690A 10 ConceptualModels
690A 10 ConceptualModels
690A 10 ConceptualModels
CONCEPTUAL MODELS
AND DESIGN
690A- Advanced Methods in HCI
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LEARNING GOALS
• define mental models, describe their characteristics.
• give examples of how a mental model can be acquired.
• explain what Norman’s 7-stage model is good for:
• use gulfs/stages to analyze interactions with a system
• be able to identify a mismatch in mental models
• give examples of situations or interfaces where
mismatch occurs
• explain the difference between internal and external
cognitive frameworks
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WHY LOOK AT COGNITION?
part of doing good design is understanding how people reason
and react to interface experiences
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MENTAL MODELS
"In interacting with the environment, with others, and with the
artifacts of technology, people form internal, mental models of
themselves and of the things with which they are interacting. ”
-Norman (in Gentner & Stevens, 1983)
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MENTAL MODELS VS. CONCEPTUAL
MODELS/DESIGN
mental models: something the user has (forms)
• users “see” the system through mental models
• users rely on mental models during usage
• there are various forms of mental models
• mental models can support users’ interaction
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INTRODUCTION TO
CONCEPTUAL MODELS
https://www.youtube.com/watch?v=pAOyWFOFhsg
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THE DESIGNER’S MODEL,
THE USER’S MODEL, AND THE
SYSTEM IMAGE.
the user also has a mental model.
they don’t necessarily match.
(No connection)
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RECALL OUR
DESIGN CONCEPTS:
the basics: other concepts:
(elements of these in • findability
many of the others)
• transfer effects
• affordance • cultural associations
• signifiers • individual differences
• mapping
• constraints
• feedback
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NORMAN’S SEVEN-STAGE MODEL
https://www.coursera.org/lecture/uva-darden-running-design-sprints/usability-with-
donald-normans-7-steps-model-8dFEC
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WHAT MENTAL MODELS TELL THE
USER
what do I want to do establishing what did I do to make
with the system next? the system do that?
goals
evaluation of what did the
intention to act interpretations system just do?
what can I do next?
the world
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NORMAN’S SEVEN-STAGE MODEL
WHAT IS IT GOOD FOR?
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ACQUIRING MENTAL MODELS
during system usage:
• the user’s own activity leads to a mental model
• explanatory theory, developed by the user
• often used to predict future behavior of the system
observing others using the system:
• casual observation of others working
• asking someone else to “do this for me”
• formal training sessions
reading about a system
• documentation, help screens
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SOME CHARACTERISTICS
OF MENTAL MODELS
• incomplete
• constantly evolving
• not accurate representation
• (contain errors and uncertainty measures)
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CONCEPTUAL MODELS &
CONCEPTUAL DESIGN
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LEARNING GOALS
• explain the purpose of a conceptual model and how it differs
from a user’s mental model.
• explain the difference between a conceptual model and an
interface design.
• what are the risks and limitations of getting conceptual design
wrong?
• list some of the components a conceptual model should include
(e.g. metaphors, interaction types, objects/attributes, etc)
• be able to perform an object/operation analysis
• give examples of methods you could use to represent a
conceptual model.
CONCEPTUAL MODELS &
CONCEPTUAL DESIGN:
• conceptual models describe how an interactive system is
organized
• the user also has a mental model. they don’t necessarily match.
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WHAT IS CONCEPTUAL DESIGN?
crossing the gap from requirements to a solution
a conceptual design
- can take many different forms
- be built through many approaches
- is essentially a set of ideas
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MENTAL MODELS VS. CONCEPTUAL
MODELS
mental models: something the user has (forms)
• users “see” the system through their own mental models
• users rely on mental models during usage
• there are various forms of mental models
• mental models can support or impede users’ interaction
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GOALS User Interface Design Process: Evolving Iterations
Release!
Make use of: Make use of:
• requirements • graphical design
Examine existing:
MATERIALS / METHODS
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A CONCEPTUAL MODEL CAN
INCLUDE:
• any central design metaphors and analogies
e.g. the “desktop metaphor”
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EXAMPLE: THE DESKTOP
METAPHOR
unifying set of concepts employed in graphical
user interfaces to help users understand and
easily interact with a computer
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RELATIONSHIPS AMONG
CONCEPTS
what actions or attributes are shared between objects?
- e.g. song, podcast, audiobook all have timelines that users
want to navigate (i.e. fast forward, rewind, etc.)
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MAPPING OF CONCEPTS TO ACTUAL
ACTIVITIES
How do the concepts map to what people will actually do?
one easy way to tell:
“run” a task example on it
person card
PIN insert
learn:
ask
• are these the right objects?
debit
• can I do all the operations? machine
account
• do they match what people PIN
inquire
want to do?
update check
• can I do them in a consistent
way? access
example: debit machine 28
TERMINOLOGY
What terms will you use to communicate concepts?
Interaction type:
what the user is doing when interacting with a system.
• e.g., command line (how you talk to it), intelligent (function),
gestural (hardware), touch (both hardware and interaction type)
Interface type:
the kind of interface used to support the mode.
• e.g. speech, menu-based, gesture
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INTERACTION TYPES
Instructing
instruct a system and tell it what to do; issuing commands and selecting
options (e.g. print a file, save a file)
Conversing
interacting with a system as if having a conversation (e.g. search
engines, advice-giving systems, help systems, virtual agents)
Manipulating
interacting with objects in a virtual or physical space by manipulating
them (e.g. dragging, selecting, opening, closing and zooming actions on
virtual objects)
Exploring
moving through a virtual environment or a physical space (e.g. google
maps, GPS)
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INTERFACE TYPES
many different kinds (we won’t examine each in detail)
• includes: mobile, GUI, touch, tangible, haptic, desktop, command
line, data visualizations…
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WHAT DOES A CONCEPTUAL
MODEL LOOK LIKE?
however best helps you describe and understand its
components:
• lists and tables
• diagrams
• storyboards and sketches
• written descriptions
• mood boards
• physical ‘sketches’
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CONCEPTUAL MODEL FOR A
DEBIT MACHINE
- using a diagrammatic approach
- shows concepts, relationships, terminology
1 * 1
owner account
1
1 *
1 *
user use accesses
* *
1
debit
machine
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STORYBOARDS AND SKETCHING
• flexible methods for representing conceptual design!
• can be used to show what the user is thinking/feeling
• communicate metaphors
• interface types and styles of interaction
• environments and contexts in which system is used
• can be very low investment
• note: you don’t need to be good at drawing to communicate
your ideas
• sketches and storyboards can vary in fidelity
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Ben Crothers. Storyboarding & UX – Part 2: Creating your own. Oct 17, 2011.
SUMMARY:
A GOOD CONCEPTUAL MODEL:
• must make sense
e.g., metaphors that build on something the user knows,
and translates well
• has to be consistent
e.g., in terminology, in how objects are interacted with, etc.
• has a minimal set of concepts
keep it simple as possible; Conceptual model will be
apparent to user if they can see all of it
• focuses on elements of task user wants to do
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ACTIVITY: SCENARIO [20 MIN]
Imagine: you’ve been hired to (eventually) build a new
user web interface for reserving rooms in the UMass CS
department.
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ACTIVITY: STEPS
get into groups of 2-3
1) What COULD a conceptual model for a room-booking system
contain?
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DISCUSSION ON REQUIREMENT
READINGS [20 MIN]
Get into group of 3-4 answering the following
questions:
• What surprised you? or
• What you disagreed with?
• Others?
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ON DECK…
Next class …
• Readings (as posted) and researcher journal
• Third project milestone: Ideate
• due on March 18th
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EXTRA SLIDES
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SYSTEM DESIGN VS. INTERFACE
DESIGN?
• system designers and implementers may have more
concepts or details going on in the background
• but conceptual model (and eventually interface)
should only contain what users need
• system concepts should only be included when they
can foster a good mental model
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IDENTIFYING CONCEPTS:
OBJECT / OPERATION ANALYSIS
method from Johnson and Henderson
èwhat are all the ‘concepts’ that a user will need in the system?
èimplication: should be what people use to interact with the interface!
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IDENTIFYING CONCEPTS:
EXAMPLE:
objects attributes operations
album, title, artist, descriptions, play, preview, pause, stop,
currently playing, # times played rewind, fast forward, add
songs date added to system to play list, send to a
friend
title, artist, description, play, stop, add to play list,
compilation, currently playing, # send to a friend
album times played, date added to
system
title, description, date created, # play, stop, skip song,
playlist times played choose song, send to a
friend
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INTERACTION TYPES
1. Instructing
instruct a system and tell it what to do; issuing commands and selecting
options (e.g. tell the time, print a file, save a file)
2. Conversing
interacting with a system as if having a conversation (e.g. search
engines, advice-giving systems, help systems, virtual agents)
3. Manipulating
interacting with objects in a virtual or physical space by manipulating
them (e.g. dragging, selecting, opening, closing and zooming actions on
virtual objects)
4. Exploring
moving through a virtual environment or a physical space (e.g. google
maps)
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1. INSTRUCTING
use when:
• user needs to tell system what to do
RSP defines as indirect (as opposed to ‘direct manipulation’)
• principles:
• representation is always available (visible)
• incremental, reversible actions (“undo”)
• physical actions (drag/drop) rather than syntactic commands
• not exclusive
• you can do multiple within one interface for DIFFERENT
objects
• or for the SAME objects, e.g.,
è instructing AND manipulating of files
(open, close, save, etc.)
è instructing AND conversing for help functions
è conversing AND exploring for following GPS directions
ICLICKER OPTIONS
A- Agree
B- Disagree
C- Important
D- Need more info
E- Have question
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