Mental Models and Conceptual Design Flashcards

1
Q

Cognitive frameworks

A

*Understand how people reason and react to interface experiences
*Internal: mental processes (user)
*External: interaction with technologies, environment and context (designe

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2
Q

Conceptual models

A

*Definition: term used to describe the ways systems are designed to be understood
*A good conceptual model is a high-level description of:
*what it should do, behave and look like
*how it should be understood by the users

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3
Q

Doing Conceptual Design

A

*Conceptual design involves
*Structuring the information space
*Creating of alternative solutions
*Determining which design concept to pursue​based on MM
​Tools involved in conceptual design:​Sketching, Brainstorming, Card sorting, Semantic networks, Flowcharts, Scenarios, Storyboards

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4
Q

Conceptual Model Excludes

A

*Low level presentation
*Implementation details
*Menu and screen designs
*Widgets

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5
Q

Conceptual Model Includes

A

*Metaphors and analogies e.g. the “desktop metaphor”
*Concepts –objects, actions you can do to them; user roles; attributes of both. *relationships among concepts
*mappings from concepts to the user experience envisioned;
*terminology that will be used (consistently) to tie it all together
*interaction types; how will they interact with it?
*interface types; is it/should it be constrained? how would different interfaces affect result?

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6
Q

Metaphors

A

*Known concepts that you can rely on to help users understand how to interact with the system
*Interactions:
*Swipe to turn page on ebook
*Move backwards to explore file
backups.
*Ecological, contextual system structure
*Dropbox: a box you drop everything
into
*Icloud: mother ship that connects to
everything
*Personal relationships:
*Siri as a personal assistant

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7
Q

interaction type

A

what the user is doing when interacting with a system.
*e.g., command line (how you talk to it), intelligent (function), gestural (hardware), touch (both hardware and interaction type)

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8
Q

Interface type

A

the kind of interface used to support the mode

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9
Q

Interaction Type

A

*Instructing
*instruct a system and tell it
what to do; issuing
commands and selecting
options (e.g. print a file, save
a file)
*Conversing
*interacting with a system as if
having a conversation (e.g.
search engines, advice-
giving systems, help
systems, virtual
agents)
*Manipulating
*interacting with objects in a
virtual or physical space by
manipulating them (e.g.
dragging, selecting,
opening, closing and
zooming actions on virtual
objects)
*Exploring
*moving through a virtual
environment or a physical space
(e.g. google maps, GP

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10
Q

Conceptual Design -Brainstorming

A

Team activity
Stream-of-consciousness but organised!​
*Write stuff down (whiteboard preferred)​
*Be playful: ‘What is the opposite of what
we want?’​
Postpone criticism​
Reach for
quantity
​*Combine and improve ideas
*Sessions generate lots of material that must be filtered and organised

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11
Q

Conceptual Design –Card Sort

A

*can be used to:​
*discover user-generated groupings​
*organize the information collected in
the discovery phase
*later
define groupings for menus, controls
and Web page content​
generate labels f or menus, buttons ​and navigation links

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12
Q

Conceptual Design –Card Sort

A

*Result of a card sort (e.g. menu organisation)

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13
Q

Conceptual Design –Card Sort Advantages

A

Quick and easy​Can be done before preliminary design​
Let’s you know how people organiseinformation
Expose underlying structures

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14
Q

Conceptual Design –Card Sort Disadvantages

A

*Only involves the elements that you have written on the cards​
Suggest solutions that imply real structures​Difficult to navigate with lots of categories

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15
Q

Conceptual Design –Semantic Networks

A

*a web of concepts linked through association

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16
Q

Conceptual Design –Semantic Networks​*Advantages

A

an easy way to explore the problem space​a way to create clusters of related elements​
a graphical view of the problem space​resonates with the ways in which people process information

17
Q

Conceptual Design –Semantic Networks Disadvantages

A

require knowledge of the problem space​can lead beyond the problem space

18
Q

Conceptual Design –Flowcharts

A

*Flowcharts can be:
*Simple network diagrams that identify
the elements of an
application/website and the
navigational links between
them
*Sophisticated diagrams that capture
conditional junctures and
computational processes

19
Q

Why are Mental Models Important in UE?

A

*Captures individual users’ characteristics, preferences, behaviours and needs within an interactive environment.
*Personalisation
*Improved interaction

20
Q

Mental Models

A

*“In interacting with the environment, with others, and with the artifacts of technology, people form internal, mental models of themselves and of the things with which they are interacting.

21
Q

Metaphors?

A

*A set of user interface visuals, actions and procedures that exploit specific knowledge that users already have of other domain

22
Q

Mental Models in a Nutshell

A

*Mental models are formed through
*By the self (by self)
*Shown by others (practical demonstration)
*Told by someone else (instruction

23
Q

Mental Models vs Conceptual Design

A

*Mental Model: something the user has (forms)
*users “see” the system
through mental models
*users relyon mental
models to know how to use
it
*mental models can
supportusers’
interaction
*Conceptual design
*What the designer does to
create a good mental
model of the us

24
Q

Acquiring Mental Models

A

*By using a system
*Observing others
*Read about the system

25
Q

Relationship between mental models and design

A

*Resonate with users’ existing cognitive frameworks.
*Connect the conceptual model of the system to the users’ mental models to create user-friendly and intuitive experiences