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[1] A Two-Step Click Interaction for Mobile Internet on Smartphone Usability Methods, Techniques and Studies / Jung, Kihyo / Jang, Jinah HCI International 2013: 15th International Conference on HCI: Posters' Extended Abstracts Part I 2013-07-21 v.6 p.129-133
Keywords: Press and Flick; Two-step Click Interaction; Mobile Internet; Smartphone
Link to Digital Content at Springer
Summary: Mobile Internet gains popularity due to the increasing use of smartphones having wireless network capabilities. However, the current click interaction method (hereafter, CC) hinders user experience when the size of the target hyperlink to be selected is small. The present study developed a two-step click interaction method (called Press and Flick; hereafter PF) for smartphone and evaluated its effectiveness by GOMS model. GOMS results indicate that the PF has a substantial benefit compared to the CC when a click error is occurred. The PF can enhance usability and user experience (UX) by reducing click error and providing a joyful interaction.

[2] Action graphs and user performance analysis / Thimbleby, Harold International Journal of Human-Computer Studies 2013-03 v.71 n.3 p.276-302
Keywords: Action graph
Keywords: The Fitts Law
Keywords: Finite state transition system
Keywords: Lower bounds on task time
Keywords: User modelling
Link to Article at sciencedirect
Summary: A user operating an interactive system performs actions such as "pressing a button' and these actions cause state transitions in the system. However to perform an action, a user has to do what amounts to a state transition themselves, from the state of having completed the previous action to the state of starting to perform the next action; this user transition is out of step with the system's transition. This paper introduces action graphs, an elegant way of making user transitions explicit in the arcs of a graph derived from the system specification. Essentially, a conventional transition system has arcs labeled in the form "user performs action A' whereas an action graph has arcs labelled in the form "having performed action P, the user performs Q.' Action graphs support many modelling techniques (such as GOMS, KLM or shortest paths) that could have been applied to the user's actions or to the system graph, but because it combines both, the modelling techniques can be used more powerfully.
    Action graphs can be used to directly apply user performance metrics and hence perform formal evaluations of interactive systems. The Fitts Law is one of the simplest and most robust of such user modelling techniques, and is used as an illustration of the value of action graphs in this paper. Action graphs can help analyze particular tasks, any sample of tasks, or all possible tasks a device supports -- which would be impractical for empirical evaluations. This is an important result for analyzing safety critical interactive systems, where it is important to cover all possible tasks in testing even when doing so is not feasible using human participants because of the complexity of the system.
    An algorithm is presented for the construction of action graphs. Action graphs are then used to study devices (a consumer device, a digital multimeter, an infusion pump) and results suggest that: optimal time is correlated with keystroke count, and that keyboard layout has little impact on optimal times. Many other applications of action graphs are suggested.

[3] A Cognitive Modeling Approach to Decision Support Tool Design for Anesthesia Provider Crisis Management / Segall, Noa / Kaber, David B. / Taekman, Jeffrey M. / Wright, Melanie C. International Journal of Human-Computer Interaction 2013-01-01 v.29 n.2 p.55-66
Link to Article at Taylor & Francis
Summary: Prior research has revealed existing operating room (OR) patient monitors to provide limited support for prompt and accurate decision making by anesthesia providers during crises. Decision support tools (DSTs) developed for this purpose typically alert the anesthesia provider to existence of a problem but do not recommend a treatment plan. There is a need for a human-centered approach to the design and development of a crisis management DST. A hierarchical task analysis was conducted to identify anesthesia provider procedures in detecting, diagnosing, and treating a critical incident and a cognitive task analysis to elicit goals, decisions, and information requirements. This information was coded in a computational cognitive model using GOMS (Goals, Operators, Methods, Selection rules) Language. An OR monitor interface was prototyped to present output from the cognitive model following ecological interface design principles. A preliminary assessment of the DST was performed with anesthesiology and usability experts. The anesthesiologists indicated they would use the tool in the perioperative environment and would recommend its use by junior anesthesia providers. Future research will focus on formal validation of the DST design approach and comparison of tool output to actual anesthesia provider decisions in real or simulated crises.

[4] Automated CPM-GOMS Modeling from Human Data Human Performance Modeling: HP3 -- Ergonomics and Vision / Patton, Evan W. / Gra, Wayne D. / John, Bonnie E. Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting 2012-10-22 p.1005-1009
doi 10.1177/1071181312561210
Link to HFES Digital Content
Summary: We present the Log Analyzer for generating CPM-GOMS models from human performance data. Built on top of the SANLab tool for stochastic CPM-GOMS modeling (Patton & Gray, 2010), the Log Analyzer uses event-driven parsing to map experimental log files into SANLab interactive routines used to generate CPM-GOMS activity networks. Identical models within and across participants are averaged to obtain estimates of performance times and variability, which are then used to drive stochastic simulations. In this report, we apply our tool to human data collected during a simple eyetracking calibration task and compare the resulting models to existing models in the literature. The generated models show good predictive performance and raise questions about di erent strategies not captured in the literature.

[5] Codein -- A New Notation for GOMS to Handle Evaluations of Reality-Based Interaction Style Interfaces / Christou, Georgios / Ritter, Frank E. / Jacob, Robert J. K. International Journal of Human-Computer Interaction 2012-03 v.28 n.3 p.189-201
Link to Article at Taylor & Francis
Summary: We propose a new diagrammatic notation system for Goals, Operators, Methods, Selection rules (GOMS), called Codein, with extensions to support the evaluation of Reality Based Interaction Styles. The proposed notation gives added power to GOMS to model and evaluate the task completion time of parallel actions during the performance of a task, something that was previously only possible using CPM-GOMS, which is far more complicated to use. Codein's evaluative power is verified through an experiment. The first condition of the experiment compares the completion time predicted by a GOMSL model, a Codein model, and the actual completion time of participants in a direct manipulation task. The second compares the completion time of participants in a Tangible User Interface task with predictions by a GOMSL model and a Codein model. Predicted task times by Codein in both conditions come close to the actual experimental results.

[6] Communicative NGOMSL: Development of an Evaluation Method for a Text-Based Communication System / Lee, Sangwon / Koubek, Richard J. International Journal of Human-Computer Interaction 2011-11-01 v.27 n.11 p.1013-1036
Link to Article at Taylor & Francis
Summary: Goals, Operators, Methods, and Selection rules (GOMS) is an analytic method and a model evaluation method for the knowledge necessary for a user to perform tasks in a system, and Natural GOMS Language (NGOMSL), a version of GOMS, is an attempt to define a language so that the GOMS model can be precisely constructed in a structured way. This study proposes Communicative NGOMSL, which is an extension of NGOMSL intended to accommodate modeling of text-based communication among two or more individuals. Besides the properties of GOMS techniques in evaluation, Communicative NGOMSL additionally considers common ground and communication time: Common ground refers to the mutual knowledge, beliefs, and assumptions of participants in communication, and communication time refers to the time that an individual waits for another to respond. The analysis of a Communicative NGOMSL model provides some information for a common task goal in a text-based communication system: (a) the relationship between the grounding process and Communicative NGOMSL statements, (b) the ratio of communication time to execution time for each individual, and (c) the balance among individuals in terms of learning time and mental workload. A demonstration of Communicative NGOMSL is provided through a sample case -- a virtual text-based chat tool for exchanging addresses between two individuals. Future work needed to address the limitations of this study and further develop Communicative NGOMSL is discussed.

[7] Determination of optimal paths to task goals using expert system based on GOMS model / Oyewole, Samuel A. / Haight, Joel M. Computers in Human Behavior 2011-03 v.27 n.2 p.823-833
Keywords: Expert system
Keywords: GOMS
Keywords: CMN-GOMS
Keywords: Optimal paths
Keywords: Task goals
Keywords: Analytic hierarchy process
Link to Article at sciencedirect
Summary: Website users often experience several difficulties while trying to access or navigate a website. This is mostly due to their inability to familiarize themselves with the structures in the website or as a result of complex procedures which prevent them from reaching their goals. It is therefore, important to develop a methodology or guidance technique for assisting website users to achieve their goals. A type of expert system that provides the needed guidance necessary in order to achieve these goals was proposed in this paper. A sample website was initially designed, and the analysis of website menu structure was conducted. The rules to find the optimal path are established based on the Goals, Operators, Methods, and Selection rules (GOMS) model by considering individual preferences on input devices. Derivatives of the GOMS model such as the Cognitive Perceptual Model GOMS, Natural GOMS Language, GOMS Language and GOMS Language Evaluation and Analysis were reviewed. The Card, Moran and Newell (CMN) GOMS technique was selected as the primary inference engine of the proposed expert system. This was primarily based on the highly efficient and exemplary capability of the CMN-GOMS to predict both operator sequence and execution time. The expert system was finally constructed from the result of the acquired knowledge base and other applicable rules.

[8] Comparison of Mouse and Keyboard Efficiency COMPUTER SYSTEMS: CS4 -- Input and Display / Omanson, Richard C. / Miller, Craig S. / Young, Elizabeth / Schwantes, David Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting 2010-09-27 v.54 p.600-604
Link to HFES Digital Content
Summary: In many corporate settings, users are required to quickly execute commands. Three methods of issuing commands were compared: 1) selecting a menu item with a mouse (Menu-Mouse condition); 2) selecting a menu item with a keyboard shortcut (Menu-Keyboard condition); and 3) selecting a toolbar item with a mouse (Toolbar-Mouse condition). Users performed one of the three methods across 90 trials and had their speed assessed in blocks of 30 trials. Overall, the Toolbar-Mouse method was the fastest, while the Menu-Keyboard condition showed the most improvement. A GOMS-based model is presented that accounts for differences among methods. This work confirms the use of toolbars for common commands, but also suggests that for heavily-used interfaces, keyboard shortcuts can be as efficient as toolbars and have the advantage of providing fast access to all commands.

[9] Applying CPM-GOMS Analysis for Predicting and Explaining Two-Handed Korean Text Entry Task on Mobile Phone HUMAN PERFORMANCE MODELING: HP1 -- Prediction of Performance for Devices, Age, Workload, and Error / Back, Jiseung / Myung, Rohae / Yoon, Daesub Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting 2010-09-27 v.54 p.977-981
Link to HFES Digital Content
Summary: In this study, we employ CPM-GOMS analysis for explaining physical and cognitive processes and for quantitatively predicting when users are typing Korean text messages on mobile phones using both hands. First, we observe the behaviors of 10 subjects, when the subjects enter keypads with both hands. Then, basing upon MHP, we categorize the behaviors into perceptual, cognitive, motor operators, and then we analyze those operators. After that, we use the critical paths to model three task sentences. Also, for the sake of comparison between the actual data and the results predicted from our CPM-GOMS model, we empirically tested 30 subjects and concluded that there were no significant differences between the predicted values and the actual data. With the CPM-GOMS model, we can observe the human information processes composed on the physical and cognitive processes. Also we verified that the CPM-GOMS model can be well applied to predict the users' performance when they input text messages on mobile phones using both hands by comparing the predicted total task time with the real execution time.

[10] A Principled Account of the Older Adult in ACT-R: Age-Specific Model Human Processor Extensions in a Mobile Phone Task HUMAN PERFORMANCE MODELING: HP1 -- Prediction of Performance for Devices, Age, Workload, and Error / Jastrzembski, Tiffany S. / Myers, Christopher / Charness, Neil Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting 2010-09-27 v.54 p.982-986
Link to HFES Digital Content
Summary: In previous research, Jastrzembski & Charness (2007) estimated weighted mean values for nine information processing parameters for older adults using the Card, Moran, & Newell (1983) Model Human Processor (MHP) model, and successfully validated a subset of those parameters with age-specific GOMS models for two mobile phone tasks across two mobile phone devices. The current research extends the mapping of MHP parameters to the ACT-R cognitive architecture (e.g., Anderson, 2007), and transitions age-specific MHP parameters into theoretically-plausible ACT-R models of older adult performance. We argue that the incorporation of theoretically-motivated MHP parameters into ACT-R will produce better fits to empirical data than default ACT-R parameters, and the use of those theoretically-principled parameter values will provide designers with more precise insight concerning why hardware/software designs/devices work or fail as a function of age. We test these hypotheses in the same mobile phone domain used to validate the age-specific MHP parameters in previous research and our findings demonstrate that age-specific ACT-R models using elemental MHP parameter values achieve better fits than default ACT-R parameters. This research may provide designers and human factors engineers the ability to inspect details of human performance at a finer grain of resolution than is currently available, help determine the cause of specific errors resulting from hardware/software design, cognitive workload, or user characteristics, and support the development of age-sensitive technologies.

[11] Revised GOMS Operator for Drag and Drop POSTERS: POS4 -- Posters 4 / Jeon, Young Joo Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting 2010-09-27 v.54 p.1742-1746
Link to HFES Digital Content
Summary: This article briefly discussed ways to overcome the limitations of existing GOMS (Goals, Operators, Methods, and Selection) models and primarily focused on the human processing of cognition and perception which was widely discussed yet a moot issue. Regarding mouse activities, especially drag-drop, the experiment demonstrates a significant difference between the predicted and empirical results in terms of time. The reason was found to be the following: in empirical testing, participants were swift in executing dragging behavior, whereas in NGOMSL modeling, not penetrated parameters of internal/external operators become sequential components that cause the metrics (e.g., movement time) to be computed serially. Based on other studies on mouse activity, the operator of the original NGOMSL is revised to include accurate cognitive process. In the validation, by implementing the revised GOMS operator, differences between the model execution time and the empirical duration, as measured when certain software is used, are evaluated. As a result, the revised GOMS model with new operators is proven to be effective and provides an estimate that deviates from the empirical value by at most 7%.

[12] Automatic detection of users' skill levels using high-frequency user interface events / Ghazarian, Arin / Noorhosseini, S. Majid User Modeling and User-Adapted Interaction 2010-06 v.20 n.2 p.109-146
Keywords: Expertise; Skill; User modeling; Machine learning; Graphical user interfaces; Intelligent user interfaces; Adaptive user interfaces; GOMS
Link to Digital Content at Springer
Summary: Computer users have different levels of system skills. Moreover, each user has different levels of skill across different applications and even in different portions of the same application. Additionally, users' skill levels change dynamically as users gain more experience in a user interface. In order to adapt user interfaces to the different needs of user groups with different levels of skills, automatic methods of skill detection are required. In this paper, we present our experiments and methods, which are used to build automatic skill classifiers for desktop applications. Machine learning algorithms were used to build statistical predictive models of skill. Attribute values were extracted from high frequency user interface events, such as mouse motions and menu interactions, and were used as inputs to our models. We have built both task-independent and task-dependent classifiers with promising results.

[13] PHD-THESIS Inclusive User Modelling / Biswas, Pradipta / Robinson, Peter 2010-03 Cambridge, UK University of Cambridge, Computer Laboratory
Keywords: accessibility
www.sigaccess.org/community/theses_repository/phd/pradipta_biswas.php
Summary: Computers offer valuable assistance to people with physical disabilities. However designing human-computer interfaces for these users is complicated. The range of abilities is more diverse than for able-bodied users, which makes analytical modelling harder. Practical user trials are also difficult and time consuming. I have developed a simulator to help with the design and evaluation of assistive interfaces. It can predict the likely interaction patterns when undertaking a task using a variety of input devices, and estimate the time to complete the task in the presence of different disabilities and for different levels of skill. I have also addressed the shortcomings of existing HCI models and hope to develop a system that will be easier to use than the existing models and support both able-bodied and disabled users.
    The simulator is developed according to the concept of Model Human Processor. It consists of a Perception model, a Cognitive model and a Motor-behaviour Model. The perception model simulates the phenomenon of visual perception (like focussing and shifting attention). Currently, I have investigated eye gaze patterns (using a Tobii X120 eye tracker) of normal as well as people with visual impairment. My model can reproduce the results of previous experiments on visual perception in the context of HCI and can also simulate the effects of different visual impairments (e.g.: Wet and Dry Macular Degeneration, Diabetic Retinopathy, Tunnel Vision etc.) on interaction. The cognitive model uses CPM-GOMS model to simulate expert performance. It has a novel and easy-to-use module to simulate performance of novices based on the concept of dual-space model. Finally the motor-behaviour model is developed by statistical analysis of cursor traces from motor-impaired users. Currently, I have worked on evaluating hand strength (using a Baseline 7-pc Hand Evaluation Kit) of normal and motor-impaired people and investigated how hand strength affects HCI. The main contributions of my work are:
  • 1. Identification and calibration of two image processing algorithms to predict points of eye-gaze fixations and the corresponding fixation durations during visual search in a computer screen undertaken by people with and without visual-impairment.
  • 2. Analysis of eye movement trajectories during visual search in a computer screen and identification of the most probable strategies to predict the actual trajectory.
  • 3. Investigation of the effect of hand strength on human-computer interaction.
Development of a statistical model to predict pointing times of motor-impaired computer users based on their hand strength. My studies are already being used to design and develop inclusive computer interfaces (e.g. accessible game, new assistive interaction technique etc.). My university has recently been awarded EU funding for the GUIDE project that will employ results from my PhD research.

[14] GOMS analysis as a tool to investigate the usability of web units for disabled users Long Paper / Schrepp, Martin Universal Access in the Information Society 2010 v.9 n.1 p.77-86
Keywords: GOMS analysis; Efficiency; Usability; Accessibility
Link to Digital Content at SpringerLink
Summary: Guideline compliance is a necessary but not sufficient condition to guarantee the usability of web units by disabled users, since efficiency-related issues can be as exclusive for disabled users as violations to basic guidelines. This paper shows that Goals, Operators, Methods and Selection rules (GOMS) analysis, which is an established method in user interface design, can be adapted to evaluate the efficiency of interface designs for disabled users. As examples, several GOMS models for the interaction behavior of disabled users with web units are described, showing how such models can be used to answer concrete accessibility-related questions. Advantages and limitations of GOMS analysis are also discussed.

[15] Towards analytical evaluation of human machine interfaces developed in the context of smart homes Special Issue on Inclusion and Interaction: Designing Interaction for Inclusive Populations / Chikhaoui, Belkacem / Pigot, Hélène Interacting with Computers 2010 v.22 n.6 p.449-464
DOI: 10.1016/j.intcom.2010.08.003
Keywords: HMI evaluation / Human-computer interaction / Cognitive modeling / Smart homes / User modeling / User performance
Link to Article at sciencedirect
Summary: Designing human machine interfaces that respect the ergonomic norms and following rigorous approaches constitutes a major concern for computer systems designers. The increased need on easily accessible and usable interfaces leads researchers in this domain to create methods and models that make it possible to evaluate these interfaces in terms of utility and usability. Two different approaches are currently used to evaluate human machine interfaces, empirical approaches that require user involvement in the interface development process, and analytical approaches that do not associate the user during the interface development process. This paper presents a study of user performance on two principal tasks of the contextual assistant's interface, developed in the context of smart homes, to assist persons with cognitive disabilities. We use three different methods to analyze and evaluate this interface, focusing basically on time of execution. Two of the models developed are based on cognitive models, which are ACT-R and GOMS and the third one is based on the Fitts' Law model. The results show that, all models give a good prediction of user performance, even if the cognitive models show better accuracy of the user performance. Furthermore, they provide a better insight into cognitive abilities required to interact with the interface.

[16] Towards Timed Predictions of Human Performance for Interactive Information Retrieval Evaluation Posters/Demos / Smucker, Mark Proceedings of the Workshop on Human-Computer Interaction and Information Retrieval 2009-10-23 p.95-98
Summary: Today's popular retrieval metrics are largely divorced from any notion of a user interface or a user model. These metrics such as mean average precision produce measures of ranked results quality rather than predictions of human performance. Using GOMS, we modify the Cranfield-style of evaluation to create a new evaluation method that makes testable predictions of human performance. While not yet validated by user studies, we demonstrate using our evaluation method that such an evaluation technique gives information retrieval researchers the ability to understand how changes in the interface or in the underlying retrieval algorithm impact user performance. Future work should be directed to the creation and validation of evaluation methods that predict user performance and incorporate explicit user interfaces and user models.

[17] Communicative NGOMSL: An Extension of NGOMSL to Analyze a Text-based Communication System COMMUNICATIONS / Lee, Sangwon / Koubek, Richard J. Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting 2009-10-19 v.53 p.434-438
Link to HFES Digital Content
Summary: This study proposes Communicative NGOMSL, which is an extension of NGOMSL intended to accommodate modeling of text-based communication among two or more individuals. Besides the properties of GOMS techniques in evaluation, Communicative NGOMSL additionally considers two key concepts: common ground and communication time. Common ground means the mutual knowledge, belief and assumptions of participants in a conversation, and communication time refers to one individual's waiting time for the other's response. As a case example, Communicative NGOMSL is applied to a virtual text-based communication system for exchanging addresses between two individuals. The Communicative NGOMSL analysis makes some suggestions to better design a communication system: (1) focusing on the interface design that is directly related to grounding process in a conversation; (2) considering the relationship of communication time and execution time for each individual; and (3) balancing between participants for learning time and mental workload.

[18] SANLab-CM The Stochastic Activity Network Laboratory for Cognitive Modeling SPECIAL SESSION / Patton, Evan W. / Gray, Wayne D. / Schoelles, Michael J. Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting 2009-10-19 v.53 p.1654-1658
Link to HFES Digital Content
Summary: SANLab-CM is an activity network tool for the stochastic modeling of routine interactive behavior. Within the cognitive engineering community the best-known examples of activity networking modeling are the CPM-GOMS models of Project Ernestine (Gray, John, & Atwood, 1993). Project Ernestine showed that modeling the parallel use of cognitive, perceptual, and motor resources within an activity network formalism produces reliable and accurate predictions of expert performance times across alternative designs for the same task. SANLab-CM provides time predictions, but its essence is the prediction of procedural variability amidst strategic constancy: when expert human performers follow the same task strategy from trial to trial variability in the processing time of cognitive, perceptual, and motor resources is such as to produce different critical paths of performance and significantly different execution times. The stochastic component of SANLab-CM goes beyond current techniques to create a new means of assessing alternative designs based on the procedural variability expected in expert performance.

[19] Toward Cognitive Modeling for Predicting Usability Evaluation Methods, Techniques and Tools / John, Bonnie E. / Suzuki, Shunsuke HCI International 2009: 13th International Conference on Human-Computer Interaction, Part I: New Trends 2009-07-19 v.1 p.267-276
Keywords: Cognitive modeling; GOMS; KLM; CogTool; Information Foraging
Link to Digital Content at Springer
Summary: Historically, predictive human performance modeling has been successful at predicting the task execution time of skilled users on a desktop computer. More recent work has predicted novice behavior in web searches. This paper reports on a collaborative effort between industry and academia to expand the scope of predictive modeling to the mobile phone domain, both skilled and novice behavior, and how human performance relates to the perception of usability. Since, at this writing, only preliminary results to validate models of mobile phone use are in, we describe the process we will use to progress towards our modeling goals.

[20] On-Line Communication Interface Design for Visually Impaired Users Universal Access to On-Line Communities, eServices and Work / Hwang, Sheue-Ling / Chang, Che-Wei UAHCI 2009: 5th International Conference on Universal Access in Human-Computer Interaction, Part III: Applications and Services 2009-07-19 v.3 p.353-358
Keywords: Visually impaired users; auditory interface; on-line meeting; FSM-GOMS
Link to Digital Content at Springer
Summary: The visually impaired users encounter difficulties in acquiring information via image transmission, and then some misunderstandings might occur. In this study, recommendation of user interface layout is proposed. And a communication condition for on-line meeting with auditory interface is designed to give visually impaired users indication of speakers' identification. An experiment was conducted to evaluate how an on-line meeting was affected by the numbers of participants.

[21] Participatory Human-Centered Design: User Involvement and Design Cross-Fertilization User Involvement and Participatory Methods / Boy, Guy A. / Riedel, Nadja HCD 2009: 1st International Conference on Human Centered Design 2009-07-19 p.835-843
Keywords: Human factors; HCI design; user involvement
Link to Digital Content at Springer
Summary: Design and development of new instruments requires much attention with respect to safety, performance and comfort. Introducing new technology is a matter of taking care of past user experience on current technology and anticipating possible user experience on prototypes incrementally developed. The intricate spiral combination of prototyping and formative evaluations provides excellent support to include end-users in the design and development process. Human-centered design is also a combination of both analytical and user-centered (experimental) approaches. We cannot get rid of analyzing human-machine interaction using methods such as GOMS for example, and neither using professional design expertise. These methods provide an envelope of usability and usefulness issues; some are directly applicable, others issues require an experimental user-centered evaluation, i.e., real professional users are needed. Usability engineering is now very much used in industry and provides good results. Crucial problems are not technical any longer; they are financial, legal, social and finally relational. The various actors who will have an influence on the product being developed should participate. Participatory design enables to improve awareness of product attributes, i.e., what the product is really for, and how it should be made and used. A running example of the design of a new flight attendant panel to be included in the cabin of commercial aircraft is presented to support methodological claims and demonstrate approach soundness.

[22] A GOMSL analysis of semi-automated data entry Evaluation tools / Haimson, Craig / Grossman, Justin ACM SIGCHI 2009 Symposium on Engineering Interactive Computing Systems 2009-07-15 p.61-66
Keywords: content extraction, data entry, goms, knowledge base
ACM Digital Library Link
Summary: We used GOMSL (Goals, Operators, Methods, and Selection Rules Language) to perform computational workflow analyses of two different data entry applications: a fully manual web form client used to update an enterprise-wide knowledge base (already in operational use), and an alternative prototype client that uses content extraction to semi-automate data entry. Our goal was to explore conditions that affect the speed of manual vs. semi-automated data entry, and to quantify expected difference in relative system efficiency across these conditions. We developed GOMSL models for major functionality in both systems and used GLEAN (GOMS Language Evaluation and Analysis) to simulate user interactions with representative data. Based on the results of these simulations, we quantified workflow costs, explored how costs vary across ranges of parameters, and developed overall estimates of relative system efficiency.

[23] The Red-Line of Workload: Theory, Research, and Design PERCEPTION AND PERFORMANCE: PP3 - The Redline of Workload: Theory, Research, and Design / Grier, Rebecca / Wickens, Christopher / Kaber, David / Strayer, David / Boehm-Davis, Deborah / Trafton, J. Gregory / St. John, Mark Proceedings of the Human Factors and Ergonomics Society 52nd Annual Meeting 2008-09-22 v.52 p.1204-1208
Link to HFES Digital Content
Summary: Multi-tasking is now ubiquitous component of our lives; despite the fact that we all can cite an incident where multi-tasking put us in a difficult situation. The reason so many of us do multi-task is that most of the time we are capable of effective dual task performance. Hart and Wickens (2008) have defined the point where one traverses safe and effective multi-tasking to dangerous and ineffective multi-tasking as the "red-line" of workload. In this panel, we will discuss this "red-line" of workload from the theoretical, empirical, and practical viewpoints. To that end, we first examine what theories of attention can help guide empiric search for this red line and where these theories must be expanded with further research. The greatest need is research that will allow human factors practitioners to identify the red line of workload before a system has been developed. One approach to achieving this research is to leverage the approach of industrial ergonomics, which has successfully defined physical workload limits by using data from safety incidents. Another avenue of research to be discussed is that which will lead to refinement of our theories and understanding of cognitive function to improve our ability to predict the red line. Next we move to the problem of evaluating systems to ensure that the red line of workload is not crossed. In particular, we will discuss the possibility of using task analysis, specifically, CPM-GOMS to predict if a system design will lead to excessive workload. Finally, we present two system design strategies for maintaining a cognitive workload that is below the red-line. The first of these is an adaptive automation using eye-tracking to reduce screen clutter when it appears workload has become so high an error may occur. The second design strategy presents four research based design principles for reducing workload to acceptable levels.

[24] Bridging cognitive modeling and model-based evaluation: extending GOMS to model virtual sociotechnical systems and strategic activities POSTERS: Virtual Environments / Pronovost, Sylvain / West, Robert L. Proceedings of the Human Factors and Ergonomics Society 52nd Annual Meeting 2008-09-22 v.52 p.1635-1639
Link to HFES Digital Content
Summary: Cognitive modeling and human factors models claim to represent critical features of human behavior and cognition, but for very different purposes. While cognitive modeling is concerned with the description and explanation of fundamental cognitive processes, human factors modeling is interested in performance and workload measures derived from simple formalisms of behavior and cognition in order to test design hypotheses. The present paper extends the use of GOMS models from models of the knowledge necessary for an agent to perform a task, to complex sociotechnical processes involving multiple agents in strategic activities situated in a virtual environment. The authors believe that extending GOMS may help to bridge the knowledge representation-driven cognitive models of complex human behaviors with the task networks-driven models of the human factors tradition.

[25] A GOMS model of virtual sociotechnical systems: using video games to build cognitive models Posters / Pronovost, Sylvain / West, Robert L. Proceedings of the 2008 Annual European Conference on Cognitive Ergonomics 2008-09-16 p.15
ACM Digital Library Link
Summary: Motivation -- The present paper extends the use of GOMS models, described by Kieras (Kieras, 2007) as models of the knowledge necessary for an agent to perform a task, to complex sociotechnical processes involving multiple agents in strategic activities situated in a virtual environment.
    Research approach -- The experiment consists of the SGOMS model, based on task analysis, and a statistical analysis to evaluate the accuracy of the SGOMS model for the description and prediction of the data.
    Findings/Design -- A SGOMS model featuring task interruptions, order violations and planning units representing the decision-making process is a good match with the experimental data.
    Take away message -- The GOMS model can be modified to account for complex sociotechnical interactions within low-fidelity synthetic environments.
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