Professional Documents
Culture Documents
• GOMS
• Modeling Structure
• Modeling Dynamics
• Physical Models
Predictive/Descriptive Models
• Predictive models such as the Model Human Processor (MHP) and the Keyboard Level Model
(KLM), are a priori (pre-experience) models
– They give approximations of user actions before real users are brought into the testing
environment.
• Descriptive models, such as state networks and the Three-State Model, provide a framework for
thinking about user interaction
– They can help us to understand how people interact with dynamic systems.
The Model Human Processor can make general predictions about human performance
• The MHP is a predictive model and is described by a set of memories and processors that
function according to a set of principles (principles of operation)
• Sensors
• eyes
• ears
• Buffers
• Cognitive system
•
• Motor system
• arm-hand-finger
finger system
• head-eye
eye system
• The WM must interact with LTM over a significant length of time before an item can be stored in
LTM
• This increases the number of cues that can be used to retrieve the item later
• Perceptual—The perceptual system captures physical sensations by way of the visual and
auditory receptor channels
• Perceptual decay is shorter for the visual channel than for the auditory channel
• Perceptual processor cycle time is variable according to the nature of the stimuli
• It can function as a simple conduit or it can involve complex processes, such as learning, fact
retrieval, and problem solving
• Cognitive decay is highly sensitive to the number of chunks involved in the recalled item
• Cognitive processor cycle time is variable according to the nature of the stimuli
• The KLM is a practical design tool that can capture and calculate the physical actions a user will
have to carry out to complete specific tasks
The KLM can be used to determine the most efficient method and its suitability for specific contexts.
Predict: The time an expert user will take to execute the task using the system
– Operators
– Encoding methods
KLM – Operators
• Operators
– M Mental preparation
– R System response
• Encoding methods define how the operators involved in a task are to be written
M 8K [ipconfig RETURN]
This results in a timing of 1.35 + 8 * 0.20 = 2.95 seconds for an average skilled typist.
• The KLM operators can be placed into one of two groups—physical or cognitive.
• The physical operators are defined by the chosen method of operation, such as clicking an icon
or entering a command string.
– Errors
– Learning
– Functionality
– Recall
– Concentration
– Fatigue
– Acceptability
APPLICATIONS
– During the development of the Xerox Star KLMs served as expert proxies
– The KLM clarified the tradeoffs between the number of keystrokes entered in the query
and the number of returned fields
GOMS
Goal/task models can be used to explore the methods people use to accomplish their goals
• Card et al. suggested that user interaction could be described by defining the sequential actions
a person undertakes to accomplish a task.
– goals
– operators
– methods
– selection rules
Selection Rules - The method that the user chooses is determined by selection rules
GOMS – CMN-GOMS
• CMN-GOMS (named after Card, Moran, and Newell) -a detailed expansion of the general GOMS
model
• Can judge memory requirements (the depth of the nested goal structures)
– NGOMSL Provides:
• A method for measuring the time it will take to learn specific method of
operation
CPM-GOMS represents
– Cognitive
– Perceptual
– Motor operators
• Structural models can help us to see the relationship between the conceptual components of a
design and the physical components of the system, allowing us to judge the design’s relative
effectiveness.
• Hick’s law states that the time it takes to choose one item from n alternatives is proportional to
the logarithm (base 2) of the number of choices, plus 1.
• This equation is predicated on all items having an equal probability of being chosen
T = a + b log2(n 1)
• Raskin (2000) suggests that a 50 and b 150 are sufficient place holders for “back-of-the-
envelope” approximations
• If the rules are not understood or if they are not relevant to a particular task, their arrangement
may seem arbitrary and random, requiring users to search in a linear, sequential manner.
Modeling Dynamics
Understanding the temporal aspects of interaction design is essential to the design of usable and
useful systems
• Interaction designs involve dynamic feedback loops between the user and the system
– User actions alter the state of the system, which in turn influences the user’s
subsequent actions
– Interaction designers need tools to explore how a system undergoes transitions from
one state to the next
– Menus
– Icons
– Tools
State Transition Networks can show the operation of peripheral devices
• STNs are appropriate for showing sequential operations that may involve choice on the part of
the user, as well as for expressing iteration.
The Three-State Model can help designers to determine appropriate I/O devices for specific interaction
designs
• The TSM can reveal intrinsic device states and their subsequent transitions
– The interaction designer can use these to make determinations about the correlation
between task and device
– Certain devices can be ruled out early in the design process if they do not possess the
appropriate states for the specified task
• The Three-State Model (TSM) is capable of describing three different types of pointer
movements
– Tracked: A mouse device is tracked by the system and represented by the cursor
position
– Dragged: A mouse also can be used to manipulate screen elements using drag-and-drop
operations
– Disengaged movement: Some pointing devices can be moved without being tracked by
the system, such as light pens or fingers on a touchscreen, and then reengage the
system at random screen locations
Modeling Dynamics – Glimpse Model
– Because the pen and finger give clear feedback about their location when they touch
the screen and enter state 2, it is redundant for the cursor to track this movement
– Pressure-sensitive
sensitive devices can take advantage of the s1 redundancy and map pressure
to other features
• Some applications
– Navigation in a 3D world—Quick
world Quick inspection of an object from different perspectives
– Color selection in a paint program—Preview the effects of color manipulation
Physical Models
• Physical models can predict efficiency based on the physical aspects of a design
• They calculate the time it takes to perform actions such as targeting a screen object and clicking
on it
• Fitts’ law states that the time it takes to hit a target is a function of the size of the target and the
distance to that target
Fitts’ law can be used to determine the size and location of a screen object
– Index of Difficulty (ID)—Quantifies the difficulty of a task based on width and distance
– Movement Time (MT)—Quantifies the time it takes to complete a task based on the
difficulty of the task (ID) and two empirically derived coefficients that are sensitive to
the specific experimental conditions
– Subjects were asked to tap back and forth on two 6-inch-tall plates with width W of 2, 1,
0.5, and 0.25 inches
Fitts proposed that ID, the difficulty of the movement task, could be quantified by the equation
ID = log2(2A/W)
Where:
The average time for the completion of any given movement task can be calculated by the following
equation:
MT = a + b log2(A/W + 1)
• By calculating the MT and ID, we have the ability to construct a model that can determine the
information capacity of the human motor system for a given task.
– Screen elements should occupy as much of the available screen space as possible
– Screen elements should take advantage of the screen edge whenever possible
– Large menus like pie menus are easier to uses than other types of menus.
– It is not suitable for all input devices, for example, isometric joysticks
– It does not address the difference between flexor and extensor movements
– It does not address cognitive functions such as the mental operators in the KLM model
• Bivariate data
– Objects should be elongated along the most common trajectory path (widgets normally
approached from the side should use W, those approached from the bottom or top
should use H).
– Objects should not be offset from the screen edge (consistent with the Macintosh OS).
– Objects that are defined by English words generally have W>H and should be placed on
the sides of the screen. (However, greater amplitude measurements may be significant
on the normal “landscape”-oriented screens.)
DESIGN PRICIPLES
• Comprehensibility
• Learnability
• Effectiveness/Usefulness
• Efficiency/Usability
• Grouping
• Stimulus Intensity
• Proportion
• Screen Complexity
• Resolution/Closure
• Usability Goals
• How do interaction designers succeed at creating great designs that are powerful and
aesthetically appealing?
Design principles can be used to guide design decisions
• Design principles do not prescribe specific outcomes; they function within the context of a
particular design project.
• Design principles guide interaction designers and help them make decisions that are based on
established criteria
• Usability Goals
– There are two main usability goals in the framework; comprehensibility and learnability.
– The framework also divides the design principles into two main groups; efficiency
principles and effectiveness principles.
– The framework uses the format “serves the principle of … which promotes …” to
describe the different principles.
• Presentation Filter - The functionality must be made accessible through the presentation filter
(interface).
• Effectiveness/Usefulness - If the user can learn the interface he can take advantage of the
functionality and the interface
nterface will, therefore, be useful.
Comprehensibilty
Learnabilty
• The learnability of a design is based on comprehensibility: if you can’t understand it, you can’t
learn it
Comprehensibility Learnabilty
• Learnability and comprehensibility are recursive: we start with comprehensibility which affects
learnability, which will in turn increase comprehensibility.
Principles of Interaction Design
• Effectiveness/Usefulness
– Utility
– Safety
– Flexibility
– Stability
Efficiency/Usability
– Simplicity
– Memorability
– Predictability
– Visibility
• (SUB-HEADING) Effectiveness/Usefulness
• The effectiveness goal stipulates that a design must fulfill the user’s needs by affording the
required functionality
• Utility - The principle of utility relates to what the user can do with the system
• In other words: To what degree does this actually help the user? How much
functionality does it provide?
• Safety - If a design has a high degree of safety, it will prove more useful than a design that
involves a high degree of risk. (crashing, precariously placed buttons)
• For example, if a delete button was located in immediate proximity to a save button
A computer shall not harm your work or, through inaction, allow your work to come to harm.
•
• Safety Example
• Flexibility - A tool that is flexible can be used in multiple environments and may address diverse
needs
– Customization - A tool would have greater flexibility if people were able to customize
the interface according to their personal preferences
– Example: Adobe Photoshop, used for all kinds of projects, and allows a wide range of
customizations to make it as suited to the user as possible.
– A system that functions consistently well will be more useful than a system that crashes
frequently
• Flexibility Example
• The efficiency goal stipulates that a design should enable a user to accomplish tasks in the
easiest and quickest way possible without having to do overly complex or extraneous
procedures.
• In other words, given its functionality, how easy/quick is it to do what you want it to do?
A computer shall not waste your time or require you to do more work than is strictly necessary.
• Simplicity - If things are simple they will be easy to understand and, therefore, easy to learn and
remember.
– 80/20 Rule - The 80/20 rule implies that 80% of an application’s usage involves 20% of
its functionality
– Satisficing - Combines the conflicting needs of finding the optimal solution that satisfies
all the requirements and the need to settle on a solution that will be sufficient to
proceed with the design
– Windows 7
•
• Simplicity
• Simplicity (continued)
• Physical Constraints
– Scrollbars, Sliders
– Trackball
– Barriers -provide
provide spatial constraints that can confine the user’s movement to the
appropriate areas of the interface
• Constraints Example
• Psychological Constraints
– Mapping - can influence the way in which people perceive relationships between
controls and effects
– Symbols - can influence the way in which we interact with an interface by defining
meaning and constraining our possible interpretations of interface elements
• Mapping Example
• Memorability - Interfaces that have high memorability will be easier to learn and use
• Location
• Logical Grouping
• Conventions
• Redundancy
• When you click a B on a toolbar in a text editor, you expect the text to become
bold
Consistency-Correctness
•
• Predictability (continued)
– If you see a floppy icon, you usually assume its to save whatever you’re
working on
– Familiarity: familiar menu names and options help users locate objects and functions
more easily
– Location, Location, Location: Not all areas on the screen are created equal
•
• UI Convention Example
• Predictability (continued)
– Modes: Modes create instability in mental models because they change the way objects
function
• Visibility - The principle of visibility involves making the user aware of the system’s components
and processes, including all possible functionality and feedback from user actions.
• The principles of progressive disclosure and simplicity should be used in conjunction with the
principle of visibility to avoid overload
– Feedback: Direct Manipulation interfaces provide immediate visual feedback about user
actions. It is the task of the interaction designer to decide what form that feedback
takes
–
– Overload Example
–
– Feedback Example
• Visibility (continued)
– Recognition/Recall: The principle of visibility is based on the fact that we are better at
recognition than we are at recall
• Orientation Failure
• Low-level principles - used to make decisions about specific screen controls, menus and layouts
Use visual cues to support the logical structure of the interface
– Gestalt psychology strives to explain the factors involved in the way we group things
– At the heart of Gestalt psychology is the idea that we strive to find the simplest
solutions to incomplete visual information
– Proximity
– Similarity
– Common Fate
– Closure
– Good Continuity
– Area
– Symmetry
– Surroundedness
– Prägnanz
Proximity Principle – Objects that are close to each other will be seen as belonging together
• Similarity Principle – Objects that have similar visual characteristics, such as size, shape or color
will be seen as a group and therefore related
–
• Common Fate Principle – Objects that move together are seen as related
Unaligned Drop-Down
Down Menus Aligned Drop-Down Menus
• Closure Principle – We tend to see things as complete objects even though there may be gaps in
the shape of the objects
][ ][ ][
[ ][ ][ ][
Closure Principle
Symmetry Principle – Symmetrical areas tend to be seen as complete figures that form around their
middle
• Surroundedness Principle – An area that is surrounded will be seen as the figure and the area
that surrounds will be seen as the ground
• Prägnanz Principle – We tend to perceive things based on the simplest and most stable or
complete interpretation
•
Visual Conflict
ict with Common Fate Visual Conflict with Surroundedness
• We respond first to the intensity of a stimulus and only then do we begin to process its meaning.
Other Principles of Perception – Proportion
• Golden Ratio - The golden ratio expresses the relationship between two aspects of a form such
as height to width and must equal 0.618
– The relationship between the numbers in the Fibonacci series is similar to phi.
1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987, …
• Golden Spiral - A log spiral whose growth factor is relative to the golden ratio.
• Golden Triangle – The ratio of the longest side to the smallest side is phi.
• The measure of complexity developed by Tullis (1984) can be used to calculate the relative
complexity, and therefore the difficulty, of a design.
2. Count the number of elements and the number of columns (vertical alignment points)
3. Count the number of elements and the number of rows (horizontal alignment points)
•
• Redesigned screen
• Simplified
plified formula by Galitz (2002):
– Comber and Maltby (1997) found that both overly simple and overly complex screens
were low in usability
• Usability
• Effectiveness (Understandable)
• Attitude (Appearance)
• Complexity Guidelines
– Optimize the number of elements on a screen within the limits of clarity and utility.
– Decreased complexity meant that there were fewer ways to group objects.
– When the user’s objective is satisfied, he or she will consider the task complete and
move on to the next goal
– Most people are interested in completing their tasks and do not enjoy struggling with
the tools they need to use. One of the most important goals of user-centered design is
to make things easy to use.
Design Principle—Simplicity
– Simple things require little effort and can often be accomplished without much thought.
If interaction designs are guided by the principle of simplicity, they will be easier to use.
Project Guideline—All dialogue boxes should present only the basic functions that are most often used
and that other, less used functions can be accessed using an expandable dialogue with a link for “More
Options.”
• GOMS
• Modeling Structure
• Modeling Dynamics
• Physical Models
• Modeling Structure : Structural models can help us to see the relationship between the
conceptual components of a design and the physical components of the system, allowing us to
judge the design’s relative effectiveness.
• Hick’s law states that the time it takes to choose one item from n alternatives is proportional to
the logarithm (base 2) of the number of choices, plus 1.
• This equation is predicated on all items having an equal probability of being chosen
• Hick’s law states that the time it takes to choose one item from n alternatives is proportional to
the logarithm (base 2) of the number of choices, plus 1.
• This equation is predicated on all items having an equal probability of being chosen
T = a + b log2(n + 1)
• Raskin (2000) suggests that a = 50 and b =150 are sufficient place holders for “back-of-the-
envelope” approximations.
• If the rules are not understood or if they are not relevant to a particular task, their arrangement
may seem arbitrary and random, requiring users to search in a linear, sequential manner.
Physical Models
• Physical models can predict efficiency based on the physical aspects of a design
• They calculate the time it takes to perform actions such as targeting a screen object and clicking
on it
• Physical models can predict efficiency based on the physical aspects of a design
• They calculate the time it takes to perform actions such as targeting a screen object and clicking
on it
Fitts’ law states that the time it takes to hit a target is a function of the size of the target and the
distance to that target
Fitts’ law can be used to determine the size and location of a screen object
– Index of Difficulty (ID)—Quantifies the difficulty of a task based on width and distance
– Movement Time (MT)—Quantifies the time it takes to complete a task based on the
difficulty of the task (ID) and two empirically derived coefficients that are sensitive to
the specific experimental conditions
– Subjects were asked to tap back and forth on two 6-inch-tall plates with width W of 2, 1,
0.5, and 0.25 inches
• Fitts proposed that ID, the difficulty of the movement task, could be quantified by the equation
ID = log2(2A/W)
Where: A is the amplitude (distance to the target),, W is the width of the target
• This equation was later refined by MacKenzie to align more closely with Shannon’s law (from
information theory):
ID = log2(A/W + 1)
The average time for the completion of any given movement task can be calculated by the following
equation: MT = a + b log2(A/W + 1)
(just like for Hick’s Law, a = 50 and b = 150 are sufficient place holders for “back-of-the-envelope”
approximations)
• By calculating the MT and ID, we have the ability to construct a model that can determine the
information capacity of the human motor system for a given task.
TP = ID/MT
• Implications of Fitts’ Law
– Screen elements should occupy as much of the available screen space as possible
– Screen elements should take advantage of the screen edge whenever possible
– Large menus like pie menus are easier to uses than other types of menus.
– It is not suitable for all input devices, for example, isometric joysticks
– It does not address the difference between flexor and extensor movements
– It does not address cognitive functions such as the mental operators in the KLM model
Bivariate data
Apparent width.