UID Chapter2
UID Chapter2
UNDERSTANDING
AND
CONCEPTUALIZING
DESIGN
Learning Objectives
After reading this chapter,
you will be able to:
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Sub-Topics
2.1. Introduction
2.2. Understanding The Problem Space And Conceptualizing Design
2.3. Conceptual Model ?
2.3.1. Users Tasks and Goals represented in hierarchical structure
2.3.2. Grammatical and Linguistic 2.3.3. Device or physical level
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Sub-Topics
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2.1 : Introduction
Introduction
In Interaction Design Apart from the technical
implementation of the project it’s also very important to
determine how it will interact with the users as if the user
did not like the applications usability drastically reduces.
Inference
Interaction Design is an Iterative task inclusive of refining the
design and hence its more of an artistic work which is not to be
completed within a few hours or a day but instead requires
practice and learning.
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2.2 : Understanding The Problem Space And Conceptualizing Design
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2.3.1 : Users Tasks and Goals represented in hierarchical structure:
● GOAL: This element defines what the user wants GOAL: CLOSE-WINDOW
to achieve, and also possible methods by which [
these goals can be achieved.
SELECT GOAL : BUTTON-METHOD
● OPERATORS: Placed at the lowest analysis level, • MOVE-MOUSE-TOP-
methods that satisfy goals are made up of RIGHT
operators (User/System Actions). • HOVER-OVER-CROSS-
ICON
● METHODS: There can be multiple ways of • CLICK-CROSS-ICON
performing a task i.e satisfying a goal, all these
ways need to be analysed. SELECT GOAL : KEYBOARD-
METHOD
● SELECTIONS: Used to make the choices in the • PRESS-ALT-KEY
GOMS model as there can be multiple ways to • PRESS-F4-KEY
perform a particular task. • RELEASE-BOTH-KEYS
]
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2.3.1 : Users Tasks and Goals represented in hierarchical structure:
AND can be used to add multiple conditions as THEN( DELETE-GOAL close window )
stated below )
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2.3.2 : Grammatical and Linguistic:
● BNF stands for (Backus Naur Form) which uses a create-line ::= select-line + choose-multiple-points +
linguistic approach to describe dialogue grammar choose-last-point
in form of rules.
select-line ::= position-mouse + CLICK-MOUSE
● It uses two types of descriptors terminal, which
are lowest level of user action and cannot be choose-multiple-points ::= choose-point | choose-point
subdivided further. + DRAG-TO-DESIREDPOINT + CLICK-POINT
● non-terminal descriptors, which are higher level choose-point ::= DRAG-TO-DESIRED-POINT + CLICK-
descriptors and can be divided into further POINT
subtasks.
position-mouse := MOVE-NEAR-LINE-ICON + HOVER-
● The | operator is used to generate multiple OVER-LINE-ICO
output from the same description.
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2.3.2 : Grammatical and Linguistic:
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2.3.3 : Device or physical level:
● It provides prediction based on time required for All the operators are assigned estimate time such as:
execution of tasks using the system’s facilities &
user’s performance. K == 0.12 sec
B == 0.20 sec
● KLM model only considers the small tasks that H == 0.40 sec
require less than about twenty seconds. M == 1.35 sec
● 7 different physical motor operators: These times can be added up to evaluate, users
○ K == actually pressing the keys performance.
○ B == actually pressing the mouse button
○ P == MOving the mouse or pointing i Example a method for typing a word.
○ H == Switching between input devices
○ D == Using the mouse to draw a line Type = H + M + K
○ M == Thinking and preparing Type = 0.40+1.35+0.12 = 1.87 sec
○ R == Ignoring system response if the user
need not wait for it.
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2.4 : Interface Types
Aspects :
1. Understandability
Introduction 2. Practice required
3. Speed of doing tasks
● It is very important to choose the right 4. Enjoyability
interface for the right task of the product. 5. Popularity among users
6. Cost of interface equipment
● It is not necessary to use only one interface. 7. Long term usability
8. Optimal conveyability
● Provide multiple ways of doing the same thing. 9. Integration effort
10. Physical user effort
● Following slides explain 20 Interfaces and their 11. Cognitive effort
study based on aspects on the right. 12. Aesthetic appeal
13. Learning curve
14. Skill required
15. Relativity to regular life
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2.4.1 : Command-based Interface 01
The users have to type the commands and shall Advantages Disadvantages
receive outputs on the terminal although it’s not the
easiest interface as the user here need to remember ● Speed of doing tasks ● Understandability
all the commands and the syntax. ● Popularity among users ● Practice required
● Cost of interface equipment ● Enjoyability
● Long term usability ● Optimal conveyability
● Integration effort ● Cognitive effort
Example
● Physical effort ● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life
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2.4.2 : WIMP (Windows, Icons, Menus and Pointing Devices) and GUI Interface 02
This is the most common and widely preferred kind Advantages Disadvantages
of interface that you may see in your personal
computers and in many softwares. The inclusion of ● Understandability ● Speed of doing tasks
colours, images, Iconography etc made it easy and ● Practice required ● Physical user effort
fun to use. ● Enjoyability
● Popularity among users
● Cost of interface equipment
Example
● Long term usability
● Optimal conveyability
● Integration effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life
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2.4.3 : Multimedia Interface 03
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2.4.4 : Virtual reality Interface 04
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2.4.5 : Information visualization and dashboards Interface 05
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2.4.6 : Web Interface 06
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2.4.7 : Consumer electronics and appliances Interface 07
Most people use them to get things done in a short Advantages Disadvantages
period of time, and then move to other jobs rather
than spending time reading through manual and ● Understandability ● Enjoyability
playing around with the interface. ● Practice required ● Optimal conveyability
● Speed of doing tasks
● Popularity among users
● Cost of interface equipment
Example
● Long term usability
● Integration effort
● Physical user effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life
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2.4.8 : Mobile Interface 08
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2.4.9 : Speech Interface 09
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2.4.10 : Pen Interface 10
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2.4.11 : Touch Interface 11
The users have to type the commands and shall Advantages Disadvantages
receive outputs on the terminal although it’s not the
easiest interface as the user here need to remember ● Understandability ● Cost of interface equipment
all the commands and the syntax. ● Practice required ● Physical user effort
● Speed of doing tasks
● Enjoyability
● Popularity among users
Example
● Long term usability
● Optimal conveyability
● Integration effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life
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2.4.12 : Air-based gesture Interface 12
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2.4.13 : Haptic Interface 13
This kind if interface is majorly used along with other Advantages Disadvantages
interfaces and works in background and in most
cases in this interface the user interacts with the ● Speed of doing tasks ● Understandability
product in subconscious manner, it is majorly used ● Enjoyability ● Practice required
to provide feedback and notification in terms of ● Popularity among users ● Optimal conveyability
vibrations. ● Cost of interface equipment
● Long term usability
Example
● Integration effort
● Physical user effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life
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2.4.14 : Multimodal Interface 14
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2.4.15 : Shareable Interface 15
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2.4.16 : Tangible Interface 16
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2.4.17 : Augmented and mixed reality Interface 17
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2.4.18 : Wearable Interface 18
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2.4.19 : Robots and drones Interface 19
With this robots that can interact with users, robots Advantages Disadvantages
and drones keep a great potential in aiding users in
wide range of activities that ranges from as simple as ● Understandability ● Popularity among users
everydays task to more sophisticated and ● Practice required ● Cost of interface equipment
challenging activities. ● Speed of doing tasks ● Integration effort
● Enjoyability
● Long term usability
Example
● Optimal conveyability
● Physical user effort
● Cognitive effort
● Aesthetic appeal
● Learning curve
● Skill required
● Relativity to regular life
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2.4.20 : Brain–computer interaction (BCI) Interface 20
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2.5.1 : Cognitive Aspects (Cognition )
● Cognition Meaning : “The mental action or process of acquiring knowledge and understanding through
thought, experience, and the senses.”
01 02 03 04 07 06
Reading,
Attention Perception Memory Learning speaking and Problem solving
listening
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2.5.2 : Cognitive Aspects
01 Attention
● It is a process of selecting one particular process from
many process and concentrate on one process.
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2.5.3 : Cognitive Aspects
02 Perception
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2.5.4 : Cognitive Aspects
03 Memory
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2.5.5 : Cognitive Aspects
04 Learning
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2.5.6 : Cognitive Aspects
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2.5.7 : Cognitive Aspects
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2.6 : Social Interaction And The Emerging Social Phenomena
● With increase in development of technology there has been considerable increase in social interaction.
● We interact socially everyday in our life, through devices such as mobile phones and platforms such as
Facebook, Whatsapp, Instagram etc.
● Social Interaction gives us immense power to connect to other people and exchange ideas, thoughts and
information, It’s subtypes are explained below:
01 02 03 04
Face-to-Face
Remote Conversations Telepresence Co-presence
Conversations
2.6.1 : Social Interaction And The Emerging Social Phenomena
01 Face-to-Face Conversations
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2.6.2 : Social Interaction And The Emerging Social Phenomena
02 Remote Conversations
● Remote conversation dates back to the 19th century
when Alexander Graham Bell invented the telephone.
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2.6.3 : Social Interaction And The Emerging Social Phenomena
03 Telepresence
● It’s true that Face-To-face communication is the best
kind of communication but we also need to accept that
it’s not possible for all to be present always.
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2.6.4 : Social Interaction And The Emerging Social Phenomena
04 Co-presence
● Co-presence is interaction of users actually present at
the site sharing the same device and working on it
collectively.
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2.7 : Emotions And The User Experience
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2.8 : Expressive And Frustrating Interfaces
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2.8.1 : Expressive And Frustrating Interfaces
01 Expressive Interfaces
● Design of aesthetically pleasing and expressive
interfaces has become one of central concern to
interaction design.
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2.8.2 : Expressive And Frustrating Interfaces
02 Frustrating Interfaces
● In many cases the user may find difficulty in using and
understanding the product.
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2.9 : Persuasive Technologies
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Summary
● Designing a product is a very intensive task and requires understanding and team work.
● There are a lot of aspects that are to be considered starting from understanding the root problem.
● The study of interfaces gives us a clear idea about how we can provide better UX.
● Cognition is a mental process that helps us acquire knowledge and understanding through thought experience
and senses.
● Studying the cognitive aspects helps us understand how people think and hence help us design a better
interaction.
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Summary
● Humans are social beings hence it becomes important to understand how people interact socially and its types.
● Users link their emotions to the products they use, for a product to be successful it becomes crucial to mae uses
feel good.
● It is important that there exist a proper trade off between the design aesthetics.
● Understanding the emotional reactions to the products makes us understand whether the interfaces is good or
bad.
● As advertised can persuade people to buy products, there exist persuasive technologies that can persuade the
user to interact with the system.
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Review Questions
● Describe a conceptual model for an electronic personal calendar found on personal organiser based on
■ a. How do they differ from physical artefact
■ b. What new functionalities can be provided
■ c. Which conceptual model based on activities
■ d. Drawbacks of using metaphor [ Refer Section 2.3 ]
● Which model is best from an aspect of cognition approaches ? [ Refer Section 2.3 ]
● List any two applications and explain which interface type will be best suited for interactive design? [ Refer
Section 2.4 ]
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Review Questions
● Identify the relationship between Emotions and User Experience? [ Refer Section 2.7 ]
● “High user-experience in the main key for success of interaction design” give your conjecture (opinion) for it ? [
Refer Section 2.7 ]
● Identify and explain specific kinds of processes which helps to describe Cognition? [ Refer Section 2.5.1 ]
● Identify the situation where you have faced frustrating interfaces, explain the term Frustrating Interfaces? [
Refer Section 2.8.2 ]
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Multiple Choice Questions
● Which of the following can designers use to alter behaviour of the user.
a. Persuasive Technologies
b. Frustrating Interfaces
c. Easy to use designs
d. Tangible Interfaces
● Which of the following can designers use to alter behaviour of the user.
a. Concepts
b. Metaphors
c. Relations
d. None of the above
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Multiple Choice Questions
● Which of the following can designers use to alter behaviour of the user.
a. Dynamic Icons
b. Animations
c. Long text paragraphs
d. Alerts
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Multiple Choice Questions
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THANK
YOU