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Lecture 10

This document discusses different models of how humans interact with computers and how they can be used for user interface design and evaluation. It covers three main models: 1) Cognitive modeling which includes modeling the human as an information processor using techniques like the GOMS model and keystroke-level models. 2) Physical models which focus on low-level motor actions like keystrokes. 3) Viewing the human role as an actor in an environment and how models based on activity theory can provide insights into usability. The document discusses how these different human models lead to different frameworks for evaluating usability and designing user interfaces.

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Usama Kayani
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© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
17 views

Lecture 10

This document discusses different models of how humans interact with computers and how they can be used for user interface design and evaluation. It covers three main models: 1) Cognitive modeling which includes modeling the human as an information processor using techniques like the GOMS model and keystroke-level models. 2) Physical models which focus on low-level motor actions like keystrokes. 3) Viewing the human role as an actor in an environment and how models based on activity theory can provide insights into usability. The document discusses how these different human models lead to different frameworks for evaluating usability and designing user interfaces.

Uploaded by

Usama Kayani
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 39

HUMAN COMPUTER INTERACTION

Lecture 10

1
User Models
Predicting thoughts and actions

Cognitive modeling
- Model Human Processor
- GOMS
- Cognitive Complexity Theory
Physical Models
- Keystroke-level models
Human Role

• How is human viewed in HCI


What is human role?
• Different roles engender different
frameworks

Fall- 2013 3
Roles

• 1. Human = Sensory processor


 Experimental psych, sensory psych
• 2. Human = Interpreter/Predicter
 Cognitive psych, AI
• 3. Human = Actor in environment
 Activity theory, ethnography, ecological
psych

Fall- 2013 4
What Makes a System Usable

• 1. Human = Sensory processor


 Usability = Fit within human limits
• 2. Human = Interpreter/Predicter
 Usability = Fit with knowledge
• 3. Human = Actor in environment
 Usability = Fit with task and social context

Fall- 2013 5
Evaluation Techniques

• 1. Human = Sensory processor


 Quantitative experiments
• 2. Human = Interpreter/Predicter
 Task analysis, cognitive walkthrough
• 3. Human = Actor in environment
 Ethnographic field work, participatory design

Fall- 2013 6
Two Views of Interaction

• Interaction with
 Software system is a tool or machine
 Interface is a usability-engineered membrane
 Human-as-processor & -interpreter models
• Interaction through
 Software is a medium used to interact with task
objects or other people
 Interface plays a role in social context
 Human-as-interpreter & -actor models

Fall- 2013 7
Cognitive/User Modeling

• Idea: If we can build a model of how a


user works, then we can predict how s/he
will interact with the interface
 Predictive modeling, predictive evaluation

• We do not even need a mock-up or prototype

Fall- 2013 8
Components

• Model some aspects of user’s


understanding, knowledge, intentions and
processing
• Vary in representation levels: high
level plans and problem-solving to
low level motor actions such as
keypresses

Fall- 2013 9
Differing Approaches

• Many different modeling


techniques exist
 Human as information processing
machine
Many subfamilies and related models
(Today)
 Human as actor in context
Situation action, Activity theory, Distributed cognition
(To come later…)

Fall- 2013 10
1. Model Human Processor

• Consider humans as information


processing systems
 Predicting performance
 Not deciding how one would act
 A “procedural” model
People learn to use products by generating rules
for their use and “running” their mental model
while interacting with system
• From Card, Moran, and Newell (1980’s)

Fall- 2013 11
MHP Components

• Set of memories and processors together


• Set of “principles of operation”
• Discrete, sequential model
• Each stage has timing characteristics (add
the stage times to get overall
performance times)

Fall- 2013 12
3 (Three) Subsystems

• Perceptual,
• cognitive
• Motor
• Each has own memories and processors
• Fundamental recognize-act cycle of
behavior
 Contents of working memory trigger actions
held in long-term memory
Fall- 2013 13
Perceptual System

• Consists of sensors and associated


buffer memories
 Most important memories being visual image
store and audio image store
 Hold output of sensory system while it is
being symbolically coded

Fall- 2013 14
Cognitive System

• Receives symbolically coded information


from sensory image stores in its
working memory
• Uses that with previously stored
information in long-term memory to make
decisions on how to respond

Fall- 2013 15
Motor System

• Carries out appropriate response

Fall- 2013 16
Principles of Operation

• Set of principles that describe how


behavior occurs (based on experimental
findings about humans)
 Recognize-act cycle, variable perceptual
processor rate, encoding specificity,
variable cognitive processor rate, Power
law of practice, uncertainty, problem
space

Fall- 2013 17
Fall- 2013 18
Related Modeling
Techniques

• Many techniques fall within this “human


as information processor” model
• Common thread - hierarchical
decomposition
 Divide behaviors into
smaller chunks
 Questions:
What is unit chunk?
When to start/stop?
Fall- 2013 19
2. GOMS

• Goals, Operators, Methods, Selection


Rules
 Developed by Card, Moran and Newell
• Probably the most widely known and used
technique in this family

Fall- 2013 20
GOMS

Goals
 what the user wants to achieve

Operators
 basic actions user performs

Methods
 decomposition of a goal into subgoals/operators

Selection
 means of choosing between competing methods
Assumptions

• “Expert” is performing UI operations


• Interacting with system is problem solving
• Decompose into subproblems
• Determine goals to attack problem
• Know sequence of operations used to
achieve the goals
• Timing values for each operation

Fall- 2013 22
Goal

• End state trying to achieve


• Then decompose into subgoals

Select
sentence
Moved sentence Cut
sentence
Move to new spot
Paste
sentence
Place it

Fall- 2013 23
Operators

• Basic actions available for performing a


task (lowest level actions)

• Examples: move mouse pointer, drag,


press key, read dialog box, …

Fall- 2013 24
Methods

• Sequence of operators (procedures) for


accomplishing a goal (may be
multiple)

• Example: Select sentence


 Move mouse pointer to first word
 Depress button
 Drag to last word
 Release
Fall- 2013 25
Selection Rules

• Invoked when there is a choice of a


method
• GOMS attempts to predict which methods
will be used

• Example: Could cut sentence either by


menu pulldown or by ctrl-x

Fall- 2013 26
GOMS Procedure

• Walk through sequence of steps

• Assign each an approximate time duration


• -> Know overall performance time

Fall- 2013 27
Application

• NYNEX telephone operation system


• GOMS analysis used to determine critical
path, time to complete typical task
• Determined that new system would
actually be slower

Fall- 2013 28
Limitations

• GOMS is not for


 Tasks where steps are not well understood
 Inexperienced users

Fall- 2013 29
GOMS Variants

• GOMS is often combined with a keystroke


level analysis
 KLM - Keystroke level model
 Analyze only observable behaviors such as
keypresses, mouse movements
 Low-level GOMS where method is given
• Tasks split into two phases
 Acquisition of task - user builds mental
representation.
 Execution of task - using system facilities
Fall- 2013 KLM predicts 30
Procedure

• How KLM works


 Assigns times to different operators
 Plus: Rules for adding M’s (mental
preparations) in certain spots

• Chart on next slide

Fall- 2013 31
Keystroke Level Model
(KLM)
• lowest level of (original) GOMS
• six execution phase operators
 Physical motor: K - keystroking
P - pointing
H - homing
D - drawing
 Mental M - mental preparation
 System R - response

• times are empirically determined.


Texecute = TK + TP + TH + TD + TM + TR
Fall- 2013 33
Example
Move Sentence
1. Select sentence
Reach for mouse H 0.40
Point to first word P 1.10
Click button down K 0.60
Drag to last word P 1.20
Release K 0.60
3.90 secs

2. Cut sentence
Press, hold ^ Point to menu
Press and release ‘x’ or Press and hold mouse
Release ^ Move to “cut”
Release

3. ...
Fall- 2013 34
Other GOMS Variants

• NGOMSL (Kieras)
 Very similar to GOMS
 Goals expressed as noun-action pair, eg.,
delete word
 Same predictions as other methods
 More sophisticated, incorporates learning,
consistency
 Handles expert-novice difference, etc.

Fall- 2013 35
3. Production Systems

• Cognitive Complexity Theory


 Uses goal decomposition from GOMS and
provides more predictive power
 Goal-like hierarchy expressed using
production rules
if condition, then action
Makes a generalized transition network
 From Kieras and Polson

Fall- 2013 36
Modeling Problems

• 1. Terminology - example
 High frequency use experts - cmd language
 Infrequent novices - menus
 What’s “frequent”, “novice”?
• 2. Dependent on “grain of analysis” employed
 Can break down getting a cup of coffee into 7, 20, or
50 tasks
 That affects number of rules and their types

Fall- 2013 37
Modeling Problems (contd.)

• 3. Does not involve user per se


 Don’t inform designer of what user wants

• 4. Time-consuming and lengthy

• 5. One user, one computer model


 No social context

Fall- 2013 38
THANK YOU

40

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