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The GOMS Family of User Interface Analysis Techniques: Comparison and Contrast
- ACM Transactions on Computer-Human Interaction
"... ing with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Publications Dept, ACM Inc., fax +1 (212) 869-0481, or permissions@acm.org. GOMS Family Comparison p. 2 2 Keywor ..."
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Cited by 174 (6 self)
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ing with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Publications Dept, ACM Inc., fax +1 (212) 869-0481, or permissions@acm.org. GOMS Family Comparison p. 2 2 Keywords: GOMS, cognitive modeling, usability engineering ABSTRACT Since the publication of The psychology of human-computer interaction (Card, Moran & Newell, 1983), the GOMS model has been one of the most widely known theoretical concepts in HCI. This concept has produced several GOMS analysis techniques that differ in appearance and form, underlying architectural assumptions, and predictive power. This paper compares and contrasts four popular variants of the GOMS family (the Keystroke-Level Model, the original GOMS formulation, NGOMSL, and CPM-GOMS) by applying them to a single task example. 1. INTRODUCTION Since the publication of The psychology of human-computer interaction (Card, Mora...
The GOMS Family of Analysis Techniques: Tools for Design and Evaluation
, 1994
"... Since the seminal Card, Moran, & Newell (1983) book, The psychology of human-computer interaction, the concept of the GOMS model has been one of the few widely known theoretical concepts in human-computer interaction. This concept has spawned much research to verify and extend the original concept a ..."
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Cited by 32 (0 self)
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Since the seminal Card, Moran, & Newell (1983) book, The psychology of human-computer interaction, the concept of the GOMS model has been one of the few widely known theoretical concepts in human-computer interaction. This concept has spawned much research to verify and extend the original concept and has been used in real-world design and evaluation situations. The original presentation of the GOMS concept left substantial room for interpretation and subsequent researchers and practitioners have applied the idea in a variety of ways. While this variety shows that the GOMS concept is fruitful, there is some confusion about the GOMS concept and the various approaches that share this label yet appear to be radically different. This paper synthesizes the previous work on GOMS to provide an integrated view of GOMS models and how they can be used in design. The major variants of GOMS that have matured sufficiently to be used in real-world design and evaluation situations are described and r...
Designing Non-Speech Sounds to Support Navigation in Mobile Phone Menus
- In Proceedings of ICAD2000 (Atlanta, USA) ICAD
, 2000
"... This paper describes a framework for integrating non-speech audio to hierarchical menu structures where the visual feedback is limited. In the first part of this paper, emphasis is put on how to extract sound design principles from actual navigation problems. These design principles are then applied ..."
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Cited by 20 (5 self)
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This paper describes a framework for integrating non-speech audio to hierarchical menu structures where the visual feedback is limited. In the first part of this paper, emphasis is put on how to extract sound design principles from actual navigation problems. These design principles are then applied in the second part, through the design, implementation and evaluation of a set of sounds in a computer-based simulation of the Nokia 6110 mobile phone. The evaluation indicates that non-speech sound improves the performance of navigational tasks in terms of the number of errors made and the number of keypresses taken to complete the given tasks. This study provides both theoretical and practical insights about the design of audio cues intended to support navigation in complex menu structures.
Episodic Indexing: A Model of Memory for Attention Events
- Cognitive Science
, 1999
"... This article investigates how and why people remember the existence of hidden information. To obtain data on this kind of memory phenomenon, we observed an experienced programmer doing her own work at her own computer. The programmer's interaction with the computer generates much more information th ..."
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Cited by 17 (5 self)
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This article investigates how and why people remember the existence of hidden information. To obtain data on this kind of memory phenomenon, we observed an experienced programmer doing her own work at her own computer. The programmer's interaction with the computer generates much more information than fits on the screen at once. Most of this information is hidden, scrolled out of the way by the programming environment to make Direct all correspondence to: Erik M. Altmann, George Mason University, Human Factors & Applied Cognition, Mailstop 2E5, Fairfax, VA 22030 USA; E-Mail: altmann@gmu.edu
A Comprehension-Based Model of Exploration
, 1996
"... This paper describes LICAI, a model that simulates peforming tasks by exploration where the tasks are given to the user in the form of written exercises that contain no information about the correct action sequences. LICAI's comprehension processes and the action planning processes are based on Kint ..."
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Cited by 15 (2 self)
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This paper describes LICAI, a model that simulates peforming tasks by exploration where the tasks are given to the user in the form of written exercises that contain no information about the correct action sequences. LICAI's comprehension processes and the action planning processes are based on Kintsch.'s .constmc. tion-in,tegrafio n theo for text comprehension. The model comprehends me mstmcuons ano generates goats which are then stored in memory. The action planning process is eontroled by goals retrieved from memory cued by displays generated by the application.
Near-Term Memory in Programming: A Simulation-Based Analysis
, 1999
"... Near-termmemory (NTM) is proposed as a construct foranalyx30 thememory that experts build up and use asthey solve a problem in their domain of expertise. Large amounts of information are processed in such situations, andany particular detail could become important later, so performance is fa ..."
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Cited by 12 (0 self)
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Near-termmemory (NTM) is proposed as a construct foranalyx30 thememory that experts build up and use asthey solve a problem in their domain of expertise. Large amounts of information are processed in such situations, andany particular detail could become important later, so performance is facilitatedby maintaining long-termmemory access to as much detail as possible. Precise analye& of suchmemory is difficult to achieve with experimentation or observation alone, so computational simulation is used as the analyV)&J method. A computational process model grounded in cognitivetheory (Soar) is constructed to fit extensive fine-grained behavioral data from an expert programmer. The model's structures and processes are then inspected for insights into NTM. Structurally the model's NTM consists of fine-grain perceptual, semantic, and episodic items whoseavailability is tied to cues from the encoding context. Quantitatively much more detail enters NTM than is ever retriev...
Cyclic interaction: a unitary approach to intention, action and the environment
- Cognition
, 1998
"... The history of psychological explanation in human–computer interaction (HCI) is reviewed in order to illustrate the notion of cyclic interaction. The claim made is that much real behaviour is usefully thought of as a continuous process of cyclic interaction with the environment. According to this ac ..."
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Cited by 9 (1 self)
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The history of psychological explanation in human–computer interaction (HCI) is reviewed in order to illustrate the notion of cyclic interaction. The claim made is that much real behaviour is usefully thought of as a continuous process of cyclic interaction with the environment. According to this account action leads to changes to the state of the world, these are evaluated with respect to, and in a manner conditioned by, the user’s current goals. This evaluation leads to the reformulation of goals and further action, this action leads to a new state of the environment, and so on. Cyclic interaction is contrasted with the more commonly adopted view of cognition that may be caricatured as a ‘one-shot comprehension ’ where perception and recognition lead to action but the role of goals and the effects of action on the environment are not primary concerns. It is argued that a change of emphasis in cognitive research is required to make good these omissions, with new kinds of experimental paradigm and new ways of modelling behaviour. © 1998 Elsevier Science B.V. All rights reserved
The strategic use of memory for frequency and recency in search control
- In Proceedings of the 23rd Annual Conference of the Cognitive Science Society. Erlbaum
, 2001
"... A requirement of an information processing account of human problem solving is that it includes a mechanism by which people remember which goals and operators have been evaluated and which still need to be evaluated. One might expect that these are issues of such fundamental importance that they mus ..."
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Cited by 6 (1 self)
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A requirement of an information processing account of human problem solving is that it includes a mechanism by which people remember which goals and operators have been evaluated and which still need to be evaluated. One might expect that these are issues of such fundamental importance that they must have been solved or at least addressed by the two architectural accounts of cognition (Soar and ACT-R), but in fact it is an issue that is glossed in both. We identify two problems: (1) Soar and ACT-R guarantee information about goals, and (2) ACT-R combines measures of frequency and recency into a single representation of activation. In this paper we report a model of how people search simple binary trees. The model demonstrates the cognitive plausibility of a search algorithm that is supported by a memory system that delivers independent estimates of frequency and recency.

