No problem. As a non-coder you should not have to think of these things. Just keep note of the Context and the Types the info panel talks about and try to match these types up as far as possible.
A few things around passing GameObject/Component types are automated as far possible. So you can try this shortcut, sometimes. Say for example the context wants an Animator then you could pass it a GameObject.
In fact, this passing a Collider when a Transform context was expected should have worked too. I'll make a note to have a look at why it failed in this case.