Rapid Decision Making on the Fire Ground

1986 ◽  
Vol 30 (6) ◽  
pp. 576-580 ◽  
Author(s):  
Gary A. Klein ◽  
Roberta Calderwood ◽  
Anne Clinton-Cirocco

The objective of this study was to examine the way decisions are made by highly proficient personnel, under conditions of extreme time pressure, and where the consequences of the decisions could affect lives and property. Fire Ground Commanders (FGCs), who are responsible for allocating personnel and resources at the scene of a fire, were studied using a critical incident protocol analysis. The major finding was that in less than 12% of the decision points was there any evidence of simultaneous comparisons and relative evaluation of two or more options. Instead the FGCs most commonly relied on their experience to directly identify the situation as typical and to identify a course of action as appropriate for that prototype. A Recognition Primed Decision (RPD) model is proposed which emphasizes the use of recognition rather than calculation or analysis for rapid decision making.

Author(s):  
Hester Stubbé ◽  
Josine G. M. van de Ven ◽  
Micah Hrehovcsik

In designing De BurgemeesterGame—The Mayor Game—we aimed to develop a game that would be used and appreciated by a target population that was hardly used to being trained and had little affinity with applied gaming: mayors. To make sure that the (learning) goals, the context, the characteristics of the target population, and the creative design were all integrated into the game, we chose to work in a consortium with a focus group. We included engaging elements like simple gameplay based on actual processes, authentic scenarios presented in the way of dilemmas, time pressure, and collaboration. This resulted in a game that was accepted by the target population and has been played by more than half of all mayors in The Netherlands. Mayors feel the game challenges them to explore their decision making during crisis management and stimulates them to discuss this with other mayors.


2021 ◽  
Vol 12 ◽  
Author(s):  
Neil D. Shortland ◽  
Presley McGarry ◽  
Lisa Thompson ◽  
Catherine Stevens ◽  
Laurence J. Alison

ObjectiveIn this study, we extend the impact of mindfulness to the concept of least-worst decision-making. Least-worst decisions involve high-uncertainty and require the individual to choose between a number of potentially negative courses of action. Research is increasingly exploring least-worst decisions, and real-world events (such as the COVID-19 pandemic) show the need for individuals to overcome uncertainty and commit to a least-worst course of action. From sports to business, researchers are increasingly showing that “being mindful” has a range of positive performance-related benefits. We hypothesized that mindfulness would improve least-worst decision-making because it would increase self-reflection and value identification. However, we also hypothesized that trait maximization (the tendency to attempt to choose the “best” course of action) would negatively interact with mindfulness.MethodsThree hundred and ninety-eight participants were recruited using Amazon MTurk and exposed to a brief mindfulness intervention or a control intervention (listening to an audiobook). After this intervention, participants completed the Least-Worst Uncertain Choice Inventory for Emergency Responders (LUCIFER).ResultsAs hypothesized, mindfulness increased decision-making speed and approach-tendencies. Conversely, for high-maximizers, increased mindfulness caused a slowing of the decision-making process and led to more avoidant choices.ConclusionsThis study shows the potential positive and negative consequences of mindfulness for least-worst decision-making, emphasizing the critical importance of individual differences when considering both the effect of mindfulness and interventions aimed at improving decision-making.


Gamification ◽  
2015 ◽  
pp. 1388-1401
Author(s):  
Hester Stubbé ◽  
Josine G. M. van de Ven ◽  
Micah Hrehovcsik

In designing De BurgemeesterGame—The Mayor Game—we aimed to develop a game that would be used and appreciated by a target population that was hardly used to being trained and had little affinity with applied gaming: mayors. To make sure that the (learning) goals, the context, the characteristics of the target population, and the creative design were all integrated into the game, we chose to work in a consortium with a focus group. We included engaging elements like simple gameplay based on actual processes, authentic scenarios presented in the way of dilemmas, time pressure, and collaboration. This resulted in a game that was accepted by the target population and has been played by more than half of all mayors in The Netherlands. Mayors feel the game challenges them to explore their decision making during crisis management and stimulates them to discuss this with other mayors.


Author(s):  
Wayne C.W. Giang ◽  
Lavinia Hui ◽  
Birsen Donmez ◽  
Mahvareh Ahghari ◽  
Russell D. MacDonald

Air medical transport relies on effective dispatching of air and land vehicles to provide the fastest and best care possible for patient transfers. These difficult dispatch decisions are characterized by high time pressure, uncertainty, and the dynamic and complex environment of medical transportation. This paper describes a preliminary study of the decision making processes that occur during dispatch decisions at Ornge, the air medical transportation system in Ontario, Canada. We drew upon the Critical Decision Method and the structured data analysis approach to understand the major decision points faced by Ornge’s dispatchers, and the cues and sources of information attended to in those situations. We found that the decision points deal with three main goals: maintain situation awareness, match resource to transfer, and plan logistics of transfer. Furthermore, we found that time estimation might play an important role in helping dispatchers coordinate within the dispatch team and with their external partners. These findings may help improve the design of computer aided dispatch software to better support the goals of the dispatchers.


1983 ◽  
Vol 8 (1) ◽  
pp. 11-14 ◽  
Author(s):  
Daniel J. Duffy

The paper presents an outline of Pigor's critical incident method for human relations training. The method parallels a real life process of decision making consisting of searching for information, formulating the problem, and deciding upon a course of action based upon explicit reasoning. The method also provides for making generalizations that will be useful in dealing with or preventing future human relations situations. It is pointed out that the critical incident method has advantages for small firms beyond those it shares with large firms. These consist of the special appropriateness for small management groups, the low cost because training sessions can be handled by members of the small organization, the relevance of the cases discussed which come from members of the organization, the flexibility of the format of the method, and finally the number of human relations goals that can be simultaneously developed by those in the same training session.


Author(s):  
George L. Kaempf ◽  
Steve Wolf ◽  
Thomas E. Miller

This paper presents the methods and findings of a study designed to identify the decision requirements for anti-air warfare officers in the Combat Information Center of an AEGIS cruiser. Decision requirements include the decisions that systems operators make, the cognitive strategies they invoke to make these decisions, and the cues and factors essential for making these decisions. These requirements can be used to design training, human-computer interfaces, or decision supports. The researchers adopted a method based on Naturalistic Decision Making (NDM) research. NDM describes how people make decisions in real-world settings under conditions of time pressure, high risk, and ambiguity. This paper describes a process for obtaining data necessary for describing these decision processes. The central method is a semi-structured interview method, the Critical Decision method (CDM). CDM was used to interview 31 experienced AEGIS personnel resulting in 14 incidents that reflect real problems experienced by the operational fleet. Analysis of these incidents revealed 183 decisions. Of these, 103 concerned situation assessments (SA). The operators used feature matching and story building to make all SA decisions. The operators invoked recognitional strategies to generate 95% of the course of action (COA) options and compared multiple options in only 5% of the COA decisions. The findings reported here indicate that under conditions of time pressure and ambiguity: decision makers rarely use analytical decision strategies, they usually satisfice rather than optimize, they rely heavily on diagnostic decisions, and they invoke singular rather than comparative evaluations of courses of action.


1996 ◽  
Vol 12 (1) ◽  
pp. 14-22
Author(s):  
R. Esteve ◽  
A. Godoy

The aim of the present paper was to test the effects of response mode (choice vs. judgment) on decision-making strategies when subjects were faced with the task of deciding the adequacy of a set of tests for a specific assessment situation. Compared with choice, judgment was predicted to lead to more information sought, more time spent on the task, a less variable pattern of search, and a greater amount of interdimensional search. Three variables hypothesized as potential moderators of the response mode effects are also studied: time pressure, information load and decision importance. Using an information board, 300 subjects made decisions (choices and judgments) on tests for a concrete assessment situation, under high or low time pressure, high or low information load, and high or low decision importance. Response mode produced strong effects on all measures of decision behavior except for pattern of search. Moderator effects occurred for time pressure and information load.


Author(s):  
Elena Reutskaja ◽  
Johannes Pulst-Korenberg ◽  
Rosemarie Nagel ◽  
Colin F. Camerer ◽  
Antonio Rangel

1999 ◽  
Vol 38 (04/05) ◽  
pp. 279-286 ◽  
Author(s):  
L. L. Weed

AbstractIt is widely recognised that accessing and processing medical information in libraries and patient records is a burden beyond the capacities of the physician’s unaided mind in the conditions of medical practice. Physicians are quite capable of tremendous intellectual feats but cannot possibly do it all. The way ahead requires the development of a framework in which the brilliant pieces of understanding are routinely assembled into a working unit of social machinery that is coherent and as error free as possible – a challenge in which we ourselves are among the working parts to be organized and brought under control.Such a framework of intellectual rigor and discipline in the practice of medicine can only be achieved if knowledge is embedded in tools; the system requiring the routine use of those tools in all decision making by both providers and patients.


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