Human Computer Interaction ثلاثلا ىوتسملا - تامولعملا ةناقت
Human Computer Interaction ثلاثلا ىوتسملا - تامولعملا ةناقت
Lecture 3
CONCEPTUALIZING
INTERACTION DESIGN?
Conceptualizing design
Proof of concept
• Conceptualize what the proposed product will
do
Why the need to conceptualizing design?
• To scrutinize vague ideas and assumptions about
the benefits of the proposed product in terms of
their feasibility
• How realistic is it to develop?
• How desirable and useful?
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Assumptions and claims
• Write down your assumptions and claims
when coming up with a new design
• Try to defend and support them by what they
will provide
• Those that are difficult to articulate
▪ Can highlight what ideas are vague or unrealistic
▪ Identify human activities and interactivities that
are problematic
• Iteratively work out how the design ideas
might be improved
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What is an assumption?
• Taking something for granted when it
needs further investigation
▪ For example, people will want to watch TV while
driving
Technotopic Narratives and Networked Subjects: Preparations for Everyday Life in Cooltown
What is a claim?
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Working through assumptions
• Many unknowns need to be considered in
the initial stages of a design project
▪ Where do your ideas come from?
▪ What sources of inspiration were used?
▪ Is there any theory or research that can be
used to inform them?
• During the early ideation process
▪ Ask questions, reconsider assumptions, and
articulate concerns
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A framework for analyzing the
problem space
• Are there problems with an existing product or
user experience? If so, what are they?
• Why do you think there are problems?
• How do you think your proposed design ideas
might overcome these?
• If you are designing for a new user experience,
how do you think your proposed design ideas
support, change, or extend current ways of doing
things?
Activity
• What were the assumptions and claims made
about watching 3D TV?
Orientation
• Enables design teams to ask specific questions about
how the conceptual model will be understood
Open-minded
• Prevents design teams from becoming narrowly
focused early on
Common ground
• Allows design teams to establish a set of commonly
agreed terms
From problem space to design space
Image courtesy of Kalev Leetaru, National Center for Supercomputing Applications, University of Illinois.
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Responding
• System takes the initiative to alert user to something
that it “thinks” is of interest
• System does this by:
▪ Detecting the location and-or presence of someone in a
vicinity and notifies them on their phone or watch,
▪ What it has learned from their repeated behaviors
• Examples:
▪ Alerts the user of a nearby coffee bar where some friends
are meeting
▪ User’s fitness tracker notifies them of a milestone reached
• Automatic system response without any requests
made by the user
This type suggested by Christopher Lueg et al. (2018)
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Potential cons of system-initiated
notifications
• Can get tiresome or frustrating if too many
notifications or the system gets it wrong
• What does it do when it gets something
wrong?
▪ Does it apologize?
▪ Does it allow the user to correct the advise or
information?
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Choosing an interaction type
• Direct manipulation is good for ‘doing’ types of
tasks, for example, designing, drawing, flying,
driving, or sizing windows
• Issuing instructions is good for repetitive tasks, for
example, spell-checking and file management
• Having a conversation is good for certain services,
for instance, finding information or requesting
music
• Hybrid conceptual models are good for supporting
multiple ways of carrying out the same actions
Difference between interaction
types and interface styles
Interaction type:
• A description of what the user is doing when
interacting with a system, for example, instructing,
talking, browsing, or responding
Interface style:
• The kind of interface used to support the interaction,
for instance, command, menu-based, gesture, or
voice
Many kinds of interface styles
available (see Chapter 7)…
• Command
• Speech
• Data-entry
• Form fill-in
• Query
• Graphical
• Web
• Pen
• Augmented reality
• Gesture
Other sources
Conceptual knowledge that is used to inform
design and guide research include:
• Paradigms
• Visions
• Theories
• Models
• Frameworks
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Paradigm
• Inspiration for a conceptual model
• General approach adopted by a
community for carrying out research
▪ Shared assumptions, concepts, values, and
practices
▪ For example, desktop, ubiquitous computing,
in the wild
Examples of new paradigms in HCI
• Ubiquitous computing
• Pervasive computing
• Wearable computing
• Internet of Things (IoT)
Visions
• A driving force that frames research and
development
• Invites people to imagine what life will be like in 10,
15, or 20 years’ time
▪ For example, Apple’s 1987 knowledge navigator
▪ Smart cities, smart health
▪ Human-centered AI
• Provide concrete scenarios of how society can use
the next generation of imagined technologies
• Also raise ethical questions such as, privacy and
trust
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Questions raised by tech visions
• How to enable people to access and interact
with information in their everyday lives
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Summary
• Developing a conceptual model involves:
▪ Understanding the problem space
▪ Being clear about your assumptions and claims
▪ Specifying how the proposed design will support users
• A conceptual model is a high-level description of a
product in terms of:
▪ What users can do with it and the concepts they need to understand
how to interact with it
• Interaction types provide a way of thinking about how to
support user’s activities
• Paradigms, visions, theories, models, and frameworks
▪ Provide ways of framing design and research
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