The software running much of our world today, from consumer apps to industrial infrastructures, is increasingly built on systems that learn and try to predict the future, our future. They’re increasingly sophisticated and profoundly different than technologies we’ve ever lived with before, and they're not particularly good in their predictions.
This talk is about what we—the intended beneficiaries of these products and services—will do, and how our lives will change, as the algorithms that are supposed to understand us are on what is likely a slow learning curve.
The UX of Predictive Behavior for the IoT (2016: O'Reilly Designing for the IOT)Mike Kuniavsky
This presentation identifies challenges to the user experience design of smart devices (such as the Nest Thermostat, the Amazon Echo, the Edyn water monitor, etc.) that use machine learning to anticipate the needs of people and environments and adapt in response, and point to some potential design patterns to help address those challenges. The Internet of Things promises that by analyzing data from many sensors over time our experience of the world becomes better and more efficient. Our environment can predict our behavior, anticipate problems and needs, and maximize the chances of a desirable end result.
Though this notion of effortless automation is seductive (espresso machines that start just as you’re thinking it’s a good time for coffee; office lights that dim when it’s sunny and power is cheap), we don’t have good examples for designing user experiences of predictive systems. As a result, today it’s much easier to create such systems that are confusing, unpredictable and uncontrollable.
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile based haptic feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an “interface” and draws on work in the area of Actor-Network theory to purposefully blur the boundary between man and machine. This allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. This device invites playful action and thrill. It bridges new territory on portable and low cost solutions for haptic controllers in a gaming context.
Hardware without Hardware, minimal explorations of novel product ideas (O'Rei...Mike Kuniavsky
One of the biggest challenges in designing novel connected hardware is knowing whether the final experience will be successful, and minimizing the investment in developing the wrong product. Building fully-functional hardware to evaluate an idea is a significant investment, and slow. We believe it’s possible to manage risk and still explore big, potentially transformative, ideas for products and services. Our approach looks at novel digital product systems (broadly in the Internet of Things, but not exclusively) with the explicit goal of building the minimum amount of technology as is necessary to answer questions about the value and impact of a new product or service.
Service Avatars (Mobilize 2010 presentation)Mike Kuniavsky
We are entering a new phase of the internet, one in which connected devices will be the new end points for services. This represents a seismic shift, one where the service is represented as a dedicated hardware device. We now need to understand better how to design product experiences for that scenario.
The UX of Predictive AI in the IoT (Rosenfeld To Be Designed)Mike Kuniavsky
This talk explores the potential, and the challenge of designing predictive artificial intelligence-enabled, user experiences for the Internet of Things. The Internet of Things promises that by analyzing data from many IoT devices our experience of the world becomes better and more efficient. The environment predicts our behavior, anticipates problems, and intercepts them before they occur. However, we don’t have good examples for designing user experiences of predictive AI. This talk gives examples of several different systems, lists UX challenges to creating behavioral systems, and potential approaches to addressing those challenges.
The UX of Predictive Behavior for the IoT (2016: O'Reilly Designing for the IOT)Mike Kuniavsky
This presentation identifies challenges to the user experience design of smart devices (such as the Nest Thermostat, the Amazon Echo, the Edyn water monitor, etc.) that use machine learning to anticipate the needs of people and environments and adapt in response, and point to some potential design patterns to help address those challenges. The Internet of Things promises that by analyzing data from many sensors over time our experience of the world becomes better and more efficient. Our environment can predict our behavior, anticipate problems and needs, and maximize the chances of a desirable end result.
Though this notion of effortless automation is seductive (espresso machines that start just as you’re thinking it’s a good time for coffee; office lights that dim when it’s sunny and power is cheap), we don’t have good examples for designing user experiences of predictive systems. As a result, today it’s much easier to create such systems that are confusing, unpredictable and uncontrollable.
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile based haptic feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an “interface” and draws on work in the area of Actor-Network theory to purposefully blur the boundary between man and machine. This allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. This device invites playful action and thrill. It bridges new territory on portable and low cost solutions for haptic controllers in a gaming context.
Hardware without Hardware, minimal explorations of novel product ideas (O'Rei...Mike Kuniavsky
One of the biggest challenges in designing novel connected hardware is knowing whether the final experience will be successful, and minimizing the investment in developing the wrong product. Building fully-functional hardware to evaluate an idea is a significant investment, and slow. We believe it’s possible to manage risk and still explore big, potentially transformative, ideas for products and services. Our approach looks at novel digital product systems (broadly in the Internet of Things, but not exclusively) with the explicit goal of building the minimum amount of technology as is necessary to answer questions about the value and impact of a new product or service.
Service Avatars (Mobilize 2010 presentation)Mike Kuniavsky
We are entering a new phase of the internet, one in which connected devices will be the new end points for services. This represents a seismic shift, one where the service is represented as a dedicated hardware device. We now need to understand better how to design product experiences for that scenario.
The UX of Predictive AI in the IoT (Rosenfeld To Be Designed)Mike Kuniavsky
This talk explores the potential, and the challenge of designing predictive artificial intelligence-enabled, user experiences for the Internet of Things. The Internet of Things promises that by analyzing data from many IoT devices our experience of the world becomes better and more efficient. The environment predicts our behavior, anticipates problems, and intercepts them before they occur. However, we don’t have good examples for designing user experiences of predictive AI. This talk gives examples of several different systems, lists UX challenges to creating behavioral systems, and potential approaches to addressing those challenges.
Probably all the major software manufacturers are exploring the use of intelligent agents. Myths, promises, and reality are all colliding. But the main difficulties I foresee are social, not technical: How will intelligent agents interact with people and perhaps more important, how might people think about agents?
The new crop of "intelligent agents" are different from the automated devices of earlier eras because of their computational power:
They take over human tasks, and they interact with people in human-like ways, perhaps with a form of natural language.
As part of the Social Life of Cities collaborative, we are working the University of Chicago, Cisco and McCaffery Interests to create new ways to use digital technology to help people feel safer in Chicago's south side. In our first workshops, in July 2012, we discussed what blocks and what boosts community resilience on the south side, and designed four propositions for new ways to use digital technology to tackle these issues. Our second workshops, a year later in July 2013, focused on one idea: "Team Approach to Violence", TATV. We spent the day designing TATV, looking at how south sides use new technology and examaining the experiences of people from different ages and backgrounds. We will be working with our Chicago partners to pilot and evaluate the new approach. For info see www.social-life.co/project/tatv
Design in Research: How do you use design to support and shape R&D? October 1...Mike Kuniavsky
[This is an updated version of an earlier presentation with some of the images, but none of the content, removed] Corporate Research and Development is evolving, and it increasingly incorporates user experience design, design research, and service design into the earliest stages. The historical separation between basic research, applied research and productization erodes as research horizons shorten, technology diffuses more rapidly, and companies want to take bigger risks sooner. When this changing market is coupled with rapidly changing technology that blurs the boundaries between hardware, software, materials and processes, the role of design fundamentally changes. Design influences technology research earlier in the creation of a novel technology, whether it’s a new application of artificial intelligence, or a new material. In this PARC Forum, Mike Kuniavsky and other members of PARC’s Innovation Services Group will present how they participate in early-stage research and development, and discuss the methods they developed when working alongside PARC’s researchers in developing printed sensors, AI-enabled IoT services, and deep learning computer vision products. We will show how we systematically explore the impact of technologies before they exist and how we try to look beyond hype and our own excitement to see how a new technology can actually solve business and human problems.
Our Future in Algorithm Farming (Long Now Interval 5/17/16)Mike Kuniavsky
The software running much of our world today, from consumer apps to industrial infrastructures, is increasingly built on systems that learn and try to predict the future, our future. They’re increasingly sophisticated and profoundly different than technologies we’ve ever lived with before, and they're not particularly good in their predictions. This talk is about what we—the intended beneficiaries of these products and services—will do, and how our lives will change, as the algorithms that are supposed to understand us are on what is likely a slow learning curve.
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Probably all the major software manufacturers are exploring the use of intelligent agents. Myths, promises, and reality are all colliding. But the main difficulties I foresee are social, not technical: How will intelligent agents interact with people and perhaps more important, how might people think about agents?
The new crop of "intelligent agents" are different from the automated devices of earlier eras because of their computational power:
They take over human tasks, and they interact with people in human-like ways, perhaps with a form of natural language.
As part of the Social Life of Cities collaborative, we are working the University of Chicago, Cisco and McCaffery Interests to create new ways to use digital technology to help people feel safer in Chicago's south side. In our first workshops, in July 2012, we discussed what blocks and what boosts community resilience on the south side, and designed four propositions for new ways to use digital technology to tackle these issues. Our second workshops, a year later in July 2013, focused on one idea: "Team Approach to Violence", TATV. We spent the day designing TATV, looking at how south sides use new technology and examaining the experiences of people from different ages and backgrounds. We will be working with our Chicago partners to pilot and evaluate the new approach. For info see www.social-life.co/project/tatv
Design in Research: How do you use design to support and shape R&D? October 1...Mike Kuniavsky
[This is an updated version of an earlier presentation with some of the images, but none of the content, removed] Corporate Research and Development is evolving, and it increasingly incorporates user experience design, design research, and service design into the earliest stages. The historical separation between basic research, applied research and productization erodes as research horizons shorten, technology diffuses more rapidly, and companies want to take bigger risks sooner. When this changing market is coupled with rapidly changing technology that blurs the boundaries between hardware, software, materials and processes, the role of design fundamentally changes. Design influences technology research earlier in the creation of a novel technology, whether it’s a new application of artificial intelligence, or a new material. In this PARC Forum, Mike Kuniavsky and other members of PARC’s Innovation Services Group will present how they participate in early-stage research and development, and discuss the methods they developed when working alongside PARC’s researchers in developing printed sensors, AI-enabled IoT services, and deep learning computer vision products. We will show how we systematically explore the impact of technologies before they exist and how we try to look beyond hype and our own excitement to see how a new technology can actually solve business and human problems.
Our Future in Algorithm Farming (Long Now Interval 5/17/16)Mike Kuniavsky
The software running much of our world today, from consumer apps to industrial infrastructures, is increasingly built on systems that learn and try to predict the future, our future. They’re increasingly sophisticated and profoundly different than technologies we’ve ever lived with before, and they're not particularly good in their predictions. This talk is about what we—the intended beneficiaries of these products and services—will do, and how our lives will change, as the algorithms that are supposed to understand us are on what is likely a slow learning curve.
Experience Probes for Exploring the Impact of Novel ProductsMike Kuniavsky
This presentation includes an overview of PARC, of Innovation Services at PARC and our use of social science, and a description of a process we use, experience probes, to reduce the risk of adopting novel technologies while still making breakthrough innovations.
How Web Design will reinvent manufacturingMike Kuniavsky
Picture a world where Amazon.com is a factory. Products are made as needed, based on direct input from users to designers and developers. Consumption directly drives production, and data informs design. If we weren't talking about physical products, this would sound a lot like Web/app interaction design, but the worlds of making atoms and bits are quickly colliding, and the implications are profound. By mapping what we have learned creating analytics-driven digital design to the physical world, we can change how everything is made, for the better.
Video: youtube.com/watch?v=eN05B7dDsFY Picture a world where Amazon.com is a factory. Products are made in small quantities, as needed, based on direct input from users to designers and developers. Consumption directly drives product creation, and data informs design. Consumer products are made locally, with local materials and workers, while at the same time using design and engineering talent from anywhere on earth. It simultaneously looks exactly like our world, but is totally different. It’s almost here, and you know more about it than anyone else.
(SEE SLIDE NOTES FOR COMPLETE TRANSCRIPT)
Imagine a world 8 years from now where instead of a warehouse, Amazon is a factory. Products are made in small quantities, as needed, based on direct input from users to designers and developers. In this world design directly drives product creation, and data informs design. Consumer products are made locally, with local materials and workers, while at the same time being able to use design and engineering talent from anywhere on earth. It simultaneously looks exactly like our world, but is totally different.
The New Product Development Ecosystem (Sketching in Hardware 2012 presentation)Mike Kuniavsky
(look at slide notes for full talk transcript)
Imagine a world 8 years from now where instead of a warehouse, Amazon is a factory, where products are made in small quantities based on direct input from users to designers. In this world design directly drives product creation, and where data informs design.
(special thanks to Joel Truher for many of the ideas and Alex Chaffee for the Amazon example)
ow do you design experiences that transcend a single device, or even a family of devices? How do you create experiences that exist simultaneously in your hand and in the cloud?
Using plentiful examples drawn from cutting edge products and the history of technology, this workshop describes underlying trends, shows the latest developments and asks some broader questions.
Designing Smart Things: User Experience Design for Networked Devices (UX-LX W...Mike Kuniavsky
How do you design experiences that transcend a single device, or even a family of devices? How do you create experiences that exist simultaneously in your hand and in the cloud?
Using plentiful examples drawn from cutting edge products and the history of technology, this workshop describe underlying trends, show the latest developments and ask some broader questions.
The Internet of People: Integrating IoT Technologies is Not a Technical Probl...Mike Kuniavsky
(FULL TRANSCRIPT IN SLIDE NOTES)
The technologies underlying most current Internet of Things visions are not particularly revolutionary. That of course doesn't mean that the visions are not compelling, just that the challenges in creating these visions have little to do with building new technologies. The challenge is to identify what people want and need, and how -- or if -- automatic identification, distributed processing, and pervasive networking can help address those needs and desires. We need to think about how we’re going to create the Google of Things, the Facebook of Things, the Foursquare of Things, the PayPal of Things, the Farmville of Things. It's not about the infrastructure, it's about the applications, and the applications are about people.
Lean hardware startups: elements of a ubiquitous computing innovation ecosystemMike Kuniavsky
(Look at slide notes for full transcript)
How can digital hardware startups be more like Github and less like General Motors?
The pieces that fell together to create the ecosystem of tools and business models that lead to the creation of Eric Ries' Lean Startup model for online products are now falling into place in the hardware sector. We're about to see an explosion of hardware startups based on the same ideas. Technological, social and financial changes are coming together to allow entrepreneurs to rapidly iterate new digital devices focused on customer needs. These core elements create a new way to conceptualize the development of digital hardware products. This talk will examine the components that are creating this change and suggest some directions we can expect things to go, and how we can take advantage of it.
Products are Services, how ubiquitous computing changes designMike Kuniavsky
As more products, from tablets to bathroom scales to washing machines go online, our relationship to them changes. We start to think of them as representatives of online services, and to think of services as represented by products. Ubiquitous computing changes our understanding of where the boundaries of a hardware product and a service stop, and fundamentally challenges how we design both.
Unintended Consequences: design [in|for|and] the age of ubiquitous computingMike Kuniavsky
Every technology’s most profound social and cultural changes are invisible at the outset. Cheap information processing and networking technology is a brand new phenomenon, culturally speaking, and quickly changing the world in fundamental ways. Designers align the capabilities of a technology with people’s lives, so it is designers who have the power and responsibility to think about what this means.
The Internet of Things to Come: elements of a ubiquitous computing innovation...Mike Kuniavsky
The pieces of the innovation ecosystem for the Internet of Things and Ubicomp are in place. They're: Object Oriented Hardware,
Cheap Assembly,
Anchors in the Cloud,
Social Design Collaboration Tools,
The Arduino,
Low Volume Sales Channels
Designing Smart Things: user experience design for networked devicesMike Kuniavsky
In this workshop Mike Kuniavsky, author of "Smart Things: ubiquitous computing user experience design" introduces concepts of user experience design for the post-PC/post-phone world.
How do you design experiences that transcend a single device, or even a family of devices? How do you create experiences that exist simultaneously in your hand and in the cloud?
Using plentiful examples drawn from cutting edge products and the history of technology, the workshop describes underlying trends, shows the latest developments and asks broader questions.
This presentation introduces fundamental concepts of ubiquitous computing user experience design and specific techniques for designing services and interfaces.
Topics include:
- Design for multiple scales
- Design for services used by multiple devices
- Rethinking everyday objects and experiences
- Understanding use context
Somatic Data Perception: Sensing Information ShadowsMike Kuniavsky
Get notes and the full transcript here: http://orangecone.com/archives/2011/05/somatic_data_pe.html
Augmented reality is the extension of our senses into the realm of information shadows where physical objects have data representations that can be manipulated digitally as we manipulate objects physically. To me this goes further than putting a layer of information over the world, like a veil. It’s about enhancing the direct experience of the world, not to replace it, and to do it in a way that’s not about being completely in the background, like ambient data weather, or about taking over our attention.
I’m advocating a change in language away from “augmented reality” to something that’s more representative of the whole experience of data in the environment. I’m calling it “Somatic Data Perception.”
Life in the Pre-Pre-Cambrian: a presentation for the MS Social Computing Symp...Mike Kuniavsky
We’re about to see a precambrian explosion of device-types that span uses, scales, and continents as we collectively stumble around and try to figure out what it means when many people have many devices and they’re telling many interwoven stories with them simultaneously.
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We have passed the era of Peak MHz. The race in CPU development is now for smaller, cheaper, and less power-hungry processors. As the price of powerful CPUs approaches that of basic components, how information processing is used—and how to design with/for it—fundamentally changes. When information processing is this cheap, it becomes a material with which to design the world, like plastic, iron, and wood. This vision argues that most information processing in the near future will not be in some distant data center, but immediately present in our environment, distributed throughout the world, and embedded in things we don't think of as computers (or even as "phones").
This talk will discuss what it means to treat information as a material, the properties of information as a design material, the possibilities created by information as a design material, and approaches for designing with information. Information as a material enables The Internet of Things, object-oriented hardware, smart materials, ubiquitous computing, and intelligent environments.
Information is a Material. Products are Services.Mike Kuniavsky
We have passed the era of Peak MHz. The race in CPU development is now for smaller, cheaper, and less power-hungry processors. As the price of powerful CPUs approaches that of basic components, how information processing is used--and how to design for/with it--fundamentally changes. When information processing is this cheap, it becomes a material with which to design the world, like plastic, iron, and wood. This vision argues that most information processing in the near future will not be in some distant data center, but immediately present in our environment, distributed throughout the world, and embedded in things we don't think of as computers (or even as "phones").
This talk discusses what it means to treat information as a material, the properties of information as a design material, the possibilities created by information as a design material, and approaches for designing with information. Information as a material enables The Internet of Things, object-oriented hardware, smart materials, ubiquitous computing, and intelligent environments, and services.
(talk given at the University of Michigan's School of Information on 11/1/10 and at Stanford's HCI Group)
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
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The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
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Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
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- Clean Energy Plans?!
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Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
2. Let me begin by telling youa bit about my background.I ma userexperience
designer.Iwas one ofthe first professionalWeb designers.Thisisthe navigation fora
hot sauce shoppingsite Idesigned in the spring of1994.
1
17. Value nowshiftsto servicesandthe devices,software applicationsandwebsitesused
to accessit—itsavatars—become secondary.Acamera becomesa really good
appliance fortaking photosforInstagram,while a TVbecomesa nice Instagram
display that youdon’t have to log into every time,and a phone becomesa convenient
way to check yourfriends’pictureson the road.
Hardware,physical things,become simultaneouslymore specializedand devalued as
userssee “through” eachdeviceto the serviceit represents.The avatarsexist to get
bettervalue outofthe service.
16