Human-Computer Interaction Institute
Carnegie Mellon University
Bhavnani, S. K, & John, B. E. (1996) Exploring the unrealized potential of computer-aided drafting. Proceedings of CHI, 1996 (Vancouver, BC, April 14-18, 1996) ACM, New York.
Bhavnani, S. K, & John, B. E. (1997) From sufficient to efficient usage: An analysis of strategic knowledge. Proceedings of CHI, 1997(Atlanta Georgia, March 22-27, 1997) ACM, New York.
Flemming, U., Bhavnani, S. K., & John, B. E. (in press) Mismatched metaphor: User vs. System Model in Computer Aided Drafting. To appear in Design Studies Journal.
John, B. E., & Marks, S. J. (1997). Tracking the effectiveness of usability evaluation methods. Behaviour and Information Technology, 16.
The evaluation results produced by GOMS engineering models are both quite useful and quite limited. Thus, rather than replacing user testing, the current engineering models are best viewed as reducing the amount of user testing required to develop a highly usable system. The iterative design process should then use engineering models, and other non-user testing techniques (e.g., see Nielsen & Mack, 1994), where applicable early in the design process, to evaluate candidate designs and resolve design issues as much as possible before investing in actual user testing. Such a multiple-technique approach will make the best use of available scientific and practical knowledge about human-computer interaction (see Olson & Moran, 1996, for a discussion of coordinated use of methods).
For information about the GOMS formalism for cognitive modeling, see the original work by Card, Moran and Newell, recent review articles by John & Kieras, and an extensive evaluation of GOMS predictions against real-world performance data by Gray, John & Atwood.
Card, S. K., Moran, T. P., & Newell, A. (1983).The psychology of human-computer interaction. Lawrence Erlbaum, Associates, Hillsdale, NJ.
Gray, W. D., John, B. E., & Atwood, M. E. (1993) Project Ernestine: Validating a GOMS analysis for predicting and explaining real-world task performance. Human-Computer Interaction, 8, pp. 237-309.
John, B. E. & Kieras, D. E. (1996) The GOMS family of user interface analysis techniques: Comparison and Contrast. ACM Transactions on Computer-Human Interaction., 3 (4), pp. 320-351.
John, B. E. & Kieras, D. E. (1996) Using GOMS for user interface design and evaluation: Which technique? ACM Transactions on Computer-Human Interaction, 3 (4), pp. 287-319.
For information about other UEMs see Nielsen and Mack (1994) and Olson & Moran (1996). For some approaches to empirically understanding their effectiveness, see these forthcoming papers from our laboratory (John & Marks, 1997; John & Mashyna, 1997).
Nielsen, J. & Mack, R. L. (Eds.) (1994). Usability Inspection Methods. New York: John Wiley & Sons, Inc.
Olson, J. S. & Moran, T. P. (1996) Mapping the method muddle: Guidance in using methods for user interface design. In M. Rudisill, C. Lewis, P. B., Polson, & T. D. McKay (eds.) Human-Computer Interface Design: Success Stories, Emerging Methods and Real-World Context. San Francisco: Morgan Kaufmann Publishers.
John, B. E., & Marks, S. J. (1997). Tracking the effectiveness of usability evaluation methods. Behaviour and Information Technology, 16.
John, B. E., & Mashyna, M. M. (1997) Evaluating a Multimedia Authoring Tool with Cognitive Walkthrough and Think-Aloud User Studies. Journal of the American Society of Information Science, 48 (9).
In that collaboration, the ASCE project had a prose specification from which they built their educational system. They gave us their spec and we used different UEMs, including cognitive modeling, to predict usability problems with their system. We then ran usability tests on the system they built from the spec to assess the predictive accuracy of the UEMs. In addition, we built different versions of the system and ran more usability tests to see if the solutions suggested by the UEMs actually improved the usability of the system. The information we discovered about usability was fed back to the ACSE project.
If other projects in the Interactive Systems Program have written specifications, or story-boards, or mock-ups, from which they are building their systems, we could do a similar collaboration.