Zusammenfassung der Ressource
Understanding and conceptualizing interaction
- Understanding the problem space
- Common mistake
- Solving a design problem by the physical level
- Usability goals get overlooked
- Making assumptions
- Highlights vague ideas that could be reworked
- Conceptual models
- Integrate ideas
- What it should do
- What it should look like
- That it's understandable the
way it is intended
- CM based on activities
- 1. Instructing
- Examples: Emails, word processing
- 2. Conversing
- Examples: Search engines (Siri, Cortana, Google)
- 3. Manipulating and navigating
- Examples: Dragging icons, 3D simulations
- 4. Exploring and browsing
- Examples: Web pages, portals
- CM based on objects
- Based on something
from the physical world
- Example: Spreadsheets
- Interface metaphors
- Hybrid
- Familiar knowledge with
new concepts
- Highly successful
- Users can talk about it in existing
words of their daily life
- Criticism
- Being used too literal
- Too constraining
- Conflict with design
principles
- Unables seeing
beyond basic function
- Literal translation of existing
bad designs
- Interferes with creativity of the
designer
- Interaction paradigms
- Source of inspiration
- Ubiquitous
computing
- Technology
embedded in the
environment
- Pervasive computing
- Seamless integration
of technologies
- Wearable computing
- Augmented reality
- Attentive
environments
- Computers attend to user's needs
- The Workaday World
- Social aspects of
technology use
- From conceptual models to
physical design
- Highly dependent on
design decisions
- Constant adress of possible issues