Chapter 3 discusses the importance of understanding the problem space and conceptualizing interaction when designing applications for sharing content. It outlines key concepts such as conceptual models, interface metaphors, and four main interaction types: instructing, conversing, manipulating, and exploring. The chapter emphasizes the need for design teams to establish common ground and open-mindedness to effectively create user-friendly applications.
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Chapter 3
Chapter 3 discusses the importance of understanding the problem space and conceptualizing interaction when designing applications for sharing content. It outlines key concepts such as conceptual models, interface metaphors, and four main interaction types: instructing, conversing, manipulating, and exploring. The chapter emphasizes the need for design teams to establish common ground and open-mindedness to effectively create user-friendly applications.
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Chapter 3
Understanding and Conceptualizing
Interaction Introduction • Imagine you have been asked to design an application to enable people to share their photos, movies, music, chats, documents, and so on in an efficient, safe, and enjoyable way. What would you do? • How would you start? Would you begin by sketching out how the interface might look, workout how the system architecture should be structured, or start coding? • Or, would you start by asking users about their current experiences of sharing files and look at existing tools, e.g. Dropbox, and, based on this, begin thinking about why and how you were going to design the application? Understanding the Problem Space and Conceptualizing Interaction Having a good understanding of the problem space greatly helps design teams to then be able to conceptualize the design space.
• Orientation – enabling the design team to ask specific kinds of
questions about how the conceptual model will be understood by the targeted users. • Open-mindedness – preventing the design team from becoming narrowly focused early on. • Common ground – allowing the design team to establish a set of common terms that all can understand and agree upon, reducing the chance of misunderstandings and confusion arising later on. Conceptual Models • It is an abstraction outlining what people can do with a product and what concepts are needed to understand how to interact with it.
• A key benefit of conceptualizing a design at this level is that it
enables “designers to straighten out their thinking before they start laying out their widgets” Interface Metaphors • Metaphors are considered to be a central component of a conceptual model. • They provide a structure that is similar in some way to aspects of a familiar entity (or entities) but also have their own behaviors and properties. • Example, the desktop metaphor and search engine. • This term was originally coined in the early 1990s to refer to a software tool that indexed and retrieved files remotely from the Internet, using various algorithms to match terms selected by the user. Interaction Types • Another way of conceptualizing the design space is in terms of the interaction types that will underlie the user experience. Essentially, these are the ways a person interacts with a product or application.
• Four main types: instructing, conversing, manipulating, and
exploring. Interaction Types 1. Instructing – where users issue instructions to a system. This can be done in a number of ways, including: typing in commands, selecting options from menus in a windows environment or on a multitouch screen, speaking aloud commands, gesturing, pressing buttons, or using a combination of function keys. 2. Conversing – where users have a dialog with a system. Users can speak via an interface or type in questions to which the system replies via text or speech output. 3. Manipulating – where users interact with objects in a virtual or physical space by manipulating them (e.g. opening, holding, closing, placing). 4. Exploring – where users move through a virtual environment or a physical space. Virtual environments include 3D worlds, and augmented and virtual reality systems. Instructing • This type of interaction describes how users carry out their tasks by telling the system what to do. Examples include giving instructions to a system to perform operations such as tell the time, print a file, and remind the user of an appointment. • A diverse range of products has been designed based on this model, including home entertainment systems, consumer electronics, and computers. • The way in which the user issues instructions can vary from pressing buttons to typing in strings of characters. Many activities are readily supported by giving instructions. Instructing • In Windows and other GUI-based systems, control keys or the selection of menu options via a mouse, touch pad, or touch screen are used. Typically, a wide range of functions are provided from which users have to select when they want to do something to the object on which they are working. • For example, a user writing a report using a word processor will want to format the document, count the number of words typed, and check the spelling. The user instructs the system to do these operations by issuing appropriate commands. Conversing • This form of interaction is based on the idea of a person having a conversation with a system, where the system acts as a dialog partner. In particular, the system is designed to respond in a way another human being might when having a conversation. It differs from the activity of instructing insofar as it encompasses a two-way communication process, with the system acting like a partner rather than a machine that obeys orders. It has been most commonly used for applications where the user needs to find out specific kinds of information or wants to discuss issues. • Examples include advisory systems, help facilities, and search engines. Conversing • The kinds of conversation that are currently supported range from simple voice-recognition, menu-driven systems that are interacted with via phones, to more complex natural language-based systems that involve the system parsing and responding to queries typed in by the user. • Examples of the former include banking, ticket booking, and train-time inquiries, where the user talks to the system in single-word phrases and numbers – e.g. yes, no, three – in response to prompts from the system. Figure: Siri's response to the question “Do I need an umbrella? Manipulating • This form of interaction involves manipulating objects and capitalizes on users’ knowledge of how they do so in the physical world. For example, digital objects can be manipulated by moving, selecting, opening, and closing. Extensions to these actions include zooming in and out, stretching, and shrinking – actions that are not possible with objects in the real world. Exploring • This mode of interaction involves users moving through virtual or physical environments. For example, users can explore aspects of a virtual 3D environment, such as the interior of a building. Physical environments can also be embedded with sensing technologies that, when they detect the presence of someone or certain body movements, respond by triggering certain digital or physical events. • The basic idea is to enable people to explore and interact with an environment, be it physical or digital, by exploiting their knowledge of how they move and navigate through existing spaces. Assignment/Activity • Go to a few online stores and see how the interface has been designed to enable the customer to order and pay for an item. How many use the ‘add to shopping cart/trolley/basket’ followed by the ‘checkout’ metaphor? Does this make it straightforward and intuitive to make a purchase. • Compare the following: a paperback book and an ebook; a paper-based map and a smartphone map. How do they differ? What is the new functionality? What are the pros and cons?
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