conceptualizing interaction

why conceptualize?

proof of concept

describe what product will do

reality check

basic building blocks needed

articulate conceptual models of user experience

problem space

ask why?

what problem would this address?

what questions needed answering?

what are sources of inspiration?

assumptions and claims

assumptions: taking something for granted

claims: stating something to be true

try defending them

reformulate poorly constructed ideas

questions

are there problems with an existing product or user experience? if so, what are they?

why do you think they are a problem?

what evidence do you have to support the existence of these problems?

how do you think your proposed design ideas might overcome these problems?

benefits of conceptualizing

orientation

open-mindedness

common ground

communication beyond design

conceptual models

conceptual models

explanation for how something works

articulate problem and design space

components of conceptual models

metaphors and analogies

concepts exposed through the product (system image)

relationships between those concepts

mappings between concepts and experience

best conceptual models

obvious and simple

based on well-established models

enable designers to debate merits

design concept

scenarios, images, mood boards, documents

straighten out thinking before implementation

metaphors

metaphors

central component of conceptual models

provide familiar entities to form / understand models

interface metaphor

interface metaphors

computer desktop

windows

folders

cards

cards

twitter

describe twitter

conceptualizing by type

interaction types

ways a person interacts with a product

instructing, conversing, manipulating, exploring, and responding

helpful for formulating conceptual models without implementation

instructing

where users issue instructions to system

keyboard shortcuts, menus, command line interfaces

when to use instructing

supports many activities

quick and efficient

repeated actions on multiple objects

complexity challenges

conversing

having a conversation with a system

respond similar to human-human interaction

when to use conversing

help/assistive facilities

chatbots

speech-based interfaces

familiar with less complexity, less discoverability

single action, not repetition

manipulating

manipulating objects

capitalize on knowledge of physical world

direct manipulation

analogous to interaction with physical objects

continuous representation

rapid reversible incremental actions

immediate feedback

physical actions instead of issuing text commands

exploring

moving through virtual or physical environments

exploit knowledge of navigating existing spaces

responding

system taking initiative

alert, describe, or show the user

conceptualizations that inform design

paradigms

adopting a set of community agreed upon practices

shapes framing, observations, and analysis

human-centered design

focus on human stakeholders

framing models around human experience

ubiquitous computing

interconnected devices

framing models around the intersections of devices

theories

distributed cognition

across individuals, artifacts, and representations

how information is propagated

cooperative / collaborative activities

embodied interaction

perceive the world through our bodies

mental models and understandings shaped by perceptions

frameworks

help designers constrain and scope user experience

advice on design: concepts, questions, principles

make explicit relationships between users, designers, and products

norman's framework

trajectories

understanding how complex user experiences are designed and engaged with

an interface can establish trajectory towards and through it

questions?

reading for next class

Chapter 4:
Knowing What to Do: Constraints, Discoverablity, and Feedback"
The Design of Everyday Things