Input Performance

Input Performance Models

  • Create a model of how people use input devices and interfaces to predict time, error, fatigue, learning etc.
    • The goal is to be able to evaluate different designs before building them

Keystroke Level Model (KLM)

  • Describe each task with a sequence of operators
  • Sum up times to estimate how long the task takes
Operator types

K - Keystroke = 0.08 - 1.2s

P - Pointing = 1.10s

B - Button press on mouse = 0.1s

H - Hand move from mouse to/from keyboard = 0.4s

M - Mental preparation = 1.2s

  • KLM is simplified GOMS, so sometimes called KLM-GOMS
  • Can be used to compare the performance time of different UI components

KML with Mental Operators (M)

  • People need to think about something before doing it
    • Identify when people have to stop and think M
    • Difference between actions using cognitive conscious and cognitive unconscious
  • Insert M when people have to
    • Initiate task
    • Make a strategy decision
    • Retrieve a chunk from memory
    • Find something on the display
    • Think of a task parameter
    • Verify that a specification/action is correct
  • Add M in front of any action if the user is novice (vs. expert)

Drawbacks
  • Sometime estimates are out of date
  • Some time estimates are inherently variable
  • Doesn't model errors, learning time etc.
  • Doesn't model pointing very well
    • Some device are faster than the others

Fitts' Law

  • Published in 1954
  • A predictive model for priting time considering device, distance and target size
  • Based on rapid, aimed movements
  • Works for many kinds of pointing devices
    • Finger, pen, mouse, joystick etc.
  • By Paul Fitts

    • Psychologist at Ohio State University
    • Early advocate of user-centered design
  • Larger distance => longer time

  • Smaller sized target => longer time

MTDSMT\propto \frac{D}{S}

MT=a+blog2(DW+1)MT=a+b\log_2 (\frac{D}{W}+1)

  • This is Fitts' law

MT - movement time

D - distance between the starting point of the center of the target

W - constraining size of the target

a, b - characterstics of the input device

IP (Index of Performance)

Can be characterized by 1/b1/b

ID (Index of difficulty)

log2(DW+1)\log_2 (\frac{D}{W}+1)

For 2D targets

  • To determine the "W" in Fitts' Law, we take the minimum of W and H

MT=a+blog2(Dmin(W,H)+1)MT=a+b\log_2(\frac{D}{\min(W, H)}+1)

Context vs. Pie Menus

  • Context menu lowers D, but some items are closer than others
  • Pie menus give all items same D

Motor Space vs. Screen Space

  • Dynamically change CD Gain based on position of cursor

    • Make the cursor move slowly when over the button
    • This makes the button larger in motor space while remaining the same in screen space
  • The OSX dock expands in visual space but not motor space

    • Selecting an item on the expanded dock is no easier than the default dock according to Fitts' law

Steering Law

  • An adaptation of Fitts' Law
  • Developed by Zhai and Acott
  • Choose a paradigm which focuses on steering between boundaries

  • Subjects passed a stylus from one end to the other

    • As fast as possible
    • Between each goal
    • Several trials with different amplitudes (A) and widths (W)
  • Same law as Fitts' tapping task
Only one goal

ID1=log2(AW+1)ID_1=\log_2(\frac{A}{W}+1)

With N goals

IDN=log2(AN×W+1)ID_N=\log_2(\frac{A}{N\times W}+1)

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