Jeff Johnson at BayCHI in July 2010: Designing with the Mind in Mind: The Psychological Basis for UI Design Rules
http://www.baychi.org/calendar/20100713/
Pre-Conference Course: Designing with the Mind in Mind: The Psychological Bas...UXPA International
UI design rules and guidelines are not simple recipes. Applying them effectively requires determining rule applicability and precedence and balancing trade-offs when rules compete. By understanding the underlying psychology, designers and evaluators enhance their ability to apply design rules. This course explains that psychology.
Topics covered:
Perception is biased by experience, context, goals
Vision is optimized to perceive structure (Gestalt principles)
We seek and use structure
Color vision is limited
Peripheral vision is poor, and visual search is linear unless target “pops” in periphery
Attention is limited; Memory is imperfect
Limits on attention and memory shape our thought and action, e.g., change-blindness
Recognition is easier than recall
Easy: learning from experience and executing learned actions. Hard: novel actions, problem-solving, and calculation
Artificial Intelligence lecture notes. AI summarized notes on uncertainty and handling it through fuzzy logic, tipping problem scenarios are seen in it, for reading and may be for self-learning, I think.
This Lecture/Presentation About Means-End Analysis (MEA), and is for the students of BS Computer Science, there may be mistakes and errors, therefore suggestions and corrections are warmly welcome.
Las Pruebas de Software son todavía una de las áreas más desatendidas del desarrollo y espliegue de los productos de software. Las Pruebas de Software son predominantemente vistas como una actividad periférica, casi una formalidad, antes del espliegue del software. Un cambio de actitud y un buen programa de estudios como fundamento hacia las Pruebas de Software pueden reducir tremendamente los problemas normalmente asociados con el lanzamiento del nuevo software y minimizar el riesgo implicado. El programa de estudio del ISTQB (International Software Testing Qualifications Board) Probador Certificado (Certified Tester) ofrece el mejor
entrenamiento estandarizado del mundo para los probadores de software.
Este libro le proporcionará el conocimiento esencial para ser un profesional en Pruebas, que incluye:
Fundamentos de Pruebas
Pruebas a través del Ciclo de Vida de Software
Técnicas Estáticas
Técnicas de Diseño de Pruebas
Gestión de Pruebas
Soporte de las Herramientas de Pruebas
Adquisición de Herramientas y Software en General en una Organización
Más de 200 preguntas de examen de muestra con soluciones
Ejercicios prácticos y soluciones por cada tema cubierto
Caso real, resuelto, como ejemplo a lo largo de los temas
Dos exámenes de simulación del examen real
Estándares de Pruebas
Excelente Bibliografía
Cabe señalar que este libro no es sólo para los probadores sino también para quienes están encargados de la adquisición de software en general, gerentes de tecnología, gerentes del Aseguramiento de la Calidad/Control de la Calidad (QA/QC), gerentes de sistemas, jefes de proyectos de software, analistas, arquitectos, desarrolladores, estudiantes y profesores de TI.
Asimismo este libro está diseñado para el autoestudio. El contenido comprende el programa de estudios necesario para aprobar el examen de certificación nivel básico definido por el ISTQB versión 2011 (Syllabus 2011).
Pre-Conference Course: Designing with the Mind in Mind: The Psychological Bas...UXPA International
UI design rules and guidelines are not simple recipes. Applying them effectively requires determining rule applicability and precedence and balancing trade-offs when rules compete. By understanding the underlying psychology, designers and evaluators enhance their ability to apply design rules. This course explains that psychology.
Topics covered:
Perception is biased by experience, context, goals
Vision is optimized to perceive structure (Gestalt principles)
We seek and use structure
Color vision is limited
Peripheral vision is poor, and visual search is linear unless target “pops” in periphery
Attention is limited; Memory is imperfect
Limits on attention and memory shape our thought and action, e.g., change-blindness
Recognition is easier than recall
Easy: learning from experience and executing learned actions. Hard: novel actions, problem-solving, and calculation
Artificial Intelligence lecture notes. AI summarized notes on uncertainty and handling it through fuzzy logic, tipping problem scenarios are seen in it, for reading and may be for self-learning, I think.
This Lecture/Presentation About Means-End Analysis (MEA), and is for the students of BS Computer Science, there may be mistakes and errors, therefore suggestions and corrections are warmly welcome.
Las Pruebas de Software son todavía una de las áreas más desatendidas del desarrollo y espliegue de los productos de software. Las Pruebas de Software son predominantemente vistas como una actividad periférica, casi una formalidad, antes del espliegue del software. Un cambio de actitud y un buen programa de estudios como fundamento hacia las Pruebas de Software pueden reducir tremendamente los problemas normalmente asociados con el lanzamiento del nuevo software y minimizar el riesgo implicado. El programa de estudio del ISTQB (International Software Testing Qualifications Board) Probador Certificado (Certified Tester) ofrece el mejor
entrenamiento estandarizado del mundo para los probadores de software.
Este libro le proporcionará el conocimiento esencial para ser un profesional en Pruebas, que incluye:
Fundamentos de Pruebas
Pruebas a través del Ciclo de Vida de Software
Técnicas Estáticas
Técnicas de Diseño de Pruebas
Gestión de Pruebas
Soporte de las Herramientas de Pruebas
Adquisición de Herramientas y Software en General en una Organización
Más de 200 preguntas de examen de muestra con soluciones
Ejercicios prácticos y soluciones por cada tema cubierto
Caso real, resuelto, como ejemplo a lo largo de los temas
Dos exámenes de simulación del examen real
Estándares de Pruebas
Excelente Bibliografía
Cabe señalar que este libro no es sólo para los probadores sino también para quienes están encargados de la adquisición de software en general, gerentes de tecnología, gerentes del Aseguramiento de la Calidad/Control de la Calidad (QA/QC), gerentes de sistemas, jefes de proyectos de software, analistas, arquitectos, desarrolladores, estudiantes y profesores de TI.
Asimismo este libro está diseñado para el autoestudio. El contenido comprende el programa de estudios necesario para aprobar el examen de certificación nivel básico definido por el ISTQB versión 2011 (Syllabus 2011).
Designing with the Mind in Mind: the Psychological Basis of UI Design RulesUXPA International
UI design guidelines are not simple recipes. Applying them effectively requires determining guideline applicability and precedence and balancing trade-offs when guidelines clash. By understanding the underlying psychology, designers and evaluators enhance their ability to apply guidelines. This course explains that psychology. It is based on the instructor's recent book: Designing with the Mind in Mind, 2nd Edition (Elsevier, 2014).
Topics covered:
Perception is biased
Vision is optimized to perceive structure
We seek and use structure
Color vision is limited
Peripheral vision is poor, and visual search is linear unless target “pops” in periphery
Attention is limited; Memory is imperfect
Limits on attention and memory shape our thought and action, e.g., change-blindness
Recognition is easier than recall
Easy: learning from experience & executing learned actions. Hard: novel actions, problem-solving, calculation
Human decision making is rarely rational
Hand-eye coordination follows laws
This deck is from the Designing for the Mind panel at SXSW 2015, organized by Roger Dooley, author of Brainfluence. Other panelists are Nathalie Nahai and Nir Eyal. It is a very brief introduction to why taking the way the human brain works is important for designers, followed by one example.
The example is how what psychologists call "cognitive fluency" can cause friction in surprising and apparently illogical ways. Choosing the wrong type font can make an action seem more difficult, and the way images are placed can affect credibility.
Designing with the Mind in Mind: the Psychological Basis of UI Design RulesUXPA International
UI design guidelines are not simple recipes. Applying them effectively requires determining guideline applicability and precedence and balancing trade-offs when guidelines clash. By understanding the underlying psychology, designers and evaluators enhance their ability to apply guidelines. This course explains that psychology. It is based on the instructor's recent book: Designing with the Mind in Mind, 2nd Edition (Elsevier, 2014).
Topics covered:
Perception is biased
Vision is optimized to perceive structure
We seek and use structure
Color vision is limited
Peripheral vision is poor, and visual search is linear unless target “pops” in periphery
Attention is limited; Memory is imperfect
Limits on attention and memory shape our thought and action, e.g., change-blindness
Recognition is easier than recall
Easy: learning from experience & executing learned actions. Hard: novel actions, problem-solving, calculation
Human decision making is rarely rational
Hand-eye coordination follows laws
This deck is from the Designing for the Mind panel at SXSW 2015, organized by Roger Dooley, author of Brainfluence. Other panelists are Nathalie Nahai and Nir Eyal. It is a very brief introduction to why taking the way the human brain works is important for designers, followed by one example.
The example is how what psychologists call "cognitive fluency" can cause friction in surprising and apparently illogical ways. Choosing the wrong type font can make an action seem more difficult, and the way images are placed can affect credibility.
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/
Hook 'em: The Psychology of Persuasive Products at SXSW 2016Roger Dooley
Slide deck from Roger Dooley's SXSW 2016 panel focused on creating persuasive websites, apps, and other products. Roger's co-panelists were Susan Weinschenk, Nathalie Nahai, and Nir Eyal. Topics touched on include non-conscious decision-making, Daniel Kahneman's System 1 and 2 thinking, neuromarketing, The Persuasion Slide, and more.
Copy That Converts - Pubcon, Austin, 2013Roger Dooley
Brain-based ways to improve copy and make it engage the reader's mind. Metaphors, adjectives, more. Tips from Dooley's Brainfluence book, Neuromarketing blog, and more.
Keynote at ConversionSUMMIT 2013, Frankfurt, GermanyRoger Dooley
Introducing The Persuasion Slide™, a new model of the persuasive process. Delivered as keynote speech at 2013 ConversionSUMMIT, Frankfurt, Germany, by Roger Dooley. Particular focus is on conversion and conversion rate optimization (CRO).
Steve Krug Explains It All for You - SxSW 2011Steve Krug
My slides from my first SxSW.
The audio (60 min.) is available at http://schedule.sxsw.com/events/event_IAP8293. Play both at the same time and create your own multimedia presentation! (Note: For some reason, the SxSW media player widget isn't visible in IE. Consider alternate routes.)
This is the ppt for my presentation at the Friday Book Synopsis. Let me know if you\'d like me to present at you next staff meeting. It\'s a great way to share leadership ideas
In a presentation at the 2016 Neuromarketing World Forum, Aaron Reid of Sentient Decision Science joined NeuroStrata's Thom Noble to share how creative agencies can use neurotools to optimize their creative works in progress. The pair presented the concept via the story of one particular production company in London: Saddington Baynes. Note: These slides do not contain the complete NMWF presentation.
10 ‘Quite interesting’ things every designer should know about peopleNeil Turner
How long can you expect to hold someone's attention? How much information can you expect people to remember? Here I look at 10 'quite interesting' things about people every UX designer should know.
When you look at the greatest design thinkers in history, you will see that they all worked in a deliberate fashion. They would research, practice, and network in a deliberate and calculated fashion. These slides show how Pablo Picasso, Agatha Christie, Thomas Edison, Hedy Lamarr, Leonardo Da Vinci, and Sherry Turkle perform deliberate research, deliberate practice, and deliberate networking.
How does Disney make things disappear? Why should you box in red? And what’s the link between beauty and your website?
In this webinar, we will look at why - and how - neuroscience can supercharge the world of design.
We cover:
- How understanding the way we decode the world can help create better design and competitive advantages for your company
- Rules of thumb that we can all leverage to change the way we think and create to give your brand the edge
Designing visualisations and dashboards can be a difficult task. It involves working out how to condense large amounts of data into easy to understand visualisations, understanding how the information presented will be used, and even choosing the right kinds of charts.
This presentation covers elements of design thinking, usability, and an understanding of human perception. The goal end goal is to try and enhance the user experience of visualisations and dashboards.
This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Mapping human behaviour with immersive expereiences by Jon DoddNeil Cooper
How do we develop products, services and websites that provide customers with a rich, immersive and satisfying experience? What are the little peculiar human behaviours that we need to be aware of and tap into?
Jon holds a DPhil. in Visual and Computational Neuroscience from Oxford University. As an academic he researched (amongst other things) how you and your brain judge attractiveness, discern the shapes of shampoo bottles, and make decisions when shown visual illusions (he can also tell you a thing or two about how faces indicate age, gender and trustworthiness and why caricatures work so well).
In 1999 he co-founded Bunnyfoot. The premise was (and still is) to help people create great experiences by applying the brainy bits from science and psychology.
Week 5 neural basis of consciousness eyes, early visual system and conscious...Nao (Naotsugu) Tsuchiya
12-week lecture series on "the neural basis of consciousness" by Prof Nao Tsuchiya.
Given to 3rd year undergraduate level. No prerequisites.
Contents:
1) What is our peripheral experience?
- A closer look with color, motion, and metacognition
2) What neural mechanisms underlie the transmission of visual input from the eyes to the brain?
3) What is a receptive field of a neuron?
4) What are the key properties of V1 (the primary visual cortex)?
5) What are the implications of the properties of V1 for conscious phenomenology?
6) What are the visual pathways from the eyes to the brain, and its implication for blindsight?
So many people are interested in the field of NLP and so many people are selling courses that it's hard to know where to start.
We're sharing this intro day for FREE and are happy to answer any questions to help you decide what course is best for you
www.nlpbirmingham.co.uk
¿What are our real motivations behind each design?
What influence does our world-vision have on this? How do our daily objectives & criteria fit in all this? If our vision is programmed, in great part by the "consumer dream" of our present culture ... How can we really change it?
Even though we might have good information & good intention, it's inevitable that we go dragging behind us many habits, patterns & ways of thinking that aren't very permacultural ...
Presenter: Paul Norris, Sr. Product Designer, Substantial
The human brain wants stories. Marketers use this. Advertisers use this. We should also use this in the way we design software, using psychology to create attachments that run deeper than just increasing engagement. Additionally, there's one huge software arena where this is done extremely well - video games. How can we use lessons from gaming to evoke emotional responses and understanding in our user experiences? In this talk I'll explore the psychological roots of emotion in user experiences, give examples and techniques used in product and game UI, and describe how all of us can use these ideas to create software experiences that move beyond the mechanical
Psychologie voor designers - Ben De Vleeschauwer, Docent Web & UX (KDG)Monkeyshot
Goed design wordt bepaald door het gevoel dat we erbij krijgen: emotie is hier doorslaggevend.
In deze talk wordt niet iedere psychologische studie aangehaald die er is. Integendeel zelfs, in deze sessie zie je bijna geen theorie. Wat je wel zal zien, zijn manieren om psychologie toe te passen in je eigen ontwerpen.
We kruipen in het hoofd van onze gebruikers en kijken hoe we bepaalde zones in de hersenen kunnen prikkelen, activeren en manipuleren. Deze sessie geeft je misschien wel wat superpowers, maar we gaan ze spaarzaam en verantwoord gebruiken.
WANT TO KNOW THE SECRET TO A GREAT UX? Knowing what your users are thinking before they do is a great start...
Academicians know so much about what draws our attention, how we make decisions and what can change our behaviors but have typically buried that knowledge in research papers that rarely cross the chasm into mainstream user experience. Join me for an interactive guide to how your users think and why it matters to your UX practice.
Want to know where users will look first on your interface and why? We’ve got a demo for that. Want your app to be more addictive? We can give you some good suggestions. Want people to buy more stuff or sign up more often? We can help there too. Wish you knew what an affordance was? Okay, maybe that wasn’t keeping up at night but we’ve got that covered too.
John will present a series of fun demos to make the psychological principles memorable and then demonstrate how to apply what you learned to your user experience challenges.
Bad Advice Unintended Consequences and Broken Paradigms - Think && Act Differ...Steve Werby
20 years ago information security was a low corporate priority that was the realm of technical geeks. Factors such as the rapidly-evolving threat environment and increased corporate impact have elevated it to a multidisciplinary risk management discipline…which sometimes has a seat at the table. This talk explores what we’re doing wrong, why it’s ineffective (or worse), and better ways of thinking and doing. You will learn to question the status quo, rethink existing paradigms, and leverage better approaches from information security and other disciplines. Think different! Act different!
Similar to Jeff Johnson at BayCHI: Designing with the Mind in Mind (20)
The Importance of Facial Features, Gretchen Anderson at BayCHIBayCHI
What's the key facial feature of your design? That one element that grabs people on an irrational level, reflects the big concept, and becomes the icon for your product or service. Gretchen Anderson points to BMW cars' split grill, Tivo's big, bright "pause" button, and the Flip camera's flip-out USB plug as examples of successful facial features. Yes, strive for usability, but the most usable designs can be boring. Your design needs personality, too!
Peter Merholz at BayCHI July 8, 2008: Creating Great Products and Services in...BayCHI
The way most organizations think and work on products and services isn't suited to the unpredictable world we live in. Instead, companies need new ways of thinking and working to adapt into innovative, agile, and commercially successful organizations who creates great products and services. Peter Merholz, one of the authors of Adaptive Path's new book, Subject to Change, will share a handful of breakthrough ideas for succeeding in a future that you can't predict.
Jared Spool: Revealing Design Treasures from The AmazonBayCHI
Jared Spool at BayCHI: Revealing Design Treasures from The Amazon
On its surface, Amazon.com just seems like a large e-commerce site, albeit a successful one. Its design isn't flashy, nor is it much to write home about. But deep within its pages are hidden secrets—secrets that every designer should know about.
Mindset for Achievement: How to Boost Achievement and Fulfillment Through Min...BayCHI
Carol Dweck at BayCHI, May 11, 2010: Mindset is a simple idea discovered by world-renowned Stanford University psychologist Carol Dweck in decades of research on achievement and success—a simple idea that makes all the difference. In a fixed mindset, people believe their basic qualities, like their intelligence or talent, are simply fixed traits. They spend their time documenting their intelligence or talent instead of developing them. Dweck's research also shows that praising intelligence can harm motivation by creating a fixed mindset. People also tend to believe that talent alone creates success—without effort. They're wrong. In a growth mindset, people believe that their most basic abilities can be developed through dedication and hard work—brains and talent are just the starting point. This view creates a love of learning and a resilience that is essential for great accomplishment. Virtually all great people have had these qualities. Teaching a growth mindset creates motivation and productivity in the worlds of business, education, and sports.
Designing Social Interfaces: 5 Principles, 5 Practices, 5 Anti-PatternsBayCHI
Christian Crumlish at BayCHI April 13, 2010: Designing for social interaction is hard. People are unpredictable, consistency is a mixed blessing, and co-creation with your users requires a dizzying flirtation with loss of control. Christian will present the dos and don'ts of social web design using a sampling of interaction patterns, design principles and best practices to help you improve the design of your digital social environments.
Elaine Wherry, Meebo: What Web Application Design Can Learn from the HarpsichordBayCHI
Baroque harpsichordists excelled at taking simple melodies and creating elaborate, beautiful pieces of music. But in their desire to push the boundaries of experimentation, these keyboard virtuosi eventually ornamented the music beyond the limits of good taste, making the composer's original melody unrecognizable. Listen to enough Baroque music, and you'll ultimately decide, "This is ridiculous. I never want to hear another harpsichord!"
Something similar happens in Web design. With new technology comes a natural desire to experiment, challenging fundamental design rules to push the limits of web applications. As designers explore just how far they can go, there inevitably comes a breaking point, where you think, "This is ridiculous. I never want to see another rounded corner!"
In both cases, the lesson learned is that just because you can, doesn't mean you should.
Web application interaction design brings a wealth of creative freedom and makes it increasingly important to identify the functional rationale for UI choices rather than gut reactions like "this is the way users are accustomed to it" or "this just looks better." Elaine will discuss how to approach web application design when, instead of one dominant voice, there's a multitude of web product and design philosophies.
Elaine Wherry is co-founder and VP of Products at Meebo. Originally a classically-trained violinist, Elaine graduated from Stanford University with a degree in Symbolic Systems with a concentration in Human-Computer Interaction. After graduating, she became the manager of Usability and Design at Synaptics. She co-founded Meebo.com in 2005 with two good friends, Seth Sternberg and Sandy Jen. Initially, she wrote Meebo's JavaScript framework and went on to build and oversee Meebo's web, user experience, and product management teams. Today, Meebo has approximately 40 million unique users in the United States and nearly 100 million unique users worldwide, according to Quantcast.
Scott MacKenzie at BayCHI: Evaluating Eye Tracking Systems for Computer Data ...BayCHI
The human eye, with the assistance of an eye tracking apparatus, may serve as an input controller to a computer system. Much like point-select operations with a mouse, the eye can "look-select", and thereby activate items such as buttons, icons, links, or text. Evaluating the eye working in concert with an eye tracking system requires a methodology that uniquely addresses the characteristics of both the eye and the eye tracking apparatus. Among the interactions considered are eye typing and mouse emulation. Eye typing involves using the eye to interact with an on-screen keyboard to generate text messages. Mouse emulation involves using the eye for conventional point-select operations in a graphical user interface. In this case, the methodologies for evaluating pointing devices (e.g., Fitts' law and ISO 9241-9) are applicable but must be tailored to the unique characteristics of the eye, such as saccadic movement. This presentation surveys and reviews these and other issues in evaluating eye-tracking systems for computer input.
Scott MacKenzie is associate professor of Computer Science and Engineering at York University, Toronto, Canada. His research is in human-computer interaction with an emphasis on human performance measurement and modeling, experimental methods and evaluation, interaction devices and techniques, alphanumeric entry, language modeling, and mobile computing. He has more than 100 peer-reviewed publications in the field of Human-Computer Interaction, including more than 30 from the ACM's annual SIGCHI conference. He has given numerous invited talks over the past 20 years.
Juliette Melton at BayCHI: Real World Remote ResearchBayCHI
Remote research can raise the quality and lower the costs of your user research efforts; using a combination of surveys, video, screensharing, and phone, you can connect with a much broader range of users than you could using traditional lab-based usability tests, while using resources more efficiently than you would doing contextual research. In this workshop-style talk, Juliette Melton will cover recruiting sources, technology tools, and caveats you might not have thought of, including managing time zones and participant distraction. We will also address pros and cons of increasingly popular non-scripted research services.
Juliette Melton at BayCHI: Real World Remote ResearchBayCHI
Remote research can raise the quality and lower the costs of your user research efforts; using a combination of surveys, video, screensharing, and phone, you can connect with a much broader range of users than you could using traditional lab-based usability tests, while using resources more efficiently than you would doing contextual research. In this workshop-style talk, Juliette Melton will cover recruiting sources, technology tools, and caveats you might not have thought of, including managing time zones and participant distraction. We will also address pros and cons of increasingly popular non-scripted research services.
Conrad Albrecht-Buehler at BayCHI: Heed or: How I Learned to Stop Monitoring ...BayCHI
http://www.baychi.org/calendar/20100112/#2
Technology users are technology observers as well, monitoring for problems or opportunities that might arise. Designing interfaces to support the monitoring of technology presents unique challenges, like detecting situations and knowing how and when to respond, coping with a changing operating environment, and the changing knowledge of the observer.
Conrad describes "Heed," a scale and framework to help observers of a system evaluate which situations need scrutiny and when. He gives an example heed-based interface that encourages the development of situation awareness. Learn how the framework and interface can be applied in three different scenarios: server performance, a business's finances, and user experience in a community forum.
Conrad Albrecht-Buehler at BayCHI: Heed or: How I Learned to Stop Monitoring ...BayCHI
http://www.baychi.org/calendar/20100112/#2
Technology users are technology observers as well, monitoring for problems or opportunities that might arise. Designing interfaces to support the monitoring of technology presents unique challenges, like detecting situations and knowing how and when to respond, coping with a changing operating environment, and the changing knowledge of the observer.
Conrad describes "Heed," a scale and framework to help observers of a system evaluate which situations need scrutiny and when. He gives an example heed-based interface that encourages the development of situation awareness. Learn how the framework and interface can be applied in three different scenarios: server performance, a business's finances, and user experience in a community forum.
Joy Mountford at BayCHI: Visualizations of Our Collective LivesBayCHI
The lines between art, design, and information are dissolving as we experience new places and objects. Consider, for example, the organic flow of air traffic over North America at daybreak, the bursts of search query memes spreading around the globe, and the pointillist surge of mobile phone usage on New Year's Eve. Using the new techniques of generative data visualization, a new generation of artist/designers/engineer/scientists are creating gorgeous, dynamic experiences driven by massive sets of data about our own lives. Their work comes to life in architectural spaces, on walls of wood and metal and light and shimmering glass clouds suspended overhead. Of course it must be touched to be appreciated and engaged with, simple gestures launch a thousand images and possibilities. Many of these projects have received international recognition. They are primarily 3D applications that can run in real time, but really can only be appreciated by watching them, as movies. These data movies aim to make information easier to understand while being enjoyable to watch. Surprising insights surface through looking at our 'data life' in new ways, and may compel us to design in different, even better ways.
For those who couldn’t attend Wikimania, the annual international Wikimedia conference, this panel of top contributors to the wiki community reviews some of the latest developments, lessons learned, and what to expect from Wikimedia in the future.
Adina Levin of SocialText leads a panel that includes Wikimedia executives and other noted wiki experts as they share highlights from Wikimania 2009. The panelists discuss a project that would allow Wikimedia to be more usable for contributers, opportunities to help Wikimedia move forward, and the latest wiki trends.
Yahoo!'s Micah Alpern describes the culture of Wikimania. Sue Gardner, Wikimedia's executive director, covers the foundations priorities and projects. Ed Chi of PARC summarizes his much-discussed research on the slowing growth of Wikipedia, with data, models, and possible explanations. Naoko Komura shows off the achievements of Wikimedia's Usability Project and describes its future plans. Jack Herrick of wikiHow describes his company's efforts to increase contributions to wikis.
The broad wiki community is strong, productive, and inventive, and our panelists are a few of the people who help make it a success. Whether you use wikis for reference, contribute to wikis at work, use other kinds of user-contributed media, or participate in open-source communities, you'll learn a lot from these experts.
Taming Complexity and Sparking Innovation Through Ideation and Design ThinkingBayCHI
Gayle Curtis, Design Consultant at BayCHI, December 8, 2009: A design thinking approach to product development gives us a place to start and a way to proceed with problems that are tricky and ill-defined. It can help tame their complexity and uncover innovative solutions. At the heart of this approach is ideation, the capacity for generating ideas and entertaining alternatives, which we most often practice in brainstorming sessions. In this talk we will look at the background, values and techniques of brainstorming and how to structure effective brainstorm sessions. We will also look at the ways group brainstorms can enhance team performance and serve as the sparkplug for an innovation pipeline.
Aiming for Innovation: Living Design in a Business WorldBayCHI
Brynn Evans and Krista Sanders at BayCHI, December 8, 2009: Design thinking and how it relates to software product development in general and HCI design in particular. The values and methods of strategic ideation and see how they can be applied in various real life/real work situations.
"Well, we did all this research ... now what?"BayCHI
Steve Portigal at BayCHI, June 9, 2009: One of the most persistent factors limiting the impact of user research in business is that research projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. As designers increasingly become involved in using contextual research to inform their design work, they may find themselves holding onto a trove of raw data but with little awareness of how to turn it into design.
Steve introduces a framework for synthesizing raw data into insights, and then creatively using those insights to develop a range of business concepts.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
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Digital Tools and AI for Teaching Learning and Research
Jeff Johnson at BayCHI: Designing with the Mind in Mind
1. Designing With the
Mind in Mind:
The Psychological Basis
for UI Design Rules!
Jeff Johnson
UI Wizards, Inc."
1
2. UI Design Guidelines
(Shneiderman, 1987, 1998, …, 2010)!
Strive for consistency
Cater to universal usability
Offer informative feedback
Design task-flows to yield closure
Prevent errors
Permit easy reversal of actions
Make users feel they are in control
Minimize short-term memory load
2
3. UI Design Guidelines
(Nielsen & Molich, 1993)!
Visibility of system status
Match between system & real world
User control & freedom
Consistency & standards
Error prevention
Recognition rather than recall
Flexibility & efficiency of use
Aesthetic & minimalist design
Help users recognize, diagnose, & recover from errors
Provide online documentation & help
3
4. UI Design Guidelines
(Stone et al, 2005)!
Visibility: First step to goal should be clear
Affordance: Control suggests how to use it
Feedback: Should be clear what happened or is
happening
Simplicity: as simple as possible & task-focused
Structure: content organized sensibly
Consistency: similarity for predictability
Tolerance: prevent errors, help recovery
Accessibility: usable by all intended users, despite
handicap, access device, or environmental conditions
4
5. Applying Usability Guidelines!
UI Guidelines are based on how people
perceive, think, learn, act
UI designers want reasons for rules
UI guidelines are not rote recipes
Applying them effectively requires
understanding their scientific basis
Determining rule applicability & precedence
Balancing trade-offs between competing rules
5
6. Facts about Human
Perception & Cognition!
We perceive what we expect
Our vision is optimized to see structure
We seek and use visual structure
Reading is unnatural
Our color vision is limited
Our peripheral vision is poor
6
7. Facts about Human
Perception & Cognition (cont.)!
Our attention is limited; Our memory is imperfect
Limits on attention shape our thought & action
Recognition is easy; recall is hard
Learning from experience & performing learned
actions are easy; problem-solving & calculation
are hard
Many factors affect learning
We have real-time requirements
7
8. We Perceive What We Expect!
Our perception is biased by:
Our experience
The context
Our goals
8
14. Our Vision is Optimized
to See Structure!
Gestalt Principles of Visual Perception
Proximity
Similarity
Continuity
Closure
Symmetry
Figure/ground
Common fate
14
15. Gestalt Principle: Closure!
We tend to see whole, closed objects, not
collections of fragments
Overlapping circles & triangles,
not odd fragments
15
16. Gestalt Principle: Closure!
We tend to see whole, closed objects, not
collections of fragments
Stacked letters, not odd bits of images
16
17. Gestalt Principle: Symmetry!
We tend to see simple figures rather than
complex ones
E.g., two overlapping diamonds;
not other, more complex combinations
17
19. We Seek & Use Structure!
Structured info is easier to perceive
Unstructured:
You are booked on United flight 237, which
departs from Auckland at 14:30 and arrives at
San Francisco at 11:40 Tuesday 15 Oct
Structured:
Flight: United 237, Auckland San Francisco
Depart: 14:30 Tue 15 Oct
Arrive: 11:40 Tue 15 Oct
19
20. We Seek & Use Structure!
Visual hierarchy gets people to goal faster
20
21. Reading is Unnatural!
We’re pre-wired for language
Brain learns language easily in childhood
Nearly everyone learns a language
We are not pre-wired for reading
Brain has no special facility for reading
Learning reading is like learning other skills:
Writing, arithmetic, reading music, kung fu
Same brain areas mediate
Many people never learn to read well, or at all
21
22. Reading is Unnatural!
Poor text presentation can disrupt reading
Unfamiliar words:
Bailiwick, penultimate, heretofore, defragment
Difficult typefaces
TEXT IN ALL CAPS, ESPECIALLY IN A FANCY FONT
Patterned background or poor contrast
22
23. Reading is Unnatural!
Poor text presentation can disrupt reading
Centered text
Four score and seven
years ago our forefathers brought forth on
this continent a new
nation, conceived in liberty and dedicated
to the proposition
that all
men are created equal.
23
24. Our Color Vision is Limited!
Our color vision is based on differences
24
25. Our Color Vision is Limited!
Our vision is optimized to see contrasts --
edges & changes, not absolute levels
A:
B:
25
26.
27. Our Color Vision is Limited!
We have trouble discriminating:
pale colors
small color patches
separated patches
27
28. Our Color Vision is Limited!
Federal Reserve Bank (Minn)
ITN.net
28
29. Our Color Vision is Limited!
Some people have color-blindness
~ 8% of males
~ 0.5% of females
E.g., colors that would be hard for
red-green colorblind people to distinguish
29
30. Our Color Vision is Limited, so!
Don’t rely solely on color
Use redundantly with other cues
E.g., Let’s improve ITN.net
How they improved it:
30
35. Our Peripheral Vision is Poor, so!
Common methods of getting seen
Put where users are looking
Put near the error
Use red for errors
Use error symbol
35
37. Our Peripheral Vision is Poor, so!
Common methods of getting seen
Put where users are looking
Put near the error
Use red for errors
Use error symbol
Heavy artillery: use sparingly
Popup in error dialog box
Audio: beep
Flash or wiggle briefly (not continuously)
37
39. Our Attention is Limited;
Our Memory is Imperfect!
Short-term memory (STM)
Long-term memory (LTM)
39
40. Our Attention is Limited;
Our Memory is Imperfect!
Short-term memory (STM)
Represents conscious mind
Attention: what we’re attending to NOW
Not a separate store; Focii of attention in LTM
Capacity: 3-5 unrelated items
“Magical number 7” was over-estimate
Goals, numbers, words, objects (actually features)
New items can “grab” attention from old
Easy to forget goals or info
40
41. Our Attention is Limited;
Our Memory is Imperfect!
Short-term memory (STM) test:
Memorize: 3 8 4 7 5 3 9
Say your phone number backwards
Memorize: 3 1 4 1 5 9 2
Memorize: 1 3 5 7 9 11 13
Memorize: town river corn string car shovel
Memorize: what is the meaning of life
41
42. Our Attention is Limited;
Our Memory is Imperfect!
Slate.com
Blooper:
Search terms
not shown
(short-term
memory)
42
43. Our Memory is Imperfect!
Long-term memory (LTM)
Memories = broad patterns of neural activity
Experiences trigger patterns corresponding to features
Similar experience triggers same pattern recognition
Internal neural activity triggers pattern recall
Stores a lifetime of experience, but…
error-prone, impressionist, free-associative, easily biased
Memories change when features are dropped or added
See whale-shark, remember whale
Seldom-followed routines hard to recall
Reason for written food recipes, pilot checklists, etc.
43
44. Our Memory is Imperfect!
Long-term memory (LTM) test:
Was there a roll of tape in the toolbox?
What was your previous phone number?
Pollack painting
or dalmatian?
44
46. Limits on Attention Shape Our
Thought & Action!
We barely pay attention to computer tools
Focus attention on own goals, data
Think about computer, UI very superficially
Krug: Don’t Make Me Think (about your software)
Focused on achieving goal
Prefer familiar paths over exploration
User: “I’m in a hurry, so I’ll do it the long way.”
Very literal in following “scent” toward goal
46
48. Limits on Attention Shape Our
Thought & Action!
Keeping track of features in STM is work
We track only features crucial to task
We are often “blind” to changes
48
49. Limits on Attention Shape Our
Thought & Action!
Keeping track of things in STM is work
When we reach goal, we often let everything
related to it fall out of STM
We often forget “loose ends” of tasks:
Removing last page of document from copier
Turning car headlights OFF
Switching device or software back to normal mode
Therefore:
Systems should remind users of loose ends
Modes should revert to “normal” automatically
49
50. Recognition is Easy;
Recall is Hard!
We evolved to recognize things quickly
We assess situations very fast
We recognize faces blindingly fast
50
51. Recognition is Easy;
Recall is Hard!
We did not evolve to recall arbitrary facts
Tricks for memorizing use recognition to stimulate
recall, e.g., Greek “method of loci”
Developed writing to avoid memorizing
We rely on external memory aids: calendars, PDAs
Implication for UI design:
See & choose easier to learn than remember & type
>
Remove
51
52. Easy: Learning from Experience
& Performing Learned Actions!
Generalizing from experience is easy
Main fault is overgeneralization
Performing well-learned actions is easy
Automatic routines don’t require STM or
conscious awareness
It’s “compiled mode, parallel” processing
Can multi-task (many processors)
Brains have done both for hundreds of
millions of years
52
53. Test: Performing
Learned vs. Novel Actions!
Recite alphabet, A – M
Recite alphabet backwards, M – A
Write your name with dominant hand
Write your name with non-dominant hand
Countdown from 10 to 1
Countdown from 21 to 1 by 3s
53
54. Hard: Problem Solving & Calculation!
Problem solving is evolutionarily new
Only a few mammals & birds can do it. We’re the best.
Cerebral cortex is where conscious reasoning happens
Lets us write programs for ourselves & run them in
monitored, emulated mode, rather than compiled mode
But monitored thought runs slowly, uses up STM,
can’t be multi-tasked (only one processor)
Calculation is extremely new
Originated only ~5K years ago
Expensive: mainly done in controlled, monitored mode
54
55. Hard: Problem Solving & Calculation!
Only small problems don’t tax memory & attention
9 x 10 = ?
Most exceed STM or require retrieval from LTM
93.3 x 102.1 = ?
Diagnosing computer problems
Requires systematic testing of possibilities
We invented writing, numbers, arithmetic,
calculators & computers to overcome our brain’s
limitations
55
56. Easy: Generalizing & Learned Actions
Hard: Problem Solving & Calculation!
Implications for UI design:
Don’t make people deduce things
“It wants my ‘member ID’. Is that the same as my
‘username’? It must be.”
Explain explicitly & exactly what to do,
or explicitly & exactly what happened
Don’t make people reason by elimination
Debug complex computer malfunctions,
e.g., faulty Internet connection
Optimize combinations of many settings
Don’t make people calculate what software can
calculate 56
57. Many Factors Affect Learning!
We Learn Faster When
Vocabulary is familiar & task-focused
Vocabulary is consistent
Risk is low
57
62. Human Real-Time Characteristics!
Shortest audible silent gap in sound: 0.001 sec
Briefest visual stimulus that affects us: 0.005 sec
Shortest noticeable lag in ePen ink: 0.01 sec
Threshold for auditory fusion of clicks: 0.02 sec
Threshold for visual fusion of images: 0.05 sec
Speed of (involuntary) flinch reflex: 0.08 sec
Lag in full awareness of visual event: 0.1 sec
Limit on perception of cause/effect: 0.14 sec
62
63. Human Real-Time Characteristics!
Time for skilled reader to comprehend a word: 0.15 sec
Time to subitize 1-5 items: 0.2 sec
## # #
Time to identify (name) visual object: 0.25 sec
Time to count items in visual field: 0.5 sec/item
## #
Minimum visual-motor reaction time: 0.7 sec
Average conversational gap: 1 sec
Length of unbroken attention to task: 6-30 sec
63
65. Conclusion: Applying Design Rules in
UI Designs is Not Simple & Mindless!
UI design is a skill; not something anyone
can do by following guidelines
Knowing cognitive basis helps us prioritize
Recognize which rules to follow in each
design situation
65
66. Thank you!!
Designing With the Mind in Mind
available at most booksellers
or directly from Elsevier (see flyer)
Questions?
66