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Lecture 5,6,7 Understanding and Conceptualizing Interaction

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0% found this document useful (0 votes)
8 views43 pages

Lecture 5,6,7 Understanding and Conceptualizing Interaction

Uploaded by

Salar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Lecture 5,6,7

UNDERSTANDING AND CONCEPTUALIZING


INTERACTION DESIGN?
Recap
• HCI has moved beyond designing interfaces for desktop machines

• About extending and supporting all manner of human activities in


all manner of places

• Facilitating user experiences through designing interactions:


• Make work effective, efficient and safer

• Improve and enhance learning and training

• Provide enjoyable and exciting entertainment

• Enhance communication and understanding

• Support new forms of creativity and expression

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Understanding the problem space

– What do you want to create?

– What are your assumptions?

– Will it achieve what you hope it will?

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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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What is a claim?

• stating something to be true when it is still


open to question

– e.g. a multimodal style of interaction for


controlling GPS — one that involves speaking
while driving — is safe

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A framework for analysing the
problem space
• Are there problems with an existing product or
user experience? If so, what are they?
• Why do you think there are problems?
• How do you think your proposed design ideas
might overcome these?
• If you are designing for a new user experience
how do you think your proposed design ideas
support, change, or extend current ways of doing
things?

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Activity
• What are the assumptions and claims made
about 3D TV?

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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

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Benefits of conceptualising

• Orientation
– enables design teams to ask specific questions
about how the conceptual model will be understood
• Open-minded
– prevents design teams from becoming narrowly
focused early on
• Common ground
– allows design teams to establish a set of commonly
agreed terms

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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

• But before deciding upon these it is


important to develop a conceptual model

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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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Components
• Metaphors and analogies
– understand what a product is for and how to use it for an
activity

• Concepts that people are exposed to through the


product
– task–domain objects, their attributes, and operations (e.g.
saving, revisiting, organizing)

• Relationship and mappings between these


concepts

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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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Conceptual models

• Many kinds and ways of classifying them

• We describe them in terms of core


activities and objects

• Also in terms of interface metaphors

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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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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

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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?

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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
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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

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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

• 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

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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

– 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

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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)

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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
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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

• 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

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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

• Physical environments with embedded sensor


technologies

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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…

1. Command
2. Speech
3. Data-entry
4. Form fill-in
5. Query
6. Graphical
7. Web
8. Pen
9. Augmented reality
10.Gesture
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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

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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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Visions
• A driving force that frames research and development

• Invites people to imagine what life will be like in 10, 15


or 20 years time
– e.g. Apple’s 1987 Knowledge Navigator
– Smart Cities, Smart Health

• Provide concrete scenarios of how society can use the


next generation of imagined technologies

• Also raise many questions concerning privacy and trust


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Theory
• Explanation of a phenomenon
– e.g. information processing that explains how
the mind, or some aspect of it, is assumed to
work
• Can help identify factors
– e.g. cognitive, social, and affective, relevant to
the design and evaluation of interactive
products

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Models

• A simplification of an HCI phenomenon


– intended to make it easier for designers to
predict and evaluate alternative designs
– abstracted from a theory coming from a
contributing discipline, e.g. psychology, e.g.
keystroke model

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Framework
• Set of interrelated concepts and/or specific
questions for ‘what to look for’
• Many in interaction design
– e.g. Norman’s conceptual models, Benford’s
trajectories

• Provide advice on how to design


– e.g. steps, questions, concepts, challenges,
principles, tactics and dimensions

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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

• 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

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