Mind map
Chapter 3 : Conceptualising Interaction (3720)
Map content
Chapter 3 : Conceptualising Interaction (3720)
proof of concept.
In relation to the double diamond framework, it can be viewed as an initial pass to help define the area and also when exploring solutions
3.2 Conceptualizing Interaction
- be clear about the underlying assumptions and claims
- Writing down your assumptions and claims and then trying to defend and support them can highlight those that are vague or wanting
- Making clear what one’s assumptions are about a problem and the claims being made about potential solutions should be carried out early on and throughout a project.
- articulating the proposed solution as a conceptual model with respect to the user experience.
- Orientation
- how the conceptual model will be understood by the targeted users.
- Open-Mindedness
- team to explore a range of different ideas
- Common Ground
- design team to establish a set of common terms that all can understand and agree upon
- Orientation
- conceptual model is used by the design team as the basis from which they can develop more detailed and concrete aspects of the design.
3.3 Conceptual Models
- model is a simplified description of a system or process that helps describe how it works
- articulate the problem and design space—the conceptual model
- provides a working strategy and a framework of general concepts and their interrelations.
- • Metaphors and analogies that convey to people how to understand what a product is used for and how to use it for an activity
- • The concepts to which people are exposed through the product, including the task-domain objects they create and manipulate
- • The relationships between those concepts
- • The mappings between the concepts and the user experience the product is designed to support
- determines the user experience.
3.4 Interface Metaphors
- central component of a conceptual model.
- instantiated in some way as part of the user interface, such as the desktop metaphor
3.5 Interaction Types
- interaction types that will underlie the user experience.
- five types of interaction.
- not meant to be mutually exclusive
- each type refers to the user’s action even though the system may be the active partner in initiating the interaction.
- • Instructing: Where users issue instructions to a system.
- typing in commands, selecting options from menus
- user instructs the system to do these operations by issuing appropriate commands.
- the interaction is quick and efficient
- • Conversing: Where users have a dialog with a system
- speak via an interface or type in question
- a two-way communication process,
- it allows people to interact with a system in a way that is familiar to them
- • Exploring: Where users move through a virtual environment or a physical space.
- • Responding: Where the system initiates the interaction and the user chooses whether to respond
- • Manipulating: Where users interact with objects in a virtual or physical space by manipulating them
- include zooming in and out, stretching, and shrinking—actions that are not possible with objects in the real world
- direct manipulation interfaces are assumed to enable users to feel that they are directly controlling the digital objects represented by the computer.
- three core principles are as follows:
- • Continuous representation of the objects and actions of interest
- • Rapid reversible incremental actions with immediate feedback about the object of interest
- • Physical actions and button pressing instead of issuing commands with complex syntax
3.6 Paradigms, Visions, Theories, Models, and Frameworks
- A paradigm refers to a general approach that has been adopted by a community of researchers and designers for carrying out their work in terms of shared assumptions, concepts, values, and practices.
- A vision is a future scenario that frames research and development in interaction design— often depicted in the form of a film or a narrative.
- A theory is a well-substantiated explanation of some aspect of a phenomenon
- A model is a simplification of some aspect of human-computer interaction
- 3.6.1 Paradigms
- adopting a set of practices upon which a community has agreed.
- • The questions to be asked and how they should be framed
- • The phenomena to be observed
- • The way in which findings from studies are to be analyzed and interpreted
- Big paradigm shifts
- Big Data and the Internet of Things (IoT)
- Ubiquitous computing
- adopting a set of practices upon which a community has agreed.
- 3.6.2 Visions
- Visions of the future
- A current vision that has become pervasive is AI
- 3.6.3 Theories
- providing a means of analyzing and predicting the performance of users carrying out tasks for specific types of computer interfaces and systems
- primarily cognitive, social, affective, and organizational in origin.
- providing a means of analyzing and predicting the performance of users carrying out tasks for specific types of computer interfaces and systems
- 3.6.4 Models
- describe, in a simplified way, some aspect of human behavior or human-computer interaction.
- E.g. models of user interaction based on theories of cognitive processing, arising out of cognitive science, which were intended to explain the way users interacted with interactive technologies
- 3.6.5 Frameworks
- help designers constrain and scope the user experience for which they are designing
- a framework offers advice to designers as to what to design or look for.
- a variety of forms, including steps, questions, concepts, challenges, principles, tactics, and dimensions
- there are frameworks for helping designers think about how to conceptualize learning, working, socializing, fun, emotion, and so on,
- A classic example of a conceptual framework: Don Norman’s (1988)
- relationship between the design of a conceptual model and a user’s understanding of it.
- The framework comprises three interacting components
- the designer, the user, and the system. Behind each of these are the following:
- Designer’s Model
- The model the designer has of how the system should work
- System Image
- How the system actually works
- User’s Model
- How the user understands how the system works
- Designer’s Model
- the designer, the user, and the system. Behind each of these are the following:
- not mutually exclusive, but rather they overlap in their way of conceptualizing the problem
Information
- Description
- Computer Science Mind Map on Chapter 3 : Conceptualising Interaction (3720), created by Gideon Van on 15/02/2020.
- Created by
- Gideon Van
- Views
- 0
- Rating