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TME3423/TMI3053/TMS3843/TMT3683

Human Computer Interaction

Unit 2: Interaction Design – Basic Introduction


Part 1: Introduction to Interaction
Topics
 What is interaction?
 Interaction types
 The process of interaction design
 Approaches to interaction design
 Who is involved in interaction design
 Conceptualizing interaction
 Conceptual models

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Adapted from Interaction Design Beyond Human Computer Interaction 5 th Edition (Sharp et al, 2019)
Conceptualizing interaction
 Before trying to build anything, it is important to conceptualize the new ideas
 Also known as creating proof of concept

 Many unknowns need to be considered in the initial stages, especially if it is a


new product being proposed

 Why do we need to do this?


 Check ideas and assumptions about benefits of the product
 Enable designers to articulate the basic building blocks when developing the
product
 Force designers to explain how users will understand, learn about and interact with
the product
 To get concrete models of how a product will work, what design features to
include, and the amount of functionality that is needed

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Conceptualizing interaction
 Interaction can be conceptualized through:
 Conceptual models
 Interaction types
 Paradigms, visions, theories, models and frameworks

 It is important to be clear about the assumptions and claims when


starting a project
 Assumptions: Taking something for granted that requires further
investigation
 Claims: Stating something to be true, when it is still open to question

 List down the assumptions and claims, then try to


support/defend/explain why is it a good/bad idea

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Conceptualizing interaction

Assumption Claim
People want entertainment and navigation A multimodal style of interaction for
system in their car (i.e. they want to controlling the entertainment and
watch TV while driving) navigation system (involves speaking and
gesturing while driving) is perfectly safe

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Conceptualizing interaction
 Working through the assumptions and claims enables the problems to be
explained and explored, and leads to a specific avenue of investigation

 Framework of core questions to aid design teams in this process:


 Are there problems with an existing product/user experience? If so, what are they?
 Why do you think there are problems?
 What evidence do you have to support the existence of these problems?
 How do you think your proposed design ideas might overcome these problems?

 Making clear the assumptions and claims should be carried out early on and
throughout a project

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Conceptualizing interaction
 Next, the design space has to be conceptualized, through articulating the
proposed solution as a conceptual model with respect to the UX

 The design team will use the conceptual model as the basis to develop more
detailed and concrete aspects of the design, which leads to
 Producing designs that match with users’ tasks
 Allowing for faster development time
 Resulting in improved customer uptake
 Needing less training and customer support

 A conceptual model provides a working strategy and a framework of general


concepts and their interrelations
 What people can do with the product and what concepts are needed to understand
how to interact with it

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Conceptual models
 A conceptual model is a “high-level description of how a system is organized
and operates” (Johnson & Henderson, 2002)

 Can be represented as a textual description/diagrammatic form

 Once formulated and agreed upon, the conceptual model can become a
shared blueprint and later on, the testable proof of concept

 The conceptual model is used as the basis to add more details and concrete
aspects of the design

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Conceptual models
 The core components of conceptual models are:

Metaphors
& Concepts
Analogies

Relationships Mappings

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Conceptual models
 The metaphors and analogies that convey to people how to understand what a product is for
and how to use it for an activity
 E.g. browsing, bookmarking

 The concepts that people are exposed to through the product, including task-domain objects
they create and manipulate, their attributes, and operations that can be performed on them
 E.g. saving, revisiting, organizing

 The relationships between those concepts


 E.g. whether one object contains another, the relative importance of actions to others,
whether an object is part of another

 The mappings between the concepts and the user experience the product is designed to
support/invoke
 E.g. one can revisit through looking at a list of visited sites, most frequently visited, or saved
websites

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Conceptual models
 The user experience is determined by how the various metaphors, concepts, and
their relationships are organized

 By explaining these, the design team can debate the pros and cons of providing
different methods and how they support the main concepts

 The design team can systematically work out what will be the most simple,
effective and memorable ways of supporting users in carrying out their tasks

 The best conceptual models are those that appear obvious – the operations they
support being intuitive to use

 Conceptual models can also be overly complex, especially if they are the result of
a series of upgrades (more and more functions and ways of doing something are
added to the original CM)

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Conceptual models
 Example: The desktop/Xerox Star
 This is a classic conceptual model
 Developed by Xerox in 1981
 Forerunner of today’s Mac and Windows desktop interfaces
 Based on the conceptual model that include knowledge of an
office
 Papers, folders, filing cabinets, mailboxes were
represented as icons on screen
 Designed to have some properties of their physical
counterparts
 Drag a document across desktop screen = pick up a piece of
paper and move it
 Drag a document into a folder = place a physical document
into a physical cabinet

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Conceptual models
 Example: online shopping website
 Based on the core aspects of customer experience at a shopping mall
 Place items that a customer wants into purchase into a shopping cart/basket
 Proceed to checkout when ready to pay

 Example: the digital spreadsheet


 Based on accounting experience

 Example: World Wide Web


 Based on reading and browsing through documents

 There are collections of patterns that are readily available for ID designers to use –
designers do not need to start from scratch
 E.g. online forms, mobile navigation

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Paradigms, visions, theories, models, frameworks

 These are other sources of conceptual inspiration and knowledge that are
used to inform design and guide research
 Paradigm: a general approach/set of practices upon which a community has agreed

 Vision: future scenario that frames R&D

 Theory: a well-substantiated explanation of some aspect of a phenomenon

 Model: simplification of some aspect of HCI intended to make it easier for


designers to predict & evaluate alternative designs

 Framework: a set of interrelated concepts and/or set of specific questions


intended to inform a particular domain/analytic method

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Paradigms, visions, theories, models, frameworks

Paradigm Vision Theories Models Frameworks

How do design Apple Knowledge Theory of Don Norman’s 7 Don Norman’s


user-centered Navigator (1987) – information stages of action explanation on the
desktop 25 years before processing model relationship
applications Siri between
Distributed User models Designer’s Model,
Ubiquitous Transforming cognition System Image and
computing – everyday tasks Hassenzahl’s User’s Model
computers are part through AI model of
of everyday experience design Furniss &
objects Science fiction Blanford’s DiCoT
framework
Mobile & pervasive
computing

Big data and


Internet of Things

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Summary
 What is interaction?
 Interaction types
 The process of interaction design
 Approaches to interaction design
 Who is involved in interaction design
 Conceptualizing interaction
 Conceptual models

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