Design Models 2 – GOMS and State Transition Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 7 Interaction Design Models • • • • • • Model Human Processor (MHP) Keyboard Level Model (KLM) GOMS Modeling Structure Modeling Dynamics Physical Models Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-2 GOMS Goal/task models can be used to explore the methods people use to accomplish their goals • Card et al. suggested that user interaction could be described by defining the sequential actions a person undertakes to accomplish a task. • The GOMS model has four components: – – – – goals operators methods selection rules Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-3 GOMS • Goals - Tasks are deconstructed as a set of goals and subgoals. • Operators - Tasks can only be carried out by undertaking specific actions. • Methods - Represent ways of achieving a goal – Comprised of operators that facilitate method completion • Selection Rules - The method that the user chooses is determined by selection rules Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-4 GOMS – CMN-GOMS CMN-GOMS can predict behavior and assess memory requirements • CMN-GOMS (named after Card, Moran, and Newell) -a detailed expansion of the general GOMS model – Includes specific analysis procedures and notation descriptions • Can judge memory requirements (the depth of the nested goal structures) • Provides insight into user performance measures Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-5 CNM-GOMS example GOAL: CLOSE-WINDOW . [select GOAL: USE-MENU-METHOD . . MOVE-MOUSE-TO-FILE-MENU . . PULL-DOWN-FILE-MENU . . CLICK-OVER-CLOSE-OPTION GOAL: USE-CTRL-W-METHOD . . PRESS-CONTROL-W-KEYS] For a particular user, U1: Rule 1: Select USE-MENU-METHOD unless another rule applies Rule 2: If the application is GAME, select CTRL-W-METHOD So here we have one Goal with either of two Methods, one of which requires a sequence of three Operators, the other requires just one Operator; for U1 we have 2 Selection rules Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 6 GOMS – Other GOMS Models • NGOMSL (Natural GOMS Language), developed by Kieras, provides a structured natural-language notation for GOMS analysis and describes the procedures for accomplishing that analysis – NGOMSL Provides: • A method for measuring the time it will take to learn specific method of operation • A way to determine the consistency of a design’s methods of operation • Bonus learning – see ftp://www.eecs.umich.edu/people/kieras/GOMS/NGOMSL_Guide.pdf Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-7 GOMS – Other GOMS Models • CPM-GOMS represents – Cognitive – Perceptual – Motor operators • CPM-GOMS uses Program Evaluation Review Technique (PERT) charts – Maps task durations using the critical path method (CPM). • CPM-GOMS is based directly on the Model Human Processor – Assumes that perceptual, cognitive, and motor processors function in parallel Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-8 GOMS – Other GOMS Models • Program Evaluation Review Technique (PERT) chart Resource Flows Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-9 Modeling Dynamics Understanding the temporal aspects of interaction design is essential to the design of usable and useful systems • Interaction designs involve dynamic feedback loops between the user and the system – User actions alter the state of the system, which in turn influences the user’s subsequent actions • Interaction designers need tools to explore how a system undergoes transitions from one state to the next Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-10 Modeling Dynamics – State Transition Networks • State Transition Networks can be used to explore: – Menus – Icons – Tools • State Transition Networks can show the operation of peripheral devices Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-11 Modeling Dynamics – State Transition Networks • State Transition Network • STNs are appropriate for showing sequential operations that may involve choice on the part of the user, as well as for expressing iteration. Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-12 State transition networks (STN) – example • circles - states • arcs - actions/events click on circumference click on centre Circle 1 select 'circle' Start rubber band Circle 2 draw circle Finish Menu select 'line' Line 1 click on first point rubber band double click Line 2 draw last line Finish click on point draw a line Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 13 • Each circle denotes a ‘state’ the system can be in. • For example, Menu is the state where the system is waiting for the user to select either ‘circle’ or ‘line’ from the menu, and • For instance, state Circle 1 is where the system is waiting for the user to select the circle’s center. • If the user clicks on a point, the system moves into state Circle 2 and responds by drawing the rubber band between the point and the current mouse position. Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-14 • Circle 2 is the state after the user has entered the circle center and is waiting for the point on the circumference • From this state, the user can click on another point, upon which the system draws the circle and then moves into the special Finish state. • STN is able to represent a sequence of user actions and system responses. Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-15 State transition networks - events • arc labels a bit cramped because: – notation is `state heavy‘ – the events require most detail click on circumference click on centre Circle 1 select 'circle' Start rubber band Circle 2 draw circle Finish Menu select 'line' Line 1 click on first point rubber band double click Line 2 draw last line Finish click on point draw a line Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 16 State transition networks - states • labels in circles a bit uninformative: – states are hard to name – but easier to visualise click on circumference click on centre Circle 1 select 'circle' Star t rubber band Circle 2 draw circle Finish Men u select 'line' ... ... ... Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 17 Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-18 • additional composite states represented as rectangles • Each of these rectangles denotes the whole STN for the relevant submenu. Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-19 Modeling Dynamics – Three-State Model The Three-State Model can help designers to determine appropriate I/O devices for specific interaction designs • The TSM can reveal intrinsic device states and their subsequent transitions – The interaction designer can use these to make determinations about the correlation between task and device – Certain devices can be ruled out early in the design process if they do not possess the appropriate states for the specified task Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-20 Modeling Dynamics – Three-State Model • The Three-State Model (TSM) is capable of describing three different types of pointer movements – Tracked: A mouse device is tracked by the system and represented by the cursor position – Dragged: A mouse also can be used to manipulate screen elements using drag-and-drop operations – Disengaged movement: Some pointing devices can be moved without being tracked by the system, such as light pens or fingers on a touchscreen, and then reengage the system at random screen locations Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-21 Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-22 Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-23 state 0 is clearly different from states 1 and 2. However, if we look at the state 1–2 transaction, we see that it is symmetric with respect to the two states. State 2 requires a button to be pressed, whereas state 1 is one of relative relaxation (whilst still requiring hand–eye coordination for mouse movement). There is a similar difference in tension between state 0 and state 1. Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-24 Modeling Dynamics – Three-State Model Mouse Three-State Model. Trackpad Three-State Model. Alternate mouse Three-State Model. Multibutton pointing device Three-State Model. Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-25 Fitts’ Law Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-26 Hearing • Provides information about environment: distances, directions, objects etc. • Physical apparatus: – outer ear – protects inner and amplifies sound – middle ear – transmits sound waves as vibrations to inner ear – inner ear – chemical transmitters are released and cause impulses in auditory nerve • Sound – pitch – sound frequency – loudness – amplitude – timbre – type or quality Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Touch • Provides important feedback about environment. • May be key sense for someone who is visually impaired. • Stimulus received via receptors in the skin: – thermoreceptors – heat and cold – nociceptors – intense pressure, heat, pain – mechanoreceptors – pressure(some instant, some continuous) • Some areas more sensitive than others e.g. fingers. • Kinethesis - awareness of position of body and limbs -affects comfort and performance. Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Movement • Time taken to respond to stimulus: reaction time + movement time • Movement time dependent on age, fitness etc. • Reaction time - dependent on stimulus type: – visual ~ 200ms – auditory ~ 150 ms – pain ~ 700ms • Increasing reaction time decreases accuracy in the unskilled operator but not in the skilled operator. Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley • Fitts' Law describes the time taken to hit a screen target: Mt = a + b log2(D/S + 1) where: a and b are empirically determined constants Mt is movement time D is Distance S is Size of target targets as large as possible and the distances as small as possible Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley The constants a and b depend on the particular pointing device used and the skill of the user with that device. However, the insight given by the three-state model is that these constants also depend on the device state. Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-31 Fitts’ law coefficients Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-32 Modeling Dynamics – Glimpse Model Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-33 Modeling Dynamics – Glimpse Model • Forlines et al. (2005): – Because the pen and finger give clear feedback about their location when they touch the screen and enter state 2, it is redundant for the cursor to track this movement – Pressure-sensitive devices can take advantage of the s1 redundancy and map pressure to other features – Undo commands coupled with a preview function (Glimpse) can be mapped to a pressure-sensitive direct input device Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-34 Modeling Dynamics – Glimpse Model Previewing potentially useful to scroll momentarily to another part of a document (but then return to where you were), or to look around in a virtual environment Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-35 Modeling Dynamics – Glimpse Model • Some applications – Pan and zoom interfaces—Preview different magnification levels – Navigation in a 3D world—Quick inspection of an object from different perspectives – Color selection in a paint program—Preview the effects of color manipulation – Volume control—Preview different volume levels – Window control—Moving or resizing windows to view occluded objects – Scrollbar manipulation—Preview other sections of a document Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-36 Uses of State-Transition Networks • Not well-suited to complete models of modern GUIs – Too many options (transitions) from any given state – combinatorial explosion (in fact, that’s just the flexibility a good GUI is supposed to give) • Better for limited/embedded user interfaces – Automated teller machine – Digital watch – Car key/alarm device • Excellent for checking completeness of design – Be sure that all transitions are represented (and hence will get coded and tested in implementation) Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-37 PHYSICAL MODEL • The physical model maps the physical work environment and how it impacts upon work practice, for example, an office plan showing where different work activities happen. Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-38 Digital Assignment 1 b You are designing a new system to help people manage their ‘to do’ lists. Use the contextual inquiry approach to interview a colleague to see how they make use of such lists. Make sure you interview them in context – in their study or workplace for example. Produce sequence, flow, artifact, cultural and physical models of the activity. Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-39