Title: Lecture 10: Human Error I
1Lecture 10 Human Error I
09/10/99
2Goals
- Introduce types of errors
- Understand differences between error types with
examples - Motivate user-centred design to reduce error
- Reading Recommended text (Norman)
3Introduction
- People make errors all the time.
- Dial wrong numbers
- Forget peoples names
- Turn on wipers instead of turn signals
- Misplace things
09/10/99
4Errors Causation
- Errors arise from wrong action
- Problems at different stages in the action
sequence lead to different types of error
5The Action Sequence
- Forming the goalÂ
- Forming the intentionÂ
- Specifying an actionÂ
- Executing the actionÂ
- Perceiving the state of the worldÂ
- Interpreting the state of the worldÂ
- Evaluating the outcomeÂ
6Actions as dialogues with the world
Outcome
Goal
State
Human
World
Intention
Action
Specification
7Two Main Types of Error
- Slips
- Mistakes
- Slip Correct Goal, Bad Execution
- Mistake Wrong Goal
8What is a Slip?
- "Slips result from automatic behavior, when
subconscious actions that are intended to satisfy
our goals get waylaid en route - E.g., someone who unbuckled his watch instead of
his seatbelt when about to get out of a car. - Slips are usually easy to spot
9What is a mistake?
- Wrong goal
- Arising from conscious deliberation
- E.g., False generalizations (plenty of gas in
tank when my old car said empty)
10Different Types of Slip
- Capture errorsÂ
- Description errorsÂ
- Data-driven errorsÂ
- Associative activation errorsÂ
- Loss of activation errorsÂ
- Mode errorsÂ
11Capture Error
- Frequent activity captures intended action
- E.g., , you get into your car to go to the store
and you end up going to your office.
12When and Why do capture errors occur?
- two different action sequences have their initial
stages in common - one sequence is unfamiliar, the other well
practiced. - start off with the unfamiliar sequence and switch
over to the familiar sequence unintentionally. - Switching from the familiar to the unfamiliar
sequence hardly happens, if ever.Â
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13What is a description error?
- the internal description of the intention is not
sufficiently precise. - correct action on the wrong object.
- Similarity between wrong and right objects
increases Pr(error). - Physical proximity also increases Pr(error)
14Examples of description errors
- Put lid on coffee cup instead of sugar bowl
- Pour oil into measuring cup instead of rice
- Pressing release instead of hold (similar
buttons) drops call - Poor design -gt long rows of identical switches
- When different actions have similar descriptions,
there is a good chance of mishap
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15What is a data driven error?
- automatic action intrudes upon an ongoing action
sequence. - E.g., reading a number on the wall in front of
you - -gt the (different) phone number you are dialling
has changed based on the number just read
16What is an associative activation error?
- internal thoughts and associations trigger an
inappropriate action. - E.g., saying "come in" when you pick up the
telephone - (confusing the normal response to a knock on the
door with what you should do when you pick up the
telephone).Â
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17What is a loss of activation error?
- when you leave out part of the action sequence.
- E.g., switching on the computer and then
wondering what it was you wanted to do
18Example of loss of activation error?
- I have to go to the bedroom before I start
working in the dining room. - no idea why I am going there.
- I get there but still cannot recall what I
wanted - go back to the dining room.
- realize that my glasses are dirty.
- go back to the bedroom,
- get my handkerchief,
- wipe my glasses clean."Â
19 What is a mode error?
- when devices have different modes of operation,
- action appropriate for one mode has different
meanings in other modes. - Occur when equipment has more possible actions
than it has controls or displays - so controls must do double duty.
- E.g., using a mail system and you want to reply
to a message. You forget you are already in reply
mode. - You type Command-R and nothing happens.
20Detecting Slips
- Usually easy, because feedback is obvious
- Where feedback is unclear people may persevere
- E.g., trying to unlock someone elses car
- (thinking it is your own)
21Mistakes as Errors of Thought
- Mistakes are not as clearcut or easy to
characterize as slips. - Problems in thinking lead to mistakes.
- Applying good principles of design reduces
likelihood of mistakes and slips. - human error causation outside this course
- (see book by John Reason,cited in the references
for the Web lecture). - accidents result from complex mix of mistakes and
unexpected events.
22Design as Culprit in Human Error
- Bad Design makes it easy to make wrong settings,
misread an instrument, misclassify an event. - Poor Design of social structure makes false
reporting of danger punishable. - E.g, Turn a nuclear power plant off by mistake
costs hundreds of thousands of dollars - Fail to turn it off when there is a real
incident, and you might lose your life. - refuse to fly in bad weather, company loses lots
of money and passengers get angry.
23Designing for Error
- Error is natural in human behavior.
- Understand the causes of error and design to
minimize those causes. - Make it possible to reverse actions - to "undo"
them - or make it harder to do what cannot be
reversed. - Make it easier to discover the errors that do
occur, and make them easier to correct. - Change the attitude towards errors.
(approximations of required actions)
24Errors are often "sensible
- incomplete or misleading information (mistake)Â
- poor design or distraction (slip)Â
25User-centred design for Error
- Put the required knowledge in the world
- Use the power of natural and artificial
constraints - Narrow the gulfs of execution and evaluation.
26Put the required knowledge in the world.
- Don't require all the knowledge to be in the
head. - Allow for more efficient operations after
knowledge is in the head.Â
27Use the power of natural and artificial
constraints
- physical, logical, semantic, and cultural.
- Use forcing functions and natural mappings.Â
28 Narrow gulfs of execution and evaluation.
- Make things visible, both for execution and
evaluation. - Make options (execution) readily available
- make the results of each action (evaluation)
readily apparent. - Make it possible to determine the system state
easily - In a form consistent with the person's goals,
intentions, and expectations.
29Lesson
- Design for Error
- Apply user-centred design principles
- Design for error in your projects