Conceptual Models In Interaction Design - Vilniaus Universitetas

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Projektas Informatikos ir programų sistemų studijų programų kokybės gerinimas ( VP1-2.2-ŠMM-07-K-02-039)Conceptual models ininteraction designdr. Kristina Lapin

Outline Problem space analysis Conceptual models Interface metaphor Interaction types Paradigms, theories, models, andframeworks1

Recap HCI has moved beyond designinginterfaces for desktop machines About extending and supporting allmanner of human activities in allmanner of places Facilitating user experiences throughdesigning interactions Make work effective, efficient and saferImprove and enhance learning and trainingProvide enjoyable and exciting entertainmentEnhance communication and understandingSupport new forms of creativity and expression1

Understanding the problemspace– What do you want to create?– What are your assumptions?– Will it achieve what you hope it will?1

What is an assumption? taking something for granted when itneeds further investigation– e.g. people will want to watch TV whiledriving1

What is a claim? stating something to be true when itis still open to question– e.g. a multimodal style of interaction forcontrolling GPS — one that involvesspeaking while driving — is safe1

A framework for analyzingthe problem space Are there problems with an existingproduct or user experience? If so, whatare they? Why do you think there are problems? How do you think your proposed designideas might overcome these? If you are designing for a new userexperience how do you think yourproposed design ideas support, change,or extend current ways of doing things?1

Activity What are the assumptions and claimsmade about 3D TV?1

Assumptions: realistic orwish-list? People would not mind wearing the glassesthat are needed to see in 3D in their livingrooms - reasonable People would not mind paying a lot more for anew 3D-enabled TV screen- not reasonable People would really enjoy the enhanced clarityand color detail provided by 3D - reasonable People will be happy carrying around their ownspecial glasses - reasonable only for a veryselect bunch of users1

Benefits of conceptualizing Orientation– enables design teams to ask specificquestions about how the conceptual modelwill be understood Open-minded– prevents design teams from becomingnarrowly focused early on Common ground– allows design teams to establish a set ofcommonly agreed terms1

From problem space to designspace Having a good understanding of theproblem space can help inform thedesign space– e.g. what kind of interface, behavior,functionality to provide But before deciding upon these it isimportant to develop a conceptualmodel1

Conceptual model A conceptual model is:– “a high-level description of how a system isorganized and operates” (Johnson andHenderson, 2002, p 26) Enables– “designers to straighten out their thinkingbefore they start laying out their widgets” (p28)1

Components Metaphors and analogies– understand what a product is for and howto use it for an activity Concepts that people are exposedto through the product– task–domain objects, their attributes, andoperations (e.g. saving, revisiting,organizing) Relationship and mappingsbetween these concepts1

First steps in formulating aconceptual model What will the users be doing whencarrying out their tasks? How will the system support these? What kind of interface metaphor, if any,will be appropriate? What kinds of interaction modes andstyles to use?always keep in mind when making designdecisions how the user will understand theunderlying conceptual model1

Conceptual models Many kinds and ways of classifyingthem We describe them in terms of coreactivities and objects Also in terms of interface metaphors1

Interface metaphors1

Interface metaphors Conceptualizing what we are doing,e.g. surfing the web A conceptual model instantiated atthe interface, e.g. the desktopmetaphor Visualizing an operation,– e.g. an icon of a shopping cart forplacing items into1

Activity Describe the components of theconceptual model underlying mostonline shopping websites, e.g.– Shopping cart– Proceeding to check-out– 1-click– Gift wrapping– Cash till?1

Interface metaphors Interface designed to be similar to a physicalentity but also has own properties– e.g. desktop metaphor, web portals Can be based on activity, object or a combinationof both Exploit user’s familiar knowledge, helping themto understand ‘the unfamiliar’ Conjures up the essence of the unfamiliaractivity, enabling users to leverage of this tounderstand more aspects of the unfamiliarfunctionality1

Benefits of interfacemetaphors Makes learning new systems easier Helps users understand theunderlying conceptual model Can be very innovative and enablethe realm of computers and theirapplications to be made moreaccessible to a greater diversity ofusers1

Problems with interfacemetaphors Break conventional and cultural rules– e.g. recycle bin placed on desktop Can constrain designers in the way theyconceptualize a problem space Conflict with design principles Forces users to only understand the system interms of the metaphor Designers can inadvertently use bad existingdesigns and transfer the bad parts over Limits designers’ imagination in coming up withnew conceptual models1

Interaction types Instructing– issuing commands and selecting options Conversing– interacting with a system as if having aconversation Manipulating– interacting with objects in a virtual or physicalspace by manipulating them Exploring– moving through a virtual environment or aphysical space1

1. Instructing Where users instruct a system and tellit what to do– e.g. tell the time, print a file, save a file Very common conceptual model,underlying a diversity of devices andsystems– e.g. word processors, VCRs, vendingmachines Main benefit is that instructing supportsquick and efficient interaction– good for repetitive kinds of actionsperformed on multiple objects1

Which is easiest and why?1

2. Conversing Underlying model of having a conversationwith another human Range from simple voice recognition menudriven systems to more complex ‘naturallanguage’ dialogs Examples include timetables, search engines,advice-giving systems, help systems Also virtual agents, toys and pet robotsdesigned to converse with you1

Bendraujantis modelis Apple bendravimo agento vizija(1987!)http://www.youtube.com/watch?v HGYFEI6uLy026

27

Would you talk with Anna?Id-book.com28 20111

Pros and cons of conversationalmodel Allows users, especially novices andtechnophobes, to interact with the system in away that is familiar– makes them feel comfortable, at ease and lessscared Misunderstandings can arise when the systemdoes not know how to parse what the usersays1

3. Manipulating Involves dragging, selecting, opening, closingand zooming actions on virtual objects Exploit’s users’ knowledge of how they moveand manipulate in the physical world Can involve actions using physical controllers(e.g. Wii) or air gestures (e.g. Kinect) tocontrol the movements of an on screen avatar Tagged physical objects (e.g. balls) that aremanipulated in a physical world result inphysical/digital events (e.g. animation)1

Direct Manipulation Shneiderman (1983) coined the term DM,came from his fascination with computergames at the time– Continuous representation of objects andactions of interest– Physical actions and button pressing instead ofissuing commands with complex syntax– Rapid reversible actions with immediatefeedback on object of interest1

www.bricklin.com/history/refcards.htm32

Star office33

Differences?Mac darbalaukis (1987)Pirmasis iPadinterfeisas (2010)Mac OS X darbalaukis (2005)34

Manipuliavimas fiziniaisobjektais (PicoCrickets)

Why are DM interfaces soenjoyable? Novices can learn the basic functionality quickly Experienced users can work extremely rapidly tocarry out a wide range of tasks, even definingnew functions Intermittent users can retain operational conceptsover time Error messages rarely needed Users can immediately see if their actions arefurthering their goals and if not do something else Users experience less anxiety Users gain confidence and mastery and feel incontrol1

What are the disadvantageswith DM? Some people take the metaphor of directmanipulation too literally Not all tasks can be described by objects and notall actions can be done directly Some tasks are better achieved throughdelegating– e.g. spell checking Can become screen space ‘gobblers’ Moving a mouse around the screen can be slowerthan pressing function keys to do same actions1

4. Exploring Involves users moving through virtual orphysical environments Physical environments with embeddedsensor technologies– Context aware1

Virtualusis pasaulis39

http://www.youtube.com/watch?v 08x0hT5f9Z440

Which conceptual model isbest? Direct manipulation is good for ‘doing’ types oftasks, 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 specializedapplications (e.g. phone services) Hybrid conceptual models are often employed,where different ways of carrying out the sameactions is supported at the interface - but cantake longer to learn1

Conceptual models: interactionand interface Interaction type:– what the user is doing when interacting with asystem, e.g. instructing, talking, browsing orother Interface type:– the kind of interface used to support the mode,e.g. speech, menu-based, gesture1

Many kinds of interface typesavailable CommandSpeechData-entryForm fill-inQueryGraphicalWebPenAugmented realityGesture(for more see chapter 6)1

Which interaction type tochoose? Need to determine requirements and userneeds Take budget and other constraints intoaccount Also will depend on suitability oftechnology for activity being supported This is covered in course when designingconceptual models1

Paradigm Inspiration for a conceptual model General approach adopted by acommunity for carrying out research– shared assumptions, concepts, values,and practices– e.g. desktop, ubiquitous computing, inthe wild1

Examples of new paradigms Ubiquitous computing (mother of them all)––––––Pervasive computingWearable computingTangible bits, augmented realityAttentive environmentsTransparent computingand many more .1

Theory Explanation of a phenomenon– e.g. information processing thatexplains how the mind, or some aspectof it, is assumed to work Can help identify factors– e.g. cognitive, social, and affective,relevant to the design and evaluation ofinteractive products1

Models A simplification of an HCIphenomenon– intended to make it easier for designersto predict and evaluate alternativedesigns– abstracted from a theory coming from acontributing discipline, e.g. psychology,e.g. keystroke model1

Framework Set of interrelated concepts and/orspecific questions for ‘what to look for’ Many in interaction design– e.g. Norman’s conceptual models, Benford’strajectories Provide advice on how to design– e.g. steps, questions, concepts,challenges, principles, tactics anddimensions1

1

Summary Important to have a good understanding of theproblem space Fundamental aspect of interaction design is todevelop a conceptual model Interaction modes and interface metaphorsprovide a structure for thinking about which kindof conceptual model to develop Interaction styles are specific kinds of interfacesthat are instantiated as part of the conceptualmodel Paradigms, theories, models and frameworks canalso shape a conceptual model1

-e.g. an icon of a shopping cart for placing items into . 1 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? 1 Interface metaphors

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