Chapter 2: Understanding and conceptualizing interaction Question 1.

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Transcript of Chapter 2: Understanding and conceptualizing interaction Question 1.

Chapter 2: Understanding and

conceptualizing interaction

Question 1

Understanding the problem space

– What do you want to create?– What are your assumptions?– What are your claims?

Right – In science it’s

usually much easier to

define the “problem

space” you are

working in. In ID,

however,

understanding “the

problem”

takes as much

time as

solving it!

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?

Problem: How to help students have a

green dorm room?

Step 1: How do they try to solve that

problem now?

Conceptual model

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

Question 2

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

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

A classic conceptual model: the spreadsheet

www.bricklin.com/history/refcard5.htm

The Star interface

Interface metaphors

• Designed to be similar to a physical entity but also has own properties– e.g. desktop metaphor, search engine

Question 3

Benefits of interface metaphors

• Makes learning new systems easier• Helps users understand the underlying conceptual

model

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

Interaction types

• Instructing• Conversing• Manipulating• Exploring

Right – Good old

GNU Emacs – what

type is this?

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

Question 4

Right - The prototypical

Instructing interface – The Linux

terminal.

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

systems and help systems• Also included, of course, is having a real conversation

with another human, like texting!

Question 5

Right – Typical start of a

help session in an

application.

Manipulating

• Exploit’s users’ knowledge of how they move and manipulate in the physical world

• Virtual objects can be manipulated by moving, selecting, opening, and closing them

Direct manipulation

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

Right – DM in action. The

perfectly intuitive interface?

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

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

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

Exploring

• Involves users moving through virtual or physical environments

Question 6

A virtual world

Extra Credit

• Take a look at http://ignorethecode.net/blog/2009/10/13/10_gui/ and write a review of the proposed mode of interaction.

• Please turn in a .pdf file by 11:59 PM Friday. Angel – Lessons – Drop Boxes - Extra Credit –Week 9.

Question 7

Cartoon of the day

From http://search.dilbert.com/search?w=easy+to+use&asug=eas&view=list&filter=type%3Acomic.