User Modeling: Predicting Thoughts and Actions Goms
User Modeling: Predicting Thoughts and Actions Goms
Agenda
User
modeling
IAT 334
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
Many
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Stimulus-Response
Hicks law Practice law Fitts law
Tn = T1n-a
Tn to complete the nth trial is T1 on the first trial times n to the power -a; a is about .4, between .2 and .6 Skilled behavior - Stimulus-Response and routine cognitive actions
Typing speed improvement Learning to use mouse Pushing buttons in response to stimuli NOT learning
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to use it?
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Hicks Law
Decision
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Hicks Law
How
to use it?
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Fitts Law
Models
movement times for selection (reaching) tasks in one dimension Basic idea: Movement time for a selection task
Increases as distance to target increases Decreases as size of target increases
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Fitts Experiment: 1D
d w
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ID - Index of difficulty
distance to move
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Fitts formula
MT
- Movement time
is a linear function of ID
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Run empirical tests to determine k1 and k2 in MT = k1 + k2* ID Will get different ones for different input devices and device uses
MT ID = log2(d/w = 1.0)
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What about 2D
h
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Design implications
Menu
item size Icon size Put frequenlty used icons together Scroll bar target size and placement
Up / down scroll arrows together or at top and bottom of scroll bar
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GOMS
One
Assumptions
Know sequence of operations for a task Expert will be carrying them out
Goals,
GOMS Procedure
Walk
through sequence of steps Assign each an approximate time duration -> Know overall performance time
(Can
be tedious)
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Limitations
GOMS
is not for
Goal
End
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Operators
Basic
actions available for performing a task (lowest level actions) move mouse pointer, drag, press key, read dialog box,
Examples:
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Methods
Sequence
Example:
Move mouse pointer to first word Depress button Drag to last word Release
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Selection Rules
Invoked
method
Example:
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Further Analysis
GOMS
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Example
Move Sentence
1. Select sentence Reach for mouse Point to first word Click button down Drag to last word Release H P K P K 0.40 1.10 0.60 1.20 0.60 3.90 secs
or
3. ...
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Keystroke-Level Model
Simplified GOMS KSLM - developed by Card, Moran & Newell, see their book
The Psychology of Human-Computer Interaction, Card, Moran and Newell, Erlbaum, 1983
Skilled users performing routine tasks Assigns times to basic human operations experimentally verified Based on MHP - Model Human Processor
User Profiles
Attributes:
attitude, motivation, reading level, typing skill, education, system experience, task experience, computer literacy, frequency of use, training, color-blindness, handedness, gender,
Novice,
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intermediate, expert
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Motivation
User
Low motivation, discretionary use Low motivation, mandatory High motivation, due to fear High motivation, due to interest
Design goal
Ease of learning Control, power
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low
high
Design goals
Many syntactic and semantic prompts Efficient commands, concise syntax Semantic help facilities
Lots of syntactic prompting
low
high
high
low
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Frequency of use
High - Ease of use Low - Ease of learning & remembering
Task implications
High - Ease of use Low - Ease of learning
System use
Mandatory - Ease of using Discretionary - Ease of learning
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Modeling Problems
1.
Terminology - example
frequent, novice?
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