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INTERFACES AS LANGUAGE, INTERFACES AS MAPS,
Interfaces as Language Every interface defines a unique language of interaction. Objective
Interfaces as Maps Maps, like languages, use systems of symbols. Interfaces are also maps. An interface is a map that represents a language of interaction. Objective
Use of Metaphors Metaphors are a flowering achievement of human thinking. Our ability to think and communicate with metaphors enriches our art and design as well as our everyday speech. Objective
Learning Styles Each of us has unique perceptual and cognitive aptitudes for learning and dealing with the world. Some of us are verbal, some logical, some visual, physical, etc. Objective
Interfaces as Maps What you SEE is what you do? An interface is a map that represents a language for user activities. All the piece's interaction should be converted in t visible elements. No guessing should be necessary. A road map which is missing some of its streets can cause confusion. An interface can have similar problems. What can an designer do to make an interface be a CLEAR MAP? As an example, picture your telephone answering machine. Recall the positioning of the buttons and the display. These are the physically apparent part of the interface. They are a map that says "Here is the erase; here's playback; here's volume," and so on. The map gives each function a spatially logical place to exist. As a designer, you should think of the graphics of an interface -- its symbols as well as its layout -- as a map that has clearly identifiable geographic regions for each main activity; and groups the component sub-activities in a logical way. Metaphors What is a metaphor? "Symbol A is Symbol B" as in, "Grandma And Me is a book". Metaphors transfer meaning from one side of the equation to the other. A is a B Yes, it is sick. The metaphor calls attention to the sickness. For example, cars were first called "horseless carriages". Car = horseless carriage Around 1900, there were few automobiles. But anyone could be told "A car is a horseless carriage". They would understand from this, that the car was a kind of carriage that didn't need horses. Not surprisingly, metaphors are valuable tools in designing interfaces. Used appropriately, metaphors can be an excellent way to help users connect a user's existing conceptual model of the world to aspects of a new hardware and software system. The Mac Desktop In interfaces, metaphors can be global or local. What is a GLOBAL METAPHOR? Global metaphors express the main intent or function of a piece. They permeate the entire interface and are highly influential in helping users construct their mental model of the piece. The Macintosh OS What is a LOCAL METAPHOR? Local metaphors create and reinforce a global metaphor. They are the reinforcing building blocks of a global metaphor. They should be consistent with the global metaphor and with each other. A Desktop Made Of Symbols A new user, being familiar with the function of these things, readily learns that putting a document or folder in the trash is a precursor to emptying the trash, which means deleting anything found in the trashcan. For example, the trashcan looks like one, and is labeled 'trash'. The rectangular file folders are in the right proportion, and have a tab in the right place. Documents have a corner turned down. These visual metaphors are easily recognizable, and appropriate for the things they represent. For new users, these things make it easy to use recognition to remember what the symbols represent. In particular, because these symbols are appropriate for the way their digital counterparts behave, users can connect the new concepts (of digital documents, for example) with the old (paper documents of letters, etc.) In other words, it's important to match the behavior of the thing represented with the symbol. What constitutes good use of METAPHORS? If a metaphor doesn't work for a specific audience, it is usually because the symbol used:
A good metaphor needs: FAMILIARITY is cultural. Symbols that are familiar are ones the user has already memorized. If the user has no memory of a symbol, she'll be unable to understand the meaning of its use in an interface. The only fix for an unfamiliar metaphor is education. RECONIZABILITY asks whether the symbol is expressed clearly. For instance, say I draw a picture of you and show it to your mother. She may or may not be able to recognize it. The fix for unrecognizability is to improve the artwork. SENSIBILITY asks if
the symbols are sensible within the context of their use. Two aspects
of sensibility are semantics and appropriateness.
What is a VIRTUAL OBJECT and what makes them successful? Metaphor usage in interfaces spans a spectrum of interactivity. This gamut begins at one end with icons, a static use of metaphors. By adding more and more behavior to an icon, the spectrum continues to a point where the representation is perhaps best characterized as a virtuality. Icons Icons in interfaces are metaphors because the familiar image used as the symbol represents a new tool. The two are equated in the interface (i.e. this tool is the magnifying glass; once again "A is a B"). If the icon exhibits behavior (like the Mac's bulging trashcan) then it starts to move towards the virtual end of the spectrum. Virtuality Virtual Objects Virtually real objects satisfy the user's expectations, place the user in control, make for an immersive experience, and require the designer to focus on the design of user activity. Myst Mac OS Why should we appeal to more than one LEARNING STYLE? Each of us possess a unique blend of relative strengths and weaknesses in the way we learn. Such preferences, called learning styles, reflect our individual blend of intelligences; each of us best communicate with, perceive, and learn about the world in ways that depend on our profile. Different people acquire information, learn, think, and solve problems best in different ways. Some are better with text, some with audio, some with video. Some prefer logic, some stories; some prefer hands-on activities, others prefer discussions. You might prefer to learn by reading text, while I prefer learning-by-doing. In the classroom, good teachers design their lesson plans to appeal to a variety of learning styles. This allows each student to find something in a lesson that he or she will be good at. Interactive pieces should allow users to choose among different modalities of experience. Interactive media are well suited to cater to individual learning styles. Pieces do this by using multiple media, offering varieties of activities as well as pictures, text, video, and audio. Our growing cultural diversity and the fact of our diverse styles of learning and communicating, cry out for media that communicate in many dimensions.
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