Division of Information Management Engineering User Interface Laboratory Model-Based Evaluation of Expert Cell Phone Menu Interaction ROBERT ST. AMANT.

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Presentation transcript:

Division of Information Management Engineering User Interface Laboratory Model-Based Evaluation of Expert Cell Phone Menu Interaction ROBERT ST. AMANT and THOMAS E. HORTON North Carolina State University FRANK E. RITTER The Pennsylvania State University

Division of Information Management Engineering User Interface Laboratory 1. INTRODUCTION The market penetration of cell phones is much higher than that of conventional computers, which r aises significant opportunities and challenges for HCI. This article presents techniques for evaluating and improving cell phone usability, in particular the usability of the hierarchical menus that provide access to most functionality aside from dialing and data entry. Designing menu systems for any platform, including desktop systems, can be challenging, but for cell phones the problem is made more difficult by several factors: (lack direct selection capabilities, small displays, less standardization in hardware supporting menu traversal) ⇒ cell phone menu interfaces deserve close analysis, and that they need specialized techniques for their development and evaluation 1.describe an empirical study of the traversal of cell phone menus, along with three models for predicting user performance: a Fitts’ law model, a GOMS model, and an ACT-R model. 2.use our empirical results to define a novel evaluation metric for the efficiency of cell phone menu traversal. 1 / 10

Division of Information Management Engineering User Interface Laboratory 2. A PERFORMANCE STUDY Our interest is in expert (i.e., practiced and error-free) use of cell phone menu systems Kyocera The four-way scrolling button: RIGHT and LEFT, UP and DOWN - The OK button: select the currently highlighted item in menus - The CLR button: returns to the previous level in the hierarchy 2.1 Procedures recruited fourteen experienced cell phone users for our study -two users acted as participants in a pilot phase of the experiment -twelve users provided the main body of data for the study recorded the tone produced by each key press as transmitted through the earphone jack of the cell phone five terminal menu items were to be reached the mean duration per task, over all participants in the study 2 / 10

Division of Information Management Engineering User Interface Laboratory 2. A PERFORMANCE STUDY 2.2 models of user behavior a Fitts’ law model based on MacKenzie’s [2003] version of Fitts’ Law for one-finger typing for text entry on mobile phones. Movement time in seconds for thumb input is MT = log2 (D/W + 1) (D : the distance (amplitude) of the movement, W : the width of the target) - To execute the Fitts’ law model for each of the five tasks, a path is generated from the root of the menu hierarchy to the terminal item for the task - Each step on the path is associated with a movement action or a key press action - Durations for all the steps are accumulated to produce an overall task duration 3 / 10

Division of Information Management Engineering User Interface Laboratory 2. A PERFORMANCE STUDY 2.2 models of user behavior a GOMS model GOMS methods for task analysis produce hierarchical descriptions of methods and operators needed to accomplish goals; some GOMS models have been strikingly successful in critical HCI domains All of the methods are automatically generated from the menu hierarchy specification, based on the same path traversals used for the Fitts’ law model Each of the steps in this method in turn decomposes into a selection method The durations of the steps follow the guidelines established by Kieras [1999] in his work on GOMSL and GLEAN3 (including a version of Fitts’ Law) Movement times are based on the movement component of the Fitts’ law model 4 / 10 The GOMS method for selecting the Ringer Volume item, and a sample single-level menu selection for the Settings item

Division of Information Management Engineering User Interface Laboratory 2. A PERFORMANCE STUDY 2.2 models of user behavior an ACT-R model ACT-R as a representative cognitive modeling architecture and as a common choice in HCI work ACT-R integrates theories of cognition, visual attention, and motor movement and has been the basis for a number of models in HCI ACT-R models provide details that can explain behavior in cognitive terms at a level not addressed by the coarser GOMS representation The model’s memory is initialized with a set of declarative memory chunks that represent the parent-child relationships between the intermediate menu items needed to reach terminal items Procedural knowledge in the ACT-R model consists of eleven productions (Find-top-item, Find-next-item, Attend-item,…) The model starts with the goal of selecting a specific terminal menu item 1.retrieves a target intermediate item to be selected 2.searches for the currently highlighted menu item in its field of view 3.the visible item is attended and then encoded 4.If the text matches the target item and this is the same as the terminal item, then the model initiates motor actions to move the thumb to the OK button (if necessary) and press it 5.Model execution completes at this point We extended the ACT-R environment representation to support a layout-based keypad in which the size and placement of keys can be specified individually 5 / 10

Division of Information Management Engineering User Interface Laboratory 2. A PERFORMANCE STUDY 2.3 model performance task-level performance The linear model predicts time T by the number of key presses k plus a constant T = − k 6 / 10 Table3. Model and User Performance Across Tasks, in s. Upper and Lower 99% Confidence Intervals are Shown in Parentheses for User Data

Division of Information Management Engineering User Interface Laboratory 2. A PERFORMANCE STUDY 2.3 model performance action-level performance 7 / 10 Fig. 8. Differences in the duration of scrolling actions during selection runs of different length, with model predictions.

Division of Information Management Engineering User Interface Laboratory 2. A PERFORMANCE STUDY 2.4 discussion All of the models we have presented have proved robust in our analysis, though at a sufficiently detailed level they break down (as all models do) Modelers need to consider the trade-off between modeling effort and the value of increasingly veridical results. The GOMS model developed here is as good as or better than the ACT-R model, and was much cheaper to build GOMS offers considerable flexibility in modeling Nevertheless, because ACT-R represents behavior at a greater level of detail than GOMS, the ACT-R model is capable of more detailed performance predictions than the GOMS model 8 / 10

Division of Information Management Engineering User Interface Laboratory 3. USER PROFILES AND SEARCH Once models of menu traversal have been built, the models can be applied toward improving menu hierarchies so that end users can traverse menus more quickly An evaluation of a menu hierarchy independent of usage patterns would be uninformative - The modifications to the menu hierarchy produced by the search have the effect of reducing the depth of the hierarchy and increasing the length of individual menus - The general approach laid out in this section is related to two areas of HCI other than cognitive modeling, both of which provide opportunities for further research. 1.Adaptive user interfaces 2.Navigation - With such flexibility in representation, it would be possible to explore additional modeling issues, such as how novice users might traverse an unfamiliar menu hierarchy, which paths through the hierarchy are more likely to result in errors, and how renaming or recategorizing menu items could influence navigation performance more than just reordering. 9 / 10

Division of Information Management Engineering User Interface Laboratory 4. CONCLUSION In this article we have described a set of evaluation concepts and tools to support cell phone menu design The GOMS and ACT-R model are able to predict user performance very well Both of these models could be used by a simple, efficient algorithm to optimize the redesign of cell phone menus. The redesign could let users on average perform their tasks about 30% faster, based on plausible assumptions about usage These models and the optimization algorithm bring together several interesting aspects of human behavior and show how a simple AI algorithm can help in HCI design As modeling concepts and techniques become more accessible to HCI developers, they will become increasingly significant in their contribution to improving user interfaces 10 / 10