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Understanding and conceptualizing interaction
Chapter 2 Understanding and conceptualizing interaction
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Understanding the problem space
Understand and conceptualize Current user experience Current product Ways to improve current user experience/product
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An example Problem: Providing drivers with better navigation and traffic information Question: What do we need to know before designing the system?
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An example Understand the problem space:
Find out problems with existing forms of navigating while driving Read maps while moving the steering wheel Look at a small navigation display when approaching a roundabout Ensure that drivers can continue to drive safely without being distracted
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Understanding the problem space
Framework 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?
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Understanding the problem space
Framework If you have not identified any problems and instead 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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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 From:
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Conceptualizing the design space
Describe what the system is going to be to the users, through developing a task-based conceptual model exploring the nature of the interaction that underlies user activities using different theories, models, and frameworks
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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 It is based on the task domain the system is supposed to support
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Conceptual model A conceptual model outlines
What people can do with a product What concepts are needed to understand how to interact with it
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Conceptual model A conceptual model is not a description of the user interface But it is a structure outlining the concepts and relationships between concepts that will form the basis of the product or system
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Conceptual model 4 components – Johnson and Henderson
Metaphors and analogies Concepts: task-domain objects, objects’ attributes, operations performed on objects Relationships between concepts Mappings between concepts and task-domain the system is designed to support
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Example Designing an online library catalog:
Metaphors and analogies: the information is organized as in a physical card-catalogue
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Example Concepts: item
with attributes: title, ISBN, status; with actions: check-out, check-in, reserve subtypes of item, e.g., book, periodical issue, video periodical volume user account with attributes: name, items checked out librarian
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Example Relationships: a book is one type of item, periodical volumes contain issues Mappings: each item in the system corresponds to a physical item in the library
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Examples VisiCalc -> MS Excel Looked like a ledger sheet
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A classic conceptual model: the spreadsheet
Analogous to ledger sheet Interactive and computational Easy to understand Greatly extending what accountants and others could do From:
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Examples Desktop interface
Included a familiar knowledge of an office: papers, folders, filing cabinets, and mailboxes Drag and drop action similar to, e.g., moving a file and placing it in a folder
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The Star interface From:
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Benefits of the conceptual model
The conceptual model helps the design team To ask specific questions about how the conceptual model will be understood by the targeted users Not to become narrowly focused early on To establish a set of common terms
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Interface metaphors A central component of a conceptual model
Provide a structure similar to familiar entities but also have its own behaviors and properties E.g. search engine The similarities implied are at a general level
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Benefits of a metaphor Help map familiar to unfamiliar knowledge
Enable users to learn about the new domain Make learning new systems easier
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Problems with interface metaphors (Nelson, 1990)
Violate the cultural and logical rules e.g. a recycle bin placed on desktop Constrain designers in the way they conceptualize the problem space e.g. accessing a hierarchy of files Conflict with design principles e.g. an inconsistency use of a trash can on Mac
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Problems with interface metaphors (Nelson, 1990)
Constrain users’ understanding of the system in terms of the metaphor Emulate existing bad designs of physical objects Limit designers’ imagination in designing new paradigms and models
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Conceptualizing the design space
Describe what the system is going to be to the users, through developing a task-based conceptual model exploring the nature of the interaction that underlies user activities using different theories, models, and frameworks
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Interaction Types Users’ interactions with a system or product
1) Instructing – users issue instructions to a system 2) Conversing – users have a dialog with a system
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Interaction Types 3) Manipulating – users interact with objects in a virtual or physical space by manipulating them, e.g. opening, holding, closing, placing. 4) Exploring – users move through a virtual environment or a physical space
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Instructing Varied ways of issuing instructions Benefits:
e.g. pressing buttons, typing in strings of characters Unix & Linux OS: command-based systems Windows & GUI-based systems: control keys or the selection of menu options via a mouse Benefits: Quick and efficient
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Conversing User having a conversation with a system
Two-way communication process The system acting like a partner rather than a machine that obeys orders
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Conversing Used for applications where users need to find out specific information or discuss issues Examples: advisory systems, help facilities, search engines Varied kinds: voice recognition, menu-driven systems, natural language-based systems
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Benefits of conversing
Allows people, esp. novice, to interact with a system in a way that is familiar to them makes them feel comfortable, at ease and less scared
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Disadvantages of conversing
Potential misunderstandings between the system and users i.e. systems can’t provide answers in a way that users expected Make a task cumbersome and one-sided interactions e.g. automated phone-based systems
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Manipulating Manipulate objects by using users’ knowledge of how to manipulate objects in the physical world e.g. moving, selecting, opening, and closing
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Direct Manipulation - Shneiderman (1983)
Proposes that digital objects be designed so they can be interacted with analogous to how physical objects are manipulated Assumes that direct manipulation interfaces enable users to feel that they are directly controlling the digital objects
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Core principles of DM Continuous representation of objects and actions of interest Rapid reversible actions with immediate feedback on object of interest Physical actions and button pressing instead of issuing commands with complex syntax
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Benefits of DM Beginners can quickly learn basic functions
Experienced users can rapidly carry out different kinds of tasks Infrequent users can remember how to perform functions over time
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Benefits of DM Error messages are rarely needed
Users can see immediate feedback of their actions Users feel less anxious Help users gain confidence and mastery and feel in control
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Disadvantage of DM For some kinds of tasks, it is less efficient to use DM to accomplish the task e.g. spell checking
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Exploring Moving through virtual 3D environment
Moving through physical environment embedded with sensing technologies and location-detection technologies Exploit users’ existing knowledge of how they move and navigate through spaces
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Examples 3D desktop virtual worlds where people navigate using mouse around different parts to socialize (e.g., Second Life) CAVEs where users navigate by moving whole body, arms, and head physical context aware worlds, embedded with sensors, that present digital information to users at appropriate places and times From:
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A virtual world From:
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Theories, Models, Frameworks
A theory is a well-substantiated explanations of some aspect of a phenomenon Help identify factors (such as cognitive, social, and affective) relevant to the design and evaluation of interactive products
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Models A model is a simplification of some aspect of human-computer interaction intended to make it easier for designers to predict and evaluate alternative designs Derived based on a theory Characterize aspects of human-computer interaction
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Frameworks A framework is a set of interrelated concepts and/or a set of specific questions that is intended to inform a particular domain area Offers advice to designers as to what to design or look for Many forms: steps, questions, concepts, challenges, principles, dimensions
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Frameworks Derived from Theories of human behavior
Experiences of actual design practice Findings arising from user studies
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Highly influential HCI framework
Norman (1988) Explains relationship between the design of a conceptual model and a user’s understanding of it Depicts 3 interacting components: Designer User System
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Designer’s model – the model
the designer has of how the system should work Design Model Users Model User’s model – how the user understands how the system works Designer User System System Image System image – how the system actually works is portrayed to the user through the interface, manuals help facilities, etc.
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Main differences Theories tend to be comprehensive, explaining human–computer interactions Models tend to simplify some aspect of human–computer interaction Frameworks tend to be prescriptive, providing designers with concepts, questions, and principles to consider
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Key points Need to have a good understanding of the problem space
specifying what it is you are doing, why, and how it will support users in the way intended
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Key points A conceptual model is a high-level description of a product
what users can do with it and the concepts they need to understand how to interact with it
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Key points Decisions about conceptual design should be made before commencing any physical design Interface metaphors are commonly used as part of a conceptual model
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Key points Interaction types (e.g., conversing, instructing) provide a way of thinking about how best to support the activities users will be doing when using a product or service Theories, models, and frameworks provide another way of framing and informing design and research
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