9: Motor Behavior Models Flashcards
Models are used to:
- used to simplify reality
- understand, design evaluate system
- help HCI developers and designers understand workout
- how interface will perform tasks
- how efficient is it - 2 types
- predictive
- descriptive
Predictive models
- allows mathematical prediction of human performance without experiments
- no need working algorithm
- metrics of human performance determined analytically without
- time-consuming, resource-intensive experiments
- allow design scenario to be explored hypothetically - forecast events without research
- AKA performance models
what is Pointing, what devices do we use to point
- fundamental operation for mouse
- typing, selecting, dragging, resizing all require pointing
- pointing devices
- finger
- mouse
- trackpad
Fitt’s Law is able to:
- predict time to point to an object using a device as a function of distance from the target, and target width
- predict human movement and motion based on time and distance (psychomotor behaviours)
- models user perform target acquisition
Fitt’s Law formula
MT = a+b logbase2(D/W + 1)
measures movement time
Index of difficulty formula
ID = logbase2(D/W + 1)
measures difficulty
Index of performance formula
IP = ID/ MT
measures performance
Fitt’s law calculations show that:
- movement time increases linearly with ID
- slower when target is smaller and further
- moving faster makes it less accurate - ID and IP measured in bits
- IP allows comparison of targeting effectiveness
eg. device IP bits/s hand 10.6 mouse 10.4 touchpad 1.6
How do users target
- rapid ballistic movement towards the target
2. small corrective movements
improvements based on Fitt’s Law
- increase width
- reduce distance
- support ballistic and corrective movements
- edge and corner of screen form infinitely large targets
- cannot overshoot
- position important features there - use physical constraints
- group similar interactions
what is prime pixel
reference used for where current cursor is
What are descriptive models
- describe framework for thinking about a problem
- used to inspect ideas or system and make statement about probable characteristics
- provide basic understanding, reflecting, reasoning
- reveal flaws in design and style of interaction
What is Buxon 3 state model
- simple expression of the operation of computer pointing devices in terms of state transition
- how can important properties of device and interactive techniques be characterized in terms of states
- recognise and explore relationship between pointing device and interaction techniques
- determine how easy it is to use mouse
Buxton example 1: mouse out of range
state 0: out of range
clutching and repositioning mouse on mousepad
state 1: tracking
moving tracker symbol about a display
state 2: dragging
moving an icon on desktop or grouping set of items/range of text
Buxton example 2: mouse within range
state 1: tracking
moving mouse cause tracker to move on screen
state 2: dragging
pressing mouse over item permits it to be dragged when mouse is moved
releasing button returns to stage 1