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Conceptual Model Design Informing the user what to do Lecture # 10 (a) Gabriel Spitz.

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Presentation on theme: "Conceptual Model Design Informing the user what to do Lecture # 10 (a) Gabriel Spitz."— Presentation transcript:

1 Conceptual Model Design Informing the user what to do Lecture # 10 (a) Gabriel Spitz

2 Interface elements Interface aspects Application ComponentInfo SpaceControl Function/Scope  Available functions  Missing & superfluous functions  CompletenessTBD Framework  Organizing principle (Posture)  Segmentation into components  Segmentation into info spaces  Grouping of items  Proximity  Sequencing items TBD Activity flow/Behavior  Navigation schema  Task sequence  Error recovery  Action reversal  System state info  Action constraints (error avoidance)  Guidance  Spatial workflow  Modes/temporal workflow  Closure  Feedback  Defaults  Shortcuts Representation  Metaphors / expressions  Idioms  Strategy (e.g.)  Form  Wizard  Message content (error, warning, information)  Maintaining context  Choice of control  Labels/terminology  Icon content  Object manipulation method  Affordance Presentation  Color Pallet  Typography  Preferences  Layout  Alignment  Repetition  Contrast  Color  Font style  Graphical clarity (of icons)  Resolution (details)  Manipulation dynamics Interface Design Space Gabriel Spitz

3 Exercise  Describe the route you take to get from home to UMB  Where is the description coming from Gabriel Spitz 3

4 Helping the User Figure It Out  Our action is driven by what we see and how close is what we see to what we expect/know  What we see is the Conceptual Model of the interface  What we expect is our Mental Model of the interface  We as UI designers are responsible for selecting and implementing the conceptual model of our design Gabriel Spitz

5 Conceptual Model VS. Mental Model Conceptual model is a mental representation of how an artifact works & how the interface controls affect it. It is the way the user will understand the interface Mental model is the idea a user has about an interface – Mental representation The closer a conceptual model is to the mental model the easier it is for a user to figure out how to operate a system MeMe Mental Model of a BicycleConceptual Model of a Design

6 A. Cooper ’ s Conceptual Models Gabriel Spitz Manifest Model = Conceptual Model or Framework

7 Mismatch Between Models  Mismatch between the users’ expectation – their mental model; and the conceptual model used by the UI designer will lead to:  Error  Poor performance  Frustration Gabriel Spitz 7

8 A Conceptual Model  Is the way the system will appear to users and therefore the way the user will understand it  It is the overall “ big idea ” of the UI  For example this interface is like a desktop, a wending machine, an ATM machine  It is also the context within which UI elements – actions & components – are anticipated and interpreted Gabriel Spitz

9 Conceptual Models Examples

10 Two Panel Concept Two panels side by side. One shows the set of items user can select from, the other shows the content of the selected item This is a learned interaction, but very common and quick to learn

11 Tabular Concept

12 List Concept

13 Content Group

14 Form Concept

15 Creating a Conceptual Model  Conceptual models are created by our choices for the interface  Interaction styles – The Activity /Method we use for the interaction  The metaphor – The object we interact with Keep in mind that the interface has to communicate how it should be used Help information can aid, but should not be necessary Gabriel Spitz

16 Interaction Styles  Interaction styles refers to the way we interacts with an application. These include:  Instructing  Conversing  Manipulation  Browsing & Navigating  Metaphor or the objects used in the the interaction such as  Blank sheet of paper  Spreadsheet  Canvas Gabriel Spitz

17 Instructing (activity)  Instruction is common conceptual model in user-interface and used by many applications  Instructing is performed using keyboard commands, function keys, menu items, etc.  Instructing refers to telling the system to perform specific tasks such as  Print, save, delete, etc.  The main benefit of instruction is that it supports quick and efficient interaction  Good for repetitive actions performed on multiple objects Gabriel Spitz

18 Instructional Style Interaction Gabriel Spitz

19 Conversation (activity) The underlying model of this interaction mode is a conversation with another human Users ask and the system responds Examples include: Help Facilities Search Engines Interactive Voice Recognition –Siri The benefit of this interaction style is that it allows users to interact with the system in a way that is familiar Makes them feel comfortable, at ease and less scared The drawback is that misunderstandings can arise when the system does not know how to parse what the user says Gabriel Spitz

20 Conversational Style Interaction Gabriel Spitz

21 Direct Manipulating (activity)  Involves dragging, selecting, opening, closing and zooming actions on virtual objects  Exploit’s users’ knowledge of how they move and manipulate objects in the physical world  what you see is what you get (WYSIWYG)  the direct manipulation approach (DM)  Shneiderman (1983) coined the term Direct manipulation Gabriel Spitz

22 Core Principles of DM  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 Gabriel Spitz

23 Benefits of DM Interfaces  Easy to learn basic functionality  Users can work rapidly to carry out a wide range of tasks  Easy to remember how to carry out tasks over time  Easy to detect errors Gabriel Spitz

24 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 delegating e.g. spell checking  Can waste extensive screen space  Moving a mouse around the screen can be slower than pressing function keys to do same actions Gabriel Spitz

25 Direct Manipulation Interface Gabriel Spitz

26 Exploring and Browsing  The way people browse information with existing media (e.g. newspapers, magazines, libraries, pamphlets)  Information is structured to allow flexibility in the way a user is able to search for information  e.g. multimedia, web Gabriel Spitz

27 Object Based Conceptual Models  Usually based on an analogy with something in the physical world  Examples Gabriel Spitz


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