Abstract
Objective:
We used this experiment to determine the degree to which cues to difficulty are used to make judgments of difficulty (JODs).
Background:
Traditional approaches involve seeking to standardize the information people used to evaluate subjective workload; however, it is likely that conscious and unconscious cues underlie peoples’ JODs.
Method:
We designed a video game task that tested the degree to which time-on-task, performance-based feedback, and central cues to difficulty informed JODs. These relationships were modeled along five continuous dimensions of difficulty.
Results:
Central cues most strongly contributed to JODs; judgments were supplemented by peripheral cues (performance-based feedback and time-on-task) even though these cues were not always valid. In addition, participants became more likely to rate the task as “easier” over time.
Conclusion:
Although central cues are strong predictors of task difficulty, people confuse task difficulty (central cues), effort allocation and skill (performance-based feedback), and proxy cues to difficulty (time) when making JODs.
Application:
Identifying the functional relationships between cues to difficulty and JODs will provide valuable insight regarding the information that people use to evaluate tasks and to make decisions.
Keywords
Get full access to this article
View all access options for this article.
References
Supplementary Material
Please find the following supplemental material available below.
For Open Access articles published under a Creative Commons License, all supplemental material carries the same license as the article it is associated with.
For non-Open Access articles published, all supplemental material carries a non-exclusive license, and permission requests for re-use of supplemental material or any part of supplemental material shall be sent directly to the copyright owner as specified in the copyright notice associated with the article.
