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1George Mason University
Human Factors & Applied Cognitive Program
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2George Mason University
Human Factors & Applied Cognitive Program
3George Mason University
Human Factors & Applied Cognitive Program
4George Mason University
Human Factors & Applied Cognitive Program
Cognitive Analysis of Dynamic Performance: Cognitive process analysis and modeling
Wayne D. Gray, Ph.D.
Deborah A. Boehm-Davis, Ph.D.
Workshop Presented at the HFES/IEA-2000 Conference in San Diego, CA
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Human Factors & Applied Cognitive Program
Outline of Workshop
Intro to the GOMS family of models
Keystroke Level GOMS
NGOMSL GOMS
CPM-GOMS
REVISED Tutorial Materials may be downloaded from:REVISED Tutorial Materials may be downloaded from:
http://hfac.gmu.edu/~graypubshttp://hfac.gmu.edu/~graypubs
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Human Factors & Applied Cognitive Program
Definition of GOMS
Characterization of a task in terms of The user's Goals
The Operators available to accomplish those goals
Methods (frequently used sequences of operators and sub-
goals) to accomplish those goals, and
If there is more than one method to accomplish a goal, the
Selection rules used to choose between methods.
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Human Factors & Applied Cognitive Program
What GOMS Is
GOMS is a task analysis technique Very similar to Hierarchical Task Analysis (Indeed, GOMS
is a hierarchical task analysis technique)
Hard part of task analysis is goal-subgoal decomposition
Hard part of GOMS is goal-subgoal decomposition
Different members of the GOMS family provide you with different sets of operators
With established parameters
But set is not complete (extensionable)
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Where does GOMS go?
(When do you need to do a CTA versus a TA?)
Task analysis versus cognitive task analysis?
What distinguishes GOMS cognitive task analysis from other task analysis techniques?
E.g., Cognitive Task Analysis™
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TASK ANALYSIS
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Time Scale for GOMS
Scale(sec)
Time Units System Analysis Activities/Processes
World (theory)
105 days
104 hours Task Task analysis Subtasks Bounded
103 10 min Rationality
102 min Subtask Unit Task Analysis Unit Tasks
101 10 sec Unit task Cognitive task analysis Activities
100 1 sec Activity Embodied cognition Microstrategies Cognitive Band
10-1 100 ms Microstrategy Computational modelsof embodied cognition Elements
10-2 10 ms Elements Architectural Parameters Biological
10-3 1 ms Parameters Band
Levels of analysis (based on Newell’s Time Scale of Human Action)
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Level 1: Task Analysis: Task Subtasks Subtasks
Scenario #1
SUBTASKsSUBTASKsHook Target ID#1
Hook Target ID#2
Hook Target ID#3
Hook Target ID#n
• • • •TASKComplete Argus Prime Experiment
Scenario #2
Complete Session #1Complete
Session #2Complete
Session #3SUBTASKsDuration
5 hr
1-2 hrs
12-30 min
30 sec to 3 min
Scenario #n
• • • •Scenario #3
12George Mason University
Human Factors & Applied Cognitive Program
Levels of analysis (based on Newell’s Time Scale of Human Action)
Scale(sec)
Time Units System Analysis Activities/Processes
World (theory)
105 days
104 hours Task Task analysis Subtasks Bounded
103 10 min Rationality
102 min Subtask Unit Task Analysis Unit Tasks
101 10 sec Unit task Cognitive task analysis Activities
100 1 sec Activity Embodied cognition Microstrategies Cognitive Band
10-1 100 ms Microstrategy Computational modelsof embodied cognition Elements
10-2 10 ms Elements Architectural Parameters Biological
10-3 1 ms Parameters Band
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Level 2: Subtask Unit Tasks
TargetacquisitionClassified?
yes Targetclassification
noFeedbkcheck?
noFeedback checkyes
14George Mason University
Human Factors & Applied Cognitive Program
Levels of analysis (based on Newell’s Time Scale of Human Action)
Scale(sec)
Time Units System Analysis Activities/Processes
World (theory)
105 days
104 hours Task Task analysis Subtasks Bounded
103 10 min Rationality
102 min Subtask Unit Task Analysis Unit Tasks
101 10 sec Unit task Cognitive task analysis Activities
100 1 sec Activity Embodied cognition Microstrategies Cognitive Band
10-1 100 ms Microstrategy Computational modelsof embodied cognition Elements
10-2 10 ms Elements Architectural Parameters Biological
10-3 1 ms Parameters Band
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Level 3: Cognitive Task Analysis: Unit Tasks Activities
TargetacquisitionClassified?
yes Targetclassification
noFeedbkcheck?
noFeedback checkyes
Classified?
Method for goal: Determine if target is classifedStep 1 Select target by mouse clickStep 2 Note target ID#
Step 3Determine if radio button in info window is black
Step 4Verify that info window id# is same as target id#
16George Mason University
Human Factors & Applied Cognitive Program
Levels of analysis (based on Newell’s Time Scale of Human Action)
Scale(sec)
Time Units System Analysis Activities/Processes
World (theory)
105 days
104 hours Task Task analysis Subtasks Bounded
103 10 min Rationality
102 min Subtask Unit Task Analysis Unit Tasks
101 10 sec Unit task Cognitive task analysis Activities
100 1 sec Activity Embodied cognition Microstrategies Cognitive Band
10-1 100 ms Microstrategy Computational modelsof embodied cognition Elements
10-2 10 ms Elements Architectural Parameters Biological
10-3 1 ms Parameters Band
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Level 4: Embodied Cognition: Activity Microstrategy
Method for goal: Determine if target is classifedStep 1 Select target by mouse clickStep 2 Note target ID#
Step 3Determine if radio button in info window is black
Step 4Verify that info window id# is same as target id#
50verify crsr @ target
attend trgt ID#50retrieve trgt ID#50initiate mouse down
50mouseDn on target100attend visual50Information Window is updated
0initiate eye mvmt50eye mvmt30perceive black radio button100verifytrgt 50 verify trgt ID# 50 retrieve trgt ID# 50
http://hfac.gmu.edu/~mm
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Human Factors & Applied Cognitive Program
Levels of analysis (based on Newell’s Time Scale of Human Action)
Scale(sec)
Time Units System Analysis Activities/Processes
World (theory)
105 days
104 hours Task Task analysis Subtasks Bounded
103 10 min Rationality
102 min Subtask Unit Task Analysis Unit Tasks
101 10 sec Unit task Cognitive task analysis Activities
100 1 sec Activity Embodied cognition Microstrategies Cognitive Band
10-1 100 ms Microstrategy Computational modelsof embodied cognition Elements
10-2 10 ms Elements Architectural Parameters Biological
10-3 1 ms Parameters Band
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Level 5: Microstrategies Elements(Where GOMS doesn’t go!)
Production Rules
Declarative memory elements Internal (created on RHS of production rules)
External (created by shifts of attention in the external environment)
20George Mason University
Human Factors & Applied Cognitive Program
Levels of analysis (based on Newell’s Time Scale of Human Action)
Scale(sec)
Time Units System Analysis Activities/Processes
World (theory)
105 days
104 hours Task Task analysis Subtasks Bounded
103 10 min Rationality
102 min Subtask Unit Task Analysis Unit Tasks
101 10 sec Unit task Cognitive task analysis Activities
100 1 sec Activity Embodied cognition Microstrategies Cognitive Band
10-1 100 ms Microstrategy Computational modelsof embodied cognition Elements
10-2 10 ms Elements Architectural Parameters Biological
10-3 1 ms Parameters Band
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Level 6: Elements Parameters (GOMS doesn’t go here either!)
w -- amount of attentional capacity
d -- decay rate
s -- fluctuations in the strength of declarative memory elements
rt -- retrieval threshold
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KR not KE
GOMS (as with most task analysis methods) focuses on
Knowledge representation, not on
Knowledge elicitation
There are many sources of knowledge elicitation techniques
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Task Analysis versus Functionality
A task analysis does not guarantee functionality, seeKieras, D. E. (in press). Task analysis and the design of
functionality, CRC Handbook of Computer Science and Engineering.: CRC Press, Inc.
for a cogent discussion of this issue
24George Mason University
Human Factors & Applied Cognitive Program
Definition of GOMS
Characterization of a task in terms of The user's Goals
The Operators available to accomplish those goals
Methods (frequently used sequences of operators and sub-
goals) to accomplish those goals, and
If there is more than one method to accomplish a goal, the
Selection rules used to choose between methods.
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Example of G-O-M-S
To carry out a GOMS analysis of the following task involving a digital clock:
Set the clock
Top level goal: SET CLOCK
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Example of G-O-M-S: Goals
Goals and subgoals
Set Clock
Set Hour Set Min
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Example of G-O-M-S: Operators
Operators are the most elementary steps in which you choose to analyze the task.
Reach <type> button
Hold <type> button
Release <type> button
ClickOn <type> button
Decide: if <x> then <y>
Verify
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Example of G-O-M-S: Methods
Top-level user goalsSET-CLOCK
Method for goal: SET-CLOCKStep 1. Hold TIME button
Step 2. Accomplish goal: SET-HOUR
Step 3. Accomplish goal: SET-MIN
Step 4. Release TIME button
Step 5. Return with goal accomplished
Method for goal: SET-<digit>Step 1. ClickOn <digit> button
Step 2. Decide: If target <digit> = current <digit>, then return with goal accomplished
Step 3. Goto 1
29George Mason University
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Example of G-O-M-S: Selection rules
No selection rules in this example as this clock has only ONE method for accomplishing each goal, but . . .
Selection rule for goal: SET-HOUR
If target HOUR ≤ 4 hours from current HOUR, then Accomplish Goal: ClickOn HOUR
If target HOUR > 4 hours from current HOUR, then Accomplish Goal : Click&Hold HOUR
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Applications of GOMS
Case 1. Design of mouse-driven text editor
Case 2. Directory assistance workstation
Case 3. Space operations database system (for orbital objects)
Case 4. Bank deposit reconciliation system.
Case 5. CAD system for mechanical design.
Case 6. Television control system.
Case 7. Nuclear power plant operator's associate.
Case 8. Intelligent tutoring system.
Case 9. Industrial scheduling system.
Case 10. CAD system for ergonomic design.
Case 11. Telephone operator workstation.
List compiled by John & Kieras (1997a).
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Where does GOMS go?
Organization Issues [anthropology, social Ψ, Ι/Ο]
Conceptual Ιssues, Mental Models [cognitive science]
Procedural Ιssues (methods) [GΟMS]
Perceptual Ιssues [tradtional HF, cognitive
engineering, Tullis, Wickens]
Usability writ large
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Development process
without analytic modeling
Development process
with analytic modeling
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GOMS as Analytic Modeling
GOMS analysis produces a model of behavior
Given a task, the model predicts the methods, or sequences of operators, that a person will perform to accomplish that task
Can look at the GOMS model in different ways to qualitatively and quantitatively assess different types of performance
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Scope of GOMS: What it can do
Predict the sequence of operators an expert will perform
Predict performance time of expert users - even in real-world situations
Predict learning time in relatively simple domains
Predict savings due to previous learning
Help design on-line help and manuals
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Scope of GOMS: What it can do, con’t
GOMS has been applied to both: User-driven interaction
“Situated” or event-driven interaction
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Scope of GOMS:What it might be able to do Research has made progress on
Predicting the number of some types of errors
see discussion in: Gray, W. D. (2000). The nature and processing of errors in interactive behavior. Cognitive Science, 24(2), 205-248.
Predicting the effects of display layout on performance time
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Scope of GOMS: What it can't do
Predict problem-solving behavior
Predict how GOMS structure grows from user experience
Predict behavior of casual users, individual differences...
Predict the effects of fatigue, user preference, organizational impact...
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General Factors to Considerin GOMS Models
When deciding what type of GOMS model you need, you must consider...
what control structure
what level of analysis
whether to approximate behavior with serial or parallel processes
...different uses of GOMS models lead to different values of these factors
These factors will be a recurring theme
40George Mason University
Human Factors & Applied Cognitive Program
GOMS Family of Analysis Methods
Keystroke-Level Model
CMN-GOMS
NGOMSL
CMN-GOMS for Highly Interactive Tasks
CPM-GOMS
= “worked example” provided in this HFES workshop
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Break time
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Keystroke-Level Model: Intro
The simplest of all GOMS models: OM only!!! No explicit goals or selection rules
Operators and Methods (in a limited sense) only
“Useful where it is possible to specify the user’s interaction sequence in detail” (CMN83, p. 259).
Control structure: Flat
Serial or Parallel: Serial
Level of Analysis: Keystroke-level operators
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area code exchange line pin1 2 3 4 5 6 7 8 9 10 11 12 13 14
num 7 0 3 9 9 3 1 3 5 7 1 2 3 4
Keystroke-Level Model: Example
TAO example
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Keystroke-Level Model: Overview
Step 1: Lay out assumptions
Step 2: Write out the basic action sequence (list the keystroke-level physical operators involved in doing the task)
Step 3: Select the operators and durations that will be used
Step 4: List the times next to the physical operators for the task
Step 4a: If necessary, include system response time operators for when the user must wait for the system to respond
Step 5: Next add the mental operators and their times
Step 6: Sum the times of the operators
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Keystroke-level Model: Operators
K: Keystroke
T(n): Type a sequence of n characters on a keyboard
P: Point with mouse to a target on a display
B: Press or release mouse button
BB: Click mouse button
H: Home hands to keyboard or mouse
M: Mental act of routine thinking
W(t): Waiting time for system to respond
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Card, Moran, and Newell on “Mentals”
“M operations represent acts of mental preparation for applying physical operations. Their occurrence does not follow directly from the physical encoding, but from the specific knowledge and skill of the user” p. 267
“The rules for placing M’s embody psychological assumptions about the user and are necessarily heuristic, especially given the simplicity of the model” p. 267.
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Heuristics for inserting mental operators
Basic psychological principle: physical operations in methods are chunked into submethods.
RULE 0: Insert M’s in front of all K’s or B’s that are not part of argument strings proper (e.g., text or numbers). Place M’s in front of all P’s that select commands (not arguments) or that begin a sequence of direct-manipulation operations belonging to a cognitive unit.
•Pointing to a cell on a spreadsheet is pointing to an argument -- no M•Pointing to a word in a manuscript is pointing to an argument -- no M•Pointing to a icon on a toolbar is pointing to a command -- M•Pointing to the label of a drop-down menu is pointing to a command -- M
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Heuristics for inserting mental operators
Rules 1-4 are heuristics (rules of thumb) for deleting mentals
“A single psychological principle lies behind all the deletion heuristics . . . physical operations in methods are chunked into submethods” p. 268
49George Mason University
Human Factors & Applied Cognitive Program
Heuristics for inserting mental operators
Basic psychological principle: physical operations in methods are chunked into submethods.
RULE 0: Insert M’s in front of all K’s or B’s that are not part of argument strings proper (e.g., text or numbers). Place M’s in front of all P’s that select commands (not arguments) or that begin a sequence of direct-manipulation operations belonging to a cognitive unit.
RULE 1: If an operator following an M is fully anticipated1 in an operator just previous to M, then delete the M (e.g., PMK --> PK or PMBB --> PBB).
•That is, the “M” drops out because the “P” and “BB” belong together in a chunk -- mental unit.•The button press “BB” is fully anticipated as the cursor is being moved to the target.
50George Mason University
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Heuristics for inserting mental operators
Basic psychological principle: physical operations in methods are chunked into submethods.
RULE 0: Insert M’s in front of all K’s or B’s that are not part of argument strings proper (e.g., text or numbers). Place M’s in front of all P’s that select commands (not arguments) or that begin a sequence of direct-manipulation operations belonging to a cognitive unit.
RULE 1: If an operator following an M is fully anticipated1 in an operator just previous to M, then delete the M (e.g., PMK --> PK or PMBB --> PBB).
RULE 2: If a string of MK’s or MB’s belongs to a cognitive unit (e.g., the name of a command), then delete all M’s but the first.
•Works with command names -- but what is a command name in a GUI interface?
•Physical actions: P(File)+ B + P(Save) + B•RULE 0: MP + MB + MP + MB•RULE 1: MPB + MPB•Does rule 2 apply to eliminate the middle mental? MPBPB ?
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Heuristics for inserting mental operators
Basic psychological principle: physical operations in methods are chunked into submethods.
RULE 0: Insert M’s in front of all K’s or B’s that are not part of argument strings proper (e.g., text or numbers). Place M’s in front of all P’s that select commands (not arguments) or that begin a sequence of direct-manipulation operations belonging to a cognitive unit.
RULE 1: If an operator following an M is fully anticipated1 in an operator just previous to M, then delete the M (e.g., PMK --> PK or PMBB --> PBB).
RULE 2: If a string of MK’s or MB’s belongs to a cognitive unit (e.g., the name of a command), then delete all M’s but the first
RULE 3: If a K is a redundant terminator (e.g., the terminator of a command immediately following the terminator of its argument), then delete the M in front of it.
•Applies to clicking OKAY in dialog buttons after you select a command; e.g., in Powerpoint, you have selected text, gone to the FORMAT:FONT palette, clicked on bold, and now point and click on OKAY -- pointing to and clicking on OKAY is PBB, not MPBB
52George Mason University
Human Factors & Applied Cognitive Program
Heuristics for inserting mental operators
Basic psychological principle: physical operations in methods are chunked into submethods.
RULE 0: Insert M’s in front of all K’s or B’s that are not part of argument strings proper (e.g., text or numbers). Place M’s in front of all P’s that select commands (not arguments) or that begin a sequence of direct-manipulation operations belonging to a cognitive unit.
RULE 1: If an operator following an M is fully anticipated1 in an operator just previous to M, then delete the M (e.g., PMK --> PK or PMBB --> PBB).
RULE 2: If a string of MK’s or MB’s belongs to a cognitive unit (e.g., the name of a command), then delete all M’s but the first
RULE 3: If a K is a redundant terminator (e.g., the terminator of a command immediately following the terminator of its argument), then delete the M in front of it.
RULE 4: If a K terminates a constant string (e.g., a command name), then delete the M in front of it; but if the K terminates a variable string (e.g., an argument string), then keep the M in front of it.
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Heuristics for inserting mental operators
The four heuristics do NOT capture the notion of method chunks precisely -- these are only approximations
Ambiguities: Is something “fully anticipated” or is something else a “cognitive unit”?
Much of this ambiguity stems from variations in expertise of the users we are modeling
54George Mason University
Human Factors & Applied Cognitive Program
Heuristics for inserting mental operators
Basic psychological principle: physical operations in methods are chunked into submethods.
RULE 0: Insert M’s in front of all K’s or B’s that are not part of argument strings proper (e.g., text or numbers). Place M’s in front of all P’s that select commands (not arguments) or that begin a sequence of direct-manipulation operations belonging to a cognitive unit.
RULE 1: If an operator following an M is fully anticipated1 in an operator just previous to M, then delete the M (e.g., PMK --> PK or PMBB --> PBB).
RULE 2: If a string of MK’s or MB’s belongs to a cognitive unit (e.g., the name of a command), then delete all M’s but the first
RULE 3: If a K is a redundant terminator (e.g., the terminator of a command immediately following the terminator of its argument), then delete the M in front of it.
RULE 4: If a K terminates a constant string (e.g., a command name), then delete the M in front of it; but if the K terminates a variable string (e.g., an argument string), then keep the M in front of it.
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KLM--mentals: example 1. Example: SET COLUMN WIDTH 5<cr>
List the keystroke level physical operators involved in doing the task KKKKKKKKKKKKKKKKKKK (19 K’s)
RULE 0 M+KKKK+M+KKKKKKK+M+KKKKKK+K+M+K or M+4K(set_)+M+7K(column_)+M+6K(width_)+1K(5)+M+1K(<cr>)
RULE 1 no change in this example
RULE 2 M+17K(set_column_width_)+1K(5)+M+1K(<cr>)
RULE 3 No change in this example
Rule 4 No change in this example
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KLM--mentals: example 2
Example: spellcheck “catelog” List the keystroke level physical operators involved in doing the task
P+BBBB+P+BB (where BB is a mousedown + mouseup, and BBBB is a doubleclick) RULE 0
P+M+BBBB+M+P+BB RULE 1
n/a RULE 2
n/a (“catelog” + spellcheck do not form a cognitive unit) RULE 3
n/a
RULE 4 n/a
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KLM--mentals: example 3
Example: save a file on a Mac using menus List the keystroke level physical operators involved in doing the
task P+B+P+B
RULE 0 M+P+M+B+M+P+M+B
RULE 1 M+P+B+M+P+B
RULE 2 n/a or M+P+B+P+B ???
Issue: Is this FILE-->SAVE menu selection a single cognitive unit or two?
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Keystroke-Level Model: m1 current
Step 1: Lay out your assumptions There are several fields on the display, first thing that any error
recovery method must do is to identify the field to be changed. In this case the field is the calling-card field (CCN).
For purposes of this exercise, we assume the error is made in the second number of the exchange.
TAO’s hands are on the keyboard
Step 2: Write out the basic action sequence (the physical operators)
ƒkey(ccn) + digit(14) + enterKey
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operator abbrev durationmental M 1200mseckeystroke-<key> K 280msecmouseDown or Up B 100msecclick (mouseD & Up) BB 200msechoming H 400mecpointing w/mouse P 1100msecdoubleClick BBBB 400msec
Keystroke-Level Model: m1 current
Step 3: select the operators and durations that will be used
We will use the ones from Kieras (1993).
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Method 1 of TAO task NUM op type timepress reset function keyfKEY(ccn) 1 K 0.28type digits digit 14 K 3.92outpulse new number to dbaseenter 1 K 0.28
total time 4.48
Keystroke-Level Model: m1 current
Step 4: List the times next to the physical operators for the task.
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Method 1 of TAO task NUM op type timeM before cmd 1 M 1.20press reset function key fCCN 1 K 0.28type digits digit 14 K 3.92M terminates argument string 1 M 1.20outpulse new number to dbase enter 1 K 0.28
total time 6.88
Keystroke-Level Model: m1 current
Step 5: Next add the mental operators and their times
Step 6: Sum the times of the operators Predicted time for current method is 6.88 sec
(note: this time is the same regardless of “where” the error is made)
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Keystroke-Level Model: m2 bs/delete
Step 1: Lay out your assumptions s/a model 1 except;
delete key backs up and deletes each digit
Step 2: Write out the basic action sequence (the physical operators)
ƒkey(ccn) + delKey(10) + digit(10) + enterKey
Step 3: Same operators as for model 1.
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Keystroke-Level Model: m2 bs/delete
Step 4: List the times next to the physical operators for the task.
Method 2: bs/delete NUM op type timepress reset function key fCCN 1 K 0.28bs/delete to digit delKey 10 K 2.80digits to retype digit 10 K 2.80outpulse new num to dbaseenter 1 K 0.28total time 6.16
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Keystroke-Level Model: m2 bs/delete
Step 5: Next add the mental operators and their times
Step 6: Sum the times of the operators
Method 2: bs/delete NUM op type timeM before cmd 1 M 1.20press reset function key fCCN 1 K 0.28bs/delete to digit delKey 10 K 2.80digits to retype digit 10 K 2.80verify done 1 M 1.20outpulse new num to dbase enter 1 K 0.28total time 8.56
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Keystroke-Level Model:m3 bkup/delete
Step 1: Lay out your assumptions s/a model 1 except;
backup key backs up without deleting. Delete key backs up and deletes
Step 2: Write out the basic action sequence (the physical operators)
ƒkey(ccn) + bkupKey(9) + delKey(1) + digit(1) + enterKey
Step 3: Same operators as for model 1.
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Keystroke-Level Model: m3 bkup/delete
Step 4: List the times next to the physical operators for the task.
Method 3: bkup-delete NUM op type timepress reset function key fCCN 1 K 0.28backup to digit bkup 9 K 2.52delete digit del 1 K 0.28digits to retype digit 1 K 0.28outpulse new num to dbase enter 1 K 0.28total time 3.64
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Keystroke-Level Model: m3 bkup/delete
Step 5: Next add the mental operators and their times (Your turn!!! Our answer are on the next page, no peeking!!!)
Method 3: bkup-delete NUM op type time
press reset function key fCCN 1 K 0.28
backup to digit bkup 9 K 2.52
delete digit del 1 K 0.28
digits to retype digit 1 K 0.28
outpulse new num to dbase enter 1 K 0.28
total time
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Keystroke-Level Model: m3 bkup/delete
Step 5: KLM w/mentals.
Method 3: bkup-delete NUM op type timeset up workstation to retype number 1 M 1.20press reset function key fCCN 1 K 0.28backup to digit bkup 9 K 2.52delete digit del 1 K 0.28digits to retype digit 1 K 0.28verify done 1 M 1.20outpulse new num to dbase enter 1 K 0.28total time 6.04
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Keystroke-Level Model: m4 zap-gp
Step 1: Lay out your assumptions s/a model 1 except;
Four separate function keys, zaps (deletes) either area code, exchange, line, or pin number. Retyping need only retype the zapped numbers.
Step 2: Write out the basic action sequence (the physical operators)
ƒkey(ccn) + zapExch(1) + digit(3) + enterKey
Step 3: Same operators as for model 1.
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Keystroke-Level Model: m4 zap-gp
Step 4: List the times next to the physical operators for the task. Your turn!! (Our answer are on the next page, no peeking!!!)
Method 4: zap-gp NUM op type time
total time
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Keystroke-Level Model: m4 zap-gp
Step 5: Next add the mental operators and their times (Your turn!!! Our answer are on the next page, no peeking!!!)
Method 4: zap-gp NUM op type time
press reset function key fCCN 1 K 0.28
zap-group zap 1 K 0.28
digits to retype digit 3 K 0.84
outpulse new num to dbase enter 1 K 0.28total time
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Keystroke-Level Model: m4 zap-gp
Step 5: KLM model w/mentals
Method 4: zap-gp NUM op type timeset up workstation to retype number 1 M 1.20press reset function key fCCN 1 K 0.28zap-group zap 1 K 0.28digits to retype digit 3 K 0.84verify done 1 M 1.20outpulse new num to dbase enter 1 K 0.28total time 4.08
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Keystroke-Level Model:
Summary
Of the three new methods, only one seems likely to be fast enough to justify expense of redesign
predicted timeMethod 1: Current 6.88Method 2: bs/delete 8.56Method 3: bkup-delete 6.04Method 4: zap-gp 4.08
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Keystroke-Level Model: Dialog box interface
Fi le Edi t Databases
123- 4567234- 5678345- 6789345- 7899765- 4321
The task: To issue a query on telephone numbers to one out of several databases. The users will be working in a window system, and the information that is to be looked up in the databases can be assumed to be visible on the screen.
Thanks to Bonnie John for allowing us to use this material!!!
Fig 1
The screen as it looks before the menu choices. The telephone numbers to be looked up are in the window at the bottom of the screen.
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Keystroke-Level Model: Dialog box interface (2)
To use this interface, the user first pulls down a menu from the menubar at the top of the screen. This menu contains the names of the databases and the user positions the mouse cursor over the name of the relevant database in this list.
File Edit DatabasesDatabasesDB1 DB2 DB4DB3
123-4567 234-5678 345-6789 345-7899 765-4321
Fig 2
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Keystroke-Level Model: Dialog box interface (3)
A hierarchical submenu appears with legal queries for the chosen database. This submenu contains an average of four alternatives, and the user moves the mouse until it highlights the option "query on telephone number." The user then releases the mouse button.
File Edit DatabasesDatabasesDB1 DB2 DB4DB3 query on name
query on address query on businessquery on telephone
123-4567 234-5678 345-6789 345-7899 765-4321
Fig 3
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Keystroke-Level Model: Dialog box interface (4)
This causes a standard-sized dialog box to appear in the middle of the screen as shown in Figure 4. The large field at the top is initially empty. This field will eventually list the telephone numbers to be submitted to the database as a query. The dialog box does not overlap the window with the list of telephone numbers.File Edit Databases
Inquiry Box
Inquiry on telephone number
OK Cancel
Add
Delete
Update
Help
123-4567 234-5678 345-6789 345-7899 765-4321
Fig 4
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Keystroke-Level Model: Dialog box interface (5)
"The user clicks in the input field (the one-line field below the prompt "Inquiry on telephone number") and types the telephone number.
File Edit Databases
Inquiry Box
Inquiry on telephone number
OK Cancel
Add
Delete
Update
Help
123-4567
123-4567 234-5678 345-6789 345-7899 765-4321
File Edit Databases
Inquiry Box
Inquiry on telephone number
OK Cancel
Add
Delete
Update
Help
123-4567
123-4567 234-5678 345-6789 345-7899 765-4321
"The user clicks on the "Add" button to add the number to the query.Fig 5 Fig 6
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Keystroke-Level Model: Dialog box interface (6)
The state of the dialog box after the user's click on "Add."
File Edit Databases
Inquiry Box
Inquiry on telephone number
OK Cancel
Add
Delete
Update
Help
123-4567
123-4567
123-4567 234-5678 345-6789 345-7899 765-4321
File Edit Databases
Inquiry Box
Inquiry on telephone number
OK Cancel
Add
Delete
Update
Help
123-4567
123-4567
123-4567 234-5678 345-6789 345-7899 765-4321
"If the query is for a single telephone number, the user then clicks on the "OK" button to submit the query.
Fig 7 Fig 8
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Keystroke-Level Model: Dialog box interface (7)
Model 1: Dialog Box, one queryaction/operator sequence #ops KLM op time
Select dbase & query typepoint to "Databases" menu 1 P 1.10clickOn menu 1 BB 0.20point to "DB3" 1 P 1.10point to "query on telephone" 1 P 1.10clickOn 1 BB 0.20
Enter telephone numberpoint to "input field" 1 P 1.10clickOn input field 1 BB 0.20move hands to keyboard 1 H 0.40type in telephone number 8 K 2.24move hand to mouse 1 H 0.40point to "Add" button 1 P 1.10clickOn "Add" button 1 BB 0.20point to "OK" button 1 P 1.10clickOn "OK" button 1 BB 0.20
total time 10.64
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Keystroke-Level Model: Dialog box interface (8)
Model 1: Dialog Box, one queryaction/operator sequence #ops KLM op time
Select dbase & query typebegin direct-manipulation sequence 1 M 1.20point to "Databases" menu 1 P 1.10clickOn menu 1 BB 0.20point to "DB3" 1 P 1.10point to "query on telephone" 1 P 1.10clickOn "query on telephone" 1 BB 0.20
Enter telephone numberbegin direct-manipulation sequence 1 M 1.20point to "input field" 1 P 1.10clickOn input field 1 BB 0.20move hands to keyboard 1 H 0.40get number 1 M 1.20 Must either reread it or recall it.type in telephone number 8 K 2.24begin terminate entry 1 M 1.20move hand to mouse 1 H 0.40point to "Add" button 1 P 1.10clickOn "Add" button 1 BB 0.20
Exit palettebegin close palette 1 M 1.20point to "OK" button 1 P 1.10clickOn "OK" button 1 BB 0.20
total time 16.64
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Keystroke-Level Model: Pop-up menu (1)
Fig 9 Fig 10
File Edit Databases
123-4567 234-5678 345-6789 345-7899 765-4321
File Edit Databases
123-4567 234-5678 345-6789 345-7899 765-4321
DB1 DB2 DB4DB3
As previously mentioned, it can be assumed that the telephone number(s) in question is/are already visible on the screen. (Figure 9)
To query a number, the user moves the mouse cursor to the telephone number on the screen and clicks on the mouse button. This causes a pop-up menu to appear over the number with one element for each database for which queries can be performed with telephone numbers as keys. (Figure 10)
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Keystroke-Level Model: Pop-up menu (2)
The user moves the mouse until the desired database is highlighted in the pop-up menu. (Figure 11)
The user then clicks the mouse button (the system knows which number to search on because the user pointed to it when calling up the menu). (Figure 12)
Fig 11 Fig 12
File Edit Databases
123-4567 234-5678 345-6789 345-7899 765-4321
DB1 DB2 DB4DB3
File Edit Databases
123-4567 234-5678 345-6789 345-7899 765-4321
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Keystroke-Level Model: Pop-up menu (3)
Model 3: Pop-Up Menu, one queryaction/operator sequence #opsKLM op time
Enter telephone number
total time
•Your turn!! Action/operator sequence only. No mentals. (Our answer are on the next page, no peeking!!!)
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Keystroke-Level Model: Pop-up menu (3)
Now try adding the mentals. (Our answer are on the next page, no peeking!!!)
Model 3: Pop-Up Menu, one queryaction/operator sequence #ops KLM op time
Enter telephone number
point to first telephone number 1 P 1.10
clickOn number 1 BB 0.20
point to "DB3" 1 P 1.10
clickOn 1 BB 0.20
total time 2.60
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Keystroke-Level Model: Pop-up menu (4)
KLM w/mentals
Model 3: Pop-Up Menu, one queryaction/operator sequence #ops KLM op time
Enter telephone numberbegin direct-manipulation sequence 1 M 1.20point to first telephone number 1 P 1.10clickOn number 1 BB 0.20point to "DB3" 1 P 1.10clickOn 1 BB 0.20
total time 3.80
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Dialog Box Pop-Up Menu CVN 1 query 2 queries 1 query 2 queries sd as % of
mean sd mean sd mean sd mean sd meansCold heuristic estimates 12 20.30 26.10 29.40 30.40 8.00 7.40 14.00 15.10 110%Warm heuristic estimates 10 12.90 10.70 21.40 21.60 4.70 2.70 9.10 5.30 84%Hot heuristic estimates 15 13.80 6.10 20.00 9.50 6.10 3.50 9.40 5.50 50%original GOMS (L&C College)19 16.60 3.70 22.60 5.40 5.80 0.80 11.20 1.90 21%CMU students 19 14.70 3.30 22.60 4.80 4.60 1.00 8.70 1.80 22%PSYC645 Sp96 12 15.76 2.97 24.66 3.28 5.02 1.78 9.30 3.09 20%
User testing 20 15.40 3.00 25.50 4.70 4.30 0.60 6.50 0.90 18%
Difference from UT [UT - <condition> = ??]Cold heuristic estimates -4.90 -3.90 -3.70 -7.50Warm heuristic estimates 2.50 4.10 -0.40 -2.60Hot heuristic estimates 1.60 5.50 -1.80 -2.90original GOMS (L&C College) -1.20 2.90 -1.50 -4.70CMU students 0.70 2.90 -0.30 -2.20PSYC645 Sp96 -0.36 0.84 -0.72 -2.80
KLM vs “expert judgment”
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Break time
(Lunch Time!)
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NGOMSL
Natural Language GOMS based on structured natural language notation and a procedure
for constructing them
models are in program form
Control Structure: Hierarchical goal stack
Serial or parallel: Serial
Level of Analysis: As necessary for your design question
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NGOMSL - why?
More powerful than KLM. Much more useful for analyzing large systems
More built-in cognitive theory
Provides predictions of operator sequence, execution time, and time to learn the methods
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NGOMSL - Overall Approach
Step 1: Perform goal/subgoal decomposition Step 2: Develop a method to accomplish each goal
List the actions/steps the user has to do goal (at as general and high-level as possible for the current level of analysis)
Identify similar methods/collapse where appropriate
Step 3: Add flow of control (decides) Step 4: Add verifies Step 5: Add perceptuals, etc. Step 6: Add mentals for retrieves, forgets, recalls Step 7: Add times for each step Step 8: Calculate total time
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NGOMSL - Example
Car clock
Presetting radio stations simple
perverse
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ssEJ
ssSEEK
– TUNE +
PUSH CLOCK
ON OFF
FMAM
– +BASS
– +TREBLE
L RBALANCE
L RFADE
2:411 2 3
4 5 6
Provides predictions of methods and operators used to complete a task. If you provide estimates of operator-duration, you can get predictions of error-free expert performance time.
NGOMSL--Car Radio example (1)
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set clockset mode
set hourset minute
release knobturn knobdepress knob (and keep it depressed)
press tune “-” buttonpress tune “+” button
NGOMSL-- Car Radio example (2)
Goal/subgoal hierarchy
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NGOMSL-- Car Radio example (3)
Assumptions User's hands are NOT on the buttons at the beginning.
Time to move hand & arm to time change level is estimated by 2ft "reach" from Barnes (1963): 410 msec.
D = device time, time for clock to move forward one number, = 500 msec (we estimate this on the next slide)
I am assuming a 12-hr clock. Seems good assumption for a car clock.
Radio is off at beginning and end.
Begin knowing the time you want to set the clock to.
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Right Hand
Cognitive Operators
Visual Perception
Minimum time required to perceive clockTime=targetTime and to release the toggle lever
perceive info (X)
290
verify info (X)
50
initiate release (X)
50
release (X)
100
NGOMSL-- Car Radio example (4)
D = device time, time for clock to move forward one number, = 500 msec
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NGOMSL-- Car Radio example (5)
stmt time oper
op time
tot time assumptions
Method for goal: SET-CLOCK 0.1 0.10
Step 1Accomplish goal: set Mode to set Clock 0.1 0.10
Step 2
Decide: If curHr≠targetHr Then: Accomplish goal: Change Hour display 0.1 0.10
Step 3
Decide: If curMin≠targetMin Then: Accomplish goal: Change Minute display 0.1 0.10
Step 4 Release "vol/on/off" knob 0.1 B 0.10 0.20
Step 5 Return with goal accomplished 0.1 0.10
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NGOMSL-- Car Radio example (6)
stmt time oper
op time
tot time assumptions
Method for goal: set Mode to set Clock 0.1 0.10
Step 1Recall "vol/on/off" is modeSwitch 0.1 M 0.50 0.60
retrieval from LTM or equivalent (location and perception of labels?) needed and takes ≈ 500 msec
Step 2
Decide: If location of modeSwitch is not known then Locate modeSwitch 0.1 M 1.20 1.30
For this example we assume that location is NOT known. If known then tot. time for this step would be the stmt time, 0.10 sec
Step 3Reach & Grasp "volume/on/off" knob 0.1 R 0.48 0.58
source: Barnes, 1963, reach = 410 msec, grasp = 070 msec
Step 4 Turn knob 0.1 T 0.34 0.44 source: Barnes, 1963
Step 5Home thumb to "volume/on/off" knob 0.1 H 0.40 0.50
Step 6 Press and hold knob 0.1 B 0.10 0.20
Step 7 Return with goal accomplished 0.1 0.10
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NGOMSL-- Car Radio example (7)
stmt time oper
op time
tot time assumptions
Method for goal: Change <time> display 0.1 0.10
Step 1
Decide: If location of setTime switch is not known then Locate setTime switch 0.1 M 1.20 1.30 assume that loc is not known
Step 2
Decide: If finger is NOT on setTime switch then: Reach to setTime switch 0.1 R 0.41 0.51
Step 3Retrieve-from-LTM that <time> = "+ or -" 0.1 M 0.50 0.60
retrieval from LTM or equivalent (location and perception of labels?) needed and takes ≈ 500 msec
Step 4 Determine current setting 0.1 P 0.32 0.42
based upon cpm-goms analysis it should take 420 msec for eye to move to clock and for user to perceive the hour.
Step 5Press and hold setTime switch to <time> 0.1 B 0.10 0.20
cpm-goms calc. is ≈250 msec, go with KLM
Step 6Hold until <curTime> = <targetTime>, (500 x #digits) W
System response time is 500 msec/digit, this is enough time for Ss to perceive and initiate keyUp response.
Step 7 Verify display <time> 0.1 M 1.20 1.30Step 8 Return with goal accomplished 0.1 0.10
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NGOMSL-- Car Radio example (8)
time for SetClock goal 0.70time for setMode goal 3.82
time for setHour from 1 to 10 9.03
time to setMin from 56 to 50 31.53total 45.08
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NGOMSL-- PreSetting a station (1)
Locate Station
Select AM/FM
Initiate seek
Identify StationTerminate
seekSet Mode to
RadioetcSet PreSETEnter PreSet
MODEEnter PreSet
ButtonExit PreSet
MODEGeneral goal hierarchy for presetting a stationPreSET Network
Show
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NGOMSL-- PreSetting a station (2)
Note differences between this and previous slide.
Locate Station
Select AM/FM
PreSET Network Show
Set Mode to Radio
etc
Set PreSET
Goal hierarchy for optimal design
press & hold preset button until sound returns
seek & identify
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NGOMSL-- PreSetting a station (3)
MODEL 1: SETTING A PRESET TO A NETWORK SHOW - OPTIMAL DESIGN
Method for goal: preset network showStep1: Decide: IF radio is not playing, THEN Accomplish goal:
set-mode-to-radioStep2: Decide: IF show N.E. intended show, THEN Accomplish
goal: locate-stationStep3: Accomplish goal: set-presetStep4: Return with goal accomplished
Method for goal: locate-stationStep1: Decide: IF band N.E. desired band, THEN Accomplish
goal: select AM/FMStep2: Accomplish goal: seek&identifyStep3: Return with goal accomplished
Method for goal: select AM/FMStep1: Reach to button for desired bandStep2: Press button for desired bandStep3: Verify band correctStep4: Return with goal accomplished
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NGOMSL-- PreSetting a station (4)
Method for goal: seek&identifyStep1: Reach to right side of "Seek" button Step2: Press "Seek" buttonStep3: Decide: IF show N.E. intended show, THEN Goto 2Step4: Verify show correctStep5: Return with goal accomplished
Method for goal: set-presetStep1: Reach to desired "Preset" buttonStep2: Press and hold "Preset" buttonStep3: Wait until sound returnsStep4: Remove finger from "Preset" buttonStep5: Return with goal accomplished
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NGOMSL-- PreSetting perverse (1)
Locate StationSelect AM/FMInitiate seekExit seek
MODE
Set Mode to Radio
etcAssign new PreSETEnter
PreSet MODE
Enter PreSet ButtonExit
PreSet MODE
Goal hierarchy for perverse designPreSET Network ShowDelete old PreSETEnter delete MODE
Enter PreSet Button
Exit delete MODE
Set PreSETEnter seek mode
seek & identify
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NGOMSL-- PreSetting perverse (2)
ssEJ
– TUNE +
PUSH CLOCK
ON OFF
FMAM
– +BASS
– +TREBLE
L RBALANCE
L RFADE
2:411 2 3
4 5 6
Radio for Perverse Preset Design
SEEK MODE
ERASE PRESET
MEMORIZE PRESET
ssSEEK
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NGOMSL-- PreSetting perverse (3)
MODEL 2: SETTING A PRESET TO A NETWORK SHOW - PERVERSE DESIGN
Method for goal: preset network show (s/a optimal)Step1: Decide: IF radio is not playing, THEN Accomplish goal:
set-mode-to-radioStep2: Decide: IF show N.E. intended show, THEN Accomplish
goal: locate stationStep3: Accomplish goal: set-presetStep4: Return with goal accomplished
Method for goal: locate-station (s/a optimal)Step1: Decide: IF band N.E. desired band, THEN Accomplish
goal: select AM/FMStep2: Accomplish goal: initiate-seekStep3: Return with goal accomplished
Method for goal: select AM/FM (s/a optimal)Step1: Put finger on button for desired bandStep2: Press button for desired bandStep3: Verify band correctStep4: Return with goal accomplished
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NGOMSL-- PreSetting perverse (4)Method for goal: initiate-seek
Step1: Accomplish goal setMode-SEEKStep2: Accomplish goal: seek&identifyStep3: Accomplish goal: exit seek modeStep4: Return with goal accomplished
Method for goal: setMode-<mode>Step1: Reach for <mode> buttonStep2: Press <mode> buttonStep3: Verify <mode> correctStep4: Return with goal accomplished
Method for goal: seek&identify (s/a optimal)Step1: Reach to right side of "Seek" button Step2: Press "Seek" buttonStep3: Decide: IF show N.E. intended show, THEN Goto 2Step4: Verify show correctStep5: Return with goal accomplished
Method for goal: set-presetStep1: Accomplish goal: delete-previous-presetStep2: Accomplish goal: assign-new-presetStep3: Return with goal accomplished
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NGOMSL-- PreSetting perverse (5)
Method for goal: delete-previous-presetStep1: Accomplish goal: setMode-deletePreSet-on
(setMode-<mode>)Step2: Accomplish goal: enter-preset-buttonStep3: Accomplish-goal: setMode-deletePreSet-off
(setMode-<mode>)Step4: Return with goal accomplished
Method for goal: assign-new-presetStep1: Accomplish goal: setMode-preset-on (setMode-
<mode>)Step2: Accomplish goal: enter-preset-buttonStep3: Accomplish-goal: setMode-preset-off (setMode-
<mode>)Step4: Return with goal accomplished
Method for goal: enter-preset-buttonStep1: Reach to desired "Preset" buttonStep2: Press "Preset" buttonStep3: Return with goal accomplished
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NGOMSL--comparison of optimal and perverse designs
Optimal Perversenumber of different methods 6 11
number of methods used 6 18number of different steps 21 38number of steps required 21 66
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Break time
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CPM-GOMS: The Embodied Cognition level
Scale(sec)
Time Units System Analysis Activities/Processes
World (theory)
105 days
104 hours Task Task analysis Subtasks Bounded
103 10 min Rationality
102 min Subtask Unit Task Analysis Unit Tasks
101 10 sec Unit task Cognitive task analysis Activities
100 1 sec Activity Embodied cognition Microstrategies Cognitive Band
10-1 100 ms Microstrategy Computational modelsof embodied cognition Elements
10-2 10 ms Elements Architectural Parameters Biological
10-3 1 ms Parameters Band
Analyzing activities into microstrategies
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CPM-GOMS Extension to GOMS
Critical Path Method (or Cognitive Perceptual Motor) -GOMS
Control structure: Relaxed hierarchy, can be interrupted and continued based on new information in the world
Serial or Parallel: Parallel
Level of Analysis: Primarily elementary perceptual, cognitive and motor operators
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CPM-GOMS - why?
Need for analysis suitable for parallel activities
Human cognition is embodied cognition In some cases we need to understand the interleaving and
interdependencies between elementary cognitive, perceptual, and motor operations
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Brief Introduction to PERT Charts
Aadapted from "MacProjectII: Getting Started" (Claris Corp., 1989)
Start project
3/15/893/15/89
0
Talk to real estate agents
3/15/893/23/89
7
Get approval from Board of Directors
3/15/894/11/89
20
Visit potential locations
3/24/894/20/89
20
Propose location
4/20/894/20/89
0
Prepare offer
4/21/895/11/89
15
Show site to management
4/21/895/18/89
20
Investigate zoning laws
4/21/895/4/89
10Make
presentation to Committee
5/19/895/19/89
1
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SystemOperations
VisualPerceptualOperations Aural
CognitiveOperations
R-hand
L-handMotor Operations Verbal
EyeMovement
Call Arrival Tone
display 0+
Perceive displayPerceive
Tone
attendaural
attend display
initiate eyemovement
verifytone
verify0+
eyemovement
attend display
displayCOIN PRE
Perceive display
System Event System Event
verify COINPRE
Initiategreeting
New England Public Telephonemay I help you?
CustomerPause
Perceive CustomerSpeech
attendaural
customer
initiate functionkeypress
R-home tofunction keyCPM-GOMS Model
CPM-GOMS
Schedule Charts: A Notation for Representing Parallelism.
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But are composites of simpler, basic-level activities Activities
Microstrategies
Unit-tasks
We will illustrate these in the context of moving and clicking a mouse
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Predicted time:
74 5 msec
attend-
target
50
move-
cursor
545
initiate-
POG
50
POG
30
perceive-
cursor
@target
100
verify-
cursor
@target
50
initiate-
move-
cursor
50
perceive
-target
100
verify-
target -
pos
50
attend-
cursor
@target
50
new-cursor-location
0
Predicted time:
530 msec
attend-
target
50
move-
cursor
301
initiate
-POG
50
POG
30
perceive-
cursor
@target
100
verify-
cursor@
target
5050
perceive
-target
100
verify-
target -
pos
50
attend-
cursor
@target
50
new-cursor-location
0A B
initiate-
move-
cursor
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Predicted time: 845 msec
initiate-mouseDn
50
mouseDn
100
SLOW-M/C
at t end-t arget
50
move-cursor
545
new-cursor-locat ion
init iat e-POG
50
POG30
perceive-cursor
@target
100
verify-cursor@
t arget
50
perceive-t arget
100
verify-t arget -
pos
50
at t end-cursor@
t arget
50START
init it at e-move-cursor
END
845
0
Predicted t ime:695 msec
FAST-M/C
69550
mouseDn
10 0
50
54 5
50
POG30
perceive t arget
100
50
0
at t end-t arget
init iat e-POG
verify-t arget -
pos
init iate-mouseDn END
new-cursor-locat ion
move-cursor
START init it at e-
move-cursor
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Predicted time: 300 msec
mouseUp100
display-change
perceive-display-change100
verify-display-change
50
initiate-move-cursor
50
SLOW-C/M
at t end-display-change
50
START mouse
Dn
END move-cursor
Predicted t ime: 50 msec
FAST-C/M300
0
50
START mouse
Dn 50
Predicted t ime: 150 msec
mouseUp
100
50
MED-C/M
START mouse
Dn
150
init iat e-move-cursor
init iat e-move-cursor
END move-cursor
END move-cursor
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The Button Study
home
?? ?? ??
?? ?? ??
?? ??
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Experimental Data
HOME-to-TARGET
TARGET-to-HOME
Difference
Predicted 970 msec 820 msec 150 msecFound 994 msec
(19.7)840 msec(19.7)
154 msec
Absolute Difference 2.41% 2.38%
Data and examples are from: Gray, W. D., & Boehm-Davis, D. A. (in press). Milliseconds Matter: An introduction to microstrategies and to their use in describing and predicting interactive behavior. Journal of Experiment Psychology: Applied.
Advanced copy available from: http://hfac.gmu.edu/~mm
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Telephone Operator Workstation: The Real-World Problem A telephone company wanted to replace old
telephone operator workstations with a new workstation.
For this company, each second saved per call translates into a savings of $3 million/year in operating costs.
Will the new workstation be faster than the current workstation, and if so, how much will it save each year?
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Telephone Operator Workstation: The Task
Assist a customer in completing calls
Record the correct billing information
NOT directory assistance
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Workstation: “Beep”TAO: “New England Telephone may I help you?”Customer: “Operator, bill this to 412-555-1212-1234.”TAO: Hits a series of function & numeric keysWorkstation: Displays the authorization for the calling cardTAO: “Thank you.”TAO: Hits a key to release the workstation so
another call can come in
Telephone Operator Workstation: An Example Call
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Telephone Operator Workstation: Goals
Overall Goal Handle the call
Subgoals explicitly trained Determine and enter who pays for the call
Determine and enter the appropriate billing rate
Determine when the call is complete and release the workstation
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Telephone Operator Workstation: Operators
Criteria for selecting a level of analysis Captures observed behavior
Captures distinctions between workstations
Different levels of analysis Unit Task Level
Functional Level
Cognitive task analysis Level
Embodied cognition Level
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Operators reflect the activities theTAO must perform
• listen-to-beep• read-screen• greet-customer• listen-to-customer• enter-command• enter-credit-card-number• thank-customer
Telephone Operator WorkstationOperators: The cognitive task analysis level
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Telephone Operator Workstation:Cognitive Task Analysis
goal: handle-calls. goal: handle-call. . goal: initiate-call. . . goal: receive-information. . . . listen-to-beep Workstation: beep. . . . read-screen Workstation: displays information. . . goal: request-information. . . . greet-customer TAO: "New England Telephone
may I help you?". . goal: enter-who-pays. . . goal: receive-information. . . . listen-to-customer Customer: “Operator, bill this to
412-555-1212-1234.”. . . goal: enter-information. . . . enter-command TAO: hit F1 key. . . . enter-calling-card-number TAO: hit 14 numeric keys. . goal: enter-billing-rate. . . goal: receive-information. . . . read-screen and so on
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System RT
LISTEN-TO-BEEP
READ-SCREEN
GREET-CUSTOMER
LISTEN-TO-CUSTOMER
ENTER-COMMAND
ENTER-CREDIT-
THANK-CUSTOMER
Time of call (seconds)
CARD-NUMBER
0 13
Telephone Operator Workstation:Cognitive Task AnalysisProblems with Assumption of Sequential Operators
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Telephone Operator Workstation: Embodied Cognition Level
Operators at the level of elementary operations of
Cognition
Perception
Motor acts
Uses the Critical Path Method
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READ-SCREEN(1) activity-level goal
System RT
Perceptual Operators
Visual
Aural
Cognitive Operators
L-Hand Movements R-Hand Movements Verbal Responses Eye Movements
Motor Operators
400
100
eye-movement (1)
30
system-rt(2)330
display-info(2)30
100
150
other systems
workstation display time
LISTEN-FOR-BEEP activity-level goal READ-SCREEN(2)
activity-level goal
initiate-eye-movement(1)
GREET-CUSTOMER activity-level goal
50attend-info(1)
0
attend-info(2)
perceive-binary-info(2)
50 50 50 50 50 50initiate-greeting
1570"New England Telephone
may I help you?"
perceive-silence(a)
verify-info(2)
verify-info(1)
verify-BEEP
50attend-aural-
BEEP
290perceive-complex-info(1)
30display-info(1)begin-call
system-rt(1)
perceive-BEEP
Telephone Operator Workstation:CPM-GOMS Level
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Telephone Operator Workstation:Making Quantitative Predictions Use the CPM-GOMS model of the benchmark call on
the current workstation as a baseline
Modify the model to reflect design decisions substitute the layout, response times and procedures of the
proposed workstation
propose new features or designs
obtain quantitative predictions of the effects on performance time
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Telephone Operator Workstation:Quantitative Predictions
Call Category
Seconds
-0.5
0
0.5
1
1.5
2
cc01 cc02 cc03 cc04 cc05 cc06 cc07 cc08 cc09 cc10 cc11 cc12 cc13 cc16 cc18
Difference between the proposed workstation and the current workstation for 15 benchmark calls
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Telephone Operator Workstation:Qualitative Explanations
Examine the critical path of the different models to explain the quantitative predictions. E.g., why this call is longer on the proposed than on the current workstation.
Beginning of call
Current Workstation
Proposed Workstation
operators removed from slack time
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Qualitative Explanations
Models as explanation.
Current Workstation
Proposed Workstation
operators added to critical path
End of call
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Uses of CPM-GOMS in Design
Project Ernestine emphasized Quantitative comparisons between alternative systems
Qualitative explanations for differences between alternative systems
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Uses of CPM-GOMS in Design
CPM-GOMS can also be used to Direct design effort
Bracketing, Profiling, and Diagnosis
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Directing Design Effort
Designing telephone operator workstations: Should we redesign
keyboards?
screens?
system response times?
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Directing Design Effort
Keyboards & Screens
How much of the time is each
activity on the critical path?
Call Cat. Sys RT Talking Keying Reading Ring/Coincc01 25% 40% 1% 3% 31%cc02 3% 93% 0% 4% 0%cc03 20% 71% 2% 6% 0%cco4 25% 31% 6% 4% 35%cc05 19% 44% 3% 2% 22%cc06 12% 79% 2% 6% 0%cc07 30% 57% 8% 3% 0%cc08 26% 41% 23% 10% 0%
... ... ... ... ... ...Average 16% 64% 6% 5% 8%
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Directing Design Effort
Bracketing
Profiling
Diagnosis
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Bracketing: Slow & Fastest ReasonableDescription Microstrategy SLOW BEST FIT FASTEST
REASONABLE
Part 1: K3 to mDn@zoomPtfrom keypress to move cursor KEYPRESS-
MOVESLOW-KP/M P1 FAST-KP/M
P2 MED-KP/MFAST-KP/M
mouse down on zoom-point MOVE-CLICK SLOW-M/C SLOW-M/C SLOW-M/C
Part 2: mDn@zoomPt to mDn@EXP2 btnmove from zoom-point to EXP2 button CLICK-MOVE SLOW-C/M P1 SLOW-C/M
P2 MED-C/MFAST-C/M
mouse down on EXP2 button MOVE-CLICK SLOW-M/C SLOW-M/C SLOW-M/C
Part 3: mDn @ EXP2 btn to mDn @ trgtmove from EXP2 button to way-point CLICK-MOVE SLOW-C/M P1 MED-C/M
P2 SLOW-C/MMED-C/M
mouse down on way-point MOVE-CLICK SLOW-M/C SLOW-M/C SLOW-M/C
Part 4: mDn @ trgt to K2keypress to select NAV-his display CLICK-
KEYPRESSSLOW-C/KP P1 SLOW-C/KP
P2 MED-C/KPFAST-C/KP
Part 5: K2 to mDn @ NavDesg Btnmove from center to NAVDESG button KEYPRESS-
MOVESLOW-KP/M P1 SLOW-KP/M
P2 MED-KP/MFAST-KP/M
mouse down on NAVDESG button MOVE-CLICK SLOW-M/C SLOW-M/C SLOW-M/C
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Bracketing
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Profiling: BEST FIT modelsDescription Microstrategy SLOW BEST FIT FASTEST
REASONABLE
Part 1: K3 to mDn@zoomPtfrom keypress to move cursor KEYPRESS-
MOVESLOW-KP/M P1 FAST-KP/M
P2 MED-KP/MFAST-KP/M
mouse down on zoom-point MOVE-CLICK SLOW-M/C SLOW-M/C SLOW-M/C
Part 2: mDn@zoomPt to mDn@EXP2 btnmove from zoom-point to EXP2 button CLICK-MOVE SLOW-C/M P1 SLOW-C/M
P2 MED-C/MFAST-C/M
mouse down on EXP2 button MOVE-CLICK SLOW-M/C SLOW-M/C SLOW-M/C
Part 3: mDn @ EXP2 btn to mDn @ trgtmove from EXP2 button to way-point CLICK-MOVE SLOW-C/M P1 MED-C/M
P2 SLOW-C/MMED-C/M
mouse down on way-point MOVE-CLICK SLOW-M/C SLOW-M/C SLOW-M/C
Part 4: mDn @ trgt to K2keypress to select NAV-his display CLICK-
KEYPRESSSLOW-C/KP P1 SLOW-C/KP
P2 MED-C/KPFAST-C/KP
Part 5: K2 to mDn @ NavDesg Btnmove from center to NAVDESG button KEYPRESS-
MOVESLOW-KP/M P1 SLOW-KP/M
P2 MED-KP/MFAST-KP/M
mouse down on NAVDESG button MOVE-CLICK SLOW-M/C SLOW-M/C SLOW-M/C
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Profiling
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Diagnosis: example
CLICK-MOVE Used in part 2 and part 3
Use of slower microstrategies may reflect a confusion among the three unit tasks
Not perceptually distinct
Participants might have had to rely more on memory than is usual for interactive behavior with current interactive technology
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Summary of CPM-GOMS
Predicts expert performance time and provides qualitative explanations for tasks involving parallel activities
Once the models are built, schedule charts allow designers to rapidly play what-if games with design ideas and parameters
Not intended to predict the occurrence of learning time, or errors - other forms of GOMS models are more helpful there
Subject to the limitations of GOMS models in general (no casual use, fatigue, etc.)
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Summary of Workshop
Intro to the GOMS family of models
Keystroke Level GOMS
NGOMSL GOMS
CPM-GOMS
http://hfac.gmu.edu/~graypubshttp://hfac.gmu.edu/~graypubs
http://hfac.gmu.edu/~mmhttp://hfac.gmu.edu/~mm
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