user models predicting a user’s behaviour. fitts’ law

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User Models Predicting a user’s behaviour

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Page 1: User Models Predicting a user’s behaviour. Fitts’ Law

User Models

Predicting a user’s behaviour

Page 2: User Models Predicting a user’s behaviour. Fitts’ Law

Fitts’ Law

Page 3: User Models Predicting a user’s behaviour. Fitts’ Law

Objectives

• Define predictive and descriptive models and explain why they are useful

• Describe Fitts’ Law and explain its implications for interface design

• Apply Fitts’ Law and other predictive models to evaluate interfaces

• Explain Guiard’s model of two-handed interaction. Apply this model to evaluate two-handed interaction techniques

Page 4: User Models Predicting a user’s behaviour. Fitts’ Law
Page 5: User Models Predicting a user’s behaviour. Fitts’ Law

Trackpad

Mouse

Page 6: User Models Predicting a user’s behaviour. Fitts’ Law

Fitts’ Law

ID = log2(A/W + 1)

MT = a + b*ID

ID = Index of difficultyMT = movement time (to move hand to a target)A = amplitude (distance to target)W = width of target

Page 7: User Models Predicting a user’s behaviour. Fitts’ Law
Page 8: User Models Predicting a user’s behaviour. Fitts’ Law

Which is faster on average?

Linear menu Pie / marking menu

Page 9: User Models Predicting a user’s behaviour. Fitts’ Law

Aside: marking menus

• Selection is even faster by using a gesture

• Menu doesn’t need to appear

Page 10: User Models Predicting a user’s behaviour. Fitts’ Law

Where are the fastest places to access?

Page 11: User Models Predicting a user’s behaviour. Fitts’ Law

Which is faster?

Page 12: User Models Predicting a user’s behaviour. Fitts’ Law

Why is this menu slow to use?

Page 13: User Models Predicting a user’s behaviour. Fitts’ Law

Action Analysis

• Use mathematical models to predict more complex actions than pointing

• Simple Example: Keystroke-Level Model (KLM)

• List the steps required to complete an operation, and sum up average times for each step

Page 14: User Models Predicting a user’s behaviour. Fitts’ Law

Average Times (seconds)

Physical movements:• Enter one keystroke on a standard keyboard 0.28• Use mouse to point at an object on the screen 1.1• Click mouse or other device 0.2• move hand to pointing device or function key 0.4

Visual perception:• respond to a brief light 0.1• recognize a six letter word 0.34• move eyes to a new location on the screen 0.23

Mental Actions• retrieve a simple item from long-term memory 1.2• learn a single “step” procedure 25• execute a mental “step” 0.075• Prepare for next step (choose a method) 1.35

Page 15: User Models Predicting a user’s behaviour. Fitts’ Law

Example: Bus fare boxes

• List the steps needed to:– Pay your fare by coins– Validate an existing transfer

• Estimate how long each willtake, on average

Page 16: User Models Predicting a user’s behaviour. Fitts’ Law

Example: Bus Fare BoxesFare box 1:

Payment by coins:• Passenger tells driver how many

zones.• Coins drop into glass box. Driver

glances to see if fare seems approx. correct.

• Driver tears off transfer (clip is pre-positioned so transfer will tear off with correct time shown).

• Driver pushes foot pedal to drop money into box

Fare Box 2:

Payment by coins:• Passenger tells driver how many

zones. Driver presses button to indicate.

• Coins dropped into slot are counted by machine.

• Machine prints transfer.

Page 17: User Models Predicting a user’s behaviour. Fitts’ Law

Example: Bus Fare BoxesFare box 1:

To validate an existing transfer• Passenger holds up for driver to see• Driver determines if time is valid

Fare Box 2:

To validate a transfer• Passenger feeds transfer into slot.• Machine reads transfer

electronically and prints ok message.

• Machine returns transfer to user.

Page 18: User Models Predicting a user’s behaviour. Fitts’ Law

Expert vs. novice users

• Fitts’ law and the KLM model only EXPERT performance.

• Novice performance is much harder to model.

Page 19: User Models Predicting a user’s behaviour. Fitts’ Law

Predictive vs. Descriptive models

• Predictive – allow a mathematical prediction of performance (usually time)e.g. Fitts’ law, KLM

• Descriptive – A framework for thinking about a problem e.g. Guiard’s model

Page 20: User Models Predicting a user’s behaviour. Fitts’ Law

Guiard’s Model of Bimanual Control

From Scott Mackenzie

Page 21: User Models Predicting a user’s behaviour. Fitts’ Law

Case studies• See Mackenzie reading for case studies

• E.g. Text entry on mobile phones

Multi-tap

vs. One key + disambiguation

Page 22: User Models Predicting a user’s behaviour. Fitts’ Law

• If you assume one-finger entry (e.g. thumb), can model this using Fitts’ law

Page 23: User Models Predicting a user’s behaviour. Fitts’ Law

More complex user modeling: Eg. Correctly placing menus

• Problem: popup menus can be inconveniently placed on a tabletop display– May be upside down for some users– May be awkward for left-hand users

Page 24: User Models Predicting a user’s behaviour. Fitts’ Law

Solution: neural network

Step 1: Training

HandednessSide of tablePosition & orientation of input device (pen)

Neural network

Mark Hancock - 2003

Page 25: User Models Predicting a user’s behaviour. Fitts’ Law

Solution: neural network

Step 2: Predict handedness & side of table

Use this to position menu correctly

Position & orientation of input device (pen)

Neural network

Mark Hancock - 2003

Handedness

Side of table

Page 26: User Models Predicting a user’s behaviour. Fitts’ Law

Key Points

• Predictive models enable you to predict expert user performance at simple tasks, and consequently design interfaces that will support better performance.

• Predictive models have limited usefulness (only expert users & frequent operations). They should not replace user testing.

• Descriptive models may help you understand a process better.