[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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 Elsevier Ltd.
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
© Copyright 2013 Taylor and 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
© Copyright 2012 HFES
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
© Copyright 2012 Taylor and 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
© Copyright 2011 Taylor and 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
© Copyright 2011 Elsevier Ltd.
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
© Copyright 2010 HFES
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
© Copyright 2010 HFES
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
© Copyright 2010 HFES
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
© Copyright 2010 HFES
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
Copyright © 2010 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
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
© Copyright 2010 Springer-Verlag
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
© Copyright 2010 Elsevier B.V.
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
© Copyright 2009 Human Factors and Ergonomics Society
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
© Copyright 2009 Human Factors and Ergonomics Society
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
Copyright © 2009 Springer-Verlag
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
Copyright © 2009 Springer-Verlag
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
Copyright © 2009 Springer-Verlag
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
© Copyright 2009 ACM
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
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Grier, Rebecca
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Wickens, Christopher
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Kaber, David
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Strayer, David
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Boehm-Davis, Deborah
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Trafton, J. Gregory
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St. John, Mark
Proceedings of the Human Factors and Ergonomics Society 52nd Annual Meeting
2008-09-22
v.52
p.1204-1208
© Copyright 2008 HFES
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
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Pronovost, Sylvain
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West, Robert L.
Proceedings of the Human Factors and Ergonomics Society 52nd Annual Meeting
2008-09-22
v.52
p.1635-1639
© Copyright 2008 HFES
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
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Pronovost, Sylvain
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West, Robert L.
Proceedings of the 2008 Annual European Conference on Cognitive Ergonomics
2008-09-16
p.15
© Copyright 2008 Author(s)
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.