Lecture 5,6,7 Understanding and Conceptualizing Interaction
Lecture 5,6,7 Understanding and Conceptualizing Interaction
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Understanding the problem space
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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?
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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?
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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
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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
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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
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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
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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
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Problems with interface metaphors
• Break conventional and cultural rules
– e.g. recycle bin placed on desktop
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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
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Which is easiest and why?
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2. Conversing
• Underlying model of having a conversation with another
human
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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
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3. Manipulating
• Involves dragging, selecting, opening, closing and
zooming actions on virtual objects
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Direct Manipulation
• Shneiderman (1983) coined the term DM, came
from his fascination with computer games at the
time
• Experienced users can work extremely rapidly to carry out a wide range of
tasks, even defining new functions
• Users can immediately see if their actions are furthering their goals and if not
do something else
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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
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4. Exploring
• Involves users moving through virtual or physical
environments
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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?
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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
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Models
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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
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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
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