Professional Documents
Culture Documents
Understanding and
conceptualizing interaction
Adam Amril Jaharadak
May 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:
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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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A claim
From Flickrs website (2005): is almost
certainly the best online photo management
and sharing application in the world
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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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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
www.bricklin.com/history/refcards.htm
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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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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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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
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 menudriven systems to more complex natural
language dialogues
Examples include search engines, advicegiving systems and help systems
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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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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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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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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
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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
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