Using crowdsourcing techniques, researchers have explored adapting existing user interfaces and developing new interface models. CoScripter allows crowds to capture and share task traces, which can then be used to generate mobile applications through tools like Highlight. CoCo leverages crowdsourced scripts to enable conversational interfaces. Researchers also experimented with using crowds to build abstract models of interfaces, though this work remains preliminary. Harnessing crowds offers potential for engineering new interfaces and adapting existing ones, but significant challenges remain in areas like model construction.
This document discusses human-computer interaction (HCI). It defines HCI as the study of how humans interact with computer systems. The history and evolution of HCI is covered, from its origins in the 1970s-1990s to investigate desktop usability, to the modern fields of user experience (UX) design, human-robot interaction, and human data interaction. Key differences between HCI as a field of study and UX as an application of HCI theory are outlined. Finally, potential career paths for HCI graduates such as user researcher, product designer, and interface engineer are presented.
The document discusses Human Computer Interaction (HCI). It defines HCI as a discipline concerned with designing interactive computing systems for human use and studying phenomena around them. HCI draws from fields like computer science, behavioral sciences, and design. It aims to improve interactions between users and computers by making computers more usable and responsive to human needs. HCI involves methods for designing, implementing, and evaluating interfaces to minimize barriers between what users want to accomplish and how computers support users' tasks.
Here are some potential future interactions and interactivities we could see based on movies, games, or dreams:
- Fully immersive virtual reality worlds we can enter and interact with like in movies like The Matrix or Ready Player One.
- Advanced AI assistants that understand natural language and context like Samantha in Her or the AI helper Clara in the Black Mirror episode "USS Callister."
- Brain-computer interfaces that allow us to control devices and digital worlds with our thoughts like in sci-fi movies where people pilot giant robots or mechs with their minds.
- Augmented reality overlays that blend digital information and interfaces seamlessly into the real world as seen in movies like Iron Man or games like
HCI is the study of the interaction between humans and computers. It draws from many disciplines including cognitive psychology, computer science, design, and fine arts. The field has evolved through three waves since the 1980s from a focus on rigid guidelines and usability testing to considering context, emotions, and cultural differences. HCI professionals work in roles like interaction design, user experience design, and information architecture to create intuitive experiences for users when interacting with technology like the iPod.
Human-computer interaction (HCI) is the study of how humans interact with computers through the design of interfaces, and how interface design affects human interaction. The goal of HCI is to create interfaces that allow effective, efficient and satisfying human use of computer systems. HCI considers the human, computer and their interaction, including input and output devices, processing capabilities and limitations, human memory and cognition, and the joint performance of tasks. Physical factors like vision, hearing and touch also influence interface design.
This document summarizes Mike's discussion on various topics in HCI including the history of user interfaces from 1964 to 2010 and examples of tangible, mobile, wearable, and natural user interfaces. It provides examples of projects for each type of interface including GaussBits for tangible interfaces, iGrasp for mobile interactions, ZoomBoard for wearable technology, and Leap Motion for natural user interfaces. The document advocates thinking differently about how objects can communicate with humans.
This document provides an introduction to human-computer interaction (HCI). It discusses how HCI considers all aspects of human perception, cognition, skills and experience with technology. It also discusses computers and how they mediate interactions between humans and tasks. The goal of HCI is to design interfaces that are as invisible as possible so users can focus on their tasks rather than the interface. HCI sits within the broader field of human factors engineering and is also related to fields like user interface design, user experience design and psychology.
Human computer interaction -Design and software processN.Jagadish Kumar
The document discusses the process of interactive design for human-computer interaction (HCI). It begins by defining design as achieving goals within constraints. It notes that goals for a wireless personal movie player may include young users wanting to watch and share movies on the go, while constraints could be withstanding rain or using existing video standards. The core of HCI design involves understanding users and technology through requirements analysis, prototyping and evaluating designs through iterations to achieve the best possible design within time and budget constraints. The process aims to incorporate user research and usability from the beginning of design through implementation.
This document discusses human-computer interaction (HCI). It defines HCI as the study of how humans interact with computer systems. The history and evolution of HCI is covered, from its origins in the 1970s-1990s to investigate desktop usability, to the modern fields of user experience (UX) design, human-robot interaction, and human data interaction. Key differences between HCI as a field of study and UX as an application of HCI theory are outlined. Finally, potential career paths for HCI graduates such as user researcher, product designer, and interface engineer are presented.
The document discusses Human Computer Interaction (HCI). It defines HCI as a discipline concerned with designing interactive computing systems for human use and studying phenomena around them. HCI draws from fields like computer science, behavioral sciences, and design. It aims to improve interactions between users and computers by making computers more usable and responsive to human needs. HCI involves methods for designing, implementing, and evaluating interfaces to minimize barriers between what users want to accomplish and how computers support users' tasks.
Here are some potential future interactions and interactivities we could see based on movies, games, or dreams:
- Fully immersive virtual reality worlds we can enter and interact with like in movies like The Matrix or Ready Player One.
- Advanced AI assistants that understand natural language and context like Samantha in Her or the AI helper Clara in the Black Mirror episode "USS Callister."
- Brain-computer interfaces that allow us to control devices and digital worlds with our thoughts like in sci-fi movies where people pilot giant robots or mechs with their minds.
- Augmented reality overlays that blend digital information and interfaces seamlessly into the real world as seen in movies like Iron Man or games like
HCI is the study of the interaction between humans and computers. It draws from many disciplines including cognitive psychology, computer science, design, and fine arts. The field has evolved through three waves since the 1980s from a focus on rigid guidelines and usability testing to considering context, emotions, and cultural differences. HCI professionals work in roles like interaction design, user experience design, and information architecture to create intuitive experiences for users when interacting with technology like the iPod.
Human-computer interaction (HCI) is the study of how humans interact with computers through the design of interfaces, and how interface design affects human interaction. The goal of HCI is to create interfaces that allow effective, efficient and satisfying human use of computer systems. HCI considers the human, computer and their interaction, including input and output devices, processing capabilities and limitations, human memory and cognition, and the joint performance of tasks. Physical factors like vision, hearing and touch also influence interface design.
This document summarizes Mike's discussion on various topics in HCI including the history of user interfaces from 1964 to 2010 and examples of tangible, mobile, wearable, and natural user interfaces. It provides examples of projects for each type of interface including GaussBits for tangible interfaces, iGrasp for mobile interactions, ZoomBoard for wearable technology, and Leap Motion for natural user interfaces. The document advocates thinking differently about how objects can communicate with humans.
This document provides an introduction to human-computer interaction (HCI). It discusses how HCI considers all aspects of human perception, cognition, skills and experience with technology. It also discusses computers and how they mediate interactions between humans and tasks. The goal of HCI is to design interfaces that are as invisible as possible so users can focus on their tasks rather than the interface. HCI sits within the broader field of human factors engineering and is also related to fields like user interface design, user experience design and psychology.
Human computer interaction -Design and software processN.Jagadish Kumar
The document discusses the process of interactive design for human-computer interaction (HCI). It begins by defining design as achieving goals within constraints. It notes that goals for a wireless personal movie player may include young users wanting to watch and share movies on the go, while constraints could be withstanding rain or using existing video standards. The core of HCI design involves understanding users and technology through requirements analysis, prototyping and evaluating designs through iterations to achieve the best possible design within time and budget constraints. The process aims to incorporate user research and usability from the beginning of design through implementation.
2013 Lecture 6: AR User Interface Design GuidelinesMark Billinghurst
COSC 426 Lecture 6: on AR User Interface Design Guidelines. Lecture taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury on August 16th 2013
This document provides an overview of human-computer interaction (HCI) as an academic discipline and design field. It discusses what students will learn, including understanding systems and humans through analysis, and applying that understanding to design solutions with a focus on real users. It outlines topic areas like design processes, underlying theories of human cognition, and specific domains. It also explores the roots of HCI in fields like psychology and computing. Finally, it discusses changes in the field with increasing device multiplicity, ubiquitous and wearable technologies, and a shift from computer dialogue to dialogue with the world.
Human-Computer Interaction: An OverviewSabin Buraga
The document discusses human-computer interaction and user interfaces. It describes how the interaction between users and applications is achieved through an interface, like a graphical user interface (GUI) on desktop computers, a web interface for online applications, or mobile interfaces for smartphones and tablets. It outlines different types of interfaces and discusses aspects of interface design like usability.
Human-Computer Interaction (HCI) emerged as an interdisciplinary field in the late 1970s due to developments in computer graphics, information retrieval, and a focus on usability by computer scientists and psychologists. Early interactions included Sketchpad in 1963, the mouse in 1964, and the graphical user interface. HCI involves the study of human-technology interaction through the lenses of computer science and psychology. Key perspectives in HCI include human factors, cognitive ergonomics, user-centered design, and experience-centered design. Studying HCI is important because it can help improve technology design and user experience, enhance productivity and satisfaction, and further our understanding of the role of technology in society.
The document provides an overview of user interface design and its history. It discusses how user interface design is a subset of human-computer interaction, which aims to effectively satisfy user needs. The user interface has input and output components. A good design combines effective input and output mechanisms. The document then reviews the benefits of good design, such as reduced time/errors and training costs. It provides a brief history of human-computer interfaces from early command-driven interfaces to modern graphical user interfaces. The introduction of the mouse and GUI with Xerox systems in the 1970s revolutionized interfaces. The rise of the internet and web browsing is also summarized.
The document discusses principles and patterns for designing web interfaces, including making interactions direct, lightweight, and keeping users on the page. It covers various techniques for inline and overlay editing, direct selection of objects, drag and drop interactions, and using contextual tools near content to improve usability. The document provides examples and guidelines for implementing these patterns and principles in web design.
The document discusses human-computer interaction (HCI). It provides an overview of HCI as a discipline concerned with designing interactive computing systems for human use. It also mentions the Association for Computing Machinery's Special Interest Group on Computer-Human Interaction. The document then lists some HCI resources and introduces the main focus of HCI as user interface design. It discusses who typically builds interfaces and why studying user interfaces is important.
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we consider cases of both success and failure in past user interface tools. From these cases we extract a set of themes which can serve as lessons for future work.
- Service-as-a-Software (SaaS) is about enabling the consumption of physical services through machine-readable software instructions.
- When the Massachusetts Department of Transportation shared its data through APIs, developers quickly built many useful apps for different groups.
- SaaS allows services to be integrated into the specific activities people want to accomplish, rather than requiring separate search, purchase, and use steps. Commerce and services can be directly tied to user goals.
This document provides an overview of methods for identifying and modeling user needs and goals for interactive systems. It discusses contextual design as a starting approach and outlines observation techniques and contextual interviews for identifying user needs. It also discusses focus groups. For modeling user needs, it covers scenarios and personas. Scenarios describe typical tasks by outlining the goal and initial conditions, while personas are archetypes of users defined by their goals and attributes to represent different user types.
This document proposes an iterative methodology for building the Internet of Things (IoT). The methodology aims to allow everyone to experience the IoT through prototyping common use cases with a "lean startup" mentality. It outlines steps in the methodology including co-creating solutions with end users, ideating ideas, conducting questions and analysis, using an IoT architecture model, prototyping, and deploying solutions. It provides examples and influences at each step. The overall goal is to enable individuals, communities and organizations to explore the possibilities of the IoT through an open, collaborative approach.
The document provides an agenda and summary for an open source support meeting on openEQUELLA. The agenda includes community news, sustaining engineering updates, feature highlights, and a community spotlight. Under community news, there was discussion of an advisory board and developer meetings. Sustaining engineering updates included work on scripts, Docker, and Blackboard integrations. Upcoming events and contacts were also listed.
This document discusses HCI (human-computer interaction) in the software development process. It explains that HCI is used to create an intuitive interface between users and products. Usability, effectiveness, efficiency, and satisfaction are important traditional usability categories to consider. The software lifecycle involves designing for usability at all stages. Prototyping is discussed as a model where prototypes are built, tested, and refined with user feedback until an acceptable final system is achieved. Design involves understanding users, requirements, and balancing goals within technical constraints.
Citizen Developer Tools are not just for Citizen Developers (session at Share...Antti Koskela
So, the citizen developers have all the cool tools, and those that actually code for a living are left with legacy stuff? Not so fast! The same tools that Microsoft is targeting for citizen developers make development easier, faster and cheaper for everyone!
This session combines tools such as Flow, Azure Cognitive Services and Azure Functions with some actual simple development work to provide highly customized, Machine Learning powered analysis workflow for the newly baked Modern Team Sites in SharePoint Online. This demo-heavy session will look at real business scenarios, and how we can solve them using citizen developer tools and some code (Because we’re developers after all, right?)
After this session, you'll know how to create rich and customized business automation processes that use the latest tools offered to us by Microsoft.
Internet of Things is a global phenomenon and like any other such phenomenon requires a robust architecture for its happening. This presentation covers a web based architecture for IOT called Web of Things
Citizen Developer Tools - session at SPS New England 10/20/2018Antti Koskela
So, the citizen developers have all the cool tools, and those that actually code for a living are left with legacy stuff? Not so fast! The same tools that Microsoft is targeting for citizen developers make development easier, faster and cheaper for everyone!
This session combines tools such as Flow, Azure Cognitive Services and Azure Functions with some actual simple development work to provide highly customized, Machine Learning powered analysis workflow for the newly baked Modern Team Sites in SharePoint Online. This demo-heavy session will look at real business scenarios, and how we can solve them using citizen developer tools and some code (Because we’re developers after all, right?)
After this session, you'll know how to create rich and customized business automation processes that use the latest tools offered to us by Microsoft.
In this session, we will explore the how the recent explosion of devices has disrupted the process of designing a website that we've crafted over the past decade.
When designers only have one instance of website (i.e., desktop) to design, the layout is uniform. The header, content area, sidebar, and footer all remain static. Furthermore, the elements are relatively uniform as well. Buttons, navigation, typography, and images are all basically the same across across the various pages. But if you are designing a responsive website – one whose look and feel adapts depending whether you're using a phone, laptop, or tablet – then these elements and especially the layout begin to diverge.
After this session, you should leave with the confidence to argue the importance of responsive design to your client or boss – and that the with the proper strategy, the extra effort and costs can be justified (and hopefully minimized).
Introduction to User Experience Design for EngineersICS
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Understanding What is Interaction Design, Its History (Pre-Computer era, Pre-Software era), Modern era of Interaction Design, Current Trends, Features, Principles and much more for beginners.
ICS2208 Lecture3 2023-2024 - Model Based User InterfacesVanessa Camilleri
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The IoT Methodology & An Introduction to the Intel Galileo, Edison and SmartLiving
Slidedeck from a recent presentation for IoTGent, showcasing the great Intel Galileo & Edison, integrating with the http://smartliving.io end-to-end IoT solution.
2013 Lecture 6: AR User Interface Design GuidelinesMark Billinghurst
COSC 426 Lecture 6: on AR User Interface Design Guidelines. Lecture taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury on August 16th 2013
This document provides an overview of human-computer interaction (HCI) as an academic discipline and design field. It discusses what students will learn, including understanding systems and humans through analysis, and applying that understanding to design solutions with a focus on real users. It outlines topic areas like design processes, underlying theories of human cognition, and specific domains. It also explores the roots of HCI in fields like psychology and computing. Finally, it discusses changes in the field with increasing device multiplicity, ubiquitous and wearable technologies, and a shift from computer dialogue to dialogue with the world.
Human-Computer Interaction: An OverviewSabin Buraga
The document discusses human-computer interaction and user interfaces. It describes how the interaction between users and applications is achieved through an interface, like a graphical user interface (GUI) on desktop computers, a web interface for online applications, or mobile interfaces for smartphones and tablets. It outlines different types of interfaces and discusses aspects of interface design like usability.
Human-Computer Interaction (HCI) emerged as an interdisciplinary field in the late 1970s due to developments in computer graphics, information retrieval, and a focus on usability by computer scientists and psychologists. Early interactions included Sketchpad in 1963, the mouse in 1964, and the graphical user interface. HCI involves the study of human-technology interaction through the lenses of computer science and psychology. Key perspectives in HCI include human factors, cognitive ergonomics, user-centered design, and experience-centered design. Studying HCI is important because it can help improve technology design and user experience, enhance productivity and satisfaction, and further our understanding of the role of technology in society.
The document provides an overview of user interface design and its history. It discusses how user interface design is a subset of human-computer interaction, which aims to effectively satisfy user needs. The user interface has input and output components. A good design combines effective input and output mechanisms. The document then reviews the benefits of good design, such as reduced time/errors and training costs. It provides a brief history of human-computer interfaces from early command-driven interfaces to modern graphical user interfaces. The introduction of the mouse and GUI with Xerox systems in the 1970s revolutionized interfaces. The rise of the internet and web browsing is also summarized.
The document discusses principles and patterns for designing web interfaces, including making interactions direct, lightweight, and keeping users on the page. It covers various techniques for inline and overlay editing, direct selection of objects, drag and drop interactions, and using contextual tools near content to improve usability. The document provides examples and guidelines for implementing these patterns and principles in web design.
The document discusses human-computer interaction (HCI). It provides an overview of HCI as a discipline concerned with designing interactive computing systems for human use. It also mentions the Association for Computing Machinery's Special Interest Group on Computer-Human Interaction. The document then lists some HCI resources and introduces the main focus of HCI as user interface design. It discusses who typically builds interfaces and why studying user interfaces is important.
User interface software tools past present and futureAlison HONG
we consider cases of both success and failure in past user interface tools. From these cases we extract a set of themes which can serve as lessons for future work.
- Service-as-a-Software (SaaS) is about enabling the consumption of physical services through machine-readable software instructions.
- When the Massachusetts Department of Transportation shared its data through APIs, developers quickly built many useful apps for different groups.
- SaaS allows services to be integrated into the specific activities people want to accomplish, rather than requiring separate search, purchase, and use steps. Commerce and services can be directly tied to user goals.
This document provides an overview of methods for identifying and modeling user needs and goals for interactive systems. It discusses contextual design as a starting approach and outlines observation techniques and contextual interviews for identifying user needs. It also discusses focus groups. For modeling user needs, it covers scenarios and personas. Scenarios describe typical tasks by outlining the goal and initial conditions, while personas are archetypes of users defined by their goals and attributes to represent different user types.
This document proposes an iterative methodology for building the Internet of Things (IoT). The methodology aims to allow everyone to experience the IoT through prototyping common use cases with a "lean startup" mentality. It outlines steps in the methodology including co-creating solutions with end users, ideating ideas, conducting questions and analysis, using an IoT architecture model, prototyping, and deploying solutions. It provides examples and influences at each step. The overall goal is to enable individuals, communities and organizations to explore the possibilities of the IoT through an open, collaborative approach.
The document provides an agenda and summary for an open source support meeting on openEQUELLA. The agenda includes community news, sustaining engineering updates, feature highlights, and a community spotlight. Under community news, there was discussion of an advisory board and developer meetings. Sustaining engineering updates included work on scripts, Docker, and Blackboard integrations. Upcoming events and contacts were also listed.
This document discusses HCI (human-computer interaction) in the software development process. It explains that HCI is used to create an intuitive interface between users and products. Usability, effectiveness, efficiency, and satisfaction are important traditional usability categories to consider. The software lifecycle involves designing for usability at all stages. Prototyping is discussed as a model where prototypes are built, tested, and refined with user feedback until an acceptable final system is achieved. Design involves understanding users, requirements, and balancing goals within technical constraints.
Citizen Developer Tools are not just for Citizen Developers (session at Share...Antti Koskela
So, the citizen developers have all the cool tools, and those that actually code for a living are left with legacy stuff? Not so fast! The same tools that Microsoft is targeting for citizen developers make development easier, faster and cheaper for everyone!
This session combines tools such as Flow, Azure Cognitive Services and Azure Functions with some actual simple development work to provide highly customized, Machine Learning powered analysis workflow for the newly baked Modern Team Sites in SharePoint Online. This demo-heavy session will look at real business scenarios, and how we can solve them using citizen developer tools and some code (Because we’re developers after all, right?)
After this session, you'll know how to create rich and customized business automation processes that use the latest tools offered to us by Microsoft.
Internet of Things is a global phenomenon and like any other such phenomenon requires a robust architecture for its happening. This presentation covers a web based architecture for IOT called Web of Things
Citizen Developer Tools - session at SPS New England 10/20/2018Antti Koskela
So, the citizen developers have all the cool tools, and those that actually code for a living are left with legacy stuff? Not so fast! The same tools that Microsoft is targeting for citizen developers make development easier, faster and cheaper for everyone!
This session combines tools such as Flow, Azure Cognitive Services and Azure Functions with some actual simple development work to provide highly customized, Machine Learning powered analysis workflow for the newly baked Modern Team Sites in SharePoint Online. This demo-heavy session will look at real business scenarios, and how we can solve them using citizen developer tools and some code (Because we’re developers after all, right?)
After this session, you'll know how to create rich and customized business automation processes that use the latest tools offered to us by Microsoft.
In this session, we will explore the how the recent explosion of devices has disrupted the process of designing a website that we've crafted over the past decade.
When designers only have one instance of website (i.e., desktop) to design, the layout is uniform. The header, content area, sidebar, and footer all remain static. Furthermore, the elements are relatively uniform as well. Buttons, navigation, typography, and images are all basically the same across across the various pages. But if you are designing a responsive website – one whose look and feel adapts depending whether you're using a phone, laptop, or tablet – then these elements and especially the layout begin to diverge.
After this session, you should leave with the confidence to argue the importance of responsive design to your client or boss – and that the with the proper strategy, the extra effort and costs can be justified (and hopefully minimized).
Introduction to User Experience Design for EngineersICS
The document introduces user experience (UX) design for engineers. It discusses that while engineers focus on how software works, users care about what software does. Good UX leads to increased customer satisfaction, revenue, and reduced costs. It outlines eight golden rules of UX design including consistency, universal usability, informative feedback, and reducing memory load. The presentation encourages engineers to work with UX designers and apply UX principles when coding user interfaces.
Understanding What is Interaction Design, Its History (Pre-Computer era, Pre-Software era), Modern era of Interaction Design, Current Trends, Features, Principles and much more for beginners.
ICS2208 Lecture3 2023-2024 - Model Based User InterfacesVanessa Camilleri
Model-based user interface (MBUI) development uses models to capture world knowledge about users, tasks, and systems to develop user interfaces. These models include user models, task models, and system models. MBUIs have benefits like independence, rapid development, flexibility, and automation compared to traditional manual coding approaches. Challenges include complexity, limitations of automatic generation, and integrating adaptation. Example frameworks for MBUI development include Cameleon Reference Framework and MARIA. The future of MBUIs may integrate machine learning techniques like predictive user modeling and natural language processing to develop more adaptive and user-centered intelligent interfaces.
The IoT Methodology & An Introduction to the Intel Galileo, Edison and SmartLiving
Slidedeck from a recent presentation for IoTGent, showcasing the great Intel Galileo & Edison, integrating with the http://smartliving.io end-to-end IoT solution.
User Experience Design for Software Engineers, ICS & The Qt CompanyQt
The document is an introduction to user experience design for engineers presented by Jeff LeBlanc. It discusses that while engineers focus on how software works, users care about what software does. It emphasizes that user experience is important for customer satisfaction and retention. It outlines eight golden rules of interface design including consistency, preventing errors, and reducing memory load. The presentation encourages engineers to consider usability when coding interfaces and to collaborate with UX designers.
[2015/2016] Software systems engineering PRINCIPLESIvano Malavolta
This presentation is about a lecture I gave within the "Software systems and services" immigration course at the Gran Sasso Science Institute, L'Aquila (Italy): http://cs.gssi.infn.it/.
http://www.ivanomalavolta.com
The document describes research into developing an interface called iLook that allows users to manage home appliances using touch interactions and augmented reality. iLook uses a zooming user interface across five levels (Inside, Eldo, Home, Indesit, World) to provide overviews and details of appliance information. The researchers conducted workshops with stakeholders to generate concepts and evaluate a mockup of iLook. Challenges included designing for the different levels and providing coordinated multiple views using zooming, focus+context, and augmented reality features. Situated evaluations provided insights into helping users construct mental models of the system.
This document provides information about a major project presentation by students Rishabh Kumar Sharma and Rashmi Bind. It includes sections on introduction, objectives, literature review, implementation details, data flow diagrams, project results with screenshots, value addition, plagiarism report, and references. The project aims to create a web application similar to Google Meet and Zoom using MERN stack technologies for team collaboration and communication functions like file sharing, messaging, and video conferencing. The project is in its final development stage with basic modules completed and capability to operate on PC and mobile devices.
Kristiaan De Roeck at UX Antwerp Meetup - 30 January 2018UX Antwerp Meetup
UX Antwerp Meetup, 30th of January, 2018 - organised by UXprobe https://www.uxpro.be/
Kristiaan De Roeck, senior IT architect and consultant at IBM
"How IOT, Cloud and Cognitive technology interconnect "
This talk positions "cloud", Internet of Things (IOT) and data analysis to each other. After generating massive amounts of information from the IOT, data is collected, stored and formatted in the Cloud. Then, based on Cognitive technology, data is analyzed with the goal of showing some unexpected outcome. This analysis can be used for any UX-oriented development, and generate insights for new UX perspectives. Kristiaan will describe some case studies; each of the subjects' first "stand alone" analysis, then combined in a bigger context to understand their dependencies.
Bio: Kristiaan De Roeck is a senior IT architect and consultant with 36 years of experienced in solution design, system architecture, information management, service management, and digital transformation projects. Kristiaan works for IBM.
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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.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
3. Benefits of
Model-Based
Engineering
Develop for multiple devices
simultaneously (e.g., web & mobile)
Create personalized interfaces
• Accessibility (physical, cognitive, etc.)
• Previous experience
Compose interfaces from
different components never
before used together
And many more…
4. “... the main shortcoming of the model-based
approach is that building models is difficult. A rich
model describing all the features of an interface is a
complex object, and hence non-trivial to specify.”
Puerta and Szekely, CHI’1994
, Vanderdonckt. i-com 2011
5. Why is building models difficult?
Requires humans (mostly)
• If no interface exists, must investigate existing practice to determine
tasks, etc.
• Interpreting and understanding human behavior is hard for computers
• Automation may be possible if an interface already exists
E.g., [Gimblett & Thimbleby, EICS 2010]
Requires experts
• Knowledge of abstract concepts and formalisms
• Knowledge of specific languages and conventions
• Tools may decrease the amount of expertise needed
6. Questions
If we use a crowd…
• Do we need models?
• Do we need experts to create models?
7. Outline
Brief overview of relevant
crowdsourcing research
Examples using the Crowd to
adapt & understand interfaces
• CoScripter
• Highlight & CoCo
• Crowd-Created Models
Conclusions
9. Origin of the term
“Taking [...] a function once performed by
employees and outsourcing it to an undefined
(and generally large) network of people in the
form of an open call.”
Jeff Howe
WIRED, 2006
10. Is this concept new?
• In 1760, the British Nautical
Almanac distributed work of
creating navigational charts
through postal mail.
• Work was computed by two
independent workers and
verified by a third
• Process repeated since for
other large calculations, e.g.
Mathematical Tables Project
16. Paid Crowdsourcing
Pay small amounts of money for short tasks
Example Site:
Amazon Mechanical Turk
• Roughly five million tasks
completed per year at
1-5¢ each [Ipeirotis 2010]
• Population: 40% U.S.,
40% India, 20% elsewhere
• Gender, education and
income are close mirrors
of overall population
distributions [Ross 2010]
17. Major Topics of Research
Crowd algorithms
[Little et al., HCOMP 2009]
Incentives and Quality
[Mason and Watts, HCOMP 2009]
[Dow et al., CSCW 2012]
Crowd-powered systems
[Bernstein et al., UIST 2010]
[Bigham et al., UIST 2010]
AI for HCOMP
[Dai, Mausam & Weld, AAAI 2010]
Complex Work
[Kittur et al., UIST 2011]
18. Major Topics of Research
Crowd algorithms
[Little et al., HCOMP 2009]
Incentives and Quality
[Mason and Watts, HCOMP 2009]
[Dow et al., CSCW 2012]
Crowd-powered systems
[Bernstein et al., UIST 2010]
[Bigham et al., UIST 2010]
AI for HCOMP
[Dai, Mausam & Weld, AAAI 2010]
Complex Work
[Kittur et al., UIST 2011]
19. Crowdsourcing Algorithms
Essentially a workflow where each step may be
performed by a different worker
Iterative algorithms
[Little et al. 2009]
Digital Assembly Line
CrowdFlower
23. Real-time Crowdsourcing
Using recent techniques, it is now possible to harness crowd
workers to solve tasks in near real-time
[Bernstein et al. UIST ’11, Lasecki et al. UIST ’11 and UIST ’12]
Example: Real-time captioning using shotgun gene sequencing
techniques [Lasecki et al. UIST ’12]
24. Legion [Lasecki et al. UIST ’11]
http://www.youtube.com/watch?v=P_Tqn-3BF_I
25. Crowdsourcing
wrap-up
There is a lot of power available
in the crowd…
How can we harness it to help
engineer new or improved
interfaces?
27. CoScripter:
Capture & Reuse Web Tasks
• Employees in large enterprises
need to share “how-to” knowledge
• This knowledge is typically kept
by a few knowledge hubs
• The CoScripter approach:
• Capture web tasks by watching
people do them
• Automate repetitive tasks to save time
• Use a natural-language scripting
language for understandability
[Leshed et al, CoScripter: Automating & Sharing
How-To Knowledge in the Enterprise, CHI 2008]
29. CoScripter Key Features
• Browser extension for recording
and playback
• Wiki for storing, sharing, and
collaboratively improving scripts
• Personal database allows use of
sensitive information within
scripts without sharing that
information
30. 30
CoScripter Adoption
Deployed inside IBM since Oct 2006
– ~4200 users, ~3500 scripts
Deployed on public internet 2007-2012
– ~13300 users, ~16,000 scripts
Interviews and analysis shows
it addresses pain points
– IBMers use it to automate
repetitive tasks and share
process knowledge with each
other
Time
#scripts
31. Conclusions
• CoScripter provides an inexpensive
and lightweight method to adapt
existing interfaces
• Allows a crowd of users to produce a
knowledge base of important
interaction traces
• Resulting knowledge base could be
used for many purposes
• Re-authoring user interfaces for
different user groups
• Generating models?
35. AA.com Flight Tracking: Speechified
User: “What is the status for my American Airlines
flight?”
System: “What is the flight number?”
User: “144”
System: “Flight Status – Arrived”
CoCo, Lau et al. UIST 2010
37. Goals
Allow end users to create their own mobile
“applications” for particular tasks
• No programming required
• Possible for any existing site
• All design decisions made by users
Allow programmers to extend capabilities of mobile
applications
38. mobile user
proxy server
proxy browserweb server
web
server
user
mobile app designer
(browser extension)
Highlight Architecture
39. How do end users create applications?
Highlight Designer
• Built using Firefox web
browser
• Allows user to demonstrate
a “trace” of interaction
• Direct manipulation tools
• Generalization allows
creation of mobile apps with
complex structure
Nichols & Lau, IUI 2008
46. Remote Control Metaphor Discussion
Benefits
• No need to understand
underlying code or describe
application with complex models
• Working at the interactive level
lets authors work with what they
can “see.”
• Possible for end users, extensible
by programmers
• If easy enough, allows users to
create user interfaces that reflect
their own needs and abilities
Drawbacks
• Always running original interface
in the background
• Constrained by original design
• How to communicate those
constraints to the author?
48. The CoCo research vision
Explore the use of conversational user interfaces to web tasks
Design and build intelligent agents that:
• Interact with the web on a user's behalf
• Converse with the user to clarify meaning
• Learn new knowledge over time
• Are personalized for a user's needs
Goal: improve user productivity and increase access to
information technology through simpler interfaces
49. Not shown in the talk, but instructive (ACM DL access required):
http://dl.acm.org/ft_gateway.cfm?id=1866067&type=swf
50. Alice: punch out 17 30
CoCo: Extracted this script from your logs:
Go to timecard.com/cocompany, enter your
password into the textbox, click Go...
Run it?
Alice: yes
CoCo: I don't know what “password” to use
Alice: punch out 17 30 using alice00 as password
CoCo: I will run your script using params
password=alice00
CoCo: 17:30 Exit
52. Two paths to determining process:
Automatic
• System finds existing script in database or infers script
from web history
• Content is clipped based on heuristics matching original
command
Manual (“re-authoring”)
• User creates a script in CoScripter
• Specifies parameters as “personal database” values
• Specifies “clip” commands to return information
53. Conclusions
• Relatively simple understanding is
used to facilitate substantial changes
to the UI
• CoCo leverages crowd-generated
scripts. Highlight could have
leveraged crowd similar to CoScripter
• Models are used to facilitate
re-authoring, but not using a typical
approach
• More robust underlying models
could lead to more robust results
55. Background
• Our initial re-authoring work relied
on interactions being the same in
each platform (Highlight), or a priori
known transformations (CoCo)
• To make deeper changes, we knew
that we would need deeper models
• Could the crowd help us build the
models we need?
Disclaimer: This is work is initial and incomplete. If you
would like to continue it, please let me know!
56. Process
1. Build domain model
• What are the objects that are viewed
and manipulated?
• What functions and parameters do they
have?
2. Build “task” model linked to the
domain model
• Primarily based on object functions
3. Collect traces for carrying out tasks
• Integrated into Mturk the CoScripter
variant PlayByPlay [Wiltse et al. CHI 2010]
57. Building a Domain Model
Task
• Give a link to web UI
• Ask a question
• Possibly use taboo words as in ESP
game
Goal
• Questions designed to elicit nouns or
verbs that would correspond to
object or function names
• Previously collected terms used in
questions
• Iterate between noun & verb
questions
Q: What can you search for?
taboo: restaurants, hairdressers
Q: What things can you manipulate?
taboo: restaurants, hairdressers
Q: What can you do with a restaurant?
taboo: make reservation, see reviews
Q: What can you make a reservation for?
taboo: restaurants, hairdressers
58. Results
Crowd workers don’t know abstract terms
• E.g., What is an object? What are things you can
manipulate?
• Phrasing in terms of concrete activities helps
• What can you search for?
• What can you do with?
Lack of a clear widget model on the web makes
interpreting demonstrations hard
• When is a user using a custom component vs. a standard
one?
59. Take-aways
• With some cleverness, it should be
possible to use novice crowd workers
to construct useful models
• It will be a significant undertaking;
probably at the level of a Ph.D. thesis
• Interns do not have time to complete
a second thesis during the summer
(even good ones!)
61. Harnessing the crowd offers tremendous potential
for engineering interactive systems…
…to provide new functionality
…to adapt UIs to specific use cases or platforms
…to understand UIs
62. Crowd Papers at EICS 2013
CrowdStudy: Extensible Toolkit for Crowdsourced Evaluation of
Web Interfaces
Michael Nebeling, Maximilian Speicher, Moira Norrie
CrowdAdapt: Enabling Crowdsourced Adaptation of Web Sites
for Individual Viewing Conditions and Preferences
Michael Nebeling, Maximilian Speicher, Moira Norrie
Echo: The Editor’s Wisdom with the Elegance of a Magazine
Joshua Hailpern, Bernardo Huberman
Crowdsourcing User Interface Adaptations for Minimizing the
Bloat in Enterprise Applications (poster)
Pierre Akiki, Arosha Bandara, Yijun Yu
66. Crowd Resources
• WWW 2011 Tutorial by Panos Ipeirotis & Praveen
Paritosh
http://www.behind-the-enemy-
lines.com/2011/04/tutorial-on-crowdsourcing-and-
human.html
• Michael Bernstein CS 276 Lecture
http://hci.stanford.edu/courses/cs376/2013/lectures
/2013-05-08-crowdsourcing/CS376-2013-
crowdsourcing.pdf
• Crowd Research blog
http://crowdresearch.org/blog/
Editor's Notes
Very happy to be hereMy thesis research and much of the work that I’ve done since my Ph.D. has been in this area, more or less.Followed this conference since the beginning, had the honor of being one of the papers chairs in 2010
I recognize that not all engineering of interactive systems requires models, but from looking through the proceedings of EICS, I think that’s most of what this community does.
I recognize that not all engineering of interactive systems requires models, but from looking through the proceedings of EICS, I think that’s most of what this community does.
I recognize that not all engineering of interactive systems requires models, but from looking through the proceedings of EICS, I think that’s most of what this community does.
Charles Babbage was involved with the British Nautical AlmanacMathematical Table Project (or WPA project), begun 1938Calculated tables of mathematical functionsEmployed 450 human computersThe origin of the term computerWhat is new is the easy and affordable access to on-demand labor for tasks like these
Thousands, if not millions, of people collecting and categorizing knowledge – could a similar approach be useful for
Launched in July 20071M galaxies imaged50M classifications in first year, from 150,000 visitorsFocuses on classification as opposed to manipulation. Has discussion and other features to help new classifiers get up to speed and improve accuracy.
FoldIt: protein-folding gameBeyond classification, here crowd workers are playing with and manipulating models to solve real problemsAmateur scientists have found protein configurations that eluded scientists for years
Motivation can certainly be a problem with crowdsourcing tasks. One solution is to simply pay people
I recognize that not all engineering of interactive systems requires models, but from looking through the proceedings of EICS, I think that’s most of what this community does.
JAC: I upped the “Interact” bullet. I think the original ordering is the “systems ordering” on how thing happens, but this new ordering is more natural in understanding what we're doing. The most important fact, that it executes tasks, is on top, and then the clarification is, of course, on which task, etc. I felt it was a bit awkward to point out to the clarification before stating what would Coco need clarification forTL: That's great. My first version had it at the top too.
Given a mostly complete understanding of what was possible in the existing interface, we should be able to create a very different new interface that does the same thing, and translate it to the old interface