Chapter 2: Understanding and conceptualizing interaction - PowerPoint PPT Presentation

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Chapter 2: Understanding and conceptualizing interaction

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How do users understand the interaction model? Not to become narrowly focused early on ... What are the disadvantages with DM? ... – PowerPoint PPT presentation

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Title: Chapter 2: Understanding and conceptualizing interaction


1
Chapter 2 Understanding and conceptualizing
interaction
2
Understanding the problem space
  • What do you want to create?
  • What are your assumptions?
  • What are your claims?

3
A framework for analyzing the problem space
  • Are there problems with an existing product or
    user experience?
  • Why do you think there are problems?
  • How do you think your proposed design ideas might
    overcome these?
  • When designing for a new user experience how will
    the proposed design extend or change current ways
    of doing things?

4
Conceptual model
  • a high-level description of how a system is
    organized and operates. (Johnson and Henderson,
    2002, p. 26)

5
Main components
  • Metaphors and Analogies.
  • Concepts
  • Relationships
  • Concept ?? User Experience Goals.

6
Benefits
  • How do users understand the interaction model?
  • Not to become narrowly focused early on
  • Establish a set of common terms they all
    understand and agree upon
  • Reduce the chance of misunderstandings and
    confusion arising later on

7
A classic conceptual model the spreadsheet
  • Analogous to ledger sheet
  • Interactive and computational
  • Easy to understand
  • Greatly extending what accountants and others
    could do

www.bricklin.com/history/refcards.htm
8
The Star interface
9
Interface metaphors
  • Designed to be similar to a physical entity but
    also has own properties
  • e.g. desktop metaphor, search engine

10
Benefits of interface metaphors
  • Makes learning new systems easier
  • Helps users understand the underlying conceptual
    model

11
Problems with interface metaphors (Nelson, 1990)
  • 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

12
Interaction types
  • Instructing
  • Conversing
  • Manipulating
  • Exploring

13
Instructing
  • Where users instruct a system by telling it what
    to do
  • e.g., tell the time, print a file, find a photo
  • Very common interaction type underlying a range
    of devices and systems

14
Conversing
  • Like having a conversation with another human
  • Examples include search engines, advice-giving
    systems and help systems

15
Manipulating
  • Exploits users knowledge of how they move and
    manipulate in the physical world
  • Virtual objects can be manipulated by moving,
    selecting, opening, and closing them

16
Direct manipulation
  • Proposes that digital objects be designed so they
    can be interacted with analogous to how physical
    objects are manipulated

17
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

18
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
  • Immediate feedback
  • Users gain confidence and mastery and feel in
    control

19
What are the disadvantages with DM?
  • Not all tasks can be described by objects and not
    all actions can be done directly
  • Some tasks are better achieved through delegating
    rather than manipulating
  • e.g., spell checking
  • Moving a mouse around the screen can be slower
    than pressing function keys to do same actions

20
Exploring
  • Involves users moving through virtual or physical
    environments

21
A virtual world
22
A CAVE
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