Week4 Unit 2 Lesson 2
Week4 Unit 2 Lesson 2
DILEMMA
Is Trying to Empathize with Users the Right Approach?
Empathizing with users who live in a very different context than the designers is not easy, no matter how much data is
collected. Interaction designers have tried several ways to understand situations that are outside their experience, two of
which are experience prototyping and the Third Age suit.
Developing an Initial Conceptual Model
The core components of the conceptual model are metaphor and analogies, the concepts to which users are exposed,
the relationship between those concepts, and the mappings between the concepts and user experience being
supported. Some of these will derive from the product’s requirements, such as the concepts involved in a task and their
relationships, such as through scenarios and use cases. Others such as suitable metaphors and analogies will be informed
by immersion in the data and attempting to understand the users’ perspectives.
This section introduces approaches that help to produce an initial conceptual model. In particular, it considers
the following:
•• How to choose interface metaphors that will help users understand the product?
•• Which interaction type(s) would best support the users’ activities?
•• Do different interface types suggest alternative design insights or options?
All of these approaches provide different ways of thinking about the product and help generate potential conceptual
models
Interface Metaphors
Interface metaphors combine familiar knowledge with new knowledge in a way that will help users understand
the product. Choosing suitable metaphors and combining new and familiar concepts requires a balance between utility
and relevance, and it is based on an understanding of the users and their context. For example, consider an educational
system to teach 6-year-olds mathematics. One possible metaphor is a classroom with a teacher standing at the front. But
considering the users of the product and what is likely to engage them, a metaphor that reminds them of something
enjoyable is more likely to keep them engaged, such as a ball game, the circus, a playroom, and so on.
When suitable metaphors have been generated, they need to be evaluated. Erickson (1990) suggests five
questions to ask:
•• How much structure does the metaphor provide? A good metaphor will provide structure—preferably familiar
structure.
•• How much of the metaphor is relevant to the problem? One of the difficulties of using metaphors is that users may
think they understand more than they do and start applying inappropriate elements of the metaphor to the product,
leading to confusion or false expectations.
•• Is the interface metaphor easy to represent? A good metaphor will be associated with particular physical, visual, and
audio elements, as well as words.
•• Will your audience understand the metaphor?
•• How extensible is the metaphor? Does it have extra aspects that may be useful later?
Activity 2.4
One of the disadvantages of the restaurant metaphor is the need to have a shared experience when members of the
group are in different locations. Another possible interface metaphor for the group travel organizer is the travel
consultant. A travel consultant discusses the requirements with the traveler(s) and tailors the vacation accordingly,
offering maybe two or three alternatives, but making most of the decisions on the travelers’ behalf. Ask the earlier five
questions about this metaphor.
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Interaction Types
There are five different types of interaction: instructing, conversing, manipulating, exploring, and responding. Which type
of interaction is best suited to the current design depends on the application domain and the kind of product being
developed. For example, a computer game is most likely to suit a manipulating style, while a software application for
drawing or drafting has aspects of instructing and conversing.
Interface Types
Considering different interfaces at this stage may seem premature, but it has both a design and a practical
purpose. When thinking about the conceptual model for a product, it is important not to be unduly influenced by a
predetermined interface type. Different interface types prompt and support different perspectives on potential user
experiences and possible behaviors, hence prompting alternative design ideas.
To illustrate this, we consider a subset of the interfaces, “Interfaces,” and the different perspectives they bring to
the group travel organizer.
•• Shareable Interface The travel organizer has to be shareable, as it is intended to be used by a group of people and it
should be exciting and fun. The design issues for shareable interfaces, which were introduced in Chapter 7, will need to
be considered for this system. For example, how best (whether) to use the individuals’ own devices such as smartphones
in conjunction with a shared interface. Allowing group members to interact at a distance suggests the need for multiple
devices, so a combination of form factors is required.
•• Tangible Interface Tangible interfaces are a kind of sensor-based interaction, where blocks or other physical objects
are moved around. Thinking about a travel organizer in this way conjures up an interesting image of people collaborating,
maybe with the physical objects representing themselves while traveling, but there are practical problems of having this
kind of interface, as the objects may be lost or damaged.
•• Virtual Reality The travel organizer seems to be an ideal product for making use of a virtual reality interface, as it
would allow individuals to experience the destination and maybe some of the activities available. Virtual reality would
not be needed for the whole product, just for the elements where users want to experience the destination.
Activity 2.5
Consider the new navigation app for a large shopping center.
1. Identify tasks associated with this product that would best be supported by each of the interaction types instructing,
conversing, manipulating, exploring, and responding.
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Activity 2.6
Scenario: A technological developed futuristic one-stop car shop. Using this scenario, develop a storyboard that focuses
on the environment of the user. As you draw this storyboard, write down the design issues that it prompts. Refer to
figure 4.1 as a guide.
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