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Module 2

The document discusses the evolution of Human-Computer Interaction (HCI) beyond traditional desktop interfaces to encompass various human activities and experiences. It emphasizes the importance of understanding the problem space, developing conceptual models, and utilizing interaction types and interface metaphors to enhance user experience. Additionally, it outlines different interaction types such as instructing, conversing, manipulating, and exploring, while highlighting the significance of paradigms, theories, models, and frameworks in shaping conceptual models.

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jaymala.chavan
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0% found this document useful (0 votes)
14 views42 pages

Module 2

The document discusses the evolution of Human-Computer Interaction (HCI) beyond traditional desktop interfaces to encompass various human activities and experiences. It emphasizes the importance of understanding the problem space, developing conceptual models, and utilizing interaction types and interface metaphors to enhance user experience. Additionally, it outlines different interaction types such as instructing, conversing, manipulating, and exploring, while highlighting the significance of paradigms, theories, models, and frameworks in shaping conceptual models.

Uploaded by

jaymala.chavan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 42

Understanding and

Conceptualizing interaction

www.id-book.com 1 ©2011
Recap
• HCI has moved beyond designing
interfaces for desktop machines
• About extending and supporting all
manner of human activities in all
manner of places
• Facilitating user experiences through
designing interactions
• Make work effective, efficient and safer
• Improve and enhance learning and training
• Provide enjoyable and exciting entertainment
• Enhance communication and understanding
• Support new forms of creativity and expression

www.id-book.com 2 ©2011
Understanding the problem
space

– What do you want to create?


– What are your assumptions?
– Will it achieve what you hope it will?

www.id-book.com 3 ©2011
What is an assumption?
• taking something for granted when it
needs further investigation
– e.g. people will want to watch TV while
driving

www.id-book.com 4 ©2011
What is a claim?
• stating something to be true when it
is still open to question
– e.g. a multimodal style of interaction for
controlling GPS — one that involves
speaking while driving — is safe

www.id-book.com 5 ©2011
A framework for analysing
the problem space
• Are there problems with an existing
product or user experience? If so, what
are they?
• Why do you think there are problems?
• How do you think your proposed design
ideas might overcome these?
• If you are designing for a new user
experience how do you think your
proposed design ideas support, change,
or extend current ways of doing things?
www.id-book.com 6 ©2011
Activity
• What are the assumptions and claims
made about 3D TV?

www.id-book.com 7 ©2011
Assumptions: realistic or
wish-list?
• People would not mind wearing the glasses
that are needed to see in 3D in their living
rooms - reasonable
• People would not mind paying a lot more for a
new 3D-enabled TV screen- not reasonable
• People would really enjoy the enhanced clarity
and color detail provided by 3D - reasonable
• People will be happy carrying around their own
special glasses - reasonable only for a very
select bunch of users

www.id-book.com 8 ©2011
Benefits of conceptualising

• Orientation
– enables design teams to ask specific
questions about how the conceptual model
will be understood
• Open-minded
– prevents design teams from becoming
narrowly focused early on
• Common ground
– allows design teams to establish a set of
commonly agreed terms
www.id-book.com
Id-book.com 99 ©2011
©2011
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

www.id-book.com 10 ©2011
Conceptual model
• A conceptual model is:
– “a high-level description of how a system is
organized and operates” (Johnson and
Henderson, 2002, p 26)

• Enables
– “designers to straighten out their thinking
before they start laying out their widgets” (p
28)

www.id-book.com 11 ©2011
Components
• Metaphors and analogies
– understand what a product is for and how
to use it for an activity
• Concepts that people are exposed
to through the product
– task–domain objects, their attributes, and
operations (e.g. saving, revisiting,
organizing)
• Relationship and mappings
between these concepts
www.id-book.com 12 ©2011
First steps in formulating a
conceptual model
• What will the users be doing when
carrying out their tasks?
• How will the system support these?
• What kind of interface metaphor, if any,
will be appropriate?
• What kinds of interaction modes and
styles to use?
always keep in mind when making design
decisions how the user will understand the
underlying conceptual model

www.id-book.com 13 ©2011
Conceptual models
• Many kinds and ways of classifying
them
• We describe them in terms of core
activities and objects
• Also in terms of interface metaphors

www.id-book.com 14 ©2011
Interface metaphors

www.id-book.com 15 ©2011
Interface metaphors
• Conceptualizing what we are doing,
e.g. surfing the web
• A conceptual model instantiated at
the interface, e.g. the desktop
metaphor
• Visualising an operation,
– e.g. an icon of a shopping cart for
placing items into

www.id-book.com 16 ©2011
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?

www.id-book.com 17 ©2011
Interface metaphors
• Interface designed to be similar to a physical
entity but also has own properties
– e.g. desktop metaphor, web portals
• Can be based on activity, object or a combination
of both
• Exploit user’s 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

www.id-book.com 18 ©2011
Benefits of interface
metaphors
• Makes learning new systems easier
• Helps users understand the
underlying conceptual model
• Can be very innovative and enable
the realm of computers and their
applications to be made more
accessible to a greater diversity of
users

www.id-book.com 19 ©2011
Problems with interface
metaphors
• 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
www.id-book.com 20 ©2011
Interaction types
• Instructing
– issuing commands and selecting options
• Conversing
– interacting with a 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
www.id-book.com 21 ©2011
1. Instructing
• Where users instruct asystem and tell it
what to do
– e.g. tell the time, print a file, save a file
• Very common conceptual model,
underlying a diversity of devices and
systems
– e.g. word processors, VCRs, vending
machines
• Main benefit is that instructing supports
quick and efficient interaction
– good for repetitive kinds of actions
performed on multiple objects
www.id-book.com 22 ©2011
Which is easiest and why?

www.id-book.com
Id-book.com 23
23 ©2011
©2011
2. Conversing
• Underlying model of having a conversation
with another human
• Range from simple voice recognition menu-
driven systems to more complex ‘natural
language’ dialogs
• Examples include timetables, search engines,
advice-giving systems, help systems
• Also virtual agents, toys and pet robots
designed to converse with you

www.id-book.com 24 ©2011
Would you talk with Anna?

www.id-book.com
Id-book.com 25
25 ©2011
©2011
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

www.id-book.com 26 ©2011
3. Manipulating
• Involves dragging, selecting, opening, closing
and zooming actions on virtual objects
• Exploit’s users’ knowledge of how they move
and manipulate in the physical world
• Can involve actions using physical controllers
(e.g. Wii) or air gestures (e.g. Kinect) to
control the movements of an on screen avatar
• Tagged physical objects (e.g. balls) that are
manipulated in a physical world result in
physical/digital events (e.g. animation)

www.id-book.com 27 ©2011
Direct Manipulation
• Shneiderman (1983) coined the term DM,
came from his fascination with computer
games at the time

– 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

www.id-book.com 28 ©2011
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
www.id-book.com 29 ©2011
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
– e.g. spell checking
• Can become screen space ‘gobblers’
• Moving a mouse around the screen can be slower
than pressing function keys to do same actions

www.id-book.com 30 ©2011
4. Exploring
• Involves users moving through virtual or
physical environments

• Physical environments with embedded


sensor technologies
– Context aware

www.id-book.com 31 ©2011
Which conceptual model is
best?
• Direct manipulation is good for ‘doing’ types of
tasks, 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 specialised
applications (e.g. phone services)
• Hybrid conceptual models are often employed,
where different ways of carrying out the same
actions is supported at the interface - but can
take longer to learn

www.id-book.com 32 ©2011
Conceptual models: interaction
and interface
• Interaction type:
– what the user is doing when interacting with a
system, e.g. instructing, talking, browsing or
other
• Interface type:
– the kind of interface used to support the mode,
e.g. speech, menu-based, gesture

www.id-book.com 33 ©2011
Many kinds of interface types
available…
• Command
• Speech
• Data-entry
• Form fill-in
• Query
• Graphical
• Web
• Pen
• Augmented reality
• Gesture
(for more see chapter 6)
www.id-book.com 34 ©2011
Which interaction type to
choose?
• Need to determine requirements and user
needs
• Take budget and other constraints into
account
• Also will depend on suitability of
technology for activity being supported
• This is covered in course when designing
conceptual models

www.id-book.com 35 ©2011
Paradigm
• Inspiration for a conceptual model
• General approach adopted by a
community for carrying out research
– shared assumptions, concepts, values,
and practices
– e.g. desktop, ubiquitous computing, in
the wild

www.id-book.com 36 ©2011
Examples of new paradigms
• Ubiquitous computing (mother of them all)
• Pervasive computing
• Wearable computing
• Tangible bits, augmented reality
• Attentive environments
• Transparent computing
– and many more….

www.id-book.com 37 ©2011
Theory
• Explanation of a phenomenon
– e.g. information processing that
explains how the mind, or some aspect
of it, is assumed to work
• Can help identify factors
– e.g. cognitive, social, and affective,
relevant to the design and evaluation of
interactive products

www.id-book.com 38 ©2011
Models
• A simplification of an HCI
phenomenon
– intended to make it easier for designers
to predict and evaluate alternative
designs
– abstracted from a theory coming from a
contributing discipline, e.g. psychology,
e.g. keystroke model

www.id-book.com 39 ©2011
Framework
• Set of interrelated concepts and/or
specific questions for ‘what to look for’
• Many in interaction design
– e.g. Norman’s conceptual models, Benford’s
trajectories
• Provide advice on how to design
– e.g. steps, questions, concepts,
challenges, principles, tactics and
dimensions

www.id-book.com 40 ©2011
www.id-book.com 41 ©2011
Summary
• Important to have a good understanding of the
problem space
• Fundamental aspect of interaction design is to
develop a conceptual model
• Interaction modes and interface metaphors
provide a structure for thinking about which kind
of conceptual model to develop
• Interaction styles are specific kinds of interfaces
that are instantiated as part of the conceptual
model
• Paradigms, theories, models and frameworks can
also shape a conceptual model

www.id-book.com 42 ©2011

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