Professional Documents
Culture Documents
Interaction
´Goals- purpose
- What is the purpose of the design we are
intending to produce?
- Who is it for? Why do they want it?
´Constraints
- What materials must we use? What
standards must we adopt?
- How much can it cost?
- How much time do we have to develop it?
- Are there health and safety issues?
´Trade-off- Choosing which goals or constraints can
beHCIrelaxed
Unit-III SVS
so that others can be met. 25/02/21
5 Golden rule of design
Kerala plane crash: 18 dead after Air Serum fire incident: which killed five
India plane breaks in two at Calicut labourers, Losses pegged at over Rs
1,000 crore
HCI Unit-III SVS 25/02/21
Bad interfaces are slow/error-prone to use. Bad interfaces cost money & cost lives
8 To err is human
Lintel
´but …
´concrete lintel breaks because too much weight
´blame ‘lintel error’ ? ….no
´it is design error (architect & engineer)
we know how concrete behaves under stress
´human ‘error’ is normal
´we know how users behave under stress
´so design for it!
´treat the user at least as well as physical
materials!
HCI Unit-III SVS 25/02/21
Human Error- Errors are all those occasions in which a
planned sequence of mental or physical activities fails to
achieve its intended outcome and when these failures cannot
9
be attributed to the intervention of some change agency
Slips and lapses are errors which Mistakes may be defined as deficiencies
result from some failure in the or failures in the judgemental and/or
execution and/or storage stage of an inferential processes involved in the
action sequence, regardless of selection of an objective or in the
whether or not the plan which guided specification of the means to achieve it,
them was adequate to achieve its irrespective of whether or not the action
objective. directed by this decision scheme run
• Mistyping an email address according to plan.
• Mistyping a password • Clicking on a heading that isn't
• Picking the wrong month when clickable
making a reservation • Intentionally double clicking a link or
• Clicking Reset instead of Submit button
button • Typing both first and last name in the
• Mistyping an email address in the first name field
re-enter email address field • Entering today's date instead of the
• Accidentally clicking an adjacent date of birth
link • Replying to all in an email instead of
• Accidentally double
HCI Unit-III SVS clicking a
just one person 25/02/21
satisfactorily.
12
The process of design
scenarios
what is task analysis
wanted guidelines
principles
interviews analysis precise
ethnography specification
design
what is there
vs. dialogue implement
notations and deploy
what is wanted
evaluation
prototype
heuristics architectures
documentation
help
HCI Unit-III SVS 25/02/21
13
The process of design
requirements
what is
scenarios • what is there and what is
task analysis
wanted wanted …
analysis
• interviewing people
interviews
ethnography • videotaping them,
• seeing at the documents/
what is there objects/ interface that they
vs.
what is wanted work with
• observing them directly
• Ethnographic study-
Observation derived from
HCI Unit-III SVS
anthropology 25/02/21
14 User Focus
Betty is 37 years old. She has been Warehouse Manager for five
years and has worked for Simpkins Brothers Engineering for 12
years. She didn’t go to university, but has studied in her evenings
for a business diploma. She has two children aged 15 and 7 and
does not like to work late. She did part of an introductory in-house
computer course some years ago, but it was interrupted when she
was promoted and could no longer afford to take the time. Her
vision is perfect, but her right-hand movement is slightly restricted
following an industrial accident three years ago. She is enthusiastic
about her work and is happy to delegate responsibility and take
suggestions from her staff. However, she does feel threatened by
the introduction of yet another new computer system (the third in
her time at SBE).
scenarios
what is task analysis
wanted analysis
interviews analysis • ordering & understanding,
ethnography • Scenarios and task analysis
what is there
vs.
what is wanted
´step-by-step walkthrough
´what can they see (sketches, screen shots)
´what do they do (keyboard, mouse etc.)
´what are they thinking?
´explore interaction
´what happens when
´explore cognition
´what are the users thinking
´explore architecture
´what is happening inside
HCI Unit-III SVS 25/02/21
23 Scenario
´ Communicate with others
- designers, clients, users
´ Validate other models
- Play it against other models
´ Express dynamics
- Screenshots- appearance
- Scenario- behaviour
´ Time is linear: Scenarios are linear
´ Our lives are linear as we live in time and so
we find it easier to understand simple linear
narratives
´ But no alternatives
HCI Unit-III SVS 25/02/21
Scenario: linearity
24
- software architecture
29 `
the systems
navigation design
´ local structure – single screen
´ global structure – whole site
main remove
confirm
screen user
add user
HCI Unit-III SVS 25/02/21
30 Navigation Design
´ widget choice
´menus, buttons etc.
´ screen design
´ application navigation design
´ environment
´other apps, O/S
goal
start
goal
start
goal
start
goal
start
Navigation Design
four golden rules
live links
to higher
levels
HCI Unit-III SVS 25/02/21
40 Navigation Design
beware the big button trap
between screens
within the application
43 Navigation Design
hierarchical diagrams
the system
´misuse of Miller’s 7 ± 2
´short term memory, not menu size
´optimal?
´many items on each screen
´but structured within screen
HCI Unit-III SVS 25/02/21
Dix , Alan
ü
Finlay, Janet
Abowd, Gregory
Beale, Russell
´grouping of items
´order of items
´decoration - fonts,
boxes etc.
´alignment of items
´white space between
items
Order details:
item quantity cost/item cost
size 10 screws (boxes) 7 3.71 25.97
…… … … …
´grouping of items
defrost´defrost
settingssettings
type of´type
food of food
time to´time
cook to cook
´grouping of items
´order of items
1) type of1)heating
type of heating 1
2) temperature
2) temperature
3) time to
3)cook
time to cook
2
4) start 4) start
3
HCI Unit-III SVS 25/02/21
4
screen design & layout
57
decoration
´use boxes to group logical items
´use fonts for emphasis, headings
´but not too many!!
ABCDEFGHIJKLM
NOPQRSTUVWXYZ
HCI Unit-III SVS 25/02/21
58
screen design & layout
decoration conti…
physical controls
´grouping of items
´order of items
´decoration
different
´ colours for
different colours
different functions
for different functions
´grouping of items
´order of items
´decoration
´alignment
centred´ text in text
centered buttons
in buttons
? easy to scan ?
? easy to scan ?
HCI Unit-III SVS 25/02/21
61 screen design & layout
alignment - names
´Usually scanning for surnames
Þ make it easy!
Alan Dix
Janet Finlay
Gregory Abowd û Dix , Alan
ü
Finlay, Janet
ü
Russell Beale Abowd, Gregory
Beale, Russell
Alan Dix
Janet Finlay
Gregory Abowd
Russell Beale
HCI Unit-III SVS 25/02/21
screen design & layout
62
alignment - numbers
532.56
think purpose! 179.3
256.317
which is biggest? 15
73.948
1035
3.142
497.6256
HCI Unit-III SVS 25/02/21
screen design & layout
63
alignment - numbers
627.865
visually: 1.005763
long number = big number 382.583
2502.56
align decimal points 432.935
or right align integers 2.0175
652.87
56.34
HCI Unit-III SVS 25/02/21
screen design & layout
64
multiple columns
´scanning across gaps hard:
(often hard to avoid with large data
base fields)
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
´use leaders
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
´grouping of items
´order of items
´decoration
´alignment
´white space
´ gaps to aid grouping
gaps to aid grouping
HCI Unit-III SVS 25/02/21
74 physical controls
´grouping of items
defrost´defrost
settingssettings
type of´type
food of food
time to´time
cook to cook
´grouping of items
defrost´defrost
settingssettings
type of´type
food of food
time to´time
cook to cook
´grouping of items
´order of items
1) type of1)heating
type of heating 1
2) temperature
2) temperature
3) time to
3)cook
time to cook
2
4) start 4) start
3
HCI Unit-III SVS 25/02/21
4
77 physical controls
´grouping of items
´order of items
´decoration
different
´ colours for
different colours
different functions
for different functions
´grouping of items
´order of items
´decoration
´alignment
centred´ text in text
centered buttons
in buttons
? easy to scan ?
? easy to scan ?
HCI Unit-III SVS 25/02/21
79 physical controls
´grouping of items
´order of items
´decoration
´alignment
´white space
´ gaps to aid grouping
gaps to aid grouping
HCI Unit-III SVS 25/02/21
80
´ logical layout
´ use task analysis
´ groupings
´ natural order for entering information
?
Name: Alan Dix
Address: Lancaster
chap10
chap1 12
17
85 chap10
chap5 12
16
chap11
chap1 51
17
´ purpose matters chap12
chap14
chap13
chap20
262
22
83
27
´ sort order (which column, numeric chap14
chap8 22
32
alphabetic) …… …
´ text vs. diagram
´ scatter graph vs. histogram
ü û 25/02/21
90
Human-Computer
Interaction
Contents
• Iteration and Prototyping
• Software Engineering- Waterfall Model
• Interactive systems & software life cycle
• Usability Engineering
Detailed
design
Usability specification
• usability attribute/principle
• measuring concept
• measuring method
• now level/ worst case/ planned level/ best case
Problems
• usability specification requires level of detail that may not be
• possible early in design satisfying a usability specification
• does not necessarily satisfy usability
HCI & SDLC 16
Part of a usability specification for a VCR
• effectiveness
• can you achieve what you want to?
• efficiency
• can you do it without wasting effort?
• satisfaction
• do you enjoy the process?
HCI & SDLC 18
some metrics from ISO 9241
Usability Effectiveness Efficiency Satisfaction
objective measures measures measures
Human-Computer
Interaction
Design Rules
• Design Rules are rules a designer can follow in order to increase the
usability of the eventual software product
• Classified based on rule’s authority & generality
• By authority, we mean an indication of whether or not the rule must
be followed in design or whether it is only suggested.
• By generality, we mean whether the rule can be applied to many
design situations or whether it is focussed on a more limited
application situation
Design Rules
• Principles are abstract design rules, with high generality and low
authority.
• Standards are specific design rules, high in authority and limited in
application.
• Guidelines tend to be lower in authority and more general in
application.
Golden rules & Heuristics
• Shneiderman’s Eight Golden Rules of Interface Design
Instagram's design has been consistent from 2009 The look of Mac OS over time.
to 2020, with its Feed Layout style and navbar Mac OS Menu Bar stays consistent.
icons staying consistent
Eight Golden Rules: Enable frequent
users to use shortcuts
As the user installs software to the Mac OS, an informative screen shows what step the
user is currently at in their installation.
As the user installs the program “Parallels Desktop 9”, it shows that it is currently
“copying files”.
8 Golden Rules: Offer error prevention & error handling
A gentle error message is shown explaining to the user what A bad example by Windows displays an error message that uses
was happening and why it was happening. It even goes further the words “fatal” and “terminated”. Such negative, unfriendly
to reassure the user, telling them that they are in control (see words are sure to scare away most users!
‘Support Internal Locus of Control’ below) by explaining that
this is due to their own security preference choices.
Eight Golden Rules: Permit easy reversal of actions
Mac’s Activity Monitor allows the user to Quit or Force Quit a program if it crashes.
Eight Golden Rules: Reduce short-term memory load
Great examples of how Apple implements the rules of consistency (1st rule) by displaying the same bottom menu
across different versions of the iOS. This is also a great example of how Apple reduces short-term memory load
(8th rule). As humans are only capable of retaining 5 items in our short term memory at one time, the Apple iPhone
has stuck with allowing only 4 app icons to sit in the main menu area at the bottom of the screen, regardless of
whether it’s the iOS 4 or the iOS 7.
Reference
• Alan Dix, Janet Finlay, Gregory D. Abowd and Russell Beale, 2005.
“Human-Computer Interaction” (4th Edition) Prentice-Hall, Inc., USA.
• Author/Copyright holder: Marc Smith. Copyright terms and license:
CC BY 2.0
• Shneiderman’s Eight Golden Rules Will Help You Design Better
Interfaces by Euphemia Wong
Unit-IV Evaluation & Support
universal design
is the design of products and environments to be
usable by all people, to the greatest extent possible,
without the need for adaptation or specialized
design. The intent of Universal Design is to simplify
life for everyone by making products,
communications, and the built environment more
usable by as many people as possible at little or no
extra cost. Universal Design benefits people of all
ages and abilities.
(Mace et al., 1991)
universal design principles
- NCSW
• equitable use
• flexibility in use
• simple and intuitive to use
• perceptible information
• tolerance for error
• low physical effort
• size and space for approach and use
equitable use
• Multi-modal systems
– use more than one sense (or mode ) of interaction
e.g. visual and aural senses: a text processor may speak the
words as well as echoing them to the screen
• Multi-media systems
– use a number of different media to communicate
information
e.g. a computer-based teaching system:may use video,
animation, text and still images: different media all using the
visual mode of interaction; may also use sounds, both speech
and non-speech: two more media, now using a different mode
Speech
phonemes
– 40 of them
– basic atomic units
– sound slightly different depending on the context
they are in, these larger units are …
allophones
– all the sounds in the language
– between 120 and 130 of them
– these are formed into …
morphemes
– smallest unit of language that has meaning.
Speech (cont’d)
Other terminology:
• prosody
– alteration in tone and quality
– variations in emphasis, stress, pauses and pitch
– impart more meaning to sentences.
• co-articulation
– the effect of context on the sound
– transforms the phonemes into allophones
• syntax – structure of sentences
• semantics – meaning of sentences
Speech Recognition Problems
a a a ah h æ æ ø ø e e e
o a a h r æ l ø y y j i
o o a h r r r g g y j i
o o m a r m n m n j i i
l o u h v vm n n h hj j j
l u v v p d d t r h hi j
. . u v tk k p p p r k s
. . v k pt t p t p h s s
Speech Recognition: useful?
Useful
– natural and familiar way of receiving information
Problems
– similar to recognition: prosody particularly
Additional problems
– intrusive - needs headphones, or creates noise in the
workplace
– transient - harder to review and browse
Speech Synthesis: useful?
Examples:
• screen readers
– read the textual display to the user
utilised by visually impaired people
• warning signals
– spoken information sometimes presented to pilots whose
visual and haptic skills are already fully occupied
Non-Speech Sounds
• family earcons
similar types of earcons represent similar classes of
action or similar objects: the family of “errors” would
contain syntax and operating system errors
• haptic interaction
– cutaneous perception
• tactile sensation; vibrations on the skin
– kinesthetics
• movement and position; force feedback
• information on shape, texture, resistance,
temperature, comparative spatial factors
• example technologies
– electronic braille displays
– force feedback devices e.g. Phantom
• resistance, texture
Handwriting recognition
• Technology
– Handwriting consists of complex strokes and spaces
– Captured by digitising tablet
• strokes transformed to sequence of dots
– large tablets available
• suitable for digitising maps and technical drawings
– smaller devices, some incorporating thin screens to
display the information
• PDAs such as Palm Pilot
• tablet PCs
Handwriting recognition (ctd)
• Problems
– personal differences in letter formation
– co-articulation effects
• Breakthroughs:
– stroke not just bitmap
– special ‘alphabet’ – Graffeti on PalmOS
• Current state:
– usable – even without training
– but many prefer keyboards!
gesture
• applications
– gestural input - e.g. “put that there”
– sign language
• technology
– data glove
– position sensing devices e.g MIT Media Room
• benefits
– natural form of interaction - pointing
– enhance communication between signing and non-
signing users
• problems
– user dependent, variable and issues of coarticulation
Users with disabilities
• visual impairment
– screen readers, SonicFinder
• hearing impairment
– text communication, gesture, captions
• physical impairment
– speech I/O, eyegaze, gesture, predictive systems (e.g.
Reactive keyboard)
• speech impairment
– speech synthesis, text communication
• dyslexia
– speech input, output
• autism
– communication, education
… plus …
• age groups
– older people e.g. disability aids, memory aids,
communication tools to prevent social isolation
– children e.g. appropriate input/output devices,
involvement in design process
• cultural differences
– influence of nationality, generation, gender, race,
sexuality, class, religion, political persuasion etc. on
interpretation of interface features
– e.g. interpretation and acceptability of language,
cultural symbols, gesture and colour
Unit IV: Evaluation & Support
EVOLUTION TECHNIQUES
Human-Computer Interaction
Contents
2
• Evaluation Technique
• Goals of Evaluation
• Expert Analysis
• Cognitive Walkthrough
• Heuristic Evaluation- Nielsen’s 10 heuristics
• Model-based Evaluation (Unit-5)
• GOMS and KLM
• Evaluating through User Participation
• Styles of Evaluation
• Empirical methods: experimental evaluation
• Observational techniques
• Query techniques
• Evolutional through monitoring physiological responses
Recall : The process of design
3
what is scenarios
wanted task analysis guidelines
analysis principles precise
interviews
ethnography specification
design
what is there dialogue implement
notations and deploy
vs.
what is wanted evaluation prototype
heuristics architectures
documentation
help
Evaluation Techniques 23/04/21
Evaluation Techniques
4
§ Evaluation
§ tests usability and functionality of system
§ occurs in laboratory, field and/or in collaboration with users
§ evaluation techniques: expert analysis and user participation
§ evaluates both design and implementation
§ should be considered at all stages in the design life cycle
Heuristic Evaluation
Evaluation Techniques 23/04/21
Review-based evaluation
Cognitive Walkthrough
8
¨ Proposed by Polson et al.
¨ Origin, code walk- through familiar in software engineering
¨ Sequence of actions refers to the steps that an interface will
require a user to perform in order to accomplish some
known task. The evaluators then ‘step through’ that action
sequence to check it for potential usability problems.
¨ Evaluates design on how well it supports user in learning
task (learning through exploration)
¨ Usually performed by expert in cognitive psychology
Evaluation Techniques 23/04/21
Cognitive Walkthrough (ctd)
9
1) Is the effect of the action the same as the user’s goal at that point?
3) Once users have found the correct action, will they know it is the one they
need?
4) After the action is taken, will users understand the feedback they get?
Evaluation Techniques 23/04/21
Cognitive Example: Programming Video Recorder by Remote control on VCR
Walkthrough Representative Task: Program the video to time-record program starting
at 18.00 and finishing at 19.15 on channel 4 on 24 February 2005
Example
11
(a) (b)
Above pictures is remote control (a)in normal use Action Sequence
Evaluation in terms of User
Techniques Action (UA) and System
23/04/21
(b)after timed record button pressed Display or response (SD)
Cognitive With the action list we proceed with the walkthrough. For each action (1–10) we must
answer the four questions and tell a story about the usability of the system.
Beginning with UA 1:
Walkthrough
12
UA 1: Press the ‘timed record’ button
Question 1: Is the effect of the action the same as the user’s goal at that point?
Example The timed record button initiates timer programming. It is reasonable to assume that a user
familiar with VCRs would be trying to do this as his first goal.
Question 2: Will users see that the action is available?
The ‘timed record’ button is visible on the remote control.
Question 3: Once users have found the correct action, will they know it is the one they need?
It is not clear which button is the ‘timed record’ button. The icon of a clock (fourth button
down on the right) is a possible candidate but this could be interpreted as a button to
change the time. Other possible candidates might be the filled circle (associated with
record). In fact, the icon of the clock is the correct choice but it is quite possible that the user
would fail at this point. This identifies a potential usability problem.
Question 4: After the action is taken, will users understand the feedback they get?
Once the action is taken the display changes to the timed record mode and shows familiar
headings (start, end, channel, date). It is reasonable to assume that the user would recognize
these as indicating successful completion of the first action.
So we find a potential usability problem relating to the icon used on the ‘timed record’
button. The analysis proceeds in this fashion, with a walkthrough form completed for each
action. Evaluation Techniques 23/04/21
Remote control design
Heuristic Evaluation
13
¨ A heuristic is a guideline or general principle or rule of thumb that can
guide a design decision or be used to critique a decision that has already
been made
¨ Proposed by Nielsen and Molich in 1990.
¨ Usability criteria (heuristics) are identified
¨ Used for evaluating Early Design also be used on prototypes, storyboards & fully
functioning systems
¨ Flexible & Cheap – Discount Usability Technique
¨ Design examined by experts to see if these are violated, 3 or 5 evaluators is
sufficient to identify about 75% of usability problems
¨ Heuristic evaluation `debugs' design
¨ Styles of evaluation:
¤ Performed under laboratory conditions
¤ conducted in the work environment
¨ Disadvantages:
¤ lack of context
¤ difficult to observe several users cooperating
¨ Appropriate
¤ if system location is dangerous or impractical for constrained single user
systems to allow controlled manipulation of use, such as a space station
¨ Disadvantages:
¤ distractions
¤ noise
¨ Appropriate
¤ where context is crucial for longitudinal studies
Example: an experiment that wants to test whether search speed improves as the
number of menu items decreases may consider menus with five, seven, and ten items.
Evaluation Techniques 23/04/21
Hypothesis
31
¨ Advantages
¤ simplicity - requires little expertise
¤ can show how system is actually use
¨ Disadvantages
¤ subjective
¤ selective
¨ Additional advantages
¤ less constrained and easier to use
¤ user is encouraged to criticize system
¤ clarification possible
¨ audio – good for think aloud, difficult to match with other protocols
¨ Advantages
¤ can be varied to suit context
¤ issues can be explored more fully
¤ can elicit user views and identify unanticipated problems
¨ Disadvantages
¤ very subjective
¤ time consuming
Evaluation Techniques 23/04/21
Questionnaires
42
¨ Set of fixed questions given to users
¨ Advantages
¤ quick and reaches large user group
¤ can be analyzed more rigorously
¨ Disadvantages
¤ less flexible
¤ less probing
Thank You
Human-Computer Interaction
Contents
• Face to Face Communication
• Text-based communication
Participants compensate:
‘flaming’ and smilies
;-) :-( :-)
Unit-V Models- Communication Models 11
loss of sequence
Network delays or coarse granularity Þ overlap
1. Bethan: how many should be in the group?
2. Rowena: maybe this could be one of the 4 strongest reasons
3. Rowena: please clarify what you mean
4. Bethan: I agree
5. Rowena: hang on
6. Rowena: Bethan what did you mean?
Message pairs 1&2 and 3&4 composed simultaneously
– lack of common experience
Rowena: 2 1 3 4 5 6
Bethan: 1 2 4 3 5 6
N.B. breakdown of turn-taking due to poor back channels
05/05/21 Models 2
Models
05/05/21 Models 3
Models
05/05/21 Models 4
Benefits of Models
• Understanding- use to understand the way users behave or likely to
behave during interaction with computer. Eg. website
• Design- integrate a computational user model into the system
development process itself
• The model are used to “predict” the next state of the system so as to
make the users satisfied and increase usability
• Testing- there are checklists and heuristics to be followed to ensure
the product usability
• These are derived from some models of user behavior, as in case of
design guidelines
• Automatic evaluation- algorithmic approach to evaluate systems
without direct intervention of any human evaluator to check for
usability of design
05/05/21 Models 5
Model Taxonomy
• Descriptive Model- describe user behavior in specific usage scenario
05/05/21 Models 6
Model Taxonomy
Descriptive Model- describe user behavior in specific usage scenario
1. Buxton’s 3-state model for graphical input device- simple model to
capture behaviour of users of pointing devices
2. Guiard’s model of bimanual skills: which represents our hand
movement behaviour
3. Normal model of interaction: which is a relatively detailed model of
the mental and sensory motor activities that we perform during our
interaction with computers.
05/05/21 Models 7
Model Taxonomy
• Predictive model- predict user states- mathematical and can compute
state variable (or set of performance measures)
• Predictive model also called as predictive engineering models or
performance model
• GOMS
• KLM- Physical & device model
05/05/21 Models 8
Keystroke- Level Model (KLM)
“The Keystroke-Level Model for User Performance Time with Interactive Systems”, by
Smart Card and Thomas Moran, 1980 [2,3]
- Predicting time an expert user take to perform a given task on a given computer system.
- Counting keystrokes
- Other low-level operations like user’s mental preparation and system responses
• Predictive engineering model to be used for design and analysis of interactive systems
• Primary objective- to allow designer predict the time it takes for a user to perform an
interaction task using an interface and interaction method (the task execution time)
05/05/21 Models 9
Keystroke- Level Model (KLM)
• Example- you are playing a video game or you are simply watching a
video and wish to close it.
• With a KLM you can predict the time you are likely to take to do that.
05/05/21 Models 10
KLM- Fundamental
• A KLM of an interactive task is a set of “operators” arranged in
sequence
• Operator represents a low-level cognitive activity with a pre-
determined and fixed execution time
• Assumption- any (interaction) task can be represented as a sequence
of low-level (cognitive) sub tasks or operators
05/05/21 Models 11
Keystroke- Level Model (KLM) conti…
05/05/21 Models 13
KLM Analysis- Steps
05/05/21 Models 14
KLM - Operators
Texecute = TK + TB + TP + TH + TD + TM + TR
05/05/21 Models 15
KLM - Operators
05/05/21 Models 16
Keystroke- Level Model (KLM) conti…
05/05/21 Models 17
KLM- Example-1
Step 1: “Text saving task” with file menu option - a representative task
( as it is one of the frequently performed activities)
05/05/21 Models 18
KLM- Example-1
• Step 2- Identify Operators
05/05/21 Models 19
KLM- Example-1 (Operator Sequence)
Task: “Text saving task” with file menu option
05/05/21 Models 20
KLM- Task Execution Time
Step 3: Add up the operator times to get the total task time
05/05/21 Models 21
KLM Example-1
Task: “Text saving task” with file menu option
Operator Sequence & Task Execution Time
05/05/21 Models 22
Problem Statement
• Suppose you are typing a text. Suddenly you noticed a typing error, in the form of
a mistyped letter
05/05/21 Models 23
Problem Statement
• Take the cursor to the place of editing (using either arrow key or
mouse pointer)
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KLM Example-2 (Model)
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KLM Example-2 (Model)
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Exercise
1. Drag the file into the trash cane
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GOMS
• CMN GOMS model which stands for “Card Moran Newell GOMS”
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GOMS Components
ØGoals- what the user want to achieve?
ØOperators- Lowest level of cognitive activity. The basic actions that
the user must perform in order to use the system.
ØMethods- set of operators arranged in sequence to achieve goal/
sub-goal, decomposition of a goal into subgoals / operators
ØSelection Rules- means of choosing between competing methods;
sometimes, there can be more than one methods to achieve a goal,
we need to specify selection rules.
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GOMS example:1
GOAL: CLOSE-WINDOW
. [select GOAL: USE-MENU-METHOD
. MOVE-MOUSE-TO-FILE-MENU
. PULL-DOWN-FILE-MENU
. CLICK-OVER-CLOSE-OPTION
GOAL: USE-CTRL-W-METHOD
. PRESS-CONTROL-W-KEYS]
For a particular user:
Rule 1: Select USE-MENU-METHOD unless another
rule applies
Rule 2: If the application is GAME,
select CTRL-W-METHOD
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GOMS Example 2
GOMS model for the interaction task: “save a file using menu option”
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GOMS Example 3
• GOMS model for the interaction task: “save a file”- either hot-key combination
or menu option can be used
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GOMS Steps for Model Creation
• Step1- determine the high-level user goals
• Goal- sub goal recursion stops only when the method for a goal contains
only operators
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Linguistic Models
• Understanding the user's behaviour and cognitive difficulty based on
analysis of language between user and system.
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Backus-Naur Form (BNF)
• Very common notation from computer science
• A purely syntactic view of the dialogue
• Terminals
• lowest level of user behaviour
• e.g. CLICK-MOUSE, MOVE-MOUSE
• Non-terminals
• ordering of terminals
• higher level of abstraction
• e.g. select-menu, position-mouse
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Example of BNF
• Basic syntax:
• nonterminal ::= expression
• An expression
• contains terminals and non-terminals
• combined in sequence (+) or as alternatives (|)
Polyline
draw line ::= select line + choose points + last point For example, imagine a graphics system that has a
select line ::= pos mouse + CLICK MOUSE line-drawing function. To select function user must
choose points ::= choose one | choose one + choose points select ‘line’ menu option. The line-drawing function
allows user to draw a polyline, that is a sequence of
choose one ::= pos mouse + CLICK MOUSE line arcs between points. The user selects the points
last point ::= pos mouse + DBL CLICK MOUSE by clicking mouse button in drawing area. The user
pos mouse ::= NULL | MOVE MOUSE+ pos mouse double clicks to indicate last point of polyline.
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Task Action Grammar (TAG)
• Making consistency more explicit
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Consistency in TAG
• In BNF, three UNIX commands would be described as:
copy ::= cp + filename + filename | cp + filenames + directory
move ::= mv + filename + filename | mv + filenames + directory
link ::= ln + filename + filename | ln + filenames + directory
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Consistency in TAG (cont'd)
• consistency of argument order made explicit using a
parameter, or semantic feature for file operations
• Feature Possible values
Op = copy; move; link
• Rules
file-op[Op] ::= command[Op] + filename + filename
| command[Op] + filenames + directory
command[Op = copy] ::= cp
command[Op = move] ::= mv
command[Op = link] ::= ln
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Assignment on “KLM & GOMS models”
Prepare the KLM and GOMS model for the given task on specified user interface.
The group wise allotment of task on UI is given in table below.
Submit this assignment on Moodle.
Bat Groups as per HCI lab Task UI
ch
Vrushali, Sweta, Madhav, Buy “HP-Laptop” on Flipkart Flipkart
Aishwarya
Ankita, Sneha, Shantanu, Book round trip to Delhi on MakeMyTrip MakeMyTrip
Shaikh
Rishikesh, shubhankar, Chetan, Book hotel in Delhi on trivago trivago
Aditya, saurabh
Pratiksha, Rupesh, Sandesh Submit assignment on moodle Moodle
Dimpal, Vaibhav, Prachi, Onkar Buy apple watch-6 from apple.in Apple.in
Rohit, Aarati, Dipshikha Add picture on Instagram Instagram
Add picture on Instagram Instagram
Join HCI course on Udemy.com Udemy.com
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Get ‘5kg Onion’ &Models
‘10kg Ashirwad Atta’ from Bigbasket Bigbasket 40
References
1. Alan Dix, Janet E. Finlay, Gregory D. Abowd, and Russell Beale. 2003.
Human-Computer Interaction (3rd Edition). Prentice-Hall, Inc., USA.
2. Card, S.K., Moran, W,P., and Newell, A. The keystroke-level model of
user performance time with interactive systems. Rep. SSL- 79-1,
Xerox, Palo Alto Res.
3. Kieras, David, “Using the Keystroke-Level Model to Estimate
Excecution Times” (PDF). p. 3. Retrieved 22 June 2015.
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Thank you
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