SKM3463 Week 3 (Conceptualization)
SKM3463 Week 3 (Conceptualization)
and
Conceptualizing
interaction
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Outline
•‘Problem space’
•Conceptualizing interaction
•Use of metaphors in conceptual model
•Theories, models and frameworks
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Problem space
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A framework for analysing the problem space
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From problem space to design space
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Conceptualizing
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Benefits of conceptualising
• 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
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Benefits of conceptualising
• Design a web for individuals with vision impairment
• A developer could consider that someone who is
blind "does not see“
• The developer must ensures all the technical
specifications necessary to make a page accessible
for someone who is blind
• Provide equivalent alternatives page elements (e.g.,
alternative text, associated form labels or
associated column and row headers in data tables)
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Benefits of conceptualising
• Design considerations for individuals with cognitive disabilities.
• Pair icons or graphics with text so that contextual cures are
available.
• Use the simplest language possible for the content
• Allow for text to be enlarged.
• Avoid scrolling text as it increases pressure to read at set
speeds.
• Save your best contrast for items that carry content, allow
non-content areas to be muted or displayed in pastels.
• Provide demonstrations or audio descriptions whenever
possible.
• Avoid animated or blinking icons unless necessary for
content.
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Conceptual model
• A model is anything used in any way to represent
anything else
• A toy model which may be assembled, and may even
be made to work like the object it represents.
• They are used to help us know and understand the
subject matter they represent
• Need to think about how the system will appear to
users (i.e how they will use it)
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Conceptual model
• Need to think about how the system will appear to
users (i.e how they will use it)
• A conceptual model is a high level description of how
a system is organized and operates (Johnson and
Henderson, 2002, p.26)
• It is used to convey the fundamental principles and
basic functionality of the system in which it
represents.
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Conceptual models
• Many kinds and ways of classifying them
• We describe them in terms of core activities and objects
• Also in terms of interface metaphors
"The way we think, what we experience, and what we do every day
is very much a matter of metaphor."
- Lakoff and Johnson
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Conceptual model of calendars
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Conceptual model of physical
calendars
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Conceptual model of electronic calendars
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First steps in formulating a conceptual model
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Metaphors
• Commonly used to explain something that is unfamiliar and easy to
grasp by way of comparison with something that is easy and familiar
• Example:
• Online game – rules, a winner,
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Metaphors
• Metaphors can be a powerful tool for improving the user
experience. Metaphors can:
• explain abstract or complex concepts
• create a sense of familiarity
• trigger emotions
• draw attention to your site or certain components of it
• motivate users to take action
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Metaphors
Metaphors can also be used to explain a process. Datashift shows
an imaginary machine that turns different social media icons into
statistics that can be displayed on your screen:
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Metaphors
Metaphors Can Draw the Attention of Users
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Interface metaphors
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Interface metaphors
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Interface metaphors
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Interface metaphors
• Interface designed to be similar to a physical entity but also
has own properties
• e.g. desktop metaphor, web portals
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Benefits of interface metaphors
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Problems with interface metaphors
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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
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1. Instructing
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2. Conversing
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Pros and cons of conversational model
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Conversing
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3. Manipulating
• Involves dragging, selecting, opening, closing and zooming
actions on virtual objects
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Direct Manipulation
• Shneiderman (1983) coined the term DM, came from
his fascination with computer games at the time
• Came from his fascination with computer games at
the time
• Proposes that digital objects can be designed so they
can be interacted with analogous to how physical
objects are manipulated
• Assumes that direct manipulation interfaces enable
users to feel that they are directly controlling the
digital objects
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Why are DM interfaces so enjoyable?
• 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
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What are the disadvantages with DM?
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4. Exploring
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Conceptual models: interaction and interface
• Interaction type:
• what the user is doing when interacting with a system, e.g.
instructing, talking, browsing or other
• Interface type:
• the kind of interface used to support the mode, e.g. speech,
menu-based, gesture
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Many kinds of interface types available…
• Command
• Speech
• Data-entry
• Form fill-in
• Query
• Graphical
• Web
• Pen
• Augmented reality
• Gesture
(for more see chapter 6)
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Which interaction type to choose?
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Theory
• Explanation of a phenomenon
• e.g. information processing that explains how the mind, or some aspect of it, is
assumed to work
• Can help identify factors
• e.g. cognitive, social, and affective, relevant to the design and evaluation of
interactive products
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Models
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Framework
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Summary
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