Chapter 2 Understanding Interaction
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Transcript of Chapter 2 Understanding Interaction
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Chapter 2: Understanding and
conceptualizing interaction
Adam Amril JaharadakMay 2012
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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
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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?
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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?
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An example
What do you think were the main assumptions made by developers of online photo sharing and management applications, like Flickr?
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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
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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
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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)
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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
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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
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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
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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
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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
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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)
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The Star interface
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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
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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
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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
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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
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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
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Vending machines
Describe the conceptual model underlying the two vending machines
Which is easiest to use?
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Ticketing System
How about the conceptual model of this ticketing system?
Can you describe it?
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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
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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:
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Conversing
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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
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Manipulatives (PicoCrickets)
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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
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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
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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
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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
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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
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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
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A virtual world
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A CAVE
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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?
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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
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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
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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
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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