Title: User Modeling
1User Modeling
- CIS 376
- Bruce R. Maxim
- UM-Dearborn
2What is HCI?
- Answer human computer interaction
- Not just human factors
- No strong agreement
- Main emphasis of HCI is user interface design
3User interface involves
- Hardware
- Behavior of software
- Supporting documentation
4Typical Human Factors Measures
- Time to learn
- Speed of performance
- User error rates
- Retention over time
- Subjective satisfaction
5Where do user interfaces come from?
- Designed by programmers
- Functionality dominates software design and
marketing - Designer intuition is often used rather than user
modeling (not good)
6HCI Goals for Designers
- Improve user's quality of life by building
quality (not flashy) interactive systems - Promote attention to user interface issues which
should be considered by managers - Become successful designers of systems that go
beyond intuitive concepts like "user
friendliness" and focus on supporting the user's
real task goals
7Motivation for Including Human Factors in User
Interface Design
- Life critical systems
- Industrial and commercial uses
- Personal applications
- Exploratory, creative, and cooperative systems
8Accommodating Human Diversity in Design
- Physical workspaces
- Cognitive and perceptual ability differences
- Personality differences
- Cultural and international diversity
- User disabilities
- Elderly users
9US Military Standards for Human Engineering and
Design
- Achieve required performance
- Minimize personnel training requirements
- Achieve required reliability
- Foster design standardization
10How is this done?
- Ensure functionality by basing design on user
task analysis - System reliability requires designer attention to
details like privacy, security, and data
integrity - Standardization requires attention to issues like
system integration, consistency, and portability - Schedule and budget must allow for human factors
work like user analysis and testing
11Approaches to User Interface Design
- Human Factors prototype and test
- Cognitive theory production system
- Engineering models
- KLM (keystroke level model)
- GOMS Models (goals, operators, methods, selection
rules)
12Keystroke Level Model (KLM)
- Choose representative user task scenarios
- Specify design to point that keystrokes defining
actions can be listed - List keystrokes (operators) required to perform
task - Insert mental operators at points user needs to
stop and think - Look up standard execution time for each operator
- Add up the execution times for the operators
- Total is estimated time to complete task
13Standard Execution Times
- K - key press (0.2 sec 55 wpm)
- P - point with mouse (1.1 sec)
- B - mouse button press (0.1 sec)
- BB - press and release button (0.2 sec)
- H - home hands to keyboard or mouse (0.4 sec)
- M - mental act of thinking (1.2 sec)
14Current Design Delete a file by dragging it to
the trash icon
- 1. Point to file icon (P)
- 2. Press hold mouse button (B)
- 3. Drag file to trash icon (P)
- 4. Release mouse button (B)
- 5. Point to original window (P)
- 3P 2B 3.5 sec.
15New Design Adding a command to menu
- 1. Point to file icon (P)
- 2. Click button (BB)
- 3. Point to file menu (P)
- 4. Press and hold button (B)
- 5. Point to delete command (P)
- 6. Release mouse button (B)
- 7. Point to original window (P)
- 4P 4B 4.8 sec.
16Assumptions
- These previous scenarios work only work if the
user is currently able to view all the needed
windows and icons. - If the trash icon for example is buried under
other windows the first procedure is slowed down
quite a bit.
17Inserting Mental Operators Where does the user
stop and think?
- 1. Initiating a process.
- 2. Making strategic decisions.
- 3. Retrieving a chunk from users short term
memory - 4. Finding something on the screen.
- 5. Verifying intended action is complete.
18Mental Operators New vs Experienced Users
- New users stop and check feedback after every
step - New users have small chunks
- Experienced users have elaborate chunks
- Experienced users may overlap mental operators
with physical operators
19Delete a file by dragging icon to trash
- 1. Initiate delete. (M)
- 2. Find file icon. (M)
- 3. Point to file icon. (P)
- 4. Press hold button. (B)
- 5. Verify icon reverse video. (M)
- 6. Find trash icon. (M)
- 7. Drag file to trash icon. (P)
- 8. Verify trash reverse video. (M)
- 9. Release button. (B)
- 10. Verify bulging trash icon. (M)
- 11. Find original window. (M)
- 12. Point to window. (P)
3P 2B 7M 12.6 sec.
20Placement of Mental Operators
- Hard to do - requires good intuition from
designer - Consistency in the number of Mental's assigned is
more important than exact positioning
21GOMS ModelGoals Operators Methods Selection Rules
- Advanatges
- GOMS models are executable
- GOMS models allow simulated execution of user
task - Provide a rigorous description of what user must
learn - Provide estimate of size or complexity of
interface (number of distinct methods and their
length) - Can estimate both learning time (about 30 sec per
step and execution time (total of KLM operators) - Allow designer to evaluate the effect of reusing
or sharing methods among several tasks
22 - This example is extracted from
- David Kieras, A Guide to GOMS Task Analysis,
- University of Michigan Technical Report,
- Spring, 1994.
23User Goals
- Delete a file.
- Move a file.
- Delete a directory.
- Move a directory.
24- To accomplish goal of deleting a file
- 1. Accomplish goal of dragging file to trash.
- 2. Return with goal completed.
- To accomplish goal of moving a file
- 1. Accomplish goal of dragging file to
destination. - 2. Return with goal completed.
25- To accomplish goal of deleting a directory
- 1. Accomplish goal of dragging directory to
trash. - 2. Return with goal completed.
- To accomplish goal of moving a directory
- 1. Accomplish goal of dragging directory to
trash. - 2. Return with goal completed.
26Generalized Methods
- Method for accomplishing goal of deleting an
object - 1. Accomplish goal of dragging object to trash.
- 2. Return with goal completed.
- Method for accomplishing goal of moving an
object - 1. Accomplish goal of dragging object to
destination. - 2. Return with goal completed.
27Sub Method
- Accomplish goal of dragging item to destination
- 1. Locate icon on screen.
- 2. Move cursor to item icon location.
- 3. Hold mouse button.
- 4. Locate destination icon.
- 5. Move cursor to destination icon.
- 6. Verify destination icon reverse video.
- 7. Release mouse button.
- 8. Return with goal accomplished.
28Method for GOMS Model Construction
- Make a list of top-level user goals
- Write a step-by-step method for accomplishing
each goal on list - Continue refining each step that is not a
keystroke level operator by defining it as a
subgoal and add it to the list of user goals - Continue processing user goals until list is
empty (meaning that all user goals are defined in
terms of keystrokes) - If there are multiple methods to accomplish a
goal supply decision rules to choose which method
to invoke