The document discusses principles and techniques of design, particularly focusing on conceptual models in Human-Computer Interaction (HCI). It emphasizes the importance of mental models, user-centered design, and affordances, which guide users in understanding and interacting with systems. Key aspects include abstraction, visibility, feedback, error handling, and the use of consistent terminology to enhance usability.
The document discusses principles and techniques of design, particularly focusing on conceptual models in Human-Computer Interaction (HCI). It emphasizes the importance of mental models, user-centered design, and affordances, which guide users in understanding and interacting with systems. Key aspects include abstraction, visibility, feedback, error handling, and the use of consistent terminology to enhance usability.
Principles and Techniques of Design complexity of the underlying system,
Quarter 2 – Lesson 6 focusing on the most important aspects and
interactions. UI/UX Material Components Design & Principles • It abstracts away technical details to make of Platforms the system is more understandable to users. Lesson 6.A EXAMPLES IS DESKTOP: FOLDER ICON DOCUMENT ICON AND TRASH BIN ICON >Mental Model – a model that we develop in our heads that describe how that object may work. - A reasonable mental model can be formed by just looking at and perhaps holding the object,Must be taught, or learned by > 2. VISIBILITY, FEEDBACK AND ERROR trial/error HANDLING An object that helps you form a • A good conceptual model provides feedback mental model: tousers about the consequences of their actions. • Holes for something to be • The model should also help users understand Inserted example yung sa gunting the Big hole is errors and guide them in recovering from for several fingers, yung small hole para sa thumb mistakes. •Mga buttons sa relo pinipihit lang para malaman yung functions > (trial/error) Conceptual Models > 3.LEARNABILITY AND CONSISTENCY - A conceptual model in Human-Computer • The conceptual model should be designed to Interaction (HCI) is a high-level representation or facilitate easy learning for new users. abstraction that helps • It should be intuitive and align with users' existing users understand how a computer system or knowledge and mental models. application works • Elements and actions within the system - Essential in HCI because they shouldadhere to a consistent conceptual model to bridge the gap between the reducecognitive load and make the system user's mental model and the predictable. system's actual design and functionality. > 4. USER-CENTERED DESIGN Projecting Conceptual Models • The development of a conceptual model • To create a conceptual model, designers use should be based on user research and information from >user research, such as feedback to ensure that it meets the needs interviews, surveys, or observations. and expectations of the target audience. • They then use this information to develop STEPS TO CREATE A CONCEPTUAL MODEL visual representations of how users perceive and interact with the system or product. Needed for Conceptual Model: Visualizing Conceptual Model 1) Tasks • The representations can take many forms, 2) Objects including> flowcharts, diagrams, wireframes, or 3) Actions/Attributes to Objects prototypes. • The ability to quickly and easily sketch conceptual models can save significant amounts of time in UI design and help create more intuitive applications. Key Aspects of a Conceptual Model in HCI 1). Identify Tasks • Identify the tasks that your users need to > 1. ABSTRACTION & METAPHORS accomplish. • Use language that is familiar to them and avoid • A conceptual model simplifies the using technical jargon or unfamiliar concepts. • A visual clue to its function and use. • A flat surface may afford sitting. • A button might afford pushing. >Types of Affordances 1. Implicit Affordances 2. Explicit Affordances • Graphic • Language • Pattern • Animated 2). Identify Objects 3. Negative Affordances • Identify the physical objects or concepts 4. False Affordances that are relevant to those tasks. >Implicit Affordances • Implicit affordance, in the context of design and human-computer interaction, refers to design elements or objects that suggest a particular action or interaction without explicit visual cues or instructions. • Users might intuitively understand how to interact with an element based on their prior knowledge. 3). Assign Actions and Attributes to Objects (Hindi alam kasi walang clues or visual cues, only • Once you've identified the objects, assign actions by trial and error lang malalaman through and attributes to them based on how intuition) your users will interact with them. >Explicit Affordances • Explicit affordance refers to the clear and easily perceivable indications or cues in a design that suggest how an object or element can be used or what actions can be performed with it. • Essential for creating intuitive and user-friendly designs, as they reduce the cognitive load on users by making it clear how to interact with an object or interface element. (alam kasi meron ng mga clues or cues na 4). Use Consistent Terminology nagsasabi such as Graphics. Languages, Patterns and Animation) • To avoid confusion, use consistent terminology - 2.1 Graphic Affordances throughout your product. (Eto yung mga icons or symbols) Steps to create Conceptual Model • Graphic affordance refers to the visual cues For example, if you use the term “Desserts" on one ordesign elements within a user interface that screen of your mobile app, don't rename it as provide users with clues about how to interact with “Confectionery" elsewhere. specific Ex: Buttons It’s important to remember that. a person’s - 2.2 Language Affordances mental model is constantly (Eto yung mga text or sulat) evolving and subject to change. It’s • Refers to the idea that language, both in terms of influenced by new experiences with written text and spoken communication, can afford your product, other technologies, and various actions or interactions within a particular day to day life. context. If you ignore your customers’ mental Example: Textual Interfaces Models. users will feel frustrated when using your product. They’ll struggle to learn and - 2.3 Pattern Affordances remember how the system works. (eto yung mga familiar patterns) Ultimately leading to product • Refers to the recognition or understanding of abandonment. patterns in a design or system that suggest possible Affordances actions or behaviors to users. • It relates to the idea that when users encounter • According to Norman (1988) an affordance is the familiar patterns, they can infer how to interact with design aspect of an object which or navigate a system without explicit instructions. suggest how the object should be used; Example: Consistent Layouts - 2.4 Animated Affordances (eto yung gumagalaw na graphics) • Refers to design elements in user interfaces that use motion or animation to provide visual cues or hints about how a user can interact with them. Example: Drag-and-Drop, yung hand na gumagalaw sa vending machine na para pindot or push/click guide >Negative Affordances • Visual cues or characteristics that convey the message that a particular action is not possible, not recommended, or may lead to an undesirable outcome. • They help prevent users from making unintended or harmful interactions. Example: Disabled Buttons >False Affordances • Refers to a design element that appears to suggest a particular action or behavior to users but does notactually support that action. • False affordances can lead to user confusion,frustration, and errors. • It's important to avoid or minimize false affordances in user interface design to ensure clarity and usability. Example: Non-Clickable Text