Conceptualizing Interaction
Conceptualizing Interaction
Interaction
Semester 1, 2020/21
Unit 2: Interaction Design – Basic Introduction
Part 1:Conceptualizing Interaction
Topics
• Conceptualizing interaction
• Conceptual models
2 HCI-Sem1-2020/21
Adapted from Interaction Design Beyond Human Computer Interaction 5th Edition (Sharp et al, 2019)
Conceptualizing interaction
• Many unknowns need to be considered in the initial stages, especially if it is a new product being proposed
• Enable designers to articulate the basic building blocks when developing the product
• Force designers to explain how users will understand, learn about and interact with the product
• To get concrete models of how a product will work, what design features to include, and the amount of functionality
that is needed
3 HCI-Sem1-2020/21
Conceptualizing interaction
• Interaction types
4
• HCI-Sem1-2020/21
List down the assumptions and claims, then try to
support/defend/explain why is it a good/bad idea
Conceptualizing interaction
Assumption Claim
People want entertainment and navigation A multimodal style of interaction for
system in their car (i.e. they want to watch controlling the entertainment and
TV while driving) navigation system (involves speaking and
gesturing while driving) is perfectly safe
5 HCI-Sem1-2020/21
Conceptualizing interaction
• Working through the assumptions and claims enables the problems to be explained and explored,
and leads to a specific avenue of investigation
• Making clear the assumptions and claims should be carried out early on and throughout a project
6 HCI-Sem1-2020/21
Conceptualizing interaction
• Next, the design space has to be conceptualized, through articulating the proposed solution as a conceptual
model with respect to the UX
• The design team will use the conceptual model as the basis to develop more detailed and concrete aspects of
the design, which leads to
• Producing designs that match with users’ tasks
• A conceptual model provides a working strategy and a framework of general concepts and their interrelations
• What people can do with the product and what concepts are needed to understand how to interact with it
7 HCI-Sem1-2020/21
Conceptual models
• Once formulated and agreed upon, the conceptual model can become a shared
blueprint and later on, the testable proof of concept
• The conceptual model is used as the basis to add more details and concrete aspects
of the design
8 HCI-Sem1-2020/21
Conceptual models
Metaphors
& Concepts
Analogies
Relationship
Mappings
s
9 HCI-Sem1-2020/21
Conceptual models
• The metaphors and analogies that convey to people how to understand what a product is for and
how to use it for an activity
• E.g. browsing, bookmarking
• The concepts that people are exposed to through the product, including task-domain objects they
create and manipulate, their attributes, and operations that can be performed on them
• E.g. saving, revisiting, organizing
• The mappings between the concepts and the user experience the product is designed to
support/invoke
• E.g. one can revisit through looking at a list of visited sites, most frequently visited, or saved websites
10 HCI-Sem1-2020/21
Conceptual models
• The user experience is determined by how the various metaphors, concepts, and
their relationships are organized
• By explaining these, the design team can debate the pros and cons of providing
different methods and how they support the main concepts
• The design team can systematically work out what will be the most simple, effective
and memorable ways of supporting users in carrying out their tasks
• The best conceptual models are those that appear obvious – the operations they
support being intuitive to use
• Conceptual models can also be overly complex, especially if they are the result of a
series of upgrades (more and more functions and ways of doing something are
added to the original CM)
11 HCI-Sem1-2020/21
Conceptual models
12 HCI-Sem1-2020/21
Conceptual models
• There are collections of patterns that are readily available for ID designers to use –
designers do not need to start from scratch
• E.g. online forms, mobile navigation
13 HCI-Sem1-2020/21
Paradigms, visions, theories, models, frameworks
• These are other sources of conceptual inspiration and knowledge that are
used to inform design and guide research
• Paradigm: a general approach/set of practices upon which a community has
agreed
14 HCI-Sem1-2020/21
Paradigms, visions, theories, models, frameworks
15 HCI-Sem1-2020/21
Who is involved in interaction design?
• It is rarely the case a design team would have all these professionals
• Benefits: more ideas generated, more methods developed, more creative and original
designs produced, more perspectives
16 HCI-Sem1-2020/21
Summary
17 HCI-Sem1-2020/21