Lecture 2 Flashcards
Design Claims
stating something to be true when it is still open to question
Conceptual Model
Is to do with Metaphors, Interaction types and Interface Types
Interface metaphors
Interface designed to be similar to a physical entity but also has own properties
Exploit user’s familiar knowledge, helping them to understand ‘the unfamiliar
Trash Can is a good metaphor for deleting data
Problems Associated with it:
Forces users to only understand the system in terms of the metaphor
Limits designers’ imagination in coming up with new conceptual models
Interface Types
command line (cli) Like CMD graphical user interface (GUI) Like Word menu driven (mdi) Like ATM form based (fbi) Like Sign up page natural language (nli) Speaking to it, like Siri
Interaction Types
Instructing
issuing commands and selecting options
e. g. word processors, VCRs, vending machines.
- good for repetitive kinds of actions performed on multiple objects
Conversing
interacting with a system as if having a conversation
e.g. timetables, search engines, advice-giving systems, help systems
Range from simple voice recognition menu-driven systems to more complex ‘natural language’ dialogs
Manipulating
interacting with objects in a virtual or physical space by manipulating them
Involves dragging, selecting, opening, closing and zooming actions on virtual objects
Can involve actions using physical controllers (e.g. Wii) or air gestures (e.g. Kinect) to control the movements of an on screen avatar
Exploring
moving through a virtual environment or a physical space
Physical environments with embedded sensor technologies
Paradigm
Meaning: Inspiration for a conceptual model
The general approach adopted by a community for carrying out research
shared assumptions, concepts, values, and practices
e.g. ubiquitous computing, in the wild
Examples of new paradigms
Ubiquitous computing (mother of them all) Pervasive computing Wearable computing Tangible bits, augmented reality Attentive environments
Theory
Explanation of a phenomenon
e.g. information processing that explains how the mind, or some aspect of it, is assumed to work
Models
A simplification of an HCI phenomenon
intended to make it easier for designers to predict and evaluate alternative designs
abstracted from a theory coming from a contributing discipline, e.g. psychology, e.g. keystroke model