1) The document discusses three themes for how context relates to UX strategy: environmental complexity, principles and facts, and framing and narrative. As environments become more complex with new digital technologies, UX strategy must address this complexity beyond just interfaces.
2) UX strategy requires understanding both the systemic principles behind human experience and behavior, as well as specific facts and realities. Projects often focus only on assumptions and theories without testing against real data.
3) Human context is shaped by how experiences are framed and narrated. Strategies need to regularly re-examine narratives to avoid "narrative debt" that obscures realities. Framing complexity with clarity is important, rather than just pursuing simplicity.
Designing a Future We Want to Live In - UX STRAT USA 2017Andrew Hinton
The document discusses the importance of user experience strategy in the context of new technologies like artificial intelligence. It argues that as technologies become more pervasive in our environments and able to perceive and act on their own, it is crucial to understand them not just as products but as "users" themselves that experience the world differently than humans. The document advocates taking a holistic, service design approach to understand how technologies fit into and shape human contexts and experiences. It also stresses the need for UX professionals to engage at strategic, organizational levels and consider all stakeholders to ensure technologies are developed and used in truly human-centered ways.
Context Design (beta2) World IA Day 2013Andrew Hinton
This document discusses the concept of information environments and context design. It begins by providing context about the origins of information architecture and defines information environments as highly curated, complex digital and physical spaces connected to form a shared experience. It then discusses how information shapes our experience of physical contexts and realities. The document argues that as the digital and informational increasingly blend with the physical world, information architects are responsible for designing not just for existing contexts but the contexts themselves.
What We Talk About When We Talk About Navigation (IA Conf 2019)Andrew Hinton
- The document discusses how the term "navigation" has come to narrowly refer to menus on screens, but navigation actually refers to how people navigate and understand their entire environment.
- It argues that as professionals, we should think of navigation more broadly as how people perceive and act in an environment to understand it and meet their needs, rather than just focusing on menus.
- We are designing for people's entire lives and ecosystems, not just individual screens, so we need to consider how people navigate complex, multi-screen systems and understand underlying meanings and relationships.
Language is Infrastructure for InteractConf London 2014Andrew Hinton
I had the pleasure of speaking at Interact London in October 2014. I presented an updated version of this talk, which I originally gave at IA Summit earlier in the spring. The talk is based on content from my book, Understanding Context. You can read more about it at http://contextbook.com.
In this version, I have updated the way I'm talking about how language works as environment: instead of 'semantic affordance' I'm now calling it 'semantic function.' (Which is in keeping with how it's now being described in the book.)
The ultimate findability challenge: the decisions you make as you find your way through your career in user experience design. Here's some things to think about, much of it crowdsourced from the community.
Designing a Future We Want to Live In - UX STRAT USA 2017Andrew Hinton
The document discusses the importance of user experience strategy in the context of new technologies like artificial intelligence. It argues that as technologies become more pervasive in our environments and able to perceive and act on their own, it is crucial to understand them not just as products but as "users" themselves that experience the world differently than humans. The document advocates taking a holistic, service design approach to understand how technologies fit into and shape human contexts and experiences. It also stresses the need for UX professionals to engage at strategic, organizational levels and consider all stakeholders to ensure technologies are developed and used in truly human-centered ways.
Context Design (beta2) World IA Day 2013Andrew Hinton
This document discusses the concept of information environments and context design. It begins by providing context about the origins of information architecture and defines information environments as highly curated, complex digital and physical spaces connected to form a shared experience. It then discusses how information shapes our experience of physical contexts and realities. The document argues that as the digital and informational increasingly blend with the physical world, information architects are responsible for designing not just for existing contexts but the contexts themselves.
What We Talk About When We Talk About Navigation (IA Conf 2019)Andrew Hinton
- The document discusses how the term "navigation" has come to narrowly refer to menus on screens, but navigation actually refers to how people navigate and understand their entire environment.
- It argues that as professionals, we should think of navigation more broadly as how people perceive and act in an environment to understand it and meet their needs, rather than just focusing on menus.
- We are designing for people's entire lives and ecosystems, not just individual screens, so we need to consider how people navigate complex, multi-screen systems and understand underlying meanings and relationships.
Language is Infrastructure for InteractConf London 2014Andrew Hinton
I had the pleasure of speaking at Interact London in October 2014. I presented an updated version of this talk, which I originally gave at IA Summit earlier in the spring. The talk is based on content from my book, Understanding Context. You can read more about it at http://contextbook.com.
In this version, I have updated the way I'm talking about how language works as environment: instead of 'semantic affordance' I'm now calling it 'semantic function.' (Which is in keeping with how it's now being described in the book.)
The ultimate findability challenge: the decisions you make as you find your way through your career in user experience design. Here's some things to think about, much of it crowdsourced from the community.
[Please view full-screen so you can read the notes. Thank you!] Explains how User Experience is made up of intertwingled practices, and how Participation and Reification result in Identity for Designers. I'm hoping to give us a self-aware language for conversations about design, authority and identity.
Explains how social dynamics have been changed by the Web, and what it can mean for how organizations design for newer generations.
This is a long presentation I gave at DigitalNow in 2007. It's a sort of mashup of my "Clues to the Future" and "Architectures for Conversation" with some additional content, for a 1.5 hr workshop.
The document discusses how copying and reproducing information detaches us from original sources and realities. It notes that as we copy things more, we lose details and the starting points of events and experiences. The author illustrates this concept by scanning their body and possessions, finding that expression lines were lost and they became pixelated and detached. Similarly, Wikipedia articles cannot capture every detail of events and lose the essence of original experiences. The transferring and processing of information is seen as "lossy" and important to examine beginnings and endings to find the true starting point.
The document discusses the concept of "realities" and how boundaries between the physical and virtual world are blurring. It explores how design can manipulate these boundaries by blending, augmenting, mixing and connecting different realities. The goal is to create new experiences and adapt designs to individual realities in order to enrich everyday life. Design plays a role in transforming reality and incorporating new technologies.
We are creating a new kind of reality, one in which physical and digital environments, media, and
interactions are woven together throughout our daily lives. In this world, the virtual and the physical
are seamlessly integrated. Cyberspace is not a destination; rather, it is a layer tightly integrated
into the world around us.
The document discusses the rise of microcontent and how it is changing the way we work, learn, and live in the digital age. Microcontent can be defined as small chunks of information that are self-contained, easily reused and remixed. It is shaped by both human and computer processing to be appropriately formatted. The proliferation of microcontent is leading to new types of emergent, micro-organized environments and a shift away from traditional macro-organized learning and work settings.
Slides from a series of talks for the IET's IoT India Congress and some associated events - SRM Chennai, PES Bengaluru, Srishti Bengaluru. I used different subsets of the slides in each talk - this is the whole deck.
Second day of the week two of lectures at Aalto University School of Economics’ ITP summer programme’s Strategy and Experience. https://itp.hse.fi/
Contents: Interaction design, designing for flow, prototyping
Patchwork is a multi-agency networking website that allows frontline staff to quickly establish virtual teams to provide joined-up services for individuals. It draws existing data from agency systems and presents it in a useful way. The goal is to free up safeguarding staff time, join services around children and families, and surface patterns for earlier intervention. It was co-designed with users who wanted simplicity, consistency, and ease of sharing information. Feedback from users found that Patchwork saves time and helps identify broader needs. Future developments include expanding family functionality and analytics capabilities.
In the same way as the web is quickly extending onto the mobile platform, we are starting to see the web moving further into the physical world. Many emerging technologies are beginning to offer physical-world inputs and outputs; multi-touch iPhones, gestural Wii controllers, RFID-driven museum interfaces, QR-coded magazines and GPS-enabled mobile phones.
These technologies have been used to create very useful services that interact with the web such as Plazes, Nokia Sports Tracker, Wattson, Tikitag and Nike Plus. But the technologies themselves often overshadow the user-experience and so far designers haven’t had language or patterns to express new ideas for these interfaces.
This talk will focus on a number of design directions for new physical interfaces. We will discuss various ideas around presence, location, context awareness, peripheral interaction as well as haptics and tangible interfaces. How do these interactions work with the web? What are the potentials and problems, and what kinds of design approaches are needed?
Patchwork is a multi-agency networking website that allows frontline staff to quickly establish virtual teams to provide joined-up services for individuals. It draws existing data from agency systems and presents it in a useful way to free up time for clients and surface patterns for early intervention. Through co-design, it was determined that relationships, simplicity, and user priorities were important. The design includes multi-agency, multi-area functionality in a government-grade secure infrastructure. Feedback from users indicates it saves time. The system has potential as a Munro Review exemplar for small, pilot design projects. Future developments could include family functionality and analytics for identifying need and changing circumstances.
Keynote ASAS 2014 Jim Coplien - The child withinAvisi B.V.
The document discusses how childlike creativity and play can provide insights into the design process. It describes Alan Kay's early work using object-oriented programming to allow children to program and explore using "objects" on computers. This was meant to match children's natural mental models of building operational models of the world through exploration and play, rather than being programmed themselves as in behaviorism. The document argues that design is best approached with an attitude of playful exploration of possibilities rather than a predetermined process or single right outcome.
The document discusses wearable computing and embodied interaction. It argues that computers currently ignore the human body and make people sedentary. Embodied interaction is presented as an alternative approach where the body actively interacts with technology in specific contexts. The document outlines the history of wearable devices and advocates for designs that consider how technology integrates with and augments the human body. It proposes methods like bodystorming and prop fiction to design for embodied interactions.
1) The document discusses how users don't always have clearly defined goals when interacting with technology and argues designers should not assume users are working towards explicit goals.
2) It notes how early models of human-computer interaction designed systems around predefined goals and procedures, but that does not reflect how people naturally behave in complex situations.
3) The document advocates designing for the messy complexity of how human desires, needs, emotions and contexts shape behaviors, rather than assuming tasks and goals are the primary drivers of user experiences.
Structure for Collective Intelligent OrganizationsJaap van Till
This document discusses the structure of "Weavelet Lenses" which can be used to construct collective intelligent organizations. It describes how living systems from cells to human brains are able to harness the power of interconnected networks. The visual system is provided as an example of how individual sensors can work together in the brain to provide depth perception and pattern recognition. The document proposes that organizations can function like a "telescope" by allowing unique contributions from open sensors across a network to synthesize a more detailed picture. It introduces the concept of a "Weavelet" as a new organizational paradigm that is distributed, transparent, peer-to-peer and able to scale up through open connectivity and distributed decision making like the cells in a living organism
1. The document discusses how ecological psychology can help designers create experiences that feel natural to users.
2. Ecological psychology shows that human behavior relies on perceiving information in the environment as affordances and engaging with those affordances to control physical actions.
3. For experiences to feel natural, the information provided to users needs to be dense, persistent, lawful, and perceptual - like the properties of affordances that humans naturally engage with in the real world. Language alone does not provide these properties.
This document provides an overview of different properties of meaning modes in design. It discusses two influential thinkers on meaning - Jessie James Garrett and J.J. Gibson. Meaning is described as ecological, dynamic, and emerging from the interaction between information, goals, and actions.
Key properties of meaning modes discussed are: viscosity/ease of flow, tolerance/precision required, and the relationship between human and system behavior tolerance. Examples like Twitter, photo editing tools, and car control interfaces are used to illustrate how designs with different combinations of properties facilitate different meaning modes. The flow of meaning of driving a car is analyzed in depth.
The document discusses how the objects we own and use every day can shape our behaviors, relationships, perceptions and environments. It also explores how the rise of prototyping platforms has led to more people developing projects for themselves and their communities. When designing everyday objects, we are affecting people's quality of life. While things are gaining more autonomy, they remain dependent on human interactions and connections within networks.
This document proposes developing a new approach to connecting individuals and organizations involved in safeguarding children through better use of social technologies and service design. It suggests creating a web application that displays relevant information from different existing data silos (e.g. school records, social care records) in a visually-light, information-rich interface. This would provide social workers a holistic view of cases while freeing up their time by reducing unnecessary data entry. The expected outcomes include an accurate understanding of clients, earlier identification of issues, prioritized resource allocation, and more focus on developing effective relationships to improve safeguarding.
UX STRAT USA, Andrew Hinton, "Understanding Context to Shape UX Strategy"UX STRAT
This document discusses three themes for how context relates to UX strategy: 1) Environmental complexity with pervasive algorithms, artificial intelligence, and omni-channel experiences adding to complexity, 2) Understanding the relationship between principles and facts rather than focusing only on theories or practices in isolation, 3) The importance of framing and narrative in shaping what an environment means and how context controls conduct. The key messages are that UX strategy must consider the full complexity of the environment, understand the contextual relationships between principles and facts, and regularly reframe narratives to escape "narrative debt".
Taming Context in the Internet of ThingsWebVisions
As we continue to stitch our physical world together with digital information, context is becoming harder to manage and understand. Everything we do or buy is potentially connected to everything else, complicating the meaning of our everyday actions. How do we insure that the networked "things" we put into the world make sense as part a human environment? The answers have less to do with the devices we make than with the way people perceive and comprehend their surroundings.
Using everyday examples and practical models, this talk shows how we can figure out the contextual angles underlying the experiences of your product's or service's users and customers.
[Please view full-screen so you can read the notes. Thank you!] Explains how User Experience is made up of intertwingled practices, and how Participation and Reification result in Identity for Designers. I'm hoping to give us a self-aware language for conversations about design, authority and identity.
Explains how social dynamics have been changed by the Web, and what it can mean for how organizations design for newer generations.
This is a long presentation I gave at DigitalNow in 2007. It's a sort of mashup of my "Clues to the Future" and "Architectures for Conversation" with some additional content, for a 1.5 hr workshop.
The document discusses how copying and reproducing information detaches us from original sources and realities. It notes that as we copy things more, we lose details and the starting points of events and experiences. The author illustrates this concept by scanning their body and possessions, finding that expression lines were lost and they became pixelated and detached. Similarly, Wikipedia articles cannot capture every detail of events and lose the essence of original experiences. The transferring and processing of information is seen as "lossy" and important to examine beginnings and endings to find the true starting point.
The document discusses the concept of "realities" and how boundaries between the physical and virtual world are blurring. It explores how design can manipulate these boundaries by blending, augmenting, mixing and connecting different realities. The goal is to create new experiences and adapt designs to individual realities in order to enrich everyday life. Design plays a role in transforming reality and incorporating new technologies.
We are creating a new kind of reality, one in which physical and digital environments, media, and
interactions are woven together throughout our daily lives. In this world, the virtual and the physical
are seamlessly integrated. Cyberspace is not a destination; rather, it is a layer tightly integrated
into the world around us.
The document discusses the rise of microcontent and how it is changing the way we work, learn, and live in the digital age. Microcontent can be defined as small chunks of information that are self-contained, easily reused and remixed. It is shaped by both human and computer processing to be appropriately formatted. The proliferation of microcontent is leading to new types of emergent, micro-organized environments and a shift away from traditional macro-organized learning and work settings.
Slides from a series of talks for the IET's IoT India Congress and some associated events - SRM Chennai, PES Bengaluru, Srishti Bengaluru. I used different subsets of the slides in each talk - this is the whole deck.
Second day of the week two of lectures at Aalto University School of Economics’ ITP summer programme’s Strategy and Experience. https://itp.hse.fi/
Contents: Interaction design, designing for flow, prototyping
Patchwork is a multi-agency networking website that allows frontline staff to quickly establish virtual teams to provide joined-up services for individuals. It draws existing data from agency systems and presents it in a useful way. The goal is to free up safeguarding staff time, join services around children and families, and surface patterns for earlier intervention. It was co-designed with users who wanted simplicity, consistency, and ease of sharing information. Feedback from users found that Patchwork saves time and helps identify broader needs. Future developments include expanding family functionality and analytics capabilities.
In the same way as the web is quickly extending onto the mobile platform, we are starting to see the web moving further into the physical world. Many emerging technologies are beginning to offer physical-world inputs and outputs; multi-touch iPhones, gestural Wii controllers, RFID-driven museum interfaces, QR-coded magazines and GPS-enabled mobile phones.
These technologies have been used to create very useful services that interact with the web such as Plazes, Nokia Sports Tracker, Wattson, Tikitag and Nike Plus. But the technologies themselves often overshadow the user-experience and so far designers haven’t had language or patterns to express new ideas for these interfaces.
This talk will focus on a number of design directions for new physical interfaces. We will discuss various ideas around presence, location, context awareness, peripheral interaction as well as haptics and tangible interfaces. How do these interactions work with the web? What are the potentials and problems, and what kinds of design approaches are needed?
Patchwork is a multi-agency networking website that allows frontline staff to quickly establish virtual teams to provide joined-up services for individuals. It draws existing data from agency systems and presents it in a useful way to free up time for clients and surface patterns for early intervention. Through co-design, it was determined that relationships, simplicity, and user priorities were important. The design includes multi-agency, multi-area functionality in a government-grade secure infrastructure. Feedback from users indicates it saves time. The system has potential as a Munro Review exemplar for small, pilot design projects. Future developments could include family functionality and analytics for identifying need and changing circumstances.
Keynote ASAS 2014 Jim Coplien - The child withinAvisi B.V.
The document discusses how childlike creativity and play can provide insights into the design process. It describes Alan Kay's early work using object-oriented programming to allow children to program and explore using "objects" on computers. This was meant to match children's natural mental models of building operational models of the world through exploration and play, rather than being programmed themselves as in behaviorism. The document argues that design is best approached with an attitude of playful exploration of possibilities rather than a predetermined process or single right outcome.
The document discusses wearable computing and embodied interaction. It argues that computers currently ignore the human body and make people sedentary. Embodied interaction is presented as an alternative approach where the body actively interacts with technology in specific contexts. The document outlines the history of wearable devices and advocates for designs that consider how technology integrates with and augments the human body. It proposes methods like bodystorming and prop fiction to design for embodied interactions.
1) The document discusses how users don't always have clearly defined goals when interacting with technology and argues designers should not assume users are working towards explicit goals.
2) It notes how early models of human-computer interaction designed systems around predefined goals and procedures, but that does not reflect how people naturally behave in complex situations.
3) The document advocates designing for the messy complexity of how human desires, needs, emotions and contexts shape behaviors, rather than assuming tasks and goals are the primary drivers of user experiences.
Structure for Collective Intelligent OrganizationsJaap van Till
This document discusses the structure of "Weavelet Lenses" which can be used to construct collective intelligent organizations. It describes how living systems from cells to human brains are able to harness the power of interconnected networks. The visual system is provided as an example of how individual sensors can work together in the brain to provide depth perception and pattern recognition. The document proposes that organizations can function like a "telescope" by allowing unique contributions from open sensors across a network to synthesize a more detailed picture. It introduces the concept of a "Weavelet" as a new organizational paradigm that is distributed, transparent, peer-to-peer and able to scale up through open connectivity and distributed decision making like the cells in a living organism
1. The document discusses how ecological psychology can help designers create experiences that feel natural to users.
2. Ecological psychology shows that human behavior relies on perceiving information in the environment as affordances and engaging with those affordances to control physical actions.
3. For experiences to feel natural, the information provided to users needs to be dense, persistent, lawful, and perceptual - like the properties of affordances that humans naturally engage with in the real world. Language alone does not provide these properties.
This document provides an overview of different properties of meaning modes in design. It discusses two influential thinkers on meaning - Jessie James Garrett and J.J. Gibson. Meaning is described as ecological, dynamic, and emerging from the interaction between information, goals, and actions.
Key properties of meaning modes discussed are: viscosity/ease of flow, tolerance/precision required, and the relationship between human and system behavior tolerance. Examples like Twitter, photo editing tools, and car control interfaces are used to illustrate how designs with different combinations of properties facilitate different meaning modes. The flow of meaning of driving a car is analyzed in depth.
The document discusses how the objects we own and use every day can shape our behaviors, relationships, perceptions and environments. It also explores how the rise of prototyping platforms has led to more people developing projects for themselves and their communities. When designing everyday objects, we are affecting people's quality of life. While things are gaining more autonomy, they remain dependent on human interactions and connections within networks.
This document proposes developing a new approach to connecting individuals and organizations involved in safeguarding children through better use of social technologies and service design. It suggests creating a web application that displays relevant information from different existing data silos (e.g. school records, social care records) in a visually-light, information-rich interface. This would provide social workers a holistic view of cases while freeing up their time by reducing unnecessary data entry. The expected outcomes include an accurate understanding of clients, earlier identification of issues, prioritized resource allocation, and more focus on developing effective relationships to improve safeguarding.
UX STRAT USA, Andrew Hinton, "Understanding Context to Shape UX Strategy"UX STRAT
This document discusses three themes for how context relates to UX strategy: 1) Environmental complexity with pervasive algorithms, artificial intelligence, and omni-channel experiences adding to complexity, 2) Understanding the relationship between principles and facts rather than focusing only on theories or practices in isolation, 3) The importance of framing and narrative in shaping what an environment means and how context controls conduct. The key messages are that UX strategy must consider the full complexity of the environment, understand the contextual relationships between principles and facts, and regularly reframe narratives to escape "narrative debt".
Taming Context in the Internet of ThingsWebVisions
As we continue to stitch our physical world together with digital information, context is becoming harder to manage and understand. Everything we do or buy is potentially connected to everything else, complicating the meaning of our everyday actions. How do we insure that the networked "things" we put into the world make sense as part a human environment? The answers have less to do with the devices we make than with the way people perceive and comprehend their surroundings.
Using everyday examples and practical models, this talk shows how we can figure out the contextual angles underlying the experiences of your product's or service's users and customers.
This work can only be an actual and general overview which contains possibly staying facts in Quantum Computing. A detailed, deep research is for the author not possible but treasury Search Items and Key Words besides significant topics are interesting results by their writing down. Details can be found by every reader for himself by using Search Machines. Besides the value of scientifically Orientation is imporatnt.
24 April 2016, Volume 53, Number 4We Feel a Change Comin’ .docxtamicawaysmith
24 April 2016, Volume 53, Number 4
We Feel a Change Comin’ On:
I-O’s Rôle in the Future of Work
We in I-O are fairly sporting when it comes to discussing the
ambiguities and contradictions and inconsistencies associated
with the nuances of human behavior in the workplace—cheers
to us. We seem to falter, though, when it comes to talking
about the future: the future of work, of organizations, of SIOP,
of our own jobs. Our narratives become jumbled; we start
talking past each other, focusing on different criteria, making
different assumptions. Our background in science doesn’t
prepare us to have meaningful conversations about specula-
tion, prophecy, conjecture. This may be a point to our credit
on most days, but it will not serve us if and when the world
changes and we are caught off guard and unprepared.
Hence the focus for this edition of the I-Opener: Where is the
world of work going and where will we fit in it? The discussion
below is imperfect: It represents a single narrative among
many possible narratives, a few perspectives among a myriad,
many questionable assumptions. We simplified and filtered
the prophecies; we asked leading and targeted questions; we,
to some extent, knew what we were going to write before we
began interviewing experts.
But this serves our purpose adequately. We want to start
SIOP’s membership down this path of thought—and the more
varied the conclusions at which members arrive, the better.
We want to reveal the changes that are being anticipated.
Instead of simply wondering at the forward march of technol-
ogy, let’s start thinking (and talking) about what this means for
us, not in the narrow sense of job security and personal leisure
time but in terms of how I-O psychology will adapt to continue
to serve humanity in the coming decades.1
What: The (Possible) Brave New World
A continual influx of new technology has become rather com-
monplace these days, and most of us are comfortable with
and even dependent upon the rôle technology has assumed
in our lives, but what about its rôle in our work? How and to
Olivia Reinecke
Louisiana Tech University
Steven Toaddy
Louisiana Tech University
25 The Industrial-Organizational Psychologist
what extent is technology improving the
human work experience? How and at what
point will technology become dangerous?
Dangerous to whom or to what? Questions
such as these are at the forefront of our
field’s development, and the answers will
transform I-O psychology as we know it.
Upon reading the preceding paragraph,
one is likely to consider one of a few cat-
egories of technologies: telework, collab-
orative cloud services, and automation.
“Telework” captures a variety of (in this
case electronic) technologies that allow
humans to better coördinate with each
other in their work activities—and has sib-
lings in the cloud in the form of electronic
workflow-management suites, collabora-
tive-document services, shared calendar ...
This document summarizes Namshang Limbu's responses to discussion questions for their ARC 211 American Diversity and Design course at University at Buffalo. As a computer science student, Namshang found the course provided an interesting perspective on design. Namshang participated in online discussions covering topics like gender, disability, and emerging technologies. Namshang shared thoughts and examples in response to the various prompts and questions.
The following pages document my responses to the online discussion questions in the Spring 2017 version of ARC 211 American Diversity and Design at the University at Buffalo – State University of New York.
This document provides an overview of learning in the 21st century. It discusses how learning often happens spontaneously and unconsciously as people adapt to new environments. Collective learning allows groups to have huge impacts on their environments, as seen with the development of Wikipedia. It also discusses the interdisciplinary field of learning sciences and how digital spaces like online games can be studied from various perspectives to understand learning. The document focuses on a positive perspective of new technologies and their potential, rather than just exploring dystopian views.
The document discusses the impact of digital technologies and the internet on communication, relationships, and society. It argues that the digital revolution represents as significant a change as previous revolutions like the agricultural and industrial revolutions. While new technologies provide opportunities, they also require fundamental shifts in how people work and relate to one another. If people do not adapt to these changes, they will find themselves unprepared for the new digital world. The document examines debates around the impact of technologies on cognition and relationships and explores both fears and possibilities of digital media.
City Life Essay. 23 essay on city life vs village life the college studySabrina Ball
Essay on Life in a Big City | Life in a Big City Essay for Students and .... Essay on City Life | The Life in a Big City Essay For Students. Life In a Big City Essay. Essay on life in a big city - Class Of Achievers. 23 essay on city life vs village life the college study. Short and simple essay on City Life Or Life In A City ~ Essay and .... 16+ City Life Essay Quotes | Essay about life, City life, Life quotes. The Village Life and The City Life - Free comparison essay example .... City Life Essay: For All Class Students | Ontaheen. Essay : City Life vs. Village Life - ESL worksheet by adhithyap.
Essay on Life in a Big City | Life in a Big City Essay for Students and .... Essay on City Life | The Life in a Big City Essay For Students. Life In a Big City Essay. Essay on life in a big city - Class Of Achievers. 23 essay on city life vs village life the college study. Short and simple essay on City Life Or Life In A City ~ Essay and .... 16+ City Life Essay Quotes | Essay about life
Here are two key points of comparison between the red "Make America Great Again" hat and the pink "Pussyhat" in terms of their roles as communication design:
They are both vehicles of communication that carry symbolic meanings. The red hat symbolizes support for Donald Trump and his campaign slogan/message of making America great again. The pink hat symbolizes support for women's rights and the Women's March movement.
However, they differ in how directly they communicate their intended meanings:
- The pink "Pussyhat" very openly and directly displays its meaning through its name and bold pink color/design. It leaves little doubt as to what political stance/movement it represents.
- In contrast, the red "
Konica Minolta - Artificial Intelligence White PaperEyal Benedek
The evolution of artificial intelligence in the workplace
Since the first appearance of the words “artificial intelligence” more than 60 years ago, our imaginations have been sparked. Imagine creating computers that simulate human intelligence.
AI has the potential to profoundly influence our lives, perhaps to the point when our world can be better understood and even predicted. In workplaces we can develop systems through which AI may evolve. And Konica Minolta is progressing with the concept of intelligent hubs which will provide businesses with insight, support and greater collaboration.
By combining our core technologies with transformative solutions in the digital workplace, we’re evolving to become a problem-solving digital company creating new value for people and society.
Contemporary Theories in Design Research
Master Program of Innovation and Design,Department of Industrial Design,National Taipei University of Technology
Presentation based on fieldwork research conducted at digital humanities institutions in Europe and the USA; delivered at Click on Knowledge conference in Copenhagen (http://engerom.ku.dk/clickonknowledge/)
Arc 211: American Diversity and Design: Jacob DrzymalaJacob Drzymala
The document discusses an online discussion for an American Diversity and Design course. It includes the student's introduction where they discuss learning about how design can influence people's behavior through examples like the Agua Tower in Chicago. They found it interesting to learn about the struggles different people face and how design can help make their lives easier. The document then includes the student's responses to several discussion questions about topics like the impacts of innovations, diversity in design, and industrial design processes.
Learning with technology as coordinated sociomaterial practice: digital liter...Martin Oliver
This document discusses conceptualizing educational technology through a sociomaterial lens. It argues that technology is often theorized as having effects on learning, but not how those effects are achieved through sociomaterial relationships. The document advocates analyzing digital literacies as situated practices that coordinate people and technologies in different ways, producing multiple realities. It provides examples analyzing how technologies shape bodies and medical understandings of conditions like atherosclerosis. The overall aim is a praxiological study of digital literacies as networked learning.
Structure for Collective Learning Organizations Version 5Jaap van Till
The document discusses how traditional hierarchical organizations are no longer effective for dealing with today's complex environments. It suggests nature and evolution provide examples of how living systems solve similar problems through distributed and interconnected structures. Specifically, it notes that organisms like slime molds, bacteria colonies, and the human brain function collectively without centralized control by sharing information through interconnected networks of individual parts. The human brain in particular handles patterns of information rather than raw data, using interconnected areas to process visual information in parallel through techniques like edge detection and movement detection.
This document discusses the exponential growth of information consumption and creation globally. It notes that we now create as much information in two days as was created from the dawn of humanity until 2003. However, most information is transient and seen by no one. The document then discusses issues around filter bubbles online and the blurring of information sources and platforms. It defines media literacy as a set of perspectives used to interpret messages, and as a continuum involving cognitive, emotional, artistic and moral dimensions. Key aspects of media literacy are discussed as personal locus, knowledge structures and skills.
Voices from the Field: Practices, Challenges & Directions in Digital Humaniti...Monica Bulger
Presented at the Click-on-Knowledge Conference May 11-13, 2011 in Copenhagen.
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Understanding Context for UX Strategy UXSTRAT 2015
1. TO SHAPE UX STRATEGY
Andrew Hinton | The Understanding Group
UX STRAT 2015
UNDERSTANDING CONTEXT
2. WE’LL LOOK AT
3 THEMES FOR
HOW CONTEXT
RELATES TO
UX STRATEGY
I wrote this book because I had been puzzling for many years over how technology complicates context for people.
How we’re now not just in one place or another place, but in many places simultaneously.
How the context of an action isn’t the same throughout our environment like it used to be, but can be interpreted by digital stuff in so many different ways that we can’t keep
track of.
How we’re giving our technology a lot of agency for running big parts of the human world.
So today I’m pulling three themes from the book to talk about UX Strategy.
4. body as interface
self-driving cars
smart homes pervasive algorithms
artificial intelligence
omni-channel
simulated affordances
semantic ambiguity
embodied cognition
digital agency
WHILE I WAS WRITING THIS BOOK, MY HEAD EXPLODED
liquidmatrix.org
So while I was writing this thing, I found myself having to really think through what was changing in our world — what the stuff we’re shoving into the world is doing to change
human experience in general. And it blew my mind — it got me pretty worried, in fact. Because we’re now so far outside of just making things for screens … we’re introducing
pervasive dimensions of meaning and action into our environment.
5. Ecological Psychology
James J. & Eleanor Gibson
Radically empirical approach to understanding perception & behavior.
In writing the book, I learned about the work of these two extraordinary people — James and Eleanor Gibson.
James Gibson developed theories about how animals, including people, perceive their environment — he’s also the scientist who developed the theory of “affordance.” And
Eleanor helped develop and build on those ideas to pioneer the science behind how people learn their environment, even as infants.
6. ENVIRONMENT
wikimedia
Something I now base my work on entirely is the idea that we have to understand how humans comprehend a context like this, because it’s the foundation for how we
understand everything else we’ve put into the world since the earliest civilizations could build stone walls and wooden fences.
7. ENVIRONMENT
wikimedia
We have to understand that everything we make is ultimately environmental design. Urban design, architecture, industrial design, interaction design, information architecture, all
these things are intermingled now in ways we are only barely starting to understand.
http://commons.wikimedia.org/wiki/File:Taipei_City_Nanyang_Street_20130127.jpg
8. ENVIRONMENT
wikimedia
Our environment is changing faster than we can keep up with what those changes really mean in our lives.
Everything I learned about the science of perception and cognition points to huge challenges in making all these invisible connections and rules understandable to the people
living among the stuff we design.
10. APPROXIMATE INCREASE IN ENVIRONMENTAL COMPLEXITY OVER TIME*
Complexity
added to human
environment
No big whoop.
OMG PLEASE
MAKE IT STOP!!!!!!
What’s complexity?
We’re so modern!
Learn a new app? Uh. Ok.
I have no idea what my
phone is doing.
I have no idea what my
house is doing.
Time
Olden times Fin de siècle
* according to Andrew Hinton’s feelings on the subject.
Industrial
Revolution
“Information Age” 21st Century
According to my empirical measurement of my own personal feelings, complexity is hitting an extreme upward curve in our world. Humans are creating so many new parts of
our environment that do not behave the way everything has always behaved, that we are entering an unmapped territory.
The sort of territory that ancient mapmakers marked with pictures of sea monsters.
11. WE CANNOT
ADEQUATELY ADDRESS
THIS COMPLEXITY
THROUGH INTERFACE
DESIGN ALONE
The contexts are too numerous, and the systems are too big.
And yet so much of ux practice is about interfaces — using interface as a proxy for working through the big, systemic challenges of our complex environment.
And whatever UX STRATEGY is, it seems to me it has a responsibility to address this exploding complexity.
12. THE ANTIDOTE TO UI FIXATION: MODELS & MAPS
This is one reason why I and many of my colleagues, particularly at TUG, are champions for modeling as a key practice in all design work. Scale has to be abstracted enough to
work through it and understand the mechanisms in play, the definitions underneath the work, in order to make sense of interfaces. This is not a waste of time — modeling is
making. But at a strategic level. It allows us to see relationships we can’t see otherwise.
14. 2
PRINCIPLES
AND FACTS
CONTEXT+STRATEGY:
In order to really understand how context works in human experience, I had to understand that we need to have a firm grasp of both the principles behind how things work and
how people behave and think, but also the specifics of particular facts.
This sounds obvious — but we miss it a lot of the time.
15. “STRATEGY”
“ACTUAL WORK”
VS OR
“THEORY”
“PRACTICE”
VS
There’s a conventional idea that Strategy is up in the clouds, and you get actual work done on the ground.
It’s similar to the notion that theory is completely abstract, and somehow separate from practice.
>> I don’t think either of these distinctions is particularly helpful.
16. One of the things I learned from ecological psychology and embodied cognition studies is that you can’t understand the real experience and behavior of people only through
numbers, or artificial lab tests.
You can’t understand how someone perceives a banana by showing them a picture of a banana, or by working only from theory and not continuously putting those theories into
a feedback loop with real observable data.
17. ONE LAPTOP PER CHILD — CIRCA 2006
laptop.org via archive.org
back in the mid 2000s, some very smart people with very good intentions created the one laptop per child program. It had ambitious, very humanistic aims.
But the aims were based on concepts and agendas that, while progressive, innovative, and largely good, had some trouble once they hit the real world.
18. “It would have been far better to begin in the villages,
spend time there and build from the bottom up. [The
OLPC project] might have discovered there was little
need for this kind of machine.”
Bruce Nussbaum - Business Week, 2007
olpc.org
ONE LAPTOP PER CHILD — CIRCA 2007
Within a year after launch, OLPC was being called a failure. That may not be entirely fair — it had some mixed successes and is still running in an ever-adapting form — but the
problem was that nobody really went out and learned what the real end-users needed in their lives.
19. olpc.org
ONE LAPTOP PER CHILD — CIRCA 2009
There was plenty of strategy, and it was academically sound, but the vision didn’t meet the needs of reality. People actually needed their kids to learn how to use computers that
the rest of the world uses in their jobs, for example. Windows and Office, rather than the groundbreaking but otherworldly functionality of the Sugar operating system.
20. Systemic principles
BUBBLE
Assumptions
Ideologies
Received methods
Momentary trends
Temporary priorities
Particular facts
Most design work
happens within a
bubble that ignores
the principles and
present realities.
Most design work happens in a hurry, within a bubble where the work is driven by assumptions, ideologies, received methods that haven’t been questioned, trends and
temporary pressures.
>> This bubble keeps us from being aware of the principles that underly how the world works, as well as the particular facts that we use to test the principles against to refine
and re-focus them.
21. Systemic principles
Particular facts
Strategy requires
understanding the
contextual
relationships
between the
principles & the facts.
Strategy needs both principles and facts, because they’re part of that systemic view — bottom up and top down working together.
OLPC was really smart about the systemic principles that drive human learning in community settings — but it went forward with those without dealing with the particular facts
on the ground.
22. MESSY TRUTH OF
REAL PEOPLE,
NOT TIDY DATA
I love this recent tweet showing how the same demographic and personal data can be true of two very very different people.
For example, one of them has expertise in crazy trains, and the other does not. That’s really important.
We make big mistakes when we don’t bring a real, empirical understanding of the human frame of reference into our work.
That leads me to the next theme.
23. 3
FRAMING &
NARRATIVE
CONTEXT+STRATEGY:
The last theme is about how we frame the world and tell stories to ourselves about it. Because it turns out that for humans, context is powerfully shaped by the way we frame
and narrate our experience.
24. Tactical Frame Strategic Frame
S&P 500
24 Aug 2015
August 24 a few weeks ago. Big plunge in the stock markets. I mean, look at that horrible drop!
>> but wiser investors were reminding us — this is part of a bigger picture. this drop is just making up for a small bit of the tremendous increases in market wealth in recent
years. Over a 10 year period you’re doing just fine.
>> Where most of us still spend so much of our time and energy is in this frame of reference — in a silo, with the problem right in front of our noses. Even if we don’t want to,
the people around us are freaking out, demanding that we do something! anything! now!!
>> But a strategic frame of reference gives investors who are in for the long game a much better context for making these decisions. They’re more confident — in fact they’re
buying up the shares that the panicked folks are selling.
25. Another angle to look at this from is through Stewart Brand’s “pace layers” — where the stuff at the bottom changes more slowly than what’s at the top. It forms foundational
layers that have core principles that remain invariant over a very long time.
It can be worrisome to be trying to catch up with the latest trends and fixations. They can be brittle and fickle.
>> But at the same time, to be strategic — as we’ve discussed — you have to not only stay at the foundational level. You have to ground your understanding of those principles
in the current facts of how they’re playing out.
26. We all have narratives. We’re
all creating stories. Our lives
are stories in that sense.
“
”
James McGaugh
Center for the Neurobiology of Learning,
UC Irvine
But we have invisible, shared structures we live within together as well, that shape our behavior and beliefs powerfully. Our lives make sense to us because of these narratives we participate in.
http://www.theatlantic.com/health/archive/2013/11/how-many-of-your-memories-are-fake/281558/
27. 99percentinvisible.org - Credit: Sam Greenspan]
99percentinvisible.org - Credit: Gresham, Smith, and Partners
Floor tiles nudge foot traffic in the Atlanta International Terminal
Context controls
conduct.
the way our environment shapes out understanding and action can be very subtle; one example is the way a building’s floor tiles can nudge foot traffic in particular directions,
just through the visual patterns it presents.
29. Actual Behavior:
Using “Merchant” in
conversation, systems, and
processes, arbitrarily.
Collective Narrative:
“We know what ‘merchant’
means for our business!”
BEING STRATEGIC MEANS ESCAPING “NARRATIVE DEBT”
We talk a lot about technical debt — where organizations ignore technical improvements for too long, and end up having to “pay” to catch up later.
But I believe a lack of consistent reframing can result in a sort of “narrative debt” that gets int he way of strategy.
In a recent engagement, I worked with a company that knew it had serious technological debt and was working to fix that — ancient databases, crufty support systems,
unmanageable silos. But they kept running into trouble with making progress with those efforts.
We came to realize that even though their whole business was centered around servicing “merchants” they hadn’t actually clearly defined for themselves what “merchant” meant
— from their database schema to their business rules to their content strategy. The problem was invisible to them because they all used the term as if there were no question it
was settled.
30. Real Facts
= Complex
Mistaken Principle
= “It’s Simple”
BEING STRATEGIC MEANS ESCAPING “NARRATIVE DEBT”
The reality was actually very complex, but they weren’t paying attention to the real facts on the ground. They bought in to a collective narrative of simplicity that actually
obscured reality.
31. From Understanding Context, O’Reilly Media, 2014
THE ANSWER TO
COMPLEXITY IS
CLARITY,
NOT SIMPLICITY
Simplicity is good when it isn’t obscuring important parts of how the world works -- if people need to understand those parts in order to understand cause and effect.
“Make it simple” isn’t enough, when what we make creates so much invisible complexity in our environment. Instead, we need to either make the complexity itself simpler, or
make it more clear to people how it works. Ideally, both.
32. 1. Consider the complexity of
the full environment.
2. Understand the context
between principles and facts.
3. Regularly question & reframe
contextual narratives.
no dragons, no sea monsters — let’s navigate smartly, carefully, and boldly.