3 Conceptualizing Interaction Design
3 Conceptualizing Interaction Design
DESIGN
Conceptualizing Interaction
Conceptualizing design
Write down your assumptions and claims when coming up with a new design
◦ For example, “a
multimodal style of
interaction for controlling
GPS — one that involves
speaking while driving —
is safe.”
Activity: How will enabling
robot waiters to speak to
customers enhance their
experience?
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What is the problem being addressed?
The benefits: But just assumptions The real problem being “It is difficult to recruit good
addressed: wait staff who provide the
level of customer service to
which we have become
accustomed.”
Many unknowns need to be considered in the During the early ideation process
initial stages of a design project
Where do your ideas come from? Ask questions, reconsider assumptions, and articulate concerns
What sources of inspiration were used?
Is there any theory or research that can be used to inform them?
Are there problems with an existing product or user
experience? If so, what are they?
for analyzing
the problem How do you think your proposed design ideas might
space
overcome these?
Assumptions An assumption
and claims: • People would really enjoy the enhanced clarity and color detail
provided by 3D
• People would not mind paying a lot more for a new 3D-enabled TV
screen because of the new experience
Orientation
Benefits of Open-minded
Common ground
Conceptual
models
The best conceptual models are often
those that appear:
The operations they
Obvious and simple support are intuitive to
use
◦ Interface designed to be similar to a physical entity but
also has own properties
◦ For example, desktop metaphor, and web portals
◦ Can be based on activity, object, or a combination of
both Interface
◦ Exploit user’s familiar knowledge, helping them to
understand ‘the unfamiliar’
metaphors
◦ Conjures up the essence of the unfamiliar activity,
enabling users to leverage this to understand more
aspects of the unfamiliar functionality
Conceptualizing For instance,
what users are doing surfing the Web
metaphors
For instance, an
Visualizing an icon of a shopping
operation cart into which the
user places items
The card
metaphor
◦ The card is a very popular UI. Why?
◦ It has familiar form factor
◦ It can easily be flicked through, sorted, and
themed
◦ It structures content into meaningful chunks
(similar to how paragraphs are used to chunk a
set of related sentences into distinct sections)
◦ Its material properties give the appearance of the
surface of paper
Benefits of
interface Helps users understand the underlying
conceptual model
metaphors
Can be very innovative and enable the realm of
computers and their applications to be made
more accessible to a greater diversity of users
◦ Break conventional and cultural rules
◦ For instance, recycle bin placed on desktop
◦ Can constrain designers in the way that they
conceptualize a problem space
◦ Conflicts with design principles Problems with
◦ Forces users to understand only the system in terms of interface
the metaphor
◦ Designers can inadvertently use bad existing designs
metaphors
and transfer the bad parts over
◦ Limits designers’ imagination in coming up with new
conceptual models
◦ Describe the components of the conceptual model
underlying most online shopping websites, for
example:
Conversing
• Interacting with a system as if having a conversation
Interaction Manipulating
• Interacting with objects in a virtual or physical space by
types manipulating them
Exploring
• Moving through a virtual environment or a physical space
Responding
• The system initiates the interaction and the user chooses
whether to respond
Where users instruct a For example: Tell
the time, print a
system and tell it what to do file, or save a file
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WHICH IS
EASIEST
AND
WHY?
◦ Underlying model of having a conversation with
another human
◦ Ranges from simple voice recognition menu-driven
systems to more complex ‘natural language’ dialogs
◦ Examples include timetables, search engines, advice- 2. Conversing
giving systems, and help systems
◦ Also virtual agents, chatbots, toys, and pet robots
designed to converse with you
◦ Allows users, especially novices, to interact with a
system in a way that is familiar to them
3. Manipulating
Can involve actions using physical controllers (for example,
Nintendo Wii) or air gestures (such as, Microsoft Kinect) to
control the movements of an on-screen avatar
manipulation Users can immediately see if their actions are furthering their goals,
and if not, do something else
Not all tasks can be described by objects, and not all actions can
be done directly
Disadvantages of Some tasks are better achieved through delegating, for example,
DM spell checking
Examples:
• Alerts the user of a nearby coffee bar where some friends are meeting
• User’s fitness tracker notifies them of a milestone reached
◦ Speech
◦ Data-entry
◦ Pen
◦ Augmented reality
◦ Gesture
Conceptual knowledge that is used to inform design and
guide research include:
• Paradigms
• Visions
• Theories
Other sources
• Models
• Frameworks
Paradigm
◦ Pervasive computing
◦ Wearable computing
Invites people to imagine Provide concrete scenarios Also raise ethical questions
A driving force that frames what life will be like in 10, of how society can use the such as, privacy and trust
research and development 15, or 20 years’ time next generation of imagined
technologies
Theory
◦ Can help identify factors relevant to the design and
evaluation of interactive products
◦ Such as cognitive, social, and affective
◦ Can be used to predict what users will do with different
interfaces
◦A simplification of an HCI phenomenon
A conceptual model is a high-level What users can do with it and the concepts they need to understand how to
description of a product in terms of: interact with it
Interaction types provide a way of thinking about how to support user’s activities
Paradigms, visions, theories, models, and Provide ways of framing design and research
frameworks