©1990, 1995 section list 8: Conclusions overview General Contents
Section 7.3 8.1 Conclusions subsections Section 8.2

Chapter 8

Overall interpretation of results, conclusions and directions

8.1 Conclusions on human representations of complex systems

8.1.1 Collected salient important findings

Looking over all the foregoing work, we may collect together a number of points that are relevant to our central theme.

  1. Issues to do with complexity have not been addressed within the cognitive science tradition in sufficient depth to encompass many important features of complex tasks (§2.3.1.5, §2.5.2). This justified the first research goal of exploring cognition in complex tasks.
  2. Formal methods alone do not solve the problem of representation for complex tasks, as there is insufficient empirical evidence to avoid their relying on unsubstantiated assumptions (§2.6.1). This brings out the problem of finding representations which are adequate for a fuller description of complex task performance.
  3. Machine learning without human task performance input does not reveal human representations for that task, because the range of possible human representations is too wide (§3.2.4). This meant that human performance data had to be used in the analysis.
  4. The full study of tasks involving motor skills involves modelling psycho-motor abilities and limitations, and is therefore less likely to reveal cognitive structure than studies of tasks not centrally involving motor skills (§4.4.3).
  5. There were at the time of writing no readily available tasks that are well-suited to the study of cognitive aspects of complex control tasks (§5.2). This therefore necessitated the construction of a suitable task.
  6. It proved possible to construct a simulation game task, that fulfilled the criteria (§5.1), with programs amounting to some 10000 lines of C source code, and with analysis programs amounting to around 5000 lines of C source code and shell scripts. From this was found (§6.4.5):
    1. the different representations of situations and actions, that were used in rule induction of human task performance data, led to corresponding rules that perform differently when tested in the standard way (on predicting actions from further data not used in the rule induction); this confirmed the ability of rule-induction to act as a test of the quality of a representation;
    2. in many cases, the performance of rules induced on data from a particular time interval was better when tested against data from the same interval, or a close one, and worse when tested against data from intervals that were more distant in time; this could be explained in terms of human rules that were changing over time through learning.
    Thus it was evident that rule-induction was a useful tool for the exploration of cognitive aspects of complex tasks.
  7. It was possible to implement a version of the task where sensors were priced and able to be turned on and off. The subjects' sensor usage fell into natural groups, and these groups formed the basis of a division of the subjects' performance data into 'contexts', which were peculiar to each subject, and had some correspondence with the stages of the task as reported verbally. Using a context-based representation for rule induction revealed strikingly different degrees of ruliness in some of the different contexts (§7.3.1). This showed that this kind of context structure is at least related to some important feature in the analysis of human performance of complex tasks.

The findings that emerge from the study as a whole are thus:

8.1.2 Variation between individuals and situations

This issue is independent of the other main points of this study, and will therefore here be discussed separately. We started out, in §1.3.2, defining a complex task as one for which there were a large number of potential practical strategies. With this large number of possible strategies, and without superimposed severe constraints to limit this number, it is not surprising that individuals settle on different strategies, as suggested, passim, in §2, and more explicitly in §3.1.2.2. This study does not belabour the general recognition that strategies, contexts and rules differ: that is informally evident from many of the experimental results. The difficulty is in measuring that difference in a way relevant to the model being developed.

If there were a clear correspondence between the contexts of two subjects, but with different rules within those contexts, we would be able to compare the performance of rules induced from one subject's training data on test data both from that subject and another subject. This would show how fax apart the rules were. But as it is, their contexts differ, and this is not possible. What was done in §7.2.7 was to analyse two subjects' data both in terms of their own context structure and in terms of the other's. This was inevitably a somewhat artificial procedure, but it was the nearest that could be devised to measuring the difference between the two context structures. This measurement was consistent with there being a difference between the rules used for selecting contexts, though it did not provide a method of determining which context structure matched up with an anonymous segment of performance data. Instead, for long sequences of trace data, we could distinguish whose data they were simply by looking at the frequencies of sensor usage. We can see something of the difference in sensor usage in the second experiment in §7.2.1. Turning back to rules, the results in both the sea-searching experiment chapters (§6 and §7) included evidence concurring with the intuitive notion of rules differing with respect both to the player and to time. Informally, even the short snatches of verbal report that have been given here (§7.2.9) reveal differences in rules between the subjects: there were of course many more examples in the verbal reports.

The fact of there being differences between individuals has had implications for the concept of modelling being developed. Differences between individuals mean that there is no universal human strategy to model, and that therefore the important advance is not to try to discover a normative model, but to establish methods of modelling individual human task performance, by setting up a framework and a methodology for that modelling. In the literature, the term 'model' is used sufficiently broadly to permit such a modelling approach to be termed a model.

8.1.3 What is modelled?

It is important to emphasise, despite the fact that many rules have been induced in the course of analysis, that no claims are being made about any of the rules that have been induced. There are very few grounds for putting much confidence in any particular induced rule, or attaching great significance to the content of one of them. In this study, throughout §6 and §7, rules are induced only as a guide to how ruly or unruly a certain set of examples are, with respect to a set of potentially determining attributes and a set of actions potentially determined by those attributes in a rule-like way. Comparing the ruliness of one set of data, represented in different ways, gives measures that can help progress towards finding better sets of attributes for that data; and similarly, looking at the ruliness of sets of data divided in different ways helps towards identifying better ways of dividing the data. Together, the ways of dividing the data, and the attributes that are relevant within each division, amount to a representation. The representations that help the analysis to be more tractable, concise and effective are very natural candidates for consideration as representations that humans use to structure a task, even if the action rules themselves are not good models of human rules.

If we are to take the information-processing model of human cognition seriously, it is reasonable to work towards modelling human abilities by investigating structures which help to clarify human task performance data; and inasmuch as the derived structure does actually clarify, this could be taken as indirect evidence for the existence of structures of similar form in the human. Further indirect evidence would be gained if the structures were able to serve as the basis, in the longer term, for the discovery of rules that could more plausibly be attributed to human agents than the rules in this study.

The idea that context (as used here) is a main feature of such structures is supported by:

The information pricing technique described in Chapter 7 offers a start to analysis of task performance data in terms of contexts, in a way that is not just a priori; but to be more valuable, the methodology needs to be extended to deal with data from less artificially restricted domains.

8.1.4 Generalising the methodology

8.1.4.1 Removal of information hiding

Starting with the last feature to be introduced, the first generalisation would be to remove the necessity of the information-costing interface (§7.1.1). To achieve the same aims, this would mean that the analysis had to discover information usage in a different way. A possible explicit approach to monitoring information usage would be by using eye-tracking, which would naturally go together with a more detailed analysis of short-term information flow in terms of short-term memory. This would require more input from cognitive psychology, and it is not clear to what extent this approach would reveal more about the aspects of cognition addressed in the present study. Discovering information usage otherwise, that is, implicitly rather than explicitly, would be tantamount to an advance in machine learning techniques, and therefore the discussion of that, though important, is left to §8.3.1, below.

8.1.4.2 Removal of restriction on interaction timing

Another artificial constraint imposed in the course of constructing the experimental vehicle was the strict quantisation of the times at which interaction was possible. Removing this constraint has two implications, corresponding to the two reasons that strict control of action timing was introduced originally. Firstly, there is the technical problem of storage and regeneration of the runs. Due to the essential indeterminacy of the physical world, we cannot expect to recreate episodes from real life given only the actions taken, however accurately these are recorded. If we wish, nevertheless, to gather data from real tasks, this means that the only option is to record all the possibly relevant data to whatever level of accuracy is appropriate-limited perhaps by the ability of the human to make discriminations. For life-size complex tasks, this would mean in practice a lot of magnetic tape. For simulations, the method of recording data would be entirely dependent on the details of how the simulation was implemented. Suffice it to say here that the amount of data that needed recording would be somewhere between the minimal amount necessary in the experiments in this study, and the maximal amount for a real life task with a physical system.

Secondly, removing strict control on timing would mean taking into account the possibility that precise timing of actions was an important aspect of task performance. This is discussed here immediately below, and in §8.2.1.

8.1.4.3 Including analogue control inputs

In §4, investigation was started on a task which had a virtually analogue control input, and for which precise timing of actions was important. Others of the tasks rejected in §5.1.3 were seen to have a similar character.

The main problem with this kind of task is in relating appropriate situations and actions together in a way that is relevant to human cognition. As shown in §4.3.3, it is difficult to decide how to represent human actions when they are executed through an analogue channel; and if precise timing is involved, as discussed in §4.4.2, it is difficult to know which situations to relate to which actions, in terms of time.

Failing any more principled ways of overcoming these problems, the approach that is implied by this study is to work by trial and error, using rule induction as a means of testing the relative merit of ways of representing actions. Extension to these kinds of task will be briefly discussed further below, §8.2.1.

8.1.4.4 Finding new representational primitives

In the sea-searching experiments, the issue of developing new representational primitives for situations was not explored beyond the introduction of reasonable hand-crafted compound attributes, in the first experiment intuitively, and in the second experiment following the idea of information implications. In the representation of actions, the method in the first experiment was simply a kind of chunking, of no more sophistication than, for example, the reasonably well-known methods referred to by Schiele & Hoppe [120]. The methodology of the present study has minimised the need to find new representational primitives, but the proper representation of actions would be a more important issue in manual tasks with analogue controls, and the representation of situations would be more important in more complex tasks.

The problem of representing situations properly is focused by bringing in some kind of realistic limitations to the amount of information and the number of rules to be dealt with at any one time, in line with the supposed abilities of a human. We may find that to get the greatest possible ruliness from a set of human task performance data, where the situations are represented at a low level, requires the number of attributes, or the number of rules, to exceed such a limit. One possible reason for this would be that the human preprocesses some of the information into higher-level units (aggregation of data), in terms of which the rules may be considerably more compact. For this methodology to be generally effective, ideally it needs the addition of an automated method of finding such higher-level primitives.

Ideas on this have been introduced in the discussion of machine learning, above (§3.2.3), and a general solution would belong to that field where the issue of constructing new predicates has already been addressed (e.g., [86]). However, it is possible that other less general methods could be developed to tackle this problem specifically for the domain of human task performance. The process of looking for higher-level primitives could be triggered by finding a set of attributes that exceeded some reasonable bounds on human processing ability. For instance, a control room operator could be confronted with a large number of warning lights in a single panel. We could imagine the strategy to be markedly different depending on whether only one or two warnings were active, or many simultaneously. A very complex rule could describe the difference in terms of the status of each warning light; but the human would more likely be using a higher-level qualitative attribute of roughly how many warnings were active at the time. In this example, there would be very many individual sensors in the low-level representation, but some kind of constrained search over these sensors might turn up a qualitative measure of the number that were on simultaneously. Deriving such a method would require extensive further investigation.

If no such methods were obtainable, one would again have to rely on trial and error, with different sets of primitives being evaluated with regard to the performance of the rules induced under each representation, as has been done in this study. Clearly, this process could be greatly aided by finding as much as possible about the terminology that people use when describing or discussing the task, and attempting to formalise those terms.

8.1.5 Conjectures about contexts

The nature of this study is exploratory, and there is no fully-fledged theory of human representations of complex systems which can be presented in conclusion. Nevertheless, it is important, in the conclusion to this study, to give a wider idea of the concept of context that has grown up alongside it. This is because these conjectures serve both to clarify the idea of context by giving it some background, and to point towards further areas of research.

Contexts can also be thought of as entities that serve the purpose of supporting other ideas. First in §2.4.9, and subsequently in §7, we have suggested that an operator's information processing can range from skill-based to knowledge-based in the course of one task. If we cannot describe a whole task performance as purely skill-based, rule-based, or knowledge-based, then to use these terms we must identify a smaller unit to which they could apply. Contexts as described here fit the bill.

8.1.5.1 The articulation of contexts

This study has not revealed any empirical evidence about how people articulate contexts: in particular, how they move from one to another, how many there can be active at one time, and whether there is any differentiation amongst contexts-different types, hierarchies etc. Reflection on everyday life, as well as other complex task performance, leads to the conjecture that context shifting may be done primarily by means of cues, which may be internal to the task (e.g., a particular goal state having been reached), or external to it (e.g., the phone rings). There are some context shifts that seem to be very widely applicable: for instance, in an office, when the fire alarm sounds. The rules of behaviour while a fire alarm is ringing are, to say the least, noticeably different from the rules obeyed in other situations. Of course, it is not the sound of the alarm itself that changes a person's rules of behaviour, but an internal change in response to that alarm. Another intuitively obvious phenomenon is that people sometimes get disoriented while they are performing a task, or engaged in an action. This leads to actions to identify what is happening, in other words, what the current context should be. So it seems reasonable that any context at any time will have a 'reorientation' context behind it, so to speak, from which the person may say 'what was I doing, now?' This reorientation context may vary according to circumstances, and it may have a more or less fixed method of determining the (lost) current context.

People also clearly engage in multitasking. This could be done via a mechanism involving attention: when there is a lull of attention-needing activity in the current context, one could move into another context that needed attention. Alternatively, it could be that a number of contexts can be simultaneous in a more immediate way, such that a relevant change of state in any of them brought that one into awareness. Analogies with multitasking computer operating systems may be of some use, including the ideas of dæmons and interrupts.

If one can easily imagine multitasking, then it would be even easier to imagine that the process of transition between two contexts involved a gradual, rather than a sudden, takeover. Being sure that a new context was appropriate and workable could be a precursor to relinquishing the previous context.

8.1.5.2 The development of contexts

We have seen in this study (§7.2.1) that it takes time from starting on a new task to settling on a particular pattern of information usage. At the early stages, there may wen be some context structure, but it was not revealed by the methods used, and in any case, it appeared to be in a state of flux. In any unfamiliar situation, we have already said (§2.4.9) that information processing is more likely to be knowledge-based, and it seems likely that one of the chief processes by which a knowledge-based situation becomes rule-based and thence skill-based is by identifying the context structure within that situation. That is, a structure needs to be set up where it is known what the relevant variables are, what the appropriate actions might be, and when that context is no longer applicable. This would then be a precursor to refining the rules for application within each context.

An individual new context could originate from the human realising that some current context (perhaps an underdeveloped knowledge-based one) was needing better performance than was currently being achieved. Some distinguishing features would then he sought, on the basis of which to refine the context structure. As soon as some new context was defined, a process of adjustment would be started. Along any context boundary, one might find that one context was more appropriate than the other, in which case the boundary would shift so that the more appropriate one was used more.

The previous context structure out of which the new one came could be retained in the background, and might be referred to again in cases of disorientation. In cases of disuse, it could be that either the rules within contexts get forgotten, or the progression rules between contexts could be forgotten. In each case, we might see a reversion to a previous, more general, or simplified context structure for that domain or area.

A completely new area of experience would provide the possibility for borrowing the context structure from another domain, as an analogy. Just what parts of the context structure need to be borrowed from the analogous field, and what parts need to be changed, is unclear.

8.1.5.3 Types of context

This study has largely focused on a particular kind of context, where rules can be induced based on a few attributes. These are where the information processing is, in Rasmussen's terms (see §1.3.1), rule-based (if the rules are explicitly known) or skill-based (if the rules are not explicitly known). We have also discussed the possibility of contexts, occurring at times where the less experienced operator is still, in Rasmussen's terms, using knowledge-based processing. Here, much varied information may be used, but we would expect it to be processed sequentially, and relatively slowly.

We can also imagine a third kind of information regime for a context: where there is much information, and that information is processed in parallel, relatively quickly. One paradigm for this would be pattern recognition. Now it may well be that, in practice, patterns are recognised as falling into one of a small range of classes, before being, as it were, passed on to the decision-making process, but it is often characteristic of patterns that we cannot build any simple rules which would enable inference of the class from the pattern elements.

If pattern-based information processing is going on, analysis and simulation in these contexts may require the integration of some kind of pattern-recognising front end to the information gathering process: something that would enable the classification of patterns into classes, modelling a particular human's way of doing this. However, just because a human uses pattern-matching does not necessarily mean that there is no other way of finding equivalent rules from the same information. If the situation arose, where a human was pattern-matching and other information could support concise rules, it would be possible to emulate human performance while losing some realism, by using the other information as the basis for inducing rules.

Extensive discussion of pattern-matching would be out of place here, since it has a large literature to itself, involving connectionist models. The existence of pattern-matching aspects to human information processing by no means invalidates the rule-based approach: but it does put limits on its comprehensiveness.

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