SlideShare ist ein Scribd-Unternehmen logo
1 von 10
Human Computer Interaction
   Developed in 1983 by Stuart Card, Thomas P.
    Moran and Allen Newell.

   Explained in their book “The Psychology of
    Human Computer Interaction”
   Goals - what the user intends to accomplish
   Operators - are actions that are performed to
    reach the goal.
   Methods - are sequences of operators that
    accomplish a goal.
   Selections - there can be more than one
    method available to accomplish a single goal;
    used to describe when a user would select a
    certain method over the others.
   These can be very wide reaching; from very
    high-level goals (e.g. Write a book) to very
    low-level goals (e.g. Type the word ‘Red’).

   Higher-level goals can be divided into smaller
    lower-level goals.
   Operators are the simple actions that are used to
    accomplish your goals (e.g. ‘Left-click mouse button’
    or ‘Press ALT’).
   Operators cannot break down any further: they are
    atomic elements (similar to those found in a
    database).
   Generally, it’s assumed that each operator requires a
    fixed quantity of time to perform the action and this
    time interval is independent of context.
    For example, to double left click a mouse button takes
    0.40 seconds of execution time, regardless of what
    you happen to be clicking on.
   Methods are procedures that describe how to
    accomplish goals.
   A method is essentially the steps a user has to
    take to complete a specified task.
   For instance, one method to accomplish the goal
    ‘Highlight Word’ in a Windows text editor would
    be to ‘move cursor’ to the beginning of the word
    and ‘hold shift and right arrow key’.
   Another method to accomplish the same goal
    could involve ‘holding down the left mouse
    button’ and ‘dragging to the beginning of the
    word’.
   Selection rules specify which method is best to
    use when completing a goal, based on the given
    context.
   Since there could be several ways of achieving
    the same result, a selection rule utilises the
    user's knowledge of the best method to achieve
    the required goal.
   Selection rules generally take the form of a
    conditional statement, such as “IF the word to
    highlight is less than five characters USE the
    arrow keys and shift ELSE the mouse dragging
    method".
   Quantitatively, GOMS offer good predictive models of performance time
    and learning.
   For example, when choosing between two systems you can apply a
    GOMS model.
    Application 1 has a lower start-up costs, but will be slower to perform
    frequent tasks; Application 2 will be faster to perform tasks, but has a
    longer learning time, etc.
    With these quantitative predictions, you can examine such tradeoffs in
    the light of what is important to your company.
   Qualitatively, GOMS can be used to design training programs and help
    systems.
   This approach has been shown to be an efficient way to organise help
    systems, tutorials, and training programs as well as user documentation.
 ‘Natural GOMS Language’ allows a
    more flexible representation of a task
    using ‘human’ language:
    Method for goal: Deleting Icon
    Step 1.   Select Icon For Deletion     (1.10 sec)
    Step 2.   Drag Icon To Trashcan        (1.10 sec)
    Step 3.   Update User with audio cue   (0.22 sec)

   This NGOMSL model predicts that it will
    take 2.42 seconds to delete an icon.
   The model assumes a certain level of skill – it cannot accurately be applied to beginners.
   The model doesn’t take into account time for learning the system or remembering how to
    use it after a long period of disuse; for example, can you remember where all the options
    are in Windows 98?
   The model removes human error from the equation; even highly skilled users make the
    occasional mistake!
   Mental workload is not addressed in the model; it’s far more taxing when remembering a
    longer process than a short one. E.g. It’s a far less stressful task to highlight text than
    entering network settings manually.
   Users can get tired; you’re not going to be as quick typing after three hours as you were
    when you started!
   Differences among users is not accounted for within the model – e.g. Those who are left
    handed aren’t given special preference.
   Predicting whether a system will be functional or acceptable for users is not included in the
    model. E.g. Just because workers can enter data quickly into a new database system, it
    doesn’t mean it’s particularly ‘user friendly’ and ‘easy to work with’.
   How computer-assisted technology integrates into everyday business is not addressed in
    the model. For example, entering commands using a keyboard could be the quickest
    method of data capture for astronauts, however, trying to type in ‘zero gravity’ may be
    difficult.

Weitere ähnliche Inhalte

Was ist angesagt?

HCI 3e - Ch 1: The human
HCI 3e - Ch 1:  The humanHCI 3e - Ch 1:  The human
HCI 3e - Ch 1: The humanAlan Dix
 
HCI 3e - Ch 16: Dialogue notations and design
HCI 3e - Ch 16:  Dialogue notations and designHCI 3e - Ch 16:  Dialogue notations and design
HCI 3e - Ch 16: Dialogue notations and designAlan Dix
 
Human computer interaction -Input output channel with Scenario
Human computer interaction -Input output channel with ScenarioHuman computer interaction -Input output channel with Scenario
Human computer interaction -Input output channel with ScenarioN.Jagadish Kumar
 
Face to Face Communication and Text Based Communication in HCI
Face to Face Communication and Text Based Communication in HCIFace to Face Communication and Text Based Communication in HCI
Face to Face Communication and Text Based Communication in HCIAbdullah Khosa
 
Hci in software process
Hci in software processHci in software process
Hci in software processrida mariam
 
Introduction to HCI
Introduction to HCI Introduction to HCI
Introduction to HCI Deskala
 
hci in software development process
hci in software development processhci in software development process
hci in software development processKainat Ilyas
 
Human computer interaction-web interface design and mobile eco system
Human computer interaction-web interface design and mobile eco systemHuman computer interaction-web interface design and mobile eco system
Human computer interaction-web interface design and mobile eco systemN.Jagadish Kumar
 
User Interface Design - Module 1 Introduction
User Interface Design - Module 1 IntroductionUser Interface Design - Module 1 Introduction
User Interface Design - Module 1 IntroductionbrindaN
 
User Interface Design- Module 3 Menus
User Interface Design- Module 3 MenusUser Interface Design- Module 3 Menus
User Interface Design- Module 3 MenusbrindaN
 
Models of Interaction
Models of InteractionModels of Interaction
Models of InteractionjbellWCT
 
HCI - Chapter 1
HCI - Chapter 1HCI - Chapter 1
HCI - Chapter 1Alan Dix
 
Principles Of Good Screen Design
Principles Of Good Screen DesignPrinciples Of Good Screen Design
Principles Of Good Screen Designguest7af47
 
CHAPTER 6 REQUIREMENTS MODELING: SCENARIO based Model , Class based moddel
CHAPTER 6 REQUIREMENTS MODELING: SCENARIO based Model , Class based moddelCHAPTER 6 REQUIREMENTS MODELING: SCENARIO based Model , Class based moddel
CHAPTER 6 REQUIREMENTS MODELING: SCENARIO based Model , Class based moddelmohamed khalaf alla mohamedain
 
HCI 3e - Ch 5: Interaction design basics
HCI 3e - Ch 5:  Interaction design basicsHCI 3e - Ch 5:  Interaction design basics
HCI 3e - Ch 5: Interaction design basicsAlan Dix
 
Positioning, pointing and drawing in Human computer Interaction
Positioning, pointing and drawing in Human computer Interaction Positioning, pointing and drawing in Human computer Interaction
Positioning, pointing and drawing in Human computer Interaction swarna sudha
 

Was ist angesagt? (20)

HCI 3e - Ch 1: The human
HCI 3e - Ch 1:  The humanHCI 3e - Ch 1:  The human
HCI 3e - Ch 1: The human
 
WEB INTERFACE DESIGN
WEB INTERFACE DESIGNWEB INTERFACE DESIGN
WEB INTERFACE DESIGN
 
HCI 3e - Ch 16: Dialogue notations and design
HCI 3e - Ch 16:  Dialogue notations and designHCI 3e - Ch 16:  Dialogue notations and design
HCI 3e - Ch 16: Dialogue notations and design
 
Human computer interaction -Input output channel with Scenario
Human computer interaction -Input output channel with ScenarioHuman computer interaction -Input output channel with Scenario
Human computer interaction -Input output channel with Scenario
 
drag and drop.pdf
drag and drop.pdfdrag and drop.pdf
drag and drop.pdf
 
Face to Face Communication and Text Based Communication in HCI
Face to Face Communication and Text Based Communication in HCIFace to Face Communication and Text Based Communication in HCI
Face to Face Communication and Text Based Communication in HCI
 
Hci in software process
Hci in software processHci in software process
Hci in software process
 
Introduction to HCI
Introduction to HCI Introduction to HCI
Introduction to HCI
 
hci in software development process
hci in software development processhci in software development process
hci in software development process
 
interaction norman model in Human Computer Interaction(HCI)
interaction  norman model in Human Computer Interaction(HCI)interaction  norman model in Human Computer Interaction(HCI)
interaction norman model in Human Computer Interaction(HCI)
 
Human computer interaction-web interface design and mobile eco system
Human computer interaction-web interface design and mobile eco systemHuman computer interaction-web interface design and mobile eco system
Human computer interaction-web interface design and mobile eco system
 
User Interface Design - Module 1 Introduction
User Interface Design - Module 1 IntroductionUser Interface Design - Module 1 Introduction
User Interface Design - Module 1 Introduction
 
User Interface Design- Module 3 Menus
User Interface Design- Module 3 MenusUser Interface Design- Module 3 Menus
User Interface Design- Module 3 Menus
 
Models of Interaction
Models of InteractionModels of Interaction
Models of Interaction
 
HCI - Chapter 1
HCI - Chapter 1HCI - Chapter 1
HCI - Chapter 1
 
Chapter1(hci)
Chapter1(hci)Chapter1(hci)
Chapter1(hci)
 
Principles Of Good Screen Design
Principles Of Good Screen DesignPrinciples Of Good Screen Design
Principles Of Good Screen Design
 
CHAPTER 6 REQUIREMENTS MODELING: SCENARIO based Model , Class based moddel
CHAPTER 6 REQUIREMENTS MODELING: SCENARIO based Model , Class based moddelCHAPTER 6 REQUIREMENTS MODELING: SCENARIO based Model , Class based moddel
CHAPTER 6 REQUIREMENTS MODELING: SCENARIO based Model , Class based moddel
 
HCI 3e - Ch 5: Interaction design basics
HCI 3e - Ch 5:  Interaction design basicsHCI 3e - Ch 5:  Interaction design basics
HCI 3e - Ch 5: Interaction design basics
 
Positioning, pointing and drawing in Human computer Interaction
Positioning, pointing and drawing in Human computer Interaction Positioning, pointing and drawing in Human computer Interaction
Positioning, pointing and drawing in Human computer Interaction
 

Ähnlich wie Exploring GOMs

Users And Business Functions Of Applications
Users And Business Functions Of ApplicationsUsers And Business Functions Of Applications
Users And Business Functions Of ApplicationsOvidiu Von M
 
Software Documentation "writing to guide- procedures"
Software Documentation "writing to guide- procedures"Software Documentation "writing to guide- procedures"
Software Documentation "writing to guide- procedures"Ra'Fat Al-Msie'deen
 
Task tracking system
Task tracking systemTask tracking system
Task tracking systemMaulik Thaker
 
Usability Heuristics
Usability HeuristicsUsability Heuristics
Usability HeuristicsOvidiu Von M
 
Human Computer interaction -Interaction design basics
Human Computer interaction -Interaction design basicsHuman Computer interaction -Interaction design basics
Human Computer interaction -Interaction design basicsGEETHAS668001
 
Week-4-HCI.ppt are best notes for college students
Week-4-HCI.ppt are best notes for college studentsWeek-4-HCI.ppt are best notes for college students
Week-4-HCI.ppt are best notes for college studentsMohsinAliKhanWaseer
 
HCI Unit 3.pptx
HCI Unit 3.pptxHCI Unit 3.pptx
HCI Unit 3.pptxRaja980775
 
Principle to support usability
Principle to support usabilityPrinciple to support usability
Principle to support usabilityZeeshan598
 
11-miwai10_submission_12
11-miwai10_submission_1211-miwai10_submission_12
11-miwai10_submission_12Long Tran
 
Chapter 3 - Variety of Dialogue
Chapter 3  - Variety of DialogueChapter 3  - Variety of Dialogue
Chapter 3 - Variety of DialogueMuhammad Najib
 
Control mouse and computer system using voice commands
Control mouse and computer system using voice commandsControl mouse and computer system using voice commands
Control mouse and computer system using voice commandseSAT Journals
 
Principles of Health Informatics: Usability of medical software
Principles of Health Informatics: Usability of medical softwarePrinciples of Health Informatics: Usability of medical software
Principles of Health Informatics: Usability of medical softwareMartin Chapman
 
Smas Hits May 11, 2009 Sensex Down 193 Points On Profit Booking
Smas Hits May 11, 2009 Sensex Down 193 Points On Profit BookingSmas Hits May 11, 2009 Sensex Down 193 Points On Profit Booking
Smas Hits May 11, 2009 Sensex Down 193 Points On Profit BookingJagannadham Thunuguntla
 
Story boarding, Handwritten recognition, Inductive, subductive, abductive met...
Story boarding, Handwritten recognition, Inductive, subductive, abductive met...Story boarding, Handwritten recognition, Inductive, subductive, abductive met...
Story boarding, Handwritten recognition, Inductive, subductive, abductive met...Faisal Shahzad Khan
 
Human computer interaction 3 4(revised)
Human computer interaction 3 4(revised)Human computer interaction 3 4(revised)
Human computer interaction 3 4(revised)emaan waseem
 
Introduction To Usability
Introduction To UsabilityIntroduction To Usability
Introduction To UsabilityOvidiu Von M
 

Ähnlich wie Exploring GOMs (20)

Vp all slides
Vp   all slidesVp   all slides
Vp all slides
 
Users And Business Functions Of Applications
Users And Business Functions Of ApplicationsUsers And Business Functions Of Applications
Users And Business Functions Of Applications
 
Software Documentation "writing to guide- procedures"
Software Documentation "writing to guide- procedures"Software Documentation "writing to guide- procedures"
Software Documentation "writing to guide- procedures"
 
Unit v
Unit vUnit v
Unit v
 
Task tracking system
Task tracking systemTask tracking system
Task tracking system
 
Usability Heuristics
Usability HeuristicsUsability Heuristics
Usability Heuristics
 
Human Computer interaction -Interaction design basics
Human Computer interaction -Interaction design basicsHuman Computer interaction -Interaction design basics
Human Computer interaction -Interaction design basics
 
Week-4-HCI.ppt are best notes for college students
Week-4-HCI.ppt are best notes for college studentsWeek-4-HCI.ppt are best notes for college students
Week-4-HCI.ppt are best notes for college students
 
HCI Unit 3.pptx
HCI Unit 3.pptxHCI Unit 3.pptx
HCI Unit 3.pptx
 
Chapter 3 principles of hci
Chapter 3 principles of hciChapter 3 principles of hci
Chapter 3 principles of hci
 
Principle to support usability
Principle to support usabilityPrinciple to support usability
Principle to support usability
 
HCI
HCI HCI
HCI
 
11-miwai10_submission_12
11-miwai10_submission_1211-miwai10_submission_12
11-miwai10_submission_12
 
Chapter 3 - Variety of Dialogue
Chapter 3  - Variety of DialogueChapter 3  - Variety of Dialogue
Chapter 3 - Variety of Dialogue
 
Control mouse and computer system using voice commands
Control mouse and computer system using voice commandsControl mouse and computer system using voice commands
Control mouse and computer system using voice commands
 
Principles of Health Informatics: Usability of medical software
Principles of Health Informatics: Usability of medical softwarePrinciples of Health Informatics: Usability of medical software
Principles of Health Informatics: Usability of medical software
 
Smas Hits May 11, 2009 Sensex Down 193 Points On Profit Booking
Smas Hits May 11, 2009 Sensex Down 193 Points On Profit BookingSmas Hits May 11, 2009 Sensex Down 193 Points On Profit Booking
Smas Hits May 11, 2009 Sensex Down 193 Points On Profit Booking
 
Story boarding, Handwritten recognition, Inductive, subductive, abductive met...
Story boarding, Handwritten recognition, Inductive, subductive, abductive met...Story boarding, Handwritten recognition, Inductive, subductive, abductive met...
Story boarding, Handwritten recognition, Inductive, subductive, abductive met...
 
Human computer interaction 3 4(revised)
Human computer interaction 3 4(revised)Human computer interaction 3 4(revised)
Human computer interaction 3 4(revised)
 
Introduction To Usability
Introduction To UsabilityIntroduction To Usability
Introduction To Usability
 

Mehr von jbellWCT

Search Engine Optimisation
Search Engine OptimisationSearch Engine Optimisation
Search Engine OptimisationjbellWCT
 
Hci ass3-good
Hci ass3-goodHci ass3-good
Hci ass3-goodjbellWCT
 
Hci ass3-bad
Hci ass3-badHci ass3-bad
Hci ass3-badjbellWCT
 
HCI Assignment 2 - Fail
HCI Assignment 2 - FailHCI Assignment 2 - Fail
HCI Assignment 2 - FailjbellWCT
 
Principles of Interface Design
Principles of Interface DesignPrinciples of Interface Design
Principles of Interface DesignjbellWCT
 
Remote Controls - HCI - Assignment 1
Remote Controls - HCI - Assignment 1Remote Controls - HCI - Assignment 1
Remote Controls - HCI - Assignment 1jbellWCT
 
CSS3: The Next Generation Of Style
CSS3: The Next Generation Of StyleCSS3: The Next Generation Of Style
CSS3: The Next Generation Of StylejbellWCT
 
Hyperlinks
HyperlinksHyperlinks
HyperlinksjbellWCT
 
Images & Dreamweaver
Images & DreamweaverImages & Dreamweaver
Images & DreamweaverjbellWCT
 
Typography
TypographyTypography
TypographyjbellWCT
 
Creating Pages
Creating PagesCreating Pages
Creating PagesjbellWCT
 
Setting Up Dreamweaver
Setting Up DreamweaverSetting Up Dreamweaver
Setting Up DreamweaverjbellWCT
 
PAL #1: Interface and basic drawing
PAL #1: Interface and basic drawingPAL #1: Interface and basic drawing
PAL #1: Interface and basic drawingjbellWCT
 
PAL #8: Video
PAL #8: VideoPAL #8: Video
PAL #8: VideojbellWCT
 
PAL #4: Deco Tool & Inverse Kinematics
PAL #4: Deco Tool & Inverse KinematicsPAL #4: Deco Tool & Inverse Kinematics
PAL #4: Deco Tool & Inverse KinematicsjbellWCT
 
PAL #3: Symbols and Library
PAL #3: Symbols and LibraryPAL #3: Symbols and Library
PAL #3: Symbols and LibraryjbellWCT
 
PAL #2: Layers
PAL #2: LayersPAL #2: Layers
PAL #2: LayersjbellWCT
 

Mehr von jbellWCT (20)

Mobile
MobileMobile
Mobile
 
Search Engine Optimisation
Search Engine OptimisationSearch Engine Optimisation
Search Engine Optimisation
 
Hci ass3-good
Hci ass3-goodHci ass3-good
Hci ass3-good
 
Hci ass3-bad
Hci ass3-badHci ass3-bad
Hci ass3-bad
 
Hci ass2
Hci ass2Hci ass2
Hci ass2
 
HCI Assignment 2 - Fail
HCI Assignment 2 - FailHCI Assignment 2 - Fail
HCI Assignment 2 - Fail
 
Principles of Interface Design
Principles of Interface DesignPrinciples of Interface Design
Principles of Interface Design
 
Remote Controls - HCI - Assignment 1
Remote Controls - HCI - Assignment 1Remote Controls - HCI - Assignment 1
Remote Controls - HCI - Assignment 1
 
CSS3: The Next Generation Of Style
CSS3: The Next Generation Of StyleCSS3: The Next Generation Of Style
CSS3: The Next Generation Of Style
 
Hyperlinks
HyperlinksHyperlinks
Hyperlinks
 
Images & Dreamweaver
Images & DreamweaverImages & Dreamweaver
Images & Dreamweaver
 
Typography
TypographyTypography
Typography
 
Tables
TablesTables
Tables
 
Creating Pages
Creating PagesCreating Pages
Creating Pages
 
Setting Up Dreamweaver
Setting Up DreamweaverSetting Up Dreamweaver
Setting Up Dreamweaver
 
PAL #1: Interface and basic drawing
PAL #1: Interface and basic drawingPAL #1: Interface and basic drawing
PAL #1: Interface and basic drawing
 
PAL #8: Video
PAL #8: VideoPAL #8: Video
PAL #8: Video
 
PAL #4: Deco Tool & Inverse Kinematics
PAL #4: Deco Tool & Inverse KinematicsPAL #4: Deco Tool & Inverse Kinematics
PAL #4: Deco Tool & Inverse Kinematics
 
PAL #3: Symbols and Library
PAL #3: Symbols and LibraryPAL #3: Symbols and Library
PAL #3: Symbols and Library
 
PAL #2: Layers
PAL #2: LayersPAL #2: Layers
PAL #2: Layers
 

Exploring GOMs

  • 2. Developed in 1983 by Stuart Card, Thomas P. Moran and Allen Newell.  Explained in their book “The Psychology of Human Computer Interaction”
  • 3. Goals - what the user intends to accomplish  Operators - are actions that are performed to reach the goal.  Methods - are sequences of operators that accomplish a goal.  Selections - there can be more than one method available to accomplish a single goal; used to describe when a user would select a certain method over the others.
  • 4. These can be very wide reaching; from very high-level goals (e.g. Write a book) to very low-level goals (e.g. Type the word ‘Red’).  Higher-level goals can be divided into smaller lower-level goals.
  • 5. Operators are the simple actions that are used to accomplish your goals (e.g. ‘Left-click mouse button’ or ‘Press ALT’).  Operators cannot break down any further: they are atomic elements (similar to those found in a database).  Generally, it’s assumed that each operator requires a fixed quantity of time to perform the action and this time interval is independent of context. For example, to double left click a mouse button takes 0.40 seconds of execution time, regardless of what you happen to be clicking on.
  • 6. Methods are procedures that describe how to accomplish goals.  A method is essentially the steps a user has to take to complete a specified task.  For instance, one method to accomplish the goal ‘Highlight Word’ in a Windows text editor would be to ‘move cursor’ to the beginning of the word and ‘hold shift and right arrow key’.  Another method to accomplish the same goal could involve ‘holding down the left mouse button’ and ‘dragging to the beginning of the word’.
  • 7. Selection rules specify which method is best to use when completing a goal, based on the given context.  Since there could be several ways of achieving the same result, a selection rule utilises the user's knowledge of the best method to achieve the required goal.  Selection rules generally take the form of a conditional statement, such as “IF the word to highlight is less than five characters USE the arrow keys and shift ELSE the mouse dragging method".
  • 8. Quantitatively, GOMS offer good predictive models of performance time and learning.  For example, when choosing between two systems you can apply a GOMS model. Application 1 has a lower start-up costs, but will be slower to perform frequent tasks; Application 2 will be faster to perform tasks, but has a longer learning time, etc. With these quantitative predictions, you can examine such tradeoffs in the light of what is important to your company.  Qualitatively, GOMS can be used to design training programs and help systems.  This approach has been shown to be an efficient way to organise help systems, tutorials, and training programs as well as user documentation.
  • 9.  ‘Natural GOMS Language’ allows a more flexible representation of a task using ‘human’ language: Method for goal: Deleting Icon Step 1. Select Icon For Deletion (1.10 sec) Step 2. Drag Icon To Trashcan (1.10 sec) Step 3. Update User with audio cue (0.22 sec)  This NGOMSL model predicts that it will take 2.42 seconds to delete an icon.
  • 10. The model assumes a certain level of skill – it cannot accurately be applied to beginners.  The model doesn’t take into account time for learning the system or remembering how to use it after a long period of disuse; for example, can you remember where all the options are in Windows 98?  The model removes human error from the equation; even highly skilled users make the occasional mistake!  Mental workload is not addressed in the model; it’s far more taxing when remembering a longer process than a short one. E.g. It’s a far less stressful task to highlight text than entering network settings manually.  Users can get tired; you’re not going to be as quick typing after three hours as you were when you started!  Differences among users is not accounted for within the model – e.g. Those who are left handed aren’t given special preference.  Predicting whether a system will be functional or acceptable for users is not included in the model. E.g. Just because workers can enter data quickly into a new database system, it doesn’t mean it’s particularly ‘user friendly’ and ‘easy to work with’.  How computer-assisted technology integrates into everyday business is not addressed in the model. For example, entering commands using a keyboard could be the quickest method of data capture for astronauts, however, trying to type in ‘zero gravity’ may be difficult.