1) Product development processes often have gaps in knowledge about and engagement with users. Designers struggle to truly understand users and incorporate their perspectives.
2) There are calls to move beyond a user-centered approach to one of user integration, where users are systematically involved throughout the development process.
3) While usability aims to ensure effectiveness, efficiency and satisfaction, the full user experience encompasses emotional responses and involvement that must also be considered in design.
This document discusses the design of humane machine interactions and positive user experiences. It proposes applying design thinking and social innovation approaches to machine interaction design. Key points include:
- Current user-centered design focuses on augmenting human intellect but lacks consideration of human values and emotions.
- Humane machine interaction design should understand human values, involve users' real problems and stories, and enhance human characteristics like creativity.
- Design thinking and social innovation can help address real social problems through constituent insights, prototyping and avoiding assumptions.
- Digital user interfaces that are adaptive, plastic and universally accessible could help achieve the goals of positive experiences, social innovation and addressing human and social needs.
This lecture provided an introduction to human-computer interaction and interaction design. It discussed the evolution of the field from its early focus on usability and methods to incorporating areas like groupware and media. The lecture also defined key concepts like the user, usability, and user experience. It emphasized that interaction design must consider the user, context of use, and universal usability principles to create quality experiences.
Evaluating Interactive User-Centered Mobile Application with 3D FeaturesWenzhuo Duan
Human-Computer interaction is an increasingly popular topic in present digital world, so how to define and interpret current relationship between human and machine is an area that is worthy of being explored. This presentation determines to evaluate one of Chinese interactive mobile application to help people establish a more comprehensive understanding of user experience and user-centered design, from both technology and emotional sides.
The document discusses Human Computer Interaction (HCI). It defines HCI as a discipline concerned with designing interactive computing systems for human use and studying phenomena around them. HCI draws from fields like computer science, behavioral sciences, and design. It aims to improve interactions between users and computers by making computers more usable and responsive to human needs. HCI involves methods for designing, implementing, and evaluating interfaces to minimize barriers between what users want to accomplish and how computers support users' tasks.
User-centered design (UCD) is an iterative design process that focuses on understanding user needs. It involves users throughout the design process through research and design techniques. The UCD process has four phases - understanding user context, specifying requirements, developing solutions, and evaluating designs. Feedback is used to iterate the four phases until designs satisfactorily meet user needs. UCD aims to capture the whole user experience by including professionals from different disciplines and involving users in evaluations. Investing in UCD pays off by using users as an early warning system to improve designs.
This document provides an overview of a course on usability and interaction design. The course investigates how to design software that meets users' needs and goals by including usability throughout the development process. It covers principles of usability like learnability and efficiency. Students will learn how to design and conduct usability tests of a product to identify potential usability issues.
This document discusses the design of humane machine interactions and positive user experiences. It proposes applying design thinking and social innovation approaches to machine interaction design. Key points include:
- Current user-centered design focuses on augmenting human intellect but lacks consideration of human values and emotions.
- Humane machine interaction design should understand human values, involve users' real problems and stories, and enhance human characteristics like creativity.
- Design thinking and social innovation can help address real social problems through constituent insights, prototyping and avoiding assumptions.
- Digital user interfaces that are adaptive, plastic and universally accessible could help achieve the goals of positive experiences, social innovation and addressing human and social needs.
This lecture provided an introduction to human-computer interaction and interaction design. It discussed the evolution of the field from its early focus on usability and methods to incorporating areas like groupware and media. The lecture also defined key concepts like the user, usability, and user experience. It emphasized that interaction design must consider the user, context of use, and universal usability principles to create quality experiences.
Evaluating Interactive User-Centered Mobile Application with 3D FeaturesWenzhuo Duan
Human-Computer interaction is an increasingly popular topic in present digital world, so how to define and interpret current relationship between human and machine is an area that is worthy of being explored. This presentation determines to evaluate one of Chinese interactive mobile application to help people establish a more comprehensive understanding of user experience and user-centered design, from both technology and emotional sides.
The document discusses Human Computer Interaction (HCI). It defines HCI as a discipline concerned with designing interactive computing systems for human use and studying phenomena around them. HCI draws from fields like computer science, behavioral sciences, and design. It aims to improve interactions between users and computers by making computers more usable and responsive to human needs. HCI involves methods for designing, implementing, and evaluating interfaces to minimize barriers between what users want to accomplish and how computers support users' tasks.
User-centered design (UCD) is an iterative design process that focuses on understanding user needs. It involves users throughout the design process through research and design techniques. The UCD process has four phases - understanding user context, specifying requirements, developing solutions, and evaluating designs. Feedback is used to iterate the four phases until designs satisfactorily meet user needs. UCD aims to capture the whole user experience by including professionals from different disciplines and involving users in evaluations. Investing in UCD pays off by using users as an early warning system to improve designs.
This document provides an overview of a course on usability and interaction design. The course investigates how to design software that meets users' needs and goals by including usability throughout the development process. It covers principles of usability like learnability and efficiency. Students will learn how to design and conduct usability tests of a product to identify potential usability issues.
The document discusses usability and user experience (UX) in several contexts:
1. It defines usability according to ISO usability standard 9241 as how effectively, efficiently, and satisfactorily users can achieve goals within a specified context.
2. It lists 47 common usability activities including heuristic evaluation, personas, usability testing, and more.
3. It describes how to measure usability through effectiveness, efficiency, and satisfaction metrics like tasks completed, time on task, errors, and user ratings.
4. It notes that usability is complex and interdisciplinary, drawing on fields like information architecture, interaction design, industrial design, and more.
5. It suggests that
This literature review evaluates different usability and user experience evaluation methods. It discusses approaches like agile UX, design thinking, and lean UX. While the methods have similarities in aiming to improve productivity and collaboration, they differ in their approaches. For example, agile UX debates the merits of big upfront design versus minimal design. The review also identifies gaps, such as the need for more research on evaluating methods in real-world contexts versus labs.
The application of User Centered Design in various fields, specially in Architecture and Design. Based on Don Norman's book- Design of Everyday Things.
This document summarizes a presentation about adapting user interface patterns for mobile platforms. It discusses how interface patterns were traditionally designed for single devices and tasks, but now must support multiple tasks, devices, and environments as users are increasingly mobile. The presentation describes gathering usability guidelines for multiple platforms and applying them to modify existing interface patterns from an industrial system to support touch interfaces like Android and iOS. User testing was conducted to evaluate alternative pattern implementations and determine the most preferred version. The goal is to develop context-aware interface patterns that can dynamically change based on factors like device and environment.
Jeff Johnson: Psych 101: The Psychological Basis for UI Design Rulesguest45d695
Jeff Johnson's presentation "Psych 101: The Psychological Basis for UI Design Rules" at Google, July 16, 2008, co-sponsored by BayCHI and IxDA: http://www.baychi.org/bof/ixd/20080716/
Interactive systems are increasingly interconnected across different devices and platforms. The challenge for interaction designers is to meet the requirements of consistency and continuity across these platforms to ensure the inter-usability of the system. This presentation describes the current challenges the designers are facing in the emerging fields of interactive systems. Through semi-structured interviews of 17 professionals working on interaction design in different domains we probed into the current methodologies and the practical challenges in their daily tasks. The identified challenges include but are not limited to: the inefficiency of using low-fi prototypes in a lab environment to test inter-usability and the challenges of “seeing the big picture” when designing a part of an interconnected system.
Emerging shifts in customer consciousness, cultural, economic and technological trends
related to sustainability are forcing brands to think differently. Conscious customers with their money and power determine the path brands have to take.
The significance and popularity of behavior change content becomes more considerable
as sustainable advocates such as Sustainable Brands and triplepundit have a special section on behavior change. The common point among all these articles is the future of innovation is behavior change, changing consumer perception.
Therefore, this study focuses on guiding principles for brands to empower customers in adopting sustainable behaviors by creating meaningful experiences for them.
Designer believes creating meaningful experiences requires innovative engagement and valuable relationships between users and products.
This document provides an overview of an N-screen user experience design class. It includes the class schedule, which covers topics like environment research, methodology studies, user research, prototyping and exams. It also presents the N-screen concept model, which recommends design patterns for N-screen experiences, such as mobile first, adaptability, fluidity, seamless interaction and context relevance. Additionally, it discusses N-screen use contexts including use modes, situations, surroundings and transit. Personas and an egg-matrix framework are also introduced. The document aims to provide foundations for designing unified and coherent experiences across multiple screens.
What Does it Mean for a System to be Useful? An Exploratory Study of Usefulnesscraigmmacdonald
This document summarizes a study exploring the concept of usefulness in human-computer interaction (HCI). The study defined usefulness as "the extent to which a system's functions allow users to complete tasks and achieve goals in a particular context." It found that usefulness is shaped by context, and that usability is linked to usefulness. Specifically, higher ratings of usability were associated with higher ratings of usefulness. Additionally, usefulness had a significant effect on ratings of a system's overall goodness, more so than other factors like usability, aesthetics, and enjoyment. The study was limited by its controlled laboratory setting but provides a starting point for further exploring the importance of usefulness in HCI evaluation and design.
This PhD will examine methods for involving users in the design of medical products. It will consider more participatory approaches like co-design and open design, which involve users directly in the design process. The challenges will be exploring how open design can work within regulatory frameworks for medical devices, and balancing user involvement with safety and intellectual property concerns. The PhD is funded to allow access to healthcare practitioners and patients to inform the research.
Consolidated Model of Visual Aesthetics Attributes for Sense-Based User Exper...Syafiq Bahrin
The document presents a consolidated model of visual aesthetics attributes for sense-based user experience. It analyzes previous studies on visual aesthetics attributes in interactive digital media and creative content. Based on this analysis, the study develops a model that classifies visual aesthetics attributes according to how they relate to human senses of sight, hearing and touch. The model aims to provide guidance for designers in creating aesthetically pleasing interactive media and content. Key visual aesthetics attributes identified include text, images, color, graphics, layout, music, sound effects and voice.
1) There are five major approaches to product design: user-centered design, activity-centered design, data-driven design, systems design, and genius design.
2) While user-centered design focuses on understanding user needs, all design approaches rely on the skill and judgment of the designer.
3) Different design approaches are better suited for certain types of problems - for example, activity-centered design is good for refining task flows while data-driven design is best for incremental improvements.
The Software Manager"s Guide to Practical Innovationmacadamian
Software teams are constantly looking for new ways to innovate ahead of the competition - from new features to stunning design to modern technology. But have you noticed how little practical, actionable information exists on how to actually achieve this?
The Software Manager's Guide to Practical Innovation. It’s filled with tangible advice on how to differentiate software products through design and development, based on real life lessons learned while working with product managers and teams.
Ease of Use and Its Effect on User Decision of Adopting New Method of Car Ren...IJERA Editor
The effective collaboration of multidisciplinary fields of software engineering and business will
eventually lead to a better understanding of UX and how to use such in our daily life .This paper
spots the light on the how can we improve the user experience of using a internet website to commit
and complete a business transaction of booking a vehicle through ease of use.
The document discusses a research project that aims to explore social encounters, urban space, and mobile technologies through user-centered design. It involved working with design students to develop mobile applications using image recognition technology. The goals were to investigate how technology impacts branded public spaces and social interaction. Three teams created apps but had varying levels of success due to limitations of the technology, designers' engagement with concepts, and organization of user groups. The project revealed open questions about how place mediates social relationships and identity with technology and highlighted challenges of guiding designers in an experimental research process.
Usability Challenges in Cutting-edge Medical Devices and Exoskeleton RoboticsICS
As medical device and robotics technology mature and grow more capable they also become more complex, requiring focus on usability aspects from both a user experience (UX) design and regulatory perspective. These new applications, such as exoskeletons, demand a seamless interaction between the device and the user. That means designers and developers must improve utility while mitigating inherent risks.
This online panel will explore how to approach UX design for medtech and how it should plug into a product development cycle leading to a 510(k) submission. We will share lessons learned from studying exoskeletons for military applications, and explain how they can be applied to medical/rehabilitative applications.
ER Publication,
IJETR, IJMCTR,
Journals,
International Journals,
High Impact Journals,
Monthly Journal,
Good quality Journals,
Research,
Research Papers,
Research Article,
Free Journals, Open access Journals,
erpublication.org,
Engineering Journal,
Science Journals,
The document discusses usability and user experience (UX) in several contexts:
1. It defines usability according to ISO usability standard 9241 as how effectively, efficiently, and satisfactorily users can achieve goals within a specified context.
2. It lists 47 common usability activities including heuristic evaluation, personas, usability testing, and more.
3. It describes how to measure usability through effectiveness, efficiency, and satisfaction metrics like tasks completed, time on task, errors, and user ratings.
4. It notes that usability is complex and interdisciplinary, drawing on fields like information architecture, interaction design, industrial design, and more.
5. It suggests that
This literature review evaluates different usability and user experience evaluation methods. It discusses approaches like agile UX, design thinking, and lean UX. While the methods have similarities in aiming to improve productivity and collaboration, they differ in their approaches. For example, agile UX debates the merits of big upfront design versus minimal design. The review also identifies gaps, such as the need for more research on evaluating methods in real-world contexts versus labs.
The application of User Centered Design in various fields, specially in Architecture and Design. Based on Don Norman's book- Design of Everyday Things.
This document summarizes a presentation about adapting user interface patterns for mobile platforms. It discusses how interface patterns were traditionally designed for single devices and tasks, but now must support multiple tasks, devices, and environments as users are increasingly mobile. The presentation describes gathering usability guidelines for multiple platforms and applying them to modify existing interface patterns from an industrial system to support touch interfaces like Android and iOS. User testing was conducted to evaluate alternative pattern implementations and determine the most preferred version. The goal is to develop context-aware interface patterns that can dynamically change based on factors like device and environment.
Jeff Johnson: Psych 101: The Psychological Basis for UI Design Rulesguest45d695
Jeff Johnson's presentation "Psych 101: The Psychological Basis for UI Design Rules" at Google, July 16, 2008, co-sponsored by BayCHI and IxDA: http://www.baychi.org/bof/ixd/20080716/
Interactive systems are increasingly interconnected across different devices and platforms. The challenge for interaction designers is to meet the requirements of consistency and continuity across these platforms to ensure the inter-usability of the system. This presentation describes the current challenges the designers are facing in the emerging fields of interactive systems. Through semi-structured interviews of 17 professionals working on interaction design in different domains we probed into the current methodologies and the practical challenges in their daily tasks. The identified challenges include but are not limited to: the inefficiency of using low-fi prototypes in a lab environment to test inter-usability and the challenges of “seeing the big picture” when designing a part of an interconnected system.
Emerging shifts in customer consciousness, cultural, economic and technological trends
related to sustainability are forcing brands to think differently. Conscious customers with their money and power determine the path brands have to take.
The significance and popularity of behavior change content becomes more considerable
as sustainable advocates such as Sustainable Brands and triplepundit have a special section on behavior change. The common point among all these articles is the future of innovation is behavior change, changing consumer perception.
Therefore, this study focuses on guiding principles for brands to empower customers in adopting sustainable behaviors by creating meaningful experiences for them.
Designer believes creating meaningful experiences requires innovative engagement and valuable relationships between users and products.
This document provides an overview of an N-screen user experience design class. It includes the class schedule, which covers topics like environment research, methodology studies, user research, prototyping and exams. It also presents the N-screen concept model, which recommends design patterns for N-screen experiences, such as mobile first, adaptability, fluidity, seamless interaction and context relevance. Additionally, it discusses N-screen use contexts including use modes, situations, surroundings and transit. Personas and an egg-matrix framework are also introduced. The document aims to provide foundations for designing unified and coherent experiences across multiple screens.
What Does it Mean for a System to be Useful? An Exploratory Study of Usefulnesscraigmmacdonald
This document summarizes a study exploring the concept of usefulness in human-computer interaction (HCI). The study defined usefulness as "the extent to which a system's functions allow users to complete tasks and achieve goals in a particular context." It found that usefulness is shaped by context, and that usability is linked to usefulness. Specifically, higher ratings of usability were associated with higher ratings of usefulness. Additionally, usefulness had a significant effect on ratings of a system's overall goodness, more so than other factors like usability, aesthetics, and enjoyment. The study was limited by its controlled laboratory setting but provides a starting point for further exploring the importance of usefulness in HCI evaluation and design.
This PhD will examine methods for involving users in the design of medical products. It will consider more participatory approaches like co-design and open design, which involve users directly in the design process. The challenges will be exploring how open design can work within regulatory frameworks for medical devices, and balancing user involvement with safety and intellectual property concerns. The PhD is funded to allow access to healthcare practitioners and patients to inform the research.
Consolidated Model of Visual Aesthetics Attributes for Sense-Based User Exper...Syafiq Bahrin
The document presents a consolidated model of visual aesthetics attributes for sense-based user experience. It analyzes previous studies on visual aesthetics attributes in interactive digital media and creative content. Based on this analysis, the study develops a model that classifies visual aesthetics attributes according to how they relate to human senses of sight, hearing and touch. The model aims to provide guidance for designers in creating aesthetically pleasing interactive media and content. Key visual aesthetics attributes identified include text, images, color, graphics, layout, music, sound effects and voice.
1) There are five major approaches to product design: user-centered design, activity-centered design, data-driven design, systems design, and genius design.
2) While user-centered design focuses on understanding user needs, all design approaches rely on the skill and judgment of the designer.
3) Different design approaches are better suited for certain types of problems - for example, activity-centered design is good for refining task flows while data-driven design is best for incremental improvements.
The Software Manager"s Guide to Practical Innovationmacadamian
Software teams are constantly looking for new ways to innovate ahead of the competition - from new features to stunning design to modern technology. But have you noticed how little practical, actionable information exists on how to actually achieve this?
The Software Manager's Guide to Practical Innovation. It’s filled with tangible advice on how to differentiate software products through design and development, based on real life lessons learned while working with product managers and teams.
Ease of Use and Its Effect on User Decision of Adopting New Method of Car Ren...IJERA Editor
The effective collaboration of multidisciplinary fields of software engineering and business will
eventually lead to a better understanding of UX and how to use such in our daily life .This paper
spots the light on the how can we improve the user experience of using a internet website to commit
and complete a business transaction of booking a vehicle through ease of use.
The document discusses a research project that aims to explore social encounters, urban space, and mobile technologies through user-centered design. It involved working with design students to develop mobile applications using image recognition technology. The goals were to investigate how technology impacts branded public spaces and social interaction. Three teams created apps but had varying levels of success due to limitations of the technology, designers' engagement with concepts, and organization of user groups. The project revealed open questions about how place mediates social relationships and identity with technology and highlighted challenges of guiding designers in an experimental research process.
Usability Challenges in Cutting-edge Medical Devices and Exoskeleton RoboticsICS
As medical device and robotics technology mature and grow more capable they also become more complex, requiring focus on usability aspects from both a user experience (UX) design and regulatory perspective. These new applications, such as exoskeletons, demand a seamless interaction between the device and the user. That means designers and developers must improve utility while mitigating inherent risks.
This online panel will explore how to approach UX design for medtech and how it should plug into a product development cycle leading to a 510(k) submission. We will share lessons learned from studying exoskeletons for military applications, and explain how they can be applied to medical/rehabilitative applications.
ER Publication,
IJETR, IJMCTR,
Journals,
International Journals,
High Impact Journals,
Monthly Journal,
Good quality Journals,
Research,
Research Papers,
Research Article,
Free Journals, Open access Journals,
erpublication.org,
Engineering Journal,
Science Journals,
Engineering Research Publication
Best International Journals, High Impact Journals,
International Journal of Engineering & Technical Research
ISSN : 2321-0869 (O) 2454-4698 (P)
www.erpublication.org
Designing a good digital experience - PDA Europe Virtual Conference 2020 Margaux Lesaffre
The document discusses designing good digital experiences through a user-centered design process. It involves understanding user needs through research, defining problems to solve, ideating and prototyping solutions, testing and iterating based on user feedback, and measuring impact. Key aspects addressed include onboarding users, reducing friction, prompting desired behaviors, and providing rewarding experiences to retain users.
The document summarizes the user-centered design approach taken in the DEUS research project to develop solutions for deploying and easing use of wireless services. User research was conducted through observations and interviews in different application domains to understand user needs and tasks. Personas and scenarios were developed from this research. Prototypes of the solutions were iteratively tested with end users to refine the design based on usability feedback. The goal was to develop generic solutions that addressed common user requirements across application domains.
This document provides information about a training project called "DE-SME - Intelligent Furniture - Training for Design, Environment and New Materials in SMEs". It lists the contact information for several individuals involved from the Kuopio Academy of Design in Finland. It then outlines several topics to be covered in the training, including an introduction to user centered design and examples using a case study of a company called "Suupirssi".
David Tisserand Usability As A Best Practice In The Product Design ProcessUse8.net
The document summarizes a presentation on "Usability as a best practice in the product design process" given by David Tisserand of Orange Labs on March 7, 2008. The presentation discussed how usability testing at various stages of the design process can help mobile companies deliver more usable products and avoid $4.5 billion in annual losses from unusable devices. It provided a case study of how usability methods were used to develop an improved RSS feed product from concept to launch.
Investment in UCD Pays off
Bringing the users into every stage of the design process is an investment of effort and other resources of the design team, which makes understanding the benefits of a user-centered design approach relevant (IDF - www.interaction-design.org)
The document discusses various international standards for usability and human-centered design, including ISO 9241. It provides an overview of parts of ISO 9241 that relate to visual display requirements, usability guidance, dialogue principles, information presentation, and human-centered design processes. The document also discusses how to conduct a heuristic evaluation to identify usability issues. Examples of usability heuristics that could be used include visibility of system status, user control and freedom, error prevention, and flexibility of use.
The document discusses the importance of usability testing in technology product development. It defines usability and outlines several key aspects of usability including learnability, efficiency, errors and satisfaction. The document also describes different methods of usability testing such as heuristic evaluation, formative evaluation and testing prototypes with representative users and tasks. It notes that usability testing is particularly important during the design and development phases of a project. Finally, it discusses how emerging technologies are presenting new challenges for usability testing.
This document discusses various theories and frameworks related to interaction design. It covers topics like:
- The core components of interaction being the human, machine, and their interaction.
- Stages of the interaction design process like identifying user needs, establishing requirements, and evaluation.
- Models for understanding user behavior and cognition like Norman's mental models and Jordan's pleasure model.
- Interface design principles from Nielsen and Schneiderman like consistency, error prevention, and reducing memory load.
- Dimensions of interaction that can be designed like words, visuals, physical objects, time, and behaviors.
- Prioritizing design aspects like technologies, users, activities, and contexts of use.
The document discusses user-centered design (UCD), including its definition, principles, process, and advantages/disadvantages. UCD is defined as a process that involves users throughout a product's lifecycle from planning through post-release assessment. The key principles of UCD outlined are to understand users, design for the total user experience, evaluate designs with users, and continually observe users. The UCD process is iterative and includes requirements gathering, design, evaluation, and assessing competitiveness. Advantages of UCD include products that are easier to use and requiring less redesign, while disadvantages include increased costs and time required.
What is User-Centered Design? User-centered design (UCD) is a collection of processes that focus on putting users at the center of product design and development. When a product team develops digital products, it takes into account the user's requirements, objectives, and feedback.
User-centered design (UCD) is an approach that grounds the entire design process in information about the intended users of a product. UCD focuses on users through planning, design, and development. It is a framework that gives extensive attention to the needs, wants, and limitations of end users at each stage of design. User testing is conducted at various stages to validate assumptions about user behavior and create a feedback loop to modify the original requirements. The key difference is that UCD aims to optimize the product around how users will actually use it, rather than requiring users to change their behavior to fit the product.
This document provides an introduction to usability, including:
- Defining usability as the ease of use and quality of user experience when interacting with something.
- Explaining the history of usability originated from human factors research during WWII to ensure users could operate weapons and technology.
- Detailing common definitions of usability focus on effectiveness, efficiency and satisfaction of users achieving goals in a particular environment.
- Outlining key aspects of usability like being effective, efficient, engaging, error tolerant and easy to learn.
A webinar on Best practices of User Experience and how you use XPages to incorporate them in Lotus Applications. Presented by Gayathri Viswanathan of Maarga Systems and Durgaprasad of Peepal Design
Siblings or Step Siblings? Common Connections Between Technical Communication...Chris LaRoche
The most recent version of a presentation to a technical communication audience describing the increasing connections and merging of the technical communication and UX/Usability professions.
This presentation provides an overview of user experience (UX) design. It defines related terms like human factors, usability, user engagement and user-centered design. It explains how these concepts fit together and outlines the UX design process. The presentation notes that UX design should be foundational, tied to strategy, integrated with agile development and involve continual improvement and input from various sources including users, data and market research. It emphasizes the importance of understanding users and designing for their needs.
Hotspot Based Mobile Web Communication and CooperationIHM'10
This document proposes a new approach to mobile web and location-based services (LBS) for communication and collaboration using physical hotspots. It describes 8 basic communication situations involving interactions between actors and servers at both the global and local hotspot level. A case study examines using a bus shelter hotspot for contextual transportation information and social collaboration in the local community. The hotspot would provide services like transportation updates, special requests, ridesharing, and neighborhood information exchange. Future work involves prototypes and studies to evaluate the utility, usability and acceptability of the hotspot approach.
This document discusses privacy-enhanced personalization by balancing user privacy and personalized experiences online. It summarizes research showing that contextual explanations of privacy practices and personalization benefits lead users to disclose more information and have more positive perceptions of websites. While privacy-enhancing technologies can help, interaction design is also important. User trust, understanding, and control play a key role in finding the right balance between privacy and personalization. More research is still needed on factors like website reputation and the visibility of privacy information.
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.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
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.
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/how-axelera-ai-uses-digital-compute-in-memory-to-deliver-fast-and-energy-efficient-computer-vision-a-presentation-from-axelera-ai/
Bram Verhoef, Head of Machine Learning at Axelera AI, presents the “How Axelera AI Uses Digital Compute-in-memory to Deliver Fast and Energy-efficient Computer Vision” tutorial at the May 2024 Embedded Vision Summit.
As artificial intelligence inference transitions from cloud environments to edge locations, computer vision applications achieve heightened responsiveness, reliability and privacy. This migration, however, introduces the challenge of operating within the stringent confines of resource constraints typical at the edge, including small form factors, low energy budgets and diminished memory and computational capacities. Axelera AI addresses these challenges through an innovative approach of performing digital computations within memory itself. This technique facilitates the realization of high-performance, energy-efficient and cost-effective computer vision capabilities at the thin and thick edge, extending the frontier of what is achievable with current technologies.
In this presentation, Verhoef unveils his company’s pioneering chip technology and demonstrates its capacity to deliver exceptional frames-per-second performance across a range of standard computer vision networks typical of applications in security, surveillance and the industrial sector. This shows that advanced computer vision can be accessible and efficient, even at the very edge of our technological ecosystem.
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.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
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 .
The Microsoft 365 Migration Tutorial For Beginner.pptxoperationspcvita
This presentation will help you understand the power of Microsoft 365. However, we have mentioned every productivity app included in Office 365. Additionally, we have suggested the migration situation related to Office 365 and how we can help you.
You can also read: https://www.systoolsgroup.com/updates/office-365-tenant-to-tenant-migration-step-by-step-complete-guide/
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...
Human(e) machine interaction? A reflection on the development of products
1. Human(e) machine interaction?
A reflection on the
development of products
Lucienne Blessing
Engineering Design and Methodology
University of Luxembourg
21 avril 2009
Product development is all about prediction
A process, that starts with and idea or need and ends with a complete
product description, thinking ahead into all life phases.
Recycling/
Recycling
Planning Development Testing Production Use
Disposal
Truly new things only come into existence in the product development
process: what no one has seen, known or thought of, because it did not
exist, is generated here, through mental effort, for the first time. Leyer
2. View on product developers
„conservative and insufficiently concerned
about the environment, disconnected from
community and social impact of their decisions“
product-oriented user development
Product development and user
Recycling/
Recycling
Planning Development Testing Production Use
Disposal
Up till now
Taking the user into account: market prediction analysis of user needs
prediction, needs,
no concrete guidelines on how to do this
User orientation: many methods and guidelines for dealing with user
requirements and for usability testing
Change from seller to buyer market: competitiveness increasingly based
on product quality as perceived by the user users are becoming more
user,
active and demanding
.
Importance has been identified, but is user-centred sufficient?
3. What are the problems?
t
Recycling/
Recycling
Planning
g Development
p Testing
g Production Use
Disposal
Di l
Time and collaboration gap
Time between needs analysis, testing and use can be large
Transformation from the voice of the customer into technical requirements is
not effective.
Usability tests expensive, relatively late and not always sufficiently
informative.
informative
Knowledge and understanding gap
Designer tries to empathise and to understand, but is hardly in contact with
the user and/or is not a user his or herself
Knowledge and understanding of users
Focus mainly on primary users, less on
Secondary users: additional users, involved during the product‘s life
Tertiary users: persons that are influenced by the product, unintentionally,
now or in the future
Other stakeholders: all people having an interest in the product within or
product,
outside the company
Diversity of users is not considered:
Knowledge and experience
Physical ability
y y
Culture
Age
Gender
Information is lacking
4. Age
Special devices for the elderly?
Danger of “over-accommodation”
g
Parallel technology, increasing dependence on
the product
Low acceptance by elderly people (S h h 2005)
L t b ld l l (Schuh
Often inflexible
Often deficit oriented
deficit-oriented
Gender: seat belt clip
5. Information determines solution
Dynamic Concept
Adaptive to
the user (user models): p
( ) passive or active, within one modality or
, y
through different modalities
different users, i.e. user perspectives:
allow f i
ll for increasing competence or maintaining competence
i t i t i i t
context
intention
Dynamic user models, adaptive customised interfaces, raising
issues of acceptance (and product liability)
Do we know our users well enough?
6. Everyday technology
Challenges regarding user, process and context
Users difficult to define (large variety)
No control over operation
No control over context
User oft customer (functionality is not the only argument)
Strongly increased functionality (no simple products)
Product use often assumes some experience
User not or hardly trained ( Manual? What manual?“)
(„Manual? manual? )
Product understanding might be limited
Safety risks caused by wrong operation or panik reactions
Basic design principles: simplicity, clarity and safety
Usability aims:
EN ISO 9241-11 Ergonomic requirements f office work with
SO for ff
visual display terminals (VDTs) - Part 11: Guidance on usability
Effectiveness
Relates to the goals ( sub-goals) of the user to the accuracy and
g (or g ) y
completeness with which the goals can be achieved.
Efficiency
Efficiency relates the level of effectiveness to the expenditure of
resources.
Satisfaction
Satisfaction relates to the lack of discomfort experienced and to the
extent of users’ attitudes towards the use of the product
users
7. Dialogue principles
Ergonomics of human-system interaction –
EN ISO 9241-11 Part 110: Dialogue principles
(term “software” replaced by “product”)
1.
1 A product is for solving tasks
2. A product must speak the language of users
3. Users should be in control of the product
p
4. The product should present familiar things in a familiar manner
5. Users have a right to err
6. Users are different
7. A product should qualify
Usability and Intuitiveness
Everyone wants to have
„intuitive“ User Interfaces.
No-one knows exactly
what it means.
Everyone has them.
8. Intuitive interface?
„Intuitive interface designed
to make searching fast and
easy“
http://www.hurricanesoft.com/hsearch.jsp
Design for Intuitivity
„Intuitive interface allows end users to
use without help“
http://www.desktopdarkroom.com/upcr10l.html
Intuitive use
the extent to which a product can be used
by subconsciously applying prior knowledge,
resulting in an effective and satisfying interaction
using a minimum of cognitive resources.
Hurtienne
9. Intuitiveness and image schemata
BAD GOOD
GOOD BAD
Hurtienne
Non-intuitive Interaction
Interaction Problem
System
User
Task
Content Problem
10. Intuitive Interaction
System
User
A fit between user,
task and system
that enables users
to fulfill their tasks
effectively,
efficiently and to
y
their satisfaction
Task
Content Problem
What about satisfaction?
Survey of 1255 British PC Users
PC-Users
almost a quarter of respondents said
they had to disrupt their work at least
once a day because of a computer
problem
half of them complaint about time loss
because of crashes and system errors
two fifth criticised computer jargon in
manuals and help texts
Users frequently reacted with
„swearing, hitti or pulling th plug t
i hitting lli the l to
intractable information technology“ at
the work place
Knauer (2000)
K (2000):
11. What is satisfaction?
Who is satisfied?
„And thanks to the
electronic surveillance
we only need a home
helper every half year
to adjust the generator“
generator
12. Is that all there is?
Usability
takes into account effectiveness, efficiency, and satisfaction in a
specified context of use. ISO 9241 part 11
in line with a user-centred design approach
in practice heavily focused on task fulfillment and objective
practice,
performance data
emotional involvement of the user has to be taken into account.
User experience
takes into account non-instrumental qualities of a system
q y
and its emotional responses by the user
Conceptual User Experience Lifecycle Model
ContinUE [continuous user experience] model, illustrating the
sequential phases of a user experience lifecycle and the
associated aspects of appraisal forming
appraisal-forming
Pohlmeyer, Hecht, Blessing, 2009
13. New ISO standard on user experience
User experience incorporates
“all aspects of the user’s experience when interacting with the product,
service, environment or f ili I i a consequence of the presentation,
i i facility. It is f h i
functionality, system performance, interactive behaviour, and assistive
capabilities of the interactive system. It includes all aspects of usability
and d i bilit of a product, system or service from the user’s
d desirability f d t t i f th ’
perspective’.
ISO CD 9241-210 Ergonomics of human-system interaction - Part 210: Human-centred
design process for interactive systems. ISO, 2008
“Designing satisfying products and motivating potential users to interact
with them is something different than the mere attempt to avoid a
dissatisfying solution. Thi i already k
di ti f i l ti This is l d known f from ergonomics where
i h
discomforting features are generally independent from comforting
features.”
Pohlmeyer, Hecht, Blessing,
Pohlmeyer Hecht Blessing 2009
Emotional design
?
usability f t
bilit factors determine whether a device can b used
d t i h th d i be d
emotional factors determine whether a device will be used
adapted from Forlizzi et al., 2001
“Emotions must be generated by a product itself, not simply tacked
on through advertising. People are willing to pay more for products
with emotionally rich features.” Boatwright and Cagan, 2010
14. User involvement
User
User-centred design:
No direct communication between user and
product developer
User involvement only during phases of Marketing
on
market analysis and prototyping
Evaluatio
Already shaped product limits user
imagination
E
User i not i
U is t involved i solution fi di
l d in l ti finding Product
P d t
process Developer
Product
User integration
Recycling/
Recycling
Planning Development Testing Production Use
Disposal
A systematic procedure for integration of all users throughout the
development process is necessary
„User were more often involved and invested more resources in the
development of successful products, than of products that did not
lead to market success.“
15. In summary
User centred design is necessary but not sufficient
User diversity and user experiences have to be taken into account
Intuitiveness is key to usability and safety
User integration is required to provide the necessary information
g q p y
Considerable research and development of methods is necessary.
But until then ……
from: www. Dilbert.com