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Place in Space (AKA "How to Design A Concept Model")

The document summarizes Stephen Anderson's presentation at IA Summit 2016 on creating concept models. It discusses playing a numbers game to add up to 15 as an example of a simple concept model. It then presents magic squares as a more complex concept model and compares it to tic-tac-toe. The document lists various models used to reveal patterns and concepts. It notes that while visual models are useful, the ones provided may not always fit the problem well and few know how to create new visual models. However, it suggests that all visual models are built upon common visual elements that can be used to make sense of complex ideas.

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IA SUMMIT 2016@stephenandersonStephen P. Anderson#IAS16tpresented byPlace in SpaceAKA “How to Create A Concept Model”
“How do you create a concept model?”
Write down the numbers 1 through 9 on a sheet of paper.You will each take turns selecting numbers from the list(crossing off each number once it has been selected). 
The winner is the first person to have chosen exactlythree numbers which add up to 15.For example if I selected 9, 6, 2 and you selected 3, 8, 4 thenyou would win because 3 + 8 + 4 = 15.Let’s play a game…123456789
Let’s play a (different) game…Consider a 3 x 3 magic square:The rows, columns, and diagonals all addup to 15, and moreover every way ofwriting 15 as the sum of three numbersfrom 1 to 9 is represented.When you choose a number, draw an Xover it; when I choose a number, circle it.4 9 23 5 78 1 6
1234567894 9 23 5 78 1 6Why is Tic-tac-toe so much simpler?VS
1234567894 9 23 5 78 1 6Tic tac toe is a model that more easily reveals patternsVS
Customer JourneysBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:9 GridsCharts & Diagrams Data Visualizations Abstract PatternsModels, Templates & FrameworksX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line Graph
Jesse James Garrett’sElements of UXModels others create to reveal patterns:
Models others create to reveal patterns:Stephen P. Anderson’sUX Hierarchy of NeedsMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | pSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that weproducts that function, tunderstandable and usabwe also need to build prodthat bring joy and excitepleasure and fun, and ybeauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSS
Models others create to reveal patterns:Dan Roam explains health care in the US
Models others create to reveal patterns:Making sense of espresso drinks!
Models others create to reveal patterns:Chris Fahey, explaining whiskeys!
Other “models” that easily reveals patterns…
Medical Chart
Medical Chart
INFORMATION
INFORMATION UNDERSTANDING
External Visual Representations 
are critical tools for making sense ofcomplex information.
EXTERNAL VISUAL REPRESENTATIONS…WHY?
…create Persistent,Shareable Structures:•Are persistent structures.• Can be shared with others• Can represent literal as we! as 
conceptual ideas.…provide Perceptual,Computational Benefits:• Relieve our short term memory• Help us to spot patterns•Are powerful as mental construction tools.…allow us to more EasilyInteract with Information:• Can be modified.• Can be rearranged (making it easier toexplore many options)• Can be “reformulated”EXTERNAL VISUAL REPRESENTATIONS…WHY?
But, there’s a problem:
Abstract PatternsCharts & DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!
Abstract PatternsCharts & DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!The Visual Models we’re handedaren’t always a good “fit”
Abstract PatternsCharts & DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!The Visual Models we’re handedaren’t always a good “fit”Few people know exactly HOW to usevisuals to explore difficult subjects
The good news:
Abstract PatternsCharts & DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!
Abstract PatternsCharts & DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!All of these models buildupon a common set ofunderlying visual elements.
All of these models buildupon a common set ofunderlying visual elements.
Using visual properties and spatial arrangement,to make sense of complex ideas.In a moment…
But first…
List some things you’re working with that could benefit 
from a good visual model:
The world ofWhiskeys, Bourbons,Rye, Cocktails,etc.List some things you’re working with that could benefit 
from a good visual model: Choosing whichboard games doI want to buy!The world ofartisan cheesesGah! I enjoy theMarvel movies. Howdo I make sense ofall the differentcomic book titlesand storylines!shopping for agood VPN servicehow public keyencryption worksa way to assessthe presidentialcandidatesmaking sense ofmedical billshow to preparethe perfect cupof coffee!comparing AndroidPhonesUX PrototypingtoolsunderstandingLegal Proceedings
Using visual properties and spatial arrangement,to make sense of complex ideas.HOW?
A visual model we’re all familiar with…
OBJECTS
OBJECTS
OBJECTS
OBJECTS
TIME TIME TIME TIMEVALUEVALUEVALUE
TIME TIME TIME TIMEVALUEVALUEVALUEOBJECTS
TIME TIME TIME TIMEVALUEVALUEVALUEOBJECTS
OBJECTS
WHICH DATAWHERE?- Geolocation- Places I’ve been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.
WHICH DATAWHERE?- Geolocation- Places I’ve been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.
WHICH DATAWHERE?- Geolocation- Places I’ve been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.
WHICH DATAWHERE?- Geolocation- Places I’ve been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.
WHICH DATAWHERE?- Geolocation- Places I’ve been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.
Things arranged into territories.OBJECTS
Things arranged into territories.OBJECTSSpatial Positioning: Spatial Properties:Visual Encodings
Things arranged into territories.OBJECTSVisual EncodingsThings
SHAPE COLOR: INTENSITY ICONOGRAPHY PERSPECTIVECOLOR: HUE OPACITY OVERLAY OUTLINE OR SOLIDSPATIAL POSITION TEXTURE OVERLAP ASPECT RATIOFORM: SIZE/AREA ROTATION JOIN FORM: ENCLOSURELINE LENGTH LINE TREATMENTETC!IF OUTLINE,THICKNESS OF STROKEVisual Encodings
Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relationalposition, placement yes infinite Good Good Good Good1, 2, 3; A, B, C text labels optional(alphabeticalor numbered)infinite Good Good Good Goodlength yes many Good Goodsize, area yes many Good Goodangle yes medium/few Good Goodpattern density yes few Good Goodweight, boldness yes few Goodsaturation, brightness yes few Goodcolor no few (< 20) Goodshape, icon no medium Goodpattern texture no medium Goodenclosure, connection no infinite Good Goodline pattern no few Goodline endings no few Goodline weight yes few GoodProperties and Best Uses of Visual EncodingsNoah Iliinsky • ComplexDiagrams.com/properties • 2012-06Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relationalposition, placement yes infinite Good Good Good Good1, 2, 3; A, B, C text labels optional(alphabeticalor numbered)infinite Good Good Good Goodlength yes many Good Goodsize, area yes many Good Goodangle yes medium/few Good Goodpattern density yes few Good Goodweight, boldness yes few Goodsaturation, brightness yes few Goodcolor no few (< 20) Goodshape, icon no medium Goodpattern texture no medium Goodenclosure, connection no infinite Good Goodline pattern no few Goodline endings no few GoodProperties and Best Uses of Visual Encodings⋆RepresentingCategoriesRepresentingPrecise QuantitativePerceptionRepresentingGeneral QuantitativePerceptionShowingSequenceForm: Orientation! ! !Form: Line Length!Form: Line Width! ! limitedForm: Size / Area! !Form: Enclosure!Form: Shape! limitedForm: Curvature!Form: Proximity!* !*Form: Added Marks! limitedPattern Density! limited ! limitedLine Pattern!Line Endings! !Color: Hue! !Color: Intensity(Saturation, Brightness, Opacity) ! !Spatial Position: 2-D Position! ! !Motionlimited !*Texture! limitedRotation! limited limitedPerspective! limitedIconography! !
Encoding Ordered Useful values Quantitative OrdinalProperties and Best Uses of Visual EncodingRepresentingCategoriesRepresentingPrecise QuantitativePerceptionRepresentingGeneral QuantitativePerceptionShowingSequence! ! !!! ! limited! !
Encoding Ordered Useful values Quantitative OrdinalProperties and Best Uses of Visual EncodingRepresentingCategoriesRepresentingPrecise QuantitativePerceptionRepresentingGeneral QuantitativePerceptionShowingSequence! ! !!! ! limited! !
Encoding Ordered Useful values Quantitative OrdinalProperties and Best Uses of Visual EncodingRepresentingCategoriesRepresentingPrecise QuantitativePerceptionRepresentingGeneral QuantitativePerceptionShowingSequence! ! !!! ! limited! !
Things arranged into territories.OBJECTSVisual EncodingsThingsCATEGORYPRECISE QUANTITATIVE INFO.GENERAL QUALITATIVE INFOSEQUENCEVisual Encodings
OBJECTSThings arranged into territories.Spatial Positioning: Spatial Properties:CATEGORYPRECISE QUANTITATIVE INFO.GENERAL QUALITATIVE INFOSEQUENCEVisual Encodings
Abstract PatternsCharts & DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!
Abstract PatternsCharts & DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!JUST SCREENS & PAPER?!
Before the page, there was space itself.Perhaps the simplest way to use spaceto communicate is to arrange orrearrange things in it.”“%om “Visualizing Thought” Barbara Tversky
“Close’’ family members and friends sit nearer to oneanother than strangers.The flatware tray in a drawer of most kitchens allowsarranging the knives together in one pile and separatingthem from the pile of forks and the pile of spoons.Written text is spatially arranged to reflect the organizationof thought, spaces between words and sentences, largerspaces between paragraphs.[We put] the letters to be mailed by the door or the bills tobe paid on the top of the desk[We line] up the ingredients for a recipe in order of use%om “Visualizing Thought” Barbara Tversky
“Close’’ family members and friends sit nearer to oneanother than strangers.The flatware tray in a drawer of most kitchens allowsarranging the knives together in one pile and separatingthem from the pile of forks and the pile of spoons.Written text is spatially arranged to reflect the organizationof thought, spaces between words and sentences, largerspaces between paragraphs.[We put] the letters to be mailed by the door or the bills tobe paid on the top of the desk[We line] up the ingredients for a recipe in order of use%om “Visualizing Thought” Barbara TverskyLITERAL MODELS—VS—CONCEPTUAL MODELS(IT’S THE SAME VISUAL LANGUAGE)
Things arranged into territories.OBJECTSSpatial Positioning:Things arranged
ARRANGEMENT (PROXIMITY)
2003 2004 20062005 2007 2008 2009 20102002 2011 20
ARRANGEMENT (PROXIMITY)
SEQUENCE
2003 2004 20062005 2007 2008 2009 20102002 2011 20
2003200420062005200720082009
Things arranged into territories.OBJECTSThings arrangedSpatial Positioning:ARRANGMENT
PROXIMITY
Things arranged into territories.OBJECTSinto territories.Spatial Properties:SHAPEBOUNDARIESRELATIONSHIPSATTRIBUTE INTENSITY
SHAPE
BOUNDARIES
Roger Caillois
RELATIONSHIPS
ATTRIBUTE INTENSITY
Things arranged into territories.OBJECTSinto territories.Spatial Properties:SHAPEBOUNDARIESRELATIONSHIPSATTRIBUTE INTENSITY
Things arranged into territories.OBJECTSSpatial Positioning:ARRANGMENT
PROXIMITYSpatial Properties:SHAPEBOUNDARIESRELATIONSHIPSATTRIBUTE INTENSITY
Useful as a ‘deconstruction’ tool…
Things arranged into territories.OBJECTSSpatial Positioning:ARRANGMENT
PROXIMITYSpatial Properties:SHAPEBOUNDARIESRELATIONSHIPSATTRIBUTE INTENSITY
Things arranged into territories.OBJECTSSpatial Positioning:ARRANGMENT
PROXIMITYSpatial Properties:SHAPEBOUNDARIESRELATIONSHIPSATTRIBUTE INTENSITYCATEGORYPRECISE QUANTITATIVE INFO.GENERAL QUALITATIVE INFOSEQUENCEVisual Encodings
Putting it all together…
Identify “the thing(s)”1.Inspect the propertiesof each thing2.Arrange the things(based on identified properties)3.Clarify the territories4.Keep (or remove) the things,as appropriate5.
comparing AndroidPhonesSamsung Galaxy S6Samsung Galaxy S7Samsung Galaxy S6 EdgeSamsung Galaxy S7 EdgeSamsung Galaxy Note 5Google Nexus 6PSony Xperia Z5 CompactLG V10Alcatel OneTouch Idol 3 (5.5)Motorola Moto G Late 2015etc.Identify “the thing(s)”1.
how to preparethe perfect cupof coffee!comparing AndroidPhonesSamsung Galaxy S6Samsung Galaxy S7Samsung Galaxy S6 EdgeSamsung Galaxy S7 EdgeSamsung Galaxy Note 5Google Nexus 6PSony Xperia Z5 CompactLG V10Alcatel OneTouch Idol 3 (5.5)Motorola Moto G Late 2015etc.beans:water ratiowater temperaturebrew timesugar?cream?- Chemex- Aeropress- French Press- Syphon- Hario V60- Moka pot- Percolatorbeansgrind sizebrew method / filterIdentify “the thing(s)”1.
Identify “the thing(s)”1.
Identify “the thing(s)”1.play, fun, andgames,
Identify “the thing(s)”1.play, fun, andgames,Kite-flyingSolitaireCrossword puzzlesRacingWrestlingAthleticsBoxingBilliardsFencingCheckersFootballChessContests, Sports ingeneralCounting-outrhymesHeads or tailsBettingRouletteLotteriesChildren’sinitiationsGames of illusionTagDisguisesMasksChildren“whirling”Horseback ridingSwingingWaltzingSkiingMountainclimbing Tightrope walkingTravelingcarnivalsTheater
ChessInspect the propertiesof each thing2.
Chess2 playerscompetitivestrategicturn-basedplayed on a board,with piecesno chancenot simpleInspect the propertiesof each thing2.
Kite-flyingSolitaireRacingWrestlingAthleticsBoxingBilliardsFencingFootballContests, Sports ingeneralCounting-outrhymesHeads or tailsBettingRouletteLotteriesChildren’sinitiationsGames of illusionTagDisguisesMasksChildren“whirling”Horseback ridingSwingingWaltzingSkiingMountainclimbingTightrope walkingTravelingcarnivalsTheaterArrange the things(based on identified properties)3.CheckersChessCrossword puzzlesTumultAgitationImmoderateLaughterludusstructured activities withexplicit rules (games)paidiaunstructured and spontaneousactivities (playfulness)(not regulated)***
Kite-flyingSolitaireRacingWrestlingAthleticsBoxingBilliardsFencingFootballContests, Sports ingeneralCounting-outrhymesHeads or tailsBettingRouletteLotteriesChildren’sinitiationsGames of illusionTagDisguisesMasksChildren“whirling”Horseback ridingSwingingWaltzingSkiingMountainclimbingTightrope walkingTravelingcarnivalsTheaterChanceClarify the territories4.CheckersChessCrossword puzzlesTumultAgitationImmoderateLaughterMimicry VertigoCompetitionludusstructured activities withexplicit rules (games)paidiaunstructured and spontaneousactivities (playfulness)(not regulated)***
AGON
CompetitionALEA
ChanceMIMESIS 
RoleplayILINX
VertigoPAIDIA
unstructured and spontaneousactivities (playfulness)LUDUS
structured activities withexplicit rules (games)
Identify “the thing”1.Inspect the propertiesof each thing2.Arrange the things(based on identified properties)3.Clarify the territories4.Keep (or remove) the things,as appropriate5.
Things arranged into territories.OBJECTSSpatial Positioning:ARRANGMENT
PROXIMITYSpatial Properties:SHAPEBOUNDARIESRELATIONSHIPSATTRIBUTE INTENSITYCATEGORYPRECISE QUANTITATIVE INFO.GENERAL QUALITATIVE INFOSEQUENCEVisual Encodings
poetpainter.com/tilesExample EncodingOrdered Useful values Quantitative Ordinal Categorical Relationalposition, placement yesinfinite Good Good Good Good1, 2, 3; A, B, C text labelsoptional(alphabeticalor numbered)infinite Good Good Good Goodlengthyesmany Good Goodsize, areayesmany Good Goodangleyesmedium/few Good Goodpattern density yesfew Good Goodweight, boldness yesfewGoodsaturation, brightness yesfewGoodcolornofew (< 20)Goodshape, iconnomediumGoodpattern texture nomediumGoodenclosure, connection noinfiniteGood Goodline patternnofewGoodline endingsnofewGoodline weightyesfewGoodProperties and Best Uses of Visual EncodingsNoah Iliinsky • ComplexDiagrams.com/properties • 2012-06Example EncodingOrdered Useful values Quantitative Ordinal Categorical Relationalposition, placement yesinfinite Good Good Good Good1, 2, 3; A, B, C text labelsoptional(alphabeticalor numbered)infinite Good Good Good Goodlengthyesmany Good Goodsize, areayesmany Good Goodangleyesmedium/few Good Goodpattern density yesfew Good Goodweight, boldness yesfewGoodsaturation, brightness yesfewGoodcolornofew (< 20)Goodshape, iconnomediumGoodpattern texture nomediumGoodenclosure, connection noinfiniteGood Goodline patternnofewGoodline endingsnofewGoodline weightyesfewGoodProperties and Best Uses of Visual EncodingsNoah Iliinsky • ComplexDiagrams.com/properties • 2012-06⋆1, 2, 3; A, B ,CRepresentingCategoriesRepresentingPrecise QuantitativePerceptionRepresentingGeneral QuantitativePerceptionShowingSequenceForm: Orientation! !!Form: Line Length!Form: Line Width!! limitedForm: Size / Area! !Form: Enclosure!Form: Shape! limitedForm: Curvature!Form: Proximity!*!*Form: Added Marks! limitedPattern Density! limited ! limitedLine Pattern!Line Endings!!Color: Hue!!Color: Intensity(Saturation, Brightness, Opacity)! !Spatial Position: 2-D Position! !!Motionlimited !*Texture! limitedRotation! limitedlimitedPerspective! limitedIconography!!Outline or SolidlimitedOverlaylimited !Overlap!limitedJoinlimited !Aspect RatiolimitedlimitedLabels! ! ! !Transformation!limited !Quantitylimited !
DESIGN FORUNDERSTANDING
Thank you!getmentalnotes.comDesign forUnderstandingStephenP.Anderson@stephenandersonwww.poetpainter.com | www.slideshare.net/stephenpa

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Place in Space (AKA "How to Design A Concept Model")

  • 1.
    IA SUMMIT 2016@stephenandersonStephenP. Anderson#IAS16tpresented byPlace in SpaceAKA “How to Create A Concept Model”
  • 3.
    “How do youcreate a concept model?”
  • 4.
    Write down thenumbers 1 through 9 on a sheet of paper.You will each take turns selecting numbers from the list(crossing off each number once it has been selected). 
The winner is the first person to have chosen exactlythree numbers which add up to 15.For example if I selected 9, 6, 2 and you selected 3, 8, 4 thenyou would win because 3 + 8 + 4 = 15.Let’s play a game…123456789
  • 5.
    Let’s play a(different) game…Consider a 3 x 3 magic square:The rows, columns, and diagonals all addup to 15, and moreover every way ofwriting 15 as the sum of three numbersfrom 1 to 9 is represented.When you choose a number, draw an Xover it; when I choose a number, circle it.4 9 23 5 78 1 6
  • 6.
    1234567894 9 235 78 1 6Why is Tic-tac-toe so much simpler?VS
  • 7.
    1234567894 9 235 78 1 6Tic tac toe is a model that more easily reveals patternsVS
  • 8.
    Customer JourneysBusiness ModelCanvas Gantt charts Site MapsModels we use that reveal patterns:9 GridsCharts & Diagrams Data Visualizations Abstract PatternsModels, Templates & FrameworksX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line Graph
  • 9.
    Jesse James Garrett’sElementsof UXModels others create to reveal patterns:
  • 10.
    Models others createto reveal patterns:Stephen P. Anderson’sUX Hierarchy of NeedsMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | pSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that weproducts that function, tunderstandable and usabwe also need to build prodthat bring joy and excitepleasure and fun, and ybeauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSS
  • 11.
    Models others createto reveal patterns:Dan Roam explains health care in the US
  • 12.
    Models others createto reveal patterns:Making sense of espresso drinks!
  • 13.
    Models others createto reveal patterns:Chris Fahey, explaining whiskeys!
  • 14.
    Other “models” thateasily reveals patterns…
  • 17.
  • 18.
  • 19.
  • 20.
  • 21.
    External Visual Representations
are critical tools for making sense ofcomplex information.
  • 22.
  • 23.
    …create Persistent,Shareable Structures:•Arepersistent structures.• Can be shared with others• Can represent literal as we! as 
conceptual ideas.…provide Perceptual,Computational Benefits:• Relieve our short term memory• Help us to spot patterns•Are powerful as mental construction tools.…allow us to more EasilyInteract with Information:• Can be modified.• Can be rearranged (making it easier toexplore many options)• Can be “reformulated”EXTERNAL VISUAL REPRESENTATIONS…WHY?
  • 24.
  • 25.
    Abstract PatternsCharts &DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!
  • 26.
    Abstract PatternsCharts &DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!The Visual Models we’re handedaren’t always a good “fit”
  • 27.
    Abstract PatternsCharts &DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!The Visual Models we’re handedaren’t always a good “fit”Few people know exactly HOW to usevisuals to explore difficult subjects
  • 28.
  • 29.
    Abstract PatternsCharts &DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!
  • 30.
    Abstract PatternsCharts &DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!All of these models buildupon a common set ofunderlying visual elements.
  • 33.
    All of thesemodels buildupon a common set ofunderlying visual elements.
  • 34.
    Using visual propertiesand spatial arrangement,to make sense of complex ideas.In a moment…
  • 35.
  • 36.
    List some thingsyou’re working with that could benefit 
from a good visual model:
  • 37.
    The world ofWhiskeys,Bourbons,Rye, Cocktails,etc.List some things you’re working with that could benefit 
from a good visual model: Choosing whichboard games doI want to buy!The world ofartisan cheesesGah! I enjoy theMarvel movies. Howdo I make sense ofall the differentcomic book titlesand storylines!shopping for agood VPN servicehow public keyencryption worksa way to assessthe presidentialcandidatesmaking sense ofmedical billshow to preparethe perfect cupof coffee!comparing AndroidPhonesUX PrototypingtoolsunderstandingLegal Proceedings
  • 38.
    Using visual propertiesand spatial arrangement,to make sense of complex ideas.HOW?
  • 39.
    A visual modelwe’re all familiar with…
  • 43.
  • 44.
  • 48.
  • 49.
  • 57.
    TIME TIME TIMETIMEVALUEVALUEVALUE
  • 58.
    TIME TIME TIMETIMEVALUEVALUEVALUEOBJECTS
  • 59.
    TIME TIME TIMETIMEVALUEVALUEVALUEOBJECTS
  • 60.
  • 62.
    WHICH DATAWHERE?- Geolocation-Places I’ve been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.
  • 63.
    WHICH DATAWHERE?- Geolocation-Places I’ve been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.
  • 64.
    WHICH DATAWHERE?- Geolocation-Places I’ve been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.
  • 65.
    WHICH DATAWHERE?- Geolocation-Places I’ve been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.
  • 66.
    WHICH DATAWHERE?- Geolocation-Places I’ve been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.
  • 68.
    Things arranged intoterritories.OBJECTS
  • 69.
    Things arranged intoterritories.OBJECTSSpatial Positioning: Spatial Properties:Visual Encodings
  • 70.
    Things arranged intoterritories.OBJECTSVisual EncodingsThings
  • 71.
    SHAPE COLOR: INTENSITYICONOGRAPHY PERSPECTIVECOLOR: HUE OPACITY OVERLAY OUTLINE OR SOLIDSPATIAL POSITION TEXTURE OVERLAP ASPECT RATIOFORM: SIZE/AREA ROTATION JOIN FORM: ENCLOSURELINE LENGTH LINE TREATMENTETC!IF OUTLINE,THICKNESS OF STROKEVisual Encodings
  • 75.
    Example Encoding OrderedUseful values Quantitative Ordinal Categorical Relationalposition, placement yes infinite Good Good Good Good1, 2, 3; A, B, C text labels optional(alphabeticalor numbered)infinite Good Good Good Goodlength yes many Good Goodsize, area yes many Good Goodangle yes medium/few Good Goodpattern density yes few Good Goodweight, boldness yes few Goodsaturation, brightness yes few Goodcolor no few (< 20) Goodshape, icon no medium Goodpattern texture no medium Goodenclosure, connection no infinite Good Goodline pattern no few Goodline endings no few Goodline weight yes few GoodProperties and Best Uses of Visual EncodingsNoah Iliinsky • ComplexDiagrams.com/properties • 2012-06Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relationalposition, placement yes infinite Good Good Good Good1, 2, 3; A, B, C text labels optional(alphabeticalor numbered)infinite Good Good Good Goodlength yes many Good Goodsize, area yes many Good Goodangle yes medium/few Good Goodpattern density yes few Good Goodweight, boldness yes few Goodsaturation, brightness yes few Goodcolor no few (< 20) Goodshape, icon no medium Goodpattern texture no medium Goodenclosure, connection no infinite Good Goodline pattern no few Goodline endings no few GoodProperties and Best Uses of Visual Encodings⋆RepresentingCategoriesRepresentingPrecise QuantitativePerceptionRepresentingGeneral QuantitativePerceptionShowingSequenceForm: Orientation! ! !Form: Line Length!Form: Line Width! ! limitedForm: Size / Area! !Form: Enclosure!Form: Shape! limitedForm: Curvature!Form: Proximity!* !*Form: Added Marks! limitedPattern Density! limited ! limitedLine Pattern!Line Endings! !Color: Hue! !Color: Intensity(Saturation, Brightness, Opacity) ! !Spatial Position: 2-D Position! ! !Motionlimited !*Texture! limitedRotation! limited limitedPerspective! limitedIconography! !
  • 76.
    Encoding Ordered Usefulvalues Quantitative OrdinalProperties and Best Uses of Visual EncodingRepresentingCategoriesRepresentingPrecise QuantitativePerceptionRepresentingGeneral QuantitativePerceptionShowingSequence! ! !!! ! limited! !
  • 77.
    Encoding Ordered Usefulvalues Quantitative OrdinalProperties and Best Uses of Visual EncodingRepresentingCategoriesRepresentingPrecise QuantitativePerceptionRepresentingGeneral QuantitativePerceptionShowingSequence! ! !!! ! limited! !
  • 78.
    Encoding Ordered Usefulvalues Quantitative OrdinalProperties and Best Uses of Visual EncodingRepresentingCategoriesRepresentingPrecise QuantitativePerceptionRepresentingGeneral QuantitativePerceptionShowingSequence! ! !!! ! limited! !
  • 79.
    Things arranged intoterritories.OBJECTSVisual EncodingsThingsCATEGORYPRECISE QUANTITATIVE INFO.GENERAL QUALITATIVE INFOSEQUENCEVisual Encodings
  • 80.
    OBJECTSThings arranged intoterritories.Spatial Positioning: Spatial Properties:CATEGORYPRECISE QUANTITATIVE INFO.GENERAL QUALITATIVE INFOSEQUENCEVisual Encodings
  • 81.
    Abstract PatternsCharts &DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!
  • 82.
    Abstract PatternsCharts &DiagramsCustomer JourneysModels, Templates & FrameworksData VisualizationsBusiness Model Canvas Gantt charts Site MapsModels we use that reveal patterns:Models others create to reveal patterns:Jesse James Garrett’sElements of UXStephen P. Anderson’sUX Hierarchy of NeedsDan Roam explainingHealth Care9 GridsX Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line GraphMeaningfulPleasurableConvenientUsableReliableFunctional (Useful)Focused onExperiences(People, Activities, Context)Focused onTasks(Products, Features)© 2006 Stephen P. Anderson | poetpainter.comSUBJECTIVE / QUALITATIVEOBJECTIVE / QUANTIFIABLEHas personal significanceMemorable experience worth sharingSuper easy to use, works like I thinkCan be used without difficultyIs available and accurateWorks as programmedPrioritize Aesthetics (no, not Graphic Design)(visual, behaviors, sounds, psychology)Design for FLOW (boredom vs anxiety)Leverage Game Mechanics/Learning Theory(completeness)Have a PersonalityCreate conversational and context awareinteractions(“Adaptive Interfaces”; narrative IA structures)Elicit Desire(Limited availability, limited access, curious andseductive experiences)Simplify, organize, and clarifyDisplay information visuallyReduce features and complexityUse language for more naturalAdd features that support desiredine browsing)Have a believable storyCo-create value with customersConnect people in communityAre part of a bigger systemAppeal to emotional, spiritual, andCreate a tolerance for faults atAre tied to a person’s self-image,highly personalCreating Pleasurable Interfaces:Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006“It is not enough that we buildproducts that function, that areunderstandable and usable -we also need to build productsthat bring joy and excitement,pleasure and fun, and yes,beauty, to people’s lives.”THIS IS THE“CHASM”THAT IS REALLY, REALLYHARD FOR ORGANIZATIONS TO CROSSMaking sense ofespresso drinks!JUST SCREENS & PAPER?!
  • 84.
    Before the page,there was space itself.Perhaps the simplest way to use spaceto communicate is to arrange orrearrange things in it.”“%om “Visualizing Thought” Barbara Tversky
  • 85.
    “Close’’ family membersand friends sit nearer to oneanother than strangers.The flatware tray in a drawer of most kitchens allowsarranging the knives together in one pile and separatingthem from the pile of forks and the pile of spoons.Written text is spatially arranged to reflect the organizationof thought, spaces between words and sentences, largerspaces between paragraphs.[We put] the letters to be mailed by the door or the bills tobe paid on the top of the desk[We line] up the ingredients for a recipe in order of use%om “Visualizing Thought” Barbara Tversky
  • 86.
    “Close’’ family membersand friends sit nearer to oneanother than strangers.The flatware tray in a drawer of most kitchens allowsarranging the knives together in one pile and separatingthem from the pile of forks and the pile of spoons.Written text is spatially arranged to reflect the organizationof thought, spaces between words and sentences, largerspaces between paragraphs.[We put] the letters to be mailed by the door or the bills tobe paid on the top of the desk[We line] up the ingredients for a recipe in order of use%om “Visualizing Thought” Barbara TverskyLITERAL MODELS—VS—CONCEPTUAL MODELS(IT’S THE SAME VISUAL LANGUAGE)
  • 88.
    Things arranged intoterritories.OBJECTSSpatial Positioning:Things arranged
  • 90.
  • 94.
    2003 2004 200620052007 2008 2009 20102002 2011 20
  • 95.
  • 96.
  • 97.
    2003 2004 200620052007 2008 2009 20102002 2011 20
  • 98.
  • 102.
    Things arranged intoterritories.OBJECTSThings arrangedSpatial Positioning:ARRANGMENT
PROXIMITY
  • 103.
    Things arranged intoterritories.OBJECTSinto territories.Spatial Properties:SHAPEBOUNDARIESRELATIONSHIPSATTRIBUTE INTENSITY
  • 105.
  • 110.
  • 113.
  • 114.
  • 115.
  • 116.
    Things arranged intoterritories.OBJECTSinto territories.Spatial Properties:SHAPEBOUNDARIESRELATIONSHIPSATTRIBUTE INTENSITY
  • 117.
    Things arranged intoterritories.OBJECTSSpatial Positioning:ARRANGMENT
PROXIMITYSpatial Properties:SHAPEBOUNDARIESRELATIONSHIPSATTRIBUTE INTENSITY
  • 119.
    Useful as a‘deconstruction’ tool…
  • 135.
    Things arranged intoterritories.OBJECTSSpatial Positioning:ARRANGMENT
PROXIMITYSpatial Properties:SHAPEBOUNDARIESRELATIONSHIPSATTRIBUTE INTENSITY
  • 136.
    Things arranged intoterritories.OBJECTSSpatial Positioning:ARRANGMENT
PROXIMITYSpatial Properties:SHAPEBOUNDARIESRELATIONSHIPSATTRIBUTE INTENSITYCATEGORYPRECISE QUANTITATIVE INFO.GENERAL QUALITATIVE INFOSEQUENCEVisual Encodings
  • 137.
    Putting it alltogether…
  • 138.
    Identify “the thing(s)”1.Inspectthe propertiesof each thing2.Arrange the things(based on identified properties)3.Clarify the territories4.Keep (or remove) the things,as appropriate5.
  • 139.
    comparing AndroidPhonesSamsung GalaxyS6Samsung Galaxy S7Samsung Galaxy S6 EdgeSamsung Galaxy S7 EdgeSamsung Galaxy Note 5Google Nexus 6PSony Xperia Z5 CompactLG V10Alcatel OneTouch Idol 3 (5.5)Motorola Moto G Late 2015etc.Identify “the thing(s)”1.
  • 140.
    how to preparetheperfect cupof coffee!comparing AndroidPhonesSamsung Galaxy S6Samsung Galaxy S7Samsung Galaxy S6 EdgeSamsung Galaxy S7 EdgeSamsung Galaxy Note 5Google Nexus 6PSony Xperia Z5 CompactLG V10Alcatel OneTouch Idol 3 (5.5)Motorola Moto G Late 2015etc.beans:water ratiowater temperaturebrew timesugar?cream?- Chemex- Aeropress- French Press- Syphon- Hario V60- Moka pot- Percolatorbeansgrind sizebrew method / filterIdentify “the thing(s)”1.
  • 141.
  • 142.
  • 143.
    Identify “the thing(s)”1.play,fun, andgames,Kite-flyingSolitaireCrossword puzzlesRacingWrestlingAthleticsBoxingBilliardsFencingCheckersFootballChessContests, Sports ingeneralCounting-outrhymesHeads or tailsBettingRouletteLotteriesChildren’sinitiationsGames of illusionTagDisguisesMasksChildren“whirling”Horseback ridingSwingingWaltzingSkiingMountainclimbing Tightrope walkingTravelingcarnivalsTheater
  • 144.
  • 145.
    Chess2 playerscompetitivestrategicturn-basedplayed ona board,with piecesno chancenot simpleInspect the propertiesof each thing2.
  • 146.
    Kite-flyingSolitaireRacingWrestlingAthleticsBoxingBilliardsFencingFootballContests, Sports ingeneralCounting-outrhymesHeadsor tailsBettingRouletteLotteriesChildren’sinitiationsGames of illusionTagDisguisesMasksChildren“whirling”Horseback ridingSwingingWaltzingSkiingMountainclimbingTightrope walkingTravelingcarnivalsTheaterArrange the things(based on identified properties)3.CheckersChessCrossword puzzlesTumultAgitationImmoderateLaughterludusstructured activities withexplicit rules (games)paidiaunstructured and spontaneousactivities (playfulness)(not regulated)***
  • 147.
    Kite-flyingSolitaireRacingWrestlingAthleticsBoxingBilliardsFencingFootballContests, Sports ingeneralCounting-outrhymesHeadsor tailsBettingRouletteLotteriesChildren’sinitiationsGames of illusionTagDisguisesMasksChildren“whirling”Horseback ridingSwingingWaltzingSkiingMountainclimbingTightrope walkingTravelingcarnivalsTheaterChanceClarify the territories4.CheckersChessCrossword puzzlesTumultAgitationImmoderateLaughterMimicry VertigoCompetitionludusstructured activities withexplicit rules (games)paidiaunstructured and spontaneousactivities (playfulness)(not regulated)***
  • 149.
    AGON
CompetitionALEA
ChanceMIMESIS 
RoleplayILINX
VertigoPAIDIA
unstructured andspontaneousactivities (playfulness)LUDUS
structured activities withexplicit rules (games)
  • 150.
    Identify “the thing”1.Inspectthe propertiesof each thing2.Arrange the things(based on identified properties)3.Clarify the territories4.Keep (or remove) the things,as appropriate5.
  • 151.
    Things arranged intoterritories.OBJECTSSpatial Positioning:ARRANGMENT
PROXIMITYSpatial Properties:SHAPEBOUNDARIESRELATIONSHIPSATTRIBUTE INTENSITYCATEGORYPRECISE QUANTITATIVE INFO.GENERAL QUALITATIVE INFOSEQUENCEVisual Encodings
  • 152.
    poetpainter.com/tilesExample EncodingOrdered Usefulvalues Quantitative Ordinal Categorical Relationalposition, placement yesinfinite Good Good Good Good1, 2, 3; A, B, C text labelsoptional(alphabeticalor numbered)infinite Good Good Good Goodlengthyesmany Good Goodsize, areayesmany Good Goodangleyesmedium/few Good Goodpattern density yesfew Good Goodweight, boldness yesfewGoodsaturation, brightness yesfewGoodcolornofew (< 20)Goodshape, iconnomediumGoodpattern texture nomediumGoodenclosure, connection noinfiniteGood Goodline patternnofewGoodline endingsnofewGoodline weightyesfewGoodProperties and Best Uses of Visual EncodingsNoah Iliinsky • ComplexDiagrams.com/properties • 2012-06Example EncodingOrdered Useful values Quantitative Ordinal Categorical Relationalposition, placement yesinfinite Good Good Good Good1, 2, 3; A, B, C text labelsoptional(alphabeticalor numbered)infinite Good Good Good Goodlengthyesmany Good Goodsize, areayesmany Good Goodangleyesmedium/few Good Goodpattern density yesfew Good Goodweight, boldness yesfewGoodsaturation, brightness yesfewGoodcolornofew (< 20)Goodshape, iconnomediumGoodpattern texture nomediumGoodenclosure, connection noinfiniteGood Goodline patternnofewGoodline endingsnofewGoodline weightyesfewGoodProperties and Best Uses of Visual EncodingsNoah Iliinsky • ComplexDiagrams.com/properties • 2012-06⋆1, 2, 3; A, B ,CRepresentingCategoriesRepresentingPrecise QuantitativePerceptionRepresentingGeneral QuantitativePerceptionShowingSequenceForm: Orientation! !!Form: Line Length!Form: Line Width!! limitedForm: Size / Area! !Form: Enclosure!Form: Shape! limitedForm: Curvature!Form: Proximity!*!*Form: Added Marks! limitedPattern Density! limited ! limitedLine Pattern!Line Endings!!Color: Hue!!Color: Intensity(Saturation, Brightness, Opacity)! !Spatial Position: 2-D Position! !!Motionlimited !*Texture! limitedRotation! limitedlimitedPerspective! limitedIconography!!Outline or SolidlimitedOverlaylimited !Overlap!limitedJoinlimited !Aspect RatiolimitedlimitedLabels! ! ! !Transformation!limited !Quantitylimited !
  • 153.
  • 154.

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