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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
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
Lecture #7 COG_Human Computer Interaction 15
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 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 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