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Title: The Evolution of HumanPerformance Modeling Techniques for Usability


1
The Evolution of Human-Performance Modeling
Techniques for Usability
  • Uri Dekel (udekel_at_cs.cmu.edu)
  • Presented in Methods of Software Engineering,
    Fall 2004

2
Outline
  • Motivation and scope
  • From early models to GOMS
  • Stimulus-Response-Controller models
  • Information Processing models
  • GOMS variants what to use?
  • SW tools for GOMS
  • Lessons learned

3
Motivation and Scope
4
Motivation
  • Minor timing differences may have a major
    economic impact
  • Consider a call center with 100 employees
  • Average call length 1 min
  • 144000 calls per day for entire call center
  • Improvement of 2 seconds per call
  • 80 person hours per day
  • 29200 person hours per year

5
Where can we optimize?
  • Moores law works for HW and SW
  • In the past, system reaction time was slow
  • Databases, networks and GUIs were slow
  • Now practically instantaneous
  • Moores law does not apply to humans
  • But usability has significant impact on
    performance

6
Motivation
  • Problems and solution
  • How to design more usable interfaces?
  • Partial solution usability methods and
    principles
  • How to ensure a design can be used effectively?
  • Inadequate solution use intuition
  • Inadequate solution functional prototypes in a
    design-implement-test-redesign cycle
  • Expensive and time consuming, especially for
    hardware
  • Possible solution paper prototyping complemented
    by quantitative models for predicting human
    performance

7
Motivation
  • We need to predict performance on a system which
    is not yet available
  • Nielsen, 1993
  • A Holy Grail for many usability scientists is
    the invention of analytic methods that would
    allow designers to predict the usability of a
    user interface before it has even been tested.
  • Not only would such a method save us from user
    testing, it would allow for precise estimates of
    the trade-offs between different design solutions
    without having to build them.
  • The only thing that would be better would be a
    generative theory of usability that could design
    the user interface based on a description of the
    usability goals to be achieved.

8
Cognitive modeling
  • Definition
  • producing computational models for how people
    perform tasks and solve problems, based on
    psychological principles
  • Uses
  • Predicting task duration and error potential
  • Adapting interfaces by anticipating behavior

9
Outside our Scope
  • Predicting the intent of the user
  • Model the activities of the user
  • Relies on AI techniques to make predictions
  • Useful for intelligent and adaptable UIs
  • Improves learning curve

10
Outside our Scope
  • Predicting the intent of the user
  • Model the activities of the user
  • Relies on AI techniques to make predictions
  • Useful for intelligent and adaptable UIs
  • Improves learning curve
  • But not always successful

11
Scope
  • Predicting the usability of the UI
  • Qualitative models
  • Will the UI be intuitive and simple to learn?
  • Is the UI aesthetic and consistent?
  • Will the user experience be positive?
  • Quantitative models
  • How long will it take to become proficient in
    using the UI?
  • How long will it take a skilled user to
    accomplish the task?

12
Goal of this talk
  • The goal is NOT
  • To introduce you to GOMS and it variants
  • You got that from the reading
  • The goal is
  • To provide the theoretical foundation and
    evolution of models which led to GOMS
  • To show tools that support GOMS
  • To understand how it could be useful to you

13
Early models
14
Stimulus-Response-Controller
  • Research predates Computer Science
  • Attempts to improve usability of interactive
    electronic systems such as control panels, radar
    displays, air traffic control, etc.
  • Early models developed by experimental psychology
    researches in the 1950s
  • Limited to single short perceptual and motor
    activities
  • Based on information and communications theory
  • Human is a simple device which responds to
    stimuli by carrying out a motor behavior
  • Based on Shannons definitions of entropy and
    channel capacity

15
Information Theory 101 Entropy
  • Entropy of a random event is a measure of its
    actual randomness
  • High entropy if unpredictable

16
Information Theory 101 Entropy
  • Entropy of a random event is a measure of its
    actual randomness
  • High entropy if unpredictable
  • The winning numbers for this weeks lottery
  • Same probability for all results
  • Low entropy if predictable

17
Information Theory 101 Entropy
  • Entropy of a random event is a measure of its
    actual randomness
  • High entropy if unpredictable
  • The winning numbers for this weeks lottery
  • Same probability for all results
  • Low entropy if predictable
  • What lunch will be served at the next seminar?
  • High probability of Pizza. Low probability for
    Sushi

18
Information Theory 101 Entropy
  • Entropy can measure amount of information in
    message
  • Consider a message encoded as a string of bits.
  • Is the next bit 0 or 1 ?
  • High entropy
  • What if we add parity bit?
  • Lower entropy for the parity bit
  • What if we replicate every bit once?
  • Even lower for replicated bits

19
Information Theory 101 Entropy
  • Formally
  • Let x be a random event with n possible values
  • The entropy of X is

20
Information Theory 101 Channel Capacity
  • Information rate in a perfect channel
  • n bits per second
  • H entropy per bit
  • R nH
  • Rn if entropy is 1 (pure data)
  • The channel bandwidth curbs the rate

21
Information Theory 101 Channel Capacity
  • Information rate in an analog channel
  • Curbed by bandwidth and noise
  • We can fix some errors using different encodings
  • Is there a limit to how much we can transfer?

22
Information Theory 101 Channel Capacity
  • Shannons definition of channel capacity
  • Maximal information rate possible on the channel
  • For every RltC, there is an encoding which allows
    the message to be sent with no errors
  • Theoretical maximum effectiveness of error
    correction codes
  • Does not tell us what the code is
  • Capacity formula
  • B bandwidth
  • SNR Signal-to-noise ratio

23
Fitts Law
  • Paul Fitts studied the human limitation in
    performing different movement tasks
  • Measured difficulty of movement tasks in
    information-metric bits
  • Movement task is the transmission of information
    through the human channel
  • But this channel has a capacity

24
Fitts Law
  • Fitts law 1954 predicts movement time from
    starting point to specific target area
  • Difficulty index
  • A distance to target center, W target width
  • Movement time
  • a device dependent intercept
  • b device dependent Index of Performance
  • The coefficients are measured experimentally
  • e.g., mouse IP lower than stylus, joystick

25
Fitts Law Implications
  • Primary implication
  • Big targets at close distance are acquired faster
    than small targets at long range
  • Used to empirically test certain designs
  • Theoretical rationale for many design principles

26
Fitts Law Implications
  • Should buttons on stylus based touch screen
    (e.g., PDA) be smaller, larger or the same as
    buttons in a mouse based machine?

27
Fitts Law Implications
  • Should buttons on stylus based touch screen
    (e.g., PDA) be smaller, larger or the same as
    buttons in a mouse based machine?
  • Answer larger, because it is more difficult to
    precisely point the stylus (higher index of
    performance)

28
Fitts Law Implications
  • Why is the context sensitive menu (right-click
    menu in Windows) located close to the mouse
    cursor?

29
Fitts Law Implications
  • Why is the context sensitive menu (right-click
    menu in Windows) located close to the mouse
    cursor?
  • Answer mouse needs to travel shorter distance

30
Fitts Law Implications
  • Which is better for a context sensitive menu, a
    pie menu or a linear menu?

31
Fitts Law Implications
  • Which is better for a context sensitive menu, a
    pie menu or a linear menu?
  • Answer if all options have equal probabilities,
    a pie menu. If one option is highly dominant, a
    linear menu

32
Fitts Law Implications
  • In Microsoft Windows, why is it easier to close a
    maximized window than to close a regular window?

33
Fitts Law Implications
  • In Microsoft Windows, why is it easier to close a
    maximized window than to close a regular window?
  • Answer If the mouse cannot leave the screen,
    target amplitude is infinite in the corner of the
    screen where the close box is located

34
Fitts Law Implications
  • Why use mouse-gestures to control applications?

35
Fitts Law Implications
  • Why use mouse-gestures to control applications?
  • Answer A mouse gesture starts at the current
    location and requires limited movement, compared
    to acquiring the necessary buttons.

36
Fitts Law limitations
  • Addresses only target distance and size, ignores
    other effects
  • Applies only single-dimensional targets
  • Later research showed extensions to 2D and 3D
  • Considers only human motor activity
  • Cannot account for software acceleration
  • Does not account for training
  • Insignificant effect in such low-level operations

37
Fitts Law limitations
  • Only supports short paths
  • Research provided methods for complicated paths,
    using integration
  • But most importantly
  • Operates at a very low level
  • Difficult to extend to complex tasks

38
Hicks Law
  • Humans have a non-zero reaction time
  • Situation is perceived, then decision is made
  • Hicks law predicts decision time as a function
    of the number of choices
  • Humans try to subdivide a problem
  • Binary rather than linear search
  • For equal probabilities
  • coefficient a measured experimentally
  • For differing probabilities

39
Hicks Law
  • Hicks law holds only if a selection strategy is
    possible
  • e.g., alphabetical listing
  • Intuitive implications
  • Split menus into categories and groups
  • An unfamiliar command should be close to related
    familiar commands

40
Hicks Law Example
  • The next slide presents a screenshot from
    Microsoft Word
  • How fast can you locate the toolbar button for
    the WordArt character spacing command?

41
Hicks Law Example
42
Limitations of the Early Models
  • Developed before interactive computer systems
    became prevalent
  • Use metaphors of analog signal processing
  • Human-Computer Interaction is continuous
  • Cannot be broken down into discrete events
  • Human processing has parallelism

43
Information Processing Models
44
Information Processing Models
  • Developed in the 1960s
  • Combine psychology and computer science
  • Humans performs sequence of operations on symbols
  • Generic structure

45
Information Processing Models
  • Models from general psychology are fitted to the
    results of actual experiments
  • Not predictive for other systems
  • Zero-parameter models can provide predictions for
    future system
  • Parameterized only by information from existing
    systems
  • e.g., typing speed, difficulty index, etc.

46
Model Human Processor
  • Card, Moral and Newell in 1983
  • Framework for zero-parameter models of specific
    tasks
  • Humans process visual and auditory input
  • Output is motor activity
  • Unique in decomposition into three systems
  • Each consists of processor and memory
  • Can operate serially or in parallel
  • Each with unique rules of operation

47
Model Human Processor
48
Model Human Processor Properties
  • Processor
  • Cycle time limits amount of processing
  • Memory
  • Relatively permanent long term memory
  • Short term memory
  • Consists of small activated LTM chunks
  • There are seven plus minus two chunks
  • Every memory unit has
  • Capacity, decay time, information type

49
Perceptual System
  • Input arrives from perceptual receptors in
    outside world
  • Placed in visual and auditory stores
  • Stored close to physical form
  • bitmap and waveforms rather than symbols
  • Processor encodes symbolically in stores in LTM
  • Memory and processing limitations lead to memory
    loss
  • Attention directs items to be saved

50
Cognitive System
  • Responsible for making decision and scheduling
    motor operations
  • Performs a recognize-act cycle
  • Uses association to activate LTM chunks
  • Acts by modifying data in working memory
  • Might require several cycles

51
Motor System
  • Translates thoughts into actions
  • Uses decisions stored in working memory to plan
    movements
  • Different movement options, including speech
  • Actually sequence of micro-movements
  • Motor-memory cache simplifies actions
  • But not explicitly represented in the MHP

52
Limitations of the MHP
  • Does not address attention
  • Works in a bottom-up manner
  • Given a movement scenario, can help determine how
    long it would take
  • In design, it is preferable to start with the
    goal and find how it should best be accomplished
  • This is what GOMS tries to accomplish

53
Principles of Operation
  • Problem space principle
  • Users apply a series of operations to transform
    an initial state into a goal state
  • Rationality principle
  • Users will develop effective methods, given a
    task, its environment, and their limitations.
  • MHP provides the human hardware. GOMS models
    will represent the software.

54
GOMS
55
GOMS
  • Enables description of tasks and the knowledge to
    perform them
  • GOMS model can be used to execute tasks
  • Unlike less formal task analysis techniques
  • Qualitatively used for developing training tools,
    help systems, etc.
  • Quantitatively used for predicting performance

56
GOMS
  • Goals
  • What the user tries to accomplish
  • Hierarchy of subgoals
  • Operators
  • Atomic operations for accomplishing the goal
  • Perceptual, Cognitive or Motor
  • Methods
  • Algorithms for accomplishing goals
  • Selection Rules
  • Knowledge used to select method for task

57
Variants KLM
  • Keystroke Level Model
  • Proposed by Card, Moran Newell
  • Predecessor of GOMS
  • No selection rules
  • Simple linear sequence of operators
  • Analyst inputs keystrokes and mouse movements
  • Simple heuristics used for placing mental
    operators
  • Predicted time is sum of operator execution times
  • Can be used to compare two scenarios of using the
    same system

58
Variants KLM
  • ExampleMoving textin Word

59
Variants CMN-GOMS
  • Card Moran Newell GOMS
  • Original formulation of GOMS, extends KLM
  • Procedural program form
  • Hierarchy of subgoals
  • Methods realize subgoals
  • Selection rules pick method
  • Variety of cognitive operations
  • Serial processing

60
Variants CMN-GOMS
  • Sample task moving text in word

61
Variants CPM-GOMS
  • Cognitive-Perceptual-Motor GOMS
    orCritical-Path-Method GOMS
  • Adds parallelism using the MHP
  • Created from a CMN model
  • Results in a PERT chart
  • Execution time is the critical path
  • Assumes extreme expertise
  • Might underestimate.
  • Demonstrated in the Ernestine project

62
Variants CPM-GOMS
  • Example text editing

63
Variants NGOMSL
  • Natural GOMS Language
  • Represents models using natural language
  • Relies on Cognitive Complexity Theory
  • Internal operators for subgoals, memory
    manipulation
  • Rules-of-thumb for number of steps in method,
    setting and terminating goals, information that
    needs to be remembered
  • Can provide some estimates of learning time and
    possibility of errors

64
Variants NGOMSL
  • Example

65
GOMS limitations
  • Tooling
  • Will be discussed later
  • Valid only for expert users
  • The primary goal of HCI was to make systems more
    accessible to novices
  • Many systems are only used occasionally
  • Ignores problem-saving nature of many tasks
  • Assumes no errors
  • Even experts make simple errors
  • Error recovery may be important factor

66
GOMS limitations
  • Does not address individual users
  • Relies on statistical averages
  • Provides only one metric
  • Execution time should not be the only basis for
    comparing designs
  • Does not utilize recent cognitive theories
  • Even newer models are fuzzy on cognitive
    aspects.

67
Should GOMS be used?
  • According to John and Kieras (93), GOMS should
    be used only if
  • It is goal-directed
  • It is routine and a user can become skilled
  • It involves user control
  • We want to analyze procedural properties of the
    system

68
Which GOMS model to use?
  • Choice based on parallelism and on required
    information
  • Functionality coverage
  • Functional consistency
  • Operator sequence
  • Execution time
  • Learning time
  • Error recovery

69
Which GOMS model to use?
  • (Table from John and Kieras)

70
Current Research
71
Rough research evolution
  • Proposal of initial GOMS models
  • KLM, CMN-GOMS
  • Initial experimental validation
  • Extension for parallelism
  • CPM-GOMS
  • Validation, esp. project Ernestine
  • Improved model usability and basis
  • Kieras NGOMSL
  • Still no industrial adoption!
  • Simplified methodologies
  • Tooling

72
Quick (and Dirty) GOMS
  • A very simplified GOMS
  • Allows rough time estimates
  • A generic task operator
  • Probabilities instead of selection rules
  • Model is formed as a tree
  • Aimed for software engineers
  • No need to learn complex methodologies
  • Familiar tree paradigm

73
Quick (and Dirty) GOMS
  • DEMO

74
Deriving KLM Models
  • KLM models are simple to construct and understand
  • Goal user creates interface mockup, performs
    activities, gets prediction
  • Critique System at CMU
  • Uses research-oriented subArctic GUI toolkit

75
Deriving KLM Models
  • CogTools project at CMU
  • User creates HTML mock-up interface in Macromedia
    Dreamweaver
  • User demonstrate tasks in Netscape browser
  • (continued)

76
Deriving KLM Models
  • CogTools project
  • System generates KLM modem and task prediction
  • Too many software requirements
  • Dreamweaver
  • Java
  • Netscape browser
  • ACT-R
  • Allegro Common Lisp
  • Skipped the demo for obvious reasons

77
Deriving NGOMSL models
  • GLEAN project
  • Uses English-like notation
  • User supplies
  • NGOMSL model of tasks
  • Associative representation of working memory
  • Pairs of tags and values
  • Can be used as method parameters
  • Transition net
  • Simulates user behavior on simulated device
  • Difficult to represent interface without
    implementation

78
Deriving CPM-GOMS models
  • CPM-GOMS models are most powerful
  • Utilize parallelism of human processing
  • Very difficult to create manually
  • Given a serial CMN-GOMS model, must find
    acceptable interleaving on MHP resources
  • Generate PERT chart

79
Deriving CPM-GOMS models
  • NASAs Apex Architecture
  • A framework for creating reactive intelligent
    agents for complex tasks
  • Models how humans complex tasks
  • Procedure Definition Language (PDL) for defining
    tasks and methods
  • AI engine for making selections
  • Interleaves activities into resources

80
Deriving CPM-GOMS models
  • PDL example

81
Deriving CPM-GOMS models
  • APEX is usedto model CPM-GOMS
  • User specifiestask in PDL
  • APEX interleavesand creates PERT chart

82
Deriving CPM-GOMS models
83
Lessons Learned
84
When is it important to predict performance?
  • If the system will be used intensively
  • If the tasks are routine enough
  • If performance has significant economic impact
  • Benefits should outweigh prediction cost

85
Cant we just rely on our intuition?
  • As SW engineers, we might believe that our
    intuition is sufficient
  • Improving qualitative properties is possible by
    following usability rules of thumb
  • Quantitative properties are another story
  • GOMS research shows that intuition is not
    sufficient
  • Consider project Ernestine

86
Are the qualitative benefits to GOMS?
  • Analyzing the task helps us focus on the user
  • We obtain the sequence models of contextual
    design
  • These models help us
  • Realize what the user is trying to achieve
  • Pinpoint different means for accomplishing the
    same goal
  • Discover inconsistencies and opportunities for
    simplification
  • Its a good way to create detailed use cases
  • It lays the foundation for training and manuals

87
How much should we invest?
  • Tradeoff between modeling costs and benefits
  • What is the impact of each improvement?
  • Is the system mission-critical?
  • Even rough estimates can be useful
  • Use QGOMS to analyze high level goals
  • Create KLM models with a spreadsheet to analyze
    simple scenarios

88
Who should be assigned with GOMS modeling?
  • SW engineers generally avoid learning techniques
    that dont help them construct new software
  • Hire a usability engineer if modelling is
    critical enough
  • Experts are needed for accurately using the
    complex GOMS variants
  • Use QA or Testing engineers before using engineers

89
Cant SW engineers do the modelling?
  • Accurate GOMS modeling requires knowledge in
    cognitive psychology
  • SW Engineers will usually avoid tools not
    integrated with the IDE
  • Vision a human performance profiler in the
    IDE, just like the execution profiler
  • User interacts with designed UI, system suggests
    what the average execution time will be

90
Finally If you use GOMS
  • Remember the limitations of GOMS
  • Dont rely on it in inappropriate settings.
  • Do not rely on it as your only metric
  • Do not abandon the notion of prototypes

91
Questions?
92
BACKUP SLIDES
93
Information Theory 101 Entropy
  • Entropy measures the amount of information
  • An intuitive example Consider a sequence of n
    bits which encodes some random data
  • Option 1 All bits are used to represent a
    message of length n
  • Caveat error can destroy the message
  • We got 2n possible messages, with equal
    probabilities
  • We cannot predict or bias what the message
  • Such as message is said to have a high entropy.
  • Option 2 Use some bits for error correction
    (e.g., parity)
  • Advantage we can detect some errors
  • We got less than 2n possible messages
  • We can predict one of the bits
  • Such as message is said to have a lower entropy.

94
Information Theory 101 Entropy
  • Other intuitive examples
  • Tossing a legal coin entropy of 1 (same
    probability for each result)
  • Skewed coin lower entropy (one result more
    likely)
  • Consider encryption mechanisms for textual
    communications
  • Characters in unencrypted text have non-uniform
    distribution
  • Low entropy
  • Bad encryption add the same value to every
    character
  • Entropy is still low
  • Good encryption increase entropy by a sequence
    of encryptions and shifting

95
(No Transcript)
96
Information Theory 101 Entropy
  • Entropy measures the amount of information
  • An intuitive example Consider a sequence of n
    bits which encodes some random data
  • Option 1 All bits are used to represent a
    message of length n
  • Caveat error can destroy the message
  • We got 2n possible messages, with equal
    probabilities
  • We cannot predict or bias what the message
  • Such as message is said to have a high entropy.
  • Option 2 Use some bits for error correction
    (e.g., parity)
  • Advantage we can detect some errors
  • We got less than 2n possible messages
  • We can predict one of the bits
  • Such as message is said to have a lower entropy.

97
Information Theory 101 Entropy
  • Example
  • E-commerce site located in the US
  • Provides services to USA and N other countries
  • Assume probability of US customer is p
  • Equal distribution for other countries
  • What is the entropy of user location?

98
  • In a perfect analog channel, we could have
    unlimited bandwidth by increasing frequency and
    discrete voltage values
  • Physics curbs frequency. Noise introduces errors
  • Information rate in a noisy channel
  • Both bandwidth and noise curb information rate
  • Wrong intuition double the rate, double the
    errors
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