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Lecture 7
Mental Models and Conceptual Design
UX Theory / IIT 2014 Spring Class hours : Monday 4 pm – 7 pm 14th April
INTRODUCTION
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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
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MENTAL MODELS
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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
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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
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CONCEPTUAL DESIGN
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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
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Figure 8-5 Early conceptual design ideas from the ecological perspective(sketch courtesy of Akshay Sharma, Virginia Tech Department of Industrial Design).
CONCEPTUAL DESIGN
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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
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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
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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
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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
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STORYBOARDS
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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
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Figure 8.10, cont’d
STORYBOARDS
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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
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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).
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Figure 8.12, cont’d
STORYBOARDS
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Figure 8.12, cont’d
STORYBOARDS
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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
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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.”
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DESIGN FOR EMBODIED INTERACTION
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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)
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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.
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Mid-Term Presentation Guideline
• Presentation Document Content
– System Concept Statement
– Flow Model
– Social Model
– Persona
– Some sketches (as many as possible)
– Storyboard
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Mid-Term Submission Guideline
• Post a blog
– Embed the presentation file from slideshare.
– 3 mins(Maximum) 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/aldobeqiraj/bringrrtm-helping-you-keep-
track-of-what-matters-m
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