Understanding and Conceptualizing Interaction Chapter 2 Understanding the

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Understanding and Conceptualizing Interaction Chapter 2

Understanding and Conceptualizing Interaction Chapter 2

Understanding the problem space – What do you want to create? – What are

Understanding the problem space – What do you want to create? – What are your assumptions? – Will it achieve what you hope it will?

A framework for analysing the problem space • Are there problems with an existing

A framework for analysing the problem space • Are there problems with an existing product? • Why do you think there are problems? • Why do you think your proposed ideas might be useful? • How would you see people using it with their current way of doing things? • How will it support people in their activities? • Will it really help them?

Conceptual model • Need to first think about how the system will appear to

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: – “the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended”

User’s model, Design model, System image Design Model User’s Model Designer User Documentation System

User’s model, Design model, System image Design Model User’s Model Designer User Documentation System Image

Conceptual models based on activities • Giving instructions – issuing commands using keyboard and

Conceptual models based on activities • Giving instructions – issuing commands using keyboard and function keys and selecting options via menus • Conversing – interacting with the system as if having a conversation • Manipulating and navigating – acting on objects and interacting with virtual objects • Exploring and browsing – finding out and learning things

Interface analogies to physical behavior • WYSIWYG • Direct manipulation – Continuous representation of

Interface analogies to physical behavior • WYSIWYG • Direct manipulation – 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

Conceptual models based on objects • Usually based on an analogy with something in

Conceptual models based on objects • Usually based on an analogy with something in the physical world • Examples include books, tools, vehicles • Classic: Star Interface based on office objects Johnson et al (1989)

Another classic: the spreadsheet (Bricklin) • Analogous to ledger sheet • Interactive and computational

Another classic: the spreadsheet (Bricklin) • Analogous to ledger sheet • Interactive and computational • Easy to understand • Greatly extending what accountants and others could do www. bricklin. com/history/refcards. htm

Conceptual models based on interface metaphors • Similar in some way to aspects of

Conceptual models based on interface metaphors • Similar in some way to aspects of a physical entity (but also with its own behaviors and properties) • Example: Desktop, typewriter, … • Pro: makes learning a new system easier. • Question: are dissimilarities a problem?

Interaction paradigms • Alternative interaction paradigms – Ubiquitous computing – Pervasive computing – Wearable

Interaction paradigms • Alternative interaction paradigms – Ubiquitous computing – Pervasive computing – Wearable computing – Augmented reality – Tangible bits