Block 3 Flashcards
(35 cards)
Conceptual model
Meaning high level description of how a system organised and operates
Describes only what people can do with system and what concepts they need to understand how to operate it
Conceptual model components
Has four components -
- Metaphors and analogies
- Concepts and tasks users will be exposed to
- Interrelationships between concepts
- Mappings between concepts and user experience
Benefits of conceptualising design
Encourages design teams to -
Not become too narrowly focused early on and avoid being committed to particular implementation
Establish set of common terms everyone understands and agrees upon
To clarify priorities
Conceptual model of interaction
Can be constructed at different levels of design, focusing on different perspectives on the product
Different conceptualisations of design lead to different interface choices
Mental models and other frameworks
Design is process of interpretation, of design context into requirements spec, of the spec into conceptual model, of conceptual model into interaction model and so on
Each interpretation step must preserve (or improve) coherence of conceptual model
Norman’s gulfs of execution and evaluation
Gulf of execution refers to gap between what user wants to do and what product allows them to do
Gulf of evaluation refers to gap between what interactive product does and what user perceives that it does
Other cognitive frameworks
Used to be though that mental model all in a given user’s mind
Over the years this was perceived to be an oversimplification of how people make sense of situations
key interface concepts
Symbolic vs direct manipulation, embodied interaction, multiple platforms, context awareness
Symbolic vs direct manipulation
Symbolic you must know how to enter info and remember what it is you need to enter
Direct allows users to manipulate graphical objects using gestures and physical actions that correspond loosely to way they manipulate physical objects
Core principles of direct manipulation
Three core principles -
- Continuous representation of objects and actions of interest
- Rapid reversible incremental actions with immediate feedback
- Physical actions and button pressing instead of issuing commands with complex syntax
Embodied interaction
GUI and VR interface types involve contrasting techniques
Strong connection principle underlying both interface types
Term used by interaction designers for kinds of interactions that take advantage of body’s contributions to cognition, and of its situation in an environment
Embodied Cognition
Term used by psychologists to draw attention away from abstract symbolic thinking towards more bodily-centred and situated ways of understanding one’s surroundings
Multiple platforms
Designer must allow for use over multiple platforms in some instances. E.g. Web browser (Different screen or device)
Context Awareness
User no longer sole source of input
Now info gathered and analysed automatically without initiation by the user
Context in which interaction with tech takes place is of great importance
Shifts interaction away from model of user instructing computer, to interactive device that does things initiated directly by user
Context awareness devices
Accelerometer, Gyroscope, Magnetometer, GPS, Proximity sensor, World-facing camera, User-facing camera, Microphone, Wi-Fi, Bluetooth, Fingerprint sensor
Thinking about interface design
Valuable to have some conceptual tools
Different interface types should not be considered as a disconnected catalogue
Prototyping
Can come in many different shapes, and can be created from many different materials, but purpose is to represent design idea concretely
Building prototypes done for number of reasons. help during stakeholders discussions, try out feasibility of idea etc.
Producing prototypes helps designers choose between alternatives
Using scenarios
Purpose of drawing scenario storyboards is to help designer consider design decisions and alternatives from user’s perspective
Prototyping screen-based interfaces
Many design ideas assume user interacting with some type of screen-based interface
Interface sketches
Draw mobile interface sketches if required
Interface storyboards
Need to show actions, interactions and user experience over time
Simple way to accomplish this is to create interface storyboard
Other low-fidelity prototyping
Wizard of oz technique - Person uses prototype that is non-functional, while behind the scenes another person changes the interface
Digital-physical prototypes
Designing where interface not screen based
Could use photos and notes to help create scenarios
Different prototypes help explore different aspects, and one prototype can’t do everything
Conceptual model
- Main concept that underlies product; could be in the form of a metaphor
- Type of tasks or activities user expected to carry out
- Important aspect of user experience