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| Định luật Hick-Hyman× | Quy trình Nói-Lớn (Think-Aloud Protocol)× | |
|---|---|---|
| Lĩnh vực | Tương tác người-máy tính | Tương tác người-máy tính |
| Họ | Hypothesis test | Hypothesis test |
| Năm ra đời≠ | 1952 | 1980 |
| Người khởi xướng≠ | William Edmund Hick and Ray Hyman | K. Anders Ericsson and Herbert A. Simon, adapted to HCI by Clayton Lewis |
| Loại≠ | Empirical model of choice reaction time as logarithmic function of number of choices | Protocol for capturing user cognition and decision-making during task execution |
| Công trình gốc≠ | Hick, W. E. (1952). On the rate of gain of information. Quarterly Journal of Experimental Psychology, 4(1), 11–26. DOI ↗ | Ericsson, K. A., & Simon, H. A. (1980). Verbal reports as data. Psychological Review, 87(3), 215–251. DOI ↗ |
| Tên gọi khác≠ | Hick's Law, Law of Choice Reaction Time | Talk-Aloud Protocol, Concurrent Thinking Aloud, TA |
| Liên quan | 4 | 4 |
| Tóm tắt≠ | The Hick-Hyman Law predicts that human decision time increases logarithmically with the number of equally likely choices. Independently formulated by William Edmund Hick and Ray Hyman in the early 1950s, this law describes how long it takes a person to make a choice among alternatives. In human-computer interaction, the law is widely applied to menu design, navigation hierarchies, and command selection, showing that users take longer to select from larger sets of options, but the relationship is logarithmic, not linear. | The Think-Aloud Protocol is a usability testing method in which participants verbalize their thoughts while completing tasks on a system. As users navigate an interface, they continuously narrate their observations, interpretations, and reasoning, allowing researchers to understand their mental models, decision-making, and frustration points. Originating from cognitive psychology research by Ericsson and Simon (1980), this method was adapted for HCI by Clayton Lewis and has become one of the most widely used techniques for identifying usability problems and understanding user behavior. |
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