Department of Mechanical Engineering, University of Melbourne, Victoria, Australia.
Ergonomics. 2010 Sep;53(9):1061-71. doi: 10.1080/00140139.2010.502254.
An experiment is reported that is an extension of Payne (1995) and of Vu and Proctor (2003). These authors used various light/key arrangements to determine the ability of naive subjects to rate the usability of interface designs and found that naive judgements were not accurate, apart from selecting a best design. In this experiment, there were one, two, four and eight arrangements of lights and response keys with varying levels of compatibility between them. Response time is shown to be determined by two main factors: the level of response uncertainty (the number of light/key combinations); the correlation between stimulus-light and response key location, accounting for up to 93% of the experimental variance. Subjective response time (SRT), or judged response time, was responsive to the level of response uncertainty and also the correlation between light/key combinations, showing good correspondence to actual reaction times. It was found that SRT showed a stronger relationship to actual response time when subjects were presented with the full set of situations that they were to respond to, prior to judgements being made, rather than just individual sets for comparison. In interface design it is essential that, in order to reduce reaction times and error rates, there is a high level of user expectancy between locations of the stimulus and corresponding response. This research indicates how designs might be evaluated, based on the geometrical layout of stimuli and response arrangements.
报告了一项实验,该实验是对 Payne(1995)和 Vu 和 Proctor(2003)的扩展。这些作者使用各种灯光/钥匙布置来确定新手主体评定界面设计可用性的能力,发现新手判断不准确,除了选择最佳设计。在这个实验中,有一个、两个、四个和八个灯光和响应键的布置,它们之间具有不同程度的兼容性。结果表明,响应时间由两个主要因素决定:响应不确定性水平(灯光/钥匙组合的数量);刺激灯与响应键位置之间的相关性,可解释高达 93%的实验方差。主观响应时间(SRT)或判断响应时间对响应不确定性水平和灯光/钥匙组合之间的相关性敏感,与实际反应时间具有良好的对应关系。研究发现,当受试者在做出判断之前,面对他们要响应的所有情况时,SRT 与实际反应时间之间的关系更强,而不是仅对单个情况进行比较。在界面设计中,为了减少反应时间和错误率,刺激和响应布置的位置之间必须具有高度的用户期望。这项研究表明了如何根据刺激和响应布置的几何布局来评估设计。