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LU2-Part 1c
LU2-Part 1c
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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
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Conceptualizing interaction
Interaction can be conceptualized through:
Conceptual models
Interaction types
Paradigms, visions, theories, models and frameworks
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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
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
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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)
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 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
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
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Paradigms, visions, theories, models, frameworks
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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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