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Human Computer Interaction ثلاثلا ىوتسملا - تامولعملا ةناقت

The document discusses conceptualizing interaction design by scrutinizing assumptions and claims about proposed products, writing down assumptions and claims and defending them, and iteratively working to improve design ideas. It also covers conceptual models as high-level descriptions of how systems operate, and different types of interactions like instructing, conversing, and manipulating.

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0% found this document useful (0 votes)
89 views51 pages

Human Computer Interaction ثلاثلا ىوتسملا - تامولعملا ةناقت

The document discusses conceptualizing interaction design by scrutinizing assumptions and claims about proposed products, writing down assumptions and claims and defending them, and iteratively working to improve design ideas. It also covers conceptual models as high-level descriptions of how systems operate, and different types of interactions like instructing, conversing, and manipulating.

Uploaded by

Ana Meno
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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‫تفاعل اإلنسان والحاسوب‬

Human Computer Interaction


‫المستوى الثالث – تقانة المعلومات‬

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?

• A claim is stating something to be true


when it is still open to question

▪ For example, “a multimodal style of interaction


for controlling GPS — one that involves
speaking while driving — is safe.”
Activity: How will enabling robot waiters to speak
to customers enhance their experience?

Source: Xinhua, Guo Cheng


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What is the problem being
addressed?
• The benefits:
▪ The robot could take orders and entertain
customers by having a conversation with them
▪ The robot could make recommendations for
different customers, such as restless children or
fussy eaters
• But just assumptions
• The real problem being addressed:
“It is difficult to recruit good wait staff who provide
the level of customer service to which we have
become accustomed.”

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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?

Figure 3.2 A family watching 3D TV

Source: Andrey Popov, Shutterstock


Assumptions and claims: how realistic?

• There was no existing problem to overcome


▪ What was being proposed was a new way of
experiencing TV
• An assumption
▪ People would really enjoy the enhanced clarity and
color detail provided by 3D
• A claim
▪ People would not mind paying a lot more for a new 3D-
enabled TV screen because of the new experience
Benefits of conceptualizing

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

• Having a good understanding of the


problem space can help inform the design
space
▪ For example, what kind of interface, behavior,
functionality to provide

• Before deciding upon these, it is important


to develop a conceptual model
Conceptual model
• A conceptual model is:
“…a high-level description of how a system is organized
and operates” (Johnson and Henderson, 2002, p26)

• A conceptual model enables:


“…designers to straighten out their thinking before they
start laying out their widgets” (Johnson and Henderson,
2002, p28)

• Provides a working strategy and framework


of general concepts and their interrelations
Components
• Metaphors and analogies
• Understand what a product is for and how to use it for
an activity

• Concepts that people are exposed to


through the product
▪ Task–Domain objects, their attributes, and operations
(for example, saving, revisiting, organizing)

• Relationship and mappings between these


concepts
First steps in formulating a
conceptual model
• What will the users be doing when carrying out
their tasks?
• How will the system support these?
• What kind of interface metaphor, if any, will be
appropriate?
• What kinds of interaction modes and styles to
use?
▪ Always keep in mind when making design decisions how
the user will understand the underlying conceptual model
Conceptual models

• Many kinds and ways of classifying them


• The best conceptual models are often
those that appear:
▪ Obvious and simple
▪ The operations they support are intuitive to
use
Interface metaphors
• Interface designed to be similar to a physical
entity but also has own properties
▪ For example, desktop metaphor, and web portals
• Can be based on activity, object, or a
combination of both
• Exploit user’s familiar knowledge, helping them
to understand ‘the unfamiliar’
• Conjures up the essence of the unfamiliar
activity, enabling users to leverage this to
understand more aspects of the unfamiliar
functionality
Examples of interface metaphors
• Conceptualizing what users are doing
▪ For instance, surfing the Web
• A conceptual model instantiated at the
interface
▪ For example, the desktop metaphor
• Visualizing an operation
▪ For instance, an icon of a shopping cart into
which the user places items
The card metaphor
• The card is a very
popular UI. Why?
▪ It has familiar form factor
▪ It can easily be flicked
through, sorted, and
themed
▪ It structures content into
meaningful chunks (similar
to how paragraphs are used to
chunk a set of related
sentences into distinct
sections)
▪ Its material properties give Figure 3.5 Google Now card
the appearance of the for restaurant
recommendation in Germany
surface of paper
Source: Johannes Shonning
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Benefits of interface metaphors
• Makes learning new systems easier
• Helps users understand the underlying
conceptual model
• Can be very innovative and enable the
realm of computers and their applications
to be made more accessible to a greater
diversity of users
Problems with interface metaphors
• Break conventional and cultural rules
▪ For instance, recycle bin placed on desktop
• Can constrain designers in the way that they
conceptualize a problem space
• Conflicts with design principles
• Forces users to understand only the system in terms of
the metaphor
• Designers can inadvertently use bad existing designs
and transfer the bad parts over
• Limits designers’ imagination in coming up with new
conceptual models
Activity
• Describe the components of the
conceptual model underlying most online
shopping websites, for example:
▪ Shopping cart
▪ Proceeding to check-out
▪ 1-click
▪ Gift wrapping
▪ Cash register
Interaction types
• Instructing
▪ Issuing commands and selecting options
• Conversing
▪ Interacting with a system as if having a conversation
• Manipulating
▪ Interacting with objects in a virtual or physical space by
manipulating them
• Exploring
▪ Moving through a virtual environment or a physical space
• Responding
▪ The system initiates the interaction and the user chooses
whether to respond
1. Instructing
• Where users instruct a system and tell it what
to do
▪ For example: Tell the time, print a file, or save a file

• Very common conceptual model underlying a


diversity of devices and systems
▪ For instance: Word processors, VCRs, and vending
machines

• The main benefit is that instructing supports


quick and efficient interaction
▪ Good for repetitive kinds of actions performed on multiple
objects
Which is easiest and why?
2. Conversing
• Underlying model of having a conversation
with another human
• Ranges from simple voice recognition menu-
driven systems to more complex ‘natural
language’ dialogs
• Examples include timetables, search engines,
advice-giving systems, and help systems
• Also virtual agents, chatbots, toys, and pet
robots designed to converse with you
Pros and cons of conversational
model
• Allows users, especially novices, to interact
with a system in a way that is familiar to them
▪ Can make them feel comfortable, at ease, and less scared

• Misunderstandings can arise when the


system does not know how to parse what the
user says
▪ For example, voice assistants can misunderstand what
children say
3. Manipulating
• Involves dragging, selecting, opening, closing
and zooming actions on virtual objects
• Exploit’s users’ knowledge of how they move
and manipulate in the physical world
• Can involve actions using physical controllers
(for example, Nintendo Wii) or air gestures
(such as, Microsoft Kinect) to control the
movements of an on-screen avatar
• Tagged physical objects (for instance, balls)
that are manipulated in a physical world result
in physical/digital events (such as animation)
Direct Manipulation (DM)

• Ben Shneiderman (1983) coined the term DM


• Three core properties:
▪ Continuous representation of objects and actions of
interest
▪ Physical actions and button pressing instead of
issuing commands with complex syntax
▪ Rapid reversible actions with immediate feedback on
object of interest
Benefits of direct manipulation
• Novices can learn the basic functionality quickly
• Experienced users can work extremely rapidly to carry
out a wide range of tasks−even defining new functions
• Intermittent users can retain operational concepts over
time
• Error messages rarely needed
• Users can immediately see if their actions are furthering
their goals, and if not, do something else
• Users experience less anxiety
• Users gain confidence and mastery and feel in control
Disadvantages of DM
• Some people take the metaphor of direct
manipulation too literally
• Not all tasks can be described by objects, and
not all actions can be done directly
• Some tasks are better achieved through
delegating, for example, spell checking
• Can become screen space ‘gobblers’
• Moving a cursor using a mouse or touchpad can
be slower than pressing function keys to do the
same actions
4. Exploring
• Involves moving through virtual or physical
environments
▪ Users can explore aspects of a virtual 3D
environment
▪ Physical environments can also be embedded with
sensors that when detect the presence of someone
will trigger digital or physical events to happen
• Many examples of virtual environments,
including cities, parks, buildings, rooms, and
datasets
▪ Enable users to fly over them and zoom in and out of
different parts
Seeing things larger than life in VR

Cyber-Insects in the CAVE Source: Alexei A. Sharov


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Exploring data in VR

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

• How to design user experiences where there is


no obvious user control

• How and in what form to provide contextually-


relevant information to people

• How to ensure that information passed around


interconnected devices and objects is secure
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Theory
• Explanation of a phenomenon
▪ For example, information processing that explains
how the mind, or some aspect of it, is assumed to
work
• Can help identify factors relevant to the design
and evaluation of interactive products
▪ Such as cognitive, social, and affective
• Can be used to predict what users will do with
different interfaces
Models
A simplification of an HCI phenomenon
• Enables designers to predict and evaluate
alternative designs
• Abstracted from a theory coming from a
contributing discipline, for example:
▪ Don Norman’s (1996) model of the Seven Stages
of Action
▪ Marc Hassenzahl’s (2010) model of the user
experience
Frameworks
• Set of interrelated concepts and-or specific
questions for ‘what to look for’
• Provide advice on how to design user experiences
▪ Helping designers think about how to conceptualize
learning, working, socializing, fun, and emotion
• Focus on how to design particular kinds of interfaces
to evoke certain responses
• Come in various forms:
▪ Such as steps, questions, concepts, challenges,
principles, tactics, and dimensions
A classic HCI framework
Don Norman’s (1988) framework of the
relationship between the design of a conceptual
model and a user’s understanding of it

Consists of three interacting components:


• The Designer’s Model
▪ The model the designer has of how the system should work
• System Image
▪ How the system actually works, which is portrayed to the user
through the interface, manuals, help facilities, and so on
• The User’s Model
▪ How the user understands how the system works

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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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