The document discusses the human feedback loop in computing. It defines the feedback loop as processes that evaluate, moderate, and confirm as information passes from the human through an interface to a computer and back. It outlines four stages: 1) evidence of a behavior is measured and stored, 2) relevant information is relayed to the human, 3) the information illuminates paths ahead, and 4) the human recalibrates behavior and acts, restarting the loop. The document discusses why feedback loops are important for understanding reality and tapping into human learning and aspirations. It also notes challenges in designing effective feedback loops and potential future applications.
The document provides an overview of a presentation on mobile UX essentials. Some key points:
- It discusses similarities and differences between designing for web and mobile, noting mobile's unique context of environment and limited input.
- Three important attributes of great mobile experiences are outlined: being uniquely mobile, sympathetic to context, and allowing interfaces to "speak their power".
- Design principles are proposed such as focusing on what mobile can do well and understanding relationships of place, time and context.
- Activities are presented to prototype concepts that pivot users through information and allow for exploration based on identified user needs.
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account?
How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these. Questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology.
In this keynote, Rachel will share her thoughts on the challenges and opportunities the current cultural watershed will present to our industry as well as the metamorphosis our field must undergo in order to create great experience across different cultures.
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
This document discusses engaging digital natives in the workplace. It defines digital natives as those aged 30 and younger who grew up with digital technologies integrated into their lives. Research shows their brains have physically changed from internet use. Digital natives are used to receiving information quickly and randomly, prefer graphics over text, and multi-task. As they enter the workforce, companies need to adapt practices to attract and engage them, such as using social media, gamification, flexible work arrangements, and immediate rewards. HR implications include technology-driven solutions, differentiated engagement policies, and reinventing rewards and recognition programs.
This document discusses human-computer interaction (HCI). HCI involves designing computer systems that are usable by considering human abilities and limitations in processing information through visual, auditory, and haptic channels as well as movement. The goal is to design systems that are suitable for users' tasks and transfer knowledge to executable systems. HCI is a multidisciplinary field involving business, healthcare, and other domains to make technology easier, more practical, and efficient for people to do their jobs. While there is no unified theory of HCI, important aspects include considering the people, computers, tasks, and systems to design interactive interfaces that are useful, usable, and used.
My final project I wanted to mix a bunch of our current technologies into a new way using the theories we have discussed during the semester. I didn’t want to make the new technologies too high tech, because we need to think 10 years isn’t that long. How far have we come in 10 years? So I stuck to technologies that we have today, but added realistic traits to each. After I created these new technologies I added the theories in and how they relate to each advancement.
The document discusses current and future educational technology used in Daviess County Public Schools. It summarizes that every classroom has a projector, every teacher has a laptop and access to Microsoft Office software, and every high school student has a ThinkPad laptop. It predicts future technology trends like constant connectedness through wireless networks, small portable devices, new ways of interacting with machines through virtual and augmented reality, and global communication and collaboration through the internet.
The document provides an overview of a presentation on mobile UX essentials. Some key points:
- It discusses similarities and differences between designing for web and mobile, noting mobile's unique context of environment and limited input.
- Three important attributes of great mobile experiences are outlined: being uniquely mobile, sympathetic to context, and allowing interfaces to "speak their power".
- Design principles are proposed such as focusing on what mobile can do well and understanding relationships of place, time and context.
- Activities are presented to prototype concepts that pivot users through information and allow for exploration based on identified user needs.
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account?
How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these. Questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology.
In this keynote, Rachel will share her thoughts on the challenges and opportunities the current cultural watershed will present to our industry as well as the metamorphosis our field must undergo in order to create great experience across different cultures.
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
This document discusses engaging digital natives in the workplace. It defines digital natives as those aged 30 and younger who grew up with digital technologies integrated into their lives. Research shows their brains have physically changed from internet use. Digital natives are used to receiving information quickly and randomly, prefer graphics over text, and multi-task. As they enter the workforce, companies need to adapt practices to attract and engage them, such as using social media, gamification, flexible work arrangements, and immediate rewards. HR implications include technology-driven solutions, differentiated engagement policies, and reinventing rewards and recognition programs.
This document discusses human-computer interaction (HCI). HCI involves designing computer systems that are usable by considering human abilities and limitations in processing information through visual, auditory, and haptic channels as well as movement. The goal is to design systems that are suitable for users' tasks and transfer knowledge to executable systems. HCI is a multidisciplinary field involving business, healthcare, and other domains to make technology easier, more practical, and efficient for people to do their jobs. While there is no unified theory of HCI, important aspects include considering the people, computers, tasks, and systems to design interactive interfaces that are useful, usable, and used.
My final project I wanted to mix a bunch of our current technologies into a new way using the theories we have discussed during the semester. I didn’t want to make the new technologies too high tech, because we need to think 10 years isn’t that long. How far have we come in 10 years? So I stuck to technologies that we have today, but added realistic traits to each. After I created these new technologies I added the theories in and how they relate to each advancement.
The document discusses current and future educational technology used in Daviess County Public Schools. It summarizes that every classroom has a projector, every teacher has a laptop and access to Microsoft Office software, and every high school student has a ThinkPad laptop. It predicts future technology trends like constant connectedness through wireless networks, small portable devices, new ways of interacting with machines through virtual and augmented reality, and global communication and collaboration through the internet.
ELH School Tech 2013 - Computational ThinkingPaul Herring
To be good ‘Computational Thinkers’ and hence effective users of, and more importantly empowered creators with Digital Technologies, students need to be conversant and articulate with:
algorithms;
cryptography;
machine intelligence;
computational biology;
search;
recursion;
heuristics;
Entrepreneurial enabling, and
The use of Digital Technologies to develop and support Critical Thinking skills.
While schools have taught many of these areas in the past, opportunities are now being presented where schools can fully embrace those areas traditionally part of a Computer Science type course, but also introduce the fascinating new areas of endeavor such as cryptography and computational biology.
Coupled with the increasing enabling of application development and deployment by Senior School students, such as in the creation and deployment of mobile games using Corona and Lua for example, students are able to be powerfully enabled as creative producers, not just passive users.
The presentation will give an overview of these areas of Computational Thinking and some outline of how they might be implemented in the curriculum, including current examples from senior IT classes in Queensland who are creating digital apps for Android devices.
This presentation will cover some of the ground from my ACEC 2012 talk on this topic (see SlideCast at this link: http://www.slideshare.net/StrategicITbyPFH/computational-thinking-14629222), but expand in a number of areas, in particular some specific suggestions regarding classroom implementation.
This document is a thesis proposal submitted by Oylum Boran on December 16, 2011. It outlines Boran's initial overarching design question of how to engage citizens to discuss environmental and urban issues and take action through collecting and sharing real-time information using mobile technologies. The proposal discusses research domains, precedent examples, stakeholders, and an initial concept for an online platform where citizens share ideas and vote on proposals to improve their local communities. It concludes with next steps, which include meeting with advisors, prototyping interfaces, and testing a prototype when the new semester begins.
This document discusses several concepts related to artificial intelligence including:
- Future of Life Institute's view that AI progress will increase impacts on society and important to research benefits and pitfalls.
- Arguments that AI progress will not necessarily lead to an "intelligence explosion" as increasing data and computing power does not guarantee better AI algorithms.
- Concepts like a "paperclip maximizer" where a superintelligent AI focused on a single goal could endanger humanity, but current AI is narrow and lacks general purpose capabilities.
- While superintelligence risks are uncertain and long term, automation and narrow AI impacts on jobs are better understood and will significantly impact many jobs over the next few decades.
From computational Thinking to computational Action - Dr. Hal Abelson, MIT Ap...CAVEDU Education
This document discusses the history and development of computational thinking and computational action through the MIT App Inventor project. It provides examples of how students from around the world have used App Inventor to create apps that address real-world issues in their communities, such as finding clean water sources and improving healthcare. The document also outlines the growing global use of App Inventor and how it enables students to engage in computational thinking and action through designing and building mobile apps.
The document discusses the Junkbots project, which provides 12 hours of STEM activities to secondary school students using robotics and computational thinking. It aims to teach programming skills through building robots out of junk and programming Lego robots. The project has expanded to primary schools and uses Raspberry Pi and Scratch/Python programming. It teaches fundamental skills like debugging and collaboration. Computational thinking skills are strengthened through activities involving tinkering, abstraction, and logic. The project has received funding and resources, and the author questions how changes bringing computational thinking to K-12 curriculums will impact university curriculums.
Artificial intelligence (AI) is the ability of machines to mimic human intelligence and behavior. The document discusses the history and foundations of AI, including attempts to define intelligence and understand how the human brain works. It outlines four approaches to AI: systems that act humanly by passing the Turing test, systems that think humanly by modeling cognitive processes, and systems that act or think rationally. The document also discusses intelligent agents, knowledge-based systems, and applications of AI such as game playing and machine translation.
This document discusses the use of technology in psychology. It describes how virtual reality, computers, the internet and devices that integrate persuasive and ubiquitous computing can be used as therapeutic tools. Virtual reality can improve exposure therapy techniques. Computerized treatments have been shown to be effective for various disorders. The internet provides flexibility but also risks to privacy and confidentiality. The document also discusses experiences using these technologies in the Dominican Republic and Spain.
A cyberpsychologist studies how technology and online environments impact human psychology and behavior. Some areas of focus include how social media has changed social lives, both positively and negatively, risks of online social tension, and the transfer of motivational theories like self-determination theory from gaming to other online contexts like education and training. Cyberpsychology aims to understand online user behavior and apply traditional psychological theories to digital environments and interactions.
Simon Nash, an engagement and experience expert, introduces the concept of what we mean by "digital psychology" and how Reading Room are incorporating this into our core consultancy offering.
Bank of America Digital Wellbeing Presentation Salema Veliu
Exploring some of the new challenges emerging with transformative technology including:
- Understanding Human psychosocial and technology needs and preferences (PsychoTechnology).
• New Mental Health Digital disorders including but not limited to Techno Stress.
• Techno Values and Identities.
Why we need to:
- Reshape and rethink our conditioning with technology.
Protect mental health, human interaction and values.
• The importance of finding balance between the artificial and natural worlds.
• Show a keener interest in Digital Human rights and Technology with AI governance and regulation.
Mobile Prototyping Essentials Workshop: Part 1Rachel Hinman
This document outlines an agenda and content for a workshop on mobile prototyping essentials. The morning session discusses what makes mobile UX different than web design and includes exercises on identifying customer needs and ideating concepts in context. The afternoon focuses on mobile prototyping, with exercises on storyboarding, translating graphical interfaces to natural user interfaces, and creating in-screen prototypes. Throughout, the workshop emphasizes designing for the unique aspects of mobile by focusing on needs rather than solutions, understanding context, and allowing interfaces to "speak their power" through ruthless editing.
Webinar on AI in IoT applications KCG Connect Alumni Digital Series by RajkumarRajkumar R
The Artificial Intelligence in IoT Applications. Take your first step towards a bright future with our renowned alumnus,
Prof R. Raj Kumar on AI for IoT Applications.
He is an award wining author of the book, ‘India 2030’.
To get access to the webinar kindly contact your respective department heads.
Looking forward to having you on the webinar.
.
.
.
#KCGCollege #KCGStudentlife #KCGConnect #Education #EmergingTechnologies #ArtificialIntelligence #IoT #MachineLearning #BlockChain #ElectricVehicle #QuantumTechnology #CAD
Mobile and digital media literacy learning activityTara Conley
This document outlines a mobile learning activity that teaches digital and mobile media literacy skills to court-involved youth. The activity involves having youth explore local community resources using SMS, Google Apps, and IFTTT to crowdsource information. Youth will use camera phones and Google Maps to locate resources and report details like addresses, services provided, and opinions via text messages to Google Drive for storage and organization. The goals are to improve digital literacy skills, introduce collaborative Google Apps, and provide a situated learning experience through a real-world task of exploring neighborhood resources and sharing findings digitally. Potential challenges include lack of devices, WiFi access, and unstable living situations.
The curriculum at Lawrence Middle School's Technology & Robotics Classroom is broken into two units: Web 2.0 (Media Literacy) and Robotics, Engineering, & Problem Solving. In the first unit, students create digital portfolios, timelines of technology, and research projects. They also learn about internet safety. In the second unit, students identify and propose solutions to global issues, construct and program robots, and analyze robotic sensors and movements through collaborative tasks. The goal is for students to expand their technological knowledge and problem solving skills.
Virtual Learning Spaces (Sl) Rsc Wales Confguest6b9af7
The document discusses various uses of virtual learning spaces in Second Life by different educational institutions in the UK and Scotland. Some key applications mentioned include interactive libraries filled with books and videos; an interactive museum of PC history; galleries showcasing art and student work; and spaces promoting learning styles and providing multimedia resources through interactive objects. Many of the spaces aim to close the loop between activities in Second Life and an institution's virtual learning environment.
RSCs provide support for e-learning development through infrastructure, systems support, staff development, and advice/guidance. Wikis and blogs are collaborative web platforms that can be used for information delivery and reflection. RSS feeds allow blogs and wikis to push content to users' inboxes, while users can also pull content by visiting the sites or using feed aggregators.
ELH School Tech 2013 - Computational ThinkingPaul Herring
To be good ‘Computational Thinkers’ and hence effective users of, and more importantly empowered creators with Digital Technologies, students need to be conversant and articulate with:
algorithms;
cryptography;
machine intelligence;
computational biology;
search;
recursion;
heuristics;
Entrepreneurial enabling, and
The use of Digital Technologies to develop and support Critical Thinking skills.
While schools have taught many of these areas in the past, opportunities are now being presented where schools can fully embrace those areas traditionally part of a Computer Science type course, but also introduce the fascinating new areas of endeavor such as cryptography and computational biology.
Coupled with the increasing enabling of application development and deployment by Senior School students, such as in the creation and deployment of mobile games using Corona and Lua for example, students are able to be powerfully enabled as creative producers, not just passive users.
The presentation will give an overview of these areas of Computational Thinking and some outline of how they might be implemented in the curriculum, including current examples from senior IT classes in Queensland who are creating digital apps for Android devices.
This presentation will cover some of the ground from my ACEC 2012 talk on this topic (see SlideCast at this link: http://www.slideshare.net/StrategicITbyPFH/computational-thinking-14629222), but expand in a number of areas, in particular some specific suggestions regarding classroom implementation.
This document is a thesis proposal submitted by Oylum Boran on December 16, 2011. It outlines Boran's initial overarching design question of how to engage citizens to discuss environmental and urban issues and take action through collecting and sharing real-time information using mobile technologies. The proposal discusses research domains, precedent examples, stakeholders, and an initial concept for an online platform where citizens share ideas and vote on proposals to improve their local communities. It concludes with next steps, which include meeting with advisors, prototyping interfaces, and testing a prototype when the new semester begins.
This document discusses several concepts related to artificial intelligence including:
- Future of Life Institute's view that AI progress will increase impacts on society and important to research benefits and pitfalls.
- Arguments that AI progress will not necessarily lead to an "intelligence explosion" as increasing data and computing power does not guarantee better AI algorithms.
- Concepts like a "paperclip maximizer" where a superintelligent AI focused on a single goal could endanger humanity, but current AI is narrow and lacks general purpose capabilities.
- While superintelligence risks are uncertain and long term, automation and narrow AI impacts on jobs are better understood and will significantly impact many jobs over the next few decades.
From computational Thinking to computational Action - Dr. Hal Abelson, MIT Ap...CAVEDU Education
This document discusses the history and development of computational thinking and computational action through the MIT App Inventor project. It provides examples of how students from around the world have used App Inventor to create apps that address real-world issues in their communities, such as finding clean water sources and improving healthcare. The document also outlines the growing global use of App Inventor and how it enables students to engage in computational thinking and action through designing and building mobile apps.
The document discusses the Junkbots project, which provides 12 hours of STEM activities to secondary school students using robotics and computational thinking. It aims to teach programming skills through building robots out of junk and programming Lego robots. The project has expanded to primary schools and uses Raspberry Pi and Scratch/Python programming. It teaches fundamental skills like debugging and collaboration. Computational thinking skills are strengthened through activities involving tinkering, abstraction, and logic. The project has received funding and resources, and the author questions how changes bringing computational thinking to K-12 curriculums will impact university curriculums.
Artificial intelligence (AI) is the ability of machines to mimic human intelligence and behavior. The document discusses the history and foundations of AI, including attempts to define intelligence and understand how the human brain works. It outlines four approaches to AI: systems that act humanly by passing the Turing test, systems that think humanly by modeling cognitive processes, and systems that act or think rationally. The document also discusses intelligent agents, knowledge-based systems, and applications of AI such as game playing and machine translation.
This document discusses the use of technology in psychology. It describes how virtual reality, computers, the internet and devices that integrate persuasive and ubiquitous computing can be used as therapeutic tools. Virtual reality can improve exposure therapy techniques. Computerized treatments have been shown to be effective for various disorders. The internet provides flexibility but also risks to privacy and confidentiality. The document also discusses experiences using these technologies in the Dominican Republic and Spain.
A cyberpsychologist studies how technology and online environments impact human psychology and behavior. Some areas of focus include how social media has changed social lives, both positively and negatively, risks of online social tension, and the transfer of motivational theories like self-determination theory from gaming to other online contexts like education and training. Cyberpsychology aims to understand online user behavior and apply traditional psychological theories to digital environments and interactions.
Simon Nash, an engagement and experience expert, introduces the concept of what we mean by "digital psychology" and how Reading Room are incorporating this into our core consultancy offering.
Bank of America Digital Wellbeing Presentation Salema Veliu
Exploring some of the new challenges emerging with transformative technology including:
- Understanding Human psychosocial and technology needs and preferences (PsychoTechnology).
• New Mental Health Digital disorders including but not limited to Techno Stress.
• Techno Values and Identities.
Why we need to:
- Reshape and rethink our conditioning with technology.
Protect mental health, human interaction and values.
• The importance of finding balance between the artificial and natural worlds.
• Show a keener interest in Digital Human rights and Technology with AI governance and regulation.
Mobile Prototyping Essentials Workshop: Part 1Rachel Hinman
This document outlines an agenda and content for a workshop on mobile prototyping essentials. The morning session discusses what makes mobile UX different than web design and includes exercises on identifying customer needs and ideating concepts in context. The afternoon focuses on mobile prototyping, with exercises on storyboarding, translating graphical interfaces to natural user interfaces, and creating in-screen prototypes. Throughout, the workshop emphasizes designing for the unique aspects of mobile by focusing on needs rather than solutions, understanding context, and allowing interfaces to "speak their power" through ruthless editing.
Webinar on AI in IoT applications KCG Connect Alumni Digital Series by RajkumarRajkumar R
The Artificial Intelligence in IoT Applications. Take your first step towards a bright future with our renowned alumnus,
Prof R. Raj Kumar on AI for IoT Applications.
He is an award wining author of the book, ‘India 2030’.
To get access to the webinar kindly contact your respective department heads.
Looking forward to having you on the webinar.
.
.
.
#KCGCollege #KCGStudentlife #KCGConnect #Education #EmergingTechnologies #ArtificialIntelligence #IoT #MachineLearning #BlockChain #ElectricVehicle #QuantumTechnology #CAD
Mobile and digital media literacy learning activityTara Conley
This document outlines a mobile learning activity that teaches digital and mobile media literacy skills to court-involved youth. The activity involves having youth explore local community resources using SMS, Google Apps, and IFTTT to crowdsource information. Youth will use camera phones and Google Maps to locate resources and report details like addresses, services provided, and opinions via text messages to Google Drive for storage and organization. The goals are to improve digital literacy skills, introduce collaborative Google Apps, and provide a situated learning experience through a real-world task of exploring neighborhood resources and sharing findings digitally. Potential challenges include lack of devices, WiFi access, and unstable living situations.
The curriculum at Lawrence Middle School's Technology & Robotics Classroom is broken into two units: Web 2.0 (Media Literacy) and Robotics, Engineering, & Problem Solving. In the first unit, students create digital portfolios, timelines of technology, and research projects. They also learn about internet safety. In the second unit, students identify and propose solutions to global issues, construct and program robots, and analyze robotic sensors and movements through collaborative tasks. The goal is for students to expand their technological knowledge and problem solving skills.
Virtual Learning Spaces (Sl) Rsc Wales Confguest6b9af7
The document discusses various uses of virtual learning spaces in Second Life by different educational institutions in the UK and Scotland. Some key applications mentioned include interactive libraries filled with books and videos; an interactive museum of PC history; galleries showcasing art and student work; and spaces promoting learning styles and providing multimedia resources through interactive objects. Many of the spaces aim to close the loop between activities in Second Life and an institution's virtual learning environment.
RSCs provide support for e-learning development through infrastructure, systems support, staff development, and advice/guidance. Wikis and blogs are collaborative web platforms that can be used for information delivery and reflection. RSS feeds allow blogs and wikis to push content to users' inboxes, while users can also pull content by visiting the sites or using feed aggregators.
This document provides an overview of smartphone apps, including:
- Smartphones are increasingly powerful pocket computers that run apps for a variety of tasks. Apps are smaller programs compared to desktop software.
- Popular apps fall under categories like social, lifestyle, games, productivity, news and entertainment. Example apps mentioned include LinkedIn, Kayak, LexisNexis's Get a Case app, and ESPN Scorecenter.
- Designing effective mobile apps requires addressing challenges of limited screen space and gestures like tapping. Guidelines emphasize simplicity, taking advantage of mobile features, and supporting efficient workflows.
The document discusses reviews of the 2008 Cadillac CTS. It provides both positive and negative quotes from various sources on the internet. Positives include that the car handles well and has powerful acceleration. However, some reviews noted weaknesses in acceleration performance compared to specifications and issues with the pricing structure of options. Overall sales of the CTS were up significantly in September compared to August, though other Cadillac models saw drops.
20240104 HICSS Panel on AI and Legal Ethical 20240103 v7.pptxISSIP
20240103 HICSS Panel
Ethical and legal implications raised by Generative AI and Augmented Reality in the workplace.
Souren Paul - https://www.linkedin.com/in/souren-paul-a3bbaa5/
Event: https://kmeducationhub.de/hawaii-international-conference-on-system-sciences-hicss/
Human-Computer Interaction (HCI) emerged as an interdisciplinary field in the late 1970s due to developments in computer graphics, information retrieval, and a focus on usability by computer scientists and psychologists. Early interactions included Sketchpad in 1963, the mouse in 1964, and the graphical user interface. HCI involves the study of human-technology interaction through the lenses of computer science and psychology. Key perspectives in HCI include human factors, cognitive ergonomics, user-centered design, and experience-centered design. Studying HCI is important because it can help improve technology design and user experience, enhance productivity and satisfaction, and further our understanding of the role of technology in society.
The document summarizes the Horizon Report, an annual publication that examines emerging technologies likely to impact higher education. It discusses the research process, highlighting key trends and challenges in teaching and learning. Examples are provided for technologies that are likely to emerge within the next 1-2 years like grassroots video and collaboration tools, and within the next 3-5 years like mobile broadband, data mashups, collective intelligence, and social operating systems.
Designing Useful and Usable Augmented Reality Experiences Yan Xu
Dr. Yan Xu gave a presentation on designing useful and usable augmented reality experiences. Some key points:
- AR design requires considering the material properties of AR like spatial interaction, context awareness, and shared perspectives. Research-through-design and iterative prototyping are important approaches.
- Data-driven and theory-driven design methods can help address challenges like the chicken-and-egg problem of needing data before finalizing a design and dealing with large amounts of probabilistic or uncertain data.
- When designing for AR, it's important to consider why AR - for personal use cases, for different disciplines, and at different levels of engagement. The goal should be creating meaningful experiences that benefit people.
Presented to the internal creative group at frog design in SF as a way to inform and inspire the team. This deck presents a new way to think about contextual inquiry, participatory design and the future of design research. For, With, and Through Design is a new lens from which to understand the design work that is being conducted at frog and elsewhere.
World Forum Innovation Exchange Slides Simon Mauger 05.01.2010susaneaston1954
The document discusses horizon scanning and futures thinking in education. It describes a forum where participants were asked to envision changes to learning environments, technologies, and behaviors by 2025. Participants provided over 500 ideas that were analyzed and grouped into categories. The ideas were then prioritized based on their significance, likelihood of occurring, and timeline. The results showed which issues were most important and emerging areas of uncertainty around new technologies and their impact on learning and learners.
The document discusses the importance of user experience in business. It provides examples of companies like Netflix, iTunes, and iPhone that have achieved success through focus on user experience rather than just technological capabilities. The key aspects of successful experience design highlighted are that it is multidisciplinary, cultural, invisible when done right, and integrates user needs with business goals. Rapid prototyping and getting user feedback in short iterations is also emphasized.
Smart Data for you and me: Personalized and Actionable Physical Cyber Social ...Amit Sheth
Featured Keynote at Worldcomp'14, July 2014: http://www.world-academy-of-science.org/worldcomp14/ws/keynotes/keynote_sheth
Video of the talk at: http://youtu.be/2991W7OBLqU
Big Data has captured a lot of interest in industry, with the emphasis on the challenges of the four Vs of Big Data: Volume, Variety, Velocity, and Veracity, and their applications to drive value for businesses. Recently, there is rapid growth in situations where a big data challenge relates to making individually relevant decisions. A key example is human health, fitness, and well-being. Consider for instance, understanding the reasons for and avoiding an asthma attack based on Big Data in the form of personal health signals (e.g., physiological data measured by devices/sensors or Internet of Things around humans, on the humans, and inside/within the humans), public health signals (information coming from the healthcare system such as hospital admissions), and population health signals (such as Tweets by people related to asthma occurrences and allergens, Web services providing pollen and smog information, etc.). However, no individual has the ability to process all these data without the help of appropriate technology, and each human has different set of relevant data!
In this talk, I will forward the concept of Smart Data that is realized by extracting value from Big Data, to benefit not just large companies but each individual. If I am an asthma patient, for all the data relevant to me with the four V-challenges, what I care about is simply, “How is my current health, and what is the risk of having an asthma attack in my personal situation, especially if that risk has changed?” As I will show, Smart Data that gives such personalized and actionable information will need to utilize metadata, use domain specific knowledge, employ semantics and intelligent processing, and go beyond traditional reliance on ML and NLP.
For harnessing volume, I will discuss the concept of Semantic Perception, that is, how to convert massive amounts of data into information, meaning, and insight useful for human decision-making. For dealing with Variety, I will discuss experience in using agreement represented in the form of ontologies, domain models, or vocabularies, to support semantic interoperability and integration. For Velocity, I will discuss somewhat more recent work on Continuous Semantics, which seeks to use dynamically created models of new objects, concepts, and relationships, using them to better understand new cues in the data that capture rapidly evolving events and situations.
Smart Data applications in development at Kno.e.sis come from the domains of personalized health, energy, disaster response, and smart city. I will present examples from a couple of these.
AI and Education 20240327 v16 for Northeastern.pptxISSIP
Prof. Mark L. Miller (https://www.linkedin.com/in/mlmiller751/), Northeastern University, class on AI and Education
Speaker: Jim Spohrer (https://www.linkedin.com/in/spohrer/)
===
Speaker: Dr. Jim Spohrer, retired Apple and IBM executive, currently Board of Directors for ISSIP.org (International Society of Service Innovation Professionals).
Title: AI and Education: A Historical Perspective and Possible Future Directions
Abstract: This talk will briefly survey my 50 years working in the area of AI & Education. At MIT (1974- 1978), MIT's summer EXPLO schools for AI and entrepreneurship classes. At Verbex (1978-1982), speech recognition, language models, early generative AI. At Yale (1982-1989), MARCEL, a generate- test-and-debug architecture and student model of programming bugs. At Apple (1989-1998), from content (SK8) to community (EOE) to context (WorldBoard). At IBM (1999 - 2021), service science and open source AI. At ISSIP (2021-present), generative AI and digital twins.
Bio:Jim’s Bio (142 words):
Jim Spohrer is a student of service science and open-source, trusted AI. He is a retired industry executive (Apple, IBM), who is a member of the Board of Directors of the non-profit International Society of Service Innovation Professionals (ISSIP). At IBM, he served as Director for Open Source AI/Data, Global University Programs, IBM Almaden Service Research, and CTO IBM Venture Capital Relations Group. At Apple, he achieved Distinguished Engineer Scientist Technologist (DEST) for authoring and learning platforms. After MIT (BS/Physics), he developed speech recognition systems at Verbex (Exxon), then Yale (PhD/Computer Science AI). With over ninety publications and nine patents, awards include AMA ServSIG Christopher Lovelock Career Contributions to the Service Discipline, Evert Gummesson Service Research, Vargo-Lusch Service-Dominant Logic, Daniel Berg Service Systems, and PICMET Fellow for advancing service science. In 2021, Jim was appointed a UIDP Senior Fellow (University-Industry Demonstration Partnership).
Readings:Apple's ATG Authoring Tools:
URL: https://dl.acm.org/doi/pdf/10.1145/279044.279173 Blog: WorldBoard
URL: https://service-science.info/archives/2060 Blog: Reflecting on Generative AI and Digital Twins
URL: https://service-science.info/archives/6521 Book: Service in the AI Era
Attached: Pages 46-54.Video: Speech Recognition (History)
URL: https://youtu.be/G9z4VAsw_kw
Thanks, -Jim
--Jim Spohrer, PhDBoard of Directors, ISSIP (International Society of Service Innovation Professionals) Board of Directors, ServCollab ("Serving Humanity Through Collaboration")Senior Fellow, UIDP ("Strengthening University-Industry Partnerships")Retired Industry Executive (Apple, IBM)
The document provides a summary of talks and trends from the SXSW 2015 conference related to technology and its impact on society. Key topics discussed include the effect of technology on cognition and memory, quantified self-tracking and health data, extreme bionics, pursuing computer immortality, the future of cybercrime, and debates around transhumanism and human augmentation. Overall the document aims to capture major discussions, innovations, challenges, and implications that emerged around human-technology interactions from the conference events and speakers.
Created this past May as a means to raise the awareness of educators and innovators in Mississippi about the future of education and how AI, Big Data, Virtual Reality, self-paced eLearning, Intelligent virtual classroom environments and telecommunications will change educational practice.
The document discusses various topics related to multimodal fluency and learning in the digital age including:
- The need to ground online learning in learning theory and pedagogy to ensure effective design.
- Different models of cloud computing like Infrastructure as a Service, Platform as a Service, and Software as a Service.
- The importance of developing skills like information literacy, digital literacy, and interpersonal skills for learning and survival in the modern world.
- Various teaching strategies like inquiry-based learning, problem-based learning, and constructivism that can be used with digital tools.
- The use of tools like Google Sites, Flickr, Animoto, and WordPress to support constructivist and problem-based
This is a version of series of talks given at NCSA-UIUC's director seminar, IBM Almaden, HP Labs, DERI-Galway, City Univ of Dublin, and KMI-Open University during Aug-Oct 2010 (replaces earlier keynote version). It deals with couple of items of the vision outlined at http://bit.ly/4ynB7A
A video of this presentation: http://www.ncsa.illinois.edu/News/Video/2010/sheth.html
Link to this talk as http://bit.ly/CHE-talk
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Michael Rawlins presented on business strategies for leveraging persuasive architecture in social media. He discussed how technology has shifted from hardware to software and people. Social media platforms like Facebook and LinkedIn have seen steady growth since 2005. Companies are now participating in social media for business drivers like promoting their brand and engaging customers. Rawlins explained principles of persuasive design like reciprocity, social proof, and scarcity that can influence people's behaviors. He argued companies should apply these persuasion techniques through their social media initiatives and measure success through usability testing and quantifying ROI.
The document outlines an agenda for a community solutions lab focusing on open data, design thinking, community asset mapping, and developing community improvement and benefit plans. Several sessions are described that will educate participants on open data and design thinking, have participants map community assets, and form policy committees to create short and long-term plans to improve the community. Tools and resources for advocacy are also discussed.
Design considerations for machine learning systemAkemi Tazaki
Critical commentary based on my professional experience in designing apps with artificial intelligence and on desktop research. Presentation slides for Botscampe 2016.
Similar to The Human Feedback Loop - World Usability Day 2012 (20)
What does the fragmentation of the internet mean for design and usability?Rich Miller
The panel discussion focused on how the fragmentation of the internet into proprietary platforms and devices is affecting design, usability, and user experience. Specifically, the panelists discussed:
- Whether browser-based or proprietary/device-based models lead to better design and how this affects product strategy.
- The tradeoffs between proprietary apps and mobile web sites, and what can be learned from the iPad user experience.
- How social computing is impacting user productivity and behavior, and when users may experience "social computing hangover".
- Whether the open sharing aspects of Web 2.0 are viable long-term or if the future lies with closed proprietary platforms, and which aspects of Web 2.0 may
This talk will focus on a concept first described as “the internet of things” and subsequently as the “internet of everything” and “the programmable world/internet.”
Trends in Human-Computer Interaction in Information SeekingRich Miller
The document discusses trends in human-computer interaction for information seeking. It provides 1) a framework for understanding information seeking behavior based on Marchionini's process model, 2) a vision of integrating new technologies into interfaces to enhance access and organization of growing amounts of information, and 3) an overview of significant technologies expected to impact future interfaces, such as natural language, visualization, ubiquitous computing and more. The framework and trends can be used to develop more effective next-generation user interfaces.
This document summarizes a presentation about Web 2.0 and what it means for business. It discusses key concepts of Web 2.0 like user participation, collective intelligence, and lightweight software. Examples are given of how these concepts are implemented on sites like Wikipedia, Flickr, and Google. The presentation also covers implications for business, including embracing a Web 2.0 mentality, using analytics, and designing applications that leverage networked resources and user contributions.
WUD2008 - The Numbers Revolution and its Effect on the WebRich Miller
The document discusses how the "numbers revolution" is affecting the web and user experience design through increased data collection and analysis. It covers how more data availability and analysis tools are enabling new types of applications for decision support, personalization, prediction and visualization. This is changing how people access and think about information by augmenting human cognition with computer analysis. The document provides many examples of current and emerging applications that utilize these approaches in areas like business, health, sports and media.
Visual thinking is an approach to understanding, creating, and communicating information visually. It involves using techniques from information visualization, mind mapping, sequential visual representations, and principles from film and comics. Visual thinking can enhance performance in thinking, representing, and communicating. It is useful for tasks like problem solving, maintaining productivity, and producing more compelling products. The Vizability textbook and exercises teach visual thinking skills that can be applied in work and life.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
3. Vishal Saboo & Dan Mecher, Hobsons
Learning, Education, Information-seeking
Vishal Saboo is a Product Manager at Hobsons who cares
deeply about user experience and customer service. Prior
to Hobsons, he worked for 10 years as a Director of
Consulting at Definitive Solutions and also as a Systems
Analyst at Infosys. He loves sports
photography, travel, music and his family.
Dan Mecher has over 10 years of experience in various
design disciplines including creative, interactive, print, web
site, web application and mobile. In his current role at
Hobsons, his focus has shifted toward user experience and
user research, combining aspects of design and human
behavior.
Hobsons is dedicated to helping students progress successfully through
each stage of the learning lifecycle. We develop software for education
that allows students to create personalized academic and career plans…
4. Phil Wittmer, LexisNexis
Fitness and Exercise
Phil Wittmer is a Senior Idea Designer with Customer
Discovery and Innovation. He works with business
stakeholders to cultivate and develop product ideas, test
those ideas with customers, and then send the best ones
to product development.
Phil has worked at LexisNexis for 9 years. Before his
current role, Phil worked at The Oxford Associates and
Reynolds & Reynolds as a Technical Writer and Business
Analyst.
5. Chris Hamant, Elsevier
Self-actualization
Chris is a graduate of Wright State University with
a bachelor's degree in Computer Science. He
currently works at Elsevier in the User Centered
Design group supporting development
needs, producing prototypes and various other
tasks.
Like most humans, his interests are pretty varied
and wide ranging… probably too much to fit within
the confines of a slide deck with a one-liner. He
does have more than a passing interest in the
various cultures and sub-cultures within the
burgeoning 'Quantified Self' community and hopes
to learn how it can help him be more effective in
everything he does.
6. Jacob Myers, LexisNexis
Gaming
Graduate of Wright State University with a Masters in
Computer Science, and has worked 5 years at
LexisNexis in software development.
The last 3 years have been in the iLabs research group
working in a multitude of varying spaces from
visualization to text classification. Currently heavily
focused on text analytics work, involving classification
technologies and search engines; primarily in the
HPCC environment.
Specialties include software design, system
administration, electrical engineering, and playing too
many video games.
Incapable of resisting a puzzle.
7. Moderator: Rich Miller, LexisNexis
Sports Psychology & Coaching
Research Scientist in the LexisNexis R&D group
for 12 years. Previously served in UI-related roles
at AT&T, LexisNexis, and SDRC.
Focuses on new technology and approaches
related to UI/UX, e.g.
analytics/visualization, mobile
computing, information capture, UI design, and
product strategy. Rich has a Ph.D. in
Experimental Psychology from Miami University.
In his non-work life, Rich enjoys playing and
coaching basketball, and following
sports, music, and film.
8. The Human Feedback Loop in Computing
• Definition/Context
•
•
Loops through the interface that
evaluate, moderate, and confirm
processes as they pass from the
human through the interface to
the computer and back
(Wikipedia HCI entry)
Our focus is on how to use the
feedback loop to design better
interfaces…
• WIRED article >>
9. 4 Stages of the HFL
1.
2.
3.
4.
Evidence - A behavior must
be
measured, captured, and
stored.
Relevance - info relayed to
human - not in the rawdata form in which it was
captured but in a context
that makes it emotionally
resonant.
Consequence - information
must illuminate one or
more paths ahead.
Action - human recalibrates
a behavior, makes a
choice, and acts…action is
measured, and the
feedback loop keeps going
10. Background and History
• 18th century – steam engine design
• 1940s – Norbert Wiener and cybernetics
• 1960s - Albert Bandura
– Providing individuals a clear goal and a means to evaluate their
progress toward that goal greatly increased the likelihood that
they would achieve it.
– Self-efficacy = the more we believe we can meet a goal, the
more likely we will do so.
– Since Bandura’s work, feedback loops have been thoroughly
researched and validated in psychology, epidemiology, military
strategy, environmental studies, engineering, and economics.
– Feedback loops are a common tool in athletic training
plans, executive coaching strategies, and a multitude of other
self-improvement programs (though some are more true to the
science than others).
11. Why are feedback loops so hot now?
• Tech drivers
– Faster computers/networks and cheap storage
– More, cheaper sensors and automation of data capture
• accelerometers (which measure motion), GPS sensors (which
track location), and inductance sensors (which measure electric
current).
– Capabilities and preponderance of devices that can measure things
– Explosion of apps
– Central to the emerging Natural UI (NUI) model of design (e.g. Kinect)
• Human behavior drivers
– Better methods and approaches
• e.g. Ambient Devices creates energy savings by using “preattentive processing” to achieve a feedback sweet spot (between
too passive and too intrusive), where the information is delivered
unobtrusively but noticeably.
– Bottom-up feedback loops have supplemented big-brother top-down
practices
– Discovery of self-help power within personalized devices
– Personalized data much more available and demanded
12. Why are HFLs important?
•
“The intransigence of human behavior has emerged as the root
of most of the world’s biggest challenges.”
– Intransigence leads to many undesirable but avoidable things such as
obesity, smoking, chronic illnesses, pollution from personal energy
consumption, etc.
•
They provide previously missing pieces of info used to
understand reality
– One can go years without really knowing how to improve something
if you are never told or think much about the results of your actions
– Previously impossible behavior and outcomes may now be possible
•
Feedback taps into something core to the human
experience, even to our biological origins.
– “People are proactive, aspiring organisms.” Feedback taps into those
aspirations.
– Feedback loops are how we learn, whether we call it trial and error
or course correction.
15. FeedForward
•
A method of teaching and learning that… indicates a desired future
behavior or path to a goal (Wikipedia)
– Provides information, images, etc. exclusively about what one could do
right in the future…focuses on learning in the future
– Info provided is about anticipated events (what’s coming), not effects of
behavior on past events or success
•
Examples
– Tablet help for gesture-language learning
– Nba baller beats
• See upcoming skill moves you will need to execute
– Sports simulations as prep for actual games
• e.g. Madden football, NBA2K basketball
– Pre-race course run-throughs for runners
16. Discussion questions
1. For the area that you are representing, please
describe example(s) of the human feedback loop in
action.
– Which HFLs in UI design have been the most effective?
– Under what conditions do they work best/least?
– ?Group activity: audience places sticky notes on 2D
landscape poster
2. What are the design challenges for leveraging and
incorporating feedback loops?
3. How can feedforward be used in UI design?
4. What are potential applications that we have not
yet seen?
A once habitually traditional behaviorist, Bandura came up with his own spin on things by introducing children to bobo dolls – inflatable pear shaped balloons, weighted at the bottom to induce them to bounce back when hit. Specifically, the children were introduced to the dolls after first watching adults hit, scream at, and kick them. The children surprised no one by then punishing the dolls exactly as the adults had, though they’d been given no instructions to do so. The fact that the children changed their behavior without rewards suggested the major implication of this study: observation alone can change behavior, and significantly affect learning. In many cases observation is the most effective mode of learning, with one obvious example being the enormous impact of peer influence. Many recent theorists believe we are evolutionarily primed to learn through observation. Bandura developed social learning theory in response to this and similar work. Social learning theory emphasizes that 1) people can learn by observing; 2) specific learning may or may not be associated with an accompanying behavioral change; 3) cognition plays a critical role in learning. Observation is better at teaching some things, such as morality and aggression, and not as good at teaching other things, such as calculus and physics. With whatever is being taught, modeling can be one of the most effective components. Here’s some good info on social learning theory, and here’s a good link on Bandura.
Feedforward, Behavior and Cognitive Science is a method of teaching and learning that illustrates or indicates a desired future behavior or path to a goal.[1] Feedforward provides information, images, etc. exclusively about what one could do right in the future, often in contrast to what one has done in the past. The feedforward method of teaching and learning is in contrast to feedback concerninghuman behavior because it focuses on learning in the future, whereas feedback uses information from a past event to provide reflection and the basis for behaving and thinking differently. In isolation, feedback is the least effective form of instruction, according to US Department of Defense studies in the 1980s. Feedforward is the opposite of feedback, and was coined by Peter W. Dowrick in his dissertation.[2]One concept of feedforward originated in behavioral science. Related concepts have emerged in biology, cybernetics, and management sciences (see separate entries in Wikipedia). Since the 1970s, the understanding of feedforward has evolved to become more explicit, more useful, and to help the understanding of brain function and rapid learning. The concept contributed significantly to research and development of video self modeling (VSM). The most productive advances in feedforward came from its association with videos that showed adaptive behavior one had never exhibited before, at least not in the context shown in the video (see Dowrick, 1983, pp. 111, 121; 1991, pp. 110–3, 120-2, 240-1; 1999, esp. pp. 25–26).[3][4] For example, a boy with autism role-plays squeezing a ball (stress management technique) instead of having a tantrum when his work is found imperfect by the teacher – or a selectively mute child is seen on video talking at school (which she never did), by editing in footage of her talking at home (location disguised by use of a classroom backdrop). By selectively editing a video, a clip was made that demonstrated the desired behavior and allowed the children to learn from their future successes.By reference to its historical context of VSM, it became recognized that feedforward comprised component behaviors already in therepertoire, and that it could exist in forms other than videos. In fact, feedforward exists as images in the brain, and VSM is just one of many ways to create these simulations. The videos are very short – the best are 1 or 2 minutes long, and achieve changes in behavior very rapidly. Under the right conditions, a very few viewings of these videos can produce skill acquisitions or changes in performance that typically take months and have been resistant to change by other methods. The boy with autism and the girl with selective mutism, mentioned above, are good examples. Further examples can be found in journal articles,[5][6][7] and on the web (e.g., in sport,http://keithlyons.wordpress.com/2009/06/28/feedforward/).The evidence for ultra-rapid learning, built from component behaviors that are reconfigured to appear as new skills, indicates the feedforward self model mechanism existing in the brain to control our future behavior [8] See Figure 1. [insert Fgure 1 about here]. That is, if the conditions of learning are right, the brain takes pieces of existing skills, puts them together in new ways or in a different context, to produce a future image and a future response. Thus we learn from the future – more rapidly than we learn from the past. Further evidence comes from cognitive processes dubbed “mental time travel” [9] and for parts of the hippocampus etc. where they occur.[10]However, the links between these hot spots in the brain and feedforward learning have yet to be confirmed.Feedforward concepts have now become firmly established in at least four areas of science, and they continue to spread. Feedforward often works in concert with feedback loops for guidance systems in cybernetics or self-control in biology (**insert link). Feedforward in management science enables the prediction and control of organizational behavior.[11] These concepts have developed during and since the 1990s. Feedforward in procedures of behavior change and rapid learning have been quietly with us since the mid 1970s. In summary, feedforward in behavioral and cognitive science may be defined as “images of adaptive future behavior, hitherto not mastered”; images capable of triggering that behavior in a challenging context. Feedforward is created by restructuring current component behaviors into what appears to be a new skill or level of performance.