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Keystroke-Level Model
In human–computer interaction, the keystroke-level model (KLM) predicts how long it will take an expert user to accomplish a routine task without errors using an interactive computer system. It was proposed by Stuart K. Card, Thomas P. Moran and Allen Newell in 1980 in the ''Communications of the ACM'' and published in their book ''The Psychology of Human-Computer Interaction'' in 1983, which is considered as a classic in the HCI field. The foundations were laid in 1974, when Card and Moran joined the Palo Alto Research Center (PARC) and created a group named Applied Information-Processing Psychology Project (AIP) with Newell as a consultant aiming to create an applied psychology of human-computer interaction. The keystroke-level model is still relevant today, which is shown by the recent research about mobile phones and touchscreens (see Adaptions). Structure of the keystroke-level model The keystroke-level model consists of six operators: the first four are physical mot ...
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Human–computer Interaction
Human–computer interaction (HCI) is the process through which people operate and engage with computer systems. Research in HCI covers the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. These include visual, auditory, and tactile (haptic) feedback systems, which serve as channels for interaction in both traditional interfaces and mobile computing contexts. A device that allows interaction between human being and a computer is known as a "human–computer interface". As a field of research, human–computer interaction is situated at the intersection of computer science, Behavioural sciences, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''Th ...
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Prototype
A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and Software prototyping, software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users. Prototyping serves to provide specifications for a real, working system rather than a theoretical one. Physical prototyping has a long history, and paper prototyping and virtual prototyping now extensively complement it. In some design workflow models, creating a prototype (a process sometimes called materialization) is the step between the Formal specification, formalization and the evaluation of an idea. A prototype can also mean a typical example of something such as in the use of the derivation prototypical. This is a useful term in identifying objects, behaviours and concepts which are considered the accepted norm and is analogous with terms ...
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CPM-GOMS
CPM-GOMS is a variation of the GOMS technique in human computer interaction. CPM-GOMS stands for two things: ''Cognitive Perceptual Motor'' and the project planning technique ''Critical Path Method'' (from which it borrows some elements). Overview CPM-GOMS was developed in 1988 by Bonnie John, a former student of Allen Newell. Unlike the other GOMS variations, CPM-GOMS does not assume that the user's interaction is a serial process, and hence can model multitasking behavior that can be exhibited by experienced users. The technique is also based directly on the model human processor - a simplified model of human responses. Evaluators begin a CPM-GOMS analysis in the same way they would a CMN-GOMS analysis. However, when the tasks are broken down just to the level where they are still perceptual or motor, the evaluator applies techniques from the model human processor. The tasks are first joined together serially and then examined to see which actions can be overlapped so ...
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CMN-GOMS
CMN-GOMS stands for Card, Moran and Newell GOMS. CMN-GOMS is the original version of the GOMS technique in human computer interaction. It takes the name after its creators Stuart Card, Thomas P. Moran and Allen Newell who first described GOMS in their 1983 book ''The Psychology of Human Computer Interaction''. Overview This technique requires a strict goal-method-operation-selection rules structure. The structure is rigid enough that the evaluator represents the tasks in a pseudo-code format (no formal syntax is dictated). It also provides a guide for how to formulate selection rules. This method can also be used to estimate the load the task places on the user. For instance, examining the number of levels down the task-tree that a goal branch is can be used to estimate the memory demand the task places on the system. The process must remember information about all of the levels above the current branch. This technique is more flexible than the Keystroke-Level Model (KLM) ...
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Human Information Processor Model
Human processor model or MHP (Model Human Processor) is a cognitive modeling method developed by Stuart K. Card, Thomas P. Moran, & Allen Newell (1983) used to calculate how long it takes to perform a certain task. Other cognitive modeling methods include parallel design, GOMS, and keystroke-level model (KLM). Cognitive modeling is one way to evaluate the usability of a product. This method uses experimental times to calculate cognitive and motor processing time. The value of the human processor model is that it allows a system designer to predict the performance with respect to time it takes a person to complete a task without performing experiments. Other modeling methods include inspection methods, inquiry methods, prototyping methods, and testing methods. The standard definition for MHP is: The MHP draws an analogy between the processing and storage areas of a computer, with the perceptual, motor, cognitive and memory areas of the computer user. The human processor model ...
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Usability Testing
Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. It is more concerned with the design intuitiveness of the product and tested with users who have no prior exposure to it. Such testing is paramount to the success of an end product as a fully functioning application that creates confusion amongst its users will not last for long. This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users. Usability testing focuses on measuring a human-made product's capacity to meet its intended purposes. Examples of products that commonly benefit from usability testing are food, consumer products, websites or web applications, computer interfaces, documents, and devices. Usability testing measures the usability, or ease of use, o ...
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Usability
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with. A usability study may be conducted as a primary job function by a ''usability analyst'' or as a secondary job function by designers, technical writers, marketing personnel, and others. It is widely used in consumer electronics, communication, and knowledge transfer objects (such as a cookbook, a document or online help) and mechanical objects such as a door handle or a hammer. Usability includes methods of measuring usability, such as needs analysis and ...
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Example
Example may refer to: * ''exempli gratia'' (e.g.), usually read out in English as "for example" * .example, reserved as a domain name that may not be installed as a top-level domain of the Internet ** example.com, example.net, example.org, and example.edu: second-level domain names reserved for use in documentation as examples * HMS Example (P165), HMS ''Example'' (P165), an Archer-class patrol and training vessel of the Royal Navy Arts * ''The Example'', a 1634 play by James Shirley * The Example (comics), ''The Example'' (comics), a 2009 graphic novel by Tom Taylor and Colin Wilson * Example (musician), the British dance musician Elliot John Gleave (born 1982) * Example (album), ''Example'' (album), a 1995 album by American rock band For Squirrels See also

* Exemplar (other), a prototype or model which others can use to understand a topic better * Exemplum, medieval collections of short stories to be told in sermons * Eixample, a district of Barcelona with di ...
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Limitations
Limitation may refer to: * Limitation Act, a list of legislation in Malaysia and the United Kingdom * A statute of limitations * ''Limitations'' (novel), a 2006 novel by Scott Turow * A disclaimer for research done in an experiment or study See also * * Limit (other) Limit or Limits may refer to: Arts and media * ''Limit'' (manga), a manga by Keiko Suenobu * ''Limit'' (film), a South Korean film * Limit (music), a way to characterize harmony * "Limit" (song), a 2016 single by Luna Sea * "Limits", a 2009 ...
{{Disambiguation ...
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Stuart K
Stuart may refer to: People *Stuart (name), a given name and surname (and list of people with the name) * Clan Stuart of Bute, a Scottish clan *House of Stuart, a royal house of Scotland and England Places Australia Generally *Stuart Highway, connecting South Australia and the Northern Territory Northern Territory *Stuart, the former name for Alice Springs (changed 1933) * Stuart Park, an inner city suburb of Darwin * Central Mount Stuart, a mountain peak Queensland *Stuart, Queensland, a suburb of Townsville *Mount Stuart, Queensland, a suburb of Townsville *Mount Stuart (Queensland), a mountain South Australia * Stuart, South Australia, a locality in the Mid Murray Council *Electoral district of Stuart, a state electoral district *Hundred of Stuart, a cadastral unit Canada *Stuart Channel, a strait in the Gulf of Georgia region of British Columbia United Kingdom *Castle Stuart United States *Stuart, Florida *Stuart, Iowa *Stuart, Nebraska * Stuart, Oklahoma *St ...
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Psychology
Psychology is the scientific study of mind and behavior. Its subject matter includes the behavior of humans and nonhumans, both consciousness, conscious and Unconscious mind, unconscious phenomena, and mental processes such as thoughts, feelings, and motivation, motives. Psychology is an academic discipline of immense scope, crossing the boundaries between the Natural science, natural and social sciences. Biological psychologists seek an understanding of the Emergence, emergent properties of brains, linking the discipline to neuroscience. As social scientists, psychologists aim to understand the behavior of individuals and groups.Hockenbury & Hockenbury. Psychology. Worth Publishers, 2010. A professional practitioner or researcher involved in the discipline is called a psychologist. Some psychologists can also be classified as Behavioural sciences, behavioral or Cognitive science, cognitive scientists. Some psychologists attempt to understand the role of mental functions in i ...
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