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== Definition of GOMS<ref>Defining GOMS [https://wikivisually.com/wiki/GOMS Wikivisually]</ref> ==
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== Definition of GOMS ==
GOMS is a specialized human information processor model for human-computer interaction observation that describes a user's cognitive structure on four components. In the book The Psychology of Human Computer Interaction.[1] written in 1983 by Stuart K. Card, Thomas P. Moran and Allen Newell, the authors introduce: "a set of Goals, a set of Operators, a set of Methods for achieving the goals, and a set of Selections rules for choosing among competing methods for goals." GOMS is a widely used method by usability specialists for computer system designers because it produces quantitative and qualitative predictions of how people will use a proposed system.
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GOMS Model (Card, Moran & Newell) is a theory of the cognitive skills involved in human-computer tasks. It is based upon an information processing framework that assumes a number of different stages or types of memory (e.g., sensory store, working memory, LTM) with separate perceptual, motor, and cognitive processing. All cognitive activities are interpreted in terms of searching a problem space, the fundamental premise of GPS and Newell’s Soar theory.<ref>What is GOMS Model? [https://www.instructionaldesign.org/theories/goms/ InstructionalDesign]</ref>
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GOMS is a specialized human information processor model for human-computer interaction observation that describes a user's cognitive structure on four components. In the book The Psychology of Human Computer Interaction written in 1983 by Stuart K. Card, Thomas P. Moran and Allen Newell, the authors introduce: "a set of Goals, a set of Operators, a set of Methods for achieving the goals, and a set of Selections rules for choosing among competing methods for goals." GOMS is a widely used method by usability specialists for computer system designers because it produces quantitative and qualitative predictions of how people will use a proposed system.<ref>Defining GOMS [https://wikivisually.com/wiki/GOMS Wikivisually]</ref>
  
  

Revision as of 19:41, 7 October 2019

Definition of GOMS

GOMS Model (Card, Moran & Newell) is a theory of the cognitive skills involved in human-computer tasks. It is based upon an information processing framework that assumes a number of different stages or types of memory (e.g., sensory store, working memory, LTM) with separate perceptual, motor, and cognitive processing. All cognitive activities are interpreted in terms of searching a problem space, the fundamental premise of GPS and Newell’s Soar theory.[1]

GOMS is a specialized human information processor model for human-computer interaction observation that describes a user's cognitive structure on four components. In the book The Psychology of Human Computer Interaction written in 1983 by Stuart K. Card, Thomas P. Moran and Allen Newell, the authors introduce: "a set of Goals, a set of Operators, a set of Methods for achieving the goals, and a set of Selections rules for choosing among competing methods for goals." GOMS is a widely used method by usability specialists for computer system designers because it produces quantitative and qualitative predictions of how people will use a proposed system.[2]


Overview of the GOMS Model[3]

A GOMS model is composed of methods that are used to achieve specific goals. These methods are then composed of operators at the lowest level. The operators are specific steps that a user performs and are assigned a specific execution time. If a goal can be achieved by more than one method, then selection rules are used to determine the proper Method.

  • Goals are symbolic structures that define a state of affairs to be achieved and determinate a set of possible methods by which it may be accomplished
  • Operators are elementary perceptual, motor or cognitive acts, whose execution is necessary to change any aspect of the user's mental state or to affect the task environment
  • Methods describe a procedure for accomplishing a goal
  • Selection Rules are needed when a goal is attempted, there may be more than one method available to the user to accomplish it.

There are several different GOMS variations which allow for different aspects of an interface to be accurately studied and predicted. For all of the variants, the definitions of the major concepts are the same. There is some flexibility for the designer's/analyst's definition of all of the entities. For instance, an operator in one method may be a goal in a different method. The level of granularity is adjusted to capture what the particular evaluator is examining. For a simple applied example see CMN-GOMS.


Principles of GOMS[4]

  • To improve the performance of a cognitive skill, eliminate unnecessary operators from the method used to do the task (or use other methods).
  • The operators involved in cognitive skills are highly specific to the methods used for a given task.
  • Task performance can be improved by providing a set of error-recovery methods.


See Also

Human Computer Interaction (HCI)
Human-Centered Design (HCD)
Machine-to-Machine (M2M)
Machine Learning
Keystroke-Level Model (KLM)
CMN-GOMS


References

  1. What is GOMS Model? InstructionalDesign
  2. Defining GOMS Wikivisually
  3. Overview of the GOMS Model Wikipedia
  4. Principles of GOMS Instructional Design


Further Reading

  • Introduction to GOMS Rensselaer
  • Designing minimal documentation using a GOMS model: a usability evaluation of an engineering approach Richard Gong, Jay Elkerton
  • Towards a Practical GOMS Model Methodology for User Interface DesignTowards a Practical GOMS Model Methodology for User Interface Design David Kieras