Page 100 -
P. 100

References  69


                        Key points
                           It is important to have a good understanding of the problem space, specifying what it is
                           you are doing, why and how it will support users in the way intended.
                           A fundamental aspect of interaction design is to develop a conceptual model.
                           There are various kinds of conceptual models that are categorized according to the activ-
                           ity or object they are based on.
                           Interaction modes (e.g.,  conversing, instructing)  provide a structure for thinking about
                           which conceptual model to develop.
                           Interaction styles (e.g., menus, form fill-ins) are specific kinds of interfaces that should be
                           decided upon after the conceptual model has been chosen.
                           Decisions about conceptual design also should be made before commencing any physical
                           design (e.g., designing an icon).
                           Interface metaphors are commonly used as part of a conceptual model.
                           Many interactive systems are based on a hybrid conceptual model. Such models can pro-
                           vide more flexibility, but this  can make them harder to learn.
                           3D realism is not necessarily better than 2D or other forms of  representation when in-
                           stantiating  a conceptual model:  what is most effective depends on the users'  activities
                           when interacting with a system.
                           General interaction paradigms, like WIMP and ubiquitous computing, provide a particu-
                           lar way of thinking about how to design a conceptual model.

          Further reading

          LAUREL, B.  (1990) (ed.) The Art of  Human Computer  De-   LANIER, J. (1995)  Agents of  alienation, ACM  Interactions,
          sign has a number of papers on conceptual models and inter-   2(3), 66-72.  The Art of Human Computer  Design also pro-
          face metaphors. TW~ that are definitely worth reading are:   vides  several  thought-provoking  articles,  including  one
          Tom  Erickson, "Working with  interface  metaphors" (pp.   called  "Interface  agents:  metaphors  with  character" by
          65-74), which is a practical hands-on guide to designing in-   Brenda  Laurel  (pp. 355-366)  and another  called "Guides:
          terface metaphors (covered later in this book), and Ted Nel-   characterizing  the  interface"  by  Tim  Oren  et  al.  (pp.
          son's  polemic,  "The  right  way  to  think  about  software   367-382).
          design" (pp. 229-234),  which is a scathing attack on the use   BANNON,  L.  (1977) "Problems in  human-machine interac-
          of  interface metaphors.                    tion  and  communication." Proc  HCI'97,  San  Francisco.
          JOHNSON, M.  AND  LAKOFF, G. (1980)  Metaphors  We Live  Bannon presents a critical review of  the agent approach to
          By. The University of  Chicago Press. Those wanting to find   interface design.
          out  more about  how metaphors are used in everyday con-   MIT's  Media  Lab  (www.media.mit.edu) is a  good starting
          versations should take a look at this text.   place to find out what is currently happening in the world of
          There  are  many  good  articles  on  the  topic  of  interface   agents, wearables, and other new interaction paradigms.
          agents. A classic is:
   95   96   97   98   99   100   101   102   103   104   105