Stumblepointv0.1 · open method

Open method · v0.1 (phase 0)

How Stumblepoint measures

Every number is an estimate with an interval, never a verdict. The change between variants is the main product; absolute numbers are indicative.

1. Deterministic playback

An agent walks the prototype like a first-time user: it follows the words that best match the goal (information scent), fills required fields with test data, skips optional ones, and dismisses popups. The path it takes is saved as a locked flow. Measurement always replays that locked path at a fixed viewport, with reduced motion, so the same build gives the same numbers. Target: under 2 % variation between runs.

2. Effort: Keystroke-Level Model

OperatorTypicalRangeUsed for
K keystroke0.28 s0.20–0.40Each character typed
P pointFitts' law±20 %0.23 + 0.166·log2(D/W + 1) from the previous pointer position to the target
B button0.10 s0.08–0.12Press and release (2 per click)
H homing0.40 s0.30–0.50Hand between mouse and keyboard
M mental1.35 s1.0–1.7Before each decision, each field, each optional field the user must decide to skip
S scroll1.0 s0.7–1.5Per screen scrolled to reach the target

Clicks, keystrokes and choices are counted separately. A choice is a decision with more than one plausible option: a radio group, a select, an optional field, or several buttons that look like the next step.

3. Comprehension: the second axis

Cognitive walkthrough. For the main action on each step, four fixed questions are answered with a probability: Will the user try to achieve the right effect? Notice the action? Associate it with the effect? See progress afterwards? In phase 0 the answers come from transparent heuristics (a stand-in for Jev). Set STUMBLEPOINT_LLM=claude to have Claude answer them from the screenshot instead.

Information scent. How well the words on the chosen control match the words in the goal, based on a small English and Norwegian concept lexicon.

Typical questions. Each flow type (checkout, sign-up, booking) has a bank of questions users tend to ask, such as "What does shipping cost?" or "Can I change this later?". A question is asked at the first step where it becomes relevant, and counts as answered if anything the user has seen so far answers it. This bank is a synthetic fallback: in phase 1 it is replaced by questions real testers ask while thinking aloud.

4. Ranking

Variants are ranked on effort including comprehension: KLM time plus one extra mental operator for each expected "no" in the walkthrough, and half a mental operator for each unanswered question. Variants that do not reach the goal rank last. Every report also shows which variant the simple rule "fewest clicks" would pick; the model has to beat that rule to be worth anything.

5. Stumble points

A stumble point is a place where the user is likely to slow down or get confused: an unanswered question, a popup interruption, an optional field, a validation error, an account wall, an action below the fold, weak label scent, missing progress feedback, or several equally plausible next steps.

Known limits