PPT
PPT
CONSTRUCTION
Conceptual design is concerned with transforming requirements into a conceptual model. Designing the
conceptual model is fundamental to interaction design, yet the idea of a conceptual model can be
difficult to grasp. One of the reasons for this is that conceptual models take many different forms and it
is not possible to provide a definitive detailed characterization of one. Instead, conceptual design is best
understood by exploring and experiencing different approaches to it, and the purpose of this section is
to provide you with some concrete suggestions about how to go about doing this.
A conceptual model is an outline of what people can do with a product and what concepts are needed
to understand how to interact with it. The former will emerge from the current functional requirements;
possibly it will be a subset of them, possibly all of them, and possibly an extended version of them. The
concepts needed to understand how to interact with the product depend on a variety of issues related to
who the user will be, what kind of interaction will be used, what kind of interface will be used,
terminology , metaphors, application domain, and so on.
An example mood board
Key guiding principles of conceptual design are:
1. Does it supply structure? Yes, it supplies structure based on the familiar paper-based brochure. This is a
book and therefore has pages, a cover, some kind of binding to hold the pages together, an index, and table
of contents.
2. How much of the metaphor is relevant? Having details of the accommodation, facilities available, map of the
area, and supporting illustrations is relevant for the travel organizer, so the content of the brochure is
relevant.
3. Is the metaphor easy to represent? Yes. The vacation information could be a set of brochure-like pages. Note
that this is not the same as saying that the navigation through the pages will be limited to page-turning.
4. Will your audience understand the metaphor? Yes.
5. How extensible is the metaphor? The functionality of a paper-based brochure is fairly limited. However, it is
also a book, and we could borrow facilities from ebooks (which are also familiar objects to most of our
audience), so yes, it can be extended.
b. Interaction types c. Interface types
Introduced four different types of interaction: Considering different interfaces at this stage may
instructing, conversing, manipulating, and seem premature, but it has both a design and a
exploring. Which is best suited to the current practical purpose. When thinking about the
design depends on the application domain and conceptual model for a product, it is important not to
the kind of product being developed. For be unduly influenced by a predetermined interface
example, a computer game is most likely to suit type. Different interface types prompt and support
a manipulating style, while a drawing package different perspectives on the product under
has aspects of instructing and conversing. development and suggest different possible
behaviors.
Most conceptual models will include a
combination of interaction types, and it is Therefore considering the effect of different interfaces
necessary to associate different parts of the on the product at this stage is one way to prompt
interaction with different types. For example, in alternatives. Before the product can be prototyped,
the travel organizer, one of the user tasks is to some candidate alternative interfaces will need to
find out the visa regulations for a particular have been chosen. For example, input and output
destination. devices will be influenced particularly by user and
environmental requirements.
Considering the issues in the previous section
helps the designer to produce a set of initial
conceptual model ideas. These ideas
must be thought through in more detail and
expanded before being prototyped or tested with
users. For example, concrete suggestions
Expanding the Initial Conceptual of the concepts to be communicated between the
Model user and the product and how they are to be
structured, related, and presented are
needed.
This means deciding which functions the product
will perform (and which the user will perform),
how those functions are
related, and what information is required to
support them. These decisions will be made
initially only tentatively and may change after
prototyping and evaluation.
Understanding the tasks the product will
support is a fundamental aspect of developing
the conceptual model, but it is also important
to consider which elements of the task will be
the responsibility of the user and which will be
carried out by the product.
a. What functions will the For example, the travel organizer may suggest
specific vacation options for a given set of
product perform?
people, but is that as much as it should do?
Should it automatically reserve the booking, or
wait until it is told that this travel arrangement is
suitable? Developing scenarios, essential use
cases, and use cases will help clarify
the answers to these questions. Deciding what
the system will do and the user will do is
sometimes called task allocation.
Functions may be related temporally, e.g.
one must be performed before another, or
two can be performed in parallel. They may
also be related through any number of
possible categorizations, e.g. all functions
b. How are the functions related relating to privacy on a smartphone, or all
options for viewing photographs in a social
to each other?
networking site. The relationships between
tasks may constrain use or may indicate
suitable task structures within the product.
Conceptual design and concrete design are closely related. The difference between them is rather a
matter of changing emphasis: during design, conceptual issues will sometimes be highlighted and at
other times, concrete detail will be stressed. Producing a prototype inevitably means making some
concrete decisions, albeit tentatively, and since interaction design is iterative, some detailed issues will
come up during conceptual design, and vice versa.
Designers need to balance the range of environmental, user, data, usability, and user experience
requirements with functional requirements. These are sometimes in conflict. For example, the
functionality of a wearable interactive product will be restricted by the activities the user wishes to
perform while wearing it; a computer game may need to be learnable but also challenging. Concrete
design also deals with issues related to user characteristics and context, and two aspects that have
drawn particular attention for concrete design are accessibility and national culture. n designed for
(Rogers and Marsden, 2013).
Using Scenarios
Scenarios are informal stories about user tasks and activities. Scenarios can be
used to model existing work situations, but they are
more commonly used for expressing proposed or imagined situations to help in
conceptual design. Often, stakeholders are actively
involved in producing and checking through scenarios for a product.
What is Construction?
Construction
Whatever the final form, it is very unlikely that you will develop
anything from scratch as there are many useful (in some cases
essential) resources to support development. Here we introduce
two kinds of resource: physical computing kits and software
development kits (SDKs).
Physical computing is concerned with how to build and
code prototypes and devices using electronics. Specifically,
it is the activity of “creating physical artifacts and giving
them behaviors through a combination of building with
physical materials, computer programming and circuit
building”(Gubbels and Froehlich, 2014). Typically, it
involves designing things, using a printed circuit board
Physical Computing (PCB), sensors (e.g. accelerometers, infrared, temperature)
to detect states, and actuators (e.g. motors, valves) that
cause some effect.