Unit 3 Final
Unit 3 Final
Models
Introduction of cognitive Model
• The techniques and models in this chapter all claim to have some
representation of users as they interact with an interface; that is, they
model some aspect of the user’s understanding, knowledge,
intentions or processing. The level of representation differs from
technique to technique – from models of high-level goals and the
results of problem-solving activities, to descriptions of motor-level
activity, such as keystrokes and mouse clicks.
• One way to classify the models is in respect to how well they describe
features of the competence and performance of the user
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• Competence models tend to be ones that can predict legal behaviour
sequences but generally do this without reference to whether they
could actually be executed by users.
• In contrast, performance models not only describe what the
necessary behaviour sequences are but usually describe both what
the user needs to know and how this is employed in actual task
execution.
cognitive models in this chapter follows this
classification scheme
• hierarchical representation of the user’s task and goal structure n
• linguistic and grammatical models
• physical and device-level models
Hierarchical models represent a user’s task and goal structure. n
Linguistic models represent the user–system grammar.
Physical and device models represent human motor skills
GOAL AND TASK HIERARCHIES
• Many models make use of a model of mental processing in which the
user achieves goals by solving subgoals in a divide-and-conquer
fashion. We will consider two models, GOMS and CCT, where this is a
central feature
Continue(example of GOAL AND TASK
HIERARCHIES)
• Imagine we want to produce a report on sales of introductory HCI
textbooks. To achieve this goal we divide it into several subgoals, say
gathering the data together, producing the tables and histograms, and
writing the descriptive material. Concentrating on the data gathering,
we decide to split this into further subgoals: find the names of all
introductory HCI textbooks and then search the book sales database
for these books. Similarly, each of the other subgoals is divided up
into further subgoals, until some level of detail is found at which we
decide to stop. We thus end up with a hierarchy of goals and
subgoals. The example can be laid out to expose this structure:
Example continue
GOMS
• The GOMS model of Goals, Operators, Methods and Selection. A
GOMS description consists of these four elements:
Goals These are the user’s goals, describing what the user wants to
achieve. Further, in GOMS the goals are taken to represent a ‘memory
point’ for the user, from which he can evaluate what should be done
and to which he may return should any errors occur
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• Operators These are the lowest level of analysis. They are the basic
actions that the user must perform in order to use the system. They
may affect the system (for example, press the ‘X’ key) or only the
user’s mental state (for example, read the dialog box). There is still a
degree of flexibility about the granularity of operators; we may take
the command level ‘issue the SELECT command’ or be more primitive:
‘move mouse to menu bar, press center mouse button . . .’.
• Methods As we have already noted, there are typically several ways in
which a goal can be split into subgoals. For instance, in a certain
window manager a currently selected window can be closed to an
icon either by selecting the ‘CLOSE’ option from a pop-up menu, or by
hitting the ‘L7’ function key. In GOMS these two goal decompositions
are referred to as methods, so we have the CLOSE-METHOD and the
L7-METHOD:
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Selection
• Selection From the above snippet we see the use of the word select
where the choice of methods arises. GOMS does not leave this as a
random choice, but attempts to predict which methods will be used.
This typically depends both on the particular user and on the state of
the system and details about the goals. For instance, a user, Sam,
never uses the L7-METHOD, except for one game, ‘blocks’, where the
mouse needs to be used in the game until the very moment the key is
pressed. GOMS captures this in a selection rule for Sam:
User Sam: Rule 1: Use the CLOSE-METHOD unless another rule applies.
Rule 2: If the application is ‘blocks’ use the L7-METHOD
LINGUISTIC MODELS
• The user’s interaction with a computer is often viewed in terms of a
language, so it is not surprising that several modeling formalisms have
developed centered around this concept. Indeed, BNF grammars are
frequently used to specify dialogs. The models here, although similar
in form to dialog design notations, have been proposed with the
intention of understanding the user’s behavior and analyzing the
cognitive difficulty of the interface.
BNF (LINGUISTIC MODELS)
• BNF has been used widely to specify the syntax of computer
programming languages, and many system dialogs can be described
easily using BNF rules. For example, imagine a graphics system that
has a line-drawing function. To select the function the user must
select the ‘line’ menu option. The line-drawing function allows the
user to draw a polyline, that is a sequence of line arcs between
points. The user selects the points by clicking the mouse button in the
drawing area. The user double clicks to indicate the last point of the
polyline
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