The document describes research into developing and evaluating design patterns for ubiquitous computing. 45 initial patterns were created through a literature review and refined based on feedback. The patterns were evaluated with 32 designers tasked with designing a location-aware app, with patterns helping novices and aiding communication but not privacy. Future work includes improving privacy patterns and additional evaluations.
Introduction to User Experience and User Interface Design: A One-Hour Crash C...Jason Hong
A one-hour crash course on UX design and User Interface Design. I talk about methods for understanding users (contextual inquiry, diary studies, bodystorming), basic design principles (layout, color, mental models, grid), rapid prototyping (building user interfaces quickly, paper prototypes), and evaluation (heuristic evaluation).
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017.
It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand our users. All good marketing starts with audience insight.
The presentation covers the following:
1) An introduction to UX
2) Ethnography, with definitions and examples of 7 ethnographic techniques
3) User-centred design and Design Thinking
4) Examples of UX-led changes made at institutions in the UK and Scandinavia
5) Next Steps - if you'd like to try out UX at your own organisation
Sneaking in Good User Experience Without a UX Budget - anthonydpaul - WordCam...Anthony D. Paul
We all want to design and build better projects—to feel proud of what we’ve made and to have our end users love it too. Sometimes our projects afford us research budgets and sometimes they don’t. So how do we build in a better user experience when our clients don’t want to pay for those line items?
In this talk, I’ll share some practical tools and tips to “sneak in good UX” as one of my bosses used to say, with minimal impact on your budget but a positive impact on your team’s understanding of key problems to solve.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
An updated version of an Intro to Interaction Design workshop I've taught intermittently since 2012. Intended age level is middle to high school age students, but is also appropriate for adults curious about the field.
The first portion (excluding the optional heuristic review) can be taught, though tight, in approximately 90 minutes. With the optional second portion, allocate a minimum of 2 hours. More time allows for better discussion and perhaps expansion of the sketching into some flows. See the back of the deck for additional instructor notes.
Recommended materials:
Printer paper (~5 sheets per student minimum)
Pencils and erasers
I have delivered this workshop to over 500 students:
Amazon GirlsWhoCode Camp - 2015
Microsoft DigiGirlz Camp (Redmond) - 2012, 2013, 2014
UW's Dawgbytes Camp - 2012
For a blog post about the pilot sessions in 2012, as well as some examples from student sketches, see http://blog.cherylplatz.com/?p=181
To inquire about booking me to teach this workshop in your environment, email cheryl@cherylplatz.com.
UXPA2019 Optimal AR UX for Complex Purchases — How immersive technology boost...UXPA International
Augmented Reality for eCommerce is everywhere. Major retailers and Shopify have mainstreamed 3D. But so far, nearly all product shoppers do is simply “see this in their room.” For complex, configurable, personalized purchases, this isn’t enough.
This session focuses on effective AR uses that increase user success with planning and decision-making. Think of projects such as a kitchen redesign — design aesthetics, myriad features/options, physical characteristics, and lack of buyer knowledge all stand in the way.
I’ll discuss wide-ranging aspects of AR’s potential and provide a framework for planning product-focused applications. I’ll share lots of examples and insights from recent projects, plus others I’ve found along the way, including UX principles for image-based visualizers and configurators refined over 2 decades. This knowledge with help spur ideas for your own projects.
Going beyond, I’ll align user expectations with present and future capabilities of 3D platforms/engines/hardware, giving you a working knowledge for the next generation of 3D: Mixed- and eXtended-Reality.
Introduction to User Experience and User Interface Design: A One-Hour Crash C...Jason Hong
A one-hour crash course on UX design and User Interface Design. I talk about methods for understanding users (contextual inquiry, diary studies, bodystorming), basic design principles (layout, color, mental models, grid), rapid prototyping (building user interfaces quickly, paper prototypes), and evaluation (heuristic evaluation).
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017.
It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand our users. All good marketing starts with audience insight.
The presentation covers the following:
1) An introduction to UX
2) Ethnography, with definitions and examples of 7 ethnographic techniques
3) User-centred design and Design Thinking
4) Examples of UX-led changes made at institutions in the UK and Scandinavia
5) Next Steps - if you'd like to try out UX at your own organisation
Sneaking in Good User Experience Without a UX Budget - anthonydpaul - WordCam...Anthony D. Paul
We all want to design and build better projects—to feel proud of what we’ve made and to have our end users love it too. Sometimes our projects afford us research budgets and sometimes they don’t. So how do we build in a better user experience when our clients don’t want to pay for those line items?
In this talk, I’ll share some practical tools and tips to “sneak in good UX” as one of my bosses used to say, with minimal impact on your budget but a positive impact on your team’s understanding of key problems to solve.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
An updated version of an Intro to Interaction Design workshop I've taught intermittently since 2012. Intended age level is middle to high school age students, but is also appropriate for adults curious about the field.
The first portion (excluding the optional heuristic review) can be taught, though tight, in approximately 90 minutes. With the optional second portion, allocate a minimum of 2 hours. More time allows for better discussion and perhaps expansion of the sketching into some flows. See the back of the deck for additional instructor notes.
Recommended materials:
Printer paper (~5 sheets per student minimum)
Pencils and erasers
I have delivered this workshop to over 500 students:
Amazon GirlsWhoCode Camp - 2015
Microsoft DigiGirlz Camp (Redmond) - 2012, 2013, 2014
UW's Dawgbytes Camp - 2012
For a blog post about the pilot sessions in 2012, as well as some examples from student sketches, see http://blog.cherylplatz.com/?p=181
To inquire about booking me to teach this workshop in your environment, email cheryl@cherylplatz.com.
UXPA2019 Optimal AR UX for Complex Purchases — How immersive technology boost...UXPA International
Augmented Reality for eCommerce is everywhere. Major retailers and Shopify have mainstreamed 3D. But so far, nearly all product shoppers do is simply “see this in their room.” For complex, configurable, personalized purchases, this isn’t enough.
This session focuses on effective AR uses that increase user success with planning and decision-making. Think of projects such as a kitchen redesign — design aesthetics, myriad features/options, physical characteristics, and lack of buyer knowledge all stand in the way.
I’ll discuss wide-ranging aspects of AR’s potential and provide a framework for planning product-focused applications. I’ll share lots of examples and insights from recent projects, plus others I’ve found along the way, including UX principles for image-based visualizers and configurators refined over 2 decades. This knowledge with help spur ideas for your own projects.
Going beyond, I’ll align user expectations with present and future capabilities of 3D platforms/engines/hardware, giving you a working knowledge for the next generation of 3D: Mixed- and eXtended-Reality.
Storytelling & The Human Form (UX Intensive for MySkills4Afrika)Cheryl Platz
Day 2 of a 4-day design intensive curriculum I created and taught at the iHub in Nairobi, Kenya as part of Microsoft's MySkills4Afrika program.
This deck focuses on designing for the human form (including an introduction to all forms of natural user interface), elements of Microsoft's Scenario Focused Engineering process, and tips on using storytelling techniques like storyboarding to improve the humanistic focus of your design process.
A Workshop on how ot teach UX design, based on a one day workshop model. We cover exercise design, how people learn, and how to design the day. Originally Given at General Assemb.ly 12/15/13
Please feel free to reuse with credit.
Day 1 slides from a two-day workshop on UX foundations by Meg Kurdziolek and Karen Tang. Day 1 covered the building blocks of design process and design research methods.
Presented at
FITC presents Spotlight UX/UI
Overview
The Bauhaus curriculum offered students a deep examination into the materials of its day: clay, stone, wood, metal, textiles, color, glass. In the digital age, what are the materials of user experience? Is it the lithium we extract from the ground to power our hermetically sealed devices, or is it invisible systems our devices connect us to? What are our methods for shaping the unseen, the immaterial? This talk will introduce a taxonomy—including human motivation, feedback, and conversation among others—and identify some of the properties that differentiate materials of the digital age from the past.
Objective
Identify the invisible materials of user experience—human motivation, feedback, and conversation among others—and their properties for designers to see.
Target Audience
UX designers
Five Things Audience Members Will Learn
A brief history of the Bauhaus
An introduction to the Bauhaus study of materials
A systems based definition of user experience design
Models of open and closed-loop systems and their components
Approaches to designing interactive systems
This presentation gives a brief overview of user experience design and important principles of user-friendly design. Meant for those just starting in the UX space or looking to improve their knowledge!
Topics covered include:
What is user experience?
Different research techniques: when to do what type of research, how to formulate strong questions
Creating a persona
Problem statements
And more!
Read the presenter's notes to get the full experience.
Presentation to the STLX conference on 25 September 2017 with Martha Valenta and Tara Nesbitt.
Takeaway: UX Research is still a thing. An important, valuable thing. You should go do some.
An end to end deep dive through the process of designing user experiences — especially for mobile and responsive web apps. The presentation covers the design process from defining and understanding the problem through iterative solution sprints where hypotheses are tested with lean prototypes.
This talk was originally prepared for a three hour course on User Experience design for a group of start-ups working with an incubator for whom I serve as a mentor.
Day 2 slides from a two-day workshop on UX Foundations by Meg Kurdziolek and Karen Tang. Day 2 covered research methods that can be used throughout the design process to evaluate and validate design.
Optimizing for a faster user experience Pt 2: How-to.James Christie
From my presentation "I feel the need..the need for speed: Optimizing the User Experience", given at UXPA Boston 2014. This is the second half of the talk. The first half (are we slow? How slow? Why? And Why That's a Problem) used a ton of animation and rapid patter, and just doesn't make much sense on SlideShare without audio. I need to upload that to YouTube, someday.
This was the presentation I've made for Techinasia's Product Development Conference 2018 (https://pdc.techinasia.com/) about Problem Solving (Human-centered Design)
How do you know if your target audience is having a good or bad experience? How do you gather their input and engage audiences effectively? Learn to put yourself in your users’ shoes in order to better understand their motivations, so that you can create welcoming experiences and make something that is useful, easy to use, and enjoyable. Exhibit designers and developers, curators, content developers, museum technologists, and marketers can all benefit from this workshop on Community Engagement through User Experience. You don’t need to be an expert to attend—we’ll cover the fundamentals of user experience, why it matters, and ways to convince others in your organization to invest. We’ll detail a typical UX journey and common methodologies that are useful for museum professionals, emphasizing ways to engage new and existing communities along the way.
The workshop was led by Michael Tedeschi, Creative Director of Interactive Mechanics, an award-winning interactive design firm that builds digital projects and leads workshops for arts, culture, and educational institutions including Eastern State Penitentiary, Ford’s Theatre, and Smithsonian Institution. Mike has over a decade of industry experience in design, development, and user experience, having worked on over 125 digital projects throughout his career.
This presentation grew out of my experience working with an information architecture that was incomplete and lacked generative research to understand the users. I was tasked with finding ways to validate the IA while providing useful user insight for future design changes. To meet the goal, I studied card sorts in depth and developed useful techniques for problems that often arise but are seldom discussed.
I also explored the use of other IA validation techniques such as task-based tree tests and click tests to complement and cross-validate card sort findings. Through the use of mixed methodology within-subject study design, card sort data can be more easily understood and validated by the outcomes of tree tests and click tests.
This presentation will provide practitioners with information about card sorting in advanced situations. Specifically it will cover card sorting when applied to complex hierarchies, multiple audiences, and information architecture validation.
Presented by Caron Garstka at UXPA 2018
Design patterns are acknowledged as powerful conceptual tools to improve design quality and to reduce the time and cost of design
by effect of the reuse of “good” solutions. In many fields such as software engineering, web engineering, and interface design,
patterns are widely used by practitioners and are also investigated from a research perspective. Still, the concept of design pattern
has received marginal attention in the arena of user interfaces (UIs) for Recommender Systems (RSs). To our knowledge, a little
is known about the use of patterns in this specific class of applications, in spite of their increasing popularity, and no RS
specific interface pattern is available in existing pattern languages. We have performed a systematic analysis of 28 real-world RSs in
a variety of sectors, in order to: (i) discover occurrences of existing general (i.e., domain independent) UI patterns; (ii)
identify recurrent UI design solutions for RS specific features; (iii) elicit a set of new UI patterns for RS interfaces. The analysis
of patterns occurrences highlights the degree at which “good” UI design solutions are adopted in RSs for the different sectors. The
new patterns can be used by UI designers of RSs to improve the UX of their systems.
Storytelling & The Human Form (UX Intensive for MySkills4Afrika)Cheryl Platz
Day 2 of a 4-day design intensive curriculum I created and taught at the iHub in Nairobi, Kenya as part of Microsoft's MySkills4Afrika program.
This deck focuses on designing for the human form (including an introduction to all forms of natural user interface), elements of Microsoft's Scenario Focused Engineering process, and tips on using storytelling techniques like storyboarding to improve the humanistic focus of your design process.
A Workshop on how ot teach UX design, based on a one day workshop model. We cover exercise design, how people learn, and how to design the day. Originally Given at General Assemb.ly 12/15/13
Please feel free to reuse with credit.
Day 1 slides from a two-day workshop on UX foundations by Meg Kurdziolek and Karen Tang. Day 1 covered the building blocks of design process and design research methods.
Presented at
FITC presents Spotlight UX/UI
Overview
The Bauhaus curriculum offered students a deep examination into the materials of its day: clay, stone, wood, metal, textiles, color, glass. In the digital age, what are the materials of user experience? Is it the lithium we extract from the ground to power our hermetically sealed devices, or is it invisible systems our devices connect us to? What are our methods for shaping the unseen, the immaterial? This talk will introduce a taxonomy—including human motivation, feedback, and conversation among others—and identify some of the properties that differentiate materials of the digital age from the past.
Objective
Identify the invisible materials of user experience—human motivation, feedback, and conversation among others—and their properties for designers to see.
Target Audience
UX designers
Five Things Audience Members Will Learn
A brief history of the Bauhaus
An introduction to the Bauhaus study of materials
A systems based definition of user experience design
Models of open and closed-loop systems and their components
Approaches to designing interactive systems
This presentation gives a brief overview of user experience design and important principles of user-friendly design. Meant for those just starting in the UX space or looking to improve their knowledge!
Topics covered include:
What is user experience?
Different research techniques: when to do what type of research, how to formulate strong questions
Creating a persona
Problem statements
And more!
Read the presenter's notes to get the full experience.
Presentation to the STLX conference on 25 September 2017 with Martha Valenta and Tara Nesbitt.
Takeaway: UX Research is still a thing. An important, valuable thing. You should go do some.
An end to end deep dive through the process of designing user experiences — especially for mobile and responsive web apps. The presentation covers the design process from defining and understanding the problem through iterative solution sprints where hypotheses are tested with lean prototypes.
This talk was originally prepared for a three hour course on User Experience design for a group of start-ups working with an incubator for whom I serve as a mentor.
Day 2 slides from a two-day workshop on UX Foundations by Meg Kurdziolek and Karen Tang. Day 2 covered research methods that can be used throughout the design process to evaluate and validate design.
Optimizing for a faster user experience Pt 2: How-to.James Christie
From my presentation "I feel the need..the need for speed: Optimizing the User Experience", given at UXPA Boston 2014. This is the second half of the talk. The first half (are we slow? How slow? Why? And Why That's a Problem) used a ton of animation and rapid patter, and just doesn't make much sense on SlideShare without audio. I need to upload that to YouTube, someday.
This was the presentation I've made for Techinasia's Product Development Conference 2018 (https://pdc.techinasia.com/) about Problem Solving (Human-centered Design)
How do you know if your target audience is having a good or bad experience? How do you gather their input and engage audiences effectively? Learn to put yourself in your users’ shoes in order to better understand their motivations, so that you can create welcoming experiences and make something that is useful, easy to use, and enjoyable. Exhibit designers and developers, curators, content developers, museum technologists, and marketers can all benefit from this workshop on Community Engagement through User Experience. You don’t need to be an expert to attend—we’ll cover the fundamentals of user experience, why it matters, and ways to convince others in your organization to invest. We’ll detail a typical UX journey and common methodologies that are useful for museum professionals, emphasizing ways to engage new and existing communities along the way.
The workshop was led by Michael Tedeschi, Creative Director of Interactive Mechanics, an award-winning interactive design firm that builds digital projects and leads workshops for arts, culture, and educational institutions including Eastern State Penitentiary, Ford’s Theatre, and Smithsonian Institution. Mike has over a decade of industry experience in design, development, and user experience, having worked on over 125 digital projects throughout his career.
This presentation grew out of my experience working with an information architecture that was incomplete and lacked generative research to understand the users. I was tasked with finding ways to validate the IA while providing useful user insight for future design changes. To meet the goal, I studied card sorts in depth and developed useful techniques for problems that often arise but are seldom discussed.
I also explored the use of other IA validation techniques such as task-based tree tests and click tests to complement and cross-validate card sort findings. Through the use of mixed methodology within-subject study design, card sort data can be more easily understood and validated by the outcomes of tree tests and click tests.
This presentation will provide practitioners with information about card sorting in advanced situations. Specifically it will cover card sorting when applied to complex hierarchies, multiple audiences, and information architecture validation.
Presented by Caron Garstka at UXPA 2018
Design patterns are acknowledged as powerful conceptual tools to improve design quality and to reduce the time and cost of design
by effect of the reuse of “good” solutions. In many fields such as software engineering, web engineering, and interface design,
patterns are widely used by practitioners and are also investigated from a research perspective. Still, the concept of design pattern
has received marginal attention in the arena of user interfaces (UIs) for Recommender Systems (RSs). To our knowledge, a little
is known about the use of patterns in this specific class of applications, in spite of their increasing popularity, and no RS
specific interface pattern is available in existing pattern languages. We have performed a systematic analysis of 28 real-world RSs in
a variety of sectors, in order to: (i) discover occurrences of existing general (i.e., domain independent) UI patterns; (ii)
identify recurrent UI design solutions for RS specific features; (iii) elicit a set of new UI patterns for RS interfaces. The analysis
of patterns occurrences highlights the degree at which “good” UI design solutions are adopted in RSs for the different sectors. The
new patterns can be used by UI designers of RSs to improve the UX of their systems.
A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
Design your Modern Intranet using SharePoint PnP Design Assets D'arce Hess
Presentation given at SharePoint Saturday Ottawa. Presentation go over basic design concepts and how to apply them to new designs and concepts in SharePoint
Are Agile Projects Doomed to Half-Baked Design?theinfonaut
Today's web-based applications go live every few weeks. Agile methodologies like Extreme Programming and Scrum, focus on short development cycles, accelerated feedback from users and customers, and incremental delivery. On the technical side these approaches can bring discipline and predictability to short release cycles. But can these incremental methodologies incorporate successful design techniques? Using case studies and examples from their own project experience, Alex and Leslie will discuss how to integrate design and Agile, discussing what works, what problems arise, and most importantly, the changes in mindset that are necessary on an integrated Agile design/implementation team.
Lecture 2 from the MHIT 603 course on Human Interface Technology. This lecture provides an introduction to Prototyping. Taught by Mark Billinghurst at the University of Canterbury, July 17th, 2014.
Purpose Before Action: Why You Need a Design Language Systemcreckling
Abstract: Ask two designers to design the same user interface and you will likely end up with two very different designs and interactions on the page. Ask two developers to implement that page and you will end up with different code, too! And that, in a nutshell, is why you need a system.
Have you ever wondered what it takes to build your own design language system? It sounds intimidating, but it's not!
Link: https://uxpabostonconference2018.sched.com/event/E2NS/purpose-before-action-why-you-need-a-design-language-system
Design Systems First: Everyday Practices for a Scaleable Design Processuxpin
You'll learn:
- How to create, adopt, and maintain your first design system
- How to practice a “design systems first” process of product development
- How to build and govern a design systems operations team
Prototyping for knowledge based entrepreneurshipVlad Manea
Two lectures on prototyping for the Knowledge-based Entrepreneurship M.Sc. course at UCPH Innovation Hub, the University of Copenhagen in December 2015.
The contains a brief overview of our case study from an IT-research project aimed at improving coordination in elder care centers. As part of the project, we built a series of prototypes.
It then continues with a systematic description of prototypes and their properties, along with concrete examples. Several simple pieces of advice, as well as common pitfalls, are presented.
Deliverables that Clarify, Focus, and Improve DesignBen Peachey
A talk given at the 2002 Annual Conference of the Usability Professionals' Association
Authors: Richard Fulcher, Bryce Glass, Matt Leacock
"The representations we choose for UI design affect both how we think about the design and how others understand it. Concept maps, wireframes, storyboards, and flow-maps speak to different audiences at different stages of the development cycle. This presentation provides examples of these documents and a toolkit for producing them."
source, examples and resources can be found at: http://leacock.com/deliverables/
Implementing a Design System in a Small Team by SnapTravelProduct School
This session will provide a blueprint for how a team of 2 Designers and 3 Frontend engineers can work together, in a lean way, to build and implement a design system within 6 months while still working on other important company initiatives/features.
Prototyping is a great way of developing, communicating and validating design ideas and requirements in a quick and cost-effective manner, when devising a user experience.
This presentation discusses what prototypes are, why they are useful, the various tools that can be used and some basic principles to adopt.
This presentation was delivered by Stephen Denning as part of the User Vision Breakfast Briefing series in 2012.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
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:
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.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
zkStudyClub - Reef: Fast Succinct Non-Interactive Zero-Knowledge Regex ProofsAlex Pruden
This paper presents Reef, a system for generating publicly verifiable succinct non-interactive zero-knowledge proofs that a committed document matches or does not match a regular expression. We describe applications such as proving the strength of passwords, the provenance of email despite redactions, the validity of oblivious DNS queries, and the existence of mutations in DNA. Reef supports the Perl Compatible Regular Expression syntax, including wildcards, alternation, ranges, capture groups, Kleene star, negations, and lookarounds. Reef introduces a new type of automata, Skipping Alternating Finite Automata (SAFA), that skips irrelevant parts of a document when producing proofs without undermining soundness, and instantiates SAFA with a lookup argument. Our experimental evaluation confirms that Reef can generate proofs for documents with 32M characters; the proofs are small and cheap to verify (under a second).
Paper: https://eprint.iacr.org/2023/1886
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...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.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...
Development and Evaluation of Emerging Design Patterns for Ubiquitous Computing, presented at DIS2004
1. Development and Evaluation of
Emerging Design Patterns for
Ubiquitous Computing
Eric Chung
Jason Hong
Madhu Prabaker
James Landay
Alan Liu
Carnegie Mellon
Carnegie Mellon
University of California, Berkeley
University of Washington
University of Washington
2. What Are Design Patterns?
Design patterns communicate common design
problems and good solutions in a compact form
Started in architecture, recently for user interfaces
– Ex. Navigation Bar
3. Design Patterns for Ubicomp?
Ubicomp pushes computing into physical world
– Wireless networking, sensors, devices
Still in early phases of ubicomp, so why create a
pattern language now?
Speed up diffusion of interaction techniques and
evaluation results
Help us see links between ideas, see what’s missing
– Like first periodic table
Help designers avoid bad standards
– Avoid blue links and poor privacy
4. Our Work on Ubicomp Design
Patterns
Developed 45 patterns for ubicomp
Evaluation with sixteen pairs of designers (32 total)
– 9 pairs in first round of eval, 7 pairs in second round
– Compared the design of a location-enhanced app with and
without patterns
– Better communication? Novices and experts? Privacy?
6. Method for Creating the Patterns
Iterative process over three months
Literature review to extract ideas
– Tried to do top-bottom, too hard
– Bottom-up much easier, card sorting to organize into groups
80 pattern candidates, focusing on interaction design
– 2 pages each
– Critiqued by four other researchers
Cut to 45 patterns for the first evaluation
12. First Round of Evaluation
Nine pairs of designers
High Exp (6+ yrs) Low Exp
Patterns
2 pairs
2 pairs
No Patterns
3 pairs
2 pairs
Prototype a location-enhanced guide for shopping mall
– Gave each pair a set of general goals to support
– Could add any reasonable features, use any reasonable
technologies
– 80 minutes to prototype, 10 minute presentation to “client”
Will focus on qualitative results
– Had judges rate designs quantitatively, statistics hard though
13. Observations from First Round Eval
Patterns helped novice designers
– Novices without patterns struggled with tech, features
– Novices with patterns fared better, patterns useful for getting
ideas and explaining concepts to one another
Patterns helped experts with an unfamiliar domain
– Skim thru patterns to get ideas, see range of possibilities
Patterns helped designers communicate ideas
– Expected designers to adopt names (unrealistic in retrospect)
– Common to see designers point at pictures
– Many design pairs leveraged a web pattern language
Navigation Bar, pages, cookies, bookmarks
14. Observations from First Round Eval
Patterns helped designers avoid some design problems
– Most teams came up with similar solutions in both conditions
– But teams w/o patterns had to re-visit solutions more often
Had to re-invent wheel and re-learn mistakes
Patterns did not help with privacy
– Most design teams identified privacy as a problem
– But the teams didn’t use our patterns…
Designers generally liked the idea of patterns
– “Good idea to identify design patterns for ubicomp”
– But… “Too many patterns to digest”
– “If we had more time, I’m sure that we would be able to use
these patterns to tailor them to our own ideas.”
15. Second Round of Evaluation
Reduced to 30 patterns
Edited some content, added more links
Seven pairs of designers
– Six pairs had patterns, one did not
Already knew what non-pattern condition results were
– Same task
– Same amount of time
16. Observations from Second Round
Eval
9 of 12 thought patterns helped with design task
11 of 12 thought patterns would help with future designs
“These patterns are almost like a checklist. You can
cover all of your bases.”
Patterns used more often to communicate ideas
Some patterns used to inspire designs
– D5: Serendipity in Exploration, app “should not be a pushy
salesperson but allow for free roaming.”
One pair used patterns to annotate ideas
– B1: Active Map next to the sketched UI
But only one group used the privacy patterns…
17. Future Work
Continued evolution and evaluation of the patterns
Why didn’t privacy patterns work as we expected?
– Unclear format? Too abstract? Too specific?
– Not enough links? Too many patterns?
– Important b/c we want to avoid expected privacy problems
Landay and Prabaker working on ubicomp patterns for
the home at Intel Research Seattle
– 20 new patterns for the home
– 22 pairs of designers, half with patterns, half without
– Data analysis in progress
18. Summary
Design patterns for ubicomp
– 30 patterns in current set
Evaluation with 16 pairs of designers
– Generally useful in design task for generating and
communicating design ideas
– Still didn’t use privacy patterns
Our patterns can be downloaded at:
– http://guir.berkeley.edu/patterns
– Any feedback appreciated
– Help us evolve them!
Editor's Notes
Emerged over time as a good solution
Similar characteristics, but different, tailored to the needs of the specific web site
Capture the essence, but apply in many different situations
Most results and design knowledge on ubicomp still in research paper format
Define pre-patterns
In the first evaluation round, there were no statistically significant differences in quality, completeness, or creativity between the designs of pairs that used patterns and pairs that did not. In the second round, there were some statistically significant differences with respect to factors such as accomplishing tasks more quickly and usefulness, although most of the differences were between expert and novice designers, rather than between pairs that used patterns and those that did not. However, our qualitative observations in both rounds suggest that patterns helped novice designers generate designs, helped experienced designers new to ubicomp learn about the domain, helped designers communicate ideas, and helped designers avoid potential design problems earlier in the design process. Surprisingly, although we had an entire group of patterns devoted to privacy, our patterns did not help with that issue. Generally, designers found our pre-patterns useful.
“Good idea to identify design patterns for ubicomp.” However, one problem was that there were “too many patterns to digest”. This designer summarized his perspective on our patterns by saying, “If we had more time, I’m sure that we would be able to use these patterns to tailor them to our own ideas.”
In the first evaluation round, there were no statistically significant differences in quality, completeness, or creativity between the designs of pairs that used patterns and pairs that did not. In the second round, there were some statistically significant differences with respect to factors such as accomplishing tasks more quickly and usefulness, although most of the differences were between expert and novice designers, rather than between pairs that used patterns and those that did not. However, our qualitative observations in both rounds suggest that patterns helped novice designers generate designs, helped experienced designers new to ubicomp learn about the domain, helped designers communicate ideas, and helped designers avoid potential design problems earlier in the design process. Surprisingly, although we had an entire group of patterns devoted to privacy, our patterns did not help with that issue. Generally, designers found our pre-patterns useful.
“Good idea to identify design patterns for ubicomp.” However, one problem was that there were “too many patterns to digest”. This designer summarized his perspective on our patterns by saying, “If we had more time, I’m sure that we would be able to use these patterns to tailor them to our own ideas.”
We had several interesting qualitative observations on the effects of the pre-patterns on design. More design pairs adopted the language of the patterns verbally than in the first round. Also, the design pairs often communicated their ideas through physical exchange of the patterns and by pointing to examples more readily than in the first round.
One pair mentioned that they used the pattern groups as “a way to organize their ideas.” Another pair drew inspiration from the Serendipity in Exploration (D5) pattern, stating that the location-based service they were designing “should not be a pushy salesperson but allow for free roaming.” A third pair used the patterns in an unanticipated way. Instead of simply culling ideas from the patterns, they annotated their designs with particular pattern references (e.g., writing “A1: Active Map” next to their sketched UI). One of the designers in the pair said, “It’s interesting because these [patterns] all sort of lay out the problem and the solution on a page, so just by saying that C2 is this one—it’s actually a quicker way of going through this whole procedure.”
However, the participants still failed to take advantage of the privacy patterns. 4 out of 6 pattern groups talked about privacy, but only one group actually used any of the privacy patterns directly, using three privacy patterns.
We had several interesting qualitative observations on the effects of the pre-patterns on design. More design pairs adopted the language of the patterns verbally than in the first round. Also, the design pairs often communicated their ideas through physical exchange of the patterns and by pointing to examples more readily than in the first round.
One pair mentioned that they used the pattern groups as “a way to organize their ideas.” Another pair drew inspiration from the Serendipity in Exploration (D5) pattern, stating that the location-based service they were designing “should not be a pushy salesperson but allow for free roaming.” A third pair used the patterns in an unanticipated way. Instead of simply culling ideas from the patterns, they annotated their designs with particular pattern references (e.g., writing “A1: Active Map” next to their sketched UI). One of the designers in the pair said, “It’s interesting because these [patterns] all sort of lay out the problem and the solution on a page, so just by saying that C2 is this one—it’s actually a quicker way of going through this whole procedure.”
However, the participants still failed to take advantage of the privacy patterns. 4 out of 6 pattern groups talked about privacy, but only one group actually used any of the privacy patterns directly, using three privacy patterns.