Chapter -2 UNDERSTANDING AND CONCEPTUALIZING Flashcards

1
Q

Facilitating user experiences through designing interactions:

A

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

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2
Q

Understanding the Problem Space and Conceptualizing Interaction

A

What do you want to create?

What are your assumptions?

Will it achieve what you hope it will?

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3
Q

What is an assumption?

A

taking something for granted when it needs further investigation
e.g. people will want to watch TV while driving

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4
Q

What is a claim?

A

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

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5
Q

A framework for analysing the problem space

A

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?

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6
Q

Benefits of conceptualising

A

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

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7
Q

Conceptual Models:

Enables:

A

A conceptual model is:
“…a high-level description of how a system is organized and operates

Enables
“…designers to straighten out their thinking before they start laying out their widgets”

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8
Q

Components

A

Metaphors and analogies
understand what a product is for and how to use it for an activity

Concepts that people are exposed to through the product

task–domain objects, their attributes, and operations (e.g. saving, revisiting, organizing)

Relationship and mappings between these concepts

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9
Q

First steps in formulating a conceptual model

A

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?

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10
Q

Benefits of interface metaphors

A

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

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11
Q

Interaction types

A

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

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12
Q

Which conceptual model is best?

A

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

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13
Q

Conceptual models: interaction and interface

A

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

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14
Q

Many kinds of interface types available including

A
Command
Speech
Data-entry
Form fill-in
Query
Graphical
Web
Pen
Augmented reality
Gesture
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15
Q

Which interaction type to choose?

A

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

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16
Q
Paradigm:
Visions:
Theory:
Models:
Framework:
A

Paradigm:Inspiration for a conceptual model

Visions:A driving force that frames research and development

Theory:Explanation of a phenomenon

Models:A simplification of an HCI phenomenon

Framework:Set of interrelated concepts and/or specific questions for ‘what to look for’