Presentation is loading. Please wait.

Presentation is loading. Please wait.

SIMS 213: User Interface Design & Development

Similar presentations


Presentation on theme: "SIMS 213: User Interface Design & Development"— Presentation transcript:

1 SIMS 213: User Interface Design & Development
Marti Hearst Tues, April 18, 2006

2 Today Evaluation based on Cognitive Modeling Keystroke-Level Model
low-level description of what users must do to perform a task. GOMS structured, multi-level description of what users must do to perform a task Fitts’ Law Used to predict time needed to select a target

3 Keystroke-level Model
Another “discount” usability method Main idea: Walk through the interface, counting how many operations it would take an expert user to perform Look for ways to optimize Look for potential sources of error KLM is very low-level (tiny operations)

4 Keystroke-Level Model
How to make a KLM List specific actions user does to perform task Keystrokes and button presses Mouse movements Hand movements between keyboard & mouse System response time (if it makes user wait) Add Mental operators Assign execution times to steps Sum execution times Only provides execution time and operator sequence Slide adapted from Chris Long

5 KLM Example Replace all instances of a 4-letter word.
(example from Hochstein)

6 Slide adapted from Chris Long
What is GOMS? A family of user interface modeling techniques Goals, Operators, Methods, and Selection rules Higher-level than KLM Input: detailed description of UI and task(s) Output: various qualitative and quantitative measures Slide adapted from Chris Long

7 Applications of GOMS analysis
Compare UI designs Profiling Building a help system GOMS modelling makes user tasks and goals explicit Can suggest questions users will ask and the answers Slide adapted from Chris Long

8 Slide adapted from Chris Long
What GOMS can model Task must be goal-directed Some activities are more goal-directed than others Even creative activities contain goal-directed tasks Task must a routine cognitive skill Can include serial and parallel tasks Slide adapted from Chris Long

9 Slide adapted from Chris Long
GOMS Output Functionality coverage and consistency Does UI contain needed functions? Are similar tasks performed similarly? (NGOMSL only?) Operator sequence In what order are individual operations done? Abstraction of operations may vary among models Slide adapted from Chris Long

10 Slide adapted from Chris Long
Output (cont’d) Execution time By expert Error recovery Procedure learning time (NGOMSL only) Accurate for relative comparison only Does not include time for learning domain knowledge Slide adapted from Chris Long

11 How to do (CMN-)GOMS Analysis
Generate task description Pick high-level user Goal Write Method for accomplishing Goal - may invoke subgoals Write Methods for subgoals This is recursive Stops when Operators are reached Evaluate description of task Apply results to UI Iterate Slide adapted from Chris Long

12 Slide adapted from Chris Long
Operators vs. Methods Operator: the most primitive action Method: requires several Operators or subgoal invocations to accomplish Level of detail determined by KLM level - keypress, mouse press Higher level - select-Close-from-File-menu Different parts of model can be at different levels of detail Slide adapted from Chris Long

13 GOMS Example 1: PDA Text Entry
goal: enter-text-PDA move-pen-to-text-start goal: enter-word-PDA ...repeat until no more words write-letter ...repeat until no more letters [select: goal: correct-misrecognized-word] ...if incorrect expansion of correct-misrecognized-word goal: move-pen-to-incorrect-letter write-letter Slide adapted from Chris Long

14 GOMS Example 2: Graph Drawer
goal: draw-graph goal: draw-node ...repeat until no more nodes goal: draw-circle draw-circle-gesture goal: verify-circle-gesture [select: goal: correct-gesture] ...if misrecognized or drawn incorrectly goal: connect-node ...repeat until no more connections draw-line-gesture move-pen-to-node-just-drawn goal: name-node make-naming-gesture goal:enter-text Slide adapted from Chris Long

15 Slide adapted from Chris Long
GOMS Example 2 expansion of correct-gesture goal move-pen-to-undo-button tap-undo-button goal: copy-node move-pen-to-node draw-copy-gesture drag-pen-to-destination Slide adapted from Chris Long

16 GOMS Example 3 Move text in a word processor (example from Hochstein)

17 GOMS Example 3 Move text in a word processor (example from Hochstein)

18 GOMS Example 3 Move text in a word processor (example from Hochstein)

19 Slide adapted from Chris Long
Members of GOMS Family Keystroke-Level Model (KLM) – Card, Moran, Newell (1983) CMN-GOMS Card, Moran, Newell GOMS Natural GOMS Language (NGOMSL) -Kieras (1988+) Critical Path Method or Cognitive, Perceptual, and Motor GOMS (CPM-GOMS) John (1990+) Slide adapted from Chris Long

20 Slide adapted from Chris Long
Other GOMS techniques NGOMSL Regularized level of detail Formal syntax, so computer interpretable Gives learning times CPM-GOMS Closer to level of Model Human Processor Much more time consuming to generate Can model parallel activities Slide adapted from Chris Long

21 Real-world GOMS Applications
KLM Mouse-based text editor Mechanical CAD system NGOMSL TV control system Nuclear power plant operator’s associate CPM-GOMS Telephone operator workstation Slide adapted from Chris Long

22 Engineering Model of Human Performance
From The Psychology of Human-Computer Interaction, by Card, Moran, and Newell Quantitative predictions Usefully approximate Based on the “Model Human Processor” Slide adapted from Chris Long

23 Slide adapted from Chris Long
Advantages of GOMS Gives several qualitative and quantitative measures Model explains why the results are what they are Less work than user study Easy to modify when interface is revised Research ongoing for tools to aid modeling process Slide adapted from Chris Long

24 Slide adapted from Chris Long
Disadvantages of GOMS Not as easy as heuristic analysis, guidelines, or cognitive walkthrough Only works for goal-directed tasks Assumes tasks are performed by expert users Evaluator must pick users’ tasks/goals Does not address several important UI issues, such as readability of text memorability of icons, commands Does not address social or organizational impact Slide adapted from Chris Long

25 Slide adapted from Chris Long
GOMS Summary Provides info about many important UI properties But does not tell you most of what you want to know about a UI Substantial effort to do initial model, but still (potentially) easier than user testing Changing later is much less work than initial generation Slide adapted from Chris Long

26 Slide adapted from Newstetter & Martin, Georgia Tech
Fitts’ Law Models movement time for selection tasks The movement time for a well-rehearsed selection task increases as the distance to the target increases decreases as the size of the target Slide adapted from Newstetter & Martin, Georgia Tech

27 Slide adapted from Newstetter & Martin, Georgia Tech
Fitts’ Law Time (in msec) = a + b log2(D/S+1) where a, b = constants (empirically derived) D = distance S = size ID is Index of Difficulty = log2(D/S+1) Slide adapted from Newstetter & Martin, Georgia Tech

28 Slide adapted from Pourang Irani
Fitts’ Law Time = a + b log2(D/S+1) Target 1 Target 2 Same ID → Same Difficulty Slide adapted from Pourang Irani

29 Slide adapted from Pourang Irani
Fitts’ Law Time = a + b log2(D/S+1) Target 1 Target 2 Smaller ID → Easier Slide adapted from Pourang Irani

30 Slide adapted from Pourang Irani
Fitts’ Law Time = a + b log2(D/S+1) Target 1 Target 2 Larger ID → Harder Slide adapted from Pourang Irani

31 Determining Constants for Fitts’ Law
To determine a and b design a set of tasks with varying values for D and S (conditions) For each task condition multiple trials conducted and the time to execute each is recorded and stored electronically for statistical analysis Accuracy is also recorded either through the x-y coordinates of selection or through the error rate — the percentage of trials selected with the cursor outside the target Slide adapted from Pourang Irani

32 A Quiz Designed to Give You Fitts
Microsoft Toolbars offer the user the option of displaying a label below each tool. Name at least one reason why labeled tools can be accessed faster. (Assume, for this, that the user knows the tool.) Slide adapted from Pourang Irani

33 A Quiz Designed to Give You Fitts
The label becomes part of the target. The target is therefore bigger. Bigger targets, all else being equal, can always be acccessed faster, by Fitt's Law. When labels are not used, the tool icons crowd together. Slide adapted from Pourang Irani

34 A Quiz Designed to Give You Fitts
You have a palette of tools in a graphics application that consists of a matrix of 16x16-pixel icons laid out as a 2x8 array that lies along the left-hand edge of the screen. Without moving the array from the left-hand side of the screen or changing the size of the icons, what steps can you take to decrease the time necessary to access the average tool? Slide adapted from Pourang Irani

35 A Quiz Designed to Give You Fitts
Change the array to 1X16, so all the tools lie along the edge of the screen. Ensure that the user can click on the very first row of pixels along the edge of the screen to select a tool. There should be no buffer zone. Slide adapted from Pourang Irani

36 Summary We can use Cognitive Modeling to make predictions about interface usability Complementary to Usability Studies In practice: GOMS not used often Fitts law often used for determining best case for new kinds of input methods


Download ppt "SIMS 213: User Interface Design & Development"

Similar presentations


Ads by Google