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The Psychology of Human-Computer Interaction

TL;DR: The GOMS Model of Manuscript Editing as mentioned in this paper has been used in many applications, e.g., for text selection and text editing in computer science, and for circuit design.
Abstract: Contents: Preface. An Applied Information-Processing Psychology. Part I: Science Base. The Human Information-Processor. Part II: Text-Editing. System and User Variability. An Exercise in Task Analysis. The GOMS Model of Manuscript Editing. Extensions of the GOMS Analysis. Models of Devices for Text Selection. Part III: Engineering Models. The Keystroke-Level Model. The Unit-Task Level of Analysis. Part IV: Extensions and Generalizations. An Exploration into Circuit Design. Cognitive Skill. Applying Psychology to Design Reprise.
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01 Jan 1989
TL;DR: Regression analyses suggest that perceived ease of use may actually be a causal antecdent to perceived usefulness, as opposed to a parallel, direct determinant of system usage.

40,975 citations

Journal ArticleDOI
TL;DR: In this article, the authors developed and validated new scales for two specific variables, perceived usefulness and perceived ease of use, which are hypothesized to be fundamental determinants of user acceptance.
Abstract: Valid measurement scales for predicting user acceptance of computers are in short supply. Most subjective measures used in practice are unvalidated, and their relationship to system usage is unknown. The present research develops and validates new scales for two specific variables, perceived usefulness and perceived ease of use, which are hypothesized to be fundamental determinants of user acceptance. Definitions of these two variables were used to develop scale items that were pretested for content validity and then tested for reliability and construct validity in two studies involving a total of 152 users and four application programs. The measures were refined and streamlined, resulting in two six-item scales with reliabilities of .98 for usefulness and .94 for ease of use. The scales exhibited hgih convergent, discriminant, and factorial validity. Perceived usefulness was significnatly correlated with both self-reported current usage r = .63, Study 1) and self-predicted future usage r = .85, Study 2). Perceived ease of use was also significantly correlated with current usage r = .45, Study 1) and future usage r = .59, Study 2). In both studies, usefulness had a signficnatly greater correaltion with usage behavior than did ease of use. Regression analyses suggest that perceived ease of use may actually be a causal antecdent to perceived usefulness, as opposed to a parallel, direct determinant of system usage. Implications are drawn for future research on user acceptance.

40,720 citations

Journal ArticleDOI
TL;DR: The perceptual-motor modules, the goal module, and the declarative memory module are presented as examples of specialized systems in ACT-R, which consists of multiple modules that are integrated to produce coherent cognition.
Abstract: Adaptive control of thought–rational (ACT–R; J. R. Anderson & C. Lebiere, 1998) has evolved into a theory that consists of multiple modules but also explains how these modules are integrated to produce coherent cognition. The perceptual-motor modules, the goal module, and the declarative memory module are presented as examples of specialized systems in ACT–R. These modules are associated with distinct cortical regions. These modules place chunks in buffers where they can be detected by a production system that responds to patterns of information in the buffers. At any point in time, a single production rule is selected to respond to the current pattern. Subsymbolic processes serve to guide the selection of rules to fire as well as the internal operations of some modules. Much of learning involves tuning of these subsymbolic processes. A number of simple and complex empirical examples are described to illustrate how these modules function singly and in concert.

2,732 citations

Journal ArticleDOI
TL;DR: This article proposes distributed cognition as a new foundation for human-computer interaction, sketches an integrated research framework, and uses selections from earlier work to suggest how this framework can provide new opportunities in the design of digital work materials.
Abstract: We are quickly passing through the historical moment when people work in front of a single computer, dominated by a small CRT and focused on tasks involving only local information. Networked computers are becoming ubiquitous and are playing increasingly significant roles in our lives and in the basic infrastructures of science, business, and social interaction. For human-computer interaction to advance in the new millennium we need to better understand the emerging dynamic of interaction in which the focus task is no longer confined to the desktop but reaches into a complex networked world of information and computer-mediated interactions. We think the theory of distributed cognition has a special role to play in understanding interactions between people and technologies, for its focus has always been on whole environments: what we really do in them and how we coordinate our activity in them. Distributed cognition provides a radical reorientation of how to think about designing and supporting human-computer interaction. As a theory it is specifically tailored to understanding interactions among people and technologies. In this article we propose distributed cognition as a new foundation for human-computer interaction, sketch an integrated research framework, and use selections from our earlier work to suggest how this framework can provide new opportunities in the design of digital work materials.

2,047 citations

Journal ArticleDOI
TL;DR: The authors examined the role of effort and accuracy in the adaptive use of decision processes and found that people were highly adaptive to changes in the nature of the alternatives available to them and to the presence of time pressure.
Abstract: : The authors examine the role of effort and accuracy in the adaptive use of decision processes. A computer simulation study that used the concept of elementary information processes identified heuristic choice strategies which approximate the accuracy of normative procedures while requiring substantially less effort. However, no single heuristic did well across all task and context conditions. Of particular interest was the finding that under time constraints, several heuristics were clearly more accurate than a normative procedure. Two process tracing studies showed a significant degree of correspondence between the efficient strategies for a given decision problem identified by the simulation and actual decision behavior. People were highly adaptive to changes in the nature of the alternatives available to them and to the presence of time pressure. (Author)

1,871 citations