chapter 2 understanding interaction

41
Chapter 2: Understanding and conceptualizing interaction Adam Amril Jaharadak May 2012

Upload: ashwin-josiah-samuel

Post on 25-Sep-2015

247 views

Category:

Documents


5 download

DESCRIPTION

Understand the description of Interaction

TRANSCRIPT

  • Chapter 2: Understanding and

    conceptualizing interaction

    Adam Amril JaharadakMay 2012

  • Adam, 2012

    Recap

    HCI has moved beyond designing interfaces for desktop machines

    Concerned with extending and supporting all manner of human activities

    Designing for user experiences, including: Making work effective, efficient and safer

    Improving and enhancing learning and training

    Providing enjoyable and exciting entertainment

    Enhancing communication and understanding

    Supporting new forms of creativity and expression

  • Adam, 2012

    Understanding the problem space

    What do you want to create?

    What are your assumptions?

    What are your claims?

    Will it achieve what you hope it will? If so, how?

  • Adam, 2012

    A framework for analysing 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?

  • Adam, 2012

    An example

    What do you think were the main assumptions made by developers of online photo sharing and management applications, like Flickr?

  • Adam, 2012

  • Adam, 2012

    Assumptions and claims

    Assumptions Able to capitalize on the hugely successful

    phenomenon of blogging

    Just as people like to blog so will they want to share with the rest of the world their photo collections and get comments back

    People like to share their photos with the rest of the world

    A claim From Flickrs website (2005): is almost

    certainly the best online photo management and sharing application in the world

  • Adam, 2012

    From problem space to design space

    Having a good understanding of the problem space can help inform the design spacee.g., what kind of interface, behavior,

    functionality to provide

    But before deciding upon these it is important to develop a conceptual model

  • Adam, 2012

    Conceptual model

    Need to first think about how the system will appear to users (i.e. how they will understand it)

    A conceptual model is: a high-level description of how a system is

    organized and operates. (Johnson and Henderson, 2002, p. 26)

  • Adam, 2012

    What is and why need a conceptual model?

    Not a description of the user interface but a structure outlining the concepts and the relationships between them

    Why not start with the nuts and bolts of design? Architects and interior designers would not think

    about which color curtains to have before deciding where the windows will be placed in a new building

    Enables designers to straighten out their thinking before they start laying out their widgets (p. 28)

    Provides a working strategy and a framework of general concepts and their interrelations

  • Adam, 2012

    Helps the design team

    Orient themselves towards asking questions about how the conceptual model will be understood by users

    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

  • Adam, 2012

    Main components

    Major metaphors and analogies that are used to convey how to understand what a product is for and how to use it for an activity.

    Concepts that users are exposed to through the product

    The relationships between the concepts e.g., one object contains another

    The mappings between the concepts and the user experience the product is designed to support

  • Adam, 2012

    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

  • Adam, 2012

    Why was it so good?

    It was simple, clear, and obvious to the users how to use the application and what it could do

    it is just a tool to allow others to work out their ideas and reduce the tedium of repeating the same calculations.

    capitalized on users familiarity with ledger sheets

    Got the computer to perform a range of different calculations and recalculations in response to user input

  • Adam, 2012

    Another classic

    8010 Star office system targeted at workers not interested in computing per se

    Spent several person-years at beginning working out the conceptual model

    Simplified the electronic world, making it seem more familiar, less alien, and easier to learn

    Johnson et al (1989)

  • Adam, 2012

    The Star interface

  • Adam, 2012

    Interface metaphors

    Designed to be similar to a physical entity but also has own properties

    e.g. desktop metaphor, search engine

    Exploit users familiar knowledge, helping them to understand the unfamiliar

    Conjures up the essence of the unfamiliar activity, enabling users to leverage of this to understand more aspects of the unfamiliar functionality

    People find it easier to learn and talk about what they are doing at the computer interface

    in terms familiar to them

  • Adam, 2012

    Benefits of interface metaphors

    Makes learning new systems easier

    Helps users understand the underlying conceptual model

    Can be innovative and enable the realm of computers and their applications to be made more accessible to a greater diversity of users

  • Adam, 2012

    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

    Limits designers imagination in coming up with new conceptual models

  • Adam, 2012

    Interaction types

    Instructing issuing commands using keyboard and function keys

    and selecting options via menus

    Conversing interacting with the 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

  • Adam, 2012

    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

    A main benefit of instructing is to support quick and efficient interaction good for repetitive kinds of actions

    performed on multiple objects

  • Adam, 2012

    Vending machines

    Describe the conceptual model underlying the two vending machines

    Which is easiest to use?

  • Adam, 2012

    Ticketing System

    How about the conceptual model of this ticketing system?

    Can you describe it?

  • Adam, 2012

    Conversing

    Like having a conversation with another human

    Differs from instructing in that it more like two-way communication, with the system acting like a partner rather than a machine that obeys orders

    Ranges from simple voice recognition menu-driven systems to more complex natural language dialogues

    Examples include search engines, advice-giving systems and help systems

  • Adam, 2012

    Pros and cons of conversational model

    Allows users, especially novices and technophobes, to interact with the system in a way that is familiar

    makes them feel comfortable, at ease and less scared

    Misunderstandings can arise when the system does not know how to parse what the user says

    e.g. child types into a search engine, that uses natural language the question:

    How many legs does a centipede have? and the system responds:

  • Adam, 2012

    Conversing

  • Adam, 2012

    Manipulating

    Exploits users knowledge of how they move and manipulate in the physical world

    Virtual objects can be manipulated by moving, selecting, opening, and closing them

    Tagged physical objects (e.g., bricks, blocks) that are manipulated in a physical world (e.g., placed on a surface) can result in other physical and digital events

  • Adam, 2012

    Manipulatives (PicoCrickets)

  • Adam, 2012

    Direct Manipulation (DM)

    Shneiderman (1983) coined the term Direct Manipulation

    Came from his fascination with computer games at the time

    Proposes that digital objects be designed so they can be interacted with analogous to how physical objects are manipulated

    Assumes that direct manipulation interfaces enable users to feel that they are directly controlling the digital objects

  • Adam, 2012

    Example of DM

    Visual progress of moving a folder to the trash:

    The "trash" on the desktop

    is an excellent example of

    direct manipulation within

    computer systems

  • Adam, 2012

    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

  • Adam, 2012

    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

    Users can immediately see if their actions are furthering their goals and if not do something else

    Users experience less anxiety

    Users gain confidence and mastery and feel in control

  • Adam, 2012

    What are the disadvantages with DM?

    Some people take the metaphor of direct manipulation too literally

    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

  • Adam, 2012

    Exploring

    Involves users moving through virtual or physical environments

    Examples include: 3D desktop virtual worlds where people

    navigate using mouse around different parts to socialize (e.g., Second Life)

    CAVEs where users navigate by moving whole body, arms, and head

    physical context aware worlds, embedded with sensors, that present digital information to users at appropriate places and times

  • Adam, 2012

    A virtual world

  • Adam, 2012

    A CAVE

  • Adam, 2012

    Activity

    A company has been asked to design a computer-based system that will encourage autistic children to communicate and express themselves better.

    What type of interaction would be appropriate to use at the interface for this particular user group?

  • Adam, 2012

    Theories, models and frameworks

    Are used to inform and inspire design

    A theory is a well-substantiated explanation of some aspect of a phenomenon

    A model is a simplification of some aspect of humancomputer interaction intended to make it easier for designers to predict and evaluate alternative designs

    A framework is a set of interrelated concepts and/or a set of specific questions

  • Adam, 2012

    Main differences

    Theories tend to be comprehensive, explaining humancomputer interactions

    Models tend to simplify some aspect of humancomputer interaction

    Frameworks tend to be prescriptive, providing designers with concepts, questions, and principles to consider

  • Adam, 2012

    Summary points

    Need to have a good understanding of the problem space

    specifying what it is you are doing, why, and how it will support users in the way intended

    A conceptual model is a high-level description of a product

    what users can do with it and the concepts they need to understand how to interact with it

    Decisions about conceptual design should be made before commencing any physical design

    Interface metaphors are commonly used as part of a conceptual model

  • Adam, 2012

    Summary points

    Interaction types (e.g., conversing, instructing) provide a way of thinking about how best to support the activities users will be doing when using a product or service

    Theories, models, and frameworks provide another way of framing and informing design and research