Final year course on User Experience (COMP33512) Lecture 21 & 22 (given in Week 11) - http://ocw.cs.manchester.ac.uk/ux/materials/week11
‘IRL’ – It’s OK taking about UX in the abstract - but what is it like in the real world. Here we’ll discuss the problems that you may face as a UX professional in real life scenarios.
Effective, effectual, accessible. To my way of thinking these three terms mean the same thing, and in reality were going to be talking about accessibility. However, you should be thinking of accessibility in more general terms; the more general terms of effective or effectual use. This is because the concept of accessibility is much broader than the narrow confines of disability it is often associated with.
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-5/
Video URL: http://youtu.be/3B_HD68t114
Slides: https://www.slideshare.net/simon-harper/ux-from-30000ft-lecture-910
Effective, effectual, accessible. To my way of thinking these three terms mean the same thing, and in reality were going to be talking about accessibility. However, you should be thinking of accessibility in more general terms; the more general terms of effective or effectual use. This is because the concept of accessibility is much broader than the narrow confines of disability it is often associated with.
@article{Harper2014aa,
Abstract = {Visually disabled people typically use methods of `sensory translation' to access data via assistive technology. These technologies conventionally render content under the direction of the user into a form that can be perceived by that user -- in effect the interface and content are adapted to suit their sensory requirements -- but simple sensory translation is not enough for big, broad and complex data. Why is this -- and how can things be better?},
Author = {Simon Harper},
Date-Added = {2014-05-27 13:03:23 +0000},
Date-Modified = {2014-05-27 13:03:34 +0000},
Doi = {http://dx.doi.org/10.6084/m9.figshare.1037547},
Howpublished = {Slideshare},
Journal = {Invited Talk - Human Behaviour Network, Manchester Informatics, Manchester UK},
Month = {May},
Title = {Accessibility of Big and Broad Data - http://goo.gl/UpekPK},
Url = {http://www.slideshare.net/simon-harper/accessibility-of-big-broad-data},
Year = {2014},
Bdsk-Url-1 = {http://www.slideshare.net/simon-harper/accessibility-of-big-broad-data},
Bdsk-Url-2 = {http://dx.doi.org/10.6084/m9.figshare.1037547}}
Think about the utility of your favourite apps and websites, and all the ways they enable you to FIND, CREATE and MANAGE stuff. Whether it’s a seemingly trivial activity like taking notes or managing a TO-DO list, or something more obviously complex like doing your weekly grocery shop online, the digital services we use regularly are rich with features and functionality, and evolve to include new features regularly.
But as a designer, how do you know which features and functionality you should add to your product?
This talk will look at how we as humans FIND information. Using Donna Spencer’s “4 modes of Information Seeking” as a springboard it will demonstrate how features and functionality can be designed to support specific information seeking modes, and look at how users move between modes during a longer journey, how they might transition between different behaviours during a single activity, and what we as designers can do to support this.
How to Become a Thought Leader in Your NicheLeslie Samuel
Are bloggers thought leaders? Here are some tips on how you can become one. Provide great value, put awesome content out there on a regular basis, and help others.
IRL - UX work design espoused by the ‘standard’ textbooks often assume perfection in the process. They assume that there are no limitations on the time required for the work to occur; they assume that there are no limitations on the skills required for the work to occur; and they assume that there are no limitations on the instruments required for the work to occur – to name but three.
Final year course on User Experience (COMP33512) Lecture 21 & 22 (given in Week 11) - http://ocw.cs.manchester.ac.uk/ux/materials/week11
‘IRL’ – It’s OK taking about UX in the abstract - but what is it like in the real world. Here we’ll discuss the problems that you may face as a UX professional in real life scenarios.
Effective, effectual, accessible. To my way of thinking these three terms mean the same thing, and in reality were going to be talking about accessibility. However, you should be thinking of accessibility in more general terms; the more general terms of effective or effectual use. This is because the concept of accessibility is much broader than the narrow confines of disability it is often associated with.
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-5/
Video URL: http://youtu.be/3B_HD68t114
Slides: https://www.slideshare.net/simon-harper/ux-from-30000ft-lecture-910
Effective, effectual, accessible. To my way of thinking these three terms mean the same thing, and in reality were going to be talking about accessibility. However, you should be thinking of accessibility in more general terms; the more general terms of effective or effectual use. This is because the concept of accessibility is much broader than the narrow confines of disability it is often associated with.
@article{Harper2014aa,
Abstract = {Visually disabled people typically use methods of `sensory translation' to access data via assistive technology. These technologies conventionally render content under the direction of the user into a form that can be perceived by that user -- in effect the interface and content are adapted to suit their sensory requirements -- but simple sensory translation is not enough for big, broad and complex data. Why is this -- and how can things be better?},
Author = {Simon Harper},
Date-Added = {2014-05-27 13:03:23 +0000},
Date-Modified = {2014-05-27 13:03:34 +0000},
Doi = {http://dx.doi.org/10.6084/m9.figshare.1037547},
Howpublished = {Slideshare},
Journal = {Invited Talk - Human Behaviour Network, Manchester Informatics, Manchester UK},
Month = {May},
Title = {Accessibility of Big and Broad Data - http://goo.gl/UpekPK},
Url = {http://www.slideshare.net/simon-harper/accessibility-of-big-broad-data},
Year = {2014},
Bdsk-Url-1 = {http://www.slideshare.net/simon-harper/accessibility-of-big-broad-data},
Bdsk-Url-2 = {http://dx.doi.org/10.6084/m9.figshare.1037547}}
Think about the utility of your favourite apps and websites, and all the ways they enable you to FIND, CREATE and MANAGE stuff. Whether it’s a seemingly trivial activity like taking notes or managing a TO-DO list, or something more obviously complex like doing your weekly grocery shop online, the digital services we use regularly are rich with features and functionality, and evolve to include new features regularly.
But as a designer, how do you know which features and functionality you should add to your product?
This talk will look at how we as humans FIND information. Using Donna Spencer’s “4 modes of Information Seeking” as a springboard it will demonstrate how features and functionality can be designed to support specific information seeking modes, and look at how users move between modes during a longer journey, how they might transition between different behaviours during a single activity, and what we as designers can do to support this.
How to Become a Thought Leader in Your NicheLeslie Samuel
Are bloggers thought leaders? Here are some tips on how you can become one. Provide great value, put awesome content out there on a regular basis, and help others.
IRL - UX work design espoused by the ‘standard’ textbooks often assume perfection in the process. They assume that there are no limitations on the time required for the work to occur; they assume that there are no limitations on the skills required for the work to occur; and they assume that there are no limitations on the instruments required for the work to occur – to name but three.
I was intending to call this part ‘Digital Umami’ to convey the concept of something which is imperceptibly delicious. However, after much more reading over the years I decided on ‘Engaging’ in part from Fogg’s – elaboration on Reeves and Nass – Social Dynamics. The topics we will be looking at here focus on fun, enjoyment, cooperation, collaborative activities, and what has come to be known as ‘gamification’.
‘Engaging Use’ – adding this dynamism has become of great interest to the emotional design of the user experience practitioner. Even though it is still, somewhat, in its infancy. We will be looking at playfulness, funology, and what has come to be known as ‘Gamification’. We will then continue with a look at the wider design of ‘things’ as our interfaces and computational interactions move from the desktop to the embedded and imbedded environment.
Efficient47 use or usability48. To my way of thinking both terms mean the same thing, and in reality were going to be talking about usability. However, you should be thinking of usability in more general terms; the more general terms of efficient use. This is because the concept of usability is much broader than the narrow confines of ‘Task Completion Time’ it is often associated with [9241-100:2011, 2011] usability, in the context of UX, seems to be simple but in reality can be quite taxing. Complex computerised systems and interfaces are becoming increasingly widespread in everyday usage, components of computerised systems are embedded into many commercial appliances. Indeed, the miniaturisation of computerised systems, often found in mobile telephones and personal digital assistants, is on the increase.
Evaluation Methodologies and How To Apply Them - Evaluation methodologies are the principal means by which the UX specialist answers the questions ‘What needs to be done?’, and after an interface manipulation has occurred, ‘What is the effect of this manipulation?’
Affective use or emotional use/design both mean the same thing, and in reality were going to be using both terms interchangeably. However, you should be thinking of emotional use in more specific terms; the more specialized term of affective use. This is because the concept of emotional design is much broader than we need to address at the interface / interactive level.
Key questions to ask when designing for connected products/hardware-enabled services:
Is it a product, or a service?
How does your product work……and how can it fail?
Is your business model a good fit for user expectations?
How do we design not just for individual UIs but for distributed UX?
How often do devices connect? How responsive are they?
How do we give users transparency and control?
A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.
Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."
The quality of a User Experience can be measured by using "time" as a measurable dimension. Spikes in an "expedited" task/time analysis can place the spotlight of problems areas in UI, general cognition and usability.
- what is UX?
- why is it important?
- a brief history and future of UX
- general ux principles
- enterprise ux
- ux project approach
- ui design principles
- ux tools
User centred design (UCD) and the connected homeCyber-Duck
This presentation is a summary of a workshop that was conducted at UX London and Mozfest by Cyber-Duck, an agency that merges lean and agile deliver with user centred design (UCD). The workshop was aimed at those wanting to apply UCD to futuristic technologies. The workshop explored the concepts and thinking of ‘how to design an Internet Connected Dishwasher app’ while considering a wider eco system. The workshop started by introducing IoT (and ‘nearables’), why its relevant now and how the UCD process can adapt to it. The workshop frames UCD in a wider product delivery context and is aimed at those wanting to learn on how UX tactics can be applied to successfully design IoT products and systems.
A tutorial about what makes an experience prototype in comparison to normal prototyping.
Further we elaborated some examples and prototyped them with a tool we developed. The Contextual Interaction Framework. http://cif.hciunit.org
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-4/
Video URL: http://youtu.be/U7aVHQ2_yQs
Slides: http://www.slideshare.net/simon-harper/ux-from-30000ft-lecture-6-7-8
Effective, effectual, accessible. To my way of thinking these three terms mean the same thing, and in reality were going to be talking about accessibility. However, you should be thinking of accessibility in more general terms; the more general terms of effective or effectual use. This is because the concept of accessibility is much broader than the narrow confines of disability it is often associated with.
'Effective Use' -- or 'success in enabling the user to produce a desired or intended result.' In this case we're going to look at barriers to interfaces, interactions, and systems and the engineering principles and practices to counteract those barriers (including Expert Audits). We will finish with an introduction to your second piece of coursework.
Owning the Interaction in Dynamic Environmentsguestf4f7a4b38
Abstract
As the internet gets more interactive with the widespread adoption of broadband, we must continue to own user interactions across this changing landscape. This presentation will highlight the challenges from a UK design agency perspective and demonstrate my commerical, practical method for describing dynamic user interactions.
Designing your evaluations is one of the most important aspects of any user experience process. If these evaluations are designed badly you will not be able to apply the correct analysis, and if you cannot apply the correct analysis you will not be able to make any conclusions as to the applicability or success of your interventions at the interface or interactive level. In reality this means that if this is not done correctly the previous ≈215 pages of this book have been, to a large extent, pointless.
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I was intending to call this part ‘Digital Umami’ to convey the concept of something which is imperceptibly delicious. However, after much more reading over the years I decided on ‘Engaging’ in part from Fogg’s – elaboration on Reeves and Nass – Social Dynamics. The topics we will be looking at here focus on fun, enjoyment, cooperation, collaborative activities, and what has come to be known as ‘gamification’.
‘Engaging Use’ – adding this dynamism has become of great interest to the emotional design of the user experience practitioner. Even though it is still, somewhat, in its infancy. We will be looking at playfulness, funology, and what has come to be known as ‘Gamification’. We will then continue with a look at the wider design of ‘things’ as our interfaces and computational interactions move from the desktop to the embedded and imbedded environment.
Efficient47 use or usability48. To my way of thinking both terms mean the same thing, and in reality were going to be talking about usability. However, you should be thinking of usability in more general terms; the more general terms of efficient use. This is because the concept of usability is much broader than the narrow confines of ‘Task Completion Time’ it is often associated with [9241-100:2011, 2011] usability, in the context of UX, seems to be simple but in reality can be quite taxing. Complex computerised systems and interfaces are becoming increasingly widespread in everyday usage, components of computerised systems are embedded into many commercial appliances. Indeed, the miniaturisation of computerised systems, often found in mobile telephones and personal digital assistants, is on the increase.
Evaluation Methodologies and How To Apply Them - Evaluation methodologies are the principal means by which the UX specialist answers the questions ‘What needs to be done?’, and after an interface manipulation has occurred, ‘What is the effect of this manipulation?’
Affective use or emotional use/design both mean the same thing, and in reality were going to be using both terms interchangeably. However, you should be thinking of emotional use in more specific terms; the more specialized term of affective use. This is because the concept of emotional design is much broader than we need to address at the interface / interactive level.
Key questions to ask when designing for connected products/hardware-enabled services:
Is it a product, or a service?
How does your product work……and how can it fail?
Is your business model a good fit for user expectations?
How do we design not just for individual UIs but for distributed UX?
How often do devices connect? How responsive are they?
How do we give users transparency and control?
A tutorial session on UXD hacks I gave at O'Reilly Etech in 2004.
Original context here: http://conferences.oreillynet.com/cs/et2004/view/e_sess/4767
"User-Centered Design and participatory product development are established, proven techniques for making interfaces and information understandable. But how is it possible to use them when your knowledge, the technology, and the possible markets are moving so quickly? Is it possible to create alpha-tech that defines a new market and is a joy to use? UI Design for Alien Cowboys is a three-hour tutorial and workshop that proposes that it is."
The quality of a User Experience can be measured by using "time" as a measurable dimension. Spikes in an "expedited" task/time analysis can place the spotlight of problems areas in UI, general cognition and usability.
- what is UX?
- why is it important?
- a brief history and future of UX
- general ux principles
- enterprise ux
- ux project approach
- ui design principles
- ux tools
User centred design (UCD) and the connected homeCyber-Duck
This presentation is a summary of a workshop that was conducted at UX London and Mozfest by Cyber-Duck, an agency that merges lean and agile deliver with user centred design (UCD). The workshop was aimed at those wanting to apply UCD to futuristic technologies. The workshop explored the concepts and thinking of ‘how to design an Internet Connected Dishwasher app’ while considering a wider eco system. The workshop started by introducing IoT (and ‘nearables’), why its relevant now and how the UCD process can adapt to it. The workshop frames UCD in a wider product delivery context and is aimed at those wanting to learn on how UX tactics can be applied to successfully design IoT products and systems.
A tutorial about what makes an experience prototype in comparison to normal prototyping.
Further we elaborated some examples and prototyped them with a tool we developed. The Contextual Interaction Framework. http://cif.hciunit.org
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-4/
Video URL: http://youtu.be/U7aVHQ2_yQs
Slides: http://www.slideshare.net/simon-harper/ux-from-30000ft-lecture-6-7-8
Effective, effectual, accessible. To my way of thinking these three terms mean the same thing, and in reality were going to be talking about accessibility. However, you should be thinking of accessibility in more general terms; the more general terms of effective or effectual use. This is because the concept of accessibility is much broader than the narrow confines of disability it is often associated with.
'Effective Use' -- or 'success in enabling the user to produce a desired or intended result.' In this case we're going to look at barriers to interfaces, interactions, and systems and the engineering principles and practices to counteract those barriers (including Expert Audits). We will finish with an introduction to your second piece of coursework.
Owning the Interaction in Dynamic Environmentsguestf4f7a4b38
Abstract
As the internet gets more interactive with the widespread adoption of broadband, we must continue to own user interactions across this changing landscape. This presentation will highlight the challenges from a UK design agency perspective and demonstrate my commerical, practical method for describing dynamic user interactions.
Similar to UX from 30,000ft - COMP33512 - Lectures 1 & 2 - Week 1 - 2013/2014 Edition #comp33512 (20)
Designing your evaluations is one of the most important aspects of any user experience process. If these evaluations are designed badly you will not be able to apply the correct analysis, and if you cannot apply the correct analysis you will not be able to make any conclusions as to the applicability or success of your interventions at the interface or interactive level. In reality this means that if this is not done correctly the previous ≈215 pages of this book have been, to a large extent, pointless.
User experiences occur in many contexts and over many domains. This variety sometimes makes it difficult to ‘pigeon hole’ UX as one specific thing - as we have discussed - UX is the broad term used to describe the experience of humans with computers both at the interface and system level.
Dynamic Injection of WAI-ARIA into Web Content #w4a13Simon Harper
WAI-ARIA enables Web developers to make dynamic content accessible to users of assistive technologies (ATs) but there remain many sites on the Web that do not use it. Unfortunately the default behaviour of ATs when handling such pages is often sub-optimal, leaving users struggling to use the content. We present ACup: a flexible approach that injects JavaScript into the page to detect and classify any changes to the Document Object Model (DOM). These changes are then presented to the user using a WAI-ARIA live region that was injected when the page was loaded. The style of presentation varies according to the characteristics of each update (using rules previously bound to be effective) and can simply be changed, for example to test novel presentation approaches, or to apply a more fine-grained classification. This may be used to enable AT users to benefit more rapidly from advances in user-interface design.
Presented at the 10th International Cross-Disciplinary Conference on Web Accessibility – 13-15th May 2013 – Rio de Janeiro, Brazil.
Deep Accessibility: Adapting Interfaces to Suit Our SensesSimon Harper
Citation:
@article{Harper2012uq,
Abstract = {Disabled people typically use methods of `sensory translation' to access a Web-page via assistive technology. These technologies conventionally render screen content under the direction of the user into a form that can be perceived by that user -- in effect the interface and content are adapted to suit their sensory requirements -- but simple sensory translation is not enough.
Why is this -- and how can things be better? In this talk we touch on accessibility, sensory transcoding, multi-talker systems, auditory perception, and Neuroscience to help us in our search for equivalent interactive experiences tailored to the sensory modality of the user.},
Author = {Simon Harper},
Date-Added = {2013-02-15 10:31:27 +0000},
Date-Modified = {2013-02-15 10:39:41 +0000},
Howpublished = {Slideshare},
Journal = {Invited Talk - Technical Superior Insitute, LaSIGE, Lisbon, Portugal},
Month = {September},
Title = {Deep Accessibility: Adapting Interfaces to Suit Our Senses - http://goo.gl/VT5BE},
Url = {\url{http://www.slideshare.net/simon-harper/adapting-sensory-interfaces}},
Year = {2012},
doi={10.6084/m9.figshare.678330},
Bdsk-Url-2 = {http://dx.doi.org/10.6084/m9.figshare.678330},
Bdsk-Url-1 = {http://www.slideshare.net/simon-harper/adapting-sensory-interfaces}}
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-7/
Video URL: http://youtu.be/fOY92aN1Tsk
Slides: http://www.slideshare.net/simon-harper/ux-from-30000ft-lecture-1314
Lectures 13. & 14. ‘Emotional Use’ – or ‘enabling the user to achieve positive instinctive or intuitive feeling such as joy or well-being.’ The emotional experience must be investigated and designed such that a holistic user experience (taking into account the users feelings) can be created.
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-6/
Video URL: http://youtu.be/e4QEbXG6jvM
Slides: http://www.slideshare.net/simon-harper/ux-from-30000ft-lecture-1112
I was intending to call this part ‘Digital Umami’ to convey the concept of something which is imperceptibly delicious. However, after much more reading over the years I decided on ‘Engaging’ in part from Fogg’s – elaboration on Reeves and Nass – Social Dynamics. The topics we will be looking at here focus on fun, enjoyment, cooperation, collaborative activities, and what has come to be known as ‘gamification’.
Website Link: http://ocw.cs.manchester.ac.uk/ux/category/week-2/
Video URL: http://youtu.be/WGO8RkxHW-Q
Slides: http://www.slideshare.net/simon-harper/user-expereince-week-2-slides
My definition (and this may evolve) would be:
"User Experience is an umbrella term used to describe all the factors that contribute to the quality of experience a person has when interacting with a specific software artefact, or system. It focuses on the practice of user centred: design, creation, and testing, whereby the outcomes can be qualitatively evaluated using small numbers of users."
Lecture 03 - 'UX the Ghost' -- here we will discuss your thoughts on what UX actually is, we'll discuss how this course defines it and analyse why. Finally, we'll discuss why UX is important, and you'll find out what the UX landscape looks like.
Lecture 04 - 'It's Complicated...' -- people are complicated, they do things for seemingly no reason, they like things for seemingly no reason, their opinions change with their moods; people are complicated. Here we'll look at people from the perspective of their perception, cognition, and the factors which may confound our work -- discussing how we can understand these in the context of the computer systems they experience.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
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Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
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The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
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This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
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Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
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GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
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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.
1. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
The User Experience
from 30,000ft
#comp33512
Week 01 – Lectures 01/02
Simon Harper
University of Manchester
Semester 2 – 2013/14
last update: January 29, 2014
The User Experience from 30,000ft
1 / 38
Wrapping Up
2. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
Preamble Pop-Quiz
http://www.youtube.com/watch?v=mHfJuNHxbmc
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3. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
Preamble Pop-Quiz
1. What is the significance Tom’s
Diner in your everyday life?
Figure Toms Diner
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4. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
Preamble Pop-Quiz
1. What is the significance Tom’s
Diner in your everyday life?
2. Why is Tom’s Diner significant
for the User Experience?
Figure Toms Diner
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5. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
Preamble Pop-Quiz
1. What is the significance Tom’s
Diner in your everyday life?
2. Why is Tom’s Diner significant
for the User Experience?
3. What properties of Tom’s Diner
makes it so significant?
Figure Toms Diner
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6. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
Preamble Pop-Quiz
1. What is the significance Tom’s
Diner in your everyday life?
2. Why is Tom’s Diner significant
for the User Experience?
3. What properties of Tom’s Diner
makes it so significant?
4. Why does the significance of
Tom’s Diner represent ‘Good’
science?
Figure Toms Diner
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7. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
Wrapping Up
Logistics
A Twenty teaching sessions with two extra to cover revision
topics grouped into double lectures on Wednesday’s from 10:00
until 12:00; in Semester 2.
B Three discussions in which the material for the coursework
will be examined; coursework will take the form of three, 250
word, discussions of key UX topics.
C I consider that you are all adults and I will treat you as such.
Attendance for all contact hours is entirely optional – however
from past years experience there is a direct correlation between
students who attend and those who get over 57% overall.
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8. Defining User Experience
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Wrapping Up
Syllabus
What Should You Expect
Effective Use
Everything is Wrong!
Efficient Use
UX the Ghost
Emotional Use
It’s Complicated...
Engaging Use
Hat Racks for Understanding!
Judgment Without Cessation!
What People Want!
Prove Yourself Wrong
Don’t use a Napkin!
IRL
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Wrapping Up
The View from 30,000ft
1. You should not confuse this high-level overview of the
domain with the knowledge you would acquire in a full
three-year degree programme.
2. Tools, techniques, and the mindset necessary to competently
approach your first user testing and user experience job.
3. Designed from a practical perspective and will enable you to
take a junior role in a user experience department, or
usability company.
4. Provide you with the overall knowledge to communicate with
others and make sensible suggestions regarding UX work.
5. Basis for future self study within the UX domain (Further
Reading and SAQs).
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10. Defining User Experience
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Origins
“UX as the practical application of research knowledge
repurposed from other domains into the user facing software
engineering process”
UX is still very young, however, it does bring together a
number of already established areas within the HCI field;
It is better for you to understand Manchester’s view, while
realising there may be different ones out there and that in the
end you will need to decide, after this course, the sort of UX
you wish to do and how you think about the area; therefore,
Our notes are from scratch; there is no set UX text (more on
this late).
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11. Defining User Experience
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Coursework Submissions
1. You should submit all 250 word coursework assignments via
Blackboard.
2. These will be checked for length and plagiarism via the
Turn-It-In system; after which point they will be graded.
3. You will receive feedback and grades within two weeks of the
submission deadline.
4. Remember you can complete all coursework as soon as you
like – the deadlines are your last possible chance to submit.
5. If you would like step-by-step submission instructions, or if
you would like more information on just how the scripts will
be marked then see the Handout.
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Coursework Submissions
Remember, No exceptions, No exemptions!
The printer will be busy – this is not an excuse – you don’t
need to print;
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Coursework Submissions
Remember, No exceptions, No exemptions!
The printer will be busy – this is not an excuse – you don’t
need to print;
If the power goes off or the computer explodes – this is not
an excuse – back-ups;
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14. Defining User Experience
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Wrapping Up
Coursework Submissions
Remember, No exceptions, No exemptions!
The printer will be busy – this is not an excuse – you don’t
need to print;
If the power goes off or the computer explodes – this is not
an excuse – back-ups;
If your Hamster dies in a horrible ‘seed-choking’ accident –
this is not an excuse;
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15. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
Wrapping Up
Coursework Submissions
Remember, No exceptions, No exemptions!
The printer will be busy – this is not an excuse – you don’t
need to print;
If the power goes off or the computer explodes – this is not
an excuse – back-ups;
If your Hamster dies in a horrible ‘seed-choking’ accident –
this is not an excuse;
You haven’t got a dog – it cannot chew your answers; and
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16. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
Wrapping Up
Coursework Submissions
Remember, No exceptions, No exemptions!
The printer will be busy – this is not an excuse – you don’t
need to print;
If the power goes off or the computer explodes – this is not
an excuse – back-ups;
If your Hamster dies in a horrible ‘seed-choking’ accident –
this is not an excuse;
You haven’t got a dog – it cannot chew your answers; and
No, your USB pen has not been abducted by aliens! But,
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17. Defining User Experience
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Everything is Wrong!
HCI Foundations
Wrapping Up
Coursework Submissions
Remember, No exceptions, No exemptions!
The printer will be busy – this is not an excuse – you don’t
need to print;
If the power goes off or the computer explodes – this is not
an excuse – back-ups;
If your Hamster dies in a horrible ‘seed-choking’ accident –
this is not an excuse;
You haven’t got a dog – it cannot chew your answers; and
No, your USB pen has not been abducted by aliens! But,
If you get hit by a bus; suffer a gruesome chain-saw accident;
are attacked by a loose buffalo along Oxford Road. . . I may
be lenient.
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18. Defining User Experience
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HCI Foundations
Coursework Submissions – Plagiarism
Don’t Do It!
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19. Defining User Experience
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Wrapping Up
Discussion Topics Coursework # 1
‘Understanding, Scoping and Defining User Experience: A Survey
Approach’ (10 Marks) – this work will enable you to understand
the scope and the inconsistencies still present within the UX
domain. It will enable you to understand that the definition of UX
is not yet fixed and is someway based on the interpretation of the
practitioner.
Effie Lai-Chong Law, Virpi Roto, Marc Hassenzahl, Arnold P.O.S. Vermeeren, and Joke Kort., Understanding,
scoping and defining user experience: a survey approach., In Proceedings of the 27th international conference on
Human factors in computing systems, CHI ’09, pages 719–728, New York, NY, USA, 2009. ACM., ISBN
978-1-60558-246-7., http://doi.acm.org/10.1145/1518701.1518813., URL
http://doi.acm.org/10.1145/1518701.1518813.
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Discussion Topics Coursework # 2
‘Designing the Star User Interface’ (10 Marks) – the Star
interface is really where all GUI interfaces began. It takes the user
as a first and primary priority in the design and it is inconceivable
that you do not have an awareness of these classic design
principles as perspective computer science graduates.
D. C. Smith, C. Irby, R. Kimball, B. Verplank, and E. Harslem., Designing the star user interface., BYTE, 7(4):
242–282, 1982., URL http://www.guidebookgallery.org/articles/designingthestaruserinterface.
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Discussion Topics Coursework # 3
‘Voice Loops as Cooperative Aids in Space Shuttle Mission
Control’ (10 Marks) – this paper shows just how far UX and the
techniques which it inherits from human computer interaction can
go. We are mainly concerned with systems and objects which are
purely commercial, however, in this case failures in the human
interface can have serious consequences for a real-time mission,
including the loss of the vehicle. Further, these kind of UX
techniques can also be found in other critical interface
components such as those controlling nuclear power stations or
fly-by-wire aircraft.
Jennifer C. Watts, David D. Woods, James M. Corban, Emily S. Patterson, Ronald L. Kerr, and LaDessa C.
Hicks., Voice loops as cooperative aids in space shuttle mission control., In Proceedings of the 1996 ACM
conference on Computer supported cooperative work, CSCW ’96, pages 48–56, New York, NY, USA, 1996.
ACM., ISBN 0-89791-765-0., http://doi.acm.org/10.1145/240080.240188., URL
http://doi.acm.org/10.1145/240080.240188.
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22. Defining User Experience
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Secondary ‘Text’
Zen and the art of motorcycle
maintenance: an inquiry into
values
Robert M Pirsig., Zen and the art of
motorcycle maintenance: an inquiry
into values., Morrow, New York,
1974., ISBN 0688002307., URL
http://www.loc.gov/catdir/
description/hc044/73012275.
html.
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23. Defining User Experience
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Wrapping Up
Assessment Structure
30% of the assessment structure for this unit is made up
from the four coursework components, the remaining 70% is
from the final examination.
Examination will be 1h:30m long and will be in two parts.
The first part will be composed of 10 compulsory
multiple-choice questions (no negative marking); while
The second part will be a choice of one question from two.
The questions on the second part will require longer answers
and will be made up of sub questions.
Topics will be drawn randomly from the course notes.
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24. Defining User Experience
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Wrapping Up
Assessment Structure – ‘MCQ’ Type Question
If we had a group of users and we tested their ability to use a
piece of software with no previous exposure, and we then tested
them again one month later after continued use of this software;
we will then have one group (40 users) with two scores (pre and
post exposure to the software) on one measure (our software
aptitude test). We now want to test whether a user’s scores are
higher or lower after exposure to the software, or before. In this
situation which statistical test might we use most effectively?
1. Chi-Square;
2. T-test;
3. One Way ANOVA;
4. Repeated Measures ANOVA; or a
5. Mann-Whitney U.
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25. Defining User Experience
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Assessment Structure – ‘Bookwork’ Type Question
A What do we mean by internal and external validity?
B What is the scientific method and why is it important?
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Assessment Structure – ‘Discussion’ Type Question
A How does UX relate to standard software engineering
requirements analysis? B If there are no 100% correct answers
in UX, how do we decide what is right and what is wrong?
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27. Defining User Experience
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Wrapping Up
Assessment Structure – ‘Application of Technique’ Type
Question
A List six UX errors in this figure.
B You have been tasked with
proving that your companies
software is immediately learnable.
Design the experiments, discuss any
issues, and describe how you would
analyse the results.
Figure BBC Homepage
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Assessment Structure – ‘Original Thought’ Type
Question
A What is Quality, define and discuss, and explain why you have
come to this view and how it relates to the user experience.
B Of 49 medical articles, 45 claimed to have uncovered
effective interventions. Thirty-four of these claims had been
retested, and 14 of these, or 41 percent, had been convincingly
shown to be wrong or significantly exaggerated. Therefore
between a third and a half of the most acclaimed research in
medicine seems to be untrustworthy, is this a problem?
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29. Defining User Experience
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Notes
All are Electronic. . .
https://dl.dropboxusercontent.com/u/2094833/
UX-Handout.pdf
https://dl.dropboxusercontent.com/u/2094833/
UX-Notes.epub
https://dl.dropboxusercontent.com/u/2094833/
UX-Notes.mobi
https://dl.dropboxusercontent.com/u/2094833/
UX-Notes.pdf
These are BIG but you don’t need to know it all.... . .
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30. Defining User Experience
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HCI Foundations
UX Site and Material
http://ocw.cs.manchester.ac.uk/ux/
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31. Defining User Experience
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Wrapping Up
Expectations and Help
A My primary expectation is that you will talk to me, interact,
ask questions, and challenge me if you think I’m wrong; in general
be interested. B Anybody interested will be able to understand
this course and only by understanding will you be able to pass
your exams.
I am here to help. . .
problems with the course itself,
the work you are expected to do,
problems in general (not course related),
a need for more feedback either from your coursework or
from the questions posed within the course lectures,
or anything else you are not clear on. . .
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32. Defining User Experience
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Expectations and Help
A Come to see me either at the end of each lecture or privately
in my ‘open house’ sessions. B If I can’t help you, or if you do
not feel comfortable talking to me (maybe because you have
a problem with my teaching) then you can talk in confidence
with your personal tutor, or your third-year supervisor.
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33. Defining User Experience
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Let’s Have a Break!
Back in 10 Minutes!
Come see me now if you have
Questions Regarding this Lecture!
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Wrapping Up
34. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
Everything is Wrong!
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35. Defining User Experience
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Everything is Wrong!
HCI Foundations
Everything is Wrong!
“. . . most people are fools, most
authority is malignant, God does not
exist, and everything is wrong.”
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36. Defining User Experience
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Everything is Wrong!
HCI Foundations
Everything is Wrong!
Jacob Nielsen famously
suggests that usability
evaluations can be
conducted with only five
people, and this will
catch over 80% of the
usability errors present.
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37. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
Everything is Wrong!
The Moon Orbits the Earth.
Figure Moon Orbiting the Earth?
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38. Defining User Experience
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Everything is Wrong!
HCI Foundations
Everything is Wrong!
Blind People Can’t See.
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39. Defining User Experience
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Everything is Wrong!
HCI Foundations
Everything is Wrong!
Blind People Can’t See.
The User Experience from 30,000ft
All Brains Have the Same
Organisation.
Everything is Wrong!
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40. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
Everything is Wrong!
Vision is Parallel,
Hearing is Serial.
Figure Basilar Membrane
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41. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
Everything is Wrong!
Count the Number of Times the Basketball is Passed...
http://www.youtube.com/watch?v=vJG698U2Mvo
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42. Defining User Experience
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HCI Foundations
Wrapping Up
Be Curious, Be Critical
“Coca-Cola invested in cutting-edge customer research to ensure
that New Coke would be a big success. Taste tests with
thousands of consumers clearly showed that people preferred it...
however. Hardly anyone bought it.”
“receiving information about their impact on the environment ...
people who said that providing them with information about how
much money they could save if they reduced consumption led to
them to use even more...
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Be Curious, Be Critical
“Coca-Cola invested in cutting-edge customer research to ensure
that New Coke would be a big success. Taste tests with
thousands of consumers clearly showed that people preferred it...
however. Hardly anyone bought it.”
“receiving information about their impact on the environment ...
people who said that providing them with information about how
much money they could save if they reduced consumption led to
them to use even more...
...interestingly, the message that most successfully changed their
behaviour (information about how neighbours were making
changes) was originally dismissed.”
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44. Defining User Experience
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HCI Foundations
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45. Defining User Experience
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Everything is Wrong!
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HCI Foundations
As We May Think - Vannevar Bush
(1948)
“The human mind . . . operates by
association. With one item in its
grasp, it snaps instantly to the next
that is suggested by the association
of thoughts, in accordance with
some intricate web of trails carried
by the cells of the brain.”
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46. Defining User Experience
What Should You Expect?
Everything is Wrong!
HCI Foundations
HCI Foundations
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47. Defining User Experience
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HCI Foundations
The Mother of all Demos - Doug
Engelbart (1968)
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48. Defining User Experience
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HCI Foundations
http://www.youtube.com/watch?v=1MPJZ6M52dI
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49. Defining User Experience
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Wrapping Up
HCI Foundations – Not Covering
Adaptation;
P&F or Languages;
Customisation;
Cognitive Ergonomics;
Personalisation;
Memory, Reasoning, &
Response;
Transcoding;
Document Engineering;
Cognitive Science;
Neuroscience;
Systems Behaviour;
Interface Evolution;
Emergent Behaviours;
Apps and Agents;
Widget R&D;
Learnability;
Mental Workload;
Decision-Making;
Organisational Ergonomics;
Socio-Technical;
Community Ergonomics;
Cooperative Work (CSCW);
Mobility/Ubiquity.
Software Ethnography;
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50. Defining User Experience
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To Do for next week...
1. Tom’s Diner SAQs Discuss
Next Week;
2. Read your notes up to ‘UX
Emergence’; finally,
3. Read ‘Understanding, Scoping
and Defining User Experience:
A Survey Approach’ –
Complete Coursework worth
10% – Submit by next week.
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51. Defining User Experience
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Any Questions?
Simon Harper 2.44 Kilburn Building
0161 275 0599 (OR x50599)
simon.harper@manchester.ac.uk
Office Hours: Friday 14:00–18:00
Figure Your Mild Mannered
Lecturer
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