Chapter 2
UNDERSTANDING AND CONCEPTUALIZING
INTERACTION DESIGN?
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 2
What is an assumption?
• taking something for granted when it
needs further investigation
– e.g. people will want to watch TV while driving
http://www.ibiblio.org/jlillie/cooltown/lillie.htm
www.id-book.com 3
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 4
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 5
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 6
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 7
Conceptual model
• A conceptual model is:
– “…a high-level description of how a system is
organized and operates” (Johnson and Henderson,
2002, p26)
• Enables
– “…designers to straighten out their thinking before
they start laying out their widgets”
(Johnson and Henderson, 2002, p28)
www.id-book.com 8
Components
• Metaphors and analogies
– understand what a product is for and how to use it for an activity.eg(browsing,
bookmarking)
• Concepts that people are exposed to through the product
– task–domain objects, their attributes, and operations (e.g. saving, revisiting,
organizing)
• Relationship between these concepts ( is one object inside
another etc)
• Mappings between concepts and user experience the product
is designed to support.( eg.one can revisit sitesby looking
through visited sites or frequently visited sites etc)
www.id-book.com 9
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 10
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 11
Interface metaphors
• Conceptualizing what we are doing, e.g.
surfing the web
• A conceptual model instantiated at the
interface, e.g. the desktop metaphor
• Visualizing an operation, e.g. an icon of a
shopping cart for placing items into
www.id-book.com 12
Material Metaphors
• The card is a very popular UI
• Why?: Has familiar form factor
• Material properties are added,
giving appearance and
physical behavior, e.g. surface
of paper
www.id-book.com 13
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
– Make payment
www.id-book.com 14
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 15
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 16
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 unintentionally use bad existing designs and transfer
the bad parts over
• Limits designers’ imagination in coming up with new conceptual
models
www.id-book.com 17
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 18
1. Instructing
• Where users instruct a 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. 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 19
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 20
Would you talk with Anna?
www.id-book.com 21
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 22
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 23
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 24
Discussion
Why are DM interfaces so enjoyable?
• Playing mobile games
www.id-book.com 25
• 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 26
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 27
4. Exploring
• Involves users moving through virtual or physical
environments
• Physical environments with embedded sensor
technologies
www.id-book.com 28
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 29
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 30
Many kinds of interface types
available including…
• Command
• Speech
• Data-entry
• Form fill-in
• Query
• Graphical
• Web
• Pen
• Augmented reality
• Gesture
www.id-book.com 31
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 32
Summary
• Developing a conceptual model involves good
understanding of the problem space, specifying what it
is you are doing, why, and how it will support users
• A conceptual model is a high-level description of a
product in terms of what users can do with it and the
concepts they need to understand how to interact with it
• Interaction types (e.g. conversing, instructing) provide a
way of thinking about how best to support user’s
activities
www.id-book.com 33
Classwork Activity 1
Every team needs to think of an
interface and interaction.
Metaphor or /and analogy for their
device.
In the real world this device may not
have such any interface or interaction
for the user to communicate with.