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Interaction Design Lab - Week 03

The document summarizes a student's responses to activities in an interaction design lab. 1) The student analyzed assumptions and claims around 3D TV and curved TV, finding assumptions focused on improved image quality and experience while claims centered on new technologies and willingness to pay. 2) An analysis of online shopping interfaces found all 10 used an "add to cart/checkout" metaphor, making purchases straightforward. 3) Different vending machines require different instructions - buttons for soda, rows/columns for variety - due to complexity of product selection. 4) Paper books and maps informed ebooks and map apps respectively, adding new virtual and sharing functionality. Aspects of their conceptual models were not confusing.

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Kim Long
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67% found this document useful (3 votes)
1K views4 pages

Interaction Design Lab - Week 03

The document summarizes a student's responses to activities in an interaction design lab. 1) The student analyzed assumptions and claims around 3D TV and curved TV, finding assumptions focused on improved image quality and experience while claims centered on new technologies and willingness to pay. 2) An analysis of online shopping interfaces found all 10 used an "add to cart/checkout" metaphor, making purchases straightforward. 3) Different vending machines require different instructions - buttons for soda, rows/columns for variety - due to complexity of product selection. 4) Paper books and maps informed ebooks and map apps respectively, adding new virtual and sharing functionality. Aspects of their conceptual models were not confusing.

Uploaded by

Kim Long
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Interaction Design Lab – Week 03

Name: Lê Kim Long


Student ID: 2162423

I. Activity 1
Use the framework below to guess:
1) What the main assumptions and claims were behind 3D TV?.
Assumptions: People would like to see a better quality of 3D picture and their’s
effects
Claims: In order to have a new experience, People are willing to pay to experience
these new tecnology
2) What the main assumptions and claims were behind curved TV (which was designed
to be bendy so as to make the viewing experience more immersive)?
Assumptions: curved TV is a kind of 4D, you will see the picture’s movement are
more realistic than 3D
Claims: It’s not difficult to find a curved TV and the price is almost the same with 3D
TV.So people find it more welcoming to try new products than the old one
3) Are the assumptions similar?
Yes, Because it focuses for the better images and experiences.
4) Why were they problematic?
New products are always 50/50 investment.Because new products have errors that
could be a major problems.
But before deciding upon these it is important to develop a conceptual model.

The following framework is intended to provide a set of core questions to aid design teams
in this process:
 Are there problems with an existing product or user experience? If so, what are
they?
Yes.
3D TV required you to have a pair of glasses to watch 3D movies.
Price of those glasses are not cheap
Many people don’t like wearing glassé
 Why do you think there are problems?
Because without the glasses it ‘s just a regular TV.
People will find it very inconvenience to have a 3D TV but don’t include a 3D glasses
for exchange
 What evidence do you have to support the existence of these problems?
First as I mention, 3D tv must or required a pair of glasses.
Second most of the people hate wearing glasses because it blocks their sight.
Third buying an extra item while have purchased a really pricing product is quite
irritated.
 How do you think your proposed design ideas might overcome these problems?
I think we should include the glasses for all of the TV that we sell but the price
should be reasonable
II. Activity 2
Go to at least 10 online stores and see how the interface has been designed to enable the
customer to order and pay for an item.
5) How many use the “add to shopping cart/basket” followed by the “checkout”
metaphor?
According to my research, 10 out 10 use the add to shopping cart/basket following
by the checkout metaphor.
Including : tiki.vn , shopee.vn, lazada.vn, fptshop.com.vn,….
6) Does this make it straightforward and intuitive to make a purchase?
Yes it does.
Makes learning new systems easier.
Helps users understand the underlying conceptual model.
Can be very innovative and enable the realm of computers and their applications to
be made more accessible to a greater diversity of users.

 “checkout” metaphor: a conceptual model based on the core aspects of the


customer experience when at a shopping mall underlies most online shopping
websites. These include the placement of items that a customer wants to purchase
into a shopping cart or basket and proceeding to checkout when they’re ready to
make the purchase.
III. Activity 3
There are many different kinds of vending machines in the world. Each offers a range of
goods, requiring users to part with some of their money. Figure 3.6 shows photos of two
different types of vending machines: one that provides soft drinks and the other that
delivers a range of snacks. Both machines use an instructional mode of interaction.
However, the way they do so is quite different.
7) What instructions must be issued to obtain a soda from the first machine and a bar
of chocolate from the second?
In the first one, after inserting a coin, there should have a button upon each product
so the consumer will know how they gonna choose the product.
In the second one, they should have index the row or alphabet the column( ex: A1 is
the first item while B2 is the second item on the right of A1).
8) Why has it been necessary to design a more complex mode of interaction for the
second vending machine?
Because it contains many product than the first one.
9) What problems can arise with this mode of interaction?
People will find it very difficult to obtain the product withhout the instruction.
IV. Activity 4
The aim of this activity is for you to think about the appropriateness of different
kinds of conceptual models that have been designed for similar physical and digital
information artifacts.
Compare the following:
•A paperback book and an ebook
•A paper-based map and a smartphone map app
10) What are the main concepts and metaphors that have been used for each? (Think
about the way time is conceptualized for each of them.)
Paperback book and paper-based map : Conceptual model.
an ebook and a smartphone map app : Interface metaphor.
11) How do they differ?
2 are physical
2 are virtualize
12) What aspects of the paperbased artifact have informed the digital app?
Bad handwriting and can’t be shared publicly
They came to an idea making an ebook and a smartphone map app
13) What is the new functionality?
Adding 3D technology to both products
14) Are any aspects of the conceptual model confusing?
No
15) What are the pros and cons?
• Pros: Orientation
– enables design teams to ask specific questions about how the conceptual model
will be understood
• Open-minded
– prevents design teams from becoming narrowly focused early on
• Common ground
– allows design teams to establish a set of commonly agreed terms
• Cons: Having a good understanding of the problem space can help inform the design
space
– e.g. what kind of interface, behavior, functionality to provide
– But before deciding upon these it is important to develop a conceptual model

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