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CS247 - Terry Winograd - 1

Models and Metaphors

Terry Winograd CS247 - Human-Computer Interaction

Design Studio Computer Science Department

Stanford University Winter 2010

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Three models of the same system

•  Designer’s model •  User's model •  System image

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Three Paradigms [Cooper]

•  Technology paradigm – To use the device (or program) you need to

understand the mechanism •  Metaphor paradigm

– Let users apply what they know from some familiar part of life in understanding the interface

•  Idiomatic Paradigm – Design simple interactions and imbue them

with meaning

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Technology

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The Desktop Metaphor – Xerox Star, 1981

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Icons for Familiar Office Objects

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Notebook Metaphor – Penpoint, 1991

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Timeline Metaphor - Lifestreams, 1997

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The House Metaphor – Microsoft Bob, 1995

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The House Metaphor – Microsoft Bob, 1995

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Virtual World metaphor

There.com Secondlife.com

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Bookshelf Metaphor

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Physical Device Metaphors

Apple Quicktime 4.0

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Conversational Agents

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Clippy - Microsoft

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Three basic physical interaction metaphors

• Manipulation: – Desktop, notebook,…

• Navigation: – WWW, virtual spaces…

• Conversation: – Speech, agents…

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Three design aspects [Liddle]

• Conceptual model • Information display • Control mechanism

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Conceptual Model Metaphors

•  Bucket catching drops

•  Racket bouncing pingpong ball

•  Bomb killing diving invaders

•  …

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Control Metaphors

•  Dragging a screen element

•  Sliding a brick

•  Steering a car

•  Pointing to a destination

•  Attracting/repelling

•  Blowing air

•  …

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Potential problems with metaphors

•  Don’t scale well •  Too constraining •  Conflict with design principles •  Makes true functionality invisible •  Overly literal translations •  Can limit the designer's imagination

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