Tuesday, 5 March 2013

BEHAVIOUR MODELS

Predictive Models

In simple terms predictive Models is a strategy that is used of anticipating what will happen without the use of conducting research and postponing the release of an interface whilst many are able to have a test run of an interface. There are a few key Models that I will explain below:

Reaction Time - This is basically how long it takes an interface to comply and process to a command that has been made by the user.

KLM - is the abbreviation for Keystroke Level Model. This specific model identifies low level actions that are taking place. KLM separates the whole process down into a single action.There are various actions for instance pressing buttons on a keyboard , the movement and positioning of the mouse and finally the interaction between a keyboard and a mouse. All of the actions that take place have a fixed time in order to workout feedback that will be provided by the system.

TP - is the abbreviation for Throughput. This is mainly linked to the output that is being given by the system. The role of throughput is used to measure the quantity or in other terms speed that it takes to process a command that has been made by the user. The speed process can vary the reason for this is because it is dependent on the task that it a system has been requested or the level of sophistication that is involved. In other terms this is also known as response time.

Fitts Law - This is a strategy that is used to workout and calculate throughput beforehand for any system design, this is done by foreseeing human movement and motion this is works by the use of time and distance. In addition to this the user time will also be different the reason for this is because this is dependent on the user, in relation to where the icons are, the menu or the actual GUI, the movement and click of a mouse or using the keyboard.

Descriptive Models

KAM - KAM is the abbreviation for Key Action Model. KAM basically understand the response  that is wanted by a user when they are using the system. This is in relation to the behavior or response, the response will differ from how the system precisely acts towards  commands that are made. For instance a new user that is oblivious to computer systems and the use of them may find it difficult to understand that you are required to log on via the use of a log in and password, whilst this is happening the system will access a database in order to authenticate and confirm that the data entered is 100% accurate and valid.

Buxton's Three State Model - This model basically understand the amount of pressure that is applied to a keyboard and a touch pad whilst a user is using the system. The interface will be required to respond to commands that are being made by the user. In this the user will have icons and applications that they use most frequently, even so the interface that is in use should still provide the same response to the commands. AN example of a touch screen device can be the iPad or Samsung Galaxy Tablet.

Guiard’s Model - This model basically is linked to the preferred method that a user likes to access and make use of computers and devices, when it comes down to the creation of an interface the ease of use must always be taken into consideration. This is so that it is not always dependent on the user to input data or actions using a preferred hand. When stating this the device should also be accessible and compatible for a left handed user to operate it. Lastly this model recognizes the fact that users with both hands are not likely to perform identical actions to the same extent of effectiveness with either hand. 

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