Inaugural online book | Application Concepting Series No. 1



100 Ideas for Envisioning Powerful, Engaging, and Productive User Experiences in Knowledge Work

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Application Envisioning idea
G2.
Levels of Selection and Action Scope



A single interaction within a computing application can have minute or expansive consequences on stored information. To promote knowledge workers understanding the potential impacts of their action choices, product teams can envision clear levels of selection and other informative scope cues within their functionality concepts.






Examples from three knowledge work domains:
(Illustrated above) A scientist selects a particular data point within one specific group of clinical results being displayed in her analysis application. She then applies a meaningful color code to that single point, before zooming upward to view it in the context of a much larger set of data, containing hundreds of brightly colored result groups that form massive clouds of individual data points.

A financial trader selects all of the components of a large trade proposal so that he can apply the same rate across each security. He then chooses a few higher value securities and adjusts their individual rates upward in order to balance out the overall deal to reflect market realities.

An architect selects a specific segment of a large exterior wall in her building modeling application. She then applies a functional attribute to it, and the computing tool presents her options to either apply the same property to all wall segments tagged in the same class or to create a new class as part of applying the material trait.
Select an object, take an action. This conventional approach to onscreen interaction can become exceedingly complex when applications are highly tailored to specialized work practices. In domain specific tools, data rich displays, relational linkages between interaction objects (B4), and other complicating factors can create situations where knowledge workers find it difficult to identify what they have selected and to predict the outcomes of certain actions.

Product teams can identify areas of their application concepts where object selection and action scope may present interaction issues (A). They can then actively envision approaches for clarifying these key cases. Depending on the character of each case, teams may define standard, learnable selection approaches based in established interaction conventions (C3, L2) or create more novel solutions to meet unique constraints (A9). Selection cues can occur at a variety of levels, ranging from an entire application view, (C2) to whole classes of interaction objects (B5, B6), to individual objects within a given representation (B1, F).

When product teams do not actively consider how clear levels of selection could allow knowledge workers to correctly choose the desired scope of their actions, resulting tools may contain seemingly straightforward interactions that lead to confusing and potentially damaging results (C9, G3) that may be difficult to recover from (H2, H3). When workers experience the act of selecting individual objects within nested or overlapping structures as effortful (D2, D3), the sense of “directness” in their interactions can become obstructed (B3, D4). These obstructions can force people to focus on obeying a computing tool’s inherent rules rather than simply acting to meet their own goals, even after extended use.

See also: B, C, G, K2, K5, K6, K7




Application Envisioning questions:

How might the complex interrelations of interaction objects in your team’s application concepts be clarified into different levels of selectability? How might the potential impacts of available interaction choices be clearly communicated in different selection cases?

More specific questions for product teams to consider:
What new opportunities for large scale action could provide value in the work practices that your team is striving to mediate?

Looking across your sketched functionality concepts, how might you categorize the different levels of scope that a single interactive action could have?

What useful conceptual models could shape your design ideas about various levels of interaction scope?

How might identified levels of scope be clearly represented in corresponding levels of selection?

What commonly understood selection conventions could your team usefully apply throughout your application concepts?

What novel selection approaches might your team envision based on your ideas about particular, nonstandard selection scenarios?

How might different levels of selection drive the contextual presentation of targeted, goal oriented avenues of action?

What visual cues, instructive messaging, and behavioral constraints could prevent unexpected and unwanted effects that would otherwise cascade via unrecognized linkages between interrelated interaction objects?

How might an interaction’s concluding feedback convey the scope of objects that it impacted? How could this messaging, in conjunction with undo functionality, turn into another form of error prevention?

How might your team envision the graphical depictions of selection cues as an overall system that is a complementary element of a larger aesthetic direction and brand?

Do you have enough information to usefully answer these and other envisioning questions? What additional research, problem space models, and design concepting could valuably inform your team’s application envisioning efforts?


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Please attribute the work to “Jacob Burghardt / FLASHBULB INTERACTION Consultancy.”