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In more general terms, we want the user experience to be A conceptual model is the designer’s intended mental model
productive and enjoyable for the user of the system: a set of ideas about how it is
organized and operates.
This requires more than surface level design Norman (1986) called this the design model:
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Mental models Conceptual models and metaphor
Affordances (previous lecture) are directly perceivable and A powerful but risky method in design is to exploit the user’s
easily recognised opportunities for action existing mental models by using metaphor, i.e. “X is like Y”
This is a very natural mode of thought for humans
More complex actions require some knowledge or understanding Examples
of how the artifact functions Word processing vs. typewriter
The ‘desk top’
We form a mental model of the function, which we use to Domain: “Can I change the arrangement of my documents?”
predict the likely result of our actions, and hence choose what to Semantic: “What is the wastebasket for?”
do for a desired outcome Syntax: “What is the procedure for throwing a document away?”
Example: You walk into a cold house where the heating is off, and Lexical: “How do I perform the action of throwing a document away?”;
want to heat it as fast as possible. After switching the heating on, “How do I open a folder?”
would you also turn up the thermostat setting? Spreadsheets
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Design and Metaphor Conceptual models consist of objects and actions
A metaphor can have a big impact so should be carefully The conceptual model should specify the following objects:
considered: metaphors or analogies used, if any
How much structure does it provide? the (user-level) concepts to be created and manipulated
How much is really relevant to the problem? the relationships between concepts, e.g.
Is it easy to represent attributes has-a
How extensible is it? specialisations is-a
Problems: containment contains
Breaking conventional or cultural rules the mappings between concepts and task domain
Constrain designers in the problem space
Conflict with design principles
Forces user into one mode of understanding
May transfer over bad design
May limit imagination for new conceptual model
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The conceptual model should also specify/discuss the following ONLINE LIBRARY
actions:
the functions performed and by whom: task allocation metaphor information is organised as a physical
the relationship between functions card catalogue
order relative position; sequential, parallel concepts item, book, periodical, issue, DVD, shelf-
importance frequency or conceptual importance mark, user account, librarian, . . .
categorisations e.g., by action taxonomy, or object concerned object relationships a book is a type of item;
how data is captured, transformed, and output periodicals contain issues
mappings item corresponds to a physical object;
shelf-mark to its physical location
functions issue item, return item, search item
function relationships issue before return for same
item; for different items, in parallel, . . .
data new items added by typing data
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Deriving conceptual models Example
To determine the objects and actions a good approach is to try Write down your own mental model of how a cash machine
to elicit the user’s declarative knowledge about the task (ATM) works
May be able to draw on established conventions or existing Answer the following:
documentation to identify objects and actions What happens to prevent you taking out more than the limit by
Ask users to list objects and actions, or derive nouns and verbs using several machines in turn?
from structured interviews, then sort into taxonomies What information is on the card itself, and how is it used?
Method of ‘laddering’: Why are there pauses between steps, and why are they duration
Start with seed item: type faces they are?
Move around taxonomy using prompts: What happens to the card while in the machine?
• Move down: can you give examples of type faces? Do you count the money? Why or why not?
• Move across: alternative ways to change text appearance? Now ask two other people the same questions and compare
• Move up: what do Verdana and Helvetica have in common? your mental models.
Based on Payne, S. (1991) A descriptive study of mental models. Behaviour and
More formalised, this is a process of Task Analysis (next lecture) Information Technology 10, 3-21
Example application is menu layout
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