Introduction to the GOMS Family of Models
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Introduction to GOMS
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Today, we're starting with the GOMS family of models. GOMS stands for Goals, Operators, Methods, and Selection Rules. Can anyone tell me what they think these terms represent?
I think 'Goals' are what the user wants to achieve!
Exactly! Goals are the high-level objectives. Now, what about 'Operators'?
Are Operators the actions the user takes to fulfill those goals?
Correct! Operators are the basic actions we perform, whether cognitive or motor. Now, can someone summarize what 'Methods' are?
Methods are the sequences of those operators used to achieve a goal!
Well done! Lastly, what about 'Selection Rules'?
They guide which method to choose when there are multiple ways to achieve a goal?
Right! This structured representation helps us analyze user interactions more effectively.
To summarize, GOMS allows designers to understand user interactions better by breaking down tasks into these four components.
Understanding Each Component of GOMS
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Now, let's take a closer look at each component of GOMS. First, what can you tell me about 'Goals'?
Goals define what users want to accomplish. They can be broken down into smaller goals.
Exactly! Can someone give me an example of a Goal?
An example could be 'Edit Document.'
That's a perfect example! Moving on to 'Operators,' what do we know about them?
Operators are the actions that users perform to achieve their goals, like clicking or typing.
Right again! How would you characterize 'Methods'?
Methods are the specific sequences of operators to accomplish a goal efficiently.
Correct! And lastly, what about 'Selection Rules'?
They help users decide which method to employ based on specific contexts.
Great summary! Understanding these components is key to applying the GOMS model effectively.
Applications of GOMS in Interface Design
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GOMS isn't just theoretical; it's highly applicable in designing user interfaces. Can anyone explain how it might be used?
It could help designers determine the most efficient layouts by comparing different methods for achieving a goal.
Exactly! By predicting user performance, designers can optimize interfaces for better usability. Can someone give me a specific example?
If a user has to choose a method for deleting a word, GOMS can help analyze how quickly they can do it using either a mouse or keyboard shortcut.
Spot on! Plus, it highlights any cognitive load that might arise from multiple methods. Why is reducing cognitive load important?
Itβs important because too much cognitive load can hinder performance, making users frustrated or confused.
Exactly right! A well-designed interface respects usersβ cognitive limits, ensuring a smoother interaction experience.
The Relationship Between GOMS and User Knowledge
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GOMS also sheds light on the kind of knowledge users need to successfully interact with a system. How so?
It outlines the knowledge about operators and methods a user needs to perform tasks effectively.
Yes! Understanding the required knowledge can improve training materials for users. Can someone provide a training-related example?
If the GOMS model identifies that users struggle with a certain method, training can focus on that area to help improve their skills.
That's right! By ensuring users are well-trained in necessary operators and methods, you can enhance their proficiency.
This means GOMS is helpful not just during design but also after deploying the interface.
Exactly! Ongoing support and training based on GOMS insights can lead to continuous improvements in user experience.
Introduction & Overview
Read summaries of the section's main ideas at different levels of detail.
Quick Overview
Standard
GOMS (Goals, Operators, Methods, Selection Rules) is a hierarchical model that enhances understanding and prediction of user interactions, emphasizing cognitive processes and expert performance. This model aids in optimizing interface designs and understanding user knowledge.
Detailed
Detailed Summary of GOMS Family of Models
The GOMS family of models, rooted in the research of Card, Moran, and Newell, represents a sophisticated approach to understanding user interactions in human-computer interaction (HCI).
Key Components of GOMS:
- Goals (G): High-level objectives driving user tasks, which can be broken down into sub-goals, creating a hierarchy of intentions.
- Operators (O): Fundamental actions, both cognitive and motor, performed to achieve goals. This includes internal processes like recalling information or external actions like clicking a mouse.
- Methods (M): Pre-defined sequences of operators and sub-goals that outline how to achieve a specific goal efficiently.
- Selection Rules (S): Criteria for choosing among multiple methods based on contextual cues, reflecting the decision-making process of expert users.
The GOMS framework contrasts with simpler models, like the Keystroke-Level Model (KLM), by encompassing cognitive aspects and representing tasks in a more structured manner. This hierarchy allows for detailed predictions of user performance and insights into the knowledge necessary for effective system interaction. By articulating usersβ cognitive processes, GOMS serves as a powerful tool in interface design, emphasizing the relationship between expert knowledge and usability.
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Evolution from KLM
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Chapter Content
GOMS is not a separate model but rather a family of predictive human performance models, originally conceptualized by Card, Moran, and Newell. KLM is considered the most basic and simplified member of this family, focusing solely on the "Operators" component in a linear fashion.
Detailed Explanation
The GOMS family of models has evolved from the Keystroke-Level Model (KLM), which is only one part of a broader framework. While KLM provides a simple way to predict task completion times based only on physical actions (or operators), GOMS expands this by incorporating cognitive processes and decision-making aspects in a structured way. This allows for a richer understanding of user interactions with systems.
Examples & Analogies
Think of KLM as a straightforward recipe that tells you how to cook a dish step-by-step. In contrast, GOMS resembles a full cooking method that not only tells you the steps but also explains why certain cooking techniques work better, thereby offering a deeper understanding of the cooking process.
Hierarchical and Structured Representation
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Chapter Content
Unlike KLM's linear sequence, GOMS provides a much more structured and hierarchical representation of both user knowledge (how users understand a system) and task execution. This hierarchy allows for modeling more complex cognitive processes.
Detailed Explanation
GOMS organizes user knowledge and task execution in a hierarchical manner, meaning that tasks can be broken down into smaller sub-tasks and organized based on their importance or complexity. This structure captures the different levels of goals and actions that users must navigate while interacting with a system, thus reflecting how people naturally think about and approach tasks.
Examples & Analogies
Imagine building a house: you start with a blueprint (the main goal), then break it down into sections (like the foundation, walls, and roof), and finally into individual tasks (like laying bricks or installing windows). Each layer of this planning reflects a different level of complexity, similar to how GOMS organizes tasks.
Explicit Cognitive Modeling
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A key differentiator of GOMS is its explicit modeling of cognitive processes involved in task execution, making it suitable for analyzing not just motor actions but also the decision-making and planning aspects of user interaction.
Detailed Explanation
GOMS goes beyond merely recording actions and timing; it also focuses on the mental processes that happen during these actions. This means understanding how users plan, decide, and execute their tasks allows designers to create more intuitive and user-friendly interfaces.
Examples & Analogies
Consider a chess player. Not only do they move pieces, but they also think several moves ahead, evaluate strategies, and adapt their plans based on the opponent's actions. GOMS captures this cognitive thinking process, which is essential for tasks that require strategic decision-making.
(CMN)GOMS Nomenclature
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The (CMN) prefix often refers to the original formulation and theoretical basis laid out by Card, Moran, and Newell in their seminal work, highlighting its strong theoretical foundation in cognitive psychology.
Detailed Explanation
The term (CMN) in GOMS pays homage to its creators, Card, Moran, and Newell, and emphasizes the model's roots in cognitive psychology. This indicates that the model is not just a technical tool but also grounded in an understanding of how humans think and learn, which is crucial for designing effective interfaces.
Examples & Analogies
It's akin to how modern scientific terms often reflect their inventors or origins, such as Newton's laws of motion, which remind us that these principles emerged from Newton's observations and theories about how the universe works.
Key Concepts
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Hierarchy of Goals: Understanding user tasks in layers.
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Operator Actions: Basic actions users perform.
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Efficient Methods: Sequences of operators that achieve goals.
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Selection Criteria: Guidelines for choosing between methods.
Examples & Applications
An example of a goal might be to 'Send an Email,' which can be decomposed into smaller sub-goals like 'Compose Email' and 'Select Recipient.'
For operators, actions like 'Click,' 'Type,' or 'Read' illustrate what users may need to do in any given task.
Memory Aids
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Rhymes
GOMS in the game of GUI, Goals and Operators we see, Methods and Rules, oh so keen, Helps us design interfaces clean!
Stories
Imagine a chef in a kitchen, her goal is to bake a cake. She knows the ingredients (Operators) and has recipes (Methods). When choosing how to bake the cake, she asks herself what method suits best based on her preference (Selection Rules).
Memory Tools
GOMS: G - Goals, O - Operators, M - Methods, S - Selection Rules.
Acronyms
Remember GOMS
itβs your GPS to navigate user tasks.
Flash Cards
Glossary
- GOMS
An abbreviation for Goals, Operators, Methods, and Selection Rules, a family of models used to analyze and predict user interaction in HCI.
- Goals
High-level intentions or objectives that drive user interactions with a system.
- Operators
Basic cognitive or motor actions performed by users or the system to achieve goals.
- Methods
Pre-defined sequences of operators and sub-goals that describe efficient paths to achieve specific goals.
- Selection Rules
Guidelines determining which method to use based on context and user preferences.
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