1 / 22

Chapter 2: Understanding and conceptualizing interaction

Chapter 2: Understanding and conceptualizing interaction. Understanding the problem space. What do you want to create? What are your assumptions? What are your claims?. A framework for analyzing the problem space. Are there problems with an existing product or user experience?

Ava
Télécharger la présentation

Chapter 2: Understanding and conceptualizing interaction

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Chapter 2: Understanding and conceptualizing interaction

  2. Understanding the problem space • What do you want to create? • What are your assumptions? • What are your claims?

  3. A framework for analyzing the problem space • Are there problems with an existing product or user experience? • Why do you think there are problems? • How do you think your proposed design ideas might overcome these? • When designing for a new user experience how will the proposed design extend or change current ways of doing things?

  4. Conceptual model • “a high-level description of how a system is organized and operates.” (Johnson and Henderson, 2002, p. 26)

  5. Main components • Metaphors and Analogies. • Concepts • Relationships • Concept  User Experience Goals.

  6. Benefits • How do users understand the interaction model? • Not to become narrowly focused early on • Establish a set of common terms they all understand and agree upon • Reduce the chance of misunderstandings and confusion arising later on

  7. A classic conceptual model: the spreadsheet • Analogous to ledger sheet • Interactive and computational • Easy to understand • Greatly extending what accountants and others could do www.bricklin.com/history/refcards.htm

  8. The Star interface

  9. Interface metaphors • Designed to be similar to a physical entity but also has own properties • e.g. desktop metaphor, search engine

  10. Benefits of interface metaphors • Makes learning new systems easier • Helps users understand the underlying conceptual model

  11. Problems with interface metaphors (Nelson, 1990) • 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

  12. Interaction types • Instructing • Conversing • Manipulating • Exploring

  13. Instructing • Where users instruct a system by telling it what to do • e.g., tell the time, print a file, find a photo • Very common interaction type underlying a range of devices and systems

  14. Conversing • Like having a conversation with another human • Examples include search engines, advice-giving systems and help systems

  15. Manipulating • Exploit’s users’ knowledge of how they move and manipulate in the physical world • Virtual objects can be manipulated by moving, selecting, opening, and closing them

  16. Direct manipulation • Proposes that digital objects be designed so they can be interacted with analogous to how physical objects are manipulated

  17. 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

  18. 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 • Immediate feedback • Users gain confidence and mastery and feel in control

  19. What are the disadvantages with DM? • Not all tasks can be described by objects and not all actions can be done directly • Some tasks are better achieved through delegating rather than manipulating • e.g., spell checking • Moving a mouse around the screen can be slower than pressing function keys to do same actions

  20. Exploring • Involves users moving through virtual or physical environments

  21. A virtual world

  22. A CAVE

More Related