GOMS Model (Card, Moran, And Newell)
The GOMS model (Goals, Operators, Methods, Selection rules) is a predictive model of human-computer interaction that was developed by researchers Card, Moran, and Newell in the 1980s. It is based on the idea that people’s interactions with computers can be analyzed and predicted by examining their goals, the mental and physical operators they use to achieve those goals, and the selection rules they use to choose among those operators.
One of the key assumptions of the GOMS model is that human-computer interaction is goal-directed, meaning that people use computers to achieve specific goals or objectives. These goals can be simple, such as wanting to check the weather forecast, or more complex, such as wanting to complete a task using a specific software program.
To achieve their goals, people use a variety of mental and physical operators. Mental operators are cognitive processes that people use to plan, evaluate, and execute actions, such as deciding which action to take next or evaluating the results of an action. Physical operators are the physical actions that people take to interact with computers, such as typing on a keyboard or clicking a mouse button.
Selection rules are the criteria that people use to choose among different mental and physical operators. For example, if a person’s goal is to find information on a website, they might use the selection rule “choose the operator that will get me to the information most quickly.”
The GOMS model can be used to predict how long it will take a person to complete a specific task on a computer, and to identify potential bottlenecks or areas of difficulty. It can also be used to design user interfaces that are more efficient and intuitive for users, by minimizing the number of mental and physical operators required to achieve a goal and making it easy for users to choose the appropriate operators.
One example of how the GOMS model has been used to design a more efficient user interface is in the development of the “command completion” feature in computer operating systems. This feature allows users to type a few letters of a command and then press the “tab” key to automatically complete the rest of the command. This reduces the number of physical operators (typing) required to enter a command and makes it easier for users to choose the correct operator (the correct command).
Another example of the use of the GOMS model is in the design of video game user interfaces. Game designers can use the model to predict how long it will take players to complete specific tasks, such as defeating enemies or solving puzzles, and to identify potential bottlenecks or areas of difficulty. They can then use this information to design more intuitive and efficient user interfaces that minimize the number of mental and physical operators required to complete tasks and make it easier for players to choose the appropriate operators.
The GOMS model is a useful tool for predicting and analyzing human-computer interaction, and for designing user interfaces that are efficient and intuitive for users. It has been widely used in the field of human-computer interaction, and has helped to improve the usability of a wide range of computer systems and applications.

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