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2.3  Conceptual models  39


          Comment       The problem space for this scenario was very open-ended. There was no identifiable problem
                        that needed to be improved or fixed. Alternatively, the new WAP technology provided op-
                        portunities to create new facilities and experiences for people. One of the main assumptions
                        is that  people  want to be kept informed  of up-to-the-minute  news  (e.g. sports, stocks and
                        share prices) wherever they are. Other assumptions included:

                            That people want to be able to decide what  to do in an evening while on their way
                            home from work (e.g., checking TV listings, movies, making restaurant reservations).
                            That people want to be able  to interact  with  information  on the move (e.g., reading
                            email on the train).
                            That users are prepared to put up with a very small display and will be happy browsing
                            and interacting with information using a restricted set of commands via a small number
                            of tiny buttons.
                            That people will be happy doing things on a mobile phone that they normally do using
                            their  PCs  (e.g.,  reading  email,  surfing  the  web,  playing  video  games,  doing  their
                            shopping).

                          It is reasonable to assume that people want flexibility. They like to be able to find out
                        about news and events wherever they are (just look at the number of  people who take a
                        radio with them to a soccer match to find out the scores of other matches being played at the
                        same time).  People  also like to use  their  time  productively  when traveling, as in making
                        phone calls. Thus it is reasonable to assume they would like to read and send email on the
                        move. The most troublesome assumption is whether people are prepared to interact with the
                        range of services proposed  using such a restricted mode of  interactivity. In particular, it is
                        questionable whether most people are prepared to give up what they have been used to (e.g.
                        large screen estate, ability to type messages using a normal-sized keyboard) for the flexibility
                        of having access to very restricted Internet-based information via a cell phone they can keep
                        in their pocket.




                            One of  the benefits of  working through your assumptions for a problem space
                        before building anything is that it can highlight problematic concerns. In so doing,
                        it can identify ideas that need to be reworked, before it becomes too late in the de-
                        sign process to make changes. Having a good understanding of  the problem space
                        can also help greatly in formulating what it is you want to design. Another key as-
                        pect of conceptualizing the problem space is to think about the overall structure of
                        what will be built and how this will be conveyed to the users. In particular, this in-
                        volves developing a conceptual model.



         2.3  Conceptual models
                           "The most important thing to design is the user's conceptual model. Everything else
                           should be subordinated to making that model clear, obvious, and substantial. That
                           is almost exactly the opposite of how most software is designed." (David Liddle,
                           1996, p. 17)
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