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Conceptual Models and Design

CMPT 363

“I try to look at design from a more conceptual standpoint.” — Cynthia Rowley


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How to bridge the gap between the problem space and design space?


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Topics to Explore

  1. Conceptual Models
  2. Designing for Emotion
  3. Accessible and Inclusive Design

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Conceptual Models and Design

Conceptual Models


Activity: Interaction Design Case Study

Apple iOS


Apple iOS 6


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Apple iOS 7

(and iOS 8, iOS 9, iOS 10, iOS 11, iOS 12 and yes iOS 13)


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Now, let’s get into the details of… Conceptual Models


Mental Model

A mental model is the mental representation of how a system (object) operates


Mental Model

A mental model is also sometimes called the user’s conceptual model


Mental Model

We form mental models to help us understand

  1. How to use an object
  2. What can be done with it
  3. How to recover from errors

Mental Model

Novice users of an object often have quite different (e.g. incorrect or incomplete) mental models than more experienced users (e.g. more accurate and complete).


Mental Model

An example of a real-world conceptual model for a fridge freezer (Norman, 1988)


Mental Model


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Source: The Design of Everyday Things, Donald Norman

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Source: The Design of Everyday Things, Donald Norman

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Source: The Design of Everyday Things, Donald Norman

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Design Model

The design model (sometimes referred to as the conceptual model) provides an overall framework of how users interact with a product


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General Guidelines for Defining Design Models


System Image

The system image is the physical appearance of a system, and its operation, responses to user’s commands, and related documentation.


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Activity: Mental Model, Design Model and System Image Analysis

PROJECT GROUP
Review your chosen open source/SFU community project, and consider if the user mental model is likely to match the design model, given the system image provided.


Time for Questions & Discussion


Conceptual Models

Design principles that effectively communicate the conceptual model, as originally identified by Donald Norman:


Visibility

Elements of the interface, representing the various functions of a device, should be visible


Visibility

Examples of poor visibility can be found in many office phone systems and digital wrist watches


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Visibility

Making everything visible at once is not really feasible, as the issue of relative visibility also needs to be considered


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Progressive Disclosure

Progressive disclosure is a technique where the complexities of the interface are “revealed” as related functionality is required


Effective Progressive Disclosure


Visibility

For today’s multi-touch devices, the issue of discoverability is a related key factor to also consider


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Affordances

Affordances are the actual and perceived properties of an object that provide cues about how that object can be used and the results produced by that object


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Perceived Affordances

For graphical user interfaces, perceived affordances come into play – a combination of what you see and what you know (conventions)


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Mapping

Mapping concerns itself with the relationship between controls and the objects that they affect


Mapping

Ideally, one control affects one object


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“On our 900’s the replay function jumped back just enough to compensate for our reaction time when the commercial is over and we want to go back to watching the recording. It worked great! Now, on the Smart Control those functions are on dual function keys. When holding the rewind button long enough to trigger the replay function the fast forward keeps going, effectively increasing the effective reaction time so that I need at least 3 replays to get back to the portion of the program I missed. This design ‘feature’ was a really dumb idea for keys that depend on reaction time. A remote big enough for the extra 2 keys would have been much better.”
– Logitech Harmony Smart Control Reviewer


Natural Mapping

Natural Mapping is the spatial relationship between controls and the objects that they affect


Natural Mapping

This may involve both control layout and movement


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Feedback

Information reported to the user indicating that an action has been performed and what its result has been


Feedback

Common techniques with regard to software interfaces include cursor changes, progress meters, message boxes, and previews


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Constraints

Constraints limit the number of ways that something can be used


Constraints


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Good Design


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Activity: Conceptual Model Analysis

PROJECT GROUP
Review your chosen open source/SFU community project, and consider the following aspects of the design:

Is a good conceptual model provided?
Are things visible? Is relative visibility considered?
Are (perceived) affordances utilized?
Are the mappings right?
Is interaction through feedback supported?
Are the power of constraints utilized?


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Conceptual Models and Design

Designing for Emotion


Why Design for Emotion?(1)

(1): As defined by Trevor van Gorp and Edie Adams



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Three levels of Emotional Design


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Enjoyable Web Sites


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Activity: Designing for Emotion

PROJECT GROUP

Review your chosen open source/SFU community project, and consider the aspects of emotional design:


Time for More Questions & Discussion


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Conceptual Models and Design

Accessible and Inclusive Design


What is Accessible Design?

Accessibility is the practice of removing barriers that prevent interaction or access to websites by people with disabilities


What is Accessible Design, in Plain Language

Content and functionality should be available to everyone!


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Aspects of Accessibility (a.k.a. a11y)



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Example Web Accessibility Issues


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Web Content Accessibility Guidelines (WCAG)

https://www.w3.org/WAI/intro/wcag


WCAG Principles


Perceivable

Information and user interface components must be presentable to users in ways they can perceive


Operable

User interface components and navigation must be operable


Understandable

Information and the operation of user interface must be understandable


Robust

Content must be robust enough that it can be interpreted reliably by a wide variety of user agents, including assistive technologies


By improving accessibility, we can make things better for everyone


What is Inclusive Design?

The design of products and services that consider the full range of peoples ability, age, culture and language


Example Inclusive Design Principles (Microsoft)(1)

(1): Source: https://www.microsoft.com/design/inclusive/


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Activity: Accessibility Audit

PROJECT GROUP
Perform an accessibility audit on your chosen open source/SFU community project, considering the aspects of accessibility highlighted in today’s handout.


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Summary

  1. Conceptual Models
  2. Designing for Emotion
  3. Accessible and Inclusive Design

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References and Suggested Books


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Image Credits (for images without source URL or note)

http://brightenstudios.com/blog/2013/4/9/hicks-law-applied-to-application-design  
http://architectingusability.com/2012/06/11/how-users-skills-and-competence-improve-with-practice/  
The Design of Everyday Things by Donald Norman  
Amazon Design Team  
http://www.joelonsoftware.com/uibook/chapters/fog0000000060.html  
https://uxplanet.org/pull-to-refresh-ui-pattern-42a85f671cdf
http://www.lukew.com/ff/entry.asp?1071
https://www.interaction-design.org/literature/article/the-reflective-level-of-emotional-design
https://www.sarasoueidan.com/blog/lessons-from-seductive-interaction-design-book/  
https://interestingengineering.com/20-struggles-only-left-handed-people-will-understand
https://www.themanual.com/living/us-six-flags-parks-ranked/
https://psychreviews.org/flow-in-7-steps-mihaly-csikszentmihalyi/
https://medium.muz.li/the-art-of-emotion-normans-3-levels-of-emotional-design-88a1fb495b1d  
http://www.inclusivedesigntoolkit.com/whatis/whatis.html#nogo  
https://twitter.com/msftenable/status/755502303952580610  
https://designhammer.com/blog/difference-between-web-accessibility-usability  
https://pixabay.com/en/mobile-iphone-apple-5s-girl-hand-666896/  
http://www.inclusivedesigntoolkit.com/whatis/whatis.html#nogo