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2.6  From conceptual models to physical design  65


                            Many issues will need to be addressed when developing and testing initial pro-
                        totypes of conceptual models. These include:
                              the way information is to be presented and interacted with at the interface
                              what  combinations  of  media  to  use  (e.g.,  whether  to  use  sound  and
                              animations)
                              the kind of feedback that will be provided
                              what combinations of  input and output devices to use (e.g., whether to use
                              speech, keyboard plus mouse, handwriting recognition)
                              whether to provide agents and in what format
                              whether to design operations to be hardwired and activated through physical
                              buttons or to represent them on the screen as part of the software
                              what kinds of  help to provide and in what format
                            While working through these design decisions about the nature of  the interac-
                        tion to be supported, issues concerning the actual physical design will need to be
                        addressed. These will often fall out of the conceptual decisions about the way infor-
                        mation is to be represented, the kind of media to be used, and so on. For example,
                        these would typically include:

                              information presentation
                              -which dialogs and interaction styles to use (e.g., form fill-ins, speech input,
                               menus)
                              -how to structure items in graphical objects, like windows, dialog boxes and
                               menus  (e.g.,  how  many  items, where  to  place  them  in  relation  to each
                               other)
                              feedback
                              -what  navigation  mechanisms  to  provide  (e.g.,  forward  and  backward
                               buttons)
                              media combination
                              -which kinds of icons to use
                            Many of these physical design decisions will be specific to the interactive prod-
                        uct being built. For example, designing a calendar application intended to be used
                        by  business people to run on a handheld computer will have quite different con-
                        straints and concerns from designing a tool for scheduling trains to run over a large
                        network, intended to be used by a team of operators via multiple large displays.
                        The way the information will be structured, the kinds of  graphical representations
                        that will be appropriate, and the layout of the graphics on the screens will be quite
                        different.
                            These kinds of  design decisions are very practical, needing user testing to en-
                        sure that they meet with the usability goals. It is likely that numerous trade-offs will
                        surface, so it is important to recognize that there is no right or wrong way to resolve
                        these. Each decision has to be weighed with respect to the others. For example, if
                        you decide that a good way of  providing visibility for the calendar application on
                        the handheld device is to have a set of  "soft" navigation buttons permanently as
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