Page 95 -
P. 95

64  Chapter 2  Understanding and conceptualizing interaction

                              The Workaday World. In the new paradigms mentioned above, the emphasis is
                          on exploring how technological devices can be linked with each other and digital
                          information in novel ways that allow people to do things they could not do before.
                          In contrast, the Workaday World paradigm is driven primarily by conceptual and
                          mundane concerns. It  was proposed by  Tom Moran and Bob Anderson  (1990),
                          when working at Xerox PARC. They were particularly concerned with the need to
                          understand the social aspects of technology use in a way that could be useful for
                          designers. The Workaday World paradigm focuses on the essential character of  the
                          workplace in terms of  people's  everyday activities, relationships, knowledge, and
                          resources. It seeks to unravel the "set of  patterns that convey the richness of  the
                          settings in which  technologies live-the  complex, unpredictable, multiform rela-
                          tionships that hold among the various aspects of working life" (p. 384).


            2.6  From conceptual models to physical design
                          As we emphasize throughout this book, interaction design is an iterative process. It
                          involves cycling through various design processes at different levels of  detail. Pri-
                          marily  it involves: thinking  through a design problem, understanding the  user's
                          needs, coming up with possible conceptual models, prototyping them, evaluating
                          them with respect to usability and user experience goals, thinking about the design
                          implications of  the evaluation studies, making changes to the prototypes with re-
                          spect to these, evaluating the changed prototypes, thinking through whether the
                          changes have improved the interface and interaction, and so on. Interaction design
                          may also require going back to the original data to gather and check the require-
                          ments. Throughout the iterations, it is important to think through and understand
                          whether the conceptual model being developed is working in the way intended and
                          to ensure that it is supporting the user's tasks.
                              Throughout this book we describe the way you should go about doing interac-
                          tion design. Each iteration should involve progressing through the design in more
                          depth. A first pass through an iteration should involve essentially thinking about
                          the problem space and identifying some initial user requirements. A second pass
                          should involve more extensive information gathering about users'  needs and the
                          problems they experience with  the way  they currently carry  out  their  activities
                          (see Chapter 7). A third pass should continue explicating the requirements, lead-
                          ing to thinking through possible conceptual models that would be appropriate (see
                          Chapter 8). A fourth pass should begin "fleshing out" some of  these using a vari-
                          ety of  user-centered methods. A number of  user-centered methods can be used to
                          create prototypes of the potential candidates. These include using storyboarding
                          to show how the interaction between the users and the system will take place and
                          the laying out of  cards and post-it notes to show the possible structure of and navi-
                          gation through a website. Throughout the process, the various prototypes of  the
                          conceptual models should be evaluated to see if  they meet users' needs. Informally
                          asking users what they think is always a good starting point (see Chapter 12). A
                          number of  other techniques can also be used at different stages of  the develop-
                          ment of  the  prototypes, depending on  the  particular information required  (see
                          Chapters 13 and 14).
   90   91   92   93   94   95   96   97   98   99   100