2011 The Cloud Map by the Asia Cloud Computing Associationaccacloud
2011 Cloud Map, by the Asia Cloud Computing Association.
The Cloud is emerging at an incredible pace and keeping current on the key developments, influencers, trends and evolution is a must. The Cloud Map project is designed to bring you a few uncommon insights into various Cloud debates. Insights into government regulatory initiatives and how they're being influenced, security and privacy concerns and cloud delivery models to name a few. We will be tapping into the pulse of the debate across the Internet, the Twittersphere and the Blogosphere. We will follow how the topic or issue is being discussed, who it involves, what is being said and who the main actors in the story are. Visit us at http://www.asiacloudcomputing.org
Creative destrution, Economic Feasibility, and Creative Destruction: The Case...Jeffrey Funk
This paper shows how new forms of electronic products and services such as smart phones, tablet computers and ride sharing become economically feasible and thus candidates for commercialization and creative destruction as improvements in standard electronic components such as microprocessors, memory, and displays occur. Unlike the predominant viewpoint in which commercialization is reached as advances in science facilitate design changes that enable improvements in performance and cost, most new forms of electronic products and services are not invented in a scientific sense and the cost and performance of them are primarily driven by improvements in standard components. They become candidates for commercialization as the cost and performance of standard components reach the levels necessary for the final products and services to have the required levels of performance and cost. This suggests that when managers, policy makers, engineers, and entrepreneurs consider the choice and timing of commercializing new electronic products and services, they should understand the composition of new technologies, the impact of components on a technology's cost, performance and design, and the rates of improvement in the components.
Ethical Analysis Applied to User ExperienceJoe Jancsics
The purpose of this essay is to evaluate ethical issues within the user experience (UX) profession. The ethical code of conduct provided by the User Experience Professionals Association (UXPA) will be referenced to set the basis for case analysis, along with an overview of what UX represents as a discipline. Five unique ethical issues (cases) related to the UX field will be summarized and analyzed, within the context of the following five ethical foundations: Consequences, principles, rights, justice, and virtues. Each of the five unique case discussions will be restricted to one of the aforementioned ethical foundations; thereby none of the unique cases will be evaluated on more than a single ethical foundation.
2011 The Cloud Map by the Asia Cloud Computing Associationaccacloud
2011 Cloud Map, by the Asia Cloud Computing Association.
The Cloud is emerging at an incredible pace and keeping current on the key developments, influencers, trends and evolution is a must. The Cloud Map project is designed to bring you a few uncommon insights into various Cloud debates. Insights into government regulatory initiatives and how they're being influenced, security and privacy concerns and cloud delivery models to name a few. We will be tapping into the pulse of the debate across the Internet, the Twittersphere and the Blogosphere. We will follow how the topic or issue is being discussed, who it involves, what is being said and who the main actors in the story are. Visit us at http://www.asiacloudcomputing.org
Creative destrution, Economic Feasibility, and Creative Destruction: The Case...Jeffrey Funk
This paper shows how new forms of electronic products and services such as smart phones, tablet computers and ride sharing become economically feasible and thus candidates for commercialization and creative destruction as improvements in standard electronic components such as microprocessors, memory, and displays occur. Unlike the predominant viewpoint in which commercialization is reached as advances in science facilitate design changes that enable improvements in performance and cost, most new forms of electronic products and services are not invented in a scientific sense and the cost and performance of them are primarily driven by improvements in standard components. They become candidates for commercialization as the cost and performance of standard components reach the levels necessary for the final products and services to have the required levels of performance and cost. This suggests that when managers, policy makers, engineers, and entrepreneurs consider the choice and timing of commercializing new electronic products and services, they should understand the composition of new technologies, the impact of components on a technology's cost, performance and design, and the rates of improvement in the components.
Ethical Analysis Applied to User ExperienceJoe Jancsics
The purpose of this essay is to evaluate ethical issues within the user experience (UX) profession. The ethical code of conduct provided by the User Experience Professionals Association (UXPA) will be referenced to set the basis for case analysis, along with an overview of what UX represents as a discipline. Five unique ethical issues (cases) related to the UX field will be summarized and analyzed, within the context of the following five ethical foundations: Consequences, principles, rights, justice, and virtues. Each of the five unique case discussions will be restricted to one of the aforementioned ethical foundations; thereby none of the unique cases will be evaluated on more than a single ethical foundation.
Thesis' paper from the Master in Information Design. Universidad de las Américas Puebla.
Omar Sosa Tzec.
(Thesis presented on Dec of 2006).
The information design, regarded as the act of creating usable messages, has a direct application on designing graphic user interfaces. In this regard, it is possible to consider schematic visualization as an option for users to unload cognitively through more stress on the visual characteristics of the interface. This represents a way to apply the Calm Technology paradigm proposed by Mark Weiser. By considering the level of iconicity conveyed into an interface of this nature, the understanding of how schematics works on the interface should be evaluated under a different approach rather than a traditional usability evaluation, for example by doing a communicability test (from the Semiotic Engineering theory). Thus, this paper describes the overall process to design and evaluation of an instant messaging client under these considerations and it also introduces a standpoint for interface design based on the three rhetorical appealing modes.
THE FRAMEWORK OF ARTIFICIAL INTELLIGENCE (FAI): DRIVING TRIGGERS, STATE OF TH...ijaia
The authors present a new Framework of Artificial Intelligence which analyzes the key elements of
transformational AI in industry. The State of the Art of Artificial Intelligence is gleaned from an
examination of what has been done in the past, presently in the last decade and what is predicted for future
decades. The paper will highlight the biggest changes in AI, important influencers to adoption/diffusion
and give examples of how these technologies have and will be applied in three key industrial sectors,
including agriculture, education and healthcare. Next the research examines seven driving triggers of cost,
speed, accuracy, diversity/inclusion, interdisciplinary research/collaboration and ethics/trustworthiness
that are accelerating AI development and concludes with a discussion of what are the critical success
factors for industry to be transformational in AI.
IS AI IN JEOPARDY? THE NEED TO UNDER PROMISE AND OVER DELIVER – THE CASE FOR ...csandit
There has been a dramatic increase in media interest in Artificial Intelligence (AI), in particular
with regards to the promises and potential pitfalls of ongoing research, development and
deployments. Recent news of success and failures are discussed. The existential opportunities
and threats of extreme goals of AI (expressed in terms of Superintelligence/AGI and Socio-
Economic impacts) are examined with regards to this media “frenzy”, and some comment and
analysis provided. The application of the paper is in two parts, namely to first provide a review
of this media coverage, and secondly to recommend project naming in AI with precise and
realistic short term goals of achieving really useful machines, with specific smart components.
An example of this is provided, namely the RUMLSM project, a novel AI/Machine Learning
system proposed to resolve some of the known issues in bottom-up Deep Learning by Neural
Networks, recognised by DARPA as the “Third Wave of AI.” An extensive, and up to date at the
time of writing, Internet accessible reference set of supporting media articles is provided.
Today’s IT investments require bottom-line, quantifiable truths and Unified communications (UC) is no exception. This whitepaper covers best practice tips on building a comprehensive business case for UC systems
GfWM Position Paper Knowledge Management and Enterprise 2.0gfwm
This document is a translation of the German version of the position paper available at http://www.slideshare.net/gfwm/gfwm-positionspapier-wissensmanagement-und-enterprise-20. It describes the position of Germany-based GfWM Knowledge Management Society.
RESEARCH ARTICLEUSER SERVICE INNOVATION ON MOBILE PHONEP.docxaudeleypearl
RESEARCH ARTICLE
USER SERVICE INNOVATION ON MOBILE PHONE
PLATFORMS: INVESTIGATING IMPACTS OF LEAD
USERNESS, TOOLKIT SUPPORT,
AND DESIGN AUTONOMY1
Hua (Jonathan) Ye
Department of Information Systems and Operations Management, The University of Auckland Business School,
12 Grafton Road, Auckland 1142, NEW ZEALAND {[email protected]}
Atreyi Kankanhalli
Department of Information Systems and Analytics, National University of Singapore, 13 Computing Drive,
SINGAPORE 117417 {[email protected]}
User participation is increasingly being seen as a way to mitigate the challenges that firms face in innovation,
such as high costs and uncertainty of customer acceptance of their innovations. Thus, firms are establishing
online platforms to support users in innovating services, such as iOS and Android platforms for mobile data
service (MDS) innovation. Mobile phone platforms are characterized by technology (toolkits) and policy
(rules) components that could influence user’s innovation. Additionally, attributes of user innovators (lead
userness) are expected to drive their innovation behavior. Yet it is unclear how these characteristics jointly
impact users’ service innovation outcomes. To address this knowledge gap, we propose a model that builds
on user innovation theory and the work design literature to explain the influences of lead userness, design
autonomy, toolkit support, and their interactions on user’s innovation outcomes (innovation quantity) on these
platforms. We conceptualize toolkit support in terms of two constructs (i.e., ease of effort and exploration), and
design autonomy in terms of three constructs (i.e., decision-making autonomy, scheduling autonomy, and work-
method autonomy). The model was tested using survey and archival data from two dominant mobile phone
platforms (i.e., iOS and Android). As hypothesized, lead userness, exploration through toolkits, and ease of
effort through toolkits positively affect users’ innovation quantity. Additionally, decision-making autonomy
and work-method autonomy influence innovation quantity, but scheduling autonomy does not. Further, the pro-
posed three-way interactions between lead userness, toolkit support, and design autonomy constructs on users’
quantity of MDS innovation are largely supported. The findings enhance our understanding of user innovation
on mobile phone platforms.
1
Keywords: User innovation, mobile phone platform, design autonomy, toolkit support, lead userness, three-
way interaction
1Arun Rai was the accepting senior editor for this paper. Yulin Fang served as the associate editor.
The appendices for this paper are located in the “Online Supplements” section of the MIS Quarterly’s website (http://www.misq.org).
DOI: 10.25300/MISQ/2018/12361 MIS Quarterly Vol. 42 No. 1, pp. 165-187/March 2018 165
Ye & Kankanhalli/User Service Innovation on Mobile Phone Platforms
Introduction
Engaging customers or users in the process of service
innovation is incre ...
(Crestani et al., 2004) The proliferation of mobile devices and thMargaritoWhitt221
(Crestani et al., 2004) The proliferation of mobile devices and the ubiquity of computing and networking technologies have revolutionized how we access information. Mobile and ubiquitous information access is now an essential issue in human-computer interaction, information retrieval, and computer-supported cooperative work.
The International Workshop on Mobile and Ubiquitous Information Access (MobileHCI) was held in Udine, Italy, on September 8, 2003. It included user interface design issues, novel interaction techniques, context-aware applications, collaborative systems, and social implications of mobile computing. They provide a snapshot of the state-of-the-art in this rapidly evolving field. They will interest researchers and practitioners in human-computer interaction, information retrieval, and computer-supported cooperative work.
The workshop was organized by Fabio Crestani, Mark Dunlop, and Stefano Mizzaro. It was in conjunction with the Ninth International Conference on Human-Computer Interaction (HCI International 2003).
(Bace et al.,2020) Part of this is that it's challenging to quantify visual attention in mobile HCI. In a recent paper, Bace et al. tried to address this challenge by quantifying how often and for how long users look at their mobile devices.
The researchers found that, on average, users look at their devices around 46 times per day. They also found that users spend more time looking at their instruments when using them for communication purposes, such as text messaging or phone calls. This suggests a need for further research into how mobile devices can be designed to capture better and hold users' attention.
The researchers also found that users look at their devices more often in a social setting, such as a meeting or a party. This suggests that mobile devices may be distracting us from our social interactions.
In conclusion, the study provides valuable insights into how we can better understand and quantify visual attention in mobile HCI.
(Oulasvirta et al.,2005) Mobile HCI 2004 was a seminal conference on human-computer interaction with mobile technology. The meeting was highly successful, and its impact is still felt today.
The theme of the conference was "Experience and Reflection." This theme was reflected in the papers presented at the meeting, which covered a wide range of topics related to mobile HCI. The papers addressed user experience, design principles, interaction techniques, and evaluation methods in addition to these technical papers, keynote speeches, and panel discussions on various aspects of mobile HCI.
The Mobile HCI 2004 conference was an important event in the history of mobile HCI. It helped establish the field as a central research area, and its papers have significantly impacted how mobile HCI is conducted today.
(Jia, 2014) The limited display space of mobile devices is inadequate for simultaneously displaying all the information needed in context. This paper proposes a novel mobile ...
There is a new paradigm shift in technology that was powerful enough to help Barack Obama get elected as President of the United States. That paradigm shift is called social networking.
This white paper has two purposes. First, it is to help you understand the fine points about social networking. In order to do that, I will use the recent Presidential election as an example.
Second, the purpose is to help organizations understand the most effective way to implement this new technology. Some attempts have failed because they did not do a good job of defining their goals or
Thesis' paper from the Master in Information Design. Universidad de las Américas Puebla.
Omar Sosa Tzec.
(Thesis presented on Dec of 2006).
The information design, regarded as the act of creating usable messages, has a direct application on designing graphic user interfaces. In this regard, it is possible to consider schematic visualization as an option for users to unload cognitively through more stress on the visual characteristics of the interface. This represents a way to apply the Calm Technology paradigm proposed by Mark Weiser. By considering the level of iconicity conveyed into an interface of this nature, the understanding of how schematics works on the interface should be evaluated under a different approach rather than a traditional usability evaluation, for example by doing a communicability test (from the Semiotic Engineering theory). Thus, this paper describes the overall process to design and evaluation of an instant messaging client under these considerations and it also introduces a standpoint for interface design based on the three rhetorical appealing modes.
THE FRAMEWORK OF ARTIFICIAL INTELLIGENCE (FAI): DRIVING TRIGGERS, STATE OF TH...ijaia
The authors present a new Framework of Artificial Intelligence which analyzes the key elements of
transformational AI in industry. The State of the Art of Artificial Intelligence is gleaned from an
examination of what has been done in the past, presently in the last decade and what is predicted for future
decades. The paper will highlight the biggest changes in AI, important influencers to adoption/diffusion
and give examples of how these technologies have and will be applied in three key industrial sectors,
including agriculture, education and healthcare. Next the research examines seven driving triggers of cost,
speed, accuracy, diversity/inclusion, interdisciplinary research/collaboration and ethics/trustworthiness
that are accelerating AI development and concludes with a discussion of what are the critical success
factors for industry to be transformational in AI.
IS AI IN JEOPARDY? THE NEED TO UNDER PROMISE AND OVER DELIVER – THE CASE FOR ...csandit
There has been a dramatic increase in media interest in Artificial Intelligence (AI), in particular
with regards to the promises and potential pitfalls of ongoing research, development and
deployments. Recent news of success and failures are discussed. The existential opportunities
and threats of extreme goals of AI (expressed in terms of Superintelligence/AGI and Socio-
Economic impacts) are examined with regards to this media “frenzy”, and some comment and
analysis provided. The application of the paper is in two parts, namely to first provide a review
of this media coverage, and secondly to recommend project naming in AI with precise and
realistic short term goals of achieving really useful machines, with specific smart components.
An example of this is provided, namely the RUMLSM project, a novel AI/Machine Learning
system proposed to resolve some of the known issues in bottom-up Deep Learning by Neural
Networks, recognised by DARPA as the “Third Wave of AI.” An extensive, and up to date at the
time of writing, Internet accessible reference set of supporting media articles is provided.
Today’s IT investments require bottom-line, quantifiable truths and Unified communications (UC) is no exception. This whitepaper covers best practice tips on building a comprehensive business case for UC systems
GfWM Position Paper Knowledge Management and Enterprise 2.0gfwm
This document is a translation of the German version of the position paper available at http://www.slideshare.net/gfwm/gfwm-positionspapier-wissensmanagement-und-enterprise-20. It describes the position of Germany-based GfWM Knowledge Management Society.
RESEARCH ARTICLEUSER SERVICE INNOVATION ON MOBILE PHONEP.docxaudeleypearl
RESEARCH ARTICLE
USER SERVICE INNOVATION ON MOBILE PHONE
PLATFORMS: INVESTIGATING IMPACTS OF LEAD
USERNESS, TOOLKIT SUPPORT,
AND DESIGN AUTONOMY1
Hua (Jonathan) Ye
Department of Information Systems and Operations Management, The University of Auckland Business School,
12 Grafton Road, Auckland 1142, NEW ZEALAND {[email protected]}
Atreyi Kankanhalli
Department of Information Systems and Analytics, National University of Singapore, 13 Computing Drive,
SINGAPORE 117417 {[email protected]}
User participation is increasingly being seen as a way to mitigate the challenges that firms face in innovation,
such as high costs and uncertainty of customer acceptance of their innovations. Thus, firms are establishing
online platforms to support users in innovating services, such as iOS and Android platforms for mobile data
service (MDS) innovation. Mobile phone platforms are characterized by technology (toolkits) and policy
(rules) components that could influence user’s innovation. Additionally, attributes of user innovators (lead
userness) are expected to drive their innovation behavior. Yet it is unclear how these characteristics jointly
impact users’ service innovation outcomes. To address this knowledge gap, we propose a model that builds
on user innovation theory and the work design literature to explain the influences of lead userness, design
autonomy, toolkit support, and their interactions on user’s innovation outcomes (innovation quantity) on these
platforms. We conceptualize toolkit support in terms of two constructs (i.e., ease of effort and exploration), and
design autonomy in terms of three constructs (i.e., decision-making autonomy, scheduling autonomy, and work-
method autonomy). The model was tested using survey and archival data from two dominant mobile phone
platforms (i.e., iOS and Android). As hypothesized, lead userness, exploration through toolkits, and ease of
effort through toolkits positively affect users’ innovation quantity. Additionally, decision-making autonomy
and work-method autonomy influence innovation quantity, but scheduling autonomy does not. Further, the pro-
posed three-way interactions between lead userness, toolkit support, and design autonomy constructs on users’
quantity of MDS innovation are largely supported. The findings enhance our understanding of user innovation
on mobile phone platforms.
1
Keywords: User innovation, mobile phone platform, design autonomy, toolkit support, lead userness, three-
way interaction
1Arun Rai was the accepting senior editor for this paper. Yulin Fang served as the associate editor.
The appendices for this paper are located in the “Online Supplements” section of the MIS Quarterly’s website (http://www.misq.org).
DOI: 10.25300/MISQ/2018/12361 MIS Quarterly Vol. 42 No. 1, pp. 165-187/March 2018 165
Ye & Kankanhalli/User Service Innovation on Mobile Phone Platforms
Introduction
Engaging customers or users in the process of service
innovation is incre ...
(Crestani et al., 2004) The proliferation of mobile devices and thMargaritoWhitt221
(Crestani et al., 2004) The proliferation of mobile devices and the ubiquity of computing and networking technologies have revolutionized how we access information. Mobile and ubiquitous information access is now an essential issue in human-computer interaction, information retrieval, and computer-supported cooperative work.
The International Workshop on Mobile and Ubiquitous Information Access (MobileHCI) was held in Udine, Italy, on September 8, 2003. It included user interface design issues, novel interaction techniques, context-aware applications, collaborative systems, and social implications of mobile computing. They provide a snapshot of the state-of-the-art in this rapidly evolving field. They will interest researchers and practitioners in human-computer interaction, information retrieval, and computer-supported cooperative work.
The workshop was organized by Fabio Crestani, Mark Dunlop, and Stefano Mizzaro. It was in conjunction with the Ninth International Conference on Human-Computer Interaction (HCI International 2003).
(Bace et al.,2020) Part of this is that it's challenging to quantify visual attention in mobile HCI. In a recent paper, Bace et al. tried to address this challenge by quantifying how often and for how long users look at their mobile devices.
The researchers found that, on average, users look at their devices around 46 times per day. They also found that users spend more time looking at their instruments when using them for communication purposes, such as text messaging or phone calls. This suggests a need for further research into how mobile devices can be designed to capture better and hold users' attention.
The researchers also found that users look at their devices more often in a social setting, such as a meeting or a party. This suggests that mobile devices may be distracting us from our social interactions.
In conclusion, the study provides valuable insights into how we can better understand and quantify visual attention in mobile HCI.
(Oulasvirta et al.,2005) Mobile HCI 2004 was a seminal conference on human-computer interaction with mobile technology. The meeting was highly successful, and its impact is still felt today.
The theme of the conference was "Experience and Reflection." This theme was reflected in the papers presented at the meeting, which covered a wide range of topics related to mobile HCI. The papers addressed user experience, design principles, interaction techniques, and evaluation methods in addition to these technical papers, keynote speeches, and panel discussions on various aspects of mobile HCI.
The Mobile HCI 2004 conference was an important event in the history of mobile HCI. It helped establish the field as a central research area, and its papers have significantly impacted how mobile HCI is conducted today.
(Jia, 2014) The limited display space of mobile devices is inadequate for simultaneously displaying all the information needed in context. This paper proposes a novel mobile ...
There is a new paradigm shift in technology that was powerful enough to help Barack Obama get elected as President of the United States. That paradigm shift is called social networking.
This white paper has two purposes. First, it is to help you understand the fine points about social networking. In order to do that, I will use the recent Presidential election as an example.
Second, the purpose is to help organizations understand the most effective way to implement this new technology. Some attempts have failed because they did not do a good job of defining their goals or
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
The Metaverse and AI: how can decision-makers harness the Metaverse for their...Jen Stirrup
The Metaverse is popularized in science fiction, and now it is becoming closer to being a part of our daily lives through the use of social media and shopping companies. How can businesses survive in a world where Artificial Intelligence is becoming the present as well as the future of technology, and how does the Metaverse fit into business strategy when futurist ideas are developing into reality at accelerated rates? How do we do this when our data isn't up to scratch? How can we move towards success with our data so we are set up for the Metaverse when it arrives?
How can you help your company evolve, adapt, and succeed using Artificial Intelligence and the Metaverse to stay ahead of the competition? What are the potential issues, complications, and benefits that these technologies could bring to us and our organizations? In this session, Jen Stirrup will explain how to start thinking about these technologies as an organisation.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Epistemic Interaction - tuning interfaces to provide information for AI support
Today's present was our future
1. “The Future is here it’s just not evenly
distributed”
(Gibson, W. cited O'Reilly T., 2002)
Anna Kulinskaya 30.11.2006
2. Table of Contents
1. Introduction ...................................................................................................................................3
2. Forecasting.....................................................................................................................................3
2.1. What is Forecasting?...............................................................................................................3
2.2. Methods of Forecasting ..........................................................................................................3
2.3. Problems of Forecasting .........................................................................................................4
2.4. The Goals of Forecasting........................................................................................................5
3. Forecasts from the media industry ..............................................................................................5
3.1. Web Empowerment ................................................................................................................5
3.2. User Generated Content..........................................................................................................5
3.3. Folksonomy ............................................................................................................................6
3.4. Customisation .........................................................................................................................7
3.5. E-Learning..............................................................................................................................7
3.6. E-commerce............................................................................................................................8
3.7. The Digital Home ...................................................................................................................9
3.8. Making Technologies Good....................................................................................................9
4. Conclusions ..................................................................................................................................10
5. References ....................................................................................................................................11
3. 1. Introduction
“We should all be concerned about the future because we will have to spend the rest of our lives there”
stated inventor Charles F. Kettering (cited M.Tambini, 2004, p6). Today, organisations have to innovate
consistently to maximise sales, profits and reputations. In order to innovate successfully companies
must look forward to the future to predict trends and failures. This report attempts to summarise and
contrast views of the future from the media industry and identify key messages for arising from these
views. This report will also discuss and critically evaluate some tools available to organisations to help
predict the future.
2. Forecasting
2.1. What is Forecasting?
The International Institute of Forecasters (IIF), (2006) declares forecasting as "approaches to
determining the future". By utilising a mixture of judgemental and empirical forecasting methods, a
view of the future may emerge, to assist organisations in preparing to meet the challenges of
conducting business in an increasingly networked, 24-hour prosumer (Tapscott, 2000) driven society.
2.2. Methods of Forecasting
All methods of forecasting are troubled with problems of accuracy and quality because ultimately the
future cannot be predicted fully. Faulty predictions tend to look somewhat silly in light of successes, as
an infamous quote from IBM Chairman Thomas Watson (1943, cited Coburn 2006) demonstrates: "I
think there is there is a world market for maybe 5 computers". Nevertheless, forecasting does have
some methods of particular use to the media industry.
Methods include simulation, observations, the Delphi method, surveys, scenario building and
technology forecasting. These aspects of forecasting are placed under an umbrella title of “judgmental
methods” (Wikipedia, 2006). Judgemental methods use a mix of expert opinion, observation and
empirical research to create informed conclusions about the future.
4. Role playing and simulation are both easy and inexpensive ways for companies to predict the impacts
of the future on their businesses. Popular methods in web development for predicting user behaviour
are personas - mechanisms which allow developers “to capture insight, as opposed to collecting data”
(Coburn, 2006, p210). All these methods allow a user experience to be captured and analysed. The
downside to these is that users tend not to do what is expected of them. White (2003) mentions that
users will often have no idea of what they want other than a product which is free, fast and good.
Another method for forecasting the future is asking for expert opinions. This is the foundation for the
Delphi Method (Wikipedia, 2006) where opinions are obtained in a two step process. Generally for
organisations this does mean going to some cost of time and expense, however the forecasts provided
tend to be accurate and of high quality if with a little bias (J.Armstrong, 2001). Asking for expert opinion
is the basis of the Futures conference held by the London College of Communication (LCC).
2.3. Problems of Forecasting
Today organisations tend to believe that based on sound research methodologies, forecasting can
provide an accurate picture of the future however the IIF (2006) cautions that forecasting is not the
same as planning and that a forecast about the future should not be changed because it doesn’t suit an
organisation’s goals.
Another difficulty of forecasting in the media industry is the rate of change: “People mistakenly think
that once they’ve graduated from university they are good for the next decade – when they’re really
good for the next ten seconds” (R. Sodeberg, cited D.Tapscott, 1998). It’s difficult to make predictions
when the present and the future are constantly shifting.
Finally, future casting does not always take into account newest developments from niche groups. Such
developments as AJAX (as defined by the Adaptive Path group, 2005) have largely gone unnoticed by
business strategists until Google had implemented this technology.
5. 2.4. The Goals of Forecasting
Perhaps then the goal of forecasting the future is to understand and learn from today’s mistakes or
successes in order to bring about a cultural shift in the media and technology environment? Coburn
(2006) argues that success comes to those organisations that are able to focus on the needs of the users
rather then on technology for technology’s sake.
A key theme that emerged from the LCC’s Futures conference has been that of focusing on the needs
of user is one of the most important things for an organisation’s success in the future. This view is
echoed by technology strategists such as Coburn who stated (2006) that companies should change
their business focus to concentrate on technology that is user-driven.
3. Forecasts from the media industry
3.1. Web Empowerment
Interface designer, Roberto (2006), an LCC alumnus, argues that the user's needs should always come
first when designing a product. He feels that it is necessary to empower the user by providing
communication networks and facilities that allowed the user to contribute to a body of content. The
LCC alumni suggested that the way to make sure users' needs are placed first is to incorporate
disciplines such as accessibility (making products available to disabled users or different devices (WAI,
2006)), web standards (through the use of up to date World Wide Web Consortium (W3C, 2006)
technologies) , usability (trying to ensure that a computer system is as easy and efficient as possible
(Neilsen, 1999)) and not making assumptions about the availability of technologies that users may use
to connect to a particular web site would all help in making the web a better place for users.
3.2. User Generated Content
A slightly less simplistic discussion of the issues in making products was provided by A. M. Peters (2006).
Peters’ key problems were dealing with user generated content and user generated metadata. Peters’
6. particular concerns were with regards to storage and display of data and creating a revenue stream
from user generated content. In the recent future a large problem for businesses will be monetising
their databases of user-generated content. Amazon are an example of a business that have succeeded
in this arena – their reviews system leverages the free time and writing talent of their clients to provide
a cheap and effective value-added services to all parties (O'Reilly, 2005).
O’Reilly (2005) describes that harnessing collective intelligence is a key to market domination in the
Web 2.0 world. Peters' organisation is researching technologies that could make user generated video
pay – perhaps through hot links in video clips to advertisers’ websites. The problem of revenue
generation is echoed throughout the business world: user generated content and social networks are
seen as an exciting business area but not many businesses are finding investment into these areas
profitable. (BBC, 2006)
3.3. Folksonomy
Another area seen to be valuable and profitable by Peters is the folksonomy (O’Reilly, 2005) or tagging.
Tagging allows a user to define an information architecture that is to their personal liking by allowing
them associate meta data with an item of content. The value of tagging in user centred design is due to
the fact that the user experience of the content is customisable and flexible. Tagging however is not a
new invention – Vanevar Bush predicted tagging in 1945: "Selection by association, rather than
indexing, may yet be mechanized."
7. 3.4. Customisation
Tapscott (2000) says that in the future not only data but physical objects will be customisable to the
consumers' needs. Today companies such as Converse 1
(2006), Dell2
(2006), and Bodymetrics (2006)3
are already providing users with tools that let them customise a product. The product gets ordered,
created and dispatched with the assistance of digital networks. This means that organisations no longer
need to store large amounts of parts or employ armies of telesales staff as per traditional mail order
model thus significantly cutting operational and increasing consumer satisfaction. Tapscott (2000)
suggests that users, whom he calls "prosumers", are increasingly interested in highly customisable
products – and this trend is not just visible in the consumer space but also manifests itself as
personalised learning and the digital home.
3.5. E-Learning
Lacey (2006) argues that people are inherently bad at presenting information via computers and that
to successfully transmit information between users it must be “differentiated and over coded”. In this
context that means that information must be presented in multiple ways for assimilation by different
users – or customised. Lacey (2006) goes on to say that e-Learning ultimately doesn’t work because it
fails to differentiate and it does not take into account that learning is context dependent. E-Learning is
not user centric.
Personalised e-learning is a favoured area for future development. With 87% of computers in secondary
schools already networked (DfES, 2003), the Department for Education seems interested in
opportunities that promote the use of IT (BBC, 2006). According to Tapscott (2006) learning is moving
away from a broadcast model to an interactive model: in the future teachers will become leaders and
1
Converse allow an internet user to customise a pair of trainers by providing an interface for selecting outer and inner colours,
laces, colour or rubber strip, adding text and choosing a pattern (Converse 2006).
2
Dell allows all clients to customise computers hardware and software before purchase (Dell, 2006).
3
Bodymetrics creates a 3D profile of a consumer's body through the use of 3D scanning techniques. This profile then gets used
to create tailor-made clothing which can be ordered on the internet (Bodymetrics 2006).
8. facilitators. Tapscott states that “the digital media enables students to be treated as individuals” (2000,
p146) which inherently means that the development of products for the digital classroom must be
customised and user-centred.
Lacey’s (2006) core arguments are that information must be presented in a structured and hierarchical
manner to avoid informational overload He also argues that e-Learning is anti-social and that
technologists do not take into account the social aspects of learning. Lacey (2006) states that “e-
Learning CANNOT work”. This is because data found online is fundamentally unstructured and does not
promote deep learning. These ideas seem to be based on the idea of information consumption for
instant gratification rather then for any greater purpose (McLuhan, 1964). The global village, where
netizens consume information daily and with more rapidity then ever before is an environment where
all lives are interconnected through technology that does not promote community or social interaction.
3.6. E-commerce
A darker view of the future has been predicted by Linford (2006). He also suggests technology is de-
socialising society and that the traditional high street will become obsolete due to e-commerce. This
will create a society which is both isolated and insular. The flip-side of e-commerce stores becoming
good at customisation and user-centred design is that consumers no longer need to leave their houses
except for access to essential physical services. However, for M.Dertouzos (2001) e-commerce will
greatly improve the productivity of various businesses. A case study written by Dertouzos (2006) for a
human-centric house buying process demonstrated that e-commerce speeds up purchasing for all
parties. Luckily, M.Tambini (2004) predicts that electronic shopping will dominate only from 2014 (long
after global electronic currency comes into use in 2007). This prediction leaves society some time to
consider how to best cope with the removal of identikit corporations more concerned with making
profit at all costs then with serving the needs of their users (N.Klein, 2001).
9. 3.7. The Digital Home
Tambini (2004) predicts that in 2020 we might be living in homes with technology that reacts to the
needs of its inhabitants. Such technology could provide users with showers that double as health-
monitoring stations, dining-room tables that are linked to communications networks for having a
shared dinner with distant relatives, and homework helpers like the holoprojector which could assist
with maths problems by modelling geographic surfaces in 3D (Tambini, 2004). Dertouzos (2001) also
likes the idea of a digital building that is focused on the needs of its users: he has created a computer
system called the Enviro21 which is embedded into a user’s stationary environment. The Enviro21
communicates and manages all electronic devices to make sure that the user is able to completely
control their environment by issuing voice command. (Dertouzos believes that natural language voice
based interaction is crucial to building user-centric systems.) Digital homes are no longer the future:
the BBC (2006) has reported that 100 new homes have been built and 30 000 more have been planned
in South Korea.
A negative side to the digital home has been brought up by Linford (2006) who argues that the digital
home could become a digital prison if technology decides to prevent either access to data or a function.
Linford however reinforces the case for user-centric design by asking what would happen if a digital
house suffered from poor design which lead to programming errors and crashes. He sees this as a key
problem because current "technologies are bad".
3.8. Making Technologies Good
Coburn’s (2006) change function counsels that users will only adopt a new technology when the pain
of using it outweighs the problems of not using it. Thus he advises that organisations implement a
strategic shift away from supplier centric patters of behaviours to user centric ones. His vision for
improving technologies includes: an iterative design processes, co-designing products with users,
employing anthropologists to analyse user behaviour, and using various strategies to align the
viewpoints technologists with their users.
10. Dertouzos (2000) too argues that dramatic change must occur before technologies improve – “that
computers [currently] have increased hype more then productivity” (p6). Dertouzos (2006) suggests
that in order to make computers truly useful, innovations such as nomadic software must be
implemented. He argues for a common sense approach to development by making software fit a given
situation, time, place and user. Dertouzos’ solution is an underlying high data network that integrates
both software and hardware devices with highly intuitive natural language interfaces to provide
unobtrusive access to computing when it’s needed - the right information to the right person at the
right time”.
4. Conclusions
To summarise, forecasting the future is a way for companies to learn from mistakes and successes of
the present in order to innovate. Forecasting the future helps companies plan and develop new
strategies for growth.
Many methods of forecasting exist, and judgemental methods appear to be the most suitable for use
in the media industries. Particularly in software development, role playing, user simulations, and
persona designs are fundamental approaches to understanding the nature of a products’ user and their
desires. These methods can help companies ensure that their products are suitable and acceptable for
their audience thus increasing revenue due to increased user satisfaction.
The pivotal themes that have emerged from the Futures conference is that the user holds the key to
product design and that to ensure survival in the future companies must engage with their users today.
The products of the future, whether e-learning or the digital home will be highly customisable and users
will refuse to use a product until using it becomes less difficult then not using it.
On a final note, Tapscott (1998, pX) says that “We should remember that the future is not something
that should be predicted, but rather a goal to be achieved”.
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