12
1 se er 410 cc. Rec. Re B CR DB Acc. Pa DB CR Prod. output B CR Factor produc DB I s ments Chapter 7 : Prescriptions for Enterprise Systems HCI C.A.P. Smith (Colorado State University) Keywords : Enterprise Systems, ERP, SAP, Transactive Memory, Template Theory, Stimulating Structures, Human-Computer Interface, HCI 7.1 Introduction Most work involves some kind of group activity rather than individual activity (Thompson and Fine, 1999). Work groups have many forms, including project teams, boards of directors, management teams, planning teams, juries, and committees of various types. Most important economic, political, legal, scien- tific, cultural, and military decisions are made by groups, not individuals (Keltner, 1989). However, groups frequently exhibit a variety of production-blocking issues (Diehl and Stroebe, 1987). For some tasks, it has been observed that an expert can outperform a group (Hill, 1982). One of the interesting attrib- utes of Enterprise Systems is that they are designed to afford an enterprise-wide integration of effort while relying primar- ily on the inputs of individual users. To accomplish this goal, Enterprise Systems decompose business processes into a set of best practices that can be administered by individual users. In this way, the best practices within a firm can be enforced, while avoiding many of the production-blocking behaviours related to group processes. A potential downside to this approach is that it assumes that the individual users will consistently make high-quality decisions – in other words, an Enterprise Systems depend on their users behaving as though they are experts. Expertise generally requires a significant amount of time and experience to acquire. Certainly training can help ; other chapters of this book discuss training in more detail. This chapter focuses on a different aspect of expert performance : the use of decision support tools that allow an otherwise moderately experienced user to behave as though they are an expert. Experts typically have a large body of experience from which to draw comparisons to their current situations (Chase and Simon 1973a, 1973b). Based on their experience, experts can perceive emerging patterns of information, can direct their attention to important issues, recall similar scenarios from their previous experience, and also recall the previous response strategies and their success or failure (Klein, 1993). These advantages in percep- tion, attention, and memory are the keys to supporting expert- like behaviour in journeyman employees. Humans have limited cognitive resources of memory, attention and perception ; availability of these resources directly impacts our task performance (Wickens, 1984). To address some of these limitations, tools have been developed to support specific cognitive strategies for individual decision makers (Kaempf, Klein, & Wolf, 1996). Performance has been shown to improve when there is a good cognitive fit between the task and the tool (Dunn & Grabski, 2001 ; Vessey, 1991). Dennis, Wixom and Vandenberg (2001) have suggested that tool performance may be affected by two factors, the strongest of which is the fit between the task and the structures selected for use. In this chapter, the notion of cognitive fit is elaborated as it applies specifically to Enterprise Systems. A series of prescrip- tions are offered for guiding the development of the human- computer interface for enterprise-level decision support. Finally, examples of decision tools having improved cognitive fit will be illustrated based upon classroom experience with a business simulation game. 7.2 Theoretical Foundation COGNITIVE RESOURCES The goal is to specify a set of prescriptions for designers of Enterprise Systems that will provide mechanisms to improve firm performance by reducing the cognitive effort required to perform operational tasks. The importance of reducing cognitive effort stems from the notion that humans have limited cogni- tive resources. The capacity or resource models (e.g., Kahneman, 1973 ; Navon & Gopher, 1979 ; Wickens, 1984) view the human system as having a limited reservoir of resources that are quanti- fiable, divisible, allocatable, and scarce. To the extent that the cognitive effort to perform some tasks can be reduced, people will likely make fewer errors, and have more residual effort avail- able for other task-related activities ; in our case, making critical decisions using an Enterprise System. Smith – Prescriptions for Enterprise Systems HCI CHAPTER 7 Readings on Enterprise Resource Planning Preliminary Version - send comments to [email protected] 91

Chapter 7 : Prescriptions for Enterprise Systems HCIweb.eng.fiu.edu/chen/Summer 2012/EGN 5621... · Keywords : Enterprise Systems, ERP, SAP, Transactive Memory, Template Theory, Stimulating

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Chapter 7 : Prescriptions for Enterprise Systems HCI C.A.P. Smith (Colorado State University)

Keywords : Enterprise Systems, ERP, SAP, Transactive Memory, Template Theory, Stimulating Structures, Human-Computer Interface, HCI

7.1 IntroductionMost work involves some kind of group activity rather than individual activity (Thompson and Fine, 1999). Work groups have many forms, including project teams, boards of directors, management teams, planning teams, juries, and committees of various types. Most important economic, political, legal, scien-tific, cultural, and military decisions are made by groups, not individuals (Keltner, 1989). However, groups frequently exhibit a variety of production-blocking issues (Diehl and Stroebe, 1987). For some tasks, it has been observed that an expert can outperform a group (Hill, 1982). One of the interesting attrib-utes of Enterprise Systems is that they are designed to afford an enterprise-wide integration of effort while relying primar-ily on the inputs of individual users. To accomplish this goal, Enterprise Systems decompose business processes into a set of best practices that can be administered by individual users. In this way, the best practices within a firm can be enforced, while avoiding many of the production-blocking behaviours related to group processes. A potential downside to this approach is that it assumes that the individual users will consistently make high-quality decisions – in other words, an Enterprise Systems depend on their users behaving as though they are experts.

Expertise generally requires a significant amount of time and experience to acquire. Certainly training can help ; other chapters of this book discuss training in more detail. This chapter focuses on a different aspect of expert performance : the use of decision support tools that allow an otherwise moderately experienced user to behave as though they are an expert.

Experts typically have a large body of experience from which to draw comparisons to their current situations (Chase and Simon 1973a, 1973b). Based on their experience, experts can perceive emerging patterns of information, can direct their attention to important issues, recall similar scenarios from their previous experience, and also recall the previous response strategies and their success or failure (Klein, 1993). These advantages in percep-tion, attention, and memory are the keys to supporting expert-like behaviour in journeyman employees.

Humans have limited cognitive resources of memory, attention and perception ; availability of these resources directly impacts our task performance (Wickens, 1984).

To address some of these limitations, tools have been developed to support specific cognitive strategies for individual decision makers (Kaempf, Klein, & Wolf, 1996). Performance has been shown to improve when there is a good cognitive fit between the task and the tool (Dunn & Grabski, 2001 ; Vessey, 1991). Dennis, Wixom and Vandenberg (2001) have suggested that tool performance may be affected by two factors, the strongest of which is the fit between the task and the structures selected for use. In this chapter, the notion of cognitive fit is elaborated as it applies specifically to Enterprise Systems. A series of prescrip-tions are offered for guiding the development of the human-computer interface for enterprise-level decision support. Finally, examples of decision tools having improved cognitive fit will be illustrated based upon classroom experience with a business simulation game.

7.2 Theoretical Foundation

CognITIvE RESoURCES

The goal is to specify a set of prescriptions for designers of Enterprise Systems that will provide mechanisms to improve firm performance by reducing the cognitive effort required to perform operational tasks. The importance of reducing cognitive effort stems from the notion that humans have limited cogni-tive resources. The capacity or resource models (e.g., Kahneman, 1973 ; Navon & Gopher, 1979 ; Wickens, 1984) view the human system as having a limited reservoir of resources that are quanti-fiable, divisible, allocatable, and scarce. To the extent that the cognitive effort to perform some tasks can be reduced, people will likely make fewer errors, and have more residual effort avail-able for other task-related activities ; in our case, making critical decisions using an Enterprise System.

Smith – Prescriptions for Enterprise Systems HCICHAPTER 7

Readings on Enterprise Resource PlanningPreliminary Version - send comments to [email protected] 91

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Multiple resource theory proposes that there are separate and finite reservoirs of cognitive resources (Wickens, 1984 ; 2002), some of which are potentially available simultaneously for different purposes. Figure 1 shows the Model Human Processor proposed by Card, Moran, and Newell (1986). The model shows various cognitive resources, including different types of memory (long-term and separate working memory stores for visual and

auditory working memory), separate processors for perception, motor control, and an executive “cognitive” processor. Working memory refers to temporary or “short-term” memory that humans use to buffer recent perceptions, or to gather recollec-tions from “long-term” memory.

Figure 1 - Model of the Human Information Processor from Card, Moran, and Newell, 1986.

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It requires some cognitive effort to retrieve memories from long-term storage. Once those long-term memories are “active” in short-term memory, it also takes some ongoing effort to keep them active. These efforts are expended by the cognitive proces-sor, and are generally referred to as “attention.” Humans have a finite amount of attention resource, which can be consciously directed to a variety of tasks, such as retrieving memories from long-term storage, maintaining memories in short-term storage, directing sensory activities (e.g. looking or listening carefully), and controlling motor processes. We have difficulty dividing attention among several tasks, or attending to all the information provided by the senses (Broadbent, 1958 ; Treisman 1969). As a result, we often do not perceive most of the informa-tion that is available to us (Lavie, 1995). As Nobel Laureate Herb Simon has said, “a wealth of information creates a poverty of attention (Varian, 1995).” The “perceptual” and “motor” proces-sors also have limitations, i.e., the eyes and ears can detect a limited range of light and sound.

Short-term memory is limited to two separate stores of relatively small capacity (see Figure 1). The presence of separate memory stores has received significant support (Baddeley, 1992, 1998 ; Baddeley, Chincotta & Adlam, 2001 ; Wickens, 2002 ; Wickens & Liu, 1988 ; Winn, 1990). Baddeley’s (1992) terminology has been generally adopted as the standard ; he refers to these separate resources as “visuo-spatial” and “articulatory-loop” memory. While Chase and Simon (1973a, 1973b) adopted Miller’s (1956) estimate for the size of each short-term memory store as about 7 ± 2 items, more recently, the size of the visuo-spatial store has been estimated as a maximum of 4 items (Zhang and Simon, 1985 ; Gobet and Clarkson, 2004 ; Gobet and Simon, 2000). These limitations are additive ; it is possible to simultaneously hold about 4 items in visuo-spatial memory while holding approxi-mately 7 items in articulatory-loop memory.

DISTRIbUTED CognITIon

Not only do individuals have cognitive limitations, groups (and enterprises) are also limited in their capacity to remember everything required to accomplish the task. Hutchins (1991) introduced distributed cognition as a mechanism to explain how high-performing teams create a distributed socio-technic-al system. Socio-technical systems refer to groups of people, and the technologies they use to interact. Hutchins asserts that a distributed socio-technical system engages in two kinds of cognitive work : the cognition that is the task, and the cognition that governs the coordination of the elements of the task. The cognitive properties of this socio-technical system are produced by an interaction between the structures internal and external to individuals.

An Enterprise System is an example of a socio-technical system in which the coordination of task elements is coded into the system configuration with the goal of allowing individual users to focus their cognitive resources on specific tasks.

The technologies used by a socio-technical system may be as simple as paper and pencil, or as complex as a jet cockpit. Hutchins (1995) describes the complex process by which a commercial jet aircraft transitions from cruise flight to landing : there are several steps, each requiring careful consideration of aircraft weight, speed, and configuration of airfoils. The task requires the crew to perform complex computational tasks while simultaneously monitoring the performance of the aircraft, as well as remembering the appropriate sequence of actions that result in a safe landing. The task creates a high cognitive load, and is prone to errors. Aircraft systems designers have found that placing a user-movable marker on the outer rim of the airspeed indicator reduces cognitive effort. Pilots are trained to place the marker so that it aligns with the speed associated with their next planned action. In this way, when the airspeed needle is pointing at the marker, the pilots initiate the next action in their planned sequence. This solution is effective because it transforms an effortful computational task into a relatively low-effort perceptual task. The strategy of transforming tasks to reduce the effort required is an important tool for HCI designers.

TRAnSACTIvE MEMoRy

The core of an Enterprise System is an integrated database containing all the firm’s transactions. In theory, storing the firm’s data in a common location should make it available to all author-ized users. In practice, most users are aware of only a small fraction of the stored information. In an Enterprise System, limit-ing each user’s view of the common database is considered a feature which affords several important benefits ; for example, a greater degree of managerial control of sensitive information. A potential detriment of this approach is that it increases the effort required for users to learn how their actions relate to others. It seems ironic that a system designed to improve synergy within an enterprise may also make it more difficult for the members of the enterprise to perceive opportunities for additional syner-gies. In general, to achieve the benefits of the collective exper-tise of individual members of the enterprise, those members will require a system for encoding, storing, retrieving, and communicating their own and other’s representations. This system has been called a transactive memory system (Wegner, 1987) and includes the cognitive abilities of individuals as well as meta-memory, that is, the beliefs that members have about their memories.

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Members of a group have access to the collective memory by virtue of knowing which person remembers which information. An Enterprise System is designed in part to replace this human transactive memory system, or at least make it unnecessary for adequate firm performance.

By having a shared awareness of who knows what informa-tion, cognitive load is reduced because each individual only has to remember “who knows what” in the enterprise and not the information itself. Moreland (1999) showed that transactive memory systems improved performance and that training people together allowed for the development of such a system. It is not yet clear if communication is essential for building transactive memory. Hollingshead and Brandon (2003) argue that group memory is increased when there is communica-tion, and is better when the communication conditions are the same at the time of learning and at recall than when they are different. Moreland and Myaskovsky (2000), however, showed that communication itself was not responsible for improved performance ; groups that had handouts of each other’s skills yet did not communicate with each other performed as well as the members of the group trained together. Perhaps external representations of transactive memory, such as those encoded into business processes via an Enterprise System, can suffice when the decision environment is static.

One potential problem with the Enterprise System approach is that current business environments are rarely static. It seems prudent to consider augmenting the Enterprise Systems approach to facilitate building improved human transactive memory systems within the firm. In order to accomplish this, it will be important to understand how such systems are formed.

Recently, Brandon and Hollingshead (2004) suggest that trans-active memory can be defined as an explicit portrait of relation-ships between Task, Expertise and People, or “TEP” units. A TEP unit relates a conception of a task to hierarchically organ-ized domains of knowledge (expertise), and then to a person(s) (location). A TEP unit provides a guide for “who knows what.” The TEP construct suggests a way to facilitate integration of distrib-uted cognition with transactive memory : the Enterprise System could incorporate TEP units consistently within its representa-tions. By doing so, the effort required for recalling “who knows what” would be reduced, thus extending the users’ remaining cognitive processing capacity.

STIMUlATIng STRUCTURES AnD CooRDInATIon

Public representations have been studied before in other contexts. Grassé (1959) coined the term stigmergy, referring to a class of mechanisms, or stimulating structures, that mediate animal-animal interactions. The concept has been used to explain the emergence, regulation, and control of collective activities of social insects (Susi and Ziemke, 2001). Social insects exhibit a coordination paradox : they seem to be cooperating in an organized way. However, when looking at any individual insect, they appear to be working independently as though they were not involved in any collective task. The explanation of the paradox provided by stigmergy is that the insects inter-act indirectly by placing stimulating structures in their environ-ments. These stimulating structures trigger specific actions in other individuals (Theraulaz and Bonabeau, 1999). Stigmergy appears to be the ultimate example of reduction of cognitive effort because social insects, having essentially no cognitive capability, are able to perform complex collaborative tasks.

This concept has been used in Enterprise Systems, i.e. when a stimulating structure is placed within the Enterprise System, users can interpret it and take appropriate action, without the need for additional communication or coordination. However, if a stimulating structure (artifact) is mapped to a cognitive memory construct (chunk or template as discussed later), the cognitive effort required for coordination and collaboration can be significantly reduced (Hayne, Smith, Vijayasarathy, 2005). The format for display of this information is discussed in the next section.

TEMPlATE THEoRy oF MEMoRy

While various types of external representations are important, it is critical that they be mapped directly to the appropriate cogni-tive memory construct : chunks or templates. Experts in various domains vastly outperform novices in the recall of meaningful material coming from their domain of expertise. To account for this result, Chase and Simon (1973a, 1973b) proposed that experts acquire a vast database of chunks, containing, as a first estimate, 50,000 chunks. When presented with material from their domain of expertise, experts recognize chunks and place a pointer to them in short-term memory. These chunks, each of which contains several elements that novices see as units, allow experts to recall information well beyond what non-experts can recall (Simon, 1974).

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However, recent intensive research in skilled memory has shown that parts of the original chunking model must be incorrect. For example, in contrast to the usual assumptions about short-term memory, chess masters are relatively insensitive to inter-ference tasks (Charness, 1976 ; Frey & Adesman, 1976) and can recall several boards that have been presented successively (Cooke, Atlas, Lane & Berger, 1993 ; Gobet & Simon, 1996a). In addition, Chase and Ericsson (1982) and Staszewski (1990) have shown that highly trained subjects can memorize up to 100 digits dictated at a brisk rate (1 second per digit). Experts can also increase the size of their chunks based on new informa-tion ; effectively increasing short-term memory (Gobet & Simon, 1998). Because an explanation of this performance based on chunking requires learning far too many chunks, Chase, Ericsson and Staszewski proposed that these subjects have developed structures (“retrieval structures”) that allow them to encode information rapidly into long-term memory (LTM). Such struc-tures have been used at least since classical times, when rhetor-icians would link parts of a speech to a well-known architectural feature of the hall in which the speech was to take place, to facili-tate recall (Yates, 1966). Retrieval structures are an essential aid to expert memory performance. Gobet and Simon (1996b) went on to demonstrate that the time required to encode and retrieve chunks is much shorter than previously believed. These results lead to the development of template theory.

Template theory assumes that many chunks develop into more complex structures (templates), having a “core” of data to repre-sent a known pattern of information, and “slots” for variable data to enhance the core (Gobet and Simon, 1996a ; Gobet and Simon, 2000). Templates have been referred to by various other names in other non-cognitive domains, i.e. schemas (Bartlett, 1932), frames (Minsky, 1977), and prototypes (Goldin, 1978 ; Hartston & Wason, 1983). Templates are cued by their salient characteristics, and are retrieved from long-term memory in a fraction of the time of other memory structures.

An individual’s network of templates is grown by two learning mechanisms, familiarization and discrimination. When a new experience is encountered, it is sorted through a hierarchical discrimination net, searching for known templates with similar features. If a similar template is found, the new experience is compared with the existing template. If the existing template underrepresents the new experience, new slots are added to the stored template (familiarization). If the information in the existing template and the new experience differ on a core feature, the new experience is stored as a new template in the discrimination net (discrimination).

Thus, template theory offers a major advantage over previous representations of short-term memory. Template theory offers the possibility that we may discover ways to improve human performance by taking advantage of the distinctions between the cognitive structures of core and slot memory. In particular, we can use Template Theory to inform our design of human-computer interfaces for Enterprise Systems, with the goal of reducing the cognitive effort required to maintain situation awareness and improve decision performance.

SITUATIon ASSESSMEnT, RESPonSE SElECTIon AnD TEMPlATE CoRE/SloT

While template theory describes an innovative way to retrieve memories, we need decision theory to act upon them. Klein (1993) developed the theory of Recognition-Primed Decision Making (RPD) to describe how individual experts make decisions in naturalistic environments and suggested that experts make decisions by recognizing patterns in a developing situa-tion. According to RPD, tactical decision makers recognize the current situation in so far as it is similar to some recalled and similar situation stored in their memory. This situation assess-ment, and its associated plan of action (or response selection), is retrieved from memory for use in the current situation. RPD has been validated by Kaempf, Klein, and Wolf (1996) when they found that experts make almost 90% of their decisions by “feature matching” between the current situation and one from prior experience. Experts spent most of their time scanning the environment and developing their situation assessments. Relatively little time was spent selecting and implementing responses. Because of the similar results from the domain of chess (Gobet, 1997 ; Gobet and Simon 1998 ; Gobet and Simon, 2000), it seems likely that from a cognitive perspective, experts build discrimination nets of templates to enable this feature matching.

It is at this point where template theory provides insight to the cognitive mechanisms behind situation assessment and response selection for individuals. As a decision maker scans their environment they are directing attention to their percep-tual processes. The information they perceive is sorted through their template discrimination net, and when core items are noticed, the appropriate templates are retrieved. In other words, core data items activate recognition of familiar patterns, thus creating situation awareness. As templates are retrieved, the slot data are made available in short-term memory. These slot data provide additional information to the decision maker regarding variants of the patterns, and potential strategies for action. In other words, the slot data provide the key to successful responses.

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The typical user interfaces provided in Enterprise Systems are not designed to minimize the cognitive effort required to perform a cycle of situation assessment and response selection. Based on the current understanding of cognition and decision-making, a model user interface for some notional task should present core data prominently to facilitate pattern recognition. It is further recommended that the data are presented in such a way that the most likely alternative explanations for emerging patterns can be easily discriminated. Finally, each presenta-tion of data supporting an alternative explanation should be associated with links to actions that are appropriate for the specific diagnosis.

Consider a simple example of declining sales volume. Sales volumes will naturally fluctuate to some extent ; the difficult cognitive task is distinguishing between random fluctuation and a systematic trend. Thus sales data should be presented in a format that minimizes the effort required to make this distinc-tion. Once a trend is noticed, there might be several alterna-tive explanations for a declining trend : examples include price competition, introduction of alternative products, changes in customer demographics, problems with production or trans-portation, or seasonal variation. Each alternative explanation will be associated with related information that forms specific patterns. To reduce the cognitive effort required to determine the most likely explanation, the core information related to each explanation should be grouped together, and presented in the manner that best reveals cause and effect. Finally, the various explanations of an event will typically be associated with differ-ent actions. For example, increased price competition may imply a need for expanding production capacity in order to reduce fixed cost ; or a change in customer demographics may be associated with the need to change the product design. By providing context-sensitive links to appropriate actions, a well-designed interface can assist a moderately experienced user to behave like an expert. In the following section, some basic strat-egies to reduce cognitive effort are elaborated.

7.3 Cognitive StrategiesThe general limitations of cognitive capacity for attention, perception, and memory were discussed in the previous section. Based on these fundamental properties of cognition, three strat-egies are offered that can be applied to any task. These global strategies should reduce individual cognitive effort and thus improve Enterprise Systems performance.

MInIMIzE THE nET CognITIvE EFFoRT REqUIRED FoR A TASk

Remember, the total cognitive effort required for collaboration is comprised of two components, one associated with task-related cognition, and another associated with coordination-related cognition. These separate efforts draw from the same pool of available cognitive resources. Thus effort expended on coordination activities reduces the cognitive effort available for task-related activities.

Keeping an item “active” in short-term memory requires effort from our cognitive (or “executive”) processor (refer back to Figure 1). The cognitive processor also directs attention to perceptual processes and activates motor processes. For users of Enterprise Systems, the cognitive processor must devote some available effort to coordination-cognition. Coordination cognition may include reserving some perceptual capacity for intra-group communications, some short-term memory for the current status of other members’ activities and for remem-bering “who does what,” and some cognitive processor capacity for noticing when coordination actions are required. So, users’ cognitive processors must perform several tasks : maintaining information active in short-term memory, retrieving-from and storing-to long-term memory, directing perceptual processes, and activating motor responses. If an individual’s cognitive processor becomes overloaded, there may be insufficient atten-tion resources available to maintain information active in short-term memory. In other words, we may forget things because we are busy, rather than because the demands on our short-term memory are excessive. Strictly speaking, this is not a failure of short-term memory. Rather it represents a limitation of the collective cognitive resources available for perception, atten-tion, and memory. This distinction is important. In order to make a task easier, we must understand why it is hard. Enterprise-level tasks are especially difficult, because each group member must reserve some cognitive capacity for understanding how their actions relate to others, leaving less available for task-cognition.

In general, systems should seek to minimize the net cognitive effort required in the performance of a task. For Enterprise Systems, this implies that each business process should be designed so that a typical user is not forced to exceed their individual limitations for attention, memory, or perception while performing the task. The net cognitive effort includes the efforts expended by users to coordinate their actions. Earlier in this chapter, it was pointed out how the stigmergy strategy can reduce the cognitive effort required for coordination.

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Every collaborative task is likely to have some optimum amount of coordination which permits the group members to achieve their collective goals without expending unnecessary effort on the coordination process.

Beyond these basic prescriptions for reducing effort, one additional insight is offered : as mentioned earlier, most natur-alistic tasks involve situation assessment and response selection (Kaempf, Klein, and Wolf, 1996). Templates are discriminated by their core data items ; retrieval of matching templates provides the initial options for situation assessment. Response selection is based primarily on the slot data : once a pattern is recognized by virtue of the core data, the response depends on the state of the ancillary information. This provides an opportunity to reduce cognitive effort by tailoring tools for the task : situation assessment or response selection. During situation assessment, core data items should be perceptually salient. Furthermore, if different templates share some core items but not others, then the discrimination task can be made less effortful by drawing the users’ attention to the non-shared core items. In other words, draw the users’ attention to the core items that are most diagnostic of the situation. When situation assessment has been completed, the information presentation can be altered to make the slot data items more salient, as an aid to response selection.

TRAnSFoRM CoMPUTATIonAl TASkS To PERCEPTUAl TASkS To InCREASE PERFoRMAnCE

In the example of the marker on the airspeed indicator presented earlier, the crew transforms an effortful cognitive task into a simple perceptual task (Hutchins, 1995) : when the airspeed needle points at the marker, the pilots perform the next action in their landing procedure. The airspeed marker provides a simple visual cue to the current state of the landing procedure. The external representation frees up short-term memory and cognitive capability in the crew members.

For humans, stigmergy is especially effective under conditions of time pressure. The pace of business decision-making has been increasing ; an element of time pressure has become common for many business processes within an Enterprise System. The limitations of short-term memory are exacerbated by the stress of time pressure : it has been shown that stress causes the release of a cortical steroid that interferes with memory (de Quervain, Roozendaal, Nitsch, McGaugh, and Hock, 2000 ; Kirschbaum, Wolf, and Hellhammer, 1996). In complex multi-tasking environments, it is not uncommon for decision-makers to be interrupted in the middle of a process. After dealing with the interruption, the decision-maker may find it difficult to resume the process. Often, this results in restarting from the beginning.

Using stigmergy, systems designers can provide stimulating structures (perceptual cues) to the point in a process at which execution was interrupted. Transforming the effortful task of remembering where to resume into a simple perceptual task can reduce errors and save time. This is especially useful under time pressure, when saving time is critical and the stress of time pressure further degrades our already limited memory capacity.

TRAnSFoRM TASk MoDAlITy To REDUCE EFFoRT

When the demands of a task exceed the capacity of either short-term memory store (visuo-spatial or articulatory-loop), task performance degrades. Thus the mode by which information is presented can affect task performance. Consider a system that presents information exclusively in graphical form : if the task is visually intensive, presentation of any additional information in visual form may exceed the capacity of the members’ visuo-spatial stores. However, in the same visually intensive task, if additional information is presented textually or aurally, then the additional information may be maintained in the members’ articulatory-loop memory, and not interfere with their task performance. For situations in which a decision-maker needs more information than they can hold in their visuo-spatial store, it may be possible to transform some information into another perceptual modality. In summary, balancing the load between visuo-spatial and articulatory-loop memory can be an effective strategy for improving task performance.

7.4 Simulated business Decision-Making Example : The Case of ErpsimThere are a number of business simulations that can be helpful for training users for ERP systems. One such simulation uses SAP to create a market of multiple firms competing in a manufactur-ing industry. The simulation simplifies the business processes required to manage a firm such that it is appropriately scoped for teams of 4 business students. The simulation also compress-es time so that the decision-makers are operating under conditions of time pressure. Information about firm perform-ance is presented using the standard SAP reporting interface. Collectively, the market simulation, the SAP user interface, and the induced time pressure serve to create a reasonably faith-ful representation of an actual operating environment. Thus the simulation provides an ideal platform for which to develop conceptual designs for Enterprise Systems user interfaces. One such design is presented below in Figure 2.

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The concepts illustrated in Figure 2 were developed in conjunc-tion with graduate students enrolled in an Enterprise Systems course at Colorado State University during the fall semester of 2010.

Figure 2 illustrates a concept for a situation assessment and response selection cycle related to product sales trends. In Figure 2, the sales of product HH-F03 are shown for a specific time period and distribution channel. Graphical representations of key metrics Price, Marketing Expense, and Sales Quantity are presented so that their time axis is aligned horizontally. In this concept, other products could be selected by moving the cursor to the bar charts across the top-right area of the display, and clicking a mouse.

The bars represent current inventories of each product – there are also tick marks indicating planned inventory levels and safety stock levels. When a product is selected, some context-ually relevant tabular data is presented in a lined box under-neath the bar chart. The tabular data is presented in association with a button control that will invoke the correct Enterprise System process for changing the tabular data ; in this example the actions are related to pricing, marketing, and production schedule. Additional quick links to related actions are arrayed on the bottom-right of the display.

Figure 2 - Conceptual HCI for Decision Task

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The conceptual design presented in Figure 2 illustrates a few of the design principles discussed earlier. This interface should serve to reduce the cognitive effort required for timely recog-nition of exceptional sales trends, diagnosing probable causes, and executing appropriate responses. The first aspect of effort-reduction is the ease with which a user can select the information they want to view. The concept suggests that the time period, distribution channel, and product are single-select items ; however, these controls might also permit multiple-selection, so that any combination of these variables would be displayed in the graphs. The only caveat with multiple-selection is that the tabular information presented in the boxed area would need to be reformatted for multiple selected products.

Another important aspect of this concept is stacking the graph-ical presentation vertically so that horizontal axes are aligned. In this way, it is easier to see correlations between actions and results. This is especially true when time series data is presented on the horizontal axis. Time series data can be difficult to analyze : stacking the graphs vertically can provide evidence of cause and effect relationships between variables by making it visually more salient which variable moves first (the independ-ent variable), and which is the dependent variable. Time lags and seasonal fluctuations are also easy to perceive in this presentation format.

For the conceptual design illustrated in Figure 2, the graph-ical information is intended to be the “core” information that facilitates memory template retrieval as described earlier in this chapter. In contrast, the tabular information presented in the boxed region under the selected product is intended to repre-sent “slot” information. That is, this information is intended to elaborate on the template. This more detailed information is also visually associated with quick-action links for changing the state of these parameters – making it easier to take action after a user decides on the correct response to a situation.

For a sales trend example, the notional decision process might unfold as follows : A user is monitoring sales data for a specific product. Using the graphical presentation, they notice an excep-tional trend. By aggregating across time periods, or slicing and dicing between distribution channels and products, they can confirm that the trend is real and significant. At this point, the user has achieved pattern recognition, and proceeds to analysis of the proximal cause of the trend. The data presented in the stacked charts is used to analyze the situation. Typical causes of sales trend change are presented in these charts. By comparing the timing of data presented in these charts, the user can reason about the cause of the trend, and develop their initial diagnosis of the issue.

After reaching an initial diagnosis, the user will search for elabor-ating data to confirm (or disconfirm) their diagnosis. Based on this search, if the user feels confident that they understand the situation, they may be ready to respond. The typical responses are facilitated by placement of context-sensitive quick-action controls in the elaboration area. Alternatively, the user may decide that no action is required, or that their initial diagnosis is incorrect : in which case, the user returns to their top-level monitoring process.

The sales trend example and the conceptual tool presented in Figure 2 have been simplified to illustrate the HCI design princi-ples described in this chapter. The tool shown in Figure 2 may not improve user performance in an actual firm. However, in general, users of Enterprise Systems can benefit greatly from HCI modifications that reduce cognitive effort. Application of the principles in this chapter can form a robust founda-tion for Enterprise System HCI design (cf. Smith, Johnston, and Paris, 2004).

7.5 ConclusionThis chapter contains a review of recent cognitive theory related to individual decision-making and how this theory might be applied to the design of user interfaces for Enterprise Systems. Vessey (1991) coined the term “cognitive fit” to describe the notion of a good match between the information emphasized in a system interface and that required by a specific task. Several elaborations of Vessey’s propositions and have been proposed, along with suggestions for techniques by which cognitive effort may be minimized. These prescriptions, grounded in cognition, have wide applicability and offer significant opportunities to improve the performance of Enterprise Systems.

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Smith – Prescriptions for Enterprise Systems HCICHAPTER 7

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