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Lecture10_conceptualizing

The document discusses the conceptualization of interaction design, emphasizing the importance of understanding the problem space and developing a conceptual model that outlines user tasks and system support. It highlights various interaction types, such as instructing, conversing, manipulating, and exploring, and their respective advantages and disadvantages. Additionally, it addresses the role of paradigms and Fitts' Law in informing design choices and enhancing user experience.

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Faiq Shahzad
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0% found this document useful (0 votes)
3 views

Lecture10_conceptualizing

The document discusses the conceptualization of interaction design, emphasizing the importance of understanding the problem space and developing a conceptual model that outlines user tasks and system support. It highlights various interaction types, such as instructing, conversing, manipulating, and exploring, and their respective advantages and disadvantages. Additionally, it addresses the role of paradigms and Fitts' Law in informing design choices and enhancing user experience.

Uploaded by

Faiq Shahzad
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
You are on page 1/ 42

HCI:

CONCEPTUALIZING
INTERACTION
DESIGN
Dr Kami Vaniea

1
First, the news…
 Animal-Computer Interaction
 https://www.youtube.com/embed/MyHjq8Od-Xg
 https://www.youtube.com/watch?v=_vYdDrMHC0
U

2
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

4
Understanding the problem space

– What do you want to create?

– What are your assumptions?

– Will it achieve what you hope it will?

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

http://www.ibiblio.org/jlillie/cooltown/lillie.htm

www.id-book.com 6
Assumptions: realistic or wish-list?

• People would not mind wearing the glasses that are


needed to see in 3D in their living rooms –
reasonable
• People would not mind paying a lot more for a new
3D-enabled TV screen – not reasonable
• People would really enjoy the enhanced clarity and
color detail provided by 3D – reasonable
• People will be happy carrying around their own
special glasses – reasonable only for a very select
bunch of users

www.id-book.com 7
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

• But before deciding upon these it is


important to develop a conceptual model

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)

www.id-book.com 9
In other words: have a plan for what
you are going to build and why

10
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 11
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?

12
Many of the methods we have already
learned can help you build a conceptual
model of what you want to build

13
Which interaction type to choose?
• Need to determine requirements and user needs

• Take budget and other constraints into account

• Also will depend on suitability of technology for


activity being supported

• This is covered in course when designing


conceptual models

www.id-book.com 14
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

www.id-book.com 15
Video playing interface metaphors

16
Material Metaphors
• The card is a very popular UI

• Why?: Has familiar form factor

• Material properties are added,


giving appearance and
physical behavior, e.g. surface
of paper

www.id-book.com 17
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

• 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 of this to understand more
aspects of the unfamiliar functionality

www.id-book.com 19
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

www.id-book.com 20
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

www.id-book.com 23
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

www.id-book.com 24
Which is easiest and why?

www.id-book.com 25
2. Conversing
• Underlying model of having a conversation with
another human

• Range from simple voice recognition menu-driven


systems to more complex ‘natural language’ dialogs

• Examples include timetables, search engines,


advice-giving systems, help systems

• Also virtual agents, toys and pet robots designed to


converse with you

www.id-book.com 26
Would you talk with Anna?

www.id-book.com 27
Pros and cons of conversational
model
• Allows users, especially novices and technophobes,
to interact with the system in a way that is familiar

– makes them feel comfortable, at ease and less scared

• Misunderstandings can arise when the system does


not know how to parse what the user says

www.id-book.com 28
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 (e.g.


Wii) or air gestures (e.g. Kinect) to control the
movements of an on screen avatar
• Tagged physical objects (e.g. balls) that are
manipulated in a physical world result in
physical/digital events (e.g. animation)
www.id-book.com 29
Direct Manipulation
• Shneiderman (1983) coined the term DM, came
from his fascination with computer games at the
time

– 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

www.id-book.com 30
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

www.id-book.com 31
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

www.id-book.com 32
4. Exploring
• Involves users moving through virtual or physical
environments

• Physical environments with embedded sensor


technologies

www.id-book.com 33
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

www.id-book.com 34
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

www.id-book.com 35
Many kinds of interface types
available including…

• Command
• Speech
• Data-entry
• Form fill-in
• Query
• Graphical
• Web
• Pen
• Augmented reality
• Gesture
www.id-book.com 36
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

www.id-book.com 37
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….

www.id-book.com 38
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.

• The further away and the smaller the object,


the longer the time to locate it and point to it.

• Fitts’ Law is useful for evaluating systems for


which the time to locate an object is
important, e.g., a cell and smart phones,
a handheld and mobile devices.
www.id-book.com 39
Fitts’ Law
𝐷
𝑇=𝑘 𝑙𝑜𝑔2 ( ) + 1.0
𝑆
 Where
 T = Time to move the pointer to the target
 D = Distance between the pointer and the target
 S = Size of the target
 k is a constant of approximately 200ms/bit

40
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

• 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 (e.g. conversing, instructing) provide a way


of thinking about how best to support user’s activities

• Paradigms, visions, theories, models, and frameworks provide


different ways of framing and informing design and research

www.id-book.com 41
Questions?

42

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