| ©1990, 1995 | section list | 2: Literature | overview | General Contents |
| Section 2.5 | 2.6 Representation subsections | Section 3.0 | ||
The problem we are left with, having reviewed a selection of the current literature, is two-edged. On one side (§ 2.3.3), there is the literature concerned with communicating important insights into the mental processes that go on in complex control. The concepts here (such as the skill, rule, and knowledge distinction) make good sense intuitively, and it is easy to see their importance and relevance to the subject. However, it is not clear from the literature whether these concepts could be formalised, and if so, how. This requires moving towards more formalism, attempting to detail how these general concepts are realised in individual humans.
On the other side (§ 2.3.1), there are the formal task analysis and modelling techniques, from which can be built up structures that are plausible as models of human cognition, but fail to connect with the concepts that are seen as central to the realities of process control. Here we need to move towards right structure, by finding out how to formalise the concepts that we are really interested in. Thus both sides are seeking to answer the questions, what concepts, or mental structures and processes, do humans actually use in these complex tasks? How do humans represent systems and tasks internally? The goal of both sides is to enable the building of predictive models which are also relevant.
But if this is a representation problem, it is not closely related to the way in which representation is treated in many studies, particularly some of those from Artificial Intelligence. There, the problem is more usually how to represent the structure and interrelationship of concepts that are given---they are already part of human knowledge explicitly. Amarel [4], for example, discusses different ways of representing the `missionaries and cannibals' puzzle, while Korf [68] discusses the Tower of Hanoi and other problems. The present study, in contrast, is looking for concepts that are not already explicitly known or defined. The human ability to create new concepts to structure an area of knowledge or experience has not been well analysed or explained in the literature reviewed.
How is it that formalisms alone do not solve the representation problem? We have already noted above (§ 2.3.1.4) how in TAG [96] the way the analysis is done relies on the intuition of the analyst to select features that have psychological validity. Payne & Green fear that there is nothing analysts can do to ensure that ideal of psychological validity, rather than being bound by his or her own intuitive preconceptions about the task. The present study would agree that nothing a priori can be done to check the validity of a representation, but that experimental evidence may be able to bear on this, in a way not anticipated by Payne & Green.
The difficulties may be even easier to see with GOMS. Card, Moran & Newell [20, p.224--5] give a GOMS analysis of the use of a text-editing system, BRAVO. We shall consider this here in more detail than above, § 2.3.1.1.
There is a single overall `Goal', to edit the document. Whether this is the only goal might have an effect on the way in which the task is done: if the user was interested in the content of the document, or particularly hurried or at leisure, one could imagine differences in performance. But let us for the moment ignore these factors. At the other end, that of `Operators', clearly, the system that is being used ultimately defines a set of actions that can be performed with it. This would be unequivocal at the level of the keystroke.
It is the intermediate levels where most room for doubt exists. This is the realm of the `Method', and for each method given in their analysis, one is tempted to ask, are there any other ways of doing this? Because the domain is a relatively straightforward one, the answer will often be that there are no sensible alternatives. For example, for the goal ``Acquire-unit-task'', ``Read-task-in-ms-method'', which is simply to ``Get-from-manuscript'' seems reasonable enough. But then, how about unmarked spelling errors that are seen in passing? Maybe one is prohibited from dealing with these, if it is a restricted enough working environment.
But how about the goal ``Select-target''? The ``Zero-in-method'' given for this seems rather contrived. The problem is not in the way in which it is written out, but in the content. The method implies a series of approximate targets, which are pointed to on the way to finding the actual target (the goal ``Point-to-Target''). One is left with the feeling that perhaps what is given is plausible, but is it possible to specify the method to that extent, without alternatives? What are these ``approximate'' targets?
Even if one was happy with the way a particular method was specified, there is the question of alternatives. For the goal ``Point-to-Target'' there are five methods quoted. How would one know whether this list was complete? One possible approach, avoiding the need to specify, is to say that if another method is found, it would be included, and selection rules added. This may be a model of the way people refine their task performance, but it does not help us to model the behaviour of an operator who has already achieved a refined skill, much of which is beyond the level of conscious expression.
One should be careful to distinguish questions of method, which are questions about the representation of actions, from questions about selection rules (for which there are again five for the goal ``Point-to-Target''). Simply changing a parameter in a selection rule does not alter the representation language needed for the complete analysis, but introducing selection on the basis of a new criterion would be changing the representation, i.e., it would be altering how the situation would have to be perceived by the user to use those selection rules.
In essence, what is uncertain in the GOMS methodology is to what extent the structure of methods and selection rules matches any particular user's internal representation of both situations and actions. Neither Card, Moran & Newell, nor Payne & Green, nor any other authors of formalisable models, give ways of deriving this intermediate structure from analysis of the actions of the users themselves. But if a way to do this was found, much of the uncertainty of their analyses could be eliminated, and researchers could profitably debate what formalism was the most apt for codifying the representational language and structure of users.
The point about formal methods can be focused a different way by looking at how formalisation relates to consistency, amplifying the point made by Booth, discussed above (§ 2.4.4). Reisner [108] was searching for ``a single, consistent, psychological'' formalisation in which to describe human task performance, although she noted that it was not clear how to define consistency and inconsistency. Payne & Green [96] carried further the aim ``to capture the notion of regularity or consistency. Consistency is difficult to define, and therefore difficult to measure, but is informally recognised to be a major determinant of learnability.'' If there were one favoured way of formalising a task, which somehow maximised consistency, then that would define a good representation for that task, and formal modellers would be able to produce logically equivalent formalisms to capture this.
A recent paper by Grudin, ``The case against user interface consistency'' [47], strongly suggests that formal ideas of consistency, springing from a priori analysis rather than patterns of use in the work environment, are bad guides for systems design. He illustrates the point by considering the ``household interface design problem'' of where to keep knives. The `consistent' approach, of keeping them all together, conflicts with the common sense approach based on usage, in which we keep most of our dinner knives together, perhaps, but not together with the putty knife (which is in the garage) or the Swiss army knife (with the camping equipment). The scope for analogy with computer systems is clear. Applying this to analyses, if we are guided by formal consistency, we may miss the common-sense human representations of tasks or problems, which are used only because they have been found to work in practice, rather than in theory.
What can we then say about consistency? Reisner [109] takes up all these points, focusing the question onto the issue of partitioning the universe into classes. ``There is more than one way to partition the universe'', she states, because ``semantic features are (probably) context dependent.'' The important issue in systems design can then be seen clearly to be, not any a priori consistency, but whether the way the system designer partitions the world is sufficiently similar to the way the user partitions the world. If it is not, then inevitably the user will mis-classify things (according to the designer), which could lead to mistaken expectations, or actions whose effects are other than intended. It is perhaps a related point made by Halasz & Moran [50], in the paper, ``Analogy considered harmful''. We could see analogy bringing in a way of partitioning part of the world, based on a successful way of partitioning a different part, to help with a new task: but this is unlikely to match exactly, and it is very likely to lead to problems if the learner extends the analogical representation beyond where it fits. They judge that an abstract, conceptual model is preferable to an analogical one, for training.
The chief point in this discussion is that, in general, since humans have no standard of consistent representation, formalisms cannot capture `it'. This is equally true of analysis, and of making models of human performance, as of design.
There are no generally known formal analyses of complex task performance: what literature there is discusses the question in a more general way. Woods [146] identifies the problems of interface design, and support system design, with the problem of representation design. He does not mean by this the details of exactly how information is displayed (e.g., its visual appearance), but rather the structure of the information, in the sense of the mapping between basic measurements and the entities that are to be displayed.
Woods makes a number of useful points about this aspect of representation in HCI. The context determines what is vital information, and this can be seen as a `context sensitivity problem'. Simply making information available, according to some supposedly logical scheme, can invite problems, in cases where an operator cannot simultaneously keep track of all possibly relevant information. The challenge, in designing interfaces or support systems, is to structure the information so that the operator can most easily use it, by ensuring that the structure of the information matches as well as possible the structure of the actual task as done by the operator (not some idealised laboratory or prototype version of the task performed by the designer). The HCI challenge amounts to fitting the presentation of information to the operator's representation (which we can think of as an aspect of their mental model). Woods goes on to give more ideas about general ways that information can be integrated, computationally or analogically, in order to suit supposed requirements of some kind of general user, but he gives no leads on the question of distinguishing the needs of different users or classes of user.
In process control tasks, with a very large number of measurements available, it is tempting to think of the problem of representation as selecting relevant facts from a single, supposedly complete, set; whereas the choice of representation is a wider issue, including the possibility of higher-level concepts that are not measured directly, and covering the choice of ways of describing the whole situation. Any calculation of the number of possible representations of a complex situation (the size of representation space) gives an extremely large number---so large that it is very difficult to imagine any established general method being able to produce worthwhile results.
To illustrate this, let us suppose that we wished to control some complex process, and we were given some rules in the form of condition-action pairs. If we consider all the concepts or terms present in the rules, that defines the representation necessary for the use of those rules. For instance, we may be given a set of rules in terms of raw gauge readings. For these, we would have to know which gauge was which, and how to read them. Rules in this form might be long-winded and cumbersome. Alternatively, we may have some rules framed in terms of higher-level concepts. In this case, before we could operate the system effectively, we would have to learn how to tell what facts were true about these higher-level concepts. So a representation is like a mapping or a function (but in general, a program) which takes the raw, uninterpreted real world (about which we can say nothing without interpreting it), and delivers facts, in the first case (low-level) such as ``valve A is open'', ``the pressure is B'', ``the speed is C''; and in the second case (higher-level) such as ``system P is unstable'', ``Q is dangerously hot'', ``R and S are on a collision course''. To reiterate, the representation is the connection between the real world (before it has been described in any formalism) and the terms used in---the language of---the facts and rules relevant to the task.
From this discussion of representation, it should be clearer both why it would be useful to study the actual representations that humans have (e.g. of complex systems), and what the object of that study would be. In essence, deciding how operator support systems should present information to the human, without having firm knowledge about human representations, is shooting in the dark.
We have eschewed detailed consideration of training and learning, on the grounds that the models there are used in a different way for a different purpose (§ 2.1.6). But it may be helpful at this point to imagine the way in which representations that people have of tasks and systems relate both to the stages of learning a task, and to Rasmussen's distinction between skills, rules, and knowledge. This is meant as an imaginative aid to help focus on what these internal mental representations might be.
At the initial stages of learning a new task, we can imagine a trainee working with general-purpose problem-solving representations, or with representations based on analogy or metaphor, and working at an explicit, knowledge-based level. He or she would be selecting and starting to shape a representation suitable for the new task: in particular, the overall structure of the system and the task, and the meaning of the terms used by others to describe it.
At an intermediate stage of learning, a representation of the system and task would be being refined, combining lower-level into higher-level concepts, and building up compound actions out of elementary ones. We can imagine rules being learnt, rules that are made up from the representational primitives that have been identified. This process could then iterate, if the rules found were not able to support an adequate level of performance, by refining or altering the representation. This would start off at the conscious level, and progressively become more automated.
At the final stages of learning a skill, we can imagine the faculties having become so attuned to the task that much of the learning would be at a subconscious level. There would be continuing refinement of representation, but at this level, the operator would not be able consciously to express how the representation was being refined. The grosser structure of the representation could have stabilised, giving more chance for experimental study, while the parts that were being further refined could be the lowest-level parameters of the representation.
It seems reasonable to suppose that a human, or other intelligent system, would do well to have many different representations of the world, suitable for different circumstances. Because facts and rules are based on the representational system, we would expect to see facts and rules being learnt and used in a context where there was also a well-defined (even if not verbally expressible) representation. Analogy may be an exception, with the representation from one domain being used to provide initial structure for the learning of informational knowledge in another domain [56, 65].
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