Lecture10_conceptualizing
Lecture10_conceptualizing
CONCEPTUALIZING
INTERACTION
DESIGN
Dr Kami Vaniea
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First, the news…
Animal-Computer Interaction
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U
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Chapter 2
UNDERSTANDING AND CONCEPTUALIZING
INTERACTION DESIGN?
Today I will be using allot of the book’s
slides
You can easily identify slides from the book by their
orange boarder
We are shifting to talking about design for the next
part of the class
The basics of design are, well, the basics and the
book explains them well
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Understanding the problem space
www.id-book.com 5
What is an assumption?
• taking something for granted when it
needs further investigation
– e.g. people will want to watch TV while driving
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www.id-book.com 6
Assumptions: realistic or wish-list?
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From problem space to design space
• Having a good understanding of the
problem space can help inform the design
space
– e.g. what kind of interface, behavior, functionality to
provide
www.id-book.com 8
Conceptual model
• A conceptual model is:
– “…a high-level description of how a system is
organized and operates” (Johnson and Henderson,
2002, p26)
• Enables
– “…designers to straighten out their thinking before
they start laying out their widgets”
(Johnson and Henderson, 2002, p28)
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In other words: have a plan for what
you are going to build and why
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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
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Think-pair-share
Design a new What will the users be doing
stopwatch app 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?
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Many of the methods we have already
learned can help you build a conceptual
model of what you want to build
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Which interaction type to choose?
• Need to determine requirements and user needs
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Interface metaphors
• Conceptualizing what we are doing, e.g.
surfing the web
• A conceptual model instantiated at the
interface, e.g. the desktop metaphor
• Visualizing an operation, e.g. an icon of a
shopping cart for placing items into
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Video playing interface metaphors
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Material Metaphors
• The card is a very popular UI
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Activity
• Describe the components of the
conceptual model underlying most online
shopping websites, e.g.
– Shopping cart
– Proceeding to check-out
– 1-click
– Gift wrapping
– Cash till?
www.id-book.com 18
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
• 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
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Problems with interface metaphors
• Break conventional and cultural rules
– e.g. recycle bin placed on desktop
• Can constrain designers in the way they conceptualize a
problem space
• Conflict with design principles
• Forces users to only understand 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
www.id-book.com 21
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
www.id-book.com 22
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
• Where users instruct a system and tell it what to
do
– e.g. tell the time, print a file, save a file
• Very common conceptual model, underlying a
diversity of devices and systems
– e.g. word processors, VCRs, vending machines
• Main benefit is that instructing supports quick and
efficient interaction
– good for repetitive kinds of actions performed on
multiple objects
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Which is easiest and why?
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2. Conversing
• Underlying model of having a conversation with
another human
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Would you talk with Anna?
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Pros and cons of conversational
model
• Allows users, especially novices and technophobes,
to interact with the system in a way that is familiar
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3. Manipulating
• Involves dragging, selecting, opening, closing and
zooming actions on virtual 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
• Users can immediately see if their actions are furthering their goals and if not
do something else
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What are the disadvantages with
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
– e.g. spell checking
• Can become screen space ‘gobblers’
• Moving a mouse around the screen can be slower than
pressing function keys to do same actions
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4. Exploring
• Involves users moving through virtual or physical
environments
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Which conceptual model is best?
• Direct manipulation is good for ‘doing’ types of tasks,
e.g. designing, drawing, flying, driving, sizing windows
• Issuing instructions is good for repetitive tasks, e.g.
spell-checking, file management
• Having a conversation is good for children, computer-
phobic, disabled users and specialised applications (e.g.
phone services)
• Hybrid conceptual models are often employed, where
different ways of carrying out the same actions is
supported at the interface - but can take longer to learn
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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 including…
• Command
• Speech
• Data-entry
• Form fill-in
• Query
• Graphical
• Web
• Pen
• Augmented reality
• Gesture
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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
– e.g. desktop, ubiquitous computing, in the wild
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Examples of new paradigms
• Ubiquitous computing (mother of them all)
• Pervasive computing
• Wearable computing
• Tangible bits, augmented reality
• Attentive environments
• Transparent computing
– and many more….
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Fitts’ Law (Fitts, 1954)
• Fitts’ Law predicts that the time to point at an
object using a device is a function of the
distance from the target object & the object’s
size.
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Summary
• Developing a conceptual model involves good understanding
of the problem space, specifying what it is you are doing, why,
and how it will support users
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Questions?
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