User Modeling 1 Predicting thoughts and actions. Agenda Cognitive models Physical models Fall 2006PSYCH / CS 67502.

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Presentation transcript:

User Modeling 1 Predicting thoughts and actions

Agenda Cognitive models Physical models Fall 2006PSYCH / CS 67502

User Modeling Build a model of how a user works, then predict how he or she will interact with the interface. Goals (Salvendy, 1997) : 1.Predict performance of design alternatives 2.Evaluate suitability of designs to support and enhance human abilities and limitations 3.Generate design guidelines that enhance performance and overcome human limitations Note: Not even a mockup is required Fall 2006PSYCH / CS 67503

Differing Approaches Human as Information Processing machine “Procedural” models Many subfamilies and related models Human as a biomechanical machine Human as a social actor Situated action Activity theory Distributed cognition Fall 2006PSYCH / CS A later lecture }

Cognitive Models 1.Model Human Processor 2.GOMS 3.Production Systems 4.Grammars Fall 2006PSYCH / CS 67505

1. Model Human Processor Card, Moran, & Newell (1983, 1986) “Procedural” models: People learn to use products by generating rules for their use and “running” their mental model while interacting with system Components Set of memories and processors Set of “principles of operation” Discrete, sequential model Each stage has timing characteristics (add the stage times to get overall performance times) Fall 2006PSYCH / CS 67506

MHP: Three Systems in Model Perceptual, cognitive, motor systems Timing parameters for each stage/system Cycle times (  ):  p ≈ 100 ms (“middle man” values)  c ≈ 70 ms  m ≈ 70 ms Perception & Cognition have memories Memory parameters Code, decay time, capacity Fall 2006PSYCH / CS 67507

MHP: Model and Parameters Fall 2006PSYCH / CS 67508

MHP: Principles of Operation Set up rules for how the components respond. Can be based on experimental findings about humans. Recognize-act cycle, variable perceptual processor rate, encoding specificity, discrimination, variable cognitive processor rate, Fitts’ law, Power law of practice, uncertainty, rationality, problem space Note: caveat emptor Fall 2006PSYCH / CS 67509

Applying the MHP Example: Designing menu displays 16 menu items in total Breadth (1x16) vs. Depth (4x4) ? Fall 2006PSYCH / CS Menu: 1.Menu item a 2.Menu item b 3.Menu item c 4.Menu item d 5.Menu item e 6.Menu item f … Main Menu: 1.Menu item a 2.Menu item b 3.Menu item c 4.Menu item d Submenu: 1.Menu item a 2.Menu item b 3.Menu item c 4.Menu item d Submenu: 1.Menu item a 2.Menu item b 3.Menu item c 4.Menu item d OR

MHP: Calculations Fall 2006PSYCH / CS Breadth (1x16):  p perceive item, transfer to WM  c retrieve meaning of item, transfer to WM  c Match code from displayed to needed item  c Decide on match  m Execute eye mvmt to (a) menu item number (go to step 6) or (b) to next item (go to step 1)  p Perceive menu item number, transfer to WM  c Decide on key  m Execute key response Time = [((16+1)/2) (  p + 3  c +  m )] +  p +  c +  m Time = 3470 msec Serial terminating search over 16 items Depth (4x4): Same as for breadth, but with 4 choices, and done up to four times (twice, on average): Time = 2 x [((4+1)/2) (  p + 3  c +  m )] +  p +  c +  m Time = 2380 msec Therefore, in this case, 4x4 menu is predicted to be faster than 1x16.

Related Modeling Techniques Many techniques fall within this “human as info processor” model Common thread - hierarchical decomposition Divide behaviors into smaller chunks Questions: What is unit chunk? When to start/stop? Fall 2006PSYCH / CS

2. GOMS Goals, Operators, Methods, Selection Rules Card, Moran, & Newell (1983) Assumptions Interacting with system is problem solving Decompose into subproblems Determine goals to “attack” problem Know sequence of operations used to achieve the goals Timing values for each operation Fall 2006PSYCH / CS

GOMS: Components Goals State to be achieved Operators Elementary perceptual, cognitive, motor acts Not so fine-gained as Model Human Processor Methods Procedures for accomplishing a (sub)goal e.g., move cursor via mouse or keys Selection Rules if-then rules that determine which method to use Note: All have times associated with them Fall 2006PSYCH / CS

GOMS: Procedure Walk through sequence of steps to build the model Determine branching tree of operators, methods, and selections, and add up the times Fall 2006PSYCH / CS

GOMS: Example Menu structure (breadth vs. depth, again) Breadth (1x16): Goal: perform command sequence Goal: perform unit task of the command Goal: determine which unit task to do Operator: Look at screen, determine next command Goal: Execute unit task Select: Which method to enter number of command e.g. IF item # between 1 & 9 THEN use 1-KEY METHOD Operator: Use 1-Key Method Operator: Verify Entry… etc. Result: Average Number of Steps = 33 Fall 2006PSYCH / CS Loops

GOMS: Example, cont’d Depth (4x4): Similar steps, in slightly different order and looping conditions Result: Average Number of Steps = 24 Comparison: Depth is ~25% faster in this case Card et al. did not specify step length (in time) Assume 100msec/step, then depth is 0.9 sec faster Similar to Model Human Processor results Fall 2006PSYCH / CS

GOMS: Limitations GOMS is not so well suited for: Tasks where steps are not well understood Inexperienced users Why? Fall 2006PSYCH / CS

GOMS: Application NYNEX telephone operation system GOMS analysis used to determine critical path, time to complete typical task Determined that new system would actually be slower Abandoned, saving millions of dollars Fall 2006PSYCH / CS

GOMS: Variants Keystroke Level Model (KLM) Analyze only observable behaviors Keystrokes, mouse movements Assume error-free performance Operators: K: keystroke, mouse button push P: point with pointing device D: move mouse to draw line H: move hands to keyboard or mouse M: mental preparation for an operation R: system response time Fall 2006PSYCH / CS

Example of KLM Breadth menu (1x16) M: Search 16 items 1 or 2 K: Enter 1 or 2-digit number K: Press return key Time=M + K (first digit) K (second digit) + K (Enter) (Look up values, and when to apply “M” operator) Time= (0.20) = 1.84 seconds Note: Many assumptions about typing proficiency, M’s, etc. Also ignores most of the time spent determining which task to perform, and how to perform it. Fall 2006PSYCH / CS

Example of KLM, cont’d Depth menu (4x4) – M: Search 4 items – K: Enter 1-digit number – K: Press return key Time=M + K (Digit) + K (Enter) Time= = 1.75 seconds Compare the various models in terms of times and predictions: – Vary in times, but not in performance predictions Fall 2006PSYCH / CS

Other GOMS Variants NGOMSL (Kieras, 1988) Very similar to GOMS Goals expressed as noun-action pair e.g., “delete word” Same predictions as other methods More sophisticated, incorporates learning, consistency (relevant to usability and design) Handles expert-novice differences, etc. Fall 2006PSYCH / CS

3. Production Systems IF-THEN decision trees (Kieras & Polson, 1985) e.g. Cognitive Complexity Theory Uses goal decomposition from GOMS and provides more predictive power Goal-like hierarchy expressed using if-then production rules Very long series of decisions Note: In practice, very similar to NGOMSL Bovair et al (1990) claim they are identical NGOMSL model easier to develop Production systems easier to program Fall 2006PSYCH / CS

4. Grammars To describe the interaction, a formalized set of productions rules (a language) can be assembled. “Grammar” defines what is a valid or correct sequence in the language. Reisner (1981) “Cognitive grammar” describes human-computer interaction in Backus-Naur Form (BNF) like linguistics Used to determine the consistency of a system design Fall 2006PSYCH / CS

BNF for postal address ::= ::= | ::= | "." ::= ::= "," ::= "Sr." | "Jr." | | "" Fall 2006PSYCH / CS

Task Action Grammars (TAG) Payne & Green (1986, 1989) Concentrates on overall structure of language rather than separate rules Designed to predict relative complexity of designs Not for quantitative measures of performance or reaction times. Consistency & learnability determined by similarity of rules Fall 2006PSYCH / CS

Summary of Cognitive Models 1.Model Human Processor (MHP) 2.GOMS Basic model Keystroke-level models (KLM) NGOMSL 3.Production systems Cognitive Complexity Theory 4.Grammars Fall 2006PSYCH / CS

Modeling Problems Terminology - example Experts prefer command language Infrequent novices prefer menus What’s “frequent”, “novice”? Dependent on “grain of analysis” used Can break down getting a cup of coffee into 7, 20, or 50 tasks That affects number of rules and their types (Same issues as Task Analysis) Fall 2006PSYCH / CS

Modeling Problems (contd.) Does not involve user per se Doesn’t inform designer of what user wants Time-consuming and lengthy, (but…) One user, one computer issue (lack of social context) i.e., non-situated Can use Socially-Centered Design Fall 2006PSYCH / CS

Physical/Movement Models Power Law of Practice Hick’s Law Fitts’ Law Simulations Fall 2006PSYCH / CS

Power Law of Practice PSYCH / CS T n = T 1 n -a  T n to complete the nth trial is T 1 on the first trial times n to the power -a; a is about.4, between.2 and.6  Skilled behavior - Stimulus-Response and routine cognitive actions – Typing speed improvement – Learning to use mouse – Pushing buttons in response to stimuli – NOT learning

Uses for Power Law of Practice Use measured time T 1 on trial 1 to predict whether time with practice will meet usability criteria, after a reasonable number of trials How many trials are reasonable? Predict how many practices will be needed for user to meet usability criteria Determine if usabiltiy criteria is realistic CS / PSYCH

Hick’s law Decision time to choose among n equally likely alternatives T = I c log 2 (n+1) I c ~ 150 msec CS / PSYCH

Uses for Hick’s Law Menu selection Which will be faster as way to choose from 64 choices? Go figure: Single menu of 64 items Two-level menu of 8 choices at each level Two-level menu of 4 and then 16 choices Two-level menu of 16 and then 4 choices Three-level menu of 4 choices at each level Binary menu with 6 levels CS / PSYCH

Fitts’ Law Models movement times for selection tasks Paul Fitts: war-time human factors pioneer Basic idea: Movement time for a well- rehearsed selection task Increases as the distance to the target increases Decreases as the size of the target increases Fall 2006PSYCH / CS

Moving Move from START to STOP Fall 2006PSYCH / CS A W START STOP Index of Difficulty: ID = log 2 ( 2A/W ) (in unitless bits) width of target distance

Movement Time Fall 2006PSYCH / CS MT = a + b*ID or MT = a + b log 2 (A/W + 1) Different devices/sizes have different movement times--use this in the design What do you do in 2D? Where can this be applied in interface design? MT ID

Extending to 2D, 3D What is W in 2D? In 3D? Larger movements? Short, straight movements replaced by biomechanical arcs Fall 2006PSYCH / CS

Simulations Higher-level, view humans as components of a human-machine system E.g., MicroAnalysis and Design (maad.com) Micro Saint - any type of models! WinCrew - workload models Supply Solver - supply chain Fall 2006PSYCH / CS

MicroAnalysis Sim Tools Fall 2006PSYCH / CS