Title: GOMS%20Analysis%20
1GOMS Analysis Web Site Usability
- Melody Y. Ivory (UCB CS)
- SIMS 213, UI Design Development
- April 15, 1999
2GOMS Analysis Outline
- GOMS at a glance
- Model Human Processor revisited
- Original GOMS (CMN-GOMS)
- Variants of GOMS
- GOMS in practice
- Summary
3GOMS at a glance
- Proposed by Card, Moran Newell in 1983
- apply psychology to CS
- use user model (MHP) to predict performance of
tasks in UI - task completion time, short-term memory
requirements - applicable to
- user interface design and evaluation
- training and documentation
4Model Human Processor (MHP) Revisited
- Card, Moran Newell (1983)
- most influential model of user interaction
- 3 interacting subsystems
- cognitive, perceptual motor
- each with processor memory
- described by parameters
- e.g. capacity, cycle time
- serial parallel processing
Adapted from slide by Dan Glaser
5MHP Revisited
- Card, Moran Newell (1983)
- principles of operation
- subsystem behavior under certain conditions
- e.g. Fittss Law, Power Law of Practice
- ten total
Adapted from slide by Dan Glaser
6MHP Subsystems
- Perceptual processor
- sensory input (audio visual)
- code info symbolically
- output into audio visual image storage (WM
buffers)
Adapted from slide by Dan Glaser
7MHP Subsystems
- Cognitive processor
- input from sensory buffers
- access LTM to determine response
- previously stored info
- output response into WM
Adapted from slide by Dan Glaser
8MHP Subsystems
- Motor processor
- input response from WM
- carry out response
Adapted from slide by Dan Glaser
9MHP Subsystem Interactions
- Input/output
- Processing
- serial action
- pressing key in response to light
- parallel perception
- driving, reading signs hearing
Adapted from slide by Dan Glaser
10MHP Parameters
- Based on empirical data
- word processing in the 70s
- Processors have
- cycle time (?)
- Memories have
- storage capacity (?)
- decay time of an item (?)
- info code type (?)
- physical, acoustic, visual semantic
Adapted from slide by Dan Glaser
11Perceptual Subsystem Parameters
- Processor
- cycle time (?) 100 msec
- Visual Image Store
- storage capacity (?) 17 letters
- decay time of an item (?) 200 msec
- info code type (?) physical
- physical properties of visual stimulus
- e.g. intensity, color, curvature, length
Adapted from slide by Dan Glaser
12One Principle of Operation
- Power Law of Practice
- task time on the nth trial follows a power law
- Tn T1 n-a, where a .4
- i.e., you get faster the more times you do it!
- applies to skilled behavior (perceptual motor)
- does not apply to knowledge acquisition or quality
Adapted from slide by Dan Glaser
13Original GOMS (CMN-GOMS)
- Card, Moran Newell (1983)
- Engineering model of user interaction
- task analysis (how to knowledge)
- Goals - users intentions (tasks)
- e.g. delete a file, edit text, assist a customer
- Operators - actions to complete task
- cognitive, perceptual motor (MHP)
- low-level (e.g. move the mouse to menu)
14CMN-GOMS
- Engineering model of user interaction
- task analysis (how to knowledge)
- Methods - sequences of actions (operators)
- based on error-free expert
- may be multiple methods for accomplishing same
goal - e.g. shortcut key or menu selection
- Selections - rules for choosing appropriate
method - method predicted based on context
- explicit task structure
- hierarchy of goals sub-goals
15Text-Editing Example
16CMN-GOMS Analysis
- Analysis of explicit task structure
- add parameters for operators
- approximations (MHP) or empirical data
- single value or parameterized estimate
- predict user performance
- execution time (count statements in task
structure) - short-term memory requirements (stacking depth of
task structure) - apply before user testing (reduce costs)
17Limitations of CMN-GOMS
- No directions for task analysis
- granularity (start stop)
- Serial v.s. parallel perceptual processing
- contrary to MHP
- Only one active goal
- Error-free expert performance
- no problem solving or evaluation
- Normans Action Cycle
18Normans Action Cycle
Goals
Evaluation Evaluation of interpretations Interpre
ting the perception Perceiving the state of
the world
Execution Intention to act Sequence of
actions Execution of sequence of actions
GOMS
The World
19Variants of GOMS
- Keystroke-Level Model (KLM)
- simpler than CMN-GOMS
- six keystroke-level primitive operators
- K - press a key or button
- P - point with a mouse
- H - home hands
- D - draw a line segment
- M - mentally prepare to do an action
- R - system response time
- no selections
- five heuristic rules (mental operators)
- still one goal activation
20Text-Editing Example (KLM)
21Variants of GOMS
- Natural GOMS Language (NGOMSL)
- more rigorous than CMN-GOMS
- uses cognitive complexity theory (CCT)
- user and system models
- mapping between users goals system model
- user style rules (novice support)
- task-analysis methodology
- learning time predictions
- flatten CMN-GOMS goal hierarchy
- high-level notation (proceduralized actions) v.s.
low-level operators - still one goal activation
22Text-Editing Example (NGOMSL)
23Variants of GOMS
- Cognitive-Perceptual-Motor GOMS (CPM-GOMS)
- activation of several goals
- uses schedule chart (PERT chart) to represent
operators dependencies - critical path method for predictions
- no selections
24Text-Editing Ex. (CPM-GOMS)
25GOMS in Practice
- Mouse-driven text editor (KLM)
- CAD system (KLM)
- Television control system (NGOMSL)
- Minimalist documentation (NGOMSL)
- Telephone assistance operator workstation
(CMP-GOMS) - saved about 2 million a year
26Summary
- GOMS in general
- The analysis of knowledge of how to do a task in
terms of the components of goals, operators,
methods selection rules. (John Kieras 94) - CMN-GOMS, KLM, NGOMSL, CPM-GOMS
- Analysis entails
- task-analysis
- parameterization of operators
- predictions
- execution time, learning time (NGOMSL),
short-term memory requirements
27Web Site Usability Outline
- The Spool Study
- Major Implications
28The Spool Study
- Jared Spool et al. (96-97)
- Web Site Usability A Designers Guide
- Usability on the Web
- shift from most E-Commerce studies
- converting clicks into sales
- focus on people finding information to make
decisions (purchases) - sites that provide info to support sales
29Usability Testing of Web Sites
- Sites (Interfaces)
- 9 popular sites (products info)
- Tasks
- information retrieval (4 types of tasks)
- Users
- familiar with Web browsers
- Not a formal usability study
- experiment design, number of users experience,
testing procedure?
30Sites
- 9 popular sites
- Cnet - technology resources
- Disney - original redesigned
- Edmunds - car truck resources
- Fidelity - investments
- Hewlett Packard (HP)
- Inc. - original redesigned
- Olympics - 96 Olympics (expired)
- Travelocity - travel resources
- WebSaver - annuity information
31Tasks
- Scavenger Hunt Tasks
- retrieve information to answer questions
- simple facts
- locating information
- e.g. Can you get a Honda Accord for under
15,000? - comparison of facts
- locating two pieces of information plus a
comparison - e.g. Which has better acceleration, the Jeep
Cherokee or Toyota Land Cruiser?
32Tasks
- Scavenger Hunt Tasks
- judgment
- locating information plus a decision
- e.g. Do you think a used Ford F-10 is safe
enough? - comparison of judgment
- locating multiple pieces of information plus a
decision - e.g. Which convertible is the best deal for under
20,000?
33Comparison of Sites
- How successful users were at finding information?
- Sites that were expected to do well fared poorly
and vice versa - Disney Cnet (graphically intense)
- Edmunds - mostly text
34Overall Site Usability
- Room for improvement
- finding information is an intensely frustrating
experience for users - enormous time and effort to answer simple
questions (simple facts) even on small sites - users give up without finding information
35Spool et alsWeb Site Usability Issues
- Classify each issue
- information, navigation, graphic or other design
- very rudimentary
- Total each category
36Ivorys Web Site Usability Issues (Preliminary)
- Web site usability ? information findability
37Web Site Usability Issues
- Navigation design
- number of links, location of links
- within-page, wrapped, embedded, image links
- Graphic design
- too much white space, unrelated or distracting
graphics
38Web Site Usability Issues
- Information design
- no support for comparisons, poor readability
- Other design
- waiting for server
39Major Implications
- Graphic design neither helps nor hurts
- users may report as issue, but does not correlate
with users success - Text links are vital
- downloading delays
40Major Implications
- Navigation and content are inseparable
- shell strategy leads to many generic links
- Information retrieval is different than surfing
- implies different design approach
- surfing - need to attract users
- information retrieval - help users find
information, more focused
41Major Implications
- Web sites arent like software
- software
- success with product implies preference
- Web
- success on site does not imply preference
- content is important