GOMS
GOMS is a specialized human information processor model for human-computer interaction observation that describes a user's cognitive structure on four components. In the book The Psychology of Human Computer Interaction. written in 1983 by Stuart K. Card, Thomas P. Moran and Allen Newell, the authors introduce: "a set of Goals, a set of Operators, a set of Methods for achieving the goals, and a set of Selections rules for choosing among competing methods for goals."
GOMS is a widely used method by usability specialists for computer system designers because it produces quantitative and qualitative predictions of how people will use a proposed system.
Overview
A GOMS model is composed of methods that are used to achieve specific goals. These methods are then composed of operators at the lowest level. The operators are specific steps that a user performs and are assigned a specific execution time. If a goal can be achieved by more than one method, then selection rules are used to determine the proper Method.- Goals are symbolic structures that define a state of affairs to be achieved and determinate a set of possible methods by which it may be accomplished
- Operators are elementary perceptual, motor or cognitive acts, whose execution is necessary to change any aspect of the user's mental state or to affect the task environment
- Methods describe a procedure for accomplishing a goal
- Selection Rules are needed when a goal is attempted, there may be more than one method available to the user to accomplish it.
For a simple applied example see [|CMN-GOMS].
Qualification
Advantages
The GOMS approach to user modeling has strengths and weaknesses.While it is not necessarily the most accurate method to measure human-computer interface interaction, it does allow visibility of all procedural knowledge. With GOMS, an analyst can easily estimate a particular interaction and calculate it quickly and easily. This is only possible if the average Methods-Time Measurement data for each specific task has previously been measured experimentally to a high degree of accuracy.
Disadvantages
GOMS only applies to skilled users. It does not work for beginners or intermediates for errors may occur which can alter the data.Also the model doesn't apply to learning the system or a user using the system after a longer time of not using it.
Another big disadvantage is the lack of account for errors, even skilled users make errors but GOMS does not account for errors.
Mental workload is not addressed in the model, making this an unpredictable variable. The same applies to fatigue.
GOMS only addresses the usability of a task on a system, it does not address its functionality.
User personalities, habits or physical restrictions are not accounted for in any of the GOMS models. All users are assumed to be exactly the same. Recently some extensions of GOMS were developed, that allow to formulate GOMS models describing the interaction behavior of disabled users.
Variations
Basically there are four different GOMS models: the Keystroke-Level Model, CMN-GOMS, NGOMSL, CPM-GOMS, and SGOMS.Each model has a different complexity and varies in activities.
KLM
The Keystroke-Level Model is the first and simplest GOMS technique Stuart Card, Thomas P. Moran and Allen Newell created.Estimating an execution time for a task is done by listing the sequence of operators and then totaling the execution times for the individual operators.
With KLM the analyst must specify the method used to accomplish each particular task instance.
Furthermore, the specified methods are limited to being in sequence form and containing only keystroke-level primitive operators.
The biggest difference between GOMS and KLM is how time is assigned to cognitive and perceptual operators when it comes to execution time predictions.
Another major difference is that the goal-hierarchy is explicit in GOMS while it was implicit in the KLM.
The nature of unobservable operators is another important difference. KLM has a single M operator that precedes each cognitive unit of action. In contrast, GOMS assigns no time to such cognitive overhead. But both models include M-like operators for substantial time-consuming mental actions such as locating information on the screen and verifying entries.
Both methods assign roughly the same time to unobservable perceptual and cognitive activities.
Also they make different assumptions about unobservable cognitive and perceptual operators and so distribute the time in different ways.
KLM's execution part is described in four physical-motor operators:
- K keystroking/ keypressing
- P pointing with a mouse to a target
- H homing the hand on the keyboard
- D drawing a line segment on a grid
Execution time is the sum of the times spent executing the different operator types:
Texecute = TK + TP + TH + TD + TM + TR.
Each of these operators has an estimate of execution time, either a single value, a parameterized estimate.
Touch Level Model (TLM)
GOMS and it variants were designed for keyboard interfaces, nowadays a new type of interface is omnipresent.This addition to the GOMS family, together with updates to the existing KLM operators, is called the Touch Level Model.
Andrew D. Rice and Jonathan W. Lartigue propose this model for the used to model human task performance on a constrained input touchscreen device and, with proper benchmarking, accurately predict actual user performance.
The goal is to provide an instrument for quantitative analysis of touchscreen interfaces.
A number of operators are added for touchscreen interactions:
- Distraction a multiplicative operator that is applied to other operators to model real world distractions
- Gesture gestures are conceptualized as specialized combinations of finger movements across the device's screen
- Pinch refers to the common two-finger gesture
- Zoom the reverse application of the Pinch operator. value in MS = 200 Ms
- Initial Act KLM assumed the user is prepared to begin an action, touchscreen devices require users to prepare them for use
- Tap operator refers to the physical action of tapping an area on the touchscreen device in order to initiate some change or action
- Swipe usually a horizontally or vertically swipe like changing the page in a book. value in MS = 70 Ms
- Tilt used with an interacting with a devices equipped with accelerometers.
- Rotate gesture in which two or more fingers are placed on the screen and then rotated about a central point
- Drag similar to Swipe, Drag also involves tapping a location on the screen and then moving one or more fingers in specific direction
CMN-GOMS
CMN stands for Card, Moran and Newell and it takes the KLM as its basic and adds subgoals and selection rules.
This model can predict operator sequence as well as execution time. A CMN-GOMS model can be represented in program form, making it amenable to analysis as well as execution.
CMN-GOMS has been used to model word processors and [|CAD] systems for ergonomic design.
The CMN method can predict the operator sequence and the execution time of a task on a quantitative level and can focus its attention on methods to accomplish goals on a qualitative level.
In the example by Bonnie E. John and David E. Kieras a simple CMN-GOMS on editing a manuscript is shown.
GOAL: EDIT-MANUSCRIPT NGOMSLNGOMSL is a structured natural language notation for representing GOMS models and a procedure for constructing them.This program form provides predictions of operator sequences, execution time and time to learn methods. An analyst constructs an NGOMSL model by performing a top-down, breadth-first expansion of the user's top-level goals into methods, until the methods contain only primitive operators, typically keystroke-level operators. This model explicitly represents the goal structure just like the CMN-GOMS and can so represent high-level goals. Shown below is a simple example.
CPM-GOMSand David Kieras describe four different types of GOMS. CMN-GOMS, KLM and NGOMSL assume that all of the operators occur in sequence and do not contain operators that are below the activity level.CPM-GOMS being the fourth method uses operators at the level of Model Human Processor which assumes that operators of the cognitive processor, perceptual processor, and the motor processor can work in parallel to each other. The most important point of CPM-GOMS is the ability to predict skilled behavior from its ability to model overlapping actions. Shown below is a simple copy and paste example.
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