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GOMS is an analytic technique for making quantitative and qualitative predictions about skilled behavior with a computer system. The acronym stands for goals, operators, methods, and selection rules.
The process by which common ground is developed.
Guiard’s model of bimanual control
A model that describes the roles of the hands in performing tasks that typically involved two hands, one being dominant or preferred and the other being nondominant or nonpreferred.
A standard operator in a keystroke-level model (KLM), H represents the act of homing the hands between input devices, such as between the keyboard and the mouse. It was empirically determined to take 400 msec by Card, Moran, and Newell (1980b, 1983).
Early in computing theory, it was established that it was impossible to produce a program that can reliably tell whether any program will eventually halt (rather than run forever). As well as its intrinsic significance, this is typical of a range of impossibility results that establish the fundamental limitations of computation.
Important but invisible links between entities in the cognitive dimensions framework. Frequently the links are visible in one direction but not in the other (cell dependencies in spreadsheets, for example). See the text for more details.
Two representations that contain the same information. See also computational equivalence.
A framework that employs an adaptationist methodology to develop quantitative and computational psychological models of user strategies for seeking, gathering, and consuming information.
Within cognitive science, problem solving is seen as an information-processing activity [See computational metaphor (of cognition)], in which encoded information is acted on and transformed in the resolution of a goal held by a cognitive entity.