Understanding and
Conceptualizing
   Interaction
    Chapter 2
                    1
               TOPIC
• Understanding the Problem Space and
  Conceptualizing Interactions
• Interface Metaphors
• Interaction Types
• Theories, Models and Frameworks
                                        2
     LEARNING OUTCOMES
• Explain what is meant by the problem space.
• Explain how to conceptualize interaction.
• Describe what a conceptual model is and how to
  begin to formulate one.
• Discuss the use of interface metaphors as part
  of a conceptual model.
• Outline the core interaction types for informing
  the development of a conceptual model.
• Introduce theories, models, and frameworks
  informing interaction design.
                                                 3
            INTRODUCTION
• Traditionally, interaction designers begin by
  doing user research and then sketching their
  ideas.
• In AgileUX ideas are often expressed in code
  early in the design process.
• It is important to realize that having a clear
  understanding of why and how you are going to
  design something can save enormous amounts
  of time, effort, and money later on in the design
  process.
                                                      4
UNDERSTANDING THE PROBLEM SPACE AND
    CONCEPTUALIZING INTERACTION
• It’s mean working out how to design the
  physical interface and what technologies
  and interaction styles to use, e.g. whether
  to use multitouch, speech, graphical user
  interface, head-up display, augmented
  reality, gesture-based, etc.
• The problem with starting here is that
  usability and user experience goals can be
  overlooked.
                                            5
                            EXAMPLE
(a) Combined GPS and TV system available in Korea and
(b) A screen shot taken from HP's vision of the future, CoolTown.
In this hypothetical scenario, digital information about the vehicle's state and the
    driver's navigation plans is projected onto the windshield. A multimodal voice
    browsing interface is proposed that allows the driver to control interactions  6
with the vehicle when driving. How safe do you think this would be?
UNDERSTANDING THE PROBLEM SPACE AND
    CONCEPTUALIZING INTERACTION
• This requires a design team thinking through
  how their ideas will support or extend the way
  people communicate and interact in their
  everyday activities.
• In the above example, it involves finding out
  what is problematic with existing forms of
  navigating while driving, e.g. trying to read maps
  while moving the steering wheel or looking at a
  small GPS display mounted on the dashboard
  when approaching a roundabout, and how to
  ensure that drivers can continue to drive safely
  without being distracted.                         7
UNDERSTANDING THE PROBLEM SPACE AND
    CONCEPTUALIZING INTERACTION
• As emphasized in Chapter 1, identifying
  usability and user experience goals is a
  prerequisite to understanding the problem
  space.
• Another important consideration is to
  make explicit underlying assumptions
  and claims.
                                              8
UNDERSTANDING THE PROBLEM SPACE AND
    CONCEPTUALIZING INTERACTION
Assumptions
•taking something for granted when it needs
further investigation, e.g. people will want to
watch TV while driving.
Claims
•stating something to be true when it is still
open to question, e.g. a multimodal style of
interaction for controlling a car navigation
system – one that involves speaking while
                                                9
driving – is perfectly safe.
UNDERSTANDING THE PROBLEM SPACE AND
    CONCEPTUALIZING INTERACTION
• Explicating people's assumptions and
  claims about why they think something
  might be a good idea (or not) enables the
  design team as a whole to view multiple
  perspectives on the problem space and, in
  so doing, reveal conflicting and
  problematic ones.
• The following framework is intended to
  provide a set of core questions to aid
  design teams in this process.             10
UNDERSTANDING THE PROBLEM SPACE AND
    CONCEPTUALIZING INTERACTION
FRAMEWORK
• 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 have not identified any problems and
  instead are designing for a new user
  experience, how do you think your proposed
  design ideas support, change, or extend current
  ways of doing things?                          11
             ACTIVITY
Use the framework in the above list to
explicate the main assumptions and claims
behind 3D TV. Then do the same for curved
TV screens. Are the assumptions similar?
                                       12
             ACTIVITY- COMMENT
•   3D TV went on sale in 2010 and curved TV in 2014. There was much hype and fanfare
    about the enhanced user experience they would offer, especially when watching movies,
    sports events, and dramas. An assumption for 3D TV was that people would not mind
    wearing the glasses that were needed to see in 3D, nor would they mind paying a lot more
    for a new 3D-enabled TV screen. A claim was that people would really enjoy the enhanced
    clarity and color detail provided by 3D, based on the favourable feedback received
    worldwide when viewing 3D films, such as Avatar, at a cinema. An assumption for curved
    TV was that it would provide more flexibility for viewers to optimize the viewing angle for
    someone's living room. But the unanswered question for both was: Could the enhanced
    cinema viewing experience that both claim become an actual desired living room
    experience? There is no existing problem to overcome – what is being proposed is a new
    way of experiencing TV. Were people prepared to pay more money for a new TV because
    of this enhancement? A number of people did. However, a fundamental usability problem
    was overlooked: many people complained of motion sickness. The glasses were also easily
    lost, slipping down the back of the sofa. And wearing them made it difficult to do other things
    like flicking through multiple channels, texting, and tweeting (many people simultaneously
    use second devices, such as smartphones and tablets, while watching TV). Most people
    who bought 3D TVs stopped watching them after a while because of the usability problems.
    While curved TV doesn't require viewers to wear special glasses, it is not clear whether the
    claim about the enhanced viewing experience warrants the extra cost of buying a new TV.
                               Source: Andrey Popov/Shutterstock.com.
                                                                                                13
UNDERSTANDING THE PROBLEM SPACE AND
    CONCEPTUALIZING INTERACTION
• Having a good understanding of the problem space greatly
  helps design teams to then be able to conceptualize the
  design space.
• The benefits of conceptualizing the design space early on
  are:
   – Orientation – enabling the design team to ask specific
     kinds of questions about how the conceptual model will be
     understood by the targeted users.
   – Open-mindedness – preventing the design team from
     becoming narrowly focused early on.
   – Common ground – allowing the design team to establish
     a set of common terms that all can understand and agree
     upon, reducing the chance of misunderstandings and
     confusion arising later on.                              14
     CONCEPTUAL MODEL
• “a high-level description of how a system
  is organized and operates” (Johnson and
  Henderson, 2002, p. 26).
• In a nutshell, a conceptual model provides
  a working strategy and a framework of
  general concepts and their interrelations.
                                           15
         CONCEPTUAL MODEL
The core components are:
•Metaphors and analogies that convey to people how to understand
what a product is for and how to use it for an activity (e.g. browsing,
bookmarking).
•The concepts that people are exposed to through the product,
including the task–domain objects they create and manipulate, their
attributes, and the operations that can be performed on them (e.g.
saving, revisiting, organizing).
•The relationships between those concepts (e.g. whether one object
contains another, the relative importance of actions to others, and
whether an object is part of another).
•The mappings between the concepts and the user experience the
product is designed to support or invoke (e.g. one can revisit through
looking at a list of visited sites, most-frequently visited, or saved
websites).                                                              16
      CONCEPTUAL MODEL
• The best conceptual models are those that
  appear obvious; the operations they support
  being intuitive to use.
• However, sometimes applications can end up
  being based on overly complex conceptual
  models, especially if they are the result of a
  series of upgrades, where more and more
  functions and ways of doing something are
  added to the original conceptual model.
• Most interface applications are actually based
  on well-established conceptual models.           17
A Classic Conceptual Model :
          The Star
  The Star interface, developed by Xerox back in 1981,
  revolutionized the way interfaces were designed for
  personal computing (Smith et al, 1982; Miller and Johnson,
  1996).
                                                               18
    A Classic Conceptual Model :
              The Star
•   It was designed as an office system, targeted at workers not interested
    in computing per se, and was based on a conceptual model that
    included the familiar knowledge of an office.
•   Paper, folders, filing cabinets, and mailboxes were represented as icons
    on the screen and were designed to possess some of the properties of
    their physical counterparts.
•   Dragging a document icon across the desktop screen was seen as
    equivalent to picking up a piece of paper in the physical world and
    moving it (but this, of course, is a very different action).
•   Similarly, dragging an electronic document onto an electronic folder was
    seen as being analogous to placing a physical document into a physical
    cabinet.
•   In addition, new concepts that were incorporated as part of the desktop
    metaphor were operations that could not be performed in the physical
    world.
                                                                           19
       Interface Metaphors
• Metaphors are considered to be a central
  component of a conceptual model.
• Provide a structure that is similar in some
  way to aspects of a familiar entity (or
  entities) but also have their own
  behaviours and properties.
• For example, the desktop metaphor and
  another well-known one is the search
  engine.
                                            20
        Material Metaphors
• An interface metaphor that has become
  pervasive in the last few years is the card.
• Many of the social media apps, such as
  Facebook, Twitter, and Pinterest, started
  presenting their content on cards.
• Google, for example, launched Material
  Design in 2014 to provide a new kind of UI
  framework for all of its devices, including
  smartwatches, phones, and tablets.
                                             21
Material Metaphors
        Google Now Card (that
        provides short snippets of
        useful information)
        appears on and moves
        across a smartphone
        screen in the way people
        would expect a real card
        to do – in a lightweight,
        paper-based sort of way.
                                 22
      Why are Metaphors So
            Popular?
• Metaphors are commonly used to explain
  something that is unfamiliar or hard to grasp
  by way of comparison with something that is
  familiar and easy to grasp.
• Metaphors have been used in interaction
  design to conceptualize abstract, hard to
  imagine, and difficult to articulate computer-
  based concepts and interactions in more
  concrete and familiar terms and as graphical
  visualizations at the interface.
                                                   23
     Why are Metaphors So
           Popular?
Metaphors and analogies are used in three
main ways:
  1. As a way of conceptualizing what we are
  doing (e.g. surfing the web).
  2. As a conceptual model instantiated at the
  interface (e.g. the card metaphor).
  3. As a way of visualizing an operation (e.g. an
  icon of a shopping cart into which we place
  items we wish to purchase on an online
  shopping site).
                                                     24
         Interaction Types
• Another way of conceptualizing the design
  space.
• There are four main types of interactions
  which are instructing, conversing,
  manipulating, and exploring.
                                          25
               Problem
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?
                                           26
             Instructing
• Where users issue instructions to a
  system.
• This can be done in a number of ways,
  including: typing in commands, selecting
  options from menus in a windows
  environment or on a multitouch screen,
  speaking aloud commands, gesturing,
  pressing buttons, or using a combination
  of function keys.
• Benefits - quick and efficient.            27
Activity
       Figure shows photos of two
       different vending machines, one
       that provides soft drinks and the
       other a range of snacks. Both use
       an instructional mode of
       interaction. However, the way
       they do so is quite different.
       What instructions must be issued
       to obtain a soda from the first
       machine and a bar of chocolate
       from the second? Why has it
       been necessary to design a more
       complex mode of interaction for
       the second vending machine?
       What problems can arise with
       this mode of interaction?      28
                    Conversing
• Where users have a dialog with a system.
• Users can speak via an interface or type in questions to
  which the system replies via text or speech output.
• This form of interaction is based on the idea of a person
  having a conversation with a system, where the system
  acts as a dialog partner.
• Examples include advisory systems, help facilities, and
  search engines.
• Benefits - allows people to interact with a system in a way
  that is familiar to them. For example, Apple's speech
  system, Siri, lets you talk to it as if it were another person.
• Problem - certain kinds of tasks are transformed into
  cumbersome and one-sided interactions.                          29
Conversing
  Siri's response to the question “Do I need an
  umbrella?”
                                             30
               Manipulating
• Where users interact with objects in a virtual or
  physical space by manipulating them (e.g.
  opening, holding, closing, placing).
• Users can hone their familiar knowledge of how
  to interact with objects.
• For example, digital objects can be manipulated
  by moving, selecting, opening, and closing.
• Direct manipulation interfaces are assumed to
  enable users to feel that they are directly
  controlling the digital objects represented by the
  computer.                                         31
                 Manipulating
Benefits
•helping beginners learn basic functionality rapidly;
•enabling experienced users to work rapidly on a wide range
of tasks;
•allowing infrequent users to remember how to carry out
operations over time;
•preventing the need for error messages, except very rarely;
•showing users immediately how their actions are furthering
their goals;
•reducing users’ experiences of anxiety;
•helping users gain confidence and mastery and feel in
control.
                                                               32
               Exploring
• Where users move through a virtual
  environment or a physical space. Virtual
  environments include 3D worlds, and
  augmented and virtual reality systems.
• They enable users to hone their familiar
  knowledge of physically moving around.
• Physical spaces that use sensor-based
  technologies include smart rooms and
  ambient environments, also enabling
  people to capitalize on familiarity.       33
                        Exploring
(a) A CAVE that enables the user to stand near a huge insect, e.g. a
    beetle, be swallowed, and end up in its abdomen;
(b) NCSA's CAVE being used by a scientist to move through 3D
    visualizations of the datasets                                     34
      Theories, Models, and
          Frameworks
• Other sources of inspiration and
  knowledge that are used to inform design
  and guide research are theories, models,
  and frameworks (Carroll, 2003).
• These vary in terms of their scale and
  specificity to a particular problem space.
                                               35
                   Theories
• A theory is a well-substantiated explanation of
  some aspect of a phenomenon; for example, the
  theory of information processing that explains
  how the mind, or some aspect of it, is assumed
  to work.
• One of the main benefits of applying such
  theories in interaction design is to help identify
  factors (cognitive, social, and affective) relevant
  to the design and evaluation of interactive
  products.
                                                    36
                 Models
• A model is a simplification of some aspect
  of human–computer interaction intended
  to make it easier for designers to predict
  and evaluate alternative designs.
• For example, Norman (1988) developed a
  number of models of user interaction
  based on theories of cognitive processing,
  arising out of cognitive science, that were
  intended to explain the way users
  interacted with interactive technologies. 37
                Models
• More recent models developed in
  interaction design are user models, which
  predict what information users want in
  their interactions, and models that
  characterize core components of the user
  experience, such as Norman's (2005)
  model of emotional design.
                                              38
               Frameworks
• A framework is a set of interrelated concepts
  and/or a set of specific questions that are
  intended to inform a particular domain area (e.g.
  collaborative learning), online communities, or
  an analytic method (e.g. ethnographic studies).
• Frameworks, like models, have traditionally been
  based on theories of human behaviour, but they
  are increasingly being developed from the
  experiences of actual design practice and the
  findings arising from user studies.
                                                 39
            Frameworks
• Many frameworks have been published in
  the HCI/interaction design literatures,
  covering different aspects of the user
  experience and a diversity of application
  areas.
• The framework comprises three interacting
  components: the designer, the user, and
  the system.
                                          40
              Frameworks
• Behind each of these are:
  – The designer's model – the model the
    designer has of how the system should work.
  – The system image – how the system actually
    works is portrayed to the user through the
    interface, manuals, help facilities, and so on.
  – The user's model – how the user understands
    how the system works.
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