Understanding &
Conceptualizing
Interaction
TIM Dosen
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
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
Insert the title of your subtitle Here
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?
An example
What were the assumptions made by cell phone
companies when developing WAP services?
Was it a solution looking for a problem?
Assumptions: realistic or wish-list?
People want to be kept informed of up-to-date
news wherever they are - reasonable
People want to interact with information on the
move - reasonable
People are happy using a very small display
and using an extremely restricted interface
- not reasonable
People will be happy doing things on a cell
??? phone that they normally do on their PCs (e.g
surf the web, read email, shop, bet, play video
games) - reasonable only for a very select
bunch of users
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
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”
First steps in formulating a conceptual model
What will the How will the What kind of interface What kinds of
users be doing system support metaphor, if any, will interaction modes
when carrying these? be appropriate? and styles to use?
out their tasks?
Always keep in mind when
making design decisions how
the user will understand the
underlying conceptual model
Conceptual models
* Many kinds and ways of classifying them
* Here we describe them in terms of core activities & objects
* Also in terms of interface metaphors
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
1. Giving Instructions
Where users instruct the system 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. CAD, word processors, VCRs, vending machine
Main benefit is that instructing supports quick and efficient
interaction
good for repetitive kinds of actions performed on
multiple objects
Both support the
interaction style of
issuing instructions
Figure 2.3 Two vending machines, (a) one selling soft drinks, (b) the other selling a range of snacks
Underlying model of having a conversation with another
human
Range from simple voice recognition menu-driven
systems to more complex ‘natural language’ dialogues
Examples include timetables, search engines, advice-
2. Conversing giving systems, help systems
Recently, much interest in having virtual agents at the
interface, who converse with you, e.g. Microsoft’s Bob
and Clippy
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:
You asked: How many legs does a centipede have?
Jeeves knows these answers:
Where can I find a definition for the math term
leg?
Where can I find a concise encyclopedia article on ?
centipedes?
Where can I see an image of the human
appendix?
Why does my leg or other limb fall asleep?
Where can I find advice on controlling the garden pest ?
millipedes and centipedes?
Where can I find resources from Britannica.com on
leg ?
3. Manipulating and navigating
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
Exemplified by (i) what you see is what you get (WYSIWYG)
and (ii) the direct manipulation approach (DM)
Shneiderman (1983) coined the term DM, came from his
fascination with computer games at the time
***
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
***
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
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
4. Exploring and browsing
Similar to how people browse information with
existing media (e.g. newspapers, magazines,
libraries, pamphlets)
Information is structured to allow flexibility in way
user is able to search for information
e.g. multimedia, web
***
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
Easy to understand
Greatly extending what accountants
and others could do
www.bricklin.com/history/refcards.htm
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
Interface Metaphors
Interface designed to be similar to a physical enity
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
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
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
Conceptual models: from interaction mode to style
Interaction mode: Interaction style:
what the user is doing when the kind of interface used to
interacting with a system, support the mode,
e.g. instructing, talking, e.g. speech, menu-based, gesture
browsing or other
Many Kinds Of Interaction Styles Available…
Command
Speech
Data-entry
Form fill-in
Query
Graphical
Web
Pen
Augmented reality
Gesture and even...
Interacting Via GPRS Enabled Cell Phone…
Drawing an elephant by walking round the streets
of a city (or other mode of transport) and entering
data points along the way via the cell phone
Example: Brighton and Hove(UK) by J. Wood by
foot, track length 11.2km
(see www.gpsdrawing.com for more examples)
Making Art By Recording Where Walking In A City
Which interaction style to choose?
Need to determine requirements and user needs
Take the budget and other constraints into account
Also will depend on suitability of technology for
activity being supported
This topic will be covered more later when discuss
how to actually design conceptual models
***
Interaction paradigms
Another form of inspiration for conceptual models
From the desktop to ubiquitous computing
(embedded in the environment)
***
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….
***
Two examples: BlueEyes (IBM) and Cooltown (HP)
Visionary approaches for developing novel conceptual paradigms
Almalden.ibm.com/cs/blueeyes/
cooltown.hp.com/mpulse/backissues/0601/0601-cooltown.asp
Summary points
Important to have a good understanding of the problem space
Fundamental aspect of interaction design is to develop a con-
ceptual 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
insta-ntiated as part of the conceptual model
Interaction paradigms can also be used to inform the design
of the conceptual model
THANKS