HC 101 REVIEWER IN CLAIM AND ASSUMPTION- Jotting
UNDERSTANDING AND CONCEPTUALIZING down and then trying to justify and
INTERACTION (GROUP 2) support your assumptions and claims
can outline those that are vague or
CONCEPTUALIZING DESIGN- As part
wanting.
of a design project, generating ideas,
it is essential to conceptualize them IN SUPPORTING YOUR
in definitions of what the product ASSUMPTIONS- the initial phases of a
proposed will do. design project, numerous unknowns
have to be considered or addressed.
Proof of Concept: pertains to
conceptualizing what the proposed BENEFITS OF CONCEPTUALIZING
product will do.
Orientation - It allows design teams
STEPS IN CONCEPTUALIZING A to ask particular questions on how to
DESIGN IS TO: (HINDI KONA SINAMA perceive the conceptual model.
YUNG IBA)
Open-minded - Discourages design
• First formulate all the possible teams from focusing narrowly at an
assumptions and claims with the new early stage.
design you are planning to propose.
Common ground - Enables design
• Look into facts and details of your teams to create a set of rules
design, such as what can they do and commonly agreed to each and
what are their limitations, then everyone in the team.
defend how the user would
FROM PROBLEM SPACE TO DESIGN
overcome the limitations of the
SPACE- A design space can be
product.
informed by a thorough
WHAT IS ASSUMPTION? - understanding of a problem space.
ASSUMPTION “REFERS TO TAKING Also, indicates, which sort of
SOMETHING FOR GRANTED WHEN IT interface, behavior, functionality to
NEEDS FURTHER INVESTIGATION” provide.
WHAT IS A CLAIM? - A claim tells that CONCEPTUAL MODEL- A model is a
even if it is still up for question, one simplified description of a system or
already asserts that something is true process that helps describe how it
example, works.
1. “a high-level description of how a A conceptual model offers a working
system is organized and operate”s - strategy in a nutshell and a
Jeff Johnson and Austin Henderson framework of general concepts and
(2002) their interrelationships. The following
are the core components:
2. A conceptual model enables:
“designers to straighten out their 1. Metaphors and analogies aims to
thinking before they start laying out tell people how to recognize what a
their widgets” - Jeff Johnson and product is being used for and also
Austin Henderson (2002) how to use it for an activity.
3. “Provides a working strategy and 2. The concepts to which people are
framework of general concepts and exposed through the product, They
their interrelations” create and manipulate task domain
objects, their attributes, and the
THE FIRST STEPS IN FORMULATING A
operations that can be performed on
CONCEPTUAL MODEL ACCORDING
them, (such as saving, revisiting, and
TO JOHNSON AND HENDERSON, ARE
organizing).
THE FOLLOWING:
3. The relationships between those
1. What will the users be doing when
concepts (for instance, whether one
carrying out their tasks?
object contains another).
2. How will the system support
4. The mappings between the
these?
concepts and the user experience the
3. What kind of interface metaphor, if product is designed to support or
any, will be appropriate? invoke a design (for example, one can
4. What kinds of interaction modes revisit a page through looking at a list
and styles to use? of visited sites, mostfrequently
visited, or saved websites).
5. Always keep in mind when making
design decisions how the user will THE BEST CONCEPTUAL MODELS ARE
understand the underlying OFTEN THOSE THAT APPEAR:
conceptual model Obvious and simple
CONCEPTUAL MODEL The operations they support
are intuitive to use
TYPES OF CONCEPTUAL MODEL PROBLEMS WITH INTERFACE
(GROUP 3) METAPHORS:
Metaphor Concept Model- • Break conventional and cultural
Metaphors is a central component of rules § For instance, recycle bin
a conceptual model. They provide a placed on desktop
framework which is comparable to • Can constrain designers in the way
aspects of a familiar entity (or that they conceptualize a problem
entities) in some way, but they have space
their own behaviors and properties as • Conflicts with design principles
well. • Forces users to understand only the
system in terms of the metaphor
1. INTERFACE METAPHORS- The
• Designers can inadvertently use bad
interface was developed to be
existing designs and transfer the bad
akin to a physical entity, but it
parts over
has features of its own.
• Limits designers‘ imagination in
2. THE CARD METAPHOR-
coming up with new conceptual
considered to be the very
models
popular UI because of its
familiar form and its INTERACTION TYPES- In terms of the
characteristics to be easily interaction types that will underlie
flicked through, ordered and the user experience, another way to
themed. conceptualize the design space is. In
essence, these are the ways in which
BENEFITS OF INTERFACE METAPHORS
an individual interacts with a product
• Makes learning new systems easier or application.
• Helps users understand the
•Instructing: Where users issue a
underlying conceptual model
system with instructions. This can be
• Can be very innovative and enable
expressed in a variety of ways,
the realm of computers and their
including typing commands, choosing
applications to be made more
options from menus in a Windows
accessible to a greater diversity of
environment or on a multitouch
users
screen, speaking aloud commands,
gesturing, pressing buttons, or using a individuals to areas of interest. They
function key combination. could choose to look at or ignore the
data popping up on their phone. An
• Conversing: Where users do have
instance is the Google Now Card,
software dialog. Users could even
shown in Figure 3.5, which provides
speak through an interface or type
the user with a restaurant
questions that are answered by the
recommendation to consider when
system via text or speech output.
strolling nearby.
Interacting with a system as if a
conversation were being held DIFFERENCE BETWEEN INTERACTION
TYPES AND INTERFACE STYLES
Manipulating: Where users in a
INTERACTION TYPE:
virtual or physical space interact with
objects by manipulating them (for Interaction type: is regarded as a
instance, opening, holding, closing, definition as to what the user does
and placing). Users could even when interacting with a system,
develop their familiar understanding such as teaching, talking,
of how to communicate with objects. browsing, or responding to the
style of the interface.
• Exploring: Where users navigate
Interface style: The kind of
through a physical space or a virtual
interface used, such as
environment. 3D worlds and
command,menu-based, gesture,
augmented and virtual reality
or voice, to support interaction
systems include virtual environments.
Examples of Interface styles
By physically moving around, they
allow users to hone their familiar • Command • Speech • Data-entry
knowledge. Smart rooms and • Form fill-in • Query • Graphical •
ambient environments include Web • Pen • Augmented reality •
physical spaces that use sensor-based Gesture
technologies, allowing people to
PARADIGM - In terms of shared
capitalize on familiarity as well.
assumptions, concepts, values,
•Responding: Where the interaction and practices, a paradigm refers to
is initiated by the system and the user a general approach adopted by a
decides whether to react. For community of researchers and
instance, proactive technology based designers to carry out their work.
on mobile locations can alert • Inspiration for a conceptual
model
• General approach adopted by a
community for carrying out
research
•Shared assumptions, concepts,
values, and practices
• For example, desktop,
ubiquitous computing, in the wild
Vision - Vision is a future state
that shapes interaction design
research and development, often
depicted in the form of a movie or
narrative.
Theory - It is a well-founded
description of some part of a
phenomenon; The theory of
processing information, for
instance, describes how well the
mind, or some aspect of it, is
supposed to function.
A model - is a simplified
representation of some aspect of
human-computer interaction
intended to facilitate the
prediction and evaluation of
alternative designs by designers.
The framework - is a set of
interrelated concepts and/or a set
of defined queries intended to
inform a specific field (e.g.
collaborative learning) or an
analytical method (for instance,
ethnographic studies).