Why is it inappropriate to start designing at the physical level?
If a designer begins by considering the physical aspects of an envisaged product, and maybe the technology to be used, then usability and user experience goals can easily be overlooked.
[Unit 1, review question 1]
What activities are central to working out the problem space for a product?
The central activities are
[Unit 1, review question 2]
By an assumption is meant taking something for granted, e.g. people will want to watch movies on their cell phones. By a claim is meant stating something to be true when it is still open to question, e.g. a multimodal style of interaction for controlling a car navigation system—one that involves speaking while driving—is perfectly safe. Writing down your assumptions and claims and then trying to defend and support them can highlight those that are vague or wanting. In so doing, poorly constructed design ideas can be reformulated.
[Set book 2.2]
Write down four questions that you can ask of a situation that will help you to start exploring the problem space.
[Unit 1, review question 3]
The definition of a conceptual model given in this section refers to four components of the intended product that should be described in the product’s conceptual model. What are these four components?
The four components in Johnson and Henderson’s definition are:
[Unit 1, review question 4]
Name three benefits for the design team of conceptualising design in general terms early on in the design process.
[Unit 1, review question 5]
What is the main benefit of using an interface metaphor?
Interface metaphors allow people to talk about what they are doing in terms they are familiar with.
[Unit 1, review question 6]
Summarise the arguments against using interface metaphors.
Designers sometimes take the metaphor too literally and try to design an interface that matches the characteristics of the metaphorical item. Instantiating the metaphor literally in an interface often leads to contradictions with the original item, and this can cause confusion rather than illumination.
Metaphors can be too constraining, both of the designer by not providing useful functionality, and of the user by blinding them to the existence of useful functionality.
Metaphors can lead to conflicts with design principles or to the literal translation of designs that were originally bad and have not been improved.
Finally, it is argued by some that the use of metaphors limits the designer’s imagination.
[Unit 1, review question 7]
What are the main disadvantages of emulating strategies from the physical world in the digital world?
When strategies from the physical world are translated into the digital world too literally they may over-constrain the user, or fail to make the most of digital possibilities.
[Unit 1, review question 8]
How is the idea of emulating physical world strategies in the digital world related to the use of interface metaphors?
Metaphors are used in order to help users understand new concepts by building on familiar knowledge. This usually entails taking experience from the real world and translating it somehow into the digital world. Emulating strategies from the physical world is one way of developing metaphors.
[Unit 1, review question 9]
Why is it difficult to delegate tasks to digital agents or to leave it to the environment to determine how to respond to a situation?
The problem with delegating tasks to agents or leaving it to the environment to determine how to respond is that it is very difficult to predict what is happening and what users want done or the information they require, and so on.
[Unit 1, review question 10]
What does it mean for interaction to be tightly or loosely coupled? Give an example of each.
Coupling refers to the link between an action in the physical world and the response from an interactive product. Tight coupling is where the action causes an effect that is immediate and obvious, such as raising your arm causes the light to go on. Loose coupling is where the effect of an action is not immediate and not obvious, such as walking past a sensor which causes a message to be sent to someone’s phone.
[Unit 1, review question 11]
For each of theories, models and frameworks, distinguish how they might be used in interaction design.
Theories tend to be comprehensive, explaining interaction.
Models tend to simplify some aspect of interaction, providing a basis for design.
Frameworks tend to be prescriptive, providing concepts, questions and principles to consider when designing interaction.
[Unit 1, review question 12]
Name and describe the three main elements in Don Norman’s framework for the relationship between the designer’s conceptual model and a user’s understanding of it.
The three elements are:
[Unit 1, review question 13]
State one key design challenge for each of the interface types:
A key design challenge for each of the interface types is:
[Unit 1, review question 14]
What are the key differences between theories, models and frameworks in relation to conceptual designs?
Theories tend to be comprehensive, explaining human–computer interactions;
Models tend to simplify some aspect of human– computer interaction, providing a basis for designing and evaluating systems;
Frameworks tend to be prescriptive, providing designers with concepts, questions, and principles to consider when designing for a user experience.
Set book 2.4
Thinking of the two different kinds of input devices: keyboards or keypads, and pointing devices, briefly describe one example of each, and suggest an example application for which it would be appropriate.
One example of a keyboard is a chord keypad. With this device, several keys are pressed at once in order to enter a single character. This kind of input device has been used for deep sea divers who have restricted mobility (see pages 479–81 of the Set Book).
An example of a pointing device is a trackball, which is an inverted mouse. Trackballs are often used with computer game consoles.
[Unit 2, review question 1]
Consider interfaces based on iris and fingerprint recognition, handwriting recognition, speech and gesture. Which of these is discrete and which is continuous?
Iris and fingerprint recognition is discrete since it is essentially a picture of the iris or fingerprint; handwriting, gesture and speech recognition are all examples of continuous input. Gesture represents continuous input as the system needs to monitor all movement to understand the gesture, while both handwriting and speech are also continuous actions.
[Unit 1, review question 2]
Consider three different types of output devices: screen, loudspeaker and simple devices (such as dials, lights and buzzers).
A fourth, very common device is the printer. The nature of the output delivered by each of these varies in terms of its persistence, i.e. how
long it lasts.
Compare the output from each of these four types with respect to its persistence. What implications does this have for design?
The output on a screen lasts as long as the screen is turned on and the window displaying the information has not been overwritten (on the screen). Output from a printer lasts much longer, but is also dependent on the kind of paper or other medium used.
Audio output is very transient unless it is recorded by another device, and disappears instantly it is played. Output from simple devices also disappears instantly because these devices display output on a moment by-moment basis.
The implication for design is that the persistence of the output should be taken into account when choosing output devices.
[Unit 1, review question 3]
Cognition refers to what goes on in our heads. The Set Book introduces six cognitive processes that have implications for interaction design. Name these and think of other processes that would be covered by this definition of cognition.
The set book mentions
Other processes include being aware of the environment, sensing, making judgements and using imagination.
[Unit 3, review question 1]
For each of the following design decisions, identify the cognitive process that is affected by the decision, and use your understanding of this process to explain why the decision has been made:
In some cases, the design decision may be associated with more than one cognitive process, and your answers may vary from those given below.
[Unit 3, review question 2]
Suggest some design decisions from applications you commonly use which reflect knowledge about the following cognitive processes:
I thought of the following examples, but you may have others:
[Unit 3, review question 3]
It can be difficult to remember passages of a book that we have read passively. Why is this, and how can we ensure that we remember more of it? You may find it helpful to reflect on your experience of reading the Set Book.
The more attention that is paid to information, the more easily it is remembered. The degree to which we remember information is related to the degree to which the information has been encoded. We can improve our memory of information by reflecting on it, comparing it to other knowledge or experience we have, talking with colleagues about it, writing about it and so on. This is why it is important to complete the review questions and activities in M364.
[Unit 3, review question 4]
Miller’s magical number 7 plus or minus 2 has been applied by designers in inappropriate ways (see Box 3.2 on pages 105–7 of the Set Book). Suggest a design guideline based on Miller’s findings that would accurately represent them.
A design guideline based on Miller’s findings might be ‘Do not expect users to remember more than five items at a time’. Of course, better interaction design would not require users to remember items at all if it could be avoided. Recognition rather than recall is another common design principle that insists that users are asked to remember as little as possible.
[Unit 3, review question 5]
Briefly explain the gulf of execution and the gulf of evaluation and how these can be bridged.
The gulf of execution describes the distance from the user to the interface, while the gulf of evaluation is the distance from the interface to the user. Here ‘distance’ does not refer to physical distance but conceptual distance. These gulfs can be bridged by designing interfaces that take account of the psychological characteristics of the user, and by the user learning to create goals, plans and action sequences that fit with how
the interface works.
[Unit 3, review question 6]