Input Models Flashcards

(6 cards)

1
Q

Models

A
  • Models are representations of phenomena
    that help us understand how something
    works (or how it will work)
  • As simple as possible
  • As complex as necessary
  • Models are never perfect
  • Models are based on assumptions
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2
Q

Goal-Crossing (differences)

A

Pointing
* Control and correction at end of
movement only
* Crossing object boundary and
stopping on object

Crossing
* Control and correct all the way
towards the goal
* Crossing through an object for
selection, no need to stop within
object boundary

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3
Q

Fastest accessible points

A

Corners and Edges

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4
Q

Keystroke-Level Model (KLM)

A

KLM defines a set of basic input operators with time estimates for their
execution

  • Physical motor operators
  • Pressing a key, Pointing with the mouse, Draw a line
  • Move hand from one device to another
  • Mental operator
  • Mental preparation of a motor action
  • System response
  • Also to model time to make a decision, or to look for something
  • Time the user must wait for a response
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5
Q

Utility of KLM

A

Advantages
* Simplicity of the model: easy to apply
* Can be done from just sketches of an
interface
* Surprisingly accurate
* Appropriate for routine tasks
* Especially useful to compare alternatives

Limitations
* Assumes that the user is expert and the task
well-rehearsed
* Assumes error-free operation
* Not appropriate for tasks that involve
exploration or reasoning

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6
Q
A
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