Cognitive Model
Cognitive Model
Cognitive Model
Learning outcomes
Measure the response time based on the KLM
Identifying goals, operators, methods and selection
rules using GOMS.
GOMS
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.
The GOMS model of Card, Moran and Newell is an
acronym for Goals, Operators, Methods and
Selection
• Goals:
– Something that the user tries to accomplish (action-object pair, e.g.
delete word)
– Include context
• Methods:
– Well learned sequence of steps that accomplish a task
– How do you do it on this system? (could be long and tedious…)
• Selection Rules:
– Only when there are clear multiple methods for the
same goal.
• Operators:
– Elementary perceptual, cognitive and motor acts
that cause change (external vs. mental)
– Also uses action-object pair (e.g. press key, select
menu, make gesture, speak command...)
– mostly defined by hardware and lower-level software.
Why Do We Use The GOMS Models?
the ability to make a priori predictions;
the ability to be learned and used by practitioners as
well as researchers;
coverage of relevant tasks;
approximation.
What can GOMS model?
• Task must be goal-directed
– Some activities are more goal-directed than
others
– Even creative activities contain goal directed tasks
• Task must be a routine cognitive skill
• Can include serial and parallel tasks
Cont…
Total: 5M + 2P + 4B +
2K
Method 2 - pressing Del key n times
M
P [start of word]
BB [click]
H
M
K [Del] × n [where n = length of
word]
M
Total:
3M+P+2B+H+nK
Comparing efficiency of different user
interface designs
parametric analysis
e.g., as we vary the parameter n (the length of the word to
be deleted), how do the times for each method vary?
Consider the following three different interfaces for collecting the date of birth.
Calculate the time taken to perform each of these operations using a KLM and
perform a task execution time analysis to find which interface model is a best
alternative for collecting DOB. List the design heuristics that should be considered
for placing the M operator for the following interface designs.
K - 0.28 s average
typist
B - 0.1 s
P - 1.1 s
H – 0.4 s
M – 1.2 s
CMN GOMS
Suppose we want to find out the definition of a word
from an online dictionary. How can we model this task
with (CMN)GOMS?
Dheeba. J,
SCOPE
CPM GOMS model for Move text method
Modelling structure – Hick’s law
Hick’s Law (or the Hick-Hyman Law) is named after
a British and an American psychologist team of
William Edmund Hick and Ray Hyman
Hick’s law (Hick-Hyman law) can help to optimize menu
structures.
Hick’s Law states that increasing the number of
choices
will increase the decision time logarithmically.
The reaction time has a logarithmic curve, since users
can process information presented in categories or
groups, therefore when the user makes a choice, he/she
eliminates whole groups of other choices — that is why
the curve is not linear.
As a designer, you will use Hick’s Law to examine
how many functions you should offer at any part of
your website and how this will affect your users’
overall approach to decision making.
The formula for Hick’s Law is defined as follows:
𝑅𝑇 = 𝑎+ 𝑏log2 (𝑛 + 1)
The coefficients a and b are arrived at from
experiments which depend on the person, training,
other factors.
If the number of choices is related with probability
of occurances
H = 𝑃𝑙𝑔 (𝑗 1 + 21)𝑃𝑗
𝑜
Hick’s Law determined the number of controls on your
microwave or your washing machine.
A design principle known as “K.I.S.S.” (“Keep It Short and
Simple”) became recognized in the 1960s for its effectiveness
in this regard.
Categorizing Choice:
You can see Hick’s Law in action in the navigation of almost any
website.
If your menus offered direct access to every link within your site,
you could quickly overwhelm the visitor.
Obscuring Complexity
If you have a complex process, you can use Hick’s Law to rationalize
only presenting specific parts of that process at any one time on
the screen.
Instead of throwing the entirety of your payment process up in a
long, complex form, you can break it down into prompting users
to register their e-mail and create a password.
Then, you can give them another screen with shopping cart
details, then another which collects delivery information and so
on.
Amazon gives you these
options to find what you are
looking for with ease.
Though the options are
large it is broken into
groups
Imagine the amount of
options that will be available
on amazon if they don’t
follow the hick’s law
Case study – Hick’s Law
Zomato is one of the biggest online food ordering
platforms today. In a nutshell it is the biggest and widest
menu card a person has to choose food from. So
naturally, the choices are not only ample but each more
delicious than the other. Zomato does offer a range of
filtering options to narrow down our food choices, such
as — delivery time, cost of the food, cuisine, offers and
many more. Even with the availability of these filters,
users can take up to 30 minutes to decide what to
order, which gets more confusing if you are deciding as a
group. So how do we apply hick’s law here.
delicious looking fresh food pictures, attached with every
restaurant and their menu cards. The user is constantly
browsing through menu items while looking at these
mouth-watering images.
So, is it a coincidence that the user is presented with
numerous choices, thereby increasing the decision-making
time while constantly exposing them to food pictures? If
it is, Zomato has cracked the code to smartly getting
more orders from one user without having to persuade
them any other way. After all, a hungry user is a user
they can serve well.
So, the crux here is, choices are not always harmful for a
company’s profit.
Modelling Dynamics - State Transition
Network (STN)
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 needs tools to explore how a
system
undergoes transition from one state to another.
STN helps to explore
Menus
Icons
Tools
STN helps to show the operation of the
peripheral devices.
STNs are the most spontaneous, which knows that a
dialog fundamentally denotes to a progression from
one state of the system to the next.
The syntax of an STN consists of the following
two entities
Circles − A circle refers to a state of the system, which
is branded by giving a name to the state.
Arcs − The circles are connected with arcs that refers to
the action/event resulting in the transition from the state
where the arc initiates, to the state where it ends.
STNs are appropriate for showing sequential operations
that may involve choice on the part of the user as well
as for expressing iterations.
Structure of STN
Modelling dynamics – three state model
The three state model can help designers to determine
appropriate I/O devices for specific interaction
designs.
All input devices are not created equal in their
capabilities, nor input techniques (such as pointing,
dragging, and rubber-banding) in their demands.
Variations are in terms of qualitative (types of signal) and
quantitative (amount of signal)
Consider moving the mouse without the button
pushed.
One way to characterize the state of the system at this
point is as tracking.
If, however, we point at an icon, depress the mouse
button and move the mouse while holding the
button down, we have entered a new state,
dragging.
Dheeba. J,
SCOPE
Index of Difficulty
MT = a + b ·ID
ID describes the difficulty of the task
independent of the device / method
Index of Difficulty, ID measured in bits
Throughput - index of performance or bandwidth
Single metric for input systems
One definition:TP = ID / MT (‘average’ values of ID and
MT
are used)
Another definition:TP = 1 / b (equals ID / MT only if a=0)
Design implications – Fitts’ law
Bigger buttons
e.g. web links
e.g. check / radio boxes
any other interactive element in the graphical user interface
must be distinguished from other non-interactive elements
by size.
Use edges and corners (for examples see next slide)
edges of the screen have infinite height or width, respectively
corners have infinite height and width.
As the user is restricted in their movements the
pointing device cannot move any further when they
reach the outermost points of the screen
Pop-up Menus
These menus support immediate selection of interactive
elements than dropdown menus as the user does not have
to move the cursor from its current position.
Muscular tension
mobile devices are often carried around in pockets, which can
trigger commands by accident. In those situations, high-
precision input methods are deployed, which use a higher input
difficulty to make sure that a command is not executed
accidentally.
References
Nptel on human computer interaction
Alan Dix, Human Computer Interaction:
Practice
Thank You