This chapter discusses conceptualizing interaction design. It emphasizes the importance of conceptualizing design early in the process to scrutinize assumptions and determine feasibility. Conceptual models provide a framework for general concepts and their relationships. Different interaction types include instructing, conversing, manipulating, exploring, and responding. Choosing the right interaction type depends on the task. Interface metaphors can help users understand new systems but also have limitations. Other conceptual sources discussed include paradigms, visions, theories, models, and frameworks.
Design thinking is a process centered around understanding user needs through methods like observation and interviews to define problems and generate innovative solutions. It is an iterative process involving prototyping ideas and testing them with users to refine solutions. Organizations use design thinking to develop more user-centered products and services that better meet customer needs and reduce risks, which can lead to increased profits and differentiation from competitors. The Stanford design thinking process involves the phases of empathizing, defining, ideating, prototyping, and testing to manage projects with a user-focused approach.
Guerilla Human Computer Interaction and Customer Based DesignQuentin Christensen
Guerilla HCI is low cost methods of learning from customers and testing your products to improve them. Learn about the different types of guerilla HCI methods you can use to build great products when you don't have unlimited resources to interact with customers and run expensive research studies.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
What is User Experience Design?
The Business Case for User Experience Design
What are the UX processes?
How can we measure its effectiveness?
Who needs to be involved?
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
Design thinking is a process centered around understanding user needs through methods like observation and interviews to define problems and generate innovative solutions. It is an iterative process involving prototyping ideas and testing them with users to refine solutions. Organizations use design thinking to develop more user-centered products and services that better meet customer needs and reduce risks, which can lead to increased profits and differentiation from competitors. The Stanford design thinking process involves the phases of empathizing, defining, ideating, prototyping, and testing to manage projects with a user-focused approach.
Guerilla Human Computer Interaction and Customer Based DesignQuentin Christensen
Guerilla HCI is low cost methods of learning from customers and testing your products to improve them. Learn about the different types of guerilla HCI methods you can use to build great products when you don't have unlimited resources to interact with customers and run expensive research studies.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
What is User Experience Design?
The Business Case for User Experience Design
What are the UX processes?
How can we measure its effectiveness?
Who needs to be involved?
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
Human computer interaction -Design and software processN.Jagadish Kumar
The document discusses the process of interactive design for human-computer interaction (HCI). It begins by defining design as achieving goals within constraints. It notes that goals for a wireless personal movie player may include young users wanting to watch and share movies on the go, while constraints could be withstanding rain or using existing video standards. The core of HCI design involves understanding users and technology through requirements analysis, prototyping and evaluating designs through iterations to achieve the best possible design within time and budget constraints. The process aims to incorporate user research and usability from the beginning of design through implementation.
This document outlines a 12-step user experience (UX) planning process for developing content management system (CMS) sites from a business perspective. The key steps include understanding business objectives, users and user stories through research and personas; designing information architecture through card sorting and site maps; wireframing; applying design patterns; and testing concepts with users. The goal is to apply user-centric planning concepts typically used in UX design to CMS projects to ensure a strong focus on problem-solving, content, and user experience.
The document provides guidance on creating effective online content, emphasizing the importance of understanding audiences, analyzing competition, planning sites both internally and for external users, testing usability, and analyzing user data to ensure content is reaching the intended targets. It also encourages questioning conventional approaches and integrating social media and community input into content development.
The document provides an overview of user experience (UX) design for startups. It discusses:
1) What UX design is and how UX designers work to identify problems and find solutions to create a seamless user experience.
2) When to bring in UX designers, which should be early in the process to allow for collaboration with engineers.
3) The importance of user research through methods like focus groups, interviews and usability testing to understand users and inform the design.
4) How to develop personas, functions lists, information architecture and user scenarios/flows to map the optimal website structure and organization.
The document provides an overview of design thinking methodology and how it can be combined with LEAN principles for product development. It discusses the key stages of design thinking - empathizing to understand user needs, defining insights, ideating potential solutions, prototyping ideas, and testing prototypes with users. It also explains how minimum viable products and build-measure-learn cycles from LEAN can help accelerate the design process. The presentation aims to illustrate how design thinking and LEAN can be applied together to more efficiently develop products that meet user needs.
December 2017 presentation covering: What is design thinking? What does it look like in practice? What are some case stories of design thinking being used in the real world? How can we use design thinking in our organization? Where can I learn more?
Lean Innovation for Micro Enterprises Module 4 Design ThinkingBanbridgeDistrictEnt
1. Design thinking is a human-centered approach that uses creative problem-solving techniques to meet human needs and inspire innovation. It involves empathizing with users, defining problems from their perspective, and brainstorming solutions before building prototypes and getting user feedback.
2. Examples show how design thinking has helped companies like Airbnb, PillPack, and Uber Eats improve their products and services by deeply understanding user needs through techniques like empathy mapping and prototyping. It has also been applied in healthcare, education, and other sectors to develop more effective solutions.
3. A lack of empathy during the design process, as seen in Google Glass, can lead to products that don't fulfill real user needs
How the web changes the organisation of business - and the business of organi...david cushman
The document discusses how the web and technologies like 3D printing are changing business and organization. It argues that the future will be more self-organized, with people coming together in groups to solve problems and create solutions. The role of organizations will be to act as platforms that bring people together and help discover collective solutions, rather than being the direct makers of products. It suggests organizations transition to platform thinking by becoming more open and focusing on understanding shared purposes to support and empower groups of people seeking to create positive change.
This document discusses the potential for product innovation through online communities. It notes there is currently a "clash of contexts" between how vendors think about and market their products based on features, and how consumers think about products based on the functions they perform. The document proposes a Product Innovation Ontology that can bridge this gap by allowing users to better define their purchase intents and needs at a conceptual level, providing insights for vendors to innovate new products that meet latent consumer demands. By leveraging user-generated knowledge, online communities could harness a new mode of production and take innovation to new levels.
The document discusses the process of creating digital work. It covers the key players involved, including agencies, clients, strategists, digital producers, production companies, coders, and UX/UI designers. It emphasizes collaboration between these groups. The document also outlines the project process, including phases like discovery, define, design, build, and testing. Key documents in the process are mentioned like functional requirements, technical requirements, site maps, wireframes, and design comps. Tips are provided for going live with the work and managing it after launch. Various online resources for inspiration and tools are also listed.
Website Usability & User Experience: Veel bezoekers, weinig klanten?Johan Verhaegen
This document introduces a user experience framework and discusses various UX methods and principles. It discusses establishing a user experience framework that includes a value proposition canvas, customer insight map, customer journey, and experience map. It emphasizes the importance of usability testing with real users to validate assumptions and gather insights. The document also covers design principles like putting the user in control and making designs simple and clear based on how people think, feel, see, interact and behave.
The document summarizes a workshop on prototyping and piloting organized by Equinox Education. It discusses different types of prototypes including sketches, paper interfaces, storyboards, and role-playing. It emphasizes that all prototypes are disposable and should focus on validating the core idea by testing with real users. A pilot is defined as a productionalized system for a subset of an audience used to better understand how a product will be used and refine it.
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
Identify, create and iterate! UX design is incomplete without these three things. To deliver a great user experience, identifying the usability flaws, addressing to them and re-iterating with design solutions is the only way!
Jacklyn Cohen conducted a UX bootcamp on designing grocery shopping apps. She began with introductions and an overview of UX design, usability, and UI. Cohen explained the differences between these concepts and emphasized that UX design focuses on the overall user experience. The bootcamp covered various topics related to the UX process like research methods, creating personas and empathy maps, wireframing, and user testing. Participants conducted user interviews on grocery shopping habits, created affinity diagrams to identify themes, and designed wireframes for a grocery shopping app home screen and shopping list screen. User testing of the wireframes was also practiced. The goal of the bootcamp was to provide hands-on experience with UX design methods through the
This slide deck covers why primary market research (aka customer development, customer research or customer empathy) is important and necessary, outlines how to organize a successful research program, provides a sampling of common qualitative and quantitative primary market research techniques, and provides an FAQ section on common questions.
1. The document introduces a user experience framework and discusses various tools and methods for understanding user needs and testing usability, including value proposition canvases, customer journey maps, and A/B testing.
2. It emphasizes the importance of usability principles and design guidelines grounded in research on human cognition, perception and behavior.
3. Case studies and examples from projects illustrate how to apply usability testing and design thinking to improve products and services.
Held in conjunction with World IA Day 2018, this practical session was an introduction to the core skills and methods of thinking that you will use as part of your day to day work in IA.
Topics covered include the foundations of IA, the importance of a ‘content first’ approach, thinking like a user and how to present your work to clients.
The session was led by Jon Fisher, Head of UX at Nomensa, an award-winning UX design agency based in London, Bristol and Amsterdam.
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Human computer interaction -Design and software processN.Jagadish Kumar
The document discusses the process of interactive design for human-computer interaction (HCI). It begins by defining design as achieving goals within constraints. It notes that goals for a wireless personal movie player may include young users wanting to watch and share movies on the go, while constraints could be withstanding rain or using existing video standards. The core of HCI design involves understanding users and technology through requirements analysis, prototyping and evaluating designs through iterations to achieve the best possible design within time and budget constraints. The process aims to incorporate user research and usability from the beginning of design through implementation.
This document outlines a 12-step user experience (UX) planning process for developing content management system (CMS) sites from a business perspective. The key steps include understanding business objectives, users and user stories through research and personas; designing information architecture through card sorting and site maps; wireframing; applying design patterns; and testing concepts with users. The goal is to apply user-centric planning concepts typically used in UX design to CMS projects to ensure a strong focus on problem-solving, content, and user experience.
The document provides guidance on creating effective online content, emphasizing the importance of understanding audiences, analyzing competition, planning sites both internally and for external users, testing usability, and analyzing user data to ensure content is reaching the intended targets. It also encourages questioning conventional approaches and integrating social media and community input into content development.
The document provides an overview of user experience (UX) design for startups. It discusses:
1) What UX design is and how UX designers work to identify problems and find solutions to create a seamless user experience.
2) When to bring in UX designers, which should be early in the process to allow for collaboration with engineers.
3) The importance of user research through methods like focus groups, interviews and usability testing to understand users and inform the design.
4) How to develop personas, functions lists, information architecture and user scenarios/flows to map the optimal website structure and organization.
The document provides an overview of design thinking methodology and how it can be combined with LEAN principles for product development. It discusses the key stages of design thinking - empathizing to understand user needs, defining insights, ideating potential solutions, prototyping ideas, and testing prototypes with users. It also explains how minimum viable products and build-measure-learn cycles from LEAN can help accelerate the design process. The presentation aims to illustrate how design thinking and LEAN can be applied together to more efficiently develop products that meet user needs.
December 2017 presentation covering: What is design thinking? What does it look like in practice? What are some case stories of design thinking being used in the real world? How can we use design thinking in our organization? Where can I learn more?
Lean Innovation for Micro Enterprises Module 4 Design ThinkingBanbridgeDistrictEnt
1. Design thinking is a human-centered approach that uses creative problem-solving techniques to meet human needs and inspire innovation. It involves empathizing with users, defining problems from their perspective, and brainstorming solutions before building prototypes and getting user feedback.
2. Examples show how design thinking has helped companies like Airbnb, PillPack, and Uber Eats improve their products and services by deeply understanding user needs through techniques like empathy mapping and prototyping. It has also been applied in healthcare, education, and other sectors to develop more effective solutions.
3. A lack of empathy during the design process, as seen in Google Glass, can lead to products that don't fulfill real user needs
How the web changes the organisation of business - and the business of organi...david cushman
The document discusses how the web and technologies like 3D printing are changing business and organization. It argues that the future will be more self-organized, with people coming together in groups to solve problems and create solutions. The role of organizations will be to act as platforms that bring people together and help discover collective solutions, rather than being the direct makers of products. It suggests organizations transition to platform thinking by becoming more open and focusing on understanding shared purposes to support and empower groups of people seeking to create positive change.
This document discusses the potential for product innovation through online communities. It notes there is currently a "clash of contexts" between how vendors think about and market their products based on features, and how consumers think about products based on the functions they perform. The document proposes a Product Innovation Ontology that can bridge this gap by allowing users to better define their purchase intents and needs at a conceptual level, providing insights for vendors to innovate new products that meet latent consumer demands. By leveraging user-generated knowledge, online communities could harness a new mode of production and take innovation to new levels.
The document discusses the process of creating digital work. It covers the key players involved, including agencies, clients, strategists, digital producers, production companies, coders, and UX/UI designers. It emphasizes collaboration between these groups. The document also outlines the project process, including phases like discovery, define, design, build, and testing. Key documents in the process are mentioned like functional requirements, technical requirements, site maps, wireframes, and design comps. Tips are provided for going live with the work and managing it after launch. Various online resources for inspiration and tools are also listed.
Website Usability & User Experience: Veel bezoekers, weinig klanten?Johan Verhaegen
This document introduces a user experience framework and discusses various UX methods and principles. It discusses establishing a user experience framework that includes a value proposition canvas, customer insight map, customer journey, and experience map. It emphasizes the importance of usability testing with real users to validate assumptions and gather insights. The document also covers design principles like putting the user in control and making designs simple and clear based on how people think, feel, see, interact and behave.
The document summarizes a workshop on prototyping and piloting organized by Equinox Education. It discusses different types of prototypes including sketches, paper interfaces, storyboards, and role-playing. It emphasizes that all prototypes are disposable and should focus on validating the core idea by testing with real users. A pilot is defined as a productionalized system for a subset of an audience used to better understand how a product will be used and refine it.
Lecture on Advanced Human Computer Interaction given by Mark Billinghurst on July 28th 2016. This is the first lecture in the COMP 4026 Advanced HCI course.
Identify, create and iterate! UX design is incomplete without these three things. To deliver a great user experience, identifying the usability flaws, addressing to them and re-iterating with design solutions is the only way!
Jacklyn Cohen conducted a UX bootcamp on designing grocery shopping apps. She began with introductions and an overview of UX design, usability, and UI. Cohen explained the differences between these concepts and emphasized that UX design focuses on the overall user experience. The bootcamp covered various topics related to the UX process like research methods, creating personas and empathy maps, wireframing, and user testing. Participants conducted user interviews on grocery shopping habits, created affinity diagrams to identify themes, and designed wireframes for a grocery shopping app home screen and shopping list screen. User testing of the wireframes was also practiced. The goal of the bootcamp was to provide hands-on experience with UX design methods through the
This slide deck covers why primary market research (aka customer development, customer research or customer empathy) is important and necessary, outlines how to organize a successful research program, provides a sampling of common qualitative and quantitative primary market research techniques, and provides an FAQ section on common questions.
1. The document introduces a user experience framework and discusses various tools and methods for understanding user needs and testing usability, including value proposition canvases, customer journey maps, and A/B testing.
2. It emphasizes the importance of usability principles and design guidelines grounded in research on human cognition, perception and behavior.
3. Case studies and examples from projects illustrate how to apply usability testing and design thinking to improve products and services.
Held in conjunction with World IA Day 2018, this practical session was an introduction to the core skills and methods of thinking that you will use as part of your day to day work in IA.
Topics covered include the foundations of IA, the importance of a ‘content first’ approach, thinking like a user and how to present your work to clients.
The session was led by Jon Fisher, Head of UX at Nomensa, an award-winning UX design agency based in London, Bristol and Amsterdam.
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
2. Conceptualizing design
• Proof of concept
– conceptualize what the proposed product will do
• Why the need to conceptualizing design?
• to scrutinize unclear ideas and assumptions about the
benefits of the proposed product in terms of their
feasibility
• how realistic is it to develop?
• how desirable and useful?
www.id-book.com
3. Assumptions and claims
• Write down your assumptions and claims when
coming up with a new design
• Try to defend and support them by what they
will provide
• Those that are difficult to articulate
– can highlight what ideas are ambiguous or
unrealistic
– identify human activities and interactivities that are
problematic
• Iteratively work out how the design ideas might
be improved
www.id-book.com
4. What is an assumption?
• Taking something for granted when it
needs further investigation
– e.g. people will want to watch TV while driving
http://www.ibiblio.org/jlillie/cooltown/lillie.htm
www.id-book.com
5. What is a claim?
• Stating something to be true when it is still
open to question
– e.g. “a multimodal style of interaction for
controlling GPS — one that involves speaking
while driving — is safe”
www.id-book.com
6. Activity: How will enabling robot waiters to speak
to customers enhance their experience?
www.id-book.com
Source: Xinhua/Guo Cheng, www.xinhuanet.com/english/2015-12/23/c_134945262.htm
7. What is the problem being
addressed?
• The benefits:
– the robot could take orders and entertain customers
by having a conversation with them
– could make recommendations for different
customers, such as restless children or busy eaters
• But just assumptions
• The real problem being addressed:
“It is difficult to recruit good wait staff who provide the
level of customer service to which we have become
comfortable.”
www.id-book.com
8. Working through assumptions
• Many unknowns need to be considered in
the initial stages of a design project
– where do your ideas come from?
– What sources of inspiration were used?
– Is there any theory or research that can be
used to inform them?
• During the early ideation process
– ask questions, reconsider assumptions, and
articulate concerns
www.id-book.com
9. A framework for analysing the
problem space
• Are there problems with an existing product or user
experience? If so, what are they?
• Why do you think there are problems?
• How do you think your proposed design ideas might
overcome these?
• If you are designing for a new user experience how
do you think your proposed design ideas support,
change, or extend current ways of doing things?
www.id-book.com
10. Activity
• What were the assumptions and claims made
about watching 3D TV?
www.id-book.com
Figure 3.2 A family watching 3D TV
Source: Andrey Popov/Shutterstock.com
11. Assumptions and claims: how realistic?
• There was no existing problem to overcome
– what was being proposed was a new way of
experiencing TV
• An assumption
– People would really enjoy the enhanced clarity and
color detail provided by 3D
• A claim
– People would not mind paying a lot more for a new
3D-enabled TV screen because of the new
experience
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12. Benefits of conceptualising
• Orientation
– enables design teams to ask specific questions about
how the conceptual model will be understood
• Open-minded
– prevents design teams from becoming narrowly
focused early on
• Common ground
– allows design teams to establish a set of commonly
agreed terms
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13. From problem space to design space
• Having a good understanding of the problem
space can help inform the design space
– e.g. what kind of interface, behavior, functionality to
provide
• But before deciding upon these it is important to
develop a conceptual model
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14. Conceptual model
• A conceptual model is:
“…a high-level description of how a system is organized
and operates” (Johnson and Henderson, 2002, p26)
• Enables
“…designers to straighten out their thinking before they
start laying out their widgets”
(Johnson and Henderson, 2002, p28)
• Provides a working strategy and framework
of general concepts and their interrelations
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15. Components of Conceptual model
• Metaphors and analogies
– understand what a product is for and how to use it for
an activity
• Concepts that people are exposed to
through the product
– task–domain objects, their attributes, and operations
(e.g., saving, revisiting, organizing)
• Relationship and mappings between these
concepts
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16. First steps in formulating a
conceptual model
• What will the users be doing when carrying out
their tasks?
• How will the system support these?
• What kind of interface metaphor, if any, will be
appropriate?
• What kinds of interaction modes and styles to
use?
- always keep in mind when making design decisions how
the user will understand the underlying conceptual model
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17. Conceptual models
• Many kinds and ways of classifying them
• The best conceptual models are often
those that appear
– obvious and simple
– the operations they support are natural to use
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18. Interface metaphors
• Interface designed to be similar to a physical
entity but also has own properties
– e.g. desktop metaphor, web portals
• Can be based on activity, object or a
combination of both
• Exploit user’s familiar knowledge, helping them
to understand ‘the unfamiliar’
• Invokes the spirit of the unfamiliar activity,
enabling users to pull this to understand more
aspects of the unfamiliar functionality
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19. Examples of interface metaphors
• Conceptualizing what users are doing,
– e.g. surfing the web
• A conceptual model represents at the interface,
– e.g. the desktop metaphor
• Visualizing an operation,
• e.g. an icon of a shopping cart for placing items
into
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20. The card metaphor
• The card is a very popular UI
• Why?: Has familiar form factor
• Can easily be flicked through, sorted,
and themed
• Can structure content into
meaningful chunks
– similar to how paragraphs are used to
chunk a set of related sentences into
distinct sections
• Material properties giving
appearance of surface of paper
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Figure 3.5 Google Now card for restaurant recommendation in Germany
Source: Johannes Shonning: schoening@uni-bremen.de.
21. Benefits of interface metaphors
• Makes learning new systems easier
• Helps users understand the underlying
conceptual model
• Can be very innovative and enable the empire of
computers and their applications to be made
more accessible to a greater diversity of users
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22. Problems with interface metaphors
• Break conventional and cultural rules
– e.g. recycle bin placed on desktop
• Can constrain designers in the way they conceptualize
a problem space
• Conflict with design principles
• Forces users to only understand the system in terms
of the metaphor
• Designers can unconsciously use bad existing
designs and transfer the bad parts over
• Limits designers’ imagination in coming up with new
conceptual models
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24. Activity
• Describe the components of the
conceptual model underlying most online
shopping websites, e.g.
– Shopping cart
– Proceeding to check-out
– 1-click
– Gift wrapping
– Cash till
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25. Interaction types
• Instructing
– issuing commands and selecting options
• Conversing
– interacting with a 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
• Responding
– the system initiates the interaction and the user chooses
whether to respond
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26. 1. Instructing
• Where users instruct a system and tell it what
to do
– e.g. tell the time, print a file, save a file
• Very common conceptual model, underlying a
diversity of devices and systems
– e.g. word processors, VCRs, vending machines
• Main benefit is that instructing supports quick
and efficient interaction
– good for repetitive kinds of actions performed on
multiple objects
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28. 2. Conversing
• Underlying model of having a conversation with
another human
• Range from simple voice recognition menu-
driven systems to more complex ‘natural
language’ dialogs
• Examples include timetables, search engines,
advice-giving systems, help systems
• Also virtual agents, chat-bots, toys and pet
robots designed to converse with you
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29. Pros and cons of conversational
model
• Allows users, especially novices to interact with
a system in a way that is familiar to them
– can make them feel comfortable, at ease and less
scared
• Misunderstandings can arise when the system
does not know how to parse what the user
says
– e.g. voice assistants can misunderstand what
children say
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30. www.id-book.com
<user dials an insurance company>
“Welcome to St. Paul’s Insurance Company. Press 1 if you are a new customer; 2
if you are an existing customer.”
<user presses 1>
“Thank you for calling St. Paul’s Insurance Company. If you require house
insurance, say 1; car insurance, say 2; travel insurance, say 3; health insurance,
say 4; other, say 5.”
<user says 2>
“You have reached the car insurance division. If you require information about
fully comprehensive insurance, say 1; third-party insurance, say 2. ...”
Memory issue???
Mistakenly pressed a wrong digit???
Can u wait to recall whole recording
31. 3. Manipulating
• Involves dragging, selecting, opening, closing
and zooming actions on virtual objects
• Exploit’s users’ knowledge of how they move and
manipulate in the physical world
• Can involve actions using physical controllers or
air gestures to control the movements of an on-
screen avatar
• Tagged physical objects (e.g. balls) that are
manipulated in a physical world result in
physical/digital events (e.g. animation)
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32. Direct Manipulation (DM)
• Ben Shneiderman (1983) coined the term DM
• 3 core properties:
– 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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33. Benefits of direct manipulation
• Novices can learn the basic functionality quickly
• Experienced users can work extremely rapidly to carry
out a wide range of tasks, even defining new functions
• Irregular users can retain operational concepts over time
• Error messages rarely needed
• Users can immediately see if their actions are advancing
their goals and if not do something else
• Users experience less nervousness
• Users gain confidence and skill and feel in control
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34. Disadvantages of DM
• Some people take the metaphor of direct manipulation
too literally
• Not all tasks can be described by objects and not all
actions can be done directly
• Some tasks are better achieved through assigning,
e.g. spell checking
• Can become screen space ‘gobblers’
• Moving a cursor using a mouse or touch pad can be
slower than pressing function keys to do same actions
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35. 4. Exploring
• Involves moving through virtual or physical
environments
– users can explore aspects of a virtual 3D environment
– physical environments can also be embedded with
sensors that when detect the presence of someone
will trigger digital or physical events to happen
• Many examples of virtual environments,
including cities, parks, buildings, rooms, and
datasets
– enable users to fly over them and zoom in and out of
different parts
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36. Seeing things larger than life in VR
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Reproduced with permission. http://home.comcast.net/~sharov/3d/cave.html
37. Exploring data in VR
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Image courtesy of Kalev Leetaru, National Center for Supercomputing Applications, University of Illinois.
38. Responding
• System takes the initiative to alert user to something
that it “thinks” is of interest
• Does this by:
– detecting the location and/or presence of someone in a
surrounding area and notifies them on their phone/watch,
– what it has learned from their repeated behaviors
• Examples:
– alerts the user of a nearby coffee bar where some
friends are meeting
– user’s fitness tracker notifies them of a milestone reached
• Automatic system response without any
requests made by the user
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This type suggested by Christopher Lueg et al. (2018)
39. Potential cons of system-initiated
notifications
• Can get tiresome or frustrating if too many or the
system gets it wrong
• What does it do when it gets something wrong?
• Apologise?
• Allow user to correct the advice or information?
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40. Choosing an interaction type
• Direct manipulation is good for ‘doing’ types of
tasks, e.g. designing, drawing, flying, driving,
sizing windows
• Issuing instructions is good for repetitive tasks,
e.g. spell-checking, file management
• Having a conversation is good for certain
services, e.g. finding information, requesting
music
• Hybrid conceptual models are good for
supporting multiple ways of carrying out the
same actions
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41. Difference between interaction
types and interface styles
• Interaction type:
– A description of what the user is doing when
interacting with a system, e.g. instructing,
talking, browsing or responding
• Interface style:
– the kind of interface used to support the
interaction, e.g. command, menu-based,
gesture, voice
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42. Many kinds of interface styles
available (see chapter 7)…
• Command
• Speech
• Data-entry
• Form fill-in
• Query
• Graphical
• Web
• Pen
• Augmented reality
• Gesture
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43. Other sources
• Of conceptual knowledge that are used to
inform design and guide research are:
– paradigms
– visions
– theories
– models
– frameworks
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44. 1 – Paradigm
• Inspiration for a conceptual model
• General approach adopted by a
community for carrying out research
– shared assumptions, concepts, values, and
practices
– e.g. desktop, ubiquitous computing, in the wild
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45. Examples of new paradigms in HCI
• Ubiquitous computing
• Pervasive computing
• Wearable computing
• Internet of Things
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46. 2 – Visions
• A driving force that frames research and development
• Invites people to imagine what life will be like in 10,
15 or 20 years time
– e.g. Apple’s 1987 Knowledge Navigator
– Smart Cities, Smart Health
– Human-centred AI
• Provide concrete scenarios of how society can use
the next generation of imagined technologies
• Also raise ethical questions, e.g. privacy, trust
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47. Questions raised by tech visions
• How to enable people to access and interact
with information in their everyday lives?
• How to design user experiences where there is
no obvious user control?
• How and in what form to provide contextually
relevant information to people?
• How to ensure that information passed around
interconnected devices, and objects is secure?
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48. 3 – Theory
• Explanation of a phenomenon
– e.g. information processing that explains how
the mind, or some aspect of it, is assumed to
work
• Can help identify factors relevant to the design
and evaluation of interactive products
– e.g. cognitive, social, and affective
• Can be used to predict what users will do
with different interfaces
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49. 4 – Models
• A simplification of an HCI phenomenon
– enables designers to predict and evaluate
alternative designs
– abstracted from a theory coming from a
contributing discipline, e.g.
– Don Norman’s (1996) model of the seven
stages of action
– Marc Hassenzahl’s (2010) model of the user
experience
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50. 5 – Frameworks
• Set of interrelated concepts and/or specific
questions for ‘what to look for’
• Provide advice on how to design user experiences
– helping designers think about how to conceptualize
learning, working, socializing, fun, emotion
• Focus on how to design particular kinds of
interfaces to evoke certain responses
• Come in various forms:
– e.g. steps, questions, concepts, challenges, principles,
tactics and dimensions
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51. A classic HCI framework
Don Norman’s (1988) framework of the
relationship between the design of a conceptual
model and a user’s understanding of it
• Consists of three interacting components:
• The Designer’s Model
– The model the designer has of how the system should work
• System Image
– How the system actually works, which is portrayed to the user
through the interface, manuals, help facilities, and so on
• The User’s Model
– How the user understands how the system works
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52. Summary
• Developing a conceptual model involves:
– understanding the problem space
– Being clear about your assumptions and claims
– specifying how the proposed design will support users
• A conceptual model is a high-level description of a
product in terms of
– what users can do with it and the concepts they need to understand
how to interact with it
• Interaction types provide a way of thinking about
how to support user’s activities
• Paradigms, visions, theories, models & frameworks
– provide ways of framing design and research
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