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68   Chapter 2   Understanding and conceptualizing interaction


                          part of the visual display, you then need to consider the consequences of doing this
                          for the rest of  the information that needs to be interacted with. Will it still be possi-
                          ble to structure the display to show the calendar as days in a week or a month, all
                          on one screen?
                             This part of  the design process is highly dependent on the context and essen-
                          tially involves lots of  juggling between design decisions. If  you visit our website you
                          can try out some of the interactivities provided, where you have to make such deci-
                          sions when designing the physical layout for various interfaces. Here, we provide the
                          background and rationale that can help you make appropriate choices when faced
                          with a series of design decisions (primarily Chapters 3-5 and 8). For example, we ex-
                          plain why you shouldn't  cram a screen full of  information; why certain techniques
                          are better than others for helping users remember how to carry out their tasks at the
                          interface; and why certain kinds of  agents appear more believable than others.



           Assignment
                          The aim of this assignment is for you to think about the appropriateness of different kinds of
                          conceptual model that have been designed for similar kinds of physical and electronic artifacts.
                             (a)  Describe the conceptual model that underlie the design of:
                                  a personal pocket-sized calendarldiary (one week to a page)
                                  a wall calendar (one month to a page, usually with a picturelphoto)
                                  a wall planner (displaying the whole year)
                                What is the main kind of activity and object they are based on? How do they differ
                                for each of  the three artifacts? What metaphors have been used in the design of
                                their  physical interface  (think about  the way  time is conceptualized for each  of
                                them)? Do users understand the conceptual models these are based on in the ways
                                intended (ask a few people to explain how they use them)? Do they match the dif-
                                ferent user needs?
                             (b)  Now describe the conceptual models that underlie the design of:
                                  an  electronic  personal  calendar  found  on  a  personal  organizer  or  handheld
                                  computer
                                  a shared calendar found on the web
                                How do they differ from the equivalent physical artifacts? What new functionality
                                has been provided? What interface metaphors have been used? Are the functions
                                and interface metaphor well integrated? What problems do users have with these
                                interactive kinds of calendars? Why do you think this is?


           Summary

                          This chapter has explained the importance of conceptualizing interaction design before try-
                          ing to build anything. It has stressed  throughout  the need always to be clear and explicit
                          about the rationale and assumptions behind any design decision made. It described a taxon-
                          omy of  conceptual models and the different properties of  each. It also discussed interface
                          metaphors and interaction paradigms as other ways of  informing the design of  conceptual
                          models.
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