Information overload is a problem in any system where large amounts of data are processed. This issue comes to light whenever troops have more information available than they can reliably process. Frequently, troops do not need to know the identity of every soldier in the vicinity, they simply need to know where the other soldiers are. This clearly implies that a certain amount of filtration is required to keep the military functional.

This requirement forces us to consider who needs what information. It is clear that a commander viewing the whole battlefield may need to know where various troops are, and which units they belong to. It is also clear that giving a battlefield commander the name of every single troop on the battlefield is a horrendous mistake and probably enough to make the information completely useless.

From these simple examples, we can draw up some principles of information distribution:

  • The information must be relevant to the decisions that need to be made at each level.
  • The quantity of detailed information must be kept low. This applies to such things as unit names, vehicle types, etc.
  • An important consideration here is to graphically represent important information in such a way as to limit the amount of reading that is needed to process the information.
  • Displayed symbology needs to be kept simple and obvious.

  • For example, airstrips should be displayed in a mnenomically similar manner, such as crossed lines.