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36   Chapter 2   Understanding  and conceptualizing interaction

                          kinds  of  designs  might  be  appropriate  is,  however,  a  skill  that  needs  to  be
                          learned.  It  is  not  something  that  can  be  done  overnight  through  following a
                          checklist, but requires practice in learning to identify, understand, and examine
                          the issues-just like learning to write an essay or to program. In this chapter we
                          describe what is involved. In particular, we focus on what it takes to understand
                          and conceptualize interaction.
                              The main aims of this chapter are to:
                                Explain what is meant by the problem space.
                                Explain how to conceptualize interaction.
                                Describe what a conceptual model is and explain the different kinds.
                                Discuss the pros and cons of using interface metaphors as conceptual models.
                                Debate the pros and cons of  using realism versus abstraction at the interface.
                                Outline the relationship between conceptual design and physical design.


            2.2  Understanding the problem space
                          In the process of  creating an interactive product, it can be temping to begin at the
                          "nuts and bolts" level of the design. By this, we mean working out how to design
                          the  physical  interface  and  what  interaction  styles  to  use  (e.g.,  whether  to  use
                          menus, forms, speech, icons, or commands). A problem with trying to solve a de-
                          sign problem beginning at this level is that critical usability goals and user needs
                          may be overlooked. For example, consider the problem of  providing drivers with
                          better navigation and traffic information. How might you achieve this? One could
                          tackle the  problem  by  thinking straight  away about  a good  technology or kind
                          of  interface  to use. For example, one might think that augmented  reality, where
                          images are superimposed  on objects in  the real world  (see  Figure 2.1  on  Color
                          Plate 2), would be appropriate, since it can be useful for integrating additional in-
                          formation with an ongoing activity (e.g., overlaying X-rays on a patient during an
                          operation). In the context of driving, it could be effective for displaying informa-
                          tion to drivers who need to find out where they are going and what to do at certain
                          points during their journey. In particular, images of  places and directions to follow
                          could be projected inside the car, on the dashboard or rear-view mirror. However,
                          there is a major problem with this proposal: it is likely to be very unsafe. It could
                          easily distract drivers, luring them to switch their attention from the road to where
                          the images were being projected.
                              A problem in starting to solve a design problem at the physical level, therefore,
                          is that usability goals can be easily overlooked. While it is certainly necessary at
                          some point to decide on the design of  physical aspects, it is better to make these
                          kinds of  design decisions after understanding the nature of  the problem space. By
                          this, we  mean conceptualizing what you want to create and articulating why  you
                          want to do so. This requires thinking through how your design will support people
                          in their everyday or work activities. In particular, you need to ask yourself whether
                          the interactive product you have in mind will achieve what you hope it will. If  so,
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