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Chapter 2: Understanding and conceptualizing interaction

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Title: Chapter 2: Understanding and conceptualizing interaction


1
Chapter 2 Understanding and conceptualizing
interaction
2
Recap
  • HCI has moved beyond designing interfaces for
    desktop machines
  • Concerned with extending and supporting all
    manner of human activities
  • Designing for user experiences, including
  • Making work effective, efficient and safer
  • Improving and enhancing learning and training
  • Providing enjoyable and exciting entertainment
  • Enhancing communication and understanding
  • Supporting new forms of creativity and expression

3
Understanding the problem space
  • What do you want to create?
  • What are your assumptions?
  • What are your claims?
  • Will it achieve what you hope it will? If so,
    how?

4
A framework for analysing 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?

5
An example
  • What do you think were the main assumptions made
    by developers of online photo sharing and
    management applications, like Flickr?

6
Assumptions and claims
  • Assumptions
  • Able to capitalize on the hugely successful
    phenomenon of blogging
  • Just as people like to blog so will they want to
    share with the rest of the world their photo
    collections and get comments back
  • People like to share their photos with the rest
    of the world
  • A claim
  • From Flickrs website (2005) is almost
    certainly the best online photo management and
    sharing application in the world

7
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

8
Conceptual model
  • Need to first think about how the system will
    appear to users (i.e. how they will understand
    it)
  • A conceptual model is
  • a high-level description of how a system is
    organized and operates. (Johnson and Henderson,
    2002, p. 26)

9
What is and why need a conceptual model?
  • Not a description of the user interface but a
    structure outlining the concepts and the
    relationships between them
  • Why not start with the nuts and bolts of design?
  • Architects and interior designers would not think
    about which color curtains to have before
    deciding where the windows will be placed in a
    new building
  • Enables designers to straighten out their
    thinking before they start laying out their
    widgets (p. 28)
  • Provides a working strategy and a framework of
    general concepts and their interrelations

10
Helps the design team
  • Orient themselves towards asking questions about
    how the conceptual model will be understood by
    users
  • 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

11
Main components
  • Major metaphors and analogies that are used to
    convey how to understand what a product is for
    and how to use it for an activity.
  • Concepts that users are exposed to through the
    product
  • The relationships between the concepts
  • e.g., one object contains another
  • The mappings between the concepts and the user
    experience the product is designed to support

12
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
13
Why was it so good?
  • It was simple, clear, and obvious to the users
    how to use the application and what it could do
  • it is just a tool to allow others to work out
    their ideas and reduce the tedium of repeating
    the same calculations.
  • capitalized on users familiarity with ledger
    sheets
  • Got the computer to perform a range of different
    calculations and recalculations in response to
    user input

14
Another classic
  • 8010 Star office system targeted at workers not
    interested in computing per se
  • Spent several person-years at beginning working
    out the conceptual model
  • Simplified the electronic world, making it seem
    more familiar, less alien, and easier to learn

Johnson et al (1989)
15
The Star interface
16
Interface metaphors
  • Designed to be similar to a physical entity but
    also has own properties
  • e.g. desktop metaphor, search engine
  • Exploit users familiar knowledge, helping them
    to understand the unfamiliar
  • Conjures up the essence of the unfamiliar
    activity, enabling users to leverage of this to
    understand more aspects of the unfamiliar
    functionality
  • People find it easier to learn and talk about
    what they are doing at the computer interface in
    terms familiar to them

17
Benefits of interface metaphors
  • Makes learning new systems easier
  • Helps users understand the underlying conceptual
    model
  • Can be innovative and enable the realm of
    computers and their applications to be made more
    accessible to a greater diversity of users

18
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
  • Limits designers imagination in coming up with
    new conceptual models

19
Activity
  • A company has been asked to design a
    computer-based system that will encourage
    autistic children to communicate and express
    themselves better.
  • What type of interaction would be appropriate to
    use at the interface for this particular user
    group?

20
Interaction types
  • Instructing
  • issuing commands using keyboard and function keys
    and selecting options via menus
  • Conversing
  • interacting with the system as if having a
    conversation
  • Manipulating
  • interacting with objects in a virtual or physical
    space by manipulating them
  • Exploring
  • moving through a virtual environment or a
    physical space

21
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
  • A main benefit of instructing is to support quick
    and efficient interaction
  • good for repetitive kinds of actions performed on
    multiple objects

22
Vending machines
Describe the conceptual model underlying the two
vending machines Which is easiest to use?
23
Conversing
  • Like having a conversation with another human
  • Differs from instructing in that it more like
    two-way communication, with the system acting
    like a partner rather than a machine that obeys
    orders
  • Ranges from simple voice recognition menu-driven
    systems to more complex natural language
    dialogues
  • Examples include search engines, advice-giving
    systems and help systems

24
Pros and cons of conversational model
  • Allows users, especially novices and
    technophobes, to interact with the system in a
    way that is familiar
  • makes them feel comfortable, at ease and less
    scared
  • Misunderstandings can arise when the system does
    not know how to parse what the user says
  • e.g. child types into a search engine, that uses
    natural language the question
  • How many legs does a centipede have? and the
    system responds

25
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26
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
  • Tagged physical objects (e.g., bricks, blocks)
    that are manipulated in a physical world (e.g.,
    placed on a surface) can result in other physical
    and digital events

27
Manipulatives (PicoCrickets)
28
Direct manipulation
  • Shneiderman (1983) coined the term Direct
    Manipulation
  • Came from his fascination with computer games at
    the time
  • 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

29
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

30
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
  • Users can immediately see if their actions are
    furthering their goals and if not do something
    else
  • Users experience less anxiety
  • Users gain confidence and mastery and feel in
    control

31
What are the disadvantages with DM?
  • Some people take the metaphor of direct
    manipulation too literally
  • 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

32
Exploring
  • Involves users moving through virtual or physical
    environments
  • Examples include
  • 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

33
A virtual world
34
A CAVE
35
Theories, models and frameworks
  • Are used to inform and inspire design
  • A theory is a well-substantiated explanation of
    some aspect of a phenomenon
  • A model is a simplification of some aspect of
    humancomputer interaction intended to make it
    easier for designers to predict and evaluate
    alternative designs
  • A framework is a set of interrelated concepts
    and/or a set of specific questions

36
Main differences
  • Theories tend to be comprehensive, explaining
    humancomputer interactions
  • Models tend to simplify some aspect of
    humancomputer interaction
  • Frameworks tend to be prescriptive, providing
    designers with concepts, questions, and
    principles to consider

37
Summary 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
  • 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
  • Decisions about conceptual design should be made
    before commencing any physical design
  • Interface metaphors are commonly used as part of
    a conceptual model

38
Summary 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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