Week 3 L2 - Input models Flashcards

(12 cards)

1
Q

Goal crossing

A
  • Selection effort is achieved by crossing a target instead of having to land on it.
  • Easier than landing on a target (pointing) as you don’t have to consider overshooting the target.
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2
Q

Fitts’ law formula for goal crossing

A

MT = a + b * log2(D/W + 1)
Formula stays the same but width represents the vertical width of the goal instead of the width of the target

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3
Q

When is crossing-based selection used

A
  • When objects are thin and would be hard to land on
  • When you want to select multiple objects
  • When using an input device with no button to click
  • When using a pen/stylus as an input - don’t need to lift pen to tap
  • When movement is jittery or tracking noisy
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4
Q

Edge/corner access points

A

Edges and corners are the fastest possible access points as you do not have to worry about overshooting.
Acts more like crossing tasks than selection tasks because you cannot overshoot.

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5
Q

Steering law

A

Models the movement time (MT) to traverse through a 2D tunnel of length (D) and width (W).

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6
Q

Steering law formula

A
  • MT = a + b * ID
  • MT = a + b * D/W
  • MT: movement time
  • a and b: constants dependent on the pointing system/tunnel
  • D: distance, length of tunnel
  • W: width of the tunnel
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7
Q

Keystroke-level model (KLM)

A

A model for determining how long it will take an expert user to complete a task without errors.
Uses basic input operators with time estimates for their execution.

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8
Q

Types of operator

A
  • Physical motor operator: pressing a key, pointing with the mouse, draw a line, move hand from one device to another
  • Mental operator: mental prep of a motor action, time to ake a decision, time to look for something
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9
Q

System response

A

Time the user must wait for a response from the system

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10
Q

Operators

A
  • K: keystroke/button press, motor operator, multiple associated times e.g., 0.12s (90wpm - good typist), 0.28s (40wpm - average non skilled typist), 1.2s (bad typist unfamiliar with keyboard).
  • H: homing, moving hand across keyboard or to another device, motor operation, 0.4s
  • B/BB: pressing or releasing a button (B) or clicking a button (BB), motor operation, B - 0.1s, BB - 0.2s
  • P: pointing with a mouse to a target, motor operation, 1.1s
  • D: drawing nd straight line segments of length ld, motor operation, 0.9snd + 0.16ld
  • M: mental acts, mental operation, 1.35s
  • R(t): system response time when the user cannot act, system response, time dependent on the system.
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11
Q

Advantages of KLM

A
  • simple model means it is easy to apply
  • can be done on just sketches of an interface
  • surprisingly accurate
  • appropriate for routine tasks
  • especially useful for comparing alternative UI designs
  • useful for testing designs for frequently and repetitively used interfaces
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12
Q

Limitations of KLM

A
  • Assumes user is expert and that the task is well-rehearsed.
  • Assumes no errors are made.
  • Not appropriate for tasks that involve exploration or reasoning.
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