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Predictive Engineering Models Using the EPIC Architecture for a High-Performance Task

David E. Kieras, Scott D. Wood, David E. Meyer


Artificial Intelligence Laboratory
Electrical Engineering & Computer Science Department
University of Michigan
1101 Beal Avenue
Ann Arbor, Michigan 48109-2110
(313) 763-6739
kieras@eecs.umich.edu


Artificial Intelligence Laboratory
Electrical Engineering & Computer Science Department
University of Michigan
1101 Beal Avenue
Ann Arbor, Michigan 48109-2110
(313) 763-6448
swood@eecs.umich.edu


Department of Psychology
University of Michigan
330 Packard Road
Ann Arbor, Michigan 48104
(313) 763-1477
David_E._Meyer@um.cc.umich.edu

© ACM

Abstract

Engineering models of human performance permit some aspects of usability of interface designs to be predicted from an analysis of the task, and thus can replace to some extent expensive user testing data. Human performance in telephone operator tasks was successfully predicted using engineering models constructed in the EPIC (Executive Process-Interactive Control) architecture for human information-processing, which is especially suited for modeling multimodal, complex tasks. Several models were constructed on an a priori basis to represent different hypotheses about how users coordinate their activities to produce rapid task performance. All of the models predicted the total task time with useful accuracy, and clarified some important properties of the task.

Introduction

Engineering models for human performance permit some aspects of user interface designs to be evaluated analytically for usability, without consuming resources for empirical user testing, by making usability predictions based on an analysis of the user's task in conjunction with principles and parameters of human performance [4, 7]. This paper reports results on a new class of engineering models for a type of high-performance task, namely the telephone operator tasks studied by Gray, John, and Atwood [5]. By "high performance" we mean that the task is time-stressed; the total execution time must be minimized, and the user of the workstation (the telephone operator) is well-practiced. These tasks are scientifically interesting because they are multimodal, involving speech reception and production as well as the usual visual display and keystrokes, and also because they are active system tasks [7] in that the user must respond to events produced by the external environment, unlike passive system text editing, which is basically paced by the user. As pointed out by John and Kieras [7], engineering models for active system tasks are currently under-developed. Finally, predicting performance in such tasks can be economically important; a detailed information-processing analysis of telephone operator tasks, the Gray, John, and Atwood CPM-GOMS models [5], were of considerable economic value in this domain where a second's reduction in average task completion time represents considerable financial savings.

Background on CPM-GOMS

Since the CPM-GOMS methodology and its most noteworthy application [5] is the precursor to the present work, some background is important to make the contribution of the present work clear (see also [7] for a general discussion of GOMS methodologies). CPM-GOMS is based on the Model Human Processor (MHP) [4], which is a proposal for how human information processing is performed by a set of perceptual and motor processors surrounding a cognitive processor; these processors operate in parallel with each other. During performance of a task, the human engages in perceptual, cognitive, and motor activities; but since these activities can overlap each other in time, the total time to execute the task is far less than the total of the times for the individual activities. Predicting the time required to execute the task thus requires determining which individual perceptual, cognitive, and motor activities are overlapped.

In the CPM-GOMS methodology, the analyst constructs a schedule chart (PERT chart) to represent the temporal dependencies between the various sequential and parallel activities. Once this network of activities is constructed, the predicted execution time between the very first and the very last activity is the total of the times on the critical path through the network, which is the longest duration pathway along the dependencies between the task start and completion. The critical path can then be examined to determine which activities actually determine the time required to complete the task.

However, the practical problem with CPM-GOMS methodology is that constructing the schedule charts required to analyze an interface design is quite labor-intensive. The analysis is performed on a set of benchmark task scenarios, or task instances. For each task instance and interface design, the interface analyst must choose the particular hypothetical pattern of perceptual, cognitive, and motor activities, and construct the schedule chart that shows which MHP processors are active in what order, and which processor actions depend on which other actions. Of course, the analyst may be able to reuse large portions of the schedule charts if the alternative designs or tasks involve only small variations that can be represented just by rearrangements of portions of the schedule charts (as in the Ernestine models, [5]). But due to the work involved, the CPM- GOMS method is recommended for predicting execution time only when there is a small number of benchmark tasks to be analyzed (see [7]).

Generative Models of Interface Procedures

This paper presents a new family of engineering models based on the EPIC (Executive Process-Interactive Control) human information processing architecture developed by Kieras and Meyer [9, 12], and the earlier Cognitive Complexity Theory (CCT) production-system analysis of human-computer interaction [3, 10]. EPIC is similar to the Model Human Processor (MHP) [4], but EPIC incorporates many recent theoretical and empirical results about human performance in the form of a computer simulation modeling software framework. Using EPIC, a generative model can be constructed that represents the general procedures required to perform a complex multimodal task as a set of production rules. (The term generative is used analogously to its sense in formal linguistics. The syntax of a language can be represented compactly by a generative grammar, a set of rules for generating all of the grammatical sentences in the language.) When the model is supplied with the external stimuli corresponding to a specific task instance, it will then execute the procedures in whatever specific way the task instance requires, thus simulating a human performing the task, and generating the predicted actions and their time course.

If a generative model based on EPIC can be applied to predicting execution time in a high-performance task, it should be considerably more efficient than the CPM-GOMS approach. Preliminary work with an EPIC model of the telephone operator tasks [13] was encouraging, showing fairly good accuracy in predicting task and event times for a small set of task instances. However, this preliminary model was constructed in a "scientific" mode, in which the model was developed iteratively to provide a good fit to a single protocol, and was then validated against two other protocols. But for a engineering model to be most useful, it should be usefully accurate in an a priori mode, requiring little or no "tuning" based on empirical task observation.

Thus the work reported here investigated the extent to which usefully accurate predictions could be made with predictive EPIC models that are based on a priori task analysis and principles of construction.

THE EPIC ARCHITECTURE

EPIC was designed to explicitly couple the basic information processing and perceptual-motor mechanisms represented in the MHP with a cognitive analysis of procedural skill, namely that represented by production-system models such as CCT [3], ACT [1], and SOAR [11]. Thus, EPIC has a production-rule cognitive processor surrounded by perceptual-motor peripherals; applying EPIC to a task situation requires specifying both the production-rule programming for the cognitive processor, and also the relevant perceptual and motor processing parameters. EPIC computational task models are generative in that the production rules supply general procedural knowledge of the task, and thus when EPIC interacts with a simulated task environment, the model generates the specific sequence of serial and parallel activities required to perform specific tasks. The model is driven by a task instance description that consists only of the sequence and timing of events external to the user, such as which characters appear at what location on the screen at what time, possibly in response to actions performed by the user. Thus the task analysis reflected in the model is general to a class of tasks, rather than reflecting specific task scenarios.

Figure 1 shows the overall structure of processors and memories in the EPIC architecture. At this level, EPIC is rather conventional, and closely resembles the MHP. However, there are some important new concepts in the EPIC architecture; this brief presentation will highlight some key properties of EPIC that both distinguish it from the MHP and are important for the work reported here. More details can be found in [9, 12]. It is important to note that EPIC was used "as is" for the modeling work reported here; the details and parameters of the architecture had been developed in other task domains and modeling projects.

As shown in Figure 1, there is a conventional flow of information from sense organs, through perceptual processors, to a cognitive processor (consisting of a production rule interpreter and a working memory), and finally to motor processors that control effector organs.

FIGURE 1. Overall structure of the EPIC architecture showing information flow paths as solid lines, mechanical control or connections as dotted lines. The processors run independently and in parallel; task performance is simulated by having the EPIC model interact with a simulated task environment.

There are separate perceptual processors with distinct processing time characteristics, and separate motor processors for vocal, manual, and oculomotor (eye) movements. There are feedback pathways from the motor processors, as well as tactile feedback from the effectors, which are important in coordinating multiple tasks. The declarative/procedural knowledge distinction of the "ACT-class" cognitive architectures [1] is represented in the form of separate permanent memories for production rules and declarative information. Working memory (WM) contains all of the temporary information tested for and manipulated by the production rules, including control information such as task goals and sequencing information, and also conventional working memory items, such as representations of sensory inputs.

A single stimulus input to a perceptual processor can produce multiple outputs to be deposited in WM at different times. The first output is a representation that a perceptual event has been detected, followed later by a representation that describes the recognized event. The perceptual processors in EPIC are "pipelines," in that an input produces an output at a certain later time, independently of what particular time it arrives.

The cognitive processor is programmed in terms of production rules, and so in order to model a task, we must supply a set of production rules that specify what actions in what situations must be performed to do the task. We are using the Parsimonious Production System (PPS) interpreter, which is especially suited to task modeling work, as in the CCT models [3]. One important feature of PPS is that control information such as the current goals is simply another type of WM item, and so can be manipulated by rule actions. The cognitive processor accepts input only at the beginning of each cycle, and produces output at the end of the cycle, whose mean duration we estimate at 50 ms. A critical difference with the MHP and many other production system architectures is that on each cognitive processor cycle, any number of rules can fire and execute their actions; this parallelism is a fundamental feature of PPS. Thus, unlike the MHP, the EPIC cognitive processor is not constrained to be doing only one thing at time. Rather, multiple processing threads can be represented simply as sets of rules that happen to run simultaneously.

The EPIC motor processors are much more elaborate than those in the MHP. Certain results motivate our assumptions that the motor processors operate independently, but the hands are bottlenecked through a single manual processor, and so normally can be operated only either one at a time, or synchronized with each other. Current research on movement control suggests that movements are specified in terms of features, and the time to produce a movement depends on its feature structure as well as its mechanical properties. We have represented this property in highly simplified models for the motor processors. The input to the motor processors consist of a symbolic name for the desired movement, or movement feature. The processor recodes the symbol into a set of movement features, and then initiates the movement. An important empirical result is that effectors can be preprogrammed if the movement can be anticipated. In our model, this takes the form of instructing the motor processor to generate the features, and then at a later time instructing the movement to be initiated. As a result of the pre-generation of the features, the resulting movement will be made sooner. Finally, we assume that a motor processor can prepare only one movement at a time, but this preparation can be done in parallel with the physical execution of a previously commanded movement.

MODELING THE TELEPHONE OPERATOR TASK

Task Summary

Briefly, the tasks analyzed in this report involve a human operator who sits at a computer-based workstation and assists customers to complete telephone calls. The specific class of tasks analyzed were ones in which the customer dials "0" followed by the destination telephone number, but then needs to supply orally a billing number to the operator (hereafter termed the user). The task begins when the workstation beeps to announce the arrival of a call, and then the workstation displays a variety of items on the screen about the call characteristics. The user must greet the customer with one of two greetings depending on whether the customer is calling from a pay phone or a private phone.

The major activity in the task is to use the screen information and the customer speech to determine which keys to press to specify the billing class of the call and then enter the billing number into the workstation, which then checks the number for validity. After getting the billing information from the customer, the user says "thank you." When the workstation validates the number, the user presses the POSITION RELEASE key to allow the call to proceed and signal readiness to handle the next call.

Many of the task activities can be overlapped; for example, the user typically starts pressing keys while the customer is still speaking, and can overlap much of his or her own speech with such activity and while waiting for the workstation to respond.

A Set of A-Priori Models

To simulate the user's performance, EPIC was "programmed" with a set of production rules capable of performing all possible instances of a class of telephone operator tasks. Under direction of the cognitive processor rules, the perceptual and motor processors move the eyes around, perceive stimuli on the operator's workstation screen, and reach for and strike keys. The time these activities require is determined by the perceptual and motor processors, but the production rules can arrange to overlap some of the activities in order to complete the entire task as rapidly as possible.

An immediate insight from the EPIC architecture is that there are multiple possibilities for performing task activities in parallel. Accordingly, a series of models was constructed that represented discrete points on a continuum starting with a purely hierarchical and sequential description of the task, through models that took advantage of the parallel processing possibilities of the cognitive architecture, to models that represented highly optimized utilizations of the architecture. Thus the sequence of models represent a hypothetical increase in processing efficiency and sophistication, which presumably would be related to the degree of practice in the task. Since the users producing the data were highly experienced, it was expected that one of the more optimized models would provide the best account of their performance.

The first model, termed the Hierarchical Motor-Sequential model, was based on a straightforward GOMS model for the task that followed the NGOMSL notation [8] for describing task procedures as a hierarchical set of methods consisting of sequential executed actions. Figure 2 shows the hierarchy of Goals and Methods for the GOMS model for the task. The production rules implemented this GOMS model in a style similar to the CCT templates described in [3]. In particular, each GOMS method entailed executing a pair of "housekeeping" productions corresponding to the entry and return from a submethod (see [3]), and a separate production rule for each basic perceptual or motor operator step in the method. The production rule for each step always waited for any motor action to be completed before it would fire to instruct the next motor action, or to invoke a submethod. Likewise, if an action was taken to acquire perceptual information, such as an eye movement, the next rule to fire always waited until the perceptual information was available. This model had a total of 50 production rules; one rule for each step in each method plus the additional "housekeeping" rules for each method.

Although it had strictly sequential methods, the Hierarchical Motor-Sequential model overlaps some of the task activities, for example, typing the billing number can begin while the customer is still speaking digits. Using a "pipeline" approach similar to John's [6] model of transcription typing, as each digit arrives in Working Memory, the cognitive processor sends the corresponding key press command to the manual motor processor as soon as it finishes the previous keystroke.

The second model, the Hierarchical Motor-Parallel model, assumed that the user could take advantage of the motor processor's ability to prepare the next movement while a movement is currently underway, and so physical execution of the next movement can be initiated as soon as the current movement is complete. The production rules from the previous model were simply modified so that they no longer waited for actions to be completed. Rather, each rule that instructed a motor processor merely waited for the relevant motor processor to be ready to prepare a new movement, and if the next rule did not use that processor, it did not have to wait for it to finish. Thus, activities involving different processors could be performed in parallel, and preparations for the next movement could be made in parallel with the execution of a movement. As a result, many purely cognitive activities, such as the rules performing method housekeeping, could then execute while perceptual-motor actions were taking place.

The third model, the Hierarchical Prepared Motor-Parallel model, assumed that the user would anticipate the eye or hand movements by instructing the motor processor to prepare movements in advance, as soon as it was ready to accept movement instructions, and as early as logically possible. This advance preparation results in substantial time savings (typically 100- 250 ms) when the movement is actually to be made. Note that EPIC's motor processors do not impose a time penalty for a movement preparation that is subsequently not used or is overwritten by a different movement instruction. Thus it is possible to speed up performance if the likely next keystroke can be predicted.

This model was constructed by adding additional production rules to the Motor-Parallel model to send the preparation instructions to the motor processors at the right time. Such preparation was possible only for movements that could be assumed to be constant at that point in the task; for example, typing a digit of the billing number could not be prepared in advance, since the billing number would vary from task to task. In contrast, pressing the billing category key could be prepared far in advance, given that the task structure makes it reasonable to assume that this key is probably the next one to be hit.

A fourth model, the Hierarchical Premove/Prepared Motor-Parallel model went further, by actually making the movements in advance if logically possible, and then preparing for any subsequent motion. Thus certain keystrokes could be anticipated by moving the hand to the location of the key in advance, and then programming the actual keystroke movement. Thus both the physical movement and the motor programming were done as much in advance as possible, further speeding task execution.

FIGURE 2 The hierarchy of goals and methods in the GOMS model for the telephone operator task. Connections labeled as selection rules indicate possible additional subgoals.

The original Hierarchical Motor-Parallel model was then modified in a different direction, one involving flattening the methods. According to principles proposed in learning theories such as ACT [2] and SOAR [11], the method housekeeping and other such rules would be replaced as a result of practice by a more efficient set of rules that effectively turn "subroutine" methods into "in-line" methods. For example, a rule that invoked the submethod for entering a billing number would be replaced by a rule that simply performed the first substantive step for entering the billing number, and which then chained to the next step. The resulting rule set could be represented as a tree, in which each class of task would be performed by a sequence of rule firings along a single linear path through the tree, and each rule performs some substantive task action or decision, with no housekeeping rules. However, as in the Hierarchical Motor-Parallel models, the perceptual-motor activities can overlap substantially.

The Flattened Method models are perhaps closest to the CPM-GOMS models for the telephone operator tasks [5], in that the methods consist simply of sequences of operators, with no hierarchical submethod structure (see [7, 8] for more discussion of this distinction).

The rule set for the fifth model, the Flattened Motor-Parallel model was constructed by modifying the Hierarchical Motor- Parallel model to concatenate the steps of separate methods, with selection rules being replaced by simple conditional tests on each branch. A sixth model, the Premove/Prepared Flattened Motor-Parallel model, incorporated the same advance movement and preparation as the Premove/Prepared Hierarchical Motor-Parallel model. Because the minimum number of activities are on the critical path, this model produces the fastest execution times.

COMPARISON OF THE MODELS TO DATA

Observed and Predicted Times

The basic question is how well the a priori constructed models predict actual task performance data. Using videotaped task performances collected, but not analyzed, during the Gray, John, and Atwood [5] Project Ernestine, we selected task instances covered by the models, and in which the operator made no substantial overt errors in performance, and the customer provided the relevant task information smoothly, without discussion with the operator. A set of four task instances for each of two users were selected. The video and audio recordings of the selected task instances were digitized at full frame rate, and the times of individual events (display changes, words of speech, and keystrokes), were determined to the nearest video frame (1/30 sec).

Each of the eight task instances was simulated with the EPIC models by programming the environment simulation module with the times of the externally-determined events (e.g., response time of the workstation, timing of each word of the customer's speech), and then running the EPIC system with the production rules for each model. All perceptual-motor parameters were kept fixed at values previously determined in earlier work [12, 13]. Thus the execution time predictions produced by the different models differed only as a result of how the production rules controlled the EPIC architecture.

To provide a basis of judging the relative contribution of the EPIC models, the total task execution time was predicted for each task instance using the Keystroke-Level Model, which usually produces usefully accurate results in ordinary computer interface applications [4, 7]. The predicted task execution time was simply the total of the observed relevant workstation response times, the customer and user speaking times, and the total time for keystrokes (280 ms each) and homing operators (400 ms each).

Results

Total Task Execution Times. Predicting the total task execution time is the key contribution of engineering models for this type of task. The normal definition of this time is the duration between the initial call arrival signal tone and the last keystroke, the POSITION RELEASE key. According to the workstation training materials, a certain screen event is the proper signal for hitting this key, and this was assumed in the GOMS analysis underlying the models. However, according to our informants, the POSITION RELEASE key is not very constrained by the task structure; in fact, it can be pressed at a variety of times, even well in advance of the screen event, and indeed the timing of this keystroke was quite unstable in the observed data. Accordingly, the total task execution time was calculated as the time to press the penultimate key, the START key, which is struck immediately after the last digit of the billing number is entered. The predicted task execution times for each model were compared to these observed task execution times.

All of the models, even the Keystroke-Level Model, accounted for a statistically significant 83% or more of the variance in the task execution times. This is due to the fact that the major determinant of the task execution time is the length of the billing number supplied by the customer, and all the models predict that the execution time will be longer as the length of the billing number increases. However, the goal of good engineering models is to supply predicted values of usability metrics that are not merely correlated with the empirically measured values, but are actually similar in numerical value. Figure 3 shows the average absolute error in prediction, expressed as a percentage of average observed value. The dotted line shows 10% error, a common rule of thumb for a useful level of prediction accuracy. The average absolute error of prediction ranges from 7% for the relatively simple Hierarchical Motor-Parallel model, to 14% for the worst-fitting EPIC model, to 28% for the Keystroke-Level Model.

FIGURE 3 Average absolute error of prediction of total task execution time for each model.

All of the EPIC models appear to be usefully accurate in predicting total task execution time because they all represent to some extent how the task activities can be overlapped with each other (e.g., the billing number can be keyed in while the customer is still speaking the digits), so they all do a reasonable job of predicting overall task execution time. In contrast, the Keystroke-Level Model is much less accurate because it does not overlap any activities.

The surprise is that the highly optimized models did not fit the data as well as the simple Hierarchical Motor-Parallel model, which is only moderately efficient. This suggests that while users take advantage of the parallel preparation and execution capabilities of their motor processors to speed up their performance, they make little use of pre-positioning the eyes and hands in advance. Also, there is a hint that the flattened method models are "too fast" compared to the hierarchical models, but the difference is not large. Unfortunately, in these tasks, the Hierarchical model rules for submethod "calls" and "returns" tend to be overlapped with perceptual motor processing or external events, and so do not contribute to task performance time. A different type of task may be required to clearly distinguish these two families of models.

Individual Event Times. The scientific accuracy of the models can be tested more thoroughly by examining the predicted and observed timing of individual events such as keystrokes. These times were predicted very poorly by some models, and only moderately well by the best-fitting model, the Hierarchical Motor-Parallel model. Most of these events consist of typing the digits of the billing numbers. Detailed examination shows that in the observed task instances, the customer speaks the digits at a rate typically slower than the model (and apparently the actual users) can make the corresponding keystrokes, but the exact timing in the model is very sensitive to the delays in the situation, both those resulting from the workstation design and those due to speech recognition. Further work to characterize the details of the individual event timing is in progress.

One important implication of the detailed results is that apparently the rate at which the customer speaks the digits, not the rate at which the user can type, is probably the major bottleneck in the task execution time. A second implication is that perhaps the reason why the users appear to be following a task strategy that is only moderately efficient is that the task is so limited by the customer's speaking rate that there is no need for the greater efficiency of the more highly optimized models.

CONCLUSIONS

Some EPIC models for a high-performance task were constructed using a priori task analysis, construction principles, and parameter values, and these models were able to predict total task execution times with an accuracy high enough to be useful as engineering models for interface design. The detailed properties of the models suggest that the required level of optimization on the part of the user in these tasks may not be very high, although the users are highly practiced and execution speed is important. These results show the potential for EPIC to provide a framework for engineering models in complex, high-performance domains in which the user's performance time depends on the overlapped activity of separate processing capabilities.

The effort required to construct EPIC models seems to be considerably less than that for CPM-GOMS. In both approaches, the analyst must make many decisions about the details of task execution, such as when eye movements are necessary, but for EPIC models, these decisions are made only once for the general task procedures, rather than possibly multiple times in each specific benchmark task instance. Constructing the present models was relatively easy; the initial GOMS model was routine [7] once the information on the actual task procedures became available. Building the production- rule models was a matter of applying templates, both existing [3], or readily standardizable. Finally, the EPIC architecture itself was fixed and required no development for this analysis. In return for the rather modest construction effort, the resulting EPIC model can generate predicted execution times for all possible task instances within the scope of the GOMS model. Thus EPIC models would appear to be very efficient engineering models for high performance tasks.

At this point, EPIC is definitely a research system, and certainly is not ready for routine use by most interface designers. However, note that in some situations, such as the Ernestine project [5], the economics of the interface evaluation problem can make even a novel and demanding analysis approach a practical and useful solution. In addition, following the precedent of the CCT and NGOMSL engineering models (see [7]), as the EPIC architecture stabilizes and experience is gained in applying it to interface analysis problems, it should be possible to develop a simplified method of analysis that will enable designers to conveniently apply engineering models based on EPIC.

ACKNOWLEDGEMENT

This work was supported by the Office of Naval Research Cognitive Sciences Program under grant N00014-92-J-1173, and NYNEX Science and Technology, Inc.

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