The document discusses principles of information and communication technologies design including visibility, feedback, consistency, and affordance. It then covers conceptual models for human-computer interaction, describing conceptual models as high-level descriptions of how a system is organized and operated. Core components of conceptual models include metaphors, exposed concepts, relationships between concepts, and mappings between concepts. Common conceptual models discussed are instructing, conversing, manipulating, and exploring, with each having different strengths and appropriate uses.
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
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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
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