Conceptual Model

The main challenge in designing against the family-technology-communication problem is accounting for users with different abilities, experiences, and rhetorical purposes in a way that would both enable and encourage its shared use. Designing for simple but enriched experiences gives any design its discoverability, that is, the quality that determines how easily users might know what to do with a design, and how to work with it. In his book The Design of Everyday Things, Don Norman suggests that the most important dimension of discoverability is the conceptual model.

One such conceptual model that would be immediately comprehensible to the user base and thematically fit with the purpose of the app is the “house.” This conceptual model surfaces potential features and affordances of the app not part of this project’s scope.

  • House - where users are.

  • Living room - where users share.

  • Kitchen - where users prepare.

  • Yard - where users play.

  • Room - where users create.