Page 133 -
P. 133

102  Chapter 3  Understanding users

                             A main emphasis has been on transforming theoretical knowledge into tools
                          that can be used by designers. For example, Card et al's (1983) psychological model
                          of  the  human  processor, mentioned earlier,  was  simplified  into  another  model
                          called GOMS (an acronym standing for goals, operators, methods, and selection
                          rules). The four components of  the GOMS model describe how a user performs a
                          computer-based task in terms of  goals (e.g., save a file) and the selection of meth-
                          ods and operations from memory that are needed to achieve them. This model has
                          also been transformed into the keystroke level method that essentially provides a
                          formula for determining the amount of  time each of  the methods and operations
                          takes. One of the main attractions of the GOMS approach is that it allows quantita-
                          tive predictions to be made (see Chapter 14 for more on this).
                             Another approach has been to produce various kinds of  design principles, such
                          as the ones we discussed in Chapter 1. More specific ones have also been proposed
                          for designing multimedia and virtual reality applications (Rogers and Scaife, 1998).
                          Thomas Green (1990) has also proposed a framework of  cognitive dimensions. His
                          overarching goal is to develop a set of high-level concepts that are both valuable and
                          easy to use for evaluating the designs of  informational artifacts, such as software ap-
                          plications. An example dimension from the framework is "viscosity," which simply
                          refers to resistance to local change. The analogy of  stirring a spoon in syrup (high
                          viscosity) versus milk (low viscosity) quickly gives the idea. Having understood the
                          concept in a familiar context, Green then shows how the dimension can be further
                          explored to describe the various aspects of interacting with the information structure
                          of  a software application. In a nutshell, the concept is used to examine "how much
                          extra work you have to do if you change your mind." Different kinds of  viscosity are
                          described, such  as  knock-on viscosity,  where  performing one  goal-related  action
                          makes necessary the performance of  a whole train of extraneous actions. The reason
                          for this is constraint density: the new structure that results from performing the first
                          action violates some constraint that must be rectified by the second action, which in
                          turn leads to a different violation, and so on. An example is editing a document using
                          a word processor without widow control. The action of  inserting a sentence at the
                          beginning of  the document means that the user must then go through the rest of the
                          document to check that all the headers and bodies of text still lie on the same page.
   128   129   130   131   132   133   134   135   136   137   138