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Explore the GOMS model from the 1980s by Card, Moran, and Newell, including principles like Interface Timings, Fitts' Law, and Hick's Law. Dive into example scenarios like hamburger ordering to grasp the impact of keying, pointing, homing, and mental preparation time in user interactions.
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GOMS Model • Goals • Objects • Methods • Selection • 1980s – Card, Moran, and Newell
Interface timings • K = 0.2 sec • Keying, The time it takes to tape a key • P = 1.1 sec • Pointing, The time it takes a user to point to a position on the display • H = 0.4 sec • Homing, The time it takes a user’s hand to point from the keyboard to the GUI • M = 1.35 sec • Mentally preparing, the time it takes a user to prepare for the next step
GOMS example • Hamburger ordering • say that {cheese, mustard, ketchup, pickle} can be added to the burger • Then, (1)we need to move the hand, “H” add a “M”, select cheese “K”, select mustard “K”. Select a number of burgers “M”, “K”, “S”coll and “K” • HMKK M KSK = H + 2M + 4K + S • .4 + 2(1.35) + 4(.2) + 3 = 6.9 seconds
Fitts’ Law • Fitts estimates the time a user will take to point to a target (e.g.,button) • The longer the target is from the current cursor position, the longer it takes to move to the target. • The smaller the target, the more time it takes the user to find it.
Hicks Law • The more targets the user has to choose, the more time it takes to pick one.