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User Modeling

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Become successful designers of systems that go beyond intuitive concepts like ' ... Provide a rigorous description of what user must learn ... – PowerPoint PPT presentation

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Title: User Modeling


1
User Modeling
  • CIS 376
  • Bruce R. Maxim
  • UM-Dearborn

2
What is HCI?
  • Answer human computer interaction
  • Not just human factors
  • No strong agreement
  • Main emphasis of HCI is user interface design

3
User interface involves
  • Hardware
  • Behavior of software
  • Supporting documentation

4
Typical Human Factors Measures
  • Time to learn
  • Speed of performance
  • User error rates
  • Retention over time
  • Subjective satisfaction

5
Where 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)

6
HCI 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

7
Motivation for Including Human Factors in User
Interface Design
  • Life critical systems
  • Industrial and commercial uses
  • Personal applications
  • Exploratory, creative, and cooperative systems

8
Accommodating Human Diversity in Design
  • Physical workspaces
  • Cognitive and perceptual ability differences
  • Personality differences
  • Cultural and international diversity
  • User disabilities
  • Elderly users

9
US Military Standards for Human Engineering and
Design
  • Achieve required performance
  • Minimize personnel training requirements
  • Achieve required reliability
  • Foster design standardization

10
How 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

11
Approaches 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)

12
Keystroke 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

13
Standard 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)

14
Current 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.

15
New 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.

16
Assumptions
  • 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.

17
Inserting 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.

18
Mental 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

19
Delete 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.
20
Placement 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

21
GOMS 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.

23
User 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.

26
Generalized 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.

27
Sub 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.

28
Method 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
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