Interaction Analysis

Purpose of the Analysis

This page compares Norman’s Action Cycle, the GOMS model, and KLM (Keystroke-Level Model) using practical examples to highlight differences in cognitive processing, task execution, and feedback. All examples are based on Dix et al., Human–Computer Interaction, Chapters 9 and 12.

Example 1: Enabling Wi-Fi on a Smartphone

Norman’s Action Cycle vs GOMS – Wi-Fi Toggle Task
Wi-Fi Toggle Task – Norman vs GOMS Comparison
Stage User Action GOMS / KLM Interpretation Analysis
Goal User intends to turn Wi-Fi ON to access the internet Goal = Enable Wi-Fi ✅ Both models agree on objective; Norman frames cognitively, GOMS structurally
Plan / Decision User chooses Quick Settings / Control Center instead of full Settings Method = Swipe down → Tap Wi-Fi toggle; optional selection rules if multiple methods exist 🟡 Norman emphasizes mental decision; GOMS focuses on method selection
Target Identification User visually locates Wi-Fi icon among toggles Not explicitly modeled; may correspond to KLM [M] ⚠️ Norman models perception; GOMS assumes target already known
Execute User taps the Wi-Fi toggle Operator = Tap; KLM sequence: M → P → K ✅ Both models capture physical action; timing measurable in KLM
Feedback / Evaluate User sees icon color change and confirms connection Feedback assumed, not modeled ❌ Norman addresses Gulf of Evaluation; GOMS ignores perception

Example 2: Automatic Syringe Dose Calculator

Automatic Syringe
Norman’s Action Cycle – Bad vs Good Design (Syringe Task)
Stage User Action / Interaction Design Interpretation Analysis
Goal User wants to enter dosage quickly and safely

Bad: Enter dosage without guidance

Good: Clear, step-by-step input layout

✅ Good design gives clear objective; bad design increases cognitive load
Plan / Decision User decides how to input dosage

Bad: Confusing keypad layout

Good: Logical numeric layout, easy to plan input

🟡 Good design reduces mental effort; bad design requires more cognitive processing
Target Identification User locates number keys on syringe keypad

Bad: Keys hard to differentiate

Good: Keys visually distinct and clearly labeled

⚠️ Good design improves perception; bad design increases error likelihood
Execute User presses keys to enter dosage

Bad: Input errors frequent

Good: Accurate and efficient input

✅ Execution smoother in good design; bad design leads to mistakes
Feedback / Evaluate User verifies dosage and confirms

Bad: Unclear or delayed feedback

Good: Immediate confirmation of dosage entered

❌ Strong feedback closes evaluation gulf; weak feedback increases error risk

Example 3: Using a Water Dispenser (Button-Based)

Water Dispenser Button Interaction
Norman’s Action Cycle vs GOMS – Water Dispenser Button Task
Stage User Action GOMS / KLM Interpretation Analysis
Goal User wants to fill a cup with water Goal = Get water ✅ Both models clearly define the objective
Plan / Decision User decides to press the dispenser button Method = Hold cup → Press button 🟡 Norman highlights intention; GOMS defines task method
Target Identification User visually locates the water button Not explicitly modeled; assumed known ⚠️ Norman models perception; GOMS assumes button is visible
Execute User presses and holds the button Operator = Press; KLM: M → P → K ✅ Physical action captured well by both models
Feedback / Evaluate User sees water flowing and releases button when cup is full Feedback assumed, not detailed ❌ Norman explains feedback; GOMS ignores evaluation