Time and Control 167
evaluate events and update/develop an understanding of the situation (T
E
),
the time needed to choose or select an appropriate action (T
S
), and the time
window allowed for execution after the response has been selected (T
W
). (A
more complete version of the model also includes T
P
, the time needed to
perform an action.)
The other set comprises the points in time when things happen, denoted as
τ
O
and τ
LFT
. The former is the point in time when an action becomes
necessary, either due to an external event or due to the person (e.g., an
intention or recognised need to do something). The latter is the latest
finishing time (LFT) for the action that corresponds to what happened at τ
O
(cf. Allen, 1983). This means that the total time available to respond to an
event cannot be larger than T
A
= τ
LFT
- τ
O
. In practice, the time available to
carry out the response is T
W
rather than T
A
, where T
W
= T
A
– (T
E
∪T
S
). (We
use T
E
∪T
S
rather than T
E
+T
S
because T
E
and T
S
may be overlap.) According
to this line of reasoning, if (T
E
∪T
S
∪T
P
) > T
A
then the operator has too little
time to understand what is going on and to respond effectively, and control
therefore will sooner or later be lost. Conversely, when (T
E
∪T
S
∪T
P
) < T
A
,
then the operator has enough time to understand what is going on and to
choose and effectuate a response, and is therefore likely to remain in control
and possibly even able to plan ahead. (The simplicity of the model in Figure
8.2 suggests that T
E
and T
A
occur in a sequence and at discrete times. That is,
however, an artefact of the graphical representation. In reality, event
evaluation and action choice will usually be intermingled, although there is a
logical necessity that the former precede the latter. Figure 8.2 represents the
case of a single action of undefined scope. However, it is quite possible to
apply the same type of reasoning to more complex interactions and to
combined or aggregated actions although it becomes messier. The principles
are nevertheless easiest to illustrate with an idealised case.)
Research on human-computer interaction has generally referred to tasks
that were self-paced and where limited time therefore played only a minor
role. In contrast to that, tasks in most industrial domains are force-paced or
process-paced. The available time, T
A
, is determined by the speed of the
process and if (T
E
∪T
S
∪T
P
) exceeds T
A
, it puts severe constraints on the
operators’ possibility to evaluate events and select actions. Some processes,
such as steel rolling mills, electronic trading, or flying an airplane, require
rapid or even near instantaneous responses (cf. Table 8.2). Other processes
such as power generation, land-based transportation or surgery pose less
severe demands but still require that actions be taken within a limited time. It
would clearly be better if there were ample time, i.e., if (T
E
∪T
S
∪T
P
) were
less than T
A
, since the operator then would have time not only to respond in
the situation but also to refine the current understanding, to plan before
acting, hence to improve control of the situation. This can be achieved if the
time limitations can be relaxed, for instance by slowing down the process,