interactions with the system that take <10ms
each goal is usually linked to another goal
allows you to map out and understand all the tasks the user might have to do
gulf of execution
the user needs to understand what they need to do and how they can do that with the system
gulf of evaluation
can the user tell that what they were expecting to happen has happened via a signifier or visual difference
knowledge in the world
easy to provide to the user but hard to recall
knowledge in our heads
harder to learn
can interact with systems more efficiently
don’t need the extra information to be visible on the system
declarative knowledge
what we know
facts and rules
easy to write down but not easy to teach
procedural knowledge
how we know
skills and how you do things
more complicated to implement
externalisation
put as much info as possible on the user interface instead of relying on the user having it in their heads
mental models
an internal representation in our heads of the way something works and using this to decide how to act
in which two ways can we create mental models
explanation; teaching you/tutorials
experiences; interaction and observation
what are 2 characteristics of mental models
based on beliefs not facts
not perfect
in which three ways are mental models not perfect
incomplete; users understand some points better than others
inertia; users learn one mental model and stick to it and find it hard to adapt
unscientific/irrational
conceptual models
what happens in the head of the designer of the system
what is the point of conceptual models
abstracts details from the user and allows them to focus on what they need to know to use the system
how do we convey the conceptual model to the user
through the user interface using metaphors and mappings
metaphors
ideas and concepts that the user is familiar with
e.g. using the floppy disk to signify save
what are the benefits of using metaphors
useful for interfaces never used before
act as a reminder
mappings
the relationship between a control and its effect on the world
what are some characteristics of good mappings
understood immediately
consistent with the knowledge that the user already has
no effort to remember or recognise
stimulus-response compatibility
how much the physical representation of the stimuli matches the location of the expected responses
natural mappings
the systems controls represent/correspond to a desired outcome making systems faster to learn and easier to remember bridging the gulf of execution
what makes mappings feel natural and what are the 3 types
the fact that they’re based on analogies
spacial, ,metaphorical and cultural
spacial analogies
apply to the real world
e.g.. in a lift lower levels are at the bottom and higher levels at the top
metaphorical analogies
e.g. in a thermometer when the temperature is higher the liquid level goes up
cultural analogies
things of cultural significance/are the norm
e.g. left = hot
errors
any situation where the action doesn’t do what we expect
what are the 2 types of errors
planning errors and errors in execution
planning errors
applying the wrong mental model
mistakes
what are the 3 types of mistakes
memory
knowledge; wrong number/size
rules; interface not doing what they’re used to
errors in execution
an unintended action
what are the two types of execution errors
slips; know what were doing but make a small mistake as these are things that we do semi-automatically
lapses; missing a step in execution/lack of attention
how can we avoid mistake errors
making sure the conceptual model is appropriate
making sure the user has a clear conceptual model they can apply via good mappings and metaphors
how can we avoid slip errors
bigger targets and menus
input constraints
forgiving formatting
good defaults
how can we avoid lapse errors
keep track for the user
support in clean-up tasks