9: Motor Behavior Models Flashcards

1
Q

Models are used to:

A
  1. used to simplify reality
  2. understand, design evaluate system
  3. help HCI developers and designers understand workout
    - how interface will perform tasks
    - how efficient is it
  4. 2 types
    - predictive
    - descriptive
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2
Q

Predictive models

A
  1. allows mathematical prediction of human performance without experiments
  2. no need working algorithm
  3. metrics of human performance determined analytically without
    - time-consuming, resource-intensive experiments
    - allow design scenario to be explored hypothetically
  4. forecast events without research
  5. AKA performance models
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3
Q

what is Pointing, what devices do we use to point

A
  1. fundamental operation for mouse
  2. typing, selecting, dragging, resizing all require pointing
  3. pointing devices
    - finger
    - mouse
    - trackpad
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4
Q

Fitt’s Law is able to:

A
  1. predict time to point to an object using a device as a function of distance from the target, and target width
  2. predict human movement and motion based on time and distance (psychomotor behaviours)
  3. models user perform target acquisition
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5
Q

Fitt’s Law formula

A

MT = a+b logbase2(D/W + 1)

measures movement time

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6
Q

Index of difficulty formula

A

ID = logbase2(D/W + 1)

measures difficulty

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7
Q

Index of performance formula

A

IP = ID/ MT

measures performance

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8
Q

Fitt’s law calculations show that:

A
  1. movement time increases linearly with ID
    - slower when target is smaller and further
    - moving faster makes it less accurate
  2. ID and IP measured in bits
  3. IP allows comparison of targeting effectiveness
eg.
device     IP bits/s
hand        10.6
mouse     10.4
touchpad 1.6
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9
Q

How do users target

A
  1. rapid ballistic movement towards the target

2. small corrective movements

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10
Q

improvements based on Fitt’s Law

A
  1. increase width
  2. reduce distance
  3. support ballistic and corrective movements
  4. edge and corner of screen form infinitely large targets
    - cannot overshoot
    - position important features there
  5. use physical constraints
  6. group similar interactions
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11
Q

what is prime pixel

A

reference used for where current cursor is

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12
Q

What are descriptive models

A
  1. describe framework for thinking about a problem
  2. used to inspect ideas or system and make statement about probable characteristics
  3. provide basic understanding, reflecting, reasoning
  4. reveal flaws in design and style of interaction
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13
Q

What is Buxon 3 state model

A
  1. simple expression of the operation of computer pointing devices in terms of state transition
  2. how can important properties of device and interactive techniques be characterized in terms of states
  3. recognise and explore relationship between pointing device and interaction techniques
  4. determine how easy it is to use mouse
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14
Q

Buxton example 1: mouse out of range

A

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

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15
Q

Buxton example 2: mouse within range

A

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

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16
Q

Buxton example 3: touch screen

A

state 0: out of range
movement of finger is not registered

state 1: tracking
finger touches screen and movement starts to get registered.