18/11/2018 1 PV182 Human Computer Interaction Lecture 10 Cognitive Models Fotis Liarokapis liarokap@fi.muni.cz 19th November 2018 Cognitive Models Cognitive Models (Low Level) • Sources: – Marti Hearst (SIMS, UC Berkeley) – Robert Stevens (www.cs.man.ac.uk) – Susan E. Brennan (www.psychology.stonybrook.edu) – Rebecca W. Boren (Arizona State University) Cognitive Modeling Based Evaluation • Fitts’ Law – Used to predict time needed to select a target • Keystroke-Level Model – Low-level description of what users must do to perform a task • GOMS – Structured, multi-level description of what users must do to perform a task Model of Human Processing The Model Human Processor • Perceptual system – Sensors • Cognitive system – Processors • Motor system – Effectors (Card, Moran, & Newell, 1983) 18/11/2018 2 Important Parameters • Memory capacity • Decay • Representation • Processing cycle time Sample Times • Eye-movement = 230 [70~700] ms – Typical time = 230 ms – “Fastman” = 70 ms – “Slowman” = 700 ms • Perceptual processor: 100 [50~200] • Cognitive processor: 70 [25~170] • Motor processor: 70 [30~100] Model of Simple RT Problem • Task: Press button – When symbol appears Model of Simple RT Problem . • Task: Press button – When symbol appears • 1. Perceptual processor captures it in the visual image store & represents it in working memory – 100 [50~200] Model of Simple RT Problem .. • Task: Press button – When symbol appears • 2. Cognitive processor recognizes the presence of a symbol – 70 [25~170] Model of Simple RT Problem ... • Task: Press button – When symbol appears • 3. Motor processor pushes the button – 70 [30~100] 18/11/2018 3 Model of Simple RT Problem .... • Task: Press button when symbol appears • 1. The perceptual processor captures it in the visual image store and represents it in working memory – 100 [50~200] • 2. The cognitive processor recognizes the presence of a symbol – 70 [25~170] • 3. The motor processor pushes the button – 70 [30~100] • Total time? Model of Simple RT Problem ..... • Each of these action primitives takes some small amount of time (in msec.) • The Model Human Processor provides a range of parameters you can use to predict precisely how long something will take, or to compare the time needed for alternative actions Hick’s Principle of Uncertainty • Predicts how long a response will take in a given situation, based on how likely (or uncertain) the different possibilities are Decision Complexity • The speed with which an action can be selected is strongly influenced by the number of possible alternative actions that could be selected • Hick-Hyman Law of reaction time shows a logarithmic increase in reaction time (RT) as the number of possible stimulus-response alternatives (N) increases – Humans process information at a constant rate RT = a + bLog2N Hick-Hyman Law Hick’s Principle of Uncertainty • RT = a + b log2N – RT = reaction time – a, b = constants – N = number of possible responses, – assuming all are equally probable • +1 is due to uncertainty whether to respond 18/11/2018 4 Decision Making Process • The most efficient way to deliver a given amount of information is by a smaller number of complex decisions rather than a large number of simple decisions • An example is this decision making process: – Would you like to have a big long-hair dog or a small nervous dog or a black cat or a small no-hair cat ? • vs. • Dog or a cat ? … dog • Big or small ? … small • Quiet or nervous ? … quiet Power Law of Practice • When something is done again and again, performance follows a power law: – You keep improving with practice, but as you become an expert, you improve less and less Power Law of Practice Note: • The power law of practice describes quantitative changes in skilled behavior (both cognitive and motor), but not qualitative changes (changes in strategies) Fitt’s Law • Moving a mouse to a target: • What can vary? • how long it takes • how far you have to move • how big the target is Models movement time for selection tasks The movement time for a well-rehearsed selection task • increases as the distance to the target increases • decreases as the size of the target increases Fitt’s Law 18/11/2018 5 Time (in msec) = a + b log2(D/S+1) where a, b = constants (empirically derived) D = distance S = size ID is Index of Difficulty = log2(D/S+1) Fitt’s Law Same ID → Same Difficulty Target 1 Target 2 Time = a + b log2(D/S+1) Fitt’s Law Smaller ID → Easier Target 2Target 1 Time = a + b log2(D/S+1) Fitt’s Law Larger ID → Harder Target 2Target 1 Time = a + b log2(D/S+1) Fitt’s Law Keystroke-Level Model • Another “discount” usability method • Main idea: – Walk through the interface, counting how many operations it would take an expert user to perform – Look for ways to optimize – Look for potential sources of error • KLM is very low-level (tiny operations) Keystroke-Level Model • How to make a KLM – List specific actions user does to perform task • Keystrokes and Button presses • Mouse movements / Pointing • Hand movements between keyboard & mouse / Homing • Drawing • System Response time (if it makes user wait) – Add Mental operators – Assign execution times to steps – Sum execution times • Only provides execution time and operator sequence 18/11/2018 6 KLM times • operator remarks time(s) • K Press key • good typist (90wpm) 0.12 • poor typist (40wpm) 0.28 • non-typist 1.20 • B Mouse button press • down or up 0.10 • click 0.20 • P Point with mouse • Fitt’s law 0.1 log2(D/S+0.5) • average movement 1.10 • H home hands to/from kbd 0.40 • D drawing / domain dependent • M mentally prepare 1.35 • R response from system – measure KLM Example • Replace all instances of a 4-letter word. – (example from Hochstein) GOMS model of a system usage • A family of user interface modeling techniques • Goals, Operators, Methods, and Selection rules – Higher-level than KLM – Input: detailed description of UI and task(s) – Output: various qualitative and quantitative measures GOMS (Card, Moran, & Newell) • Goal - what the user wants to achieve • Operator - elementary perceptual, motor, or cognitive act • Method - a series of operators that forms a procedure for doing something • Selection rule - how the user decides between methods (if...then...). GOMS (continued) • Examples: • Goal - editing a paper (high level) • cutting and pasting text (low level) • Operator - typing a keystroke • Method - set of operators for cutting • Selection rule - how the user chooses a method Applications of GOMS analysis • Compare UI designs • Profiling • Building a help system – GOMS modeling makes user tasks and goals explicit – Can suggest questions users will ask and the answers 18/11/2018 7 What GOMS can model • Task must be goal-directed – Some activities are more goal-directed than others – Even creative activities contain goal-directed tasks • Task must a routine cognitive skill • Task can include serial and parallel tasks GOMS Output • Functionalitycoverage and consistency – Does UI contain needed functions? – Are similar tasks performed similarly? • Operator sequence – In what order are individual operations done? – Abstraction of operations may vary among models How to do GOMS Analysis • Generate task description – Pick high-level user Goal – Write Method for accomplishing Goal (may invoke subgoals) – Write Methods for subgoals • This is recursive • Stops when Operators are reached • Evaluate description of task • Apply results to UI • Iterate Operators vs. Methods • Operator: the most primitive action • Method: requires several Operators or subgoal invocations to accomplish • Level of detail determined by – KLM level – key press, mouse press – Higher level - select-Close-from-File-menu – Different parts of model can be at different levels of detail GOMS Example • Move text in a word processor – (example from Hochstein) GOMS Example • Move text in a word processor – (example from Hochstein) 18/11/2018 8 Advantages of GOMS • Very general purpose • Allows for individual differences • Much predictive power about timing • Good at predicting "ideal" performance • Gives several qualitative and quantitative measures • Model explains why the results are what they are • Less work than user study • Easy to modify when interface is revised • Research ongoing for tools to aid modeling process Disadvantages of GOMS • Not so good at predicting errors • Takes a long time to conduct analysis • Whole may not be the sum of the parts • Ignores the nature of internal symbolic representations - focus is very low-level • Not as easy as heuristic analysis, guidelines, or cognitive walkthrough Disadvantages of GOMS • Only works for goal-directed tasks • Assumes tasks are performed by expert users • Evaluator must pick users’ tasks/goals • Does not address several important UI issues, such as – readability of text – memorability of icons, commands • Does not address social or organizational impact Summary • We can use Cognitive Modeling to make predictions about interface usability • Complementary to Usability Studies • In practice: – GOMS not used often – Fitt’s law often used for determining best case for new kinds of input methods Questions Acknowledgements • Prof. Ing. Jiří Sochor