Computer notes
Computer notes
Lec 1: Introduction................................................................................................. 2
What is Interaction Design?.............................................................................2
The User Experience (UX):...............................................................................3
Lec 2: Concept....................................................................................................... 3
Problem Spaces............................................................................................... 3
Conceptualising............................................................................................... 3
Interaction....................................................................................................... 3
LEC 3..................................................................................................................... 4
Cognitive Processes......................................................................................... 4
Lec 4...................................................................................................................... 6
Emotional Interaction......................................................................................... 6
Emotional Design Model.................................................................................. 6
Anthropomorphism.......................................................................................... 7
Social Interaction................................................................................................ 8
Lec 5...................................................................................................................... 9
Data Gathering................................................................................................... 9
Data Analysis.................................................................................................... 10
Interfaces ( Just remember the types and read for understand).......................12
Interaction Design............................................................................................ 15
Lec 6: Story, Persona........................................................................................... 16
User Story (Brief)........................................................................................... 16
Scenarios and Personas................................................................................. 16
UI/UX Requirements...................................................................................... 16
Style Guides (Branding Guidelines)...............................................................17
Card Sorting.................................................................................................. 17
Task Analysis................................................................................................. 17
Lec 7: Prototyping................................................................................................ 18
Low-Fidelity Prototyping Techniques:............................................................19
High-Fidelity Prototyping:.............................................................................. 20
Lecture 8,9: Usability Evaluation.........................................................................21
Heuristic Evaluation....................................................................................... 22
10 Usability Characteristics:..........................................................................22
Shneiderman’s 8 Golden Rules of Interface Design:......................................23
Interaction Design Foundation – Method.......................................................24
Cognitive Walkthroughs (CW):.......................................................................24
Predictive Models.......................................................................................... 24
Lec 10 Accessibility and Special Issues in HCI.....................................................26
Lec 1: Introduction
Human-computer interaction is a discipline concerned with the design,
evaluation and implementation of interactive computing systems for human use
and with the study of major phenomena surrounding them.
Characteristics of ID:
Users should be involved through the development of the project
Specific usability and user experience goals need to be identified, clearly
documented and agreed at the beginning of the project
Iteration is needed through the core activities
Lec 2: Concept
Problem Spaces
Understanding the Problem Space: This entails determining what you aim to
create, identifying your assumptions, and assessing whether your design will
achieve the desired outcomes.
Assumptions and Claims: An assumption is something taken for granted that
requires further investigation, while a claim is a statement considered true but
still open to question.
Analysing the Problem Space: This involves identifying problems with existing
products or user experiences, understanding the reasons behind these problems,
and proposing design ideas to address them.
Conceptualising
Benefits of Conceptualization: Conceptualizing the design space helps teams
Orient ask specific questions, remain open-minded, and establish common
ground, facilitating the design process.
From Problem Space to Design Space: Understanding the problem space
informs the design space, but before making design decisions, it's essential to
develop a conceptual model.
Conceptual Model: A high-level description of how a system is organized and
operates, enabling designers to clarify their thinking before designing.
1. Components of a Conceptual Model: These include metaphors: and
analogies: Understanding what and how a product is used, concepts
exposed through the product: task–domain objects, their attributes, and
operations, relationships between concepts, and mappings between
concepts and user experiences.
2. Formulating a Conceptual Model: This involves determining user tasks,
how the system will support them, suitable interface metaphors,
interaction modes, and styles.
Interface Metaphors: These conceptualize activities, objects, or both, making
learning new systems easier and helping users understand the underlying model.
Benefits and Problems with Interface Metaphors:
interface metaphors aid user understanding and makes learning easier.
Can be innovative making systems more accessible
they also break cultural rules, constrain designers, conflict with design
principles, and limit imagination.
Interaction
Types of Interaction:
1. Instructing: very common where Users issue commands and select
options supports quick and efficient interaction.
2. Conversing: Users interact with systems as if having a conversation.
Range from simple voice recognition to complex dialogues. Easier for new
people to interact but issues can arise when system doesn’t understand.
3. Manipulating: Users interact with objects by manipulating them like
dragging, selecting, opening, closing.
Advantages of Direct Manipulation (DM): Novices learn basic
functionality quickly, Experienced users work rapidly, Intermittent
users retain operational concepts over time, rarely need error
messages, Immediate feedback on actions towards goals.
Disadvantages of DM: Some users take the metaphor too literally,
Not all tasks fit the object/action model, Delegating tasks like spell
checking may be more efficient, Can consume excessive screen
space, Mouse navigation can be slower than keyboard shortcuts
4. Exploring: Users navigate through virtual or physical environments.
Choosing the appropriate interaction type depends on various factors,
including the requirements and needs of the users, budget constraints, and
the suitability of the technology for the activity being supported. Here are
some considerations when deciding which interaction type to choose:
User Requirements and Needs
Budget and Constraints
Suitability of Technology
Designing Conceptual Models
LEC 3
Why Understand Users:
Interacting with technology is cognitive.
Understanding cognitive processes and limitations is essential.
It helps identify user capabilities and potential challenges.
Aids in recognizing and addressing user problems effectively.
Cognitive Processes
1. Attention:
Interface should capture attention using perceptual cues.
Multitasking efficiency varies depending heavy and light
multitasking.
Design Implication: Make information salient when attention is
required. Use perceptual cues like color, spacing, and animation to
highlight important elements. Avoid cluttering the interface with
excessive information.
2. Perception:
Design representations for easy perception (legible text,
distinguishable icons).
Consider factors like color contrast, borders, and white space.
Design Implication: Ensure text is legible and icons are easily
distinguishable. Utilize effective visual grouping techniques such as
borders and spacing. Use audible and distinguishable sounds to
enhance perception.
3. Memory:
Encoding and retrieval of knowledge are crucial.
Context influences information retrieval.
Differentiate recognition and recall memory.
Use the 7 rule: present 7 options, icons, bullets in a list etc
Design Implication: Design interfaces that promote recognition
over recall. Provide various ways for users to encode information,
such as categorization, color-coding, and time stamping. Avoid
overloading users' memory with complicated procedures.
4. Learning:
Prefer learning by doing over passive methods.
Design interfaces to encourage exploration and support learning.
Design Implication: Design interfaces that encourage exploration
and hands-on learning. Provide clear instructions, tutorials, and
contextual guidance to support learning-by-doing. Dynamically link
concepts and representations to facilitate understanding of complex
material.
5. Reading, Speaking, Listening:
Preferences and difficulties in reading, speaking, and listening.
Many prefer listening to reading
– Reading can be quicker than speaking or listening
– Listening requires less cognitive effort than reading or Speaking
– Dyslexics have difficulties understanding and
Recognizing written words
Design interfaces with speech-based options and adjustable text
sizes.
Design Implication: Design speech-based options with short
menus and instructions. Provide options to adjust text size for
easier reading. Consider different preferences and difficulties users
may have in reading, speaking, and listening.
6. Problem-solving, Planning, Reasoning, Decision-making:
Involve reflective cognition and conscious processes.
Provide additional support for decision-making and planning.
Design Implication: Provide additional information and functions
for users to understand activities more effectively. Use simple
computational aids to support rapid decision-making and planning,
especially for users on the move.
7. Mental Models:
Concerned with explaining how we interact with External
representations (such as maps, notes, and Diagrams)
Users develop understanding through system interaction.
External cognition aids in task completion and memory offloading.
Examples include the use of diaries, reminders, Calendars, notes,
shopping lists, to-do lists
Computational offloading: When a tool is used in conjunction with
an External representation
Annotation and cognitive tracing: Annotation involves modifying
existing Representations through making marks ie highlight
Design Implication: Ensure clear and easy-to-use instructions to
help users build accurate mental models. Offer appropriate tutorials
and contextual guidance. Provide transparency in interface design
to make interactions intuitive. Incorporate affordances that signify
available actions clearly.
Lec 4
Emotional Interaction
Anthropomorphism
Attributing human-like qualities to inanimate objects.
Common in advertising and human-computer interaction.
Aimed at making user experiences more enjoyable, motivating, and
anxiety-reducing.
Preference in Messages:
Users often prefer personalized and friendly messages over impersonal
ones.
Feedback and communication style can affect user engagement and
motivation.
Evidence for Anthropomorphism:
Positive feedback in educational software has been found to have a
beneficial impact on users' motivation.
Personalized feedback can increase user willingness to continue with
tasks.
Criticism of Anthropomorphism:
Some users find anthropomorphized interfaces deceptive or anxiety-
inducing.
Personalized feedback may be perceived as less honest and reduce user
responsibility.
Virtual Characters:
Virtual agents, such as sales agents or learning companions, provide
welcoming and engaging personas.
They can elicit emotional responses and influence user trust and
interaction styles.
Disadvantages of Virtual Agents:
Users may confide personal secrets with chatterbots, leading to privacy
concerns.
Some virtual agents can be annoying or frustrating, like Clippy.
Trustworthiness of virtual shop assistants may be questioned.
Believability of Virtual Agents:
Appearance and behaviour are crucial for the believability of virtual
agents.
Realistic appearance and behaviour, including facial expressions,
contribute to believability.
Implications:
Designers may need to create products that adapt to users' emotional
states.
Aesthetically pleasing and well-designed interfaces can enhance user
experience.
Emotional technologies can persuade users to change behaviors or
attitudes.
Social Interaction
Conversational Mechanisms:
Conversations follow various rules, including mutual greetings and turn-
taking.
Rules facilitate coordination and flow in dialogue.
Being Social
Social media interactions raise questions about the shift from face-to-face
conversations.
Comparison between online and offline friendships and interactions.
Examination of changing social norms and etiquette.
Conversational Rules:
Sacks et al. (1978) identified three basic conversational rules: speaker
selection, turn-taking, and continuation.
Turn-taking helps coordinate dialogue, while back-channeling signals
engagement.
Farewell rituals and implicit/explicit cues contribute to conversation flow.
Breakdowns occur when there's misunderstanding, typically resolved
through repetition or tokens.
Remote Conversations:
Data Analysis
Quantitative and Qualitative Data:
Quantitative Data: Expressed as numbers. Involves
measurements or counts, such as word count to measure
dissatisfaction.
Qualitative Data: Non-numeric in nature. Analysed using
numerical methods to identify themes, patterns, and stories.
Quantitative Analysis:
Involves statistical measures like mean, median, mode, and percentages.
Graphical representations provide an overview of data.
Identifies recurring patterns or themes emerging from the data.
Categorizes data based on emergent or pre-specified schemes.
Looks for critical incidents to focus on key events.
Tools for Data Analysis:
Spreadsheet software for basic analysis and graphs.
Statistical packages like SPSS and R.
Qualitative data analysis tools such as NVivo and Atlas.ti for categorization
and theme-based analysis.
Presenting Findings:
Claims should be supported by data.
Presentation methods depend on the audience, purpose, and analysis
undertaken.
Graphical representations are useful for presentations.
Use Case Description:
User Story:
Less structured than a use case, commonly used in Agile and Design
Thinking.
One-sentence description of a user's task to achieve a goal.
Includes acceptance criteria specifying features required for task
completion.
FRUPS+:
A way of categorizing requirements:
Functionality
Usability
Reliability
Performance
Security
Plus additional constraints or standards.
Interfaces ( Just remember the types and read for
understand)
Discusses various interface types, highlighting design and research issues for
each. Considers the suitability of different interfaces for various applications or
activities.
Types:
1. Command-based:
Involves typing commands at a prompt for system response.
Efficient but has a learning curve due to memorizing commands.
Form, name types and structure are key. Consistency is important. Popular
for web scripting
2. WIMP and GUI (Graphical User Interface):
Originated with Xerox Star, GUIs provide visual elements like icons,
menus, and windows and pointing devices.
Evolved to include color, 3D, sound, animation, and varied graphical
elements.
Challenges include designing GUIs for different devices like tablets and
smartphones.
Window: Overcome constraint of display, scroll bars help more
info, multiple windows can make it difficult to find 1.
Challenges: window management, switching and spacing
grouping etc
Menu: flat lists, drop-down, pop-up.
Flat: Good at displaying less options but have to nest options
making it lengthy
Expanding: Enables more option to be shown on 1 screen
more flexible most popular cascading.
Contextual: Provide access to commands that make sense
in current context, appears when pressing control key while
clicking at an element
Challenges: Deciding best name/labels etc, Placement, and
choice of menu for app and device
Icon: Easier to learn and remember, are compact.
Types: Similar, Analogical: scissors to cut, arbitrary: x to
delete
Challenges: Extensive resources, text labels to help identify,
use rollovers
3. Multimedia:
Integrates various media types (graphics, text, video, sound) with
interactivity.
Pros: rapid access, better presentation, easier learning and understanding,
encourages explorations
4. Virtual Reality (VR):
Computer-generated simulations providing immersive experiences.
Pros & Cons: Offers high fidelity, different pov’s and sense of presence but
can cause discomfort like motion sickness.
Issues: navigation, interactions and movements and realism
5. Information Visualization and Dashboards:
Interactive graphics representing complex data for better understanding
and decision-making.
Dashboards provide real-time snapshots of data, aiding quick analysis.
6. Web:
Initially text-based, now emphasizes aesthetics and user experience.
Challenges include balancing usability with attractiveness and dealing with
intrusive advertising.
7. Consumer Electronics and Appliances:
Everyday devices with simple interfaces for short interactions.
Design should prioritize simplicity and ease of use, consider between soft
and hard controls.
8. Mobile:
Handheld devices used on the go, with apps for various tasks.
Challenges include limited screen space and varied physical controls,
usability and preferences, difficult for people with fat fingers.
9. Speech:
Allows users to interact with systems using spoken language.
Mainly used for specific inquiries and transactions, often in call routing
systems.
Format: directed dialogs asking specific questions and responses. More
flexible has more chance of error.
Challenges: How to design systems to keep people on track, voice actor
10. Pen:
Enables writing, drawing, and object manipulation using styluses or digital
pens.
Allows quick annotation but may be difficult to see options and
responsiveness issues.
11. Touch Interfaces:
Used in touch screens for dynamic interactions, with option for multi
touch.
Challenges include gesture recognition, size orientation and shape of
display and virtual keyboard usability error rate.
12. Air-based Gestures:
Recognizes body and hand gestures for interaction through camera which
are mapped to motions.
Challenges include accurate gesture recognition and control methods.
13. Haptic Interfaces:
Provides tactile feedback for enhanced user experience and also simulate
sense of touch.
Challenges include determining appropriate feedback, location intensity
and integration.
14. Multi-modal Interfaces:
Integrates multiple modes of interaction (touch, sight, sound, speech).
Research focuses on analysing user inputs, benifits and designing
seamless interactions.
15. Shareable Interfaces:
Designed for multiple users, promoting collaboration like a touchboard.
Challenges include designing for equitable participation and intuitive
interaction.
16. Tangible Interfaces:
Physical objects interact with digital representations.
Encourages creativity and new perspectives.
Challenges: developing new frameworks and what kinds of physical
artifacts
17. Augmented and Mixed Reality:
Combines virtual and real-world environments.
Challenges include device selection and integration with the physical
world.
18. Wearables:
Devices integrated into clothing or accessories.
Challenges include comfort, Hygiene, usability, and control.
19. Robots and Drones:
Utilized in various domains for assistance and exploration like remote,
domestic, pet and sociable.
Design considerations include human-robot interaction and user
acceptance.
20. Brain-Computer Interfaces (BCI):
Allows direct communication between the brain and external devices.
Challenges include training users and interpreting neural signals.
Interaction Design
Why, What, Where, and When to Evaluate: Evaluation is iterative,
examining why (user requirements), what (conceptual models and prototypes),
where (settings), and when (throughout design).
Bruce Tognazzini on Evaluation: Iterative design, incorporating user testing,
consistently produces successful results.
Types of Evaluation:
Controlled settings (usability testing, lab experiments).
Natural settings (field studies, in-the-wild studies).
Settings not involving users (analytics, modeling).
Living Labs:
Evaluate technology use in everyday life.
Difficult to replicate in traditional usability labs.
Evaluation Case Studies:
Experiment on a collaborative game.
Field study of skiers.
Crowdsourcing.
Evaluation Methods:
Controlled settings: observing, asking users, testing.
Natural settings: observing, asking users.
Without users: observing, asking experts, modeling.
Language of Evaluation: Terms such as analytics, ecological validity, heuristic
evaluation.
Participants' Rights and Consent: Participants must understand the
evaluation purpose and their rights, typically through informed consent forms.
Interpreting Data: Consider reliability, validity, ecological validity, biases, and
scope when interpreting results.
Lec 6: Story, Persona
User Story (Brief)
Definition: A user story is a concise description of a task performed by a
user to achieve a specific goal, typically used in agile development and
design thinking methodologies.
Structure: User stories follow a template: "As a [role], I want to [goal] so
that [benefit]." They are less structured than use cases and focus on the
user's perspective.
Acceptance Criteria: These criteria outline the features that must be
present upon completion of the task, ensuring that user needs are met.
Considerations in Interaction Design
Importance of Involving Users: Realistic expectations, timely training,
and communication are key. Making users active stakeholders enhances
product acceptance and success.
Ownership and Degree of Involvement: Users can be primary,
secondary, or tertiary stakeholders, each with varying levels of interaction
with the product.
Identifying Users/Stakeholders: Users include direct interactors,
managers, recipients of output, decision-makers, and even users of
competitor products.
Understanding User Needs: Users may not always know what they
need, so examining existing tasks, contexts, and collaborations is crucial.
Better Brainstorming and Choosing Alternatives
Focus on Questions: Instead of seeking immediate answers, focus on
asking insightful questions to generate breakthrough insights.
Alternative Solutions: Users often default to what they know; designers
must propose different designs and concepts to explore new possibilities.
Evaluating Alternatives: Prototypes help evaluate solutions, considering
technical feasibility, quality thresholds, and usability goals.
Card Sorting
Definition: Card sorting is a method used in the early design phase of a
project to define the architecture of a system by gathering information
about the associations and grouping of specific data items.
Technology: It can be conducted using low-tech methods like index cards
or post-it notes, or high-tech solutions such as OptimalWorkshop or
UserZoom.
Approaches: Card sorting can be done individually, in small groups, or
using a mixed approach combining individual and group discussions.
Types: Open card sorting allows participants to create their own
categories, while closed card sorting provides predefined categories.
Task Analysis
Hierarchical Task Analysis (HTA): This method involves breaking down
a task into subtasks and further sub-dividing them into plans that specify
how the tasks might be performed in practice.
Focus: HTA focuses on physical and observable actions, including those
not directly related to software or interaction devices.
Process: It starts with identifying user goals, then breaks them down into
main tasks and subtasks, ultimately creating a hierarchical structure of
tasks.
Example: An example of HTA involves buying a DVD, with tasks such as
locating the DVD, adding it to the shopping basket, entering payment
details, completing the address, and confirming the order.
Lec 7: Prototyping
Design, Prototyping, and Construction:
Conceptual Design: Transforming user requirements into a conceptual
model.
Concrete Design: Refining aspects like colors, icons, buttons, etc.
Using Scenarios: Employing scenarios to understand how users interact
with the product.
Generating Prototypes: Creating prototypes to visualize and test design
ideas.
Construction: Building the final product based on the prototype.
Process:
Research
Lo-Fi
Lo-Fi Testing
Hi-Fi
Hi-Fi Testing
Delivery
Prototyping:
Definition: A prototype in interaction design can take various forms such
as screen sketches, storyboards, PowerPoint presentations, videos, or
software with limited functionality.
Purpose: Prototyping facilitates evaluation, feedback, effective
communication among team members, idea testing, reflection, and
decision-making.
What to Prototype: Technical issues, workflow, task design, screen
layouts, information display, critical areas, etc.
Types of Prototypes:
Low-Fidelity (Lo-Fi): Utilizes mediums unlike the final product, such as
paper or cardboard. Examples include sketches, post-it notes, or
storyboards.
Advantages: Quick, cheap, easily changed, less attachment by
designers, stakeholders recognize work in progress.
Disadvantages: Uncertainty during testing, requires user
imagination, limited interactivity.
High-Fidelity (Hi-Fi): Represents the final product closely, often using
digital tools to simulate interactions and visuals.
High-Fidelity Prototyping:
Definition: High-fidelity prototyping involves using materials and components
that closely resemble those expected in the final product, including visual
design, content, and interactivity.
Advantages:
Complete Functionality: Can demonstrate full system capabilities.
Interactivity: Allows testing of workflow and user interaction.
User-Driven: Provides a clearer understanding of the user's experience.
Navigation Scheme: Clearly defines the navigational flow of the final
product.
Exploration and Testing: Useful for exploring design alternatives and
conducting testing.
Living Specification: Serves as a detailed specification of the final
product.
Marketing and Sales Tool: Can be used to showcase the product to
stakeholders, investors, or potential clients.
Disadvantages:
Cost: Development costs are higher due to the resources required.
Resource Intensive: Requires more resources and time to develop.
Time-Consuming: Creation process is slower compared to low-fidelity
prototyping.
Inefficient for Proof-of-Concept: Not suitable for quick proof-of-concept
designs.
Not Effective for Requirements Gathering: Less effective for
gathering initial requirements due to the level of detail involved.
Using Scenarios:
Scenarios are used to express proposed or imagined situations throughout
the design process.
They serve as the basis for overall design, scripts for user evaluation of
prototypes, concrete examples of tasks, and facilitate cooperation across
professional boundaries.
Plus and minus scenarios can be used to explore extreme cases and edge
conditions.
Exploring the User's Experience:
User experiences can be modelled Susing personas, card-based
prototypes, or post-it-notes.
Visual representations such as design maps, customer/user journey maps,
and experience maps help understand the user's journey.
Common representations include the wheel and timeline formats.
Testable Prototype:
A testable prototype is a candidate design solution that allows users to
interact with an actual example of the system.
Options include single-page vs. multipage prototypes, realistic and
detailed vs. hand-sketched, and interactive vs. static prototypes.
Example Tools: Axure RP Adobe XD Balsamiq JustInMind UXPin Mockplus Pencil
Construction: Physical Computing:
Prototypes can be built and coded using electronic components such as
Arduino, LilyPad, Raspberry Pi, etc.
These toolkits are designed for use by a wide range of people and allow
for the integration of physical elements into the design process.
Heuristic Evaluation
Experts evaluate software usability based on a set of heuristics.
Heuristics are guidelines distilled from empirical analysis.
Jakob Nielsen's ten usability characteristics form the basis for heuristic
evaluation.
Advantages of Heuristic Evaluation:
Focuses attention on specific issues.
Does not involve ethical and practical issues of real user testing.
Helps identify usability problems with individual elements.
Issues with Heuristic Evaluations:
Difficulty in finding appropriate experts.
Time-consuming compared to other methods.
Based on preconceived ideas of usability.
Experts may have biases and miss important problems.
Stages for Heuristic Evaluation:
1. Briefing session for experts.
2. Evaluation period where experts work separately.
3. Debriefing session to prioritize problems collaboratively.
10 Usability Characteristics:
1. Visibility of system status: The system should always keep users
informed about what is going on, through appropriate feedback within
reasonable time.
2. Match between system and the real world: The system should speak
the users' language, with words, phrases and concepts familiar to the
user, rather than systemoriented terms. Follow real-world conventions,
making information appear in a natural and logical order.
3. User control and freedom: Users often choose system functions by
mistake and will need a clearly marked "emergency exit" to leave the
unwanted state without having to go through an extended dialogue.
Support undo and redo.
4. Consistency and standards: Users should not have to wonder whether
different words, situations, or actions mean the same thing. Follow
platform conventions.
5. Error prevention: Even better than good error messages is a careful
design which prevents a problem from occurring in the first place. Either
eliminate error-prone conditions or check for them and present users with
a confirmation option before they commit to the action.
6. Recognition rather than recall: Minimize the user's memory load by
making objects, actions, and options visible. The user should not have to
remember information from one part of the dialogue to another.
Instructions for use of the system should be visible or easily retrievable
whenever appropriate.
7. Flexibility and efficiency of use: Accelerators -- unseen by the novice
user -- may often speed up the interaction for the expert user such that
the system can cater to both inexperienced and experienced users. Allow
users to tailor frequent actions.
8. Aesthetic and minimalist design Dialogues should not contain information
which is irrelevant or rarely needed. Every extra unit of information in a
dialogue competes with the relevant units of information and diminishes
their relative visibility.
9. Help users recognize, diagnose, and recover from errors: Error
messages should be expressed in plain language (no codes), precisely
indicate the problem, and constructively suggest a solution.
10. Help and documentation: Even though it is better if the system
can be used without documentation, it may be necessary to provide help
and documentation. Any such information should be easy to search,
focused on the user's task, list concrete steps to be carried out, and not be
too large.
Nielsen suggests that on average 5 evaluators identify 75- 80% of usability
problems.
Predictive Models
Evaluate systems without user involvement.
Use formulas to predict user performance.
Examples include the GOMS model and the Keystroke Level Model (KLM).
Goms:
Goals
Operators: cognitive processes and physical actions
Methods: - learned procedures for accomplishing the goals
Selection Rules: determine which method to select when there is more
than one available.
Versions:
CMN-GOMS – Card, Moran, and Newell
KLM – Keystroke Level Model
NGOMSL
CPM-GOMS
Main Limitation: Predictive models like GOMS and KLM can only make
predictions about predictable behaviors, making it difficult to evaluate how
systems will work in real-world contexts.