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Conceptual Model Design Informing the user what to do

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Presentation on theme: "Conceptual Model Design Informing the user what to do"— Presentation transcript:

1 Conceptual Model Design Informing the user what to do
Gabriel Spitz Conceptual Model Design Informing the user what to do

2 Today Talk about Conceptual and Mental Models
Gabriel Spitz Today Talk about Conceptual and Mental Models Provide examples of object based conceptual models Describe different type of Interaction Styles which are a part of the conceptual model

3 Start With Class Exercise
Design a Web Application that lets you schedule appointments with clients

4 Review Some Actual Design
Gabriel Spitz Review Some Actual Design

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8 Concepts Used in Exercise
Maintaining Calendars Maintaining Appointments Receiving Reminders

9 Lessons learned from Exercise
We/Users often have a Mental Model for objects/tasks that we are about to encounter When you design your application you keep in mind the mental model users will have in their mind Use concepts that are associated with the: Object that they are about to use Task that they are about to perform

10 Why Worry About Conceptual Model
Gabriel Spitz Why Worry About Conceptual Model A key goal of UI design is to reduce learning and lower barrier to adoption We achieve this goal via familiarity By relying what our users know and what they can anticipate

11 Interface Design Space
Gabriel Spitz Interface Design Space Interface elements Interface aspects Application Component Info Space Control Function/Scope Available functions Missing & superfluous functions Completeness TBD Framework Organizing principle (Posture) Segmentation into components Segmentation into info spaces Grouping of items Proximity Sequencing items Activity flow/Behavior Navigation schema Task sequence Error recovery Action reversal System state info Action constraints (error avoidance) Guidance Spatial workflow Modes/temporal workflow Closure Feedback Defaults Shortcuts Representation Metaphors / expressions Idioms Strategy (e.g.) Form Wizard Message content (error, warning, information) Maintaining context Choice of control Labels/terminology Icon content Object manipulation method Affordance Presentation Color Pallet Typography Preferences Layout Alignment Repetition Contrast Color Font style Graphical clarity (of icons) Resolution (details) Manipulation dynamics

12 UI Design Conceptual Model
Gabriel Spitz UI Design Conceptual Model The Conceptual Model is concerned with the over all concept of the UI It is based on clear and consistent “models” that we assume will be apparent and recognizable by the users Good conceptual model is one where the UI design is organized - Purposely (Goal) – Meaningfully (User) Usefully (Task) It informs and helps us as designers to: Organize items and present them on the screen in a way that is meaningful and coherent to the use

13 Organization by Product type
Gabriel Spitz Organizing Items Organization by Usage Organization by Product type

14 Gabriel Spitz Conceptual Model "A high level description of how a system is organized and operated" Johnson and Henderson 2002 It enables "designers to straighten out their thinking before they start laying out widgets” Circular Controls Triangle Controls Engine Controls Radio Controls Aesthetic Design Functional Design

15 Conceptual Model Includes
Gabriel Spitz Conceptual Model Includes Conceptual Model includes Metaphors and Analogies Concepts that people are exposed to through the product Task domain objects, their attributes and operations Relationship and mapping between these concepts

16 Gabriel Spitz Why Conceptual Model?

17 Helping the User Figure It Out
Gabriel Spitz Helping the User Figure It Out As users our actions are driven by what we see and how close is what we see to what we expect/know As a user we see the Conceptual Model of the interface What we expect is our Mental Model of the interface As UI designers we are responsible for selecting and implementing the conceptual model of our design

18 Gabriel Spitz Mental Model Is what we (as individuals) expect a product to look like and the way we expect it to behave It is based on our actual experience with and knowledge about similar items or parts of an item This knowledge is rarely complete or accurate. If we do not have any experience with a similar product, we will have to spend more time learning

19 What would you expect when clicking on the Log In link
Gabriel Spitz What would you expect when clicking on the Log In link

20 How many expected something different to the above?
Gabriel Spitz How many expected something different to the above?

21 Conceptual Model VS. Mental Model
Mental model is the idea a user has about an artifact e.g., Spreadsheet Conceptual model is the way a designer represents an artifact, how it works & how the interface controls affect it. This is what a user will see The closer a conceptual model is to the mental model the easier it is for a user to figure out how to operate a system Mental Model of a Bicycle Conceptual Model of a Design Me

22 When user clicks this Icon
Gabriel Spitz Mental Model When user clicks this Icon They expect this Not This

23 A. Cooper’s Conceptual Models
Gabriel Spitz A. Cooper’s Conceptual Models Manifest Model = Conceptual Model or Framework

24 Example from Akamai Match Target Protected Asset Match Target
Gabriel Spitz Example from Akamai Match Target Protected Asset Match Target Reflects the Technology Rules are activated when a request matches a hostname Protected Asset Reflects the way users think This is what I want to protect

25 Why do we care about mental model?
Gabriel Spitz Why do we care about mental model? Everything in usability is about the match between mental model and the conceptual model The greater the match the Easier it is to learn

26 Mismatch Between Models
Gabriel Spitz Mismatch Between Models Mismatch between the users’ expectation – their mental model; and the conceptual model presented by the UI designer will lead to: Error Poor performance Frustration

27 Gabriel Spitz A Conceptual Model Is the way the system will appear to users and therefore the way the user will understand it It is the overall “big idea” of the UI For example this interface is like a desktop, a wending machine, an ATM machine It is also the context within which UI elements – actions & components – are anticipated and interpreted

28 Gabriel Spitz Mental Model System Model Conceptual Model

29 Helps us interpret the above signs
Gabriel Spitz Context Helps us interpret the above signs

30 Conceptual Model Content
Gabriel Spitz Conceptual Model Content To capitalize on users’ mental model (what users already know), the conceptual model needs to match on all the dimensions of the mental model Objecte Interaction Style Labels

31 Interaction style – Instructing Labels – Spreadsheet related e.g., Sum
Gabriel Spitz Object – Spreadsheet Interaction style – Instructing Labels – Spreadsheet related e.g., Sum Object – Canvas Interaction style – Direct Manipulation Labels – Drawing related e.g., Mix

32 Conceptual Models Examples

33 This is a learned interaction, but very common and quick to learn
Two Panel Concept Two panels Above and below. One shows the set of items user can select from, the other shows the content of the selected item This is a learned interaction, but very common and quick to learn

34 Tabular Concept

35 List Concept

36 Content Group

37 Form Concept

38 Creating a Conceptual model
Gabriel Spitz Creating a Conceptual model

39 Creating a Conceptual Model
Gabriel Spitz Creating a Conceptual Model Conceptual models are created by our choices for the interface The Interface metaphor – The object we interact with Interaction styles – The Activity/Method we use for the interaction Keep in mind that the interface has to communicate how it should be used Help information can aid, but should not be necessary

40 Gabriel Spitz Interaction Styles Interaction styles refers to the way we interacts with an application. These include: Instructing Conversing Manipulation Browsing & Navigating Metaphor or the objects used in the the interaction such as Blank sheet of paper Spreadsheet Canvas

41 Instructing (activity)
Gabriel Spitz Instructing (activity) Instructing refers to telling the system to perform specific tasks such as Print, save, delete, etc. Used by many applications It includes keyboard commands, function keys, menu items, etc. Main benefit is that it supports quick and efficient interaction Good for repetitive actions performed on multiple objects

42 Instructional Style Interaction
Gabriel Spitz Instructional Style Interaction Graphical User Interface Command Line Interface

43 Conversation (activity)
Gabriel Spitz Conversation (activity) The underlying model of conversation – question and answer Examples include: Help Facilities - Computer answer/User asks Search Engines - Computer answer/User asks Interactive Voice Recognition (Siri) User asks/Computer answer The benefit - it allows users to interact with the system in a way that is familiar Makes them feel comfortable, at ease and less scared The drawback is that misunderstandings can arise when the system does not know how to parse what the user says

44 Conversational Style Interaction
Gabriel Spitz Conversational Style Interaction

45 Direct Manipulating (activity)
Gabriel Spitz Direct Manipulating (activity) Involves dragging, selecting, opening, closing and zooming actions on virtual objects Exploit’s users’ knowledge of how they move and manipulate objects in the physical world what you see is what you get (WYSIWYG) the direct manipulation approach (DM) Shneiderman (1983) coined the term Direct manipulation

46 Gabriel Spitz Core Principles of DM 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

47 Benefits of DM Interfaces
Gabriel Spitz Benefits of DM Interfaces Easy to learn basic functionality – we have a good Mental Model Users can work rapidly to carry out a wide range of tasks Easy to remember how to carry out tasks over time Easy to detect errors

48 Gabriel Spitz Disadvantages of 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 waste extensive screen space Moving a mouse around the screen can be slower than pressing function keys to do same actions

49 Direct Manipulation Interface
Gabriel Spitz Direct Manipulation Interface

50 Exploring and Browsing
Gabriel Spitz Exploring and Browsing Moving through a virtual space – Scanning, Reading, Skipping The way people browse information with existing media (e.g. newspapers, magazines, libraries, pamphlets) Information is structured to allow flexibility in the way a user is able to search for information e.g. multimedia, web

51 Object Based Conceptual Models
Gabriel Spitz Object Based Conceptual Models Usually based on an analogy with something in the physical world Examples

52 Selecting a Conceptual Model
Gabriel Spitz Selecting a Conceptual Model Direct manipulation - Spatial types of tasks, e.g. designing, drawing, flying, driving, sizing windows Issuing instructions - Repetitive tasks, e.g. spell-checking, file management Conversation - children, computer- phobic, disabled users and specialized 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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