Model-based Design - Human Computer Interaction (HCI) Micro Specialization
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Model-based Design

Model-based Design

Model-based Design is a systematic analytical approach in Human-Computer Interaction, focusing on predictive models that enhance interface design. The chapter covers the use of various quantitative models to evaluate user performance and interface efficiency, emphasizing the advantages and limitations of model-based evaluation compared to empirical methods. The Keystroke-Level Model (KLM) is highlighted for its utility in measuring expert user performance in routine tasks, along with the GOMS model for its more complex representations of user behavior.

48 sections

Sections

Navigate through the learning materials and practice exercises.

  1. 3
    Module 3: Model-Based Design

    This module delves into Model-based Design in Human-Computer Interaction,...

  2. 3.1
    Lecture 1: Introduction

    This section introduces Model-based Design in the context of Human-Computer...

  3. 3.1.1

    This section introduces the concept of Model-based Design in Human-Computer...

  4. 3.2
    Lecture 2: Keystroke-Level Model - I

    This section introduces the Keystroke-Level Model (KLM), detailing its...

  5. 3.2.1

    This section articulates the key objectives and foundational concepts of...

  6. 3.2.2

    The **GOMS model** (Goals, Operators, Methods, Selection Rules) explicitly...

  7. 3.2.2.1
    Deep Dive Into The Keystroke-Level Model (Klm)

    The Keystroke-Level Model (KLM) is a predictive model for analyzing expert...

  8. 3.2.2.2
    Exhaustive Definition Of Klm's Fundamental Operators

    This section rigorously defines the fundamental operators of the...

  9. 3.2.2.3
    Core Assumptions And Operational Context Of Klm

    This section discusses the fundamental assumptions and operational context...

  10. 3.2.2.4
    Initial Workflow For Applying Klm

    This section outlines the step-by-step workflow for applying the...

  11. 3.3
    Lecture 3: Keystroke-Level Model - Ii

    This section focuses on the Keystroke-Level Model (KLM) and explores the...

  12. 3.3.1

    This section introduces Model-Based Design in HCI, highlighting its core...

  13. 3.3.2

    This section delves into model-based design in HCI, emphasizing its role in...

  14. 3.3.2.1
    Detailed Heuristics For Placing The 'm' Operator

    This section discusses the heuristics for placing the 'M' (Mental...

  15. 3.3.2.2
    Illustrative Step-By-Step Klm Application Example

    This section outlines a detailed practical example of applying the...

  16. 3.3.2.3
    Reflecting On Advantages And Disadvantages Of Klm

    This section discusses the advantages and disadvantages of the...

  17. 3.4
    Lecture 4: (Cmn)goms

    This section delves into the (CMN)GOMS model, highlighting its hierarchical...

  18. 3.4.1

    This section outlines the objectives of model-based design in Human-Computer...

  19. 3.4.2

    This section details the four fundamental components of the GOMS model:...

  20. 3.4.2.1
    Introduction To The Goms Family Of Models

    The GOMS family of models provides a structured framework for predicting...

  21. 3.4.2.2
    Comprehensive Components Of The Goms Model

    The GOMS model, an essential framework in HCI, outlines the goals,...

  22. 3.4.2.3
    The Significance Of Hierarchy In Goms

    This section emphasizes the hierarchical structure of the GOMS model,...

  23. 3.4.2.4
    Profound Benefits Of Employing Goms Models

    The GOMS model provides a comprehensive framework for understanding and...

  24. 3.4.2.5
    Important Variations And Advanced Extensions Of Goms

    This section discusses advanced iterations and extensions of the GOMS model,...

  25. 3.5
    Lecture 5: Individual Models Of Human Factors - I

    This section introduces Fitts' Law and Hick-Hyman's Law, two fundamental...

  26. 3.5.1

    This section focuses on model-based design in Human-Computer Interaction,...

  27. 3.5.2

    This section delves into Model-based Design in Human-Computer Interaction...

  28. 3.5.2.1
    Fitts' Law: The Science Of Pointing

    Fitts' Law is a predictive model in Human-Computer Interaction that...

  29. 3.5.2.2
    Hick-Hyman's Law: The Science Of Choice Reaction Time

    Hick-Hyman's Law quantifies the relationship between the number of choices...

  30. 3.6
    Lecture 6: Individual Models Of Human Factors - Ii

    This lecture delves into the Model Human Processor (MHP), a framework...

  31. 3.6.1

    This section provides an in-depth understanding of Model-based Design in...

  32. 3.6.2

    This section presents the comparative analysis of three copy-paste interface...

  33. 3.6.2.1
    The Model Human Processor (Mhp): An Architectural Overview

    The Model Human Processor (MHP) provides a framework for understanding human...

  34. 3.6.2.2
    The Three Interacting Processors Of Mhp

    This section discusses the Model Human Processor (MHP), outlining its three...

  35. 3.6.2.3
    Utility And Significance Of Mhp In Hci

    The Model Human Processor (MHP) offers a comprehensive framework for...

  36. 3.7
    Lecture 7: A Case Study On Model-Based Design - I

    This section explores a practical case study on model-based design...

  37. 3.7.1

    This section outlines the main objectives of model-based design in...

  38. 3.7.2

    This section details the KLM analysis for the "Mouse-Centric Context Menu"...

  39. 3.7.2.1
    Setting Up The Case Study: Problem Definition And Design Alternatives

    This section describes the establishment of a case study aimed at assessing...

  40. 3.7.2.2
    Detailed Analysis Of Interface Alternative 1: Mouse-Centric Copy-Paste

    This section analyzes the mouse-centric copy-paste approach, highlighting...

  41. 3.7.2.3
    Detailed Analysis Of Interface Alternative 2: Keyboard-Centric Copy-Paste

    This section examines the keyboard-centric copy-paste interface alternative,...

  42. 3.8
    Lecture 8: A Case Study On Model-Based Design - Ii

    This lecture concludes the case study on model-based design, evaluating a...

  43. 3.8.1

    This section introduces the concept of Model-based Design in Human-Computer...

  44. 3.8.2

    This section explores Model-based Design in Human-Computer Interaction,...

  45. 3.8.2.1
    Detailed Analysis Of Interface Alternative 3: Hybrid Copy-Paste

    This section analyzes the Hybrid Copy-Paste mechanism in user interface...

  46. 3.8.2.2
    Comprehensive Comparative Analysis And Informed Interpretation Of Results

    The section provides a detailed analysis of three different design...

  47. 3.8.2.3
    Profound Implications For Design Decisions

    This section discusses the major implications of model-based design...

  48. 3.8.2.4
    Conceptual Extension To Goms Models For Complex Scenarios

    This section outlines how the GOMS model is extended to include more complex...

What we have learnt

  • Model-based Design utilizes predictive models to refine interface design and situate user interactions more effectively.
  • The chapter elaborates on models like KLM and GOMS that quantify user performance and guide designers in optimizing usability.
  • While model-based evaluations can streamline the design process early on, they have limitations, particularly with novice users and complex tasks.

Key Concepts

-- Modelbased Design
A design methodology in HCI that employs theoretical models to predict user behavior and optimize interface design.
-- KeystrokeLevel Model (KLM)
A predictive model that estimates the time required for expert users to perform routine tasks using a sequence of defined operators.
-- GOMS (Goals, Operators, Methods, Selection Rules)
An advanced cognitive modeling framework that categorizes user knowledge into goals, methods to achieve those goals, and selection rules for method choice.
-- Fitts' Law
A model that predicts the time required to rapidly move to a target area, emphasizing the effects of target distance and size on interaction time.
-- HickHyman's Law
A model describing the relationship between the number of choices and the time taken to make a decision, suggesting that more options lead to increased decision time.

Additional Learning Materials

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