Conceptualizing Interaction Report
Conceptualizing Interaction Report
I N T E R A C T I O N
GROUP 2
CONTENTS
• Conceptual Models
• Interface Metaphors
• Interaction Types
• Paradigms, Vision, Theories, Models,
and Frameworks
Orientation Enabling the design team to ask specific kinds of questions about how
the conceptual model will be understood by the targeted users.
Common Ground Allowing the design team to establish a set of common terms that
all can understand and agree upon, reducing the chance of misunderstandings and
confusion arising later
• Metaphors and analogies that convey to people how to understand what a product is used
for and how to use it for an activity (for example browsing and bookmarking).
• The concepts to which people are exposed through the product, including the task-domain
objects they create and manipulate, their attributes, and the operations that can be
performed on them (such as saving, revisiting, and organizing).
• The relationships between those concepts (for instance, whether one object contains
another). 3.3 Conceptual Models 75
• The mappings between the concepts and the user experience the product is designed to
support or invoke (for example, one can revisit a page through looking at a list of visited
sites, most-frequently visited, or saved websites).
• CONVERSING - Where users have a dialog with a system. Users can speak via an interface or type in
questions to which the system replies via text or speech output.
• MANIPULATING - Where users interact with objects in a virtual or physical space by manipulating
them (for instance, opening, holding, closing, and placing). Users can hone their familiar knowledge
of how to interact with objects.
• EXPLORING - Where users move through a virtual environment or a physical space. Virtual
environments include 3D worlds and augmented and virtual reality systems. They enable users to
hone their familiar knowledge by physically moving around. Physical spaces that use sensor-based
technologies include smart rooms and ambient environments, also enabling people to capitalize on
familiarity.
• RESPONDING - Where the system initiates the interaction and the user chooses whether to respond.
For example, proactive mobile location-based technology can alert people to points of interest. They
can choose to look at the information popping up on their phone or ignore it.
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INSTRUCTING
• The term model has also been used more generally in interaction
d e s i g n to d e sc r i b e , i n a s i m p l i f i e d wa y, s o me a s p e ct o f h u ma n
behavior or human-computer interaction.
• Ty p ica lly, i t de pi cts how the core feat ures a nd pro ce s s e s unde rlyi ng a
p h e n o m e n o n a r e s t r u c t u r e d a n d r e l a t e d t o o n e a n o t h e r. I t i s u s u a l l y
abstracted from a theory coming from a contributing discipline, like
ps y c ho l og y.
DESIGNER’S MODEL The model the designer has of how the system
should work.
USER’S MODEL How the user understands how the system works.