INTRODUCTION
What is ConceptualizingInteractions
The process of understanding and designing how users interact with a
system
Focuses on:
• User perceptions
• User actions
• System responses
It’s about turning ideas → practical user experiences
3.
Why It Matters
Helpscheck if ideas are realistic, useful, and desirable
Transforms assumptions into workable models
Improves user clarity: how users will learn, understand, and interact
Fits into the Double Diamond framework → Define & Explore
4.
Key Aspects ofConception Interactions
Mental Models → Users’ expectations from prior experience
Affordances → What looks clickable/touchable
Feedback → System responses to user actions
Discoverability → How easily features can be found
Consistency → Predictable design patterns
Error Prevention & Recovery → Help users avoid or fix mistakes
5.
Example – RobotWaiter
Idea: Voice-assisted robot takes orders in restaurants
Questions:
• What real problem does it solve?
• Will customers find it useful or gimmicky?
Lesson: Conceptualizing interaction filters “cool” ideas into practical
solutions
6.
The Process ofConceptualizing Interaction
1. Understand user needs & goals
2. Define interaction models
3. Map user flows
4. Prototype interactions
5. Apply interaction design principles
6. Consider context of use
7. Test & iterate
7.
Understanding Assumptions, Claims,and Design Space
Assumptions and Claims
Assumption: Something taken for granted, needs investigation.
• Example: “Customers prefer free shipping.” stated as a belief(needs validation)
Claim: Statement assumed true but still open to question.
• Example: “Offering free shipping will boost sales by 20%.” stated as a fact(needs testing)
Design space: The scope of possible design solutions for a given problem, which is shaped by the
assumptions, claims, and decisions made during the design process.
Writing them down helps:
• Highlight vague or weak ideas
• Reformulate poor design ideas
Take away: Explicitly stating assumptions and claims lets teams see potential weaknesses early. It transforms vague ideas into
something that can be tested and refined, shaping the direction of the project.
8.
Case Study: MobileWeb Browser
A software company wants to upgrade its smartphone browser because many users switched to competitors.
The design team investigates how to improve the product.
Assumptions:
• Marketing team: Something is wrong with the browser; rivals are better.
• Design team: Improving usability of certain features will bring users back.
Claims:
• Design team: Simplifying and improving the interface will automatically attract users.
• Software engineer: The bookmark function is unnecessary because users mainly rely on history.
User Research Findings:
• Many users never used bookmarks.
• Some prefer bookmarks over history.
• Moving bookmarks is error-prone; cluttering the interface is a concern.
Outcome:
• Team identifies conflicting assumptions and claims.
• They focus on designing a simpler, user-friendly way to save, order, and revisit websites.
• Explicitly stating assumptions and claims helps clarify the problem space and guides the conceptualization of
interaction.
9.
Benefits of Conceptualizingthe design space
• Orientation: Helps the design team ask specific questions about how users will understand
the conceptual model.
• Open-Mindedness: Allows exploration of multiple ideas to solve identified problems.
• Common Ground: Establishes shared terms and understanding across the team to avoid
confusion and misunderstanding later.
Blueprint for Design(once formulated the concept model):
• Becomes a shared, testable proof of concept.
• Can be textual or diagrammatic depending on how the design team wishes to present it.
• Used by UX designers to Communicate ideas to, engineering, marketing, and business teams.
Impact:
• Produces simpler designs aligned with users’ tasks.
• Speeds up development.
• Improves customer adoption and reduces training/support needs.
10.
Conceptual Models
A modelis a simplified description of a system or process that helps describe how it works.
Aconceptual model is a high-level description of how a system is organized and operates
Abstraction showing:
What users can do with a product.
Concepts needed to interact with it.
Helps designers clarify thinking before interface design.
11.
Benefits and CoreComponents
Benefits
Provides a framework and strategy for design.
Guides mapping of concepts to user experience.
Supports systematic decision-making.
Simplifies and makes operations intuitive.
Core Components
Metaphors & analogies (e.g., browsing, bookmarking).
Concepts: objects, attributes, operations (save, revisit).
Relationships: containment, hierarchy.
Mappings: link between concepts and user actions.
12.
Impact on Designand Challenges
Ipacmt on Design
Defines user experience.
Helps debate methods: saving, revisiting, categorizing, etc.
Supports exploration of new metaphors (e.g., combining browsing & searching).
Guides simplicity and memorable design.
Challenges
Upgrades can make models complex.
Users often resist feature changes/removals.
Difficulty in introducing new features while keeping usability.
Example: Facebook Newsfeed changes caused backlash.
13.
Examples of ConceptualModels
Examples of Conceptual Models
Shopping websites: cart, checkout, navigation patterns.
Classics that transformed UX:
o Desktop (Xerox, 1970s)
o Digital Spreadsheet (Bricklin & Frankston, 1970s)
o World Wide Web (Berners-Lee, 1980s)
14.
Interface Metaphors
Interface metaphorsare design elements that
draw on familiar real-world concepts to help
users understand and interact with a system.
According to Interaction Design (5th ed.),
metaphors bridge the gap between the digital
system and users’ existing knowledge, making
the UI more intuitive.
Through metaphors users understand the
complexity of the system.
Shopping Cart
15.
Types of metaphors
Verbalmetaphors: These involve
comparison of previous to new technology.
Virtual metaphors:These involve interface
elements with a metaphor.
Composite metaphors: These involve
adding new features to a metaphor.
word processor typewriter
16.
Why Metaphors?
Familiarity: Metaphorsleverage users’ prior experiences to make
the UI immediately understandable. eg shopping cart.
Simplifying Interaction: Metaphors simplify complex interactions
by mapping them to familiar concepts. eg desktop metaphor.
Cultural and Contextual Relevance: The book notes that
metaphors must be appropriate for the target audience. A
metaphor that works in one culture e.g a mailbox for email