|©1990, 1995||Title page (entry point)||General contents|
Human control of a specially constructed bicycle-like simulation was studied, and showed the added difficulties of attempting to model a task in which psycho-motor factors are significant. A semi-complex, non-manual simulation task (mine-hunting) was devised and implemented as a scored game, in order further to study human representations and rules. Data from several subjects were collected and analysed with the help of a rule-induction program (CN2). The first experiment showed that representation content was important to the quality of rules derived by induction, and that a simple analysis of the frequency of common consecutive actions helped towards constructing compound actions that were more human-like. In the second experiment, information was priced to motivate subjects to turn off unnecessary information and so reveal the information they used. This revealed a context structure that was useful and informative in the preparation and separation of data for rule-induction. Following the experimental reports, extending and generalising these methods is discussed, considering prospects for their use in HCI design, and outlining a `guardian angel' paradigm for operator or user support.