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Lecture 7 Conceptual Design Human Computer Interaction / COG3103, 2015 Fall Class hours : Tue 1-3 pm/Thurs 12-1 pm 13 & 15 October

[HCI] Week 07 Conceptual Design

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Lecture 7

Conceptual Design

Human Computer Interaction / COG3103, 2015 Fall Class hours : Tue 1-3 pm/Thurs 12-1 pm 13 & 15 October

Exercise 4-1: Flow Model Sketch for Your System

• Goal

– Get practice in making an initial flow model sketch for the work practice of an organization.

• Activities

– For your target system sketch out a flow model diagram, in the same style as our flow model sketch for MUTTS, shown in

Figure 4-3, showing work roles, information flow, information repositories, transactions, etc.

– Draw on your raw work activity data and construct a representation of the flow of data, information, and work artifacts.

– Even if there is no existing automated system, you should capture the flow of the manual work process.

– Start with representing your work roles as nodes, add in any other nodes for databases and so on.

– Label communication and flow lines.

– If you do not have enough contextual data from your limited data-gathering exercise, make some up to make this work.

• Deliverables

– A one-page diagram illustrating a high-level flow model for the existing work process of your target system.

• Schedule

– Given the simplicity of the domain, we expect this exercise to take about an hour.

Lecture #7 COG_Human Computer Interaction 2

Exercise 6-3: A Social Model for Your System

• Goal

– Get a little practice in making a social model diagram.

• Activities

– Identify active entities, such as work roles, and represent as nodes in the diagram.

– Include groups and subgroups of roles and external roles that interact with work roles.

– Include system-related roles, such as a central database.

– Include workplace ambiance and its pressures and influences.

– Identify concerns and perspectives and represent as attributes of nodes.

– Identify social relationships, such as influences between entities, and represent these as arcs between nodes in the

diagram.

– Identify barriers, or potential barriers, in relationships between entities and represent them as red bolts of lightning .

• Deliverables

– One social model diagram for your

• Schedule

– This could take a couple of hours.

Lecture #7 COG_Human Computer Interaction 3

Exercise 6-5: Creating a Flow Model for Your System

• Goal: Get a little practice in creating a flow model for an enterprise.

• Activities:

– Follow up on your flow model initial sketch that you did in Exercise 4-1.

– Again represent each work role or system entity as a node in the diagram.

– Use arcs between nodes to show all communication and coordination necessary to do the work of the

enterprise.

– Use arcs to represent all information flow and flow of physical artifacts.

– Include all forms of communication, including direct conversations, email, phones,

• letters, memos, meetings, and so on.

– Include both flow internally within the enterprise and flow externally with the rest of the world.

• Deliverables

– One flow model diagram for your system, with as much detail as feasible.

• Schedule

– This could take a couple of hours.

Lecture #7 COG_Human Computer Interaction 4

Exercise 7-1: Creating a User Persona for Your System

• Goal

– Get some experience at writing a persona.

• Activities

– Select an important work role within your system. At least one user class for this work

role must be very broad, with the user population coming from a large and diverse group,

such as the general public.

– Using your user-related contextual data, create a persona, give it a name, and get a

photo to go with it.

– Write the text for the persona description.

• Deliverables

– One- or two-page persona write-up

• Schedule

– You should be able to do what you need to learn from this in about an hour.

Lecture #7 COG_Human Computer Interaction 5

Exercise 7-2: Practice in Ideation and Sketching

• Goal

– To get practice in ideation and sketching for design.

• Activities

– Doing this in a small group is strongly preferable, but you can do it with one other person.

– Get out blank paper, appropriate size marking pens, and any other supplies you might need for sketching.

– Start with some free-flow ideation about ways to design a new and improved concept of your system. Do not limit

yourself to conventional designs.

– Go with the flow and see what happens.

– Start with design sketches in the ecological perspective.

– Make some sketches from an interaction perspective showing different ways you can operate the system.

– Make sketches that project the emotional perspective of a user experience with your product. This might be more

difficult, but it is worth taking some time to try.

– Ideate. Sketch, sketch, and sketch. Brainstorm and discuss.

• Deliverables

– A brief written description of the ideation process and its results, along with all your supporting sketches.

• Schedule

– Give yourself enough time to really get engaged in this activity.

Lecture #7 COG_Human Computer Interaction 6

Homework

Lecture #7 COG_Human Computer Interaction 7

Complete Chapter 6 Exercises

Complete Chapter 7-1 Exercises

1 2

Your Personal Blog Post #5 -Draw a flow model diagram for your system - Draw a Social Model diagram for your system

Your Team Blog Post #2 - Create a user persona - Upload source images to the

Pinterest “Sketch” Folder.

Submission Due : 11: 59 pm Sun. 11th October.

Complete Chapter 7-2 Exercises

3

Your Team Blog Post #3 - Try your Initial sketches - Upload source images to the

Pinterest “Sketch” Folder

MENTAL MODEL & CONCEPTUAL DESIGN

Textbook Chapter 8.

Lecture #7 COG_Human Computer Interaction 8

INTRODUCTION

Lecture #7 COG_Human Computer Interaction 9

Figure 8-1 You are here; the second of three chapters on creating an interaction design in the context of the overall Wheel lifecycle template.

MENTAL MODELS

• Designer’s mental model

– Vision of how system works as held by designer

• What the system is

• How it is organized

• What it does and how

• User’s mental model

– Description of how system works as held by user

• Conceptual design is what we use to connect the two

Lecture #7 COG_Human Computer Interaction 10

MENTAL MODELS

Lecture #7 COG_Human Computer Interaction 11

Figure 8-2 Mapping the designer's mental model to the user's mental model.

MENTAL MODELS

• Designer’s Mental Model

– Designer’s mental model in the ecological perspective: Describing what

the system is, what it does, and how it works within its ecology

– Designer’s mental model in the interaction perspective: Describing how

users operate it

– Designer’s mental model in the emotional perspective: Describing

intended emotional impact

Lecture #7 COG_Human Computer Interaction 12

CONCEPTUAL DESIGN

• Leverage Metaphors in Conceptual Design

– Metaphors in the ecological perspective

– Metaphors in the interaction perspective

– Metaphors in the emotional perspective

• Conceptual Design from the Design Perspectives

– Conceptual design in the ecological perspective

– Conceptual design in the emotional perspective

Lecture #7 COG_Human Computer Interaction 13

CONCEPTUAL DESIGN

Lecture #7 COG_Human Computer Interaction 14

Figure 8-3 Designer workflow and connections among the three conceptual design perspectives.

CONCEPTUAL DESIGN

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Figure 8-4 Part of a conceptual design showing immersion in the emotional perspective (sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).

CONCEPTUAL DESIGN

Lecture #7 COG_Human Computer Interaction 16

Figure 8-5 Early conceptual design ideas from the ecological perspective(sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).

CONCEPTUAL DESIGN

Lecture #7 COG_Human Computer Interaction 17

Figure 8-6 Ecological conceptual design ideas focusing on a feature for a smart ticket to guide users to seating (sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).

CONCEPTUAL DESIGN

Lecture #7 COG_Human Computer Interaction 18

Figure 8-7 Ecological conceptual design ideas focusing on a feature showing communication connection with a smartphone (sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).

CONCEPTUAL DESIGN

Lecture #7 COG_Human Computer Interaction 19

Figure 8-8 Ecological conceptual design ideas focusing on the features for communicating and social networking (sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).

CONCEPTUAL DESIGN

Lecture #7 COG_Human Computer Interaction 20

Figure 8-9 Part of a conceptual design in the interaction perspective(sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).

STORYBOARDS

• Making Storyboards to Cover All Design Perspectives

– Hand-sketched pictures annotated with a few words

– All the work practice that is part of the task, not just interaction with the

system, for example, include telephone conversations with agents or roles

outside the system

– Sketches of devices and screens

– Any connections with system internals, for example, flow to and from a

database

– Physical user actions

– Cognitive user actions in “thought balloons”

– Extra-system activities, such as talking with a friend about what ticket to buy

Lecture #7 COG_Human Computer Interaction 21

STORYBOARDS

Lecture #7 COG_Human Computer Interaction 22

Figure 8-10 Example of a sequence of sketches as a storyboard in the ecological perspective (sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).

STORYBOARDS

Lecture #7 COG_Human Computer Interaction 23

Figure 8.10, cont’d

STORYBOARDS

Lecture #7 COG_Human Computer Interaction 24

Figure 8-11 Part of a different Ticket Kiosk System storyboard in the ecological perspective(sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).

STORYBOARDS

Lecture #7 COG_Human Computer Interaction 25

Figure 8-12 Sample sketches for a similar concert ticket purchase storyboard in the interaction perspective (sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).

STORYBOARDS

Lecture #7 COG_Human Computer Interaction 26

Figure 8.12, cont’d

STORYBOARDS

Lecture #7 COG_Human Computer Interaction 27

Figure 8.12, cont’d

STORYBOARDS

Lecture #7 COG_Human Computer Interaction 28

Figure 8-13 Storyboard transition frame with thought bubble explaining state change (sketches courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).

DESIGN FOR EMBODIED INTERACTION

• Embodied interaction

– Involves user’s physical body in interaction with technology

– In a natural way, such as by gestures

• Moving interaction off screen and into action-situated real world

Lecture #7 COG_Human Computer Interaction 29

DESIGN FOR EMBODIED INTERACTION

• Embodiment

– “How nature of living entity’s cognition shaped by form of its physical ma

nifestation in world.”

– Central to idea of phenomenological interaction

– Dourish: “How we understand the world, ourselves, and interaction come

s from our location in a physical and social world of embodied factors.”

Lecture #7 COG_Human Computer Interaction 30

DESIGN FOR EMBODIED INTERACTION

Lecture #7 COG_Human Computer Interaction 31

Figure 8-14 The Scrabble Flash Cube game.

UBIQUITOUS AND SITUATED INTERACTION

• Ubiquitous, Embedded, and Ambient Computing

– Ubiquitous interaction is interaction occurring not just on computers and

laptops but potentially everywhere in our environment. Interactive

devices are being worn by people; embedded within appliances, homes,

offices, stereos and entertainment systems, vehicles, and roads; and

finding their way into walls, furniture, and objects that we carry.

• Situated Awareness and Situated Action

– In a social interaction setting, this can help find other people and can help

cultivate a feeling of community and belonging (Sellen et al., 2006)

Lecture #7 COG_Human Computer Interaction 32

Exercise 8-2: Storyboard for Your System

• Goal

– Get a little practice in sketching storyboards.

• Activities

– Sketch storyboard frames illustrating narrative sequences of action in each of the three perspectives.

– Include things like these in your storyboards:

• Hand-sketched pictures annotated with a few words

• All the work practice that is part of the task, not just interaction with the system, for example, include telephone conversations with agents

or roles outside the system

• Sketches of devices and screens

• Any connections with system internals, for example, flow to and from a database

• Physical user actions

• Cognitive user actions in “thought balloons”

• Extra-system activities, such as talking with a friend about what ticket to buy

– For the ecological perspective, illustrate high-level interplay among human users, the system as a whole, and the surrounding

context.

– In the interaction perspective, show screens, user actions, transitions, and user reactions.

– Use storyboards in the emotional perspective to illustrate deeper user experience phenomena such as fun, joy, and aesthetics.

• Schedule

– You decide how much time you can afford to give this. If you cannot do this exercise in all three perspectives, just pick one, perhaps

the ecological perspective.

Lecture #7 COG_Human Computer Interaction 33

Summary of the Flow of Activities in Chapters 3 through 9

Lecture #7 COG_Human Computer Interaction 34

Mid-Term Presentation Guideline

• Date/Time/Duration

– Tuesday, 27th October 2015

– 1 – 3 pm

– 20 mins for each team [15 min Presentation/ 5 min Q&A ]

• Presentation Document Content

– System Concept Statement

– Flow Model

– Social Model

– Persona

– Some sketches (as many as possible)

– Storyboard

Lecture #7 COG_Human Computer Interaction 35

Mid-Term Submission Guideline

• Post a blog

– Due until 11:59 pm (Mon) 26th Oct.

– Embed the presentation file from slideshare.

– 3 mins(max) concept movie

• Brief your product/service idea

• You can add your interview

– Compile into the Kickstarter format

• Your funding goal

• USP you need to promote

• https://www.kickstarter.com/projects/ostrich-pillow/batband

Lecture #7 COG_Human Computer Interaction 36