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Information and Communication
Technologies(ICT)
Principles and Perspectives
Lecture 2
Design Principles
• Visibility
• Feedback
• Constraint
• Consistency
• Affordance
Tradeoff
Problem space
• Definition
• Orientation
• Open mindedness
• Common Ground
Conceptual Model
• A high-level description of how a system is organized and operates. What
people can do with a product and what concepts are required to understand
how to interact with it?
• Goals
• Keep it simple as much as possible
• Few or No concept from outside of task domain
Core Components of Conceptual Model
• Metaphors and analogies
• Concepts exposed through product
• Relationships between these concepts
• Mapping between these concepts
Interface Metaphor
• An Interface metaphor is a set of user interface visuals, actions and
procedures that exploit specific knowledge that users already have of other
domains.
• Examples
• Folders
• Bin (Recycle Bin)
• Shopping cart
Benefits of Interface metaphor
• Makes learning new systems easier
• Helps users understand the underlying conceptual model
• Can be very innovative and enable the realm of computers and their
applications to be made more accessible to a greater diversity of users
Interaction Types
• Instructing
• Conversing
• Manipulating
• Exploring (time and place theory)
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
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 ticket booking, flight time inquiry, search engines, advice-
giving systems, help systems
• Also virtual agents, toys and pet robots designed to converse with you
Conversing
Pros and Cons of Conversation Model
• Allows users, especially novices and technophobes, to interact with the
system in a way that is familiar
• Makes them feel comfortable, at ease and less scared
• Misunderstandings can arise when the system does not know how to parse
what the user says
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
• Direct Manipulation
• 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
Exploring
• Involves users moving through virtual or physical environments
• Physical environments with embedded sensor technologies
Which conceptual model is best?
• 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 children, computer-phobic, disabled users and
specialized applications (e.g. phone services)
• Hybrid conceptual models are often employed, where different ways of carrying out
the same actions is supported at the interface - but can take longer to learn

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Conceptual Model

  • 2. Design Principles • Visibility • Feedback • Constraint • Consistency • Affordance Tradeoff
  • 3. Problem space • Definition • Orientation • Open mindedness • Common Ground
  • 4. Conceptual Model • A high-level description of how a system is organized and operates. What people can do with a product and what concepts are required to understand how to interact with it? • Goals • Keep it simple as much as possible • Few or No concept from outside of task domain
  • 5. Core Components of Conceptual Model • Metaphors and analogies • Concepts exposed through product • Relationships between these concepts • Mapping between these concepts
  • 6. Interface Metaphor • An Interface metaphor is a set of user interface visuals, actions and procedures that exploit specific knowledge that users already have of other domains. • Examples • Folders • Bin (Recycle Bin) • Shopping cart
  • 7. Benefits of Interface metaphor • Makes learning new systems easier • Helps users understand the underlying conceptual model • Can be very innovative and enable the realm of computers and their applications to be made more accessible to a greater diversity of users
  • 8. Interaction Types • Instructing • Conversing • Manipulating • Exploring (time and place theory)
  • 9. 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
  • 10.
  • 11. 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 ticket booking, flight time inquiry, search engines, advice- giving systems, help systems • Also virtual agents, toys and pet robots designed to converse with you
  • 13. Pros and Cons of Conversation Model • Allows users, especially novices and technophobes, to interact with the system in a way that is familiar • Makes them feel comfortable, at ease and less scared • Misunderstandings can arise when the system does not know how to parse what the user says
  • 14. 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 • Direct Manipulation • 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
  • 15. Exploring • Involves users moving through virtual or physical environments • Physical environments with embedded sensor technologies
  • 16. Which conceptual model is best? • 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 children, computer-phobic, disabled users and specialized applications (e.g. phone services) • Hybrid conceptual models are often employed, where different ways of carrying out the same actions is supported at the interface - but can take longer to learn

Editor's Notes

  1. http://boxesandarrows.com/conceptual-models-in-a-nutshell/