Chapter 2: Understanding and conceptualizing interaction.

Get Started. It's Free
or sign up with your email address
Rocket clouds
Chapter 2: Understanding and conceptualizing interaction. by Mind Map: Chapter 2: Understanding and conceptualizing interaction.

1. Problem Space

1.1. Begin designing at the nuts and bolts

1.1.1. How to design the physical interface

1.1.2. What technologies to use

1.1.3. Which interaction designs to use

1.1.4. Usability and user experience goals can be overlooked

1.2. Understand and conceptualize what is currently the currently the user experience/product and how will it be changed

1.3. Identify usability and user experience to understand the problem space

1.4. Core questions to aid design teams in identifying the problem space

1.4.1. Does the existing product or user experience have any problems? If that's so, what are they?

1.4.2. Why do you think there are problems?

1.4.3. How do you think your proposed design ideas might overcome these?

1.4.4. If you have not identified any problems and instead are designing for a new user experience, how do you think your proposed design ideas support, change, or extend current ways of doing things?

1.5. Benefits of conceptualizing

1.5.1. Orientation

1.5.1.1. Enables the design team to ask specific questions about how the conceptual model will be processed by the targeted users

1.5.2. Open-minded ness

1.5.2.1. Prevents the design team from narrowing their focus early on

1.5.3. Common ground

1.5.3.1. Allows the design team to establish a certain set of common terms that can understand and agree upon, which would reduce the chance of misunderstandings and confusion arising later on.

2. Conceptual Models

2.1. Provides a working strategy and a framework of general concepts and their interrelations

2.2. Metaphors and analogies

2.3. The concepts that people are exposed to through the product

2.3.1. Task domain objects created

2.3.1.1. Their attributes

2.3.1.2. Operations that can be performed on them

2.4. Relationships between those concepts

2.5. The mappings the concepts and the user experience the product is designed to support or invoke

2.5.1. Revisit through

2.5.1.1. List of visited sites

2.5.1.2. Most frequently visited

2.5.1.3. Saved websites

2.6. The best are those that appear obvious

2.6.1. Intuitive operations

3. Interface Metaphors

3.1. Central component of a conceptual model

3.2. Structure with own behaviour and properties

3.3. Instantiated in some way as part of the user interface

3.4. New interface metaphors rapidly become integrated into common parlance

3.4.1. People surf the net

3.4.2. Poke their friends

3.4.3. Leave messages on their friends' wall in the same way they woud talk about winning some argument

4. Interaction Types

4.1. These underlie the user experience

4.1.1. How a person interacts with a product or application

4.2. Four main types

4.2.1. Instructing

4.2.1.1. Users issue instructions to a system

4.2.1.1.1. Typing in commands

4.2.1.1.2. Selecting options from menus

4.2.1.1.3. Speaking aloud commands

4.2.1.1.4. Gesturing

4.2.1.1.5. Pressing buttons

4.2.2. Conversing

4.2.2.1. Users have a dialog with a system

4.2.2.1.1. Speak via an interface

4.2.2.1.2. Type in questions to which the system replies via text or speech output

4.2.3. Manipulating

4.2.3.1. Users interact with an object in a physical or virtual way by manipulating them

4.2.3.1.1. Opening

4.2.3.1.2. Closing

4.2.3.1.3. Holding

4.2.3.1.4. Placing

4.2.4. Exploring

4.2.4.1. Users move through a virtual environment or a physical space

4.2.4.1.1. Virtual 3D worlds

4.2.4.1.2. Augmented and virtual reality systems

4.2.4.1.3. Physical sensor-based techonologies

5. Alejandro Gamboa López A01039453

6. P.T.M.F

6.1. Paradigms

6.1.1. Adopting a set of practices that a community has agreed upon

6.1.1.1. The questions to be asked

6.1.1.2. The phenomena to be observed

6.1.1.3. The way in which findings should be analized and interpreted

6.2. Theories

6.2.1. A well-substantiated of some aspect of a phenomenon

6.2.1.1. Cognitive

6.2.1.2. Social

6.2.1.3. Organizational

6.2.2. Help identify factors relevant to the design and evaluation of interactive products

6.3. Models

6.3.1. Abstracts from a theory coming from a contributing discipline that can be directly applied to interaction design

6.3.1.1. User models that predict what information users want in their interactions

6.3.1.2. Models that categorize core components of the user experience

6.4. Frameworks

6.4.1. Help designers constrain and scope the user experience for which they are designing

6.4.2. Offers advise to designers as to what to design or look for

6.4.2.1. Steps

6.4.2.2. Questions

6.4.2.3. Concepts

6.4.2.4. Challenges

6.4.2.5. Principles

6.4.2.6. Tactics

6.4.2.7. Dimensions

6.4.3. Concerns

6.4.3.1. Frame of reference

6.4.3.1.1. Past - Users

6.4.3.1.2. Future - Context

6.4.3.2. Method, theory and perspective

6.4.3.2.1. Past - Scientific approach         - Interaction design

6.4.3.2.2. Future - Pluralistic            - Mixing

6.4.3.3. Outputs

6.4.3.3.1. Past - Ethnographies         - Models and tools for analysis         - Design guidance

6.4.3.3.2. Future - Insights            - Creating new ways of experiencing            - Value-based analyses

6.4.4. Interactive Components

6.4.4.1. The designer's model

6.4.4.1.1. The model the designer has of how the system should work

6.4.4.2. The system image

6.4.4.2.1. How the system actually works is portrayed to the user through the interfaces, manuals, help facilities and so on

6.4.4.3. The user's model

6.4.4.3.1. How the user understands how the system works

7. Referencia: Preece J. (2015). Interaction Design: Beyond Human-Computer Interaction, 4th Edition(553). Great Britain: John Wiley & Sons, Inc.