Slides for the Formal Methods in HCI unit of my 2013 online course on HCI
https://hcibook.com/hcicourse/2013/unit/09-formal
* the PIE model
* properties – WYSIWYG
* proving things – undo
* modelling artistic performance
Talk at UCL Interaction Centre, London, 10th October 2018.
http://alandix.com/academic/talks/UCL-more-than-a-moment-2018/
In understanding and designing effective and engaging interaction, we often focus on the moments of interaction the periods of minutes or hours while keystrokes, mouse clicks or finger movements across the screen elicit changing patterns of pixels and bits on computer memory. Yet these moments of actual interaction are part of a larger matrix of days, weeks and years, where periods of direct interaction string together to create larger patterns. This is the territory where user experience design meets service design, and HCI research meets IS. It is familiar to those working in CSCW where asynchronous interactions and workflows naturally take you beyond the system itself into the apparent interstices, that are, in fact, often the activities that interaction is about. The failures at this timescale are often errors of omission rather than commission, the things tardy, forgotten and undone. This is an area beyond the twenty minute user test; where motivation, opportunity and prompts to action, are more important than consistency, feedback and direct usability; where novelty may lie in the assembly of off-the-shelf applications; and success lies in life beyond the screen.
In my personal work with various colleagues I have myself encountered and studied these long-term interactions over many years including trigger analysis for understanding cross-organisational processes, and extended episodic experience. For this talk I'll illustrate with more recent examples including using spreadsheets as interaction elements with musicologists, island community communication and an onion skin model of social and technology experience developed as part of the analysis of my 1000 mile round Wales walk.
Cognition as Material: personality prostheses and other storiesAlan Dix
- The document discusses using bad ideas as a way to practice idea generation and critique without judgment, allowing for larger jumps in the design space. It also talks about developing "personality prostheses" as tools to help people leverage their natural strengths rather than trying to change their inherent personalities. The key points are that we should celebrate individual differences and look for ways to help people achieve goals given who they are, not try to change who they are.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
Slides for the Formal Methods in HCI unit of my 2013 online course on HCI
https://hcibook.com/hcicourse/2013/unit/09-formal
a practical story of how formal methods improved productivity, agility and reliability
Talk at Understandable AI, SummerPIT 2019, Aarhus University, 14th August 2019
https://alandix.com/academic/talks/PIT-2019-bias-and-explanation/
In this talk I will pick up threads of research dating back to early work in the 1990s on gender and ethnic bias in black-box machine-learning systems, as well as more recent developments such as deep learning and concerns such as those that gave rise to the EPSRC human–like computing programme. In particular I will present nascent work on an AIX Toolkit (AI explainability): a structured collection of techniques designed to help developers of intelligent systems create more comprehensible representations of the reasoning. Crucial to the AIX Toolkit is the understanding that human–human explanations are rarely utterly precise or reproducible, but they are sufficient to inspire confidence and trust in a collaborative endeavour.
Interaction 09 Introduction to Interaction DesignDave Malouf
The document summarizes an introductory workshop on interaction design. It discusses definitions of interaction design, its history and influences from other fields like user experience design and human-computer interaction. It also covers key topics in interaction design like sketching, storytelling, framing experiences, research, and the need for foundations in the discipline.
Validation and mechanism: exploring the limits of evaluationAlan Dix
Talk at Evaluation, SummerPIT 2019, Aarhus University, 15th August 2019
https://alandix.com/academic/talks/PIT-2019-validation-and-mechanism/
Sometimes evaluation is straightforward. Perhaps our goal is to create a system in a well-understood environment that is fastest to use or with least errors. In this case, and if we believe design choices are effectively independent, then we can run a lab or in-situ study to compare design alternatives. However many things do not fit into this easy-to-evaluate category. Sometimes our goals or more diffuse or long term: sustainability, behavioural change, improving education. Sometimes the thing we wish to 'evaluate' is 'generative' such as toolkits or frameworks used by developers or designers to create systems that then are used by others. In these cases simple post-hoc 'try it and measure it' approaches to evaluation fail, or at best give partial results. However post-hoc evaluation is only one way to validate work – data (quantitative or qualitative) should be combined with an understanding of mechanism, how things work, in order to justify, generalise and innovate.
This document discusses models of interaction between humans and computers. It describes Norman's model of the execution-evaluation cycle, which outlines 7 stages of interaction: establishing a goal, forming an intention, specifying actions, executing actions, perceiving the system state, interpreting the state, and evaluating it. It also discusses Abowd and Beale's interaction framework, which includes the system, user, input, and output as components and how there are translations between them. Key concepts discussed include the gulfs of execution and evaluation, different interaction styles, and how interface design can help reduce errors.
Talk at UCL Interaction Centre, London, 10th October 2018.
http://alandix.com/academic/talks/UCL-more-than-a-moment-2018/
In understanding and designing effective and engaging interaction, we often focus on the moments of interaction the periods of minutes or hours while keystrokes, mouse clicks or finger movements across the screen elicit changing patterns of pixels and bits on computer memory. Yet these moments of actual interaction are part of a larger matrix of days, weeks and years, where periods of direct interaction string together to create larger patterns. This is the territory where user experience design meets service design, and HCI research meets IS. It is familiar to those working in CSCW where asynchronous interactions and workflows naturally take you beyond the system itself into the apparent interstices, that are, in fact, often the activities that interaction is about. The failures at this timescale are often errors of omission rather than commission, the things tardy, forgotten and undone. This is an area beyond the twenty minute user test; where motivation, opportunity and prompts to action, are more important than consistency, feedback and direct usability; where novelty may lie in the assembly of off-the-shelf applications; and success lies in life beyond the screen.
In my personal work with various colleagues I have myself encountered and studied these long-term interactions over many years including trigger analysis for understanding cross-organisational processes, and extended episodic experience. For this talk I'll illustrate with more recent examples including using spreadsheets as interaction elements with musicologists, island community communication and an onion skin model of social and technology experience developed as part of the analysis of my 1000 mile round Wales walk.
Cognition as Material: personality prostheses and other storiesAlan Dix
- The document discusses using bad ideas as a way to practice idea generation and critique without judgment, allowing for larger jumps in the design space. It also talks about developing "personality prostheses" as tools to help people leverage their natural strengths rather than trying to change their inherent personalities. The key points are that we should celebrate individual differences and look for ways to help people achieve goals given who they are, not try to change who they are.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
Slides for the Formal Methods in HCI unit of my 2013 online course on HCI
https://hcibook.com/hcicourse/2013/unit/09-formal
a practical story of how formal methods improved productivity, agility and reliability
Talk at Understandable AI, SummerPIT 2019, Aarhus University, 14th August 2019
https://alandix.com/academic/talks/PIT-2019-bias-and-explanation/
In this talk I will pick up threads of research dating back to early work in the 1990s on gender and ethnic bias in black-box machine-learning systems, as well as more recent developments such as deep learning and concerns such as those that gave rise to the EPSRC human–like computing programme. In particular I will present nascent work on an AIX Toolkit (AI explainability): a structured collection of techniques designed to help developers of intelligent systems create more comprehensible representations of the reasoning. Crucial to the AIX Toolkit is the understanding that human–human explanations are rarely utterly precise or reproducible, but they are sufficient to inspire confidence and trust in a collaborative endeavour.
Interaction 09 Introduction to Interaction DesignDave Malouf
The document summarizes an introductory workshop on interaction design. It discusses definitions of interaction design, its history and influences from other fields like user experience design and human-computer interaction. It also covers key topics in interaction design like sketching, storytelling, framing experiences, research, and the need for foundations in the discipline.
Validation and mechanism: exploring the limits of evaluationAlan Dix
Talk at Evaluation, SummerPIT 2019, Aarhus University, 15th August 2019
https://alandix.com/academic/talks/PIT-2019-validation-and-mechanism/
Sometimes evaluation is straightforward. Perhaps our goal is to create a system in a well-understood environment that is fastest to use or with least errors. In this case, and if we believe design choices are effectively independent, then we can run a lab or in-situ study to compare design alternatives. However many things do not fit into this easy-to-evaluate category. Sometimes our goals or more diffuse or long term: sustainability, behavioural change, improving education. Sometimes the thing we wish to 'evaluate' is 'generative' such as toolkits or frameworks used by developers or designers to create systems that then are used by others. In these cases simple post-hoc 'try it and measure it' approaches to evaluation fail, or at best give partial results. However post-hoc evaluation is only one way to validate work – data (quantitative or qualitative) should be combined with an understanding of mechanism, how things work, in order to justify, generalise and innovate.
This document discusses models of interaction between humans and computers. It describes Norman's model of the execution-evaluation cycle, which outlines 7 stages of interaction: establishing a goal, forming an intention, specifying actions, executing actions, perceiving the system state, interpreting the state, and evaluating it. It also discusses Abowd and Beale's interaction framework, which includes the system, user, input, and output as components and how there are translations between them. Key concepts discussed include the gulfs of execution and evaluation, different interaction styles, and how interface design can help reduce errors.
The document discusses various concepts in interaction design including goals, constraints, understanding users, scenarios, prototypes, navigation, and iteration. It emphasizes the importance of understanding users and involving them in the design process through techniques like personas, cultural probes, and scenarios to design interactions that meet user needs and address human factors.
This document is a 3-page exam for a Human Computer Interaction course. It contains 4 parts testing students' knowledge of HCI concepts and principles. Part 1 has 6 true/false questions worth 1.5 points each about system design and interface factors. Part 2 contains 8 multiple choice questions worth 2 points each related to HCI influences, usability, and interaction terms. Part 3 requires discussing the importance of HCI for e-business systems, describing 4 interaction styles, explaining human characteristics for design, and differentiating between slips and mistakes as human errors. The exam is out of a total of 35% and covers a range of foundational HCI topics.
The document discusses various topics related to human-computer interaction (HCI), including usability paradigms, object-action interfaces, principles and guidelines. It describes key concepts like usability and its components (learnability, efficiency, etc.). It also covers the history of HCI through different paradigm shifts from time-sharing to ubiquitous computing. Theories, models, principles and guidelines for designing usable interactive systems are explained at different levels from conceptual to practical. The object-action interface model and its application in design is discussed in detail.
The document provides an introduction to human-computer interaction (HCI). It defines HCI as the study of the interaction between humans and computers, including the design and evaluation of interactive systems. The document discusses why HCI is important, focusing on creating usable, intuitive systems. It also outlines some of the historical roots of HCI in fields like computer graphics, operating systems, and cognitive psychology. Finally, it discusses potential future developments in HCI, such as ubiquitous computing, mixed media interfaces, and more natural human-computer interaction.
Chapter 19: Groupware
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Interaction design involves designing interactive products and digital interfaces to support people's activities and needs. The goals of interaction design are to create usable, effective and enjoyable experiences for users by involving them in the design process. Key aspects of interaction design include understanding users, prototyping designs, evaluating usability throughout the process, and applying design principles such as visibility, feedback, consistency and mapping to create intuitive interfaces.
This document discusses key human factors to consider for designing human-computer interfaces. It covers understanding how people interact with computers by examining why they have trouble, how they respond to poor design, and their tasks. It also covers important human characteristics in design such as perception, memory, and individual differences. The goal is to understand users and design intuitive, usable systems.
Designing User Interactions with AI: Servant, Master or Symbiosis. Alan Dix
The AI Summit London, 22nd Sept. 2021.
https://www.alandix.com/academic/talks/AI-Summit-2021-UI-with-AI/
All AI ultimately affects people, in some cases deeply buried, in others interacting directly with users whether physically, such as autonomous vehicles, or virtually, such as recommender systems. In these interactions AI may be a servant, such as Alexa operating on command; or AI may be the master, such as gig-work platforms telling workers what to do. However, potentially the most productive interactions are a symbiosis, human and AI complimenting one another. Designing human-in-the-loop systems changes the requirements of both AI algorithms and user interfaces. This talk will explore some of the design principles and examples in this exciting area.
Key Takeaways:
* Deterministic ground
– helping users know what may or may not adapt
* Appropriate intelligence
– tuning AI to offer human alternatives and fail well
* Epistemic interaction
– choosing user interactions that are informative for ML
user interface, artificial intelligence, design, machine learning, deterministic ground, appropriate intelligence, alien intelligence, Epistemic interaction
This document summarizes several key concepts in human-computer interaction (HCI), including:
1) Shneiderman's eight golden rules of interface design.
2) Norman's seven principles of design and his interaction theory, which views the HCI cycle as having execution and evaluation components.
3) Ten usability heuristics for interface design by Jakob Nielsen.
4) Contextual inquiry, which involves observing users in their normal activities and discussing tasks with them.
The document discusses the history and evolution of paradigms in human-computer interaction (HCI). It describes several paradigm shifts in interactive technologies including: batch processing, time-sharing, interactive computing, graphical displays, personal computing, the World Wide Web, ubiquitous computing. Each new paradigm created a new perception of the human-computer relationship.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Interface Engineering for UX ProfessionalsAlan Dix
Presentation at HCI-E2: Workshop on HCI Engineering Education – for developers, designers and more, IFIP WG 2.7/13.4 and WG 13.1 joint workshop at INTERACT 2021, Bari, Italy – August 31st, 2021
https://www.alandix.com/academic/papers/IE4UX2021/
This talk describes a small unit for teaching interface implementation to user experience (UX) designers. Where human–computer interaction (HCI) textbooks and courses include aspects of user interface engineering, they are usually focused towards computer science students. The unit described here is part of a larger online HCI course where the majority of learners are UX professionals, who found it hard to understand why they needed to learn about implementation. The paper explains why the author felt it important to include aspects that help the UX designer understand the behavioural and practical implications of ‘low level’ coding, and also the elements included in the unit. The resulting unit includes many concrete examples linking user behaviour to internal structure and having produced the material, it seems that this may also be a good way to introduce the topic to more technical students before digging into lower level details.
This document outlines the syllabus for a course on Human Computer Interaction taught by Dr. Latesh Malik. The course objectives are to introduce students to concepts of HCI and how to design and evaluate interactive technologies. The syllabus covers topics like principles of interface design, the design process, screen design, interface components, and tools. The course aims to help students understand considerations for interface design and methods in HCI to design effective user interfaces.
Human Computer Interaction (HCI) is an interdisciplinary field that focuses on the design, evaluation and implementation of interactive computing systems for human use, and the study of major phenomena surrounding them. The goal of HCI is to improve the interaction between users and computers by making computers more user-friendly and responsive to user needs. Key aspects of HCI include usability testing interfaces for effectiveness, efficiency and satisfaction. Emerging areas of HCI research include pervasive/ubiquitous computing which embeds technology in everyday objects and ambient intelligence which aims to make technology invisible to users.
Interaction design involves creating technological interventions that affect how people work. It is not just about the product but how it impacts user behavior. The design process is iterative and involves understanding user needs, analyzing tasks, prototyping solutions, and evaluating designs through iterations. Key aspects of interaction design include understanding users, creating scenarios to illustrate user flows, considering navigation and structure, designing screen layouts, and iterating through prototyping and evaluation to continuously improve designs.
This document discusses interaction design basics and provides guidance on screen design and layout principles. It recommends grouping related items logically and physically close together, ordering items in a natural sequence, using alignment and white space to make screens readable, and considering both local and global navigation structures. The document emphasizes understanding users and scenarios to design effective interactions rather than just interfaces.
This document discusses the human-computer interface (HCI) of an information system. It provides an example of implementing facial recognition technology like a face-key detector in an organization's information system. The face-key detector uses biometric facial recognition to track employee attendance and access privileges. The summary discusses the advantages of using this technology, like accuracy and time savings, as well as disadvantages like high costs and limited equipment availability. It concludes that HCI provides an easier way to perform tasks and is a commonly used basic input device, though an expensive one, in information systems.
AI for HCI – could this be a better title if I’d asked ChatGPTAlan Dix
Seminar in Pisa, Italy, 11th June 2024
https://www.alandix.com/academic/talks/Pisa-AI4HCI-2024/
AI has entered into all aspects of life. Sometimes this is hidden, below the surface of the devices and applications we use; sometimes much more explicit in interactions with devices and user interfaces. In this talk I'll explore some of the ways in which AI can be used to enhance existing interactions and also how we can effectively design user interfaces for A-rich systems. In addition I can be used by UX designers and AI developers need better ways to interact with their tools and systems. Perhaps more fundamental is not the direct effects of AI, but the ways in which it is fundamentally changing the society and world in which we live.
Just Counting – a tool ecosystem for personal numeric informationAlan Dix
, , ,,,,
Paper presented at 17th International Conference on Advanced Visual Interfaces (AVI 2024), Arenzano (Genoa), Italy. June 3rd -7th 2024
https://alandix.com/academic/papers/AVI2024-justcounting/
Numbers are part of day-to-day life from household budgeting to making sense of global warming and planning academic projects. But, for many, dealing with numeric information is daunting with multiple step changes in complexity moving from, say simple calculations to spreadsheet use, as well as difficulties managing different sources of complex information. In this paper we present an ecosystem of interconnected prototype tools that explore this space, including TSoW interpreting unfamiliar orders of magnitude; calQ a four-function calculator that shifts seamlessly to micro-spreadsheet; WS2 embedding spreadsheet-like features in web pages; and myData collating and connecting the diverse data sources. Collectively, these tools offer an envisionment to prompt discussion both of the way end-users can more easily deal with numeric information and of the background technical infrastructure necessary for this to happen.
The document discusses various concepts in interaction design including goals, constraints, understanding users, scenarios, prototypes, navigation, and iteration. It emphasizes the importance of understanding users and involving them in the design process through techniques like personas, cultural probes, and scenarios to design interactions that meet user needs and address human factors.
This document is a 3-page exam for a Human Computer Interaction course. It contains 4 parts testing students' knowledge of HCI concepts and principles. Part 1 has 6 true/false questions worth 1.5 points each about system design and interface factors. Part 2 contains 8 multiple choice questions worth 2 points each related to HCI influences, usability, and interaction terms. Part 3 requires discussing the importance of HCI for e-business systems, describing 4 interaction styles, explaining human characteristics for design, and differentiating between slips and mistakes as human errors. The exam is out of a total of 35% and covers a range of foundational HCI topics.
The document discusses various topics related to human-computer interaction (HCI), including usability paradigms, object-action interfaces, principles and guidelines. It describes key concepts like usability and its components (learnability, efficiency, etc.). It also covers the history of HCI through different paradigm shifts from time-sharing to ubiquitous computing. Theories, models, principles and guidelines for designing usable interactive systems are explained at different levels from conceptual to practical. The object-action interface model and its application in design is discussed in detail.
The document provides an introduction to human-computer interaction (HCI). It defines HCI as the study of the interaction between humans and computers, including the design and evaluation of interactive systems. The document discusses why HCI is important, focusing on creating usable, intuitive systems. It also outlines some of the historical roots of HCI in fields like computer graphics, operating systems, and cognitive psychology. Finally, it discusses potential future developments in HCI, such as ubiquitous computing, mixed media interfaces, and more natural human-computer interaction.
Chapter 19: Groupware
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Interaction design involves designing interactive products and digital interfaces to support people's activities and needs. The goals of interaction design are to create usable, effective and enjoyable experiences for users by involving them in the design process. Key aspects of interaction design include understanding users, prototyping designs, evaluating usability throughout the process, and applying design principles such as visibility, feedback, consistency and mapping to create intuitive interfaces.
This document discusses key human factors to consider for designing human-computer interfaces. It covers understanding how people interact with computers by examining why they have trouble, how they respond to poor design, and their tasks. It also covers important human characteristics in design such as perception, memory, and individual differences. The goal is to understand users and design intuitive, usable systems.
Designing User Interactions with AI: Servant, Master or Symbiosis. Alan Dix
The AI Summit London, 22nd Sept. 2021.
https://www.alandix.com/academic/talks/AI-Summit-2021-UI-with-AI/
All AI ultimately affects people, in some cases deeply buried, in others interacting directly with users whether physically, such as autonomous vehicles, or virtually, such as recommender systems. In these interactions AI may be a servant, such as Alexa operating on command; or AI may be the master, such as gig-work platforms telling workers what to do. However, potentially the most productive interactions are a symbiosis, human and AI complimenting one another. Designing human-in-the-loop systems changes the requirements of both AI algorithms and user interfaces. This talk will explore some of the design principles and examples in this exciting area.
Key Takeaways:
* Deterministic ground
– helping users know what may or may not adapt
* Appropriate intelligence
– tuning AI to offer human alternatives and fail well
* Epistemic interaction
– choosing user interactions that are informative for ML
user interface, artificial intelligence, design, machine learning, deterministic ground, appropriate intelligence, alien intelligence, Epistemic interaction
This document summarizes several key concepts in human-computer interaction (HCI), including:
1) Shneiderman's eight golden rules of interface design.
2) Norman's seven principles of design and his interaction theory, which views the HCI cycle as having execution and evaluation components.
3) Ten usability heuristics for interface design by Jakob Nielsen.
4) Contextual inquiry, which involves observing users in their normal activities and discussing tasks with them.
The document discusses the history and evolution of paradigms in human-computer interaction (HCI). It describes several paradigm shifts in interactive technologies including: batch processing, time-sharing, interactive computing, graphical displays, personal computing, the World Wide Web, ubiquitous computing. Each new paradigm created a new perception of the human-computer relationship.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Interface Engineering for UX ProfessionalsAlan Dix
Presentation at HCI-E2: Workshop on HCI Engineering Education – for developers, designers and more, IFIP WG 2.7/13.4 and WG 13.1 joint workshop at INTERACT 2021, Bari, Italy – August 31st, 2021
https://www.alandix.com/academic/papers/IE4UX2021/
This talk describes a small unit for teaching interface implementation to user experience (UX) designers. Where human–computer interaction (HCI) textbooks and courses include aspects of user interface engineering, they are usually focused towards computer science students. The unit described here is part of a larger online HCI course where the majority of learners are UX professionals, who found it hard to understand why they needed to learn about implementation. The paper explains why the author felt it important to include aspects that help the UX designer understand the behavioural and practical implications of ‘low level’ coding, and also the elements included in the unit. The resulting unit includes many concrete examples linking user behaviour to internal structure and having produced the material, it seems that this may also be a good way to introduce the topic to more technical students before digging into lower level details.
This document outlines the syllabus for a course on Human Computer Interaction taught by Dr. Latesh Malik. The course objectives are to introduce students to concepts of HCI and how to design and evaluate interactive technologies. The syllabus covers topics like principles of interface design, the design process, screen design, interface components, and tools. The course aims to help students understand considerations for interface design and methods in HCI to design effective user interfaces.
Human Computer Interaction (HCI) is an interdisciplinary field that focuses on the design, evaluation and implementation of interactive computing systems for human use, and the study of major phenomena surrounding them. The goal of HCI is to improve the interaction between users and computers by making computers more user-friendly and responsive to user needs. Key aspects of HCI include usability testing interfaces for effectiveness, efficiency and satisfaction. Emerging areas of HCI research include pervasive/ubiquitous computing which embeds technology in everyday objects and ambient intelligence which aims to make technology invisible to users.
Interaction design involves creating technological interventions that affect how people work. It is not just about the product but how it impacts user behavior. The design process is iterative and involves understanding user needs, analyzing tasks, prototyping solutions, and evaluating designs through iterations. Key aspects of interaction design include understanding users, creating scenarios to illustrate user flows, considering navigation and structure, designing screen layouts, and iterating through prototyping and evaluation to continuously improve designs.
This document discusses interaction design basics and provides guidance on screen design and layout principles. It recommends grouping related items logically and physically close together, ordering items in a natural sequence, using alignment and white space to make screens readable, and considering both local and global navigation structures. The document emphasizes understanding users and scenarios to design effective interactions rather than just interfaces.
This document discusses the human-computer interface (HCI) of an information system. It provides an example of implementing facial recognition technology like a face-key detector in an organization's information system. The face-key detector uses biometric facial recognition to track employee attendance and access privileges. The summary discusses the advantages of using this technology, like accuracy and time savings, as well as disadvantages like high costs and limited equipment availability. It concludes that HCI provides an easier way to perform tasks and is a commonly used basic input device, though an expensive one, in information systems.
AI for HCI – could this be a better title if I’d asked ChatGPTAlan Dix
Seminar in Pisa, Italy, 11th June 2024
https://www.alandix.com/academic/talks/Pisa-AI4HCI-2024/
AI has entered into all aspects of life. Sometimes this is hidden, below the surface of the devices and applications we use; sometimes much more explicit in interactions with devices and user interfaces. In this talk I'll explore some of the ways in which AI can be used to enhance existing interactions and also how we can effectively design user interfaces for A-rich systems. In addition I can be used by UX designers and AI developers need better ways to interact with their tools and systems. Perhaps more fundamental is not the direct effects of AI, but the ways in which it is fundamentally changing the society and world in which we live.
Just Counting – a tool ecosystem for personal numeric informationAlan Dix
, , ,,,,
Paper presented at 17th International Conference on Advanced Visual Interfaces (AVI 2024), Arenzano (Genoa), Italy. June 3rd -7th 2024
https://alandix.com/academic/papers/AVI2024-justcounting/
Numbers are part of day-to-day life from household budgeting to making sense of global warming and planning academic projects. But, for many, dealing with numeric information is daunting with multiple step changes in complexity moving from, say simple calculations to spreadsheet use, as well as difficulties managing different sources of complex information. In this paper we present an ecosystem of interconnected prototype tools that explore this space, including TSoW interpreting unfamiliar orders of magnitude; calQ a four-function calculator that shifts seamlessly to micro-spreadsheet; WS2 embedding spreadsheet-like features in web pages; and myData collating and connecting the diverse data sources. Collectively, these tools offer an envisionment to prompt discussion both of the way end-users can more easily deal with numeric information and of the background technical infrastructure necessary for this to happen.
A flexible QR-code infrastructure for heritageAlan Dix
Paper presented at AVICH 2024: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage. AVI 2024 at Arenzano (Genoa), Italy, 4th June 2024
https://alandix.com/academic/papers/AVI2CH2024-qrarch/
QR codes are often used in outdoor cultural heritage settings. They are an established technology but inflexible, especially if the websites to which they point change their structure, or even disappear. This paper describes a web infrastructure for deploying QR codes that can be remapped dynamically, both as web resources move or change, but also to allow personalized and adaptable content. This is a small change in the underlying technology, but radically change potential applications. It can be used to personalise content to viewer’s preferences such as language choices, but could be used to support bespoke events or applications such as school visits or treasure hunts. The infrastructure has been deployed at the Memorial Gardens in the lost village of Troedrhiwfuwch, to enable the stories of fallen WWI and II service men to be retold for the current generation
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
AI and the Humanities – provocations – The Arts, Humanities & Responsible AI...Alan Dix
Keynote at The Arts, Humanities & Responsible AI Symposium Aberystwyth University, Wales, 29th June 2024
https://www.alandix.com/academic/talks/AHRAI-2024/
The talk takes an excursion through several frameworks or ways of looking at the way artificial intelligence impacts:
* humanities and social science research
* social justice
* fundamental changes in society
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
CDT Away Day Talk: Qualitative–Quantitative reasoning and lightweight numbersAlan Dix
Talk at EPIC CDT Away Day, St Davids Hotel, Cardiff, 11th April 2024.
https://alandix.com/academic/talks/CDT-away-day-April-2024-QQ/
As academics we need to deal with numbers including project management spreadsheets and student marks. In addition, they are part of day-to-day life whether household budgeting or working out how many socks to pack for a journey. Perhaps most crucially, many national and global issues require an understanding of numeric information from climate change to tax rates, and of course the Covid-19 pandemic. If citizens are not able to make sense of this, democracy fails. Of course, many are not only uncertain when dealing with numbers, but suffer more or less extreme maths anxiety. Indeed a recent UK survey found that, “over a third of adults (35%) say that doing maths makes them feel anxious, while one in five are so fearful it even makes them feel physically sick”. Sometimes detailed calculations are necessary, but often the critical skill is qualitative–quantitative reasoning, that is a qualitative understanding of quantitative phenomena. This can after be aided by the ability to use back-of-the-envelope calculations and dealing with lightweight numeric information. This talk discusses these issues and presents some prototype tools to explore the design space for personal numeric information.
This talk is largely the same as the one of the same name given at Ulster University in February. However, the slides have been updated to correct web material misattributed to BBC which was actually Guardian. An eagle-eyed member of the audience spotted that the font in the screenshot was one found in the Guardian online web and not the BBC.
Swan(sea) Song – personal research during my six years at Swansea ... and bey...Alan Dix
Talk at the Computational Foundry, Swansea University, 24th April 2024.
https://alandix.com/academic/talks/Swansea-song-April-2024/
This talk was my last formal act as Director of the Computational Foundry, before retiring from Swansea University at the end of April 2024. It was the last part in a research afternoon of the School of Mathematics and Computer Science, during which there were talks by other members of the school including a wonderful potted history of Maths and CS in the University and the Computational Foundry by John Tucker and Matt Jones.
This talk is a summary (partial) of more personal research through my time at Swansea, some in collaboration with others across the university, some with those external to Swansea, and some more individual. The talk used a number of web-based prototypes and systems that I've developed, many as weekend projects, to look at areas including AI, digital humanities and heritage, qualitative-quantitative reasoning, statistics and maths education, physical prototyping and UX tools. The talk included work inspired by teaching, consultancy and other real-world problems, but almost always also including a strong theoretical dimension. This reflects my personal background, as the son of a carpenter, but where mathematics was my academic 'first love' -- always seeking out ways in which practical making and fundamental knowledge interact. A theme that runs through many of the examples is the way in which many if the things that were completed while at Swansea had roots before, and also things I started here will continue on the future. And now I look forward to the coming years; although my employment at Swansea has ended, I will continue to collaborate with many in the University, both those I have met since being in Swansea and those I know before.
From Family Reminiscence to Scholarly Archive .Alan Dix
, digital economy, human-computer interaction, design thinking, computational thinking
Keynote at Transforming Heritage Research in a Transforming World, the
International Hellenic University, Serres, Greece, 16-17 April 2024.
https://alandix.com/academic/talks/CAA-GR-2024/
Human-Centred Artificial Intelligence – Malta 2024Alan Dix
Rarely a day goes by without an AI story in the news. Sometimes, there is good news, such as the use of AI to discover a new pharmaceutical, but often more dark, about AI bias or the way it may rob us of jobs, privacy or autonomy. The human impact of AI is of two kinds. First, what AI does directly - systems that we use and can design better or worse. Second, how AI shapes society, the way AI can create mismatches of power between large corporations and nation states, and between organisations and individuals. Recent advances in large-langage models in particular may mean that AI is only in the hands of those who can afford massive computational power and technical expertise. However, there are signs of hope, in particular the way that generative AI might enable niches applications that would otherwise be impossible. In education this may allow personalised tuition, bit also changes what needs to be learnt ... not necessarily digital; the ability of LLMs to generalise may offer ways for minority languages to survive; and in health there is the possibility of personalised medicine, and affordable ways to help well-being and mental health.
The future of UX design support tools - talk Paris March 2024Alan Dix
talk to ACM SIGCHI Paris Chapter at Université Paris-Saclay, 19th March 2024.
https://alandix.com/academic/talks/Paris-UX-2024/
From the 1980s graphical interfaces have dominated the way we envisage user interactions. While we know and teach our students about the importance of taking a wider perspective, the vast majority of tools used in practical UX (user experience) design are dominated by screens. In this talk I will explore ways in which future design can step beyond the pixelated surface.
One strand is understanding the physical nature of devices, human bodies, and the environments within which they engage; this is addressed in my 2022 book “TouchIT – Understanding Design in a Physical-Digital World” co-authored with Steve Gill, Jo Hare, and Devina Ramduny-Ellis.
The other strand is work over the last few years with Miriam Sturdee and Anna Carter, collectively entitled InContext, in which we have been exploring next generation UX tools, including investigative workshops and focus groups. While not a major issue, AI was mentioned in these workshops, but they were before the recent rise in awareness fostered by ChatGPT. I will contextualise this building on two other books that I am completing relating to AI and Human–Computer Interaction.
I will demonstrate two tools that explore the space of design beyond the screen. One, ScenarioViewer enables screen-based prototypes, at various levels of fidelity, to be embedded within story-board-like contextual images. The other, PhysProto, allows physical prototypes to be interactively explored remotely using video clips and Physigrams, executable models of the physical behaviour of the device. These are prototypes of prototyping tools, but also provotypes, designed to provoke you to consider for yourself the future of UX design support tools.
Qualitative–Quantitative reasoning and lightweight numbersAlan Dix
Seminar at University of Ulster, 21st February 2024.
https://alandix.com/academic/talks/Ulster-2024-QQ/
As academics we need to deal with numbers including project management spreadsheets and student marks. In addition, they are part of day-to-day life whether household budgeting or working out how many socks to pack for a journey. Perhaps most crucially, many national and global issues require an understanding of numeric information from climate change to tax rates, and of course the Covid-19 pandemic. If citizens are not able to make sense of this, democracy fails.
Of course, many are not only uncertain when dealing with numbers, but suffer more or less extreme maths anxiety. Indeed a recent UK survey found that, “over a third of adults (35%) say that doing maths makes them feel anxious, while one in five are so fearful it even makes them feel physically sick”.
Sometimes detailed calculations are necessary, but often the critical skill is qualitative–quantitative reasoning, that is a qualitative understanding of quantitative phenomena. This can after be aided by the ability to use back-of-the-envelope calculations and dealing with lightweight numeric information.
This talk discusses these issues and presents some prototype tools to explore the design space for personal numeric information.
Invited talk at Diversifying Knowledge Production in HCIAlan Dix
Invited talk at workshop on Diversifying Knowledge Production in HCI: Exploring Materiality and Novel Formats for Scholarly Expression.
TEI'24, Cork, 11th Feb 2024
https://alandix.com/academic/talks/TEI-workshop-2024/
Invited talk at AMID 2023 – 1st International Workshop on Accessibility and Multimodal Interaction Design Approaches in Museums for People with Impairments, in conjunction with MoileHCI Conference, 26 Sept. 2023.
https://alandix.com/academic/talks/AMID2023-exceptional/
Often accessibility is an afterthought or sticking plaster to fix the holes in an experience that was designed with a central audience in mind: maybe middle-aged, fully abled, well educated. Ideally we would have user experiences designed specifically for different kinds of modalities and in different tyles, not just because of the wide diversity of users, but also because any one user has varying needs and varying abilities at different times. In the context of a large museum or cultural institution this is already challenging, but appears impossible for smaller archives, or local community heritage. Yet if heritage and history is to be accessible this also applies to production, democratising digitisation and empowering marginalised groups.. We need appropriate architectures, tools, technology infrastructure and platforms, that make this not just possible, but simple. In this talk I offer some insights, some examples and many research challenges towards the goal of enabling exceptional experiences for everyone.
Keynote at 9th International Conference on Computing and Informatics (ICOCI 2023), "Nurturing an inclusive digital society for a sustainable nation", 13-14 September 2023, Kuala Lumpur, Malaysia
https://alandix.com/academic/talks/ICOCI2023-keynote/
AI is transforming many sectors of the economy and our day-today lives. We hear of success stories including medical advances, but also worries that AI will destroy jobs or even be an existential threat to humanity. We also know that for previous waves of technology – mechanical, electronic and digital – the costs and benefits do not fall equally to everyone in society. There are clear dangers that AI will further entrench existing power and deepen the digital divide: both at an individual level and globally. For example, training foundation models, such as GPT-4, requires enormous computational power and massive data sets accessible only to the largest corporations. However, the ways in which these can be used generatively in more niche areas, offers potential for minority languages and individualised learning that was previously only accessible to the rich. Whether the threats of AI or its opportunities dominate is not simply an abstract question, but one that impacts the most disadvantaged around us, and one that, as researchers and practitioners in digital technology, we can affect. If we truly want an inclusive digital society, then we need to make it happen.
Hidden Figures architectural challenges to expose parameters lost in codeAlan Dix
Position paper presented at Engineering Interactive Systems Embedding AI Technologies at EICS 2023, Swansea, Wales, UK. 27 June. 2023.
https://alandix.com/academic/papers/EISEAIT2023-hidden/
Many critical user interaction design decisions are made in the heat of detailed development. These include simple parameter choices or more complex weightings in intelligent algorithms. Many would be appropriate for expert design review, user-preference choices or optimisation by machine learning, but they are buried deep in the code. Although the developer may realise this potential, the location of the decision is far removed in the code from where user feedback occurs, data can be collected and machine learning could be applied. This position paper describes several case studies and use them to frame an architectural challenge for tools and infrastructure to uncover these hidden variables to make them available for machine learning and user inspection.
ChatGPT, Culture and Creativity simulacrum and alterityAlan Dix
Keynote at Creative AI Research Conference 2023
https://alandix.com/academic/talks/CAR2023-keynote/
Over the years many of the ‘red lines’ of artificial intelligence have been crossed: challenges that were deemed to require uniquely human understanding. In 1997, chess fell as Deep Blue defeated Kasparov; then, twenty years later, AlphaGo beat Ke Jie, the world’s top Go player. Arguably, game playing can be considered artificial and formal, not representing the rich nuanced nature of human intelligence embodied in the real world. However, large language models have challenged these assumptions producing dialogue and texts that appear human – passing the Turing test . Furthermore, the text, and poems generated by ChatGPT and images created by DALL-E appear almost creative.
Has the last bastion fallen or is it merely the babbling of ‘stochastic parrots’? Is AI the ultimate charlatan peddling plagiarism or instead the child’s cry that reveals the emperor’s cloths of human creativity are sham? And what does it mean to be creative anyway?
I will attempt, if not to answer these deep questions, at least lay down some pointers. We will test the limits of the myth of the individual innate genius with inspiration gifted by the muses; and explore the way creativity is always embodied in culture and technology. Yet, while artists and philosophers debate, the child draws on.
Why pandemics and climate change are hard to understand and make decision mak...Alan Dix
Talk given as part of Online Seminars on Human Computer Interaction and User Experience
Presented by British Computer Society Interaction Group
and Interacting with Computers, 27 February 2023
https://alandix.com/academic/talks/BCS-IwC-Covid-Feb-2023/
This talk draws on diverse psychological, behavioural and numerical literature to understand some of the challenges we all face in making sense of large-scale phenomena and use this to create a roadmap for HCI responses. This body of research points the way toward current challenges and equips us with tools and principles that can help HCI researchers deliver value. The talk is framed by looking at patterns and information that highlight some of the common misunderstandings that arise – not just for politicians and the general public but also for those in the academic community’s heart. This talk does not have all the answers to this, but we hope it provides some and, perhaps more importantly, raises questions that we need to address as scientific and technical communities.
Beyond the Wireframe: tools to design, analyse and prototype physical devicesAlan Dix
Keynote at Fifth European Tangible Interaction Studio, ENAC Toulouse. Nov. 7-10 2022.
https://alandix.com/academic/talks/ETIS2022-keynote/
For many years interaction design was driven by the abstractions of WIMP (windows, icons, menus, pointer). The details differ on desktop applications, web pages or smart-phones and the ‘pointer’ has evolved from mice to trackpad and touch-based interactions, however, for many digital applications, the central aspects are unchanged. What is different is that the screens we encounter, as Weiser predicted, are everywhere: embedded in physical appliances such as showers and toasters and situated in office walls and building facades. Furthermore, we are often engaging with digital applications that have no obvious screen or where the screen if present is only a small part of the interaction; these include voice assistants, semi-autonomous vehicles, and smart cities.
Even where the dominant interaction is focused on a screen, the places where we use them and the physical activities, we are doing fundamentally affect the nature of the interactive experience: using a smartphone while sitting in an armchair and watching television, is very different from thumbing a quick message whilst walking down a busy city road on a rainy night.
In this talk I will describe several design techniques and prototype tools that seek to address the physicality of digital interactions including the physical nature of the device itself and the physical context in which it is placed. This will include ‘soft’ formal methods to describe physical aspects of devices, ways to use video to model physical prototypes during early design and tools to encourage designers to keep the context of use in mind even when working on largely screen-based interactions.
The talk draws on some long-standing work, parts of the recently published book 'TouchIT: Understanding Design in a Physical-Digital World' (co-authored with Steve Gill, Devina Ramduny-Ellis, and Jo Hare) and the InContext project (in collaboration with Miriam Sturdee and Anna Carter). The latter arose from the realisation that despite the vast number of design tools available, nearly all focus entirely on the screen and wireframes. We are asking "what is the Next Generation of UX design tool?" – perhaps you would like to join this conversation.
Forever Cyborgs – a long view on physical-digital interactionAlan Dix
Keynote at the European Conference on Cognitive Ergonomics (ECCE 2022), Kaiserslautern, Germany, 7th Oct 2022.
https://alandix.com/academic/talks/ECCE2022-keynote/
From prehistory to the internet age, humans have always lived as part of a technologically mediated world. Knapped flints have given way to touch-screens, cuneiform to CSS, but in both rapid hand-eye coordination and long-term social interactions, our experiences and actions in the world are embedded in a physical, mechanical, symbolic and digital nexus. After far too long in the writing, my co-authors and I are delighted that "TouchIT: Understanding Design in a Physical-Digital World" is finally published – symbolic words, recorded in digital media and printed on physical paper. This book covers established and emergent digital technology, but repeatedly the continuity of current and past technology, physical and digital worlds is evident. The fundamental cognitive resources that enable our digital existence in an age of constant flux are the result of aeons of development in a physical world that we remake and reimagine. In this talk I will explore multiple scales of digital interaction from seconds to years, informed by and illuminating what it means to be a fully embodied and richly reflective human.
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
Northern Engraving | Modern Metal Trim, Nameplates and Appliance PanelsNorthern Engraving
What began over 115 years ago as a supplier of precision gauges to the automotive industry has evolved into being an industry leader in the manufacture of product branding, automotive cockpit trim and decorative appliance trim. Value-added services include in-house Design, Engineering, Program Management, Test Lab and Tool Shops.
High performance Serverless Java on AWS- GoTo Amsterdam 2024Vadym Kazulkin
Java is for many years one of the most popular programming languages, but it used to have hard times in the Serverless community. Java is known for its high cold start times and high memory footprint, comparing to other programming languages like Node.js and Python. In this talk I'll look at the general best practices and techniques we can use to decrease memory consumption, cold start times for Java Serverless development on AWS including GraalVM (Native Image) and AWS own offering SnapStart based on Firecracker microVM snapshot and restore and CRaC (Coordinated Restore at Checkpoint) runtime hooks. I'll also provide a lot of benchmarking on Lambda functions trying out various deployment package sizes, Lambda memory settings, Java compilation options and HTTP (a)synchronous clients and measure their impact on cold and warm start times.
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
Discover top-tier mobile app development services, offering innovative solutions for iOS and Android. Enhance your business with custom, user-friendly mobile applications.
The Department of Veteran Affairs (VA) invited Taylor Paschal, Knowledge & Information Management Consultant at Enterprise Knowledge, to speak at a Knowledge Management Lunch and Learn hosted on June 12, 2024. All Office of Administration staff were invited to attend and received professional development credit for participating in the voluntary event.
The objectives of the Lunch and Learn presentation were to:
- Review what KM ‘is’ and ‘isn’t’
- Understand the value of KM and the benefits of engaging
- Define and reflect on your “what’s in it for me?”
- Share actionable ways you can participate in Knowledge - - Capture & Transfer
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
3. the PIE model
‘minimal’ model of interactive system
focused on external observable aspects of
interaction
4. PIE model – user input
sequence of commands
commands include:
– keyboard, mouse movement, mouse click
call the set of commands C
call the sequence P
P = seq C
5. PIE model – system response
the ‘effect’
effect composed of:
ephemeral display
the final result
(e..g printout, changed file)
call the set of effects E
6. PIE model – the connection
given any history of commands (P)
there is some current effect
call the mapping the interpretation (I)
I: P E
7. properties – WYSIWYG
predict ( D R ) s.t. predict o display = result
but really not quite the full meaning
result
display
8. proving things – undo
c : c undo ~ null ?
but cannot work for c = undo
9. lesson
undo is no ordinary command!
other meta-commands:
back/forward in browsers
history window
later analysis of ‘back’ button and history
in hypertext and web browsers …
‘back’ was different in them all!
10. … another domain …
… artistic performance
yes formal methods meets art!!
work with Jenn Sheridan Stuart Reeves,
Steve Benford, and Claire O’Malley
12. spheres of influence and perception
phenomena directly
influenced by A
phenomena indirectly
influenced by A
A
phenomena directly
perceived by B
B
phenomena indirectly
perceived by B
13. spheres of influence and perception
A B
phenomena directly perceived by B
phenomena indirectly influenced by A phenomena indirectly perceived by B
phenomena directly influenced by A
19. Deus Oculi
A looks in mirror and
sees reflection
A B
B looks at screen
inside small doors
both are aware that mirror
and screen are within the frame
but unaware of the causal
link between mirror and screen
frame