itm 734 introduction to human factors in information systems
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ITM 734 Introduction to Human Factors in Information Systems. Cindy Corritore [email protected]. Simple Human Performance Models: Predictive Evaluation with Hick’s Law, Fitt’s Law, Power Law of Practice, Keystroke-Level Model. - PowerPoint PPT PresentationTRANSCRIPT
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ITM 734Introduction to Human Factors in Information Systems
Cindy [email protected]
This material has been developed by Georgia Tech HCI faculty, and continues to evolve.
Simple Human Performance Models: Predictive Evaluation with Hick’s Law, Fitt’s Law, Power Law of Practice, Keystroke-Level Model
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Simple User Models
• 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 model predictive
evaluation
• No mock-ups or prototypes!
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Two Types of User Modeling
• Cognitive – human as interperter/predictor – based on Model Human Processor (MHP) Key-stroke Level Model
– Low-level, simple GOMS (and similar) Models
– Higher-level (Goals, Operations, Methods, Selections)– Not discussed here
• Stimulus-Response Practice law Hick’s law Fitt’s law
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Keystroke-Level Model (KSLM)
• KSLM - developed by Card, Moran & Newell, see their book* and CACM* 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 and
GOMS• Focuses on very low level actions
Assumes no high level thinking during action
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KSLM Accounts for
• Keystroking TK
• Mouse Button press TB
• Pointing (typically with mouse) TP
• Hand movement betweenkeyboard and mouse TH
• Drawing straight line segments TD
• “Mental preparation” for an action TM – how measure?
(fast recall)
• System Response time TR – ignore (fast)
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Using KSLM - Step One
• Decompose task into sequence of operations - K, B, P, H, D (no M operators yet; R can be used always or not at all) Typically system response time appears
instantaneous, so can be ignored
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Step One Example : MS Word Find Command
• Use Find Command to locate a six character word H (Home on mouse) P (Edit) B (click on mouse button - press/release) P (Find) B (click on mouse button) H (Home on keyboard) 6K (Type six characters into Find dialogue box) K (Return key on dialogue box starts the find)
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Using KSLM - Step Two
• Place M (mental prep) operators- In front of all K’s that are NOT part of
argument strings (ie, not part of text or numbers)
- In front of all P’s that select commands (not arguments)
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Step Two Example : MSoft Word Find Command
H (Home on mouse)MP (Edit)B (click on mouse button)MP (Find)B (click on mouse button)H (Home on keyboard)6K (Type six characters)MK (Return key on dialogue
box starts the find)
Rule 0b: Pselects command
Rule 0b: Pselects command
Rule 0a: Kis argument
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Using KSLM - Step 3
Remove M’s according to heuristic rules (Rules relate to chunking of actions)Rule 1. If action is anticipated by prior operation – it is a
chunk action– change PMK to PK (point and then click is a chunk)
Rule 2. If a string of MKs is a single cognitive unit (such as a command name), delete all MKs except the first
– MKMKMK -> MKKK (same as M3K) (again, it is a chunk)Rule 3. If it is a redundant terminator, such as )) at end of
something, then remove MRule 4. If the K terminates a constant string, such as
command word (such as return after typing in command), then delete M
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Step 3 Example: MS Word Find Command
Rule 4 Keep M
Rule 1 delete MH anticipates P
Rule 1 delete MH anticipates P
H (Home on mouse)MP (Edit)B (click on mouse button)MP (Find)B (click on mouse button)H (Home on keyboard)6K (Type six characters)MK (Return key on dialogue
box starts the find)
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Using KSLM - Step 4
• Plug in real numbers from experiments K: .08 sec for best typists, .28 average,
1.2 if unfamiliar with keyboard B: down or up - 0.1 secs; click - 0.2 secs P: 1.1 secs H: 0.4 secs M: 1.35 secs R: depends on system; often negligible
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Step 4 Example : MS Word Find Command
H (Home on mouse)P (Edit)B (click on mouse button - press/release)P (Find)B (click on mouse button)H (Home on keyboard)6K (Type six characters into Find dialogue box)MK (Return key on dialogue box starts the find)• Timings
H = 0.40, P = 1.10, B = 0.20, M = 1.35, K = 0.28 2H, 2P, 2B, 1M, 6K
• Predicted time = 6.43 secs
http://www.syntagm.co.uk/design/klmcalc.shtml
- website with KSLM calculator
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Power law of practice
• The logarithm of the reaction time for a particular task decreases linearly with the logarithm of the number of practice trials taken Time to perform a task based on
practice trials• Performance improves based on a
“power law of practice” That is, practice improves performance
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Power law of practice
• Tn = T1n-a
Tn time to perform a task after n trials T1 time to perform a task on first trial n number of trials (practice time) a is about .4, between .2 and .6 For learning skills - describes learning curve
– Typing speed improvement– Learning to use mouse– Pushing buttons in response to stimuli– NOT learning
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Uses for Power Law of Practice
• Use measured time T1 on trial 1 to predict whether time with practice will meet usability criteria, after a reasonable number of trials How many trials are reasonable?
• Predict how many practices will be needed for user to meet usability criteria Determine if usabiltiy criteria is realistic
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Hick’s law
• Decision time to choose among n equally likely alternatives – choice reaction time T = Ic log2(n+1) where
T is decision time
Ic ~ 150 msec (constant)
n is number of alternatives
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Uses for Hick’s Law
• Menu selection• Which will be faster as way to choose from
64 choices? Go figure: Single menu of 64 items Two-level menu of 8 choices at each level Two-level menu of 4 and then 16 choices Two-level menu of 16 and then 4 choices Three-level menu of 4 choices at each level Binary menu with 6 levels
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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
• Function of distance and width (of target)
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Fitts model
MT = a +b log2(d/w +1)
• MT is average time taken to complete the movement
• a and b are constants and can be determined by fitting a straight line to measured data.
• d is the distance from the starting point to the center of the target.
• w is the width of the target measured along the axis of motion.
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Exact Equation
• Run empirical tests to determine k1 and k2
• Will get different ones for different input devices and device uses
MT
log2(d/w + 1.0)
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Uses for Fitt’s Law
• Menu item size• Icon size• Scroll bar target size and placement
Up / down scroll arrows together or at top and bottom of scroll bar
• Pie menus
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Cognitive models - many flavors
More complex than KSLMHierarchical
GOMS - Goals, Operators, Methods, SelectorsCCT - Cognitive Complexity Theory
LinguisticTAG - Task Action GrammarCLG - Command Language Grammar
Cognitive architecturesSOAR, ACT