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GOMS

Dr. Juan Falgueras. Máster ISIA


Eficiencia de uso

¿Cómo podemos predecir la


eficacia de un proceso interactivo?
El modelo de Procesador
Humano
• HPM, ideado en 1983 por

Stuart Card, Thomas P. Moran y Allen Newell

• se planteó en el libro

“The Psychology of Human Computer Interaction”
This book, though nearly 20 years old [+30 now], contains much essential material that is unknown to many
practitioners in the field! If you are designing interfaces, on the Web, for PCs, or for information appliances,
you should read and understand the basic material in this book, which can never go out of date as long as
humans use keyboards and mice with their hands and scan the screen with their eyes

Jef Raskin
El HPM, descripción
• El HPM reduce la interacción hombre-máquina a sus
acciones elementales creando tres sub-sistemas:
• sub-sistema físico, motor
• sub-sistema cognitivo
• sub-sistema perceptual, sensorial

• cada uno con su memoria y procesador. El sub-


sistema cognitivo recibe información simbólicamente
codificada del ss sensorial y almacenada en la
memoria de trabajo, usando la memoria memoria a
largo plazo para tomar decisiones.
HPM
memoria a largo plazo
memoria a corto plazo
búferes almacén almacén
sensoriales visual auditivo

procesador procesador procesador


perceptual motor cognitivo

ojo

oído dedos,
extremidades, voz
Procesador físico
• En ergonomía, la ley de Fitts es un modelo que
predice el tiempo (t) necesario para moverse
(dedos, ratón, etc) rápidamente desde una posición
inicial hasta una zona destino final como una función
de la distancia hasta el objetivo y el tamaño de éste

8
>
> a
>
<b ctes. empíricas
d
t = a + b log( + 1) con > d
w >
> distancia
:
w anchura del objetivo
parámetros

• Las memorias y procesadores se describen con


unos pocos parámetros:


μ capacidad de almacenamiento en unidades


δ tiempo de decaimiento de una unidad
κ código del tipo de procesador: físico, acústico,
visual o semántico
τ duración de un ciclo de actividad
CMN-GOMS
• Método de descripción de las tareas interactivas
• Es estrictamente jerárquico. Los métodos se
representan con pseudocógido parecido al de la
programación. Se incluyen sub-metodos y
condicionales. Un modelo CMN-GOMS para una tarea
concreta, puede predecir tanto la secuencia de
operadores, como el tiempo de ejecución
• CMN-GOMS es paralelo, y el camino crítico sería aquél
cuya secuencia de acciones toma el tiempo más largo
GOMS
• Goals: qué intenta alcanzar el usuario
• Operators: qué acciones elementales posibles que
puede hacer
• Methods: secuencia de operadores que llevan a la tarea
• Selection rules: Si hay más de un método posible
para conseguir el objetivo, son las guías para decidir
entre ellos (usualmente esta parte se ignora en un
análisis GOM típico)
El nivel de granularidad se ajusta para capturar lo que
estemos examinando
Ventajas

• Sencillo de realizar (lápiz y papel)

• Permite evaluación de tiempos con mucha


facilidad
Tiempos
• Eye fixation = 230[70, 700] milliseconds

• Eye movement = 30 milliseconds

• Perceptual Processor = 100[50, 200] milliseconds

• Cognitive Processor = 70[25, 170] milliseconds

• Motor Processor = 70[30, 100] milliseconds


KLM calculator

• Ver un ejemplo de evaluador de tiempo aquí.


KLM
Consider the text editing task of searching a graphical editor
document for all occurrences of a four-letter word, and
replacing it with another four-letter word
Notation of Card et. al (1983, p264-265)

• K pressing a key or a button


• P pointing with the mouse to a target on the display
• H moving hands to the home position on the keyboard or
mouse
• M is a heuristic to incorporate mentally preparing for a task

The time intervals are taken from the same source, for an
average typist (55 wpm). In the table below, operations are
sometimes concantenated and repeated. For example, M4K
means "Mental preparation, then 4 Key presses."
KLM
Description Operation Time (sec)

Reach for mouse H[mouse] 0.40


Move pointer to "Replace" button P[menu item] 1.10
Click on "Replace" command K[mouse] 0.20
Home on keyboard H[keyboard] 0.40
Specify word to be replaced M4K[word] 2.15
Reach for mouse H[mouse] 0.40
Point to correct field P[field] 1.10
Click on field K[mouse] 0.20
Home on keyboard H[keyboard] 0.40
Type new word M4K[word] 2.15
Reach for mouse H[mouse] 0.40
Move pointer on Replace-all P[replace-all] 1.10
Click on field K[mouse] 0.20

Total 10.2

According to this KLM model, it takes 10.2 seconds to accomplish


this task.
CPM-GOMS
• Was developed in 1988 by Bonnie John,a former
student of Allen Newell

• The technique is also based directly on the model


human processor - a simplified model of human
responses

• Does not assume that the user's interaction is a


serial process, and hence can model multitasking
behaviour that can be exhibited by experienced
users
GOMS

This example is taken from John & Kieras


(1996b). It models the task of moving text in a
word processor, in the context of editing a
manuscript. Note the use of subgoals and
selection rules, which do not exist in KLM.
GOMS

GOAL: EDIT-MANUSCRIPT
. GOAL: EDIT-UNIT-TASK ... repeat until no more unit tasks
. . GOAL: ACQUIRE UNIT-TASK
. . . GOAL: GET-NEXT-PAGE ... if at end of manuscript page
. . . GOAL: GET-FROM-MANUSCRIPT
. . GOAL: EXECUTE-UNIT-TASK ... if a unit task was found
. . . GOAL: MODIFY-TEXT
. . . . [select: GOAL: MOVE-TEXT* ...if text is to be moved
. . . . GOAL: DELETE-PHRASE ...if a phrase is to be deleted
. . . . GOAL: INSERT-WORD] ... if a word is to be inserted
. . . . VERIFY-EDIT
*Expansion of MOVE-TEXT goal
GOAL: MOVE-TEXT
. GOAL: CUT-TEXT
GOMS
. . GOAL: HIGHLIGHT-TEXT
. . . [select**: GOAL: HIGHLIGHT-WORD
. . . . MOVE-CURSOR-TO-WORD
. . . . DOUBLE-CLICK-MOUSE-BUTTON
. . . . VERIFY-HIGHLIGHT
. . . GOAL: HIGHLIGHT-ARBITRARY-TEXT
. . . . MOVE-CURSOR-TO-BEGINNING 1.10
. . . . CLICK-MOUSE-BUTTON 0.20
. . . . MOVE-CURSOR-TO-END 1.10
. . . . SHIFT-CLICK-MOUSE-BUTTON 0.48
. . . . VERIFY-HIGHLIGHT] 1.35
. . GOAL: ISSUE-CUT-COMMAND
. . . MOVE-CURSOR-TO-EDIT-MENU 1.10
. . . PRESS-MOUSE-BUTTON 0.10
. . . MOVE-CURSOR-TO-CUT-ITEM 1.10
. . . VERIFY-HIGHLIGHT 1.35
. . . RELEASE-MOUSE-BUTTON 0.10
. GOAL: PASTE-TEXT
. . GOAL: POSITION-CURSOR-AT-INSERTION-POINT
. . MOVE-CURSOR-TO-INSERTION-POIONT 1.10
. . CLICK-MOUSE-BUTTON 0.20
. . VERIFY-POSITION 1.35
. . GOAL: ISSUE-PASTE-COMMAND
. . . MOVE-CURSOR-TO-EDIT-MENU 1.10
. . . PRESS-MOUSE-BUTTON 0.10
. . . MOVE-MOUSE-TO-PASTE-ITEM 1.10
. . . VERIFY-HIGHLIGHT 1.35
. . . RELEASE-MOUSE-BUTTON 0.10
TOTAL TIME PREDICTED (SEC) 14.38

Based on the above GOMS analysis, it should take 14.38 seconds to move text.
NGOMS

• David Kieras in 1988

• Incluye conceptos de CCT (Cognitive Complexity


Theory)

• Pretende simplificar su aplicación




Goal: Move a file into a subfolder in a WIMP environment
Method for accomplishing goal of moving a file using the drag and drop option:
Ejemplo
• Step 1: Locate the icon of the source file on the screen
• Step 2: Move mouse over the icon of the source file
• Step 3: Press and keep holding the left mouse button
• Step 4: Locate the icon of the destination folder on the screen
• Step 5: Move mouse over the icon of the destination folder
• Step 6: Release left mouse button
• Step 7: Return with goal accomplished
• Method for accomplishing goal of moving a file using the cut and paste option:

• Step 1: Recall that the first command is called "cut"


• Step 2: Recall that the command "cut" is in the right click menu
• Step 3: Locate the icon of the source file on the screen
• Step 4: Accomplish the goal of selecting and executing the "cut" command
• Step 5: Recall that the next command is called "paste"
• Step 6: Recall that the command "paste" is in the right click menu
• Step 7: Locate the icon of the destination folder on the screen
• Step 8: Double click with left mouse button
• Step 9: Locate empty spot on screen
• Step 10: Move mouse to the empty spot
• Step 11: Accomplish the goal of selecting and executing the "paste" command
• Step 12: Return with goal accomplished
• Selection rule set for goal: Move a file into a subfolder in Windows XP

• If custom icon arrangement is used Then


• accomplish goal: cutting-and-pasting.
• If no custom icon arrangement is used Then
• accomplish goal: drag-and-drop.
• Return with goal accomplished
NGOMSL
• NGOMSL builds on CMN-GOMS by providing a
natural-language notion for representing GOMS
models, as well as a procedure for constructing the
models (John, 1990 and Gray et al 1993)
• Under NGOMSL, methods are represented in terms
of an underlying cognitive theory known as cognitive
complexity theory, or CCT
• This cognitive theory allows NGOMSL to incorporate
internal operators such as manipulating working
memory information or setting up subgoals
• Because of this, NGOMSL can also be used to
estimate the time required to learn how to achieve
tasks
NGOMSL
Method for goal: Cut text
Step 1. Accomplish goal: Highlight text.
Step 2. Return that the command is CUT, and
accomplish goal: Issue a command.
Step 3. Return with goal accomplished.

...

Selection rule set for goal: Highlight text


If text-is word, then accomplish goal: Highlight word.
If text-is arbitrary, then accomplish goal: Highlight arbitrary text.
Return with goal accomplished.

...

Method for goal: Highlight arbitrary text


Step 1. Determine position of beginning of text (1.20 sec)
Step 2. Move cursor to beginning of text (1.10 sec)
Step 3. Click mouse button. (0.20 sec)
Step 4. Move cursor to end of text. (1.10 sec)
Step 5. Shift-click mouse button. (0.48 sec)
Step 6. Verify that correct text is highlighted (1.20 sec)
Step 7. Return with goal accomplished.

This NGOMSL model predicts that it will take 5.28 seconds to highlight arbitrary
text
Defectos
• No incluye la posibilidad de errores del usuario

• No considera distintos grados de destreza


(novatos–expertos) ni, por tanto, periodos de
aprendizaje

• Sólo contempla tareas orientadas a objetivos, no


tareas de resolución de problemas

• No considera características del mayor o menor


atractivo de las tareas
Refs

• Lorin Hochstein

• KLM Calculator

• David Crow

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