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KLM (human-computer interaction) : ウィキペディア英語版
Keystroke-level model
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 KLM 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 motor operators followed by one mental operator and one system response operator:
* K (keystroke or button press): it is the most frequent operator and means keys and not characters (so e.g. pressing SHIFT is a separate K operation). The time for this operator depends on the motor skills of the user and is determined by one-minute typing tests, where the total test time is divided by the total number of non-error keystrokes.
* P (pointing to a target on a display with a mouse): this time differs depending on the distance to the target and the size of the target, but is held constant. A mouse click is not contained and counts as a separate K operation.
* H (homing the hand(s) on the keyboard or other device): This includes movement between any two devices as well as the fine positioning of the hand.
* D (drawing (manually) nD straight-line segments with a total length of D(nD, lD) cm): where nD is the number of the line segments drawn and lD is the total length of the line segments. This operator is very specialized because it is restricted to the mouse and the drawing system has to constrain the cursor to a .56 cm grid.
* M (mentally preparing for executing physical actions): denotes the time a user needs for thinking or decision making. The number of Ms in a method depends on the knowledge and skill of the user. Heuristics are given to help decide where an M should be placed in a method. For example, when pointing with the mouse a button press is usually fully anticipated and no M is needed between both operators. The following table shows the heuristics for placing the M operator:
* R (response time of the system): the response time depends on the system, the command and the context of the command. It only used when the user actually has to wait for the system. For instance, when the user mentally prepares (M) for executing his next physical action only the non-overlapping part of the response time is needed for R because the user uses the response time for the M operation (e.g. R of 2 seconds – M of 1.35 seconds = R of .65 seconds). To make things clearer, Kieras suggests the naming waiting time (W) instead of response time (R) to avoid confusion. Sauro suggests taking a sample of the system response time.
The following table shows an overview of the times for the mentioned operators as well as the times for suggested operators:

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Keystroke-level model」の詳細全文を読む



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