2013
DOI: 10.1007/978-3-642-40480-1_25
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Increasing Accuracy by Decreasing Presentation Quality in Transcription Tasks

Abstract: Many tasks with interfaces require entering data accurately, for example, entering patient data in an electronic records system or programming infusion pumps. However, human error is inevitable. Paradoxically, results from cognitive psychology suggest that representing information in a poorer quality format increases the likelihood of memorising the information accurately. This is explained by the dual system account of cognition where slower, more effortful but more accurate thinking is invoked via the poorer… Show more

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Cited by 9 publications
(22 citation statements)
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References 16 publications
(27 reference statements)
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“…Error rates in such studies can be very low [13] so some further manipulation, such as time pressure, is needed in order to make sure there are sufficiently many errors to allow a useful analysis.…”
Section: Emotion and Errormentioning
confidence: 99%
“…Error rates in such studies can be very low [13] so some further manipulation, such as time pressure, is needed in order to make sure there are sufficiently many errors to allow a useful analysis.…”
Section: Emotion and Errormentioning
confidence: 99%
“…The instruction numbers (dose, volume, rate etc) are usually on a prescription [26] for them to read, input into a device and sometimes refer to during interaction.…”
Section: The System and The Interventionsmentioning
confidence: 99%
“…Most number entry research focuses on detection and recovery from error [30,21,26]. In this paper, we introduce a new type of intervention, which aims to reduce the occurrence of error in the first place.…”
Section: Introductionmentioning
confidence: 99%
“…An example of how System2 behaviour can result in better human-computer interaction is provided by Soboczenski et al [32]. In their experiments, participants were required to transcribe numbers from a source to an interface.…”
Section: Mindful Everyday Interactionsmentioning
confidence: 99%
“…Soboczenski et al's study [32] employed a technique that made the whole interaction of reading the text more effortful. Similarly, in games a fairly substantial amount of friction is normally required.…”
Section: Towards Designed Frictionmentioning
confidence: 99%