What is GOMS Model?
GOMS, which stands for Goals, Operators, Methods, and Selection rules, is a
cognitive modeling framework used to describe and predict human behavior in
computer-based tasks.
The framework was developed by Card, Moran, and Newell in the 1980s and is
still widely used today in various fields such as human computer interaction,
psychology, and computer science.
The GOMS (Goals, Operators, Methods, and Selection rules) family of models
provides a framework for describing and analyzing the cognitive processes involved
in carrying out a task
A GOMS model gives the designer a representation of how a user would behave
when carrying out common tasks.
Designing for Expert Users: The GOMS model is particularly Enhancing User Experience:
useful for systems used by experienced or expert users who
need to perform tasks repeatedly.
The steps users take and how they select
between methods. This leads to the design of
Task Performance Prediction: GOMS helps forecast the time more streamlined interfaces that reduce user
required for users to complete tasks, effort.
Goals:
The desired results of users are known as goals. Low-level objectives like removing a word can be broken down
into subgoals and sub-subgoals from high-level goals like publishing a research paper. Consequently, there is a
hierarchy of aims.
Operators:
The user's activities are known as operators. These could be muscular activities like
waving a hand, perceptual actions like checking a setting, or cognitive acts like
remembering a menu item. Operators in GOMS are atomic elements that cannot be
further subdivided.
An operator's execution time is the amount of time needed for the user to finish it. A
probability distribution, a function of a few parameters, or a constant is used to estimate
it.constant like 1.1 s could be used to approximate a pointer movement.
a
Methods:
A user's procedures for accomplishing a goal are called methods. To accomplish a goal or
subgoal, they outline the series of actions the user must take. You may use the backspace
key or double-click on a word to erase it.
Selection Rules:
When there are several ways to accomplish a goal, a selection rule chooses which
approach to take. To erase a word, for instance, use the backspace key if the cursor is at
the end of the word; if not, double-click the word and select erase.
GOMS consists of 2 models:
Keystroke Level Model (KLM)
CMN-GOMS
1. Keystroke Level Model (KLM)
The Keystroke Level Model focuses on estimating task execution times by decomposing tasks into fundamental
processes or keystrokes.
It gives distinct periods to many kinds of operations, including clicking a button, dragging the mouse, or thinking.
A predictive model called the Keystroke Level Model (KLM) is used in human-computer interaction to determine how
long a given task will take to complete
The Keystroke-Level Model (KLM) is a simplified version of the GOMS model that predicts the time it takes
for a skilled user to perform a task based on keystrokes and other low-level interactions. It
breaks down tasks into six basic operations, each with a time estimate:
1.K (Keystroke or button press): The time to press a key or button (~0.12 to 1.20 seconds).
2.P (Pointing): Time to point to a target on a display (~1.10 seconds).
3.H (Homing): Time to move hands to a device (e.g., from the keyboard to the mouse, ~0.40 seconds).
4.D (Drawing): Time to draw on a display (~0.90 seconds per inch).
5.M (Mental preparation): Time taken to mentally prepare for the next step (~1.35 seconds).
6.R (System response): Time waiting for the system to respond (depends on the system).
Example:
Task: Copying a word from one place in a document and pasting it elsewhere
7.Pointing (P): Move the mouse to the start of the word (1.10 seconds).
8.Keystroke (K): Click to select the word (0.20 seconds).
9.Keystroke (K): Press "Ctrl + C" to copy (0.20 seconds).
10.Homing (H): Move hands from the keyboard to the mouse (0.40 seconds).
11.Pointing (P): Move the mouse to the destination (1.10 seconds).
12.Keystroke (K): Click to position the cursor (0.20 seconds).
13.Keystroke (K): Press "Ctrl + V" to paste (0.20 seconds).
The CMN-GOMS model (Card, Moran, and Newell GOMS) is a more detailed version of the GOMS model. It breaks down tasks into hierarchies
of goals, operators, methods, and selection rules, emphasizing the goal structure of the task. Here's an example:
Example Task: Sending an Email
Let’s assume the task is sending an email using a desktop email application. We can break this task down using CMN-GOMS principles:
1.Goal: Send an email to a colleague.
1. Sub-goal 1: Open the email application.
1. Operator: Double-click the email icon on the desktop.
2. Sub-goal 2: Create a new email.
1. Method 1: Click "New Email" button.
2. Method 2: Press "Ctrl + N" to create a new email.
3. Selection Rule: If the user prefers keyboard shortcuts, use Method 2; otherwise, use Method 1.
3. Sub-goal 3: Enter recipient’s email address.
1. Operator: Type the email address in the "To" field.
4. Sub-goal 4: Type the email message.
1. Operator: Type the message in the body field.
5. Sub-goal 5: Send the email.
1. Method 1: Click the "Send" button.
2. Method 2: Press "Ctrl + Enter" to send.
3. Selection Rule: If the user prefers the mouse, use Method 1; otherwise, use Method 2.
Explanation:
•Goal: The top-level goal is to send an email.
•Operators: Basic actions like clicking the mouse, typing, or pressing a key.
•Methods: Different ways of achieving the sub-goals, such as using a mouse or a keyboard shortcut.
•Selection Rules: These help determine which method to choose based on user preferences or system conditions.
The GOMS model is used in Human-Computer Interaction (HCI) and user interface design for several
important purposes:
1.Task Performance Prediction: Like other GOMS models, CMN-GOMS predicts the time and steps required for
a user to complete a task. It does so in a more detailed way, focusing on task hierarchies and goals. This is
helpful in determining how efficiently users can perform tasks on a system.
2.Design Evaluation: CMN-GOMS allows designers to evaluate multiple methods users might use to
accomplish the same goal. By identifying the optimal methods and reducing unnecessary steps, it helps in
refining user interfaces.
3.Identifying User Strategies: The inclusion of selection rules in CMN-GOMS allows for understanding how
users make choices between different methods. This is crucial in systems where there are several ways to
accomplish tasks (e.g., using a mouse vs. keyboard shortcuts), and designers can tailor interfaces based on
preferred strategies.
4.Improving User Experience: The model provides insights into user decision-making and error handling. It
helps identify potential bottlenecks or points of confusion in the user interface, enabling improvements that
enhance user satisfaction.
5.Comparison of Design Alternatives: CMN-GOMS is useful for comparing different versions of a user interface
by analyzing how different designs affect task performance. For example, you can evaluate how changes in
button placement or keyboard shortcuts affect task efficiency.
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