DesignOfEverydayThings - Conceptual Models


  • A conceptual model is an explanation, usually highly simplified, of how something works.
  • Ex. There are folders in screen, but it doesn't means there is really a folder in disk
  • Ex. User browse data in PC and think it's a data in PC, but data is in cloud actually.
  • Ex. User browse a page and think there is a real page, but it's runtime generated
  • A product has many kinds of conceptual models
    • Ex. User's conceptual model
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    • Ex. Advanced driver's conceptual model
    • Ex. Engineer's conceptual model
    • Ex. Designer's conceptual model
  • Conceptual models are often inferred from the device itself. Some models are passed on from person to person. Some come from manuals.
  • Some conceptual models come from experience, so wrong conceptual models let devices hard to use
  • How things work come from user perceived structure
    • Signifier
    • Affordance
    • Mappings
  • Ex. Scissors
    • The number of actions are limited
    • Holes for putting something into
    • Only fit for finger(s)
    • Only accept possible fingers
    • Only one thing can do after putting fingers
    • Actions are visible
  • Anti-Ex. Digital Watch
    • Many buttons, unable to know conceptual models
    • Not visible, need read manual
    • Sometimes click longer time, sometimes need press more than one button at the same time
  • Conceptual models provide a way to predicate what things will going to behave and what will not happen
  • A bad conceptual model let user can only try to remember what will happen in every actions
  • Anti-Ex. Freezer control. It shows deepfreeze and fresh food are separated when it's not.
    It may provided wrong conceptual model when freezer may affect refrigerator

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