2.1 Conceptual Models, Interface Metaphors and Paradigms Flashcards

(34 cards)

1
Q
  1. Orientation
  2. Common ground
  3. Open-mindedness
A

Benefits of Conceptualizing the Design Space

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2
Q

Enabling the design team to ask specific kinds of questions about how the conceptual model will be understood by the targeted users

A

Orientation

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3
Q

Allowing the design team to establish a set of common terms that all can understand and agree upon

A

Common ground

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4
Q

Preventing the design team from becoming narrowly focused early on

A

Open-mindedness

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5
Q

________________________ describe conceptual models as “a high-level description of how a system is organized and operates”

A

Johnson and Henderson (2002)

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6
Q

A _______________________ provides a working strategy and a framework of general concepts and their interrelations

A

conceptual model

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7
Q

The core components of conceptual models are:

A
  • Metaphors and analogies
  • Concepts
  • Relationships
  • Mappings
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8
Q

These convey to people how to understand what a product is for and how to use it for an activity

A

Metaphors and analogies

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9
Q

These are what people are exposed to through the project

A

Concepts

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10
Q

The ____________ between those concepts are also important

A

relationships

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11
Q

The ____________ between the concepts and the user experience the product is designed to support or invoke

A

mappings

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12
Q

Steps in Formulating a Conceptual Model:

A
  1. What will the users be doing when carrying out their tasks?
  2. How will the system support these?
  3. What kind of interface metaphor will be appropriate?
  4. What kinds of interaction modes and styles to use?
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13
Q

Kinds and ways to classify conceptual models:

A
  1. Can be described in terms of core activities and objects
  2. Also in terms of interface metaphors
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14
Q

Conceptual Models Based on Activities

A
  1. Giving instructions
  2. Conversing
  3. Manipulating/Navigating
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15
Q

Issuing commands using keyboard and function keys and selecting options via menus

A

Giving instructions

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16
Q

Users instruct the system and tell it what to do (e.g., tell the time, print a file, save a file)

A

Giving instructions

17
Q

The main benefit is that instruction supports quick and efficient interaction

A

Giving instructions

18
Q

Interacting with the system as if having a conversation

19
Q

Examples include: timetables, search engines, advice-giving systems, Help systems

20
Q

Acting on objects and interacting with virtual objects

A

Manipulating/Navigating

21
Q

Involves dragging, selecting, opening, closing, and zooming actions on virtual objects

A

Manipulating/Navigating

22
Q

Exemplified by:

A
  1. What you see is what you get
  2. Direct manipulation approach
23
Q

What the user is doing when interacting with a system

A

Interaction Mode

24
Q

The kind of interface used to support the mode

A

Interaction Style

25
This type of conceptual model is good for 'doing' types of tasks
Direct manipulation
26
This type of conceptual model is good for repetitive tasks
Issuing instructions
27
This type of conceptual model is good for children, computer-phobic, disabled users and specialized applications
Conversing
28
____________ conceptual models are often employed, where different ways of carrying out the same actions are supported at the interface
Hybrid
29
An interface designed to be similar to a physical entity but also has its own properties (e.g., desktop metaphor, web portals)
Interface metaphor
30
____________ are considered to be a central component of a conceptual model
Metaphors
31
Kinds of Interaction Styles
1. Command 2. Form Fill-in 3. Speech 4. Inquiry 5. Web 6. Gesture 7. Data Entry 8. Graphical (GUI) 9. Augmented Reality 10. Pen/Stylus
32
____________ are another form of inspiration for conceptual models
Paradigms
33
To follow a particular ____________ means adopting a set of practices that a community has agreed upon
paradigm
34