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In [[human–computer interaction]], 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.<ref>{{cite journal|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Allen|first3=Newell|title=The keystroke-level model for user performance time with interactive systems|journal=Communications of the ACM|date=1980|volume=23|issue=7|pages=396–410|doi=10.1145/358886.358895|s2cid=5918086|ref=1|doi-access=free}}</ref> 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.<ref>{{cite web|last1=Sauro|first1=Jeff|title=5 Classic Usability Books|url=http://www.measuringu.com/blog/usability-books.php|website=MeasuringU|accessdate=22 June 2015|ref=7}}</ref><ref>{{cite web|last1=Perlman|first1=Gary|title=Suggested Readings in Human-Computer Interaction (HCI), User Interface (UI) Development, & Human Factors (HF)|url=http://hcibib.org/readings.html|website=HCI Bibliography : Human-Computer Interaction Resources|accessdate=22 June 2015|ref=8}}</ref> The foundations were laid in 1974, when Card and Moran joined the [[PARC (company)|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.<ref>{{cite book|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The Psychology of Human-Computer Interaction|date=1983|publisher=L. Erlbaum Associates Inc|___location=Hillsdale|isbn=978-0898592436|pages=ix–x|ref=4|url=https://archive.org/details/psychologyofhuma00stua}}</ref> The keystroke-level model is still relevant today, which is shown by the recent research about mobile phones and touchscreens (see [[#Adaptions|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:<ref>{{cite journal|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The keystroke-level model for user performance time with interactive systems|journal=Communications of the ACM|date=1980|volume=23|issue=7|pages=398–400|doi=10.1145/358886.358895|s2cid=5918086|ref=5|doi-access=free}}</ref>
* '''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,<ref>{{cite journal|last1=Fitts|first1=Paul M|title=The information capacity of the human motor system in controlling the amplitude of movement|journal=Journal of Experimental Psychology: General|date=1992|volume=47|issue=3|doi=10.1037/h0055392|ref=3|pmid=13174710|pages=381–91}}</ref> 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) n<sub>D</sub> straight-line segments with a total length of D(n<sub>D</sub>, l<sub>D</sub>) cm): where n<sub>D</sub> is the number of the line segments drawn and l<sub>D</sub> 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.<ref>{{cite journal|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The keystroke-level model for user performance time with interactive systems|journal=Communications of the ACM|date=1980|volume=23|issue=7|pages=400–401|doi=10.1145/358886.358895|s2cid=5918086|ref=5|doi-access=free}}</ref> The following table shows the heuristics for placing the M operator:<ref>{{cite journal|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The keystroke-level model for user performance time with interactive systems|journal=Communications of the ACM|date=1980|volume=23|issue=7|pages=400|doi=10.1145/358886.358895|s2cid=5918086|ref=5|doi-access=free}}</ref>
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| K || total typing test time/total number of non-error keystrokes<br />
Guidelines:<ref name="klm-paper-operators-table">{{cite journal|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The keystroke-level model for user performance time with interactive systems|journal=Communications of the ACM|date=1980|volume=23|issue=7|pages=399|doi=10.1145/358886.358895|s2cid=5918086|ref=5|doi-access=free}}</ref><ref name="klm-book-operators-table">{{cite book|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The Psychology of Human-Computer Interaction|date=1983|publisher=L. Erlbaum Associates Inc|___location=Hillsdale|isbn=978-0898592436|pages=[https://archive.org/details/psychologyofhuma00stua/page/264 264]|ref=4|url=https://archive.org/details/psychologyofhuma00stua/page/264}}</ref><br />
.08 (135 wpm: best typist)<br />
.12 (90 wpm: good typist)<br />
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== Advantages ==
The KLM was designed to be a quick and easy to use system design tool, which means that no deep knowledge about [[psychology]] is required for its usage.<ref name="klm-paper-advantages">{{cite journal|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The keystroke-level model for user performance time with interactive systems|journal=Communications of the ACM|date=1980|volume=23|issue=7|pages=409|doi=10.1145/358886.358895|s2cid=5918086|ref=19|doi-access=free}}</ref> Also, task times can be predicted (given the [[#Limitations|limitations]]) without having to build a [[prototype]], recruit and test users, which saves time and money.<ref>{{cite book|last1=Sauro|first1=Jeff|title=Human-Computer Interaction. New Trends|editor1-last=Jacko|editor1-first=Julie A|chapter=Estimating productivity: Composite operators for keystroke level modeling|journal=Human-Computer Interaction. New Trends: Proceedings of the 13th International Conference (LNCS)|date=2009|volume=5610|pages=352–361|doi=10.1007/978-3-642-02574-7_40|ref=20|publisher=Springer-Verlag|___location=Berlin Heidelberg|series=Lecture Notes in Computer Science|isbn=978-3-642-02573-0}}</ref> See the [[#Example|example]] for a practical use of the KLM as a system design tool.
== Limitations ==
The keystroke-level model has several restrictions:
* It measures only one aspect of performance: time,<ref>{{cite journal|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The keystroke-level model for user performance time with interactive systems|journal=Communications of the ACM|date=1980|volume=23|issue=7|pages=400|doi=10.1145/358886.358895|s2cid=5918086|ref=21|doi-access=free}}</ref> which means execution time and not the time to acquire or learn a task <ref>{{cite book|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The Psychology of Human-Computer Interaction|date=1983|publisher=L. Erlbaum Associates Inc|___location=Hillsdale|isbn=978-0898592436|pages=[https://archive.org/details/psychologyofhuma00stua/page/260 260–261]|ref=22|url=https://archive.org/details/psychologyofhuma00stua/page/260}}</ref>
* It considers only expert users. Generally, users differ regarding their knowledge and experience of different systems and tasks, motor skills and technical ability <ref name="klm-paper-limitations-users">{{cite journal|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The keystroke-level model for user performance time with interactive systems|journal=Communications of the ACM|date=1980|volume=23|issue=7|pages=397, 409|doi=10.1145/358886.358895|s2cid=5918086|doi-access=free}}</ref>
* It considers only routine unit tasks <ref name="klm-paper-limitations">{{cite journal|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The keystroke-level model for user performance time with interactive systems|journal=Communications of the ACM|date=1980|volume=23|issue=7|pages=409|doi=10.1145/358886.358895|s2cid=5918086|ref=24|doi-access=free}}</ref>
* The method has to be specified step by step.<ref name="klm-paper-limitations" /> This makes it more accessible to use for an average person without advanced technical skills.
* The execution of the method has to be error-free <ref name="klm-paper-limitations" />
* The mental operator aggregates different mental operations and therefore cannot model a deeper representation of the user’s mental operations. If this is crucial, a GOMS model has to be used (e.g. model K2)<ref>{{cite book|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The Psychology of Human-Computer Interaction|date=1983|publisher=L. Erlbaum Associates Inc|___location=Hillsdale|isbn=978-0898592436|pages=[https://archive.org/details/psychologyofhuma00stua/page/285 285–286]|ref=25|url=https://archive.org/details/psychologyofhuma00stua/page/285}}</ref>
Also, one should keep in mind when assessing a computer system that other aspects of performance (errors, learning, functionality, recall, concentration, fatigue, and acceptability),<ref>{{cite journal|last1=Card|first1=Stuart K|last2=Moran|first2=Thomas P|last3=Newell|first3=Allen|title=The keystroke-level model for user performance time with interactive systems|journal=Communications of the ACM|date=1980|volume=23|issue=7|pages=396–397|doi=10.1145/358886.358895|s2cid=5918086|ref=26|doi-access=free}}</ref> types of users (novice, casual)<ref name="klm-paper-limitations-users" /> and non-routine tasks have to be considered as well.<ref name="klm-paper-limitations-users"/>
Furthermore, tasks which take more than a few minutes take several hours to model and a source of errors is forgetting operations.<ref>{{cite book|last1=Sauro|first1=Jeff|title=Human-Computer Interaction. New Trends|editor1-last=Jacko|editor1-first=Julie A|chapter=Estimating productivity: Composite operators for keystroke level modeling|journal=Human-Computer Interaction. New Trends: Proceedings of the 13th International Conference (LNCS)|date=2009|volume=5610|page=353|doi=10.1007/978-3-642-02574-7_40|ref=28|publisher=Springer-Verlag|___location=Berlin Heidelberg|series=Lecture Notes in Computer Science|isbn=978-3-642-02573-0}}</ref> This implies that the KLM is best suited for short tasks with few operators.
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