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Chapter 2










                        Understanding and

                        conceptualizing interaction




                        2.1  Introduction
                        2.2  Understanding the problem space
                        2.3  Conceptual models
                             2.3.1  Conceptual models based on activities
                             2.3.2  Conceptual models based on objects
                             2.3.3  A case of mix and match?
                        2.4  Interface metaphors
                        2.5  Interaction paradigms
                        2.6  From conceptual models to physical design




               Introduction
                        Imagine  you have been asked  to design an application to let people organize,
                        store, and retrieve their email in a fast, efficient and enjoyable way. What would
                        you do? How would you start? Would you begin by sketching out how the inter-
                        face  might  look,  work  out  how  the system  architecture will  be structured, or
                        even just start coding? Alternatively, would you start by asking users about their
                        current experiences of  saving email, look at existing email tools and, based on
                        this,  begin  thinking about  why, what, and  how  you  were going  to design  the
                        application?
                            Interaction designers would begin by doing the latter. It is important to real-
                        ize that having a clear understanding of  what, why, and how you are going to de-
                        sign something, before writing any code, can save enormous amounts of time and
                        effort later on in the design process. Ill-thought-out ideas, incompatible and un-
                        usable designs can  be ironed  out  while it is  relatively easy and painless  to do.
                        Once  ideas  are  committed  to code  (which  typically takes considerable  effort,
                        time, and  money), they  become  much harder  to throw  away-and  much  more
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                        painful. Such preliminary  thinking through of ideas about user needs and what



                        'User needs here are the range of possible requirements, including user wants and experiences.
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