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Chapter 2: Understanding and Conceptualizing Interaction
Objectives
1. Explain what is meant by the problem space;
2. Explain how to conceptualize interaction;
3. Describe what a conceptual model is and how to begin to
formulate one;
4. Discuss the use of interface metaphors as part of a
conceptual model;
5. Outline the core interaction types for informing the
development of a conceptual model; and
6. Introduce paradigms, visions, theories, models, and
frameworks in forming interaction design.
Conceptualizing design
Conceptualizing design is important to examine vague ideas and
assumptions regarding the advantages of a particular type
product or service in terms of its feasibility. It also
answers the question if your design can be realistically be
develop with the current tools, machineries and with the kind
of technology we have. Conceptualization of design also, looks
into the effectiveness and desirability of the product.
The steps in conceptualizing a design are:
First formulate all the possible assumptions and claims with
the new design you are planning to propose.
• Look into facts and details of your design
• Concepts that are hard to articulate must have highlighted
details on the design that are vague and unrealistic
• Once you have identified the problems, it’s now time to
iteratively plan out “how the design ideas might be improved”
What is an assumption?

Assumption “refers to taking something for granted when
it needs further investigation”
Examples:
There will be pineapples at the grocery store
The sun will rise tomorrow
What is a claim?

A claim tells that even if it is still up for question,
one already asserts that something is true.
Examples:
Children shouldn’t have cellphones.
Dogs are better than cats.
What is the problem being addressed?

The benefits: Through talking with them, the robot can
take instructions and entertain customers. For diverse
customers, such as restless kids or fussy eaters, the
robot could also make recommendations, that purely based
on assumptions.
Frameworks

a scheme of work generally used by programmers to perform
software development.
Examples:
Resource Description Framework (RDF)
Spring Framework
These frameworks refers to a series of questions that the
designer can use as a guide. Such questions are:
1. Does an existing product or user experience have
complications? Enumerate what are those complications.
2. Why do you think this problem exist in the first place?
3. How would you overcome such complications, in your
proposed design?
4. How would you know your suggested design ideas support,
alter, or extend current ways of doing things if you
are designing for a new user experience?
Benefits of Conceptualizing



Orientation
Open-minded
Common ground
Problem Space

the mental representation of a problem and of all the
possible paths to solving it.
From problem space to design space

A design space can be informed by a thorough
understanding of a problem space. Also, indicates, which
sort of interface, behavior, functionality to provide.
But before getting into a conclusion one must look into
developing a conceptual model.
Conceptual model

A conceptual model is a representation of a system. It
consists of concepts used to help people know,
understand, or simulate a subject the model represents.
Physical Model

are physical object such as a toy model that may be
assembled and made to work like the object it represents.
Metaphor

a thing regarded as representative or symbolic
something else, especially something abstract.
of
The First steps in formulating a conceptual model according
to Johnson and Henderson, are the following:
1.What will the users be doing when carrying out their
tasks?
2. How will the system support these?
3. What kind of interface metaphor, if any, will be
appropriate?
4. What kinds of interaction modes and styles to use?
5. Always keep in mind when making design decisions how the
user will understand the underlying conceptual model.
A conceptual model offers a working strategy in a nutshell
and a framework of general concepts and their
interrelationships. The following are the core components:




Metaphors and analogies
The concepts to which people are exposed through the
product.
The relationships between those concepts
The mappings between the concepts and the user experience
the product
Digital spreadsheets
(developed in the late 1970s by Dan Bricklin and Bob
Frankston)
Digital spreadsheets are arguably one of the better
productivity tools created since the invention of the modern
personal computer.
The Desktop
(developed in the late 1970s by Xerox)
World Wide Web
(developed by Tim Berners Lee in the early 1980s)
The World Wide Web (WWW), commonly known as the Web, is an
information system enabling documents and other web resources to
be accessed over the Internet.
Documents and downloadable media are made available to the
network through web servers and can be accessed by programs such
as web browsers.
The best conceptual models are often those that appear:


Obvious and simple
The operations they support are intuitive to use
Types of Conceptual Model
Metaphor Concept Model

Metaphors is a central component of a conceptual model.
They provide a framework which is comparable to aspects of
a familiar entity (or entities) in some way, but they have
their own behaviors and properties as well.
Interface metaphors

The interface was developed to be akin to a physical
entity, but it has features of its own. It manipulates the
familiar knowledge of users to help them understand the
unknown.
Examples of interface metaphors
• Conceptualizing what users are doing (For instance, surfing
the Web )
• A conceptual model instantiated at the interface (For example,
the desktop metaphor)
• Visualizing an operation (For instance, an icon of a shopping
cart into which the user places items (apps like Shopee, Lazada,
Zalora))
The Card Metaphor

considered to be the very popular UI because of its
familiar form and its characteristics to be easily flicked
through, ordered and themed. “It structures content into
meaningful chunks”
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
Problems with interface metaphors






Break conventional and cultural rules (For instance,
recycle bin placed on desktop)
Can constrain designers in the way that they conceptualize
a problem space
Conflicts with design principles
Forces users to understand only the system in terms of the
metaphor
Designers can inadvertently use bad existing designs and
transfer the bad parts over
Limits designers‘ imagination in coming up with new
conceptual models
Interaction Types





Instructing
Conversing
Manipulating
Exploring
Responding
Difference between
Interaction type:
interaction
types
and
interface
styles
Interaction type: is regarded as a definition as to what the
user does when interacting with a system, such as teaching,
talking, browsing, or responding to the style of the interface.
While Interface style: The kind of interface used, such as
command, menu-based, gesture, or voice, to support interactio.
Examples of Interface styles










Command
Graphical
Speech
Web
Data-entry
Pen
Form fill-in
Augmented reality
Query
Gesture
Terms to Remember:
Paradigm - In terms of shared assumptions, concepts, values, and
practices, a paradigm refers to a general approach adopted by a
community of researchers and designers to carry out their work.
Vision - Vision is a future state that shapes interaction design
research and development, often depicted in the form of a movie
or narrative.
Theory- It is a well-founded description of some part of a
phenomenon; The theory of processing information, for instance,
describes how well the mind, or some aspect of it, is supposed
to function.
Model - a simplified representation of some aspect of humancomputer interaction intended to facilitate the prediction and
evaluation of alternative designs by designers.
Framework - a set of interrelated concepts and/or a set of
defined queries intended to inform a specific field (e.g.
collaborative learning) or an analytical method (for instance,
ethnographic studies)
Chapter 3: Cognitive Aspects
Objectives:


Identify and discuss the core cognitive aspects of
interaction designs.
Discuss what humans are good and bad at and show how this
knowledge can be used to inform the design of technologies
that both extend human capabilities and compensate for
their weaknesses.
Cognition
Cognition refers to some of our common activities such as
Thinking, remembering, learning, daydreaming, decision-making,
seeing, reading, talking, writing…
Cognition provides insight into what users can and cannot be
expected to do. This also makes it easier to identify and
specify the nature and implications of users' problems. It also
provides theories, tools for modeling, guidelines and techniques
that can result to a layout of enhanced interactive products.
Cognitive Processes






Attention
Perception
Memory
Learning
Reading, speaking and listening
Problem-solving, planning, reasoning and decision-making
Attention
is mostly about selecting objects to focus on at a point in time
from the mass of stimuli around us, and allows anyone to pay
attention on information relevant to what we're doing. This also
involves senses that are visual and/or audio.
Multitasking





Multitasking can make people lose their way of thinking,
make mistakes, and have to start over.
Multitasking Is Distracting
Multitasking Slows You Down
Multitaskers Make Mistakes
Is it OK to use a phone when driving?
Are hands-free phones safer to use when driving?
 No, as the same form of cognitive processing occurs when
talking, - So if talking to front seat passengers, the same
happens.
 However if a danger is identified that allows the driver to
shift to the road immediately, both can stop in the middle of
the statement.
 So, talking to a front seat passenger is less dangerous than
talking to a distant person.
 A remote individual at the end of a phone is not aware of what
the driver sees and will continue the conversation when there
is a risk.
 This makes it hard for the driver to turn all his attention to
the road.
Design implications for attention
 Context: Make information salient when it needs to be attended
to at a given stage of a task
 Use techniques to achieve this: For example, color, ordering,
spacing, underlining, sequencing, and animation
 Avoid cluttering visual interfaces with too much information
 Consider designing different ways to support effective
switching and returning to an interface
Perception
 How information is acquired from the world and transformed
into experiences
 Obvious implication is to design
readily perceivable, for instance:
representations
*Text should be legible
*Icons should be easy to distinguish and read
that
are
is color contrast good? Find Italian
Are borders and white space better? Find French
Design implications
 Icons should enable users to distinguish their meaning readily
 Bordering and spacing are effective visual ways of grouping
information
 Sounds should be audible and distinguishable
 Haptic feedback should be used judiciously
Memory
 Involves recalling various
people to act appropriately
 For example,
someone’s name
recognizing
kinds
of
someone’s
knowledge
that
face
remembering
or
allow
 First encode and then retrieve knowledge
 We don’t remember everything−it
processing what is attended to
involves
filtering
and
 Context is important as to how we remember (that is, where,
when, how, and so on)
 We recognize things much better than being able to recall
things
 We remember less about objects that we have photographed than
when we observe them with the naked eye (Henkel, 2014)
Processing in memory
 Encoding is first stage of memory
*Determines
which
information
is
environment and how it is interpreted
attended
to
in
the
 The more attention paid to something…
 The more it is processed in terms of thinking about it and
comparing it with other knowledge…
 The more likely it is to be remembered
*For example, when learning about HCI, it is much better to
reflect upon it, carry out exercises, have discussions with
others about it, and write notes than just passively read a
book, listen to a lecture or watch a video about it
Context is important
 Context affects the extent to which information can be
subsequently retrieved
 Sometimes it can be difficult for people to recall
information that was encoded in a different context:
Recognition versus recall
 Command-based interfaces require users to recall
memory a name from a possible set of 100s of names
from
 Graphical interfaces provide visually-based options (menus,
icons) that users need only browse through until they
recognize one
 Web browsers provide tabs and history lists of visited URLs
that support recognition memory\
When creating an interface, should the designer…






Present only 7 options on a menu
Display only 7 icons on a tool bar
Have no more than 7 bullets in a list
Place only 7 items on a pull down menu
Place only 7 tabs on the top of a website page?
Not necessarily…
The reason is…

People can scan lists of bullets, tabs, and menu items for
the one they want

They don’t have to recall them from memory, having only
briefly heard or seen them

So you can have more than nine at the interface
For instance, history lists of websites visited

Sometimes a small number of items is good
For example, smart watch displays

Depends on task and available screen estate
Personal Information management

Is a growing problem for many users:

They accumulate a vast numbers of documents, images, music
files, video clips, emails, attachments, bookmarks, and so
forth

Where and how to save them all; then remembering what they
were called and where to find them again

Naming most common means of encoding them

But can be difficult to remember, especially when you have
10,000s
Personal Information management

Bergman and Whittaker, three interdependent processes model
(2016) to help people manage their stuff:
*How to decide what stuff to keep
*How to organize it when storing
*Which strategies to use to retrieve it later

Most common approach is to use folders and naming

Strong preference for scanning across and within folders
when looking for something

Search engines only helpful if you know the name of the
file
Memory load

Online/mobile and phone banking now require users to
provide multiple pieces of information to access their
account
*For instance, ZIP code, birthplace, a memorable date,
first school attended ▪ Known as multifactor authentication
(MFA)

Why?
*Increased security concerns

Password managers, such as LastPass, have been developed
that require only one master password
*Reduces stress and memory load on users

Passwords could become extinct with the widespread use of
biometrics and computer vision algorithms
Digital Forgetting

When might you wish to forget something that is online?

When you break up with a partner

Emotionally painful to be reminded of them through shared
photos, social media, and so on.

Sas and Whittaker (2013) suggest ways of harvesting and
deleting digital content
*For example, making photos of ex into an abstract collage

Helps with closure
Memory aids

SenseCam, developed by Microsoft Research Labs (now
Autographer)
*A wearable device that intermittently takes photos without
any user intervention while worn
*Digital images taken are stored and revisited using
special software
*Has been found to improve people’s memory, especially
those suffering from dementia

Other aids include RemArc, which triggers long-term memory
using old BBC materials SenseCam
Design implications

Reduce cognitive load by avoiding
procedures for carrying out tasks

Design
recall

Provide users with various ways of labelling
information to help them easily identify it again
interfaces
that
promote
long
and
recognition
complicated
rather
than
digital
Learning




Involves the accumulation of skills and knowledge involving
memory
Two main types:
*Incidental learning (for example, recognizing people’s
faces, what you did today)
*Intentional learning (for instance, studying for an exam,
learning to cook)
People find it hard to learn by following instructions in a
manual
People prefer to learn by doing
Design implications

Design interfaces that encourage exploration

Design interfaces that constrain and guide learners

Dynamically
linking
concepts
and
representations
facilitate the learning of complex material
can
Reading, speaking, and listening

The ease
differs:

Many prefer listening to reading

Reading can be quicker than speaking or listening

Listening requires less cognitive effort than reading or
speaking

Dyslexics have difficulties understanding and recognizing
written words
with
which
people
can
read,
listen,
or
speak
Applications

Voice user interfaces allow users to interact with them by
asking questions
*For example, Google Voice, Siri, and Alexa
*Speech-output systems use artificially-generated speech
*For instance, written text-to-speech systems for the
visually impaired

Natural-language systems enable users to type in questions
and give text-based responses
*Such as, chatbots
Design implications

Speech-based menus and instructions should be short

Accentuate the intonation of artificially generated speech
voices
*They are harder to understand than human voices
*Provide opportunities for making text large on a screen
Problem-solving, planning, reasoning, and decision-making

All these processes involve reflective cognition
*For example, thinking about what to do, what the options
are, and the consequences

Often involves conscious processes, discussion with others
(or oneself), and the use of artifacts
*Such as maps, books, pen and paper

May involve working through
deciding which is best option
different
scenarios
and
Dilemma
The app mentality is making it worse for people to make their
own decisions because they are becoming risk averse (Gardner and
Davis, 2013)

Instead, they now rely on a multitude of apps

This makes them increasingly anxious

They are unable to make decisions by themselves

They need to resort to looking up info, getting other’s
opinions on social media, and comparing notes
Cognitive frameworks


These are used to explain and predict user behavior at the
interface
*Based on theories of behavior
*Focus is on mental processes that take place
*Also use of artifacts and representations
Most well known are:
*Mental models
Mental models

Users develop an understanding of a system through learning
about and using it

Knowledge is sometimes described as a mental model:

How to use the system (what to do next)

People make inferences using mental models of how to carry
out tasks

Involves unconscious and conscious processes
*Imagery and analogies are activated
Information processing

Conceptualizes human performance in metaphorical terms of
information processing stages
Limitations

Based on modeling mental activities that happen exclusively
inside the head

Do not adequately account for how people
computers and other devices in real world
interact
with
Design implication

Provide external representations at the interface that can
reduce memory load and facilitate computational offloading
*For example, information visualizations have been designed
to allow people to make sense and rapid decisions about
masses of data
Summary

Cognition involves many processes
memory, perception, and learning

The way an interface is designed can greatly affect how
well users can perceive, attend, learn, and remember how to
do their tasks

Theoretical frameworks, such as mental models and external
cognition, provide ways of understanding how and why people
interact with products

This can
products
lead
to
thinking
about
including
how
to
attention,
design
better
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