Probably all the major software manufacturers are exploring the use of intelligent agents. Myths, promises, and reality are all colliding. But the main difficulties I foresee are social, not technical: How will intelligent agents interact with people and perhaps more important, how might people think about agents?
The new crop of "intelligent agents" are different from the automated devices of earlier eras because of their computational power:
They take over human tasks, and they interact with people in human-like ways, perhaps with a form of natural language.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
Probably all the major software manufacturers are exploring the use of intelligent agents. Myths, promises, and reality are all colliding. But the main difficulties I foresee are social, not technical: How will intelligent agents interact with people and perhaps more important, how might people think about agents?
The new crop of "intelligent agents" are different from the automated devices of earlier eras because of their computational power:
They take over human tasks, and they interact with people in human-like ways, perhaps with a form of natural language.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
Technology is starting to merge, creating integrated experiences and opening truly significant possibilities in the way we solve problems and creating better products and experiences.
The network as a design material: Interaction 16 workshopClaire Rowland
Exploring the UX challenges which the properties of networks and connectivity patterns pose to connected products/the internet of things: latency, reliability, intermittent connectivity
An Introduction to the mobile context and mobile social software, which explores the topics of the mobile context and its role on what I referred to as People-centric mobile computing.
The presentation will be structured as follow. The talk will first provide an introduction to the theory behind the Socio-Cultural Ecology (Pachler, Bachmair and Cook, 2010) and the notion of User-generated contexts (Cook, Pachler and Bachmair, accepted), which Cook (2009) has refined into an analytical tool called a ‘typology-grid’ (see below). The talk will then demonstrate how the typology-grid has been successfully been used to analyse and learn from the ALPS and conclude by inviting a critique of the typology-grid.
Towards the Design of Intelligible Object-based Applications for the Web of T...Pierrick Thébault
Presentation given at the second international workshop on the Web of Things (in conjunction with the ninth international conference on pervasive computing, san francisco, usa, june 2011).
More details on http://www.wothings.com.
Life, actually: An All Channels Open approach to real time research on the moveCrowdLab
We know that people behave irrationally, spontaneously, sub consciously, and non-sequentially. However, research is still largely isolated, linear, and at a single point in time. Why do we tell people they have to fill out a survey in one sitting, or join a discussion at their desktop at 8pm on a Monday night or drive 20 miles to a focus group facility on a wet Wednesday in January only to be asked to remember what they were doing in Waitrose at 3pm last Thursday?
This is not how people live their lives.
Mobile research methodologies have started to open the door to a new way of collecting data, but its potential will remain unfulfilled if the prevailing methodological wisdom is to simply think of mobile as another way to deliver the same techniques, or simply focus on gathering insight quickly.
Designing platforms for research should be done solely in the best interest of the people taking part in the research, allowing them to complete tasks on any device they want, maximising the potential of that device, and blending devices as needed. We can then allow people to tell us their thoughts in an online discussion one day, from any device they have to hand at the time, record experiences via their phone in real time, via both qualitative and quantitative means, before engaging in a dialogue with a skilled researcher about their behaviours or sharing with their peers and discovering new insights about each other as a group.
When research reflects how people make decisions, based on how we know people to be, and that they live their lives in a series of disconnected moments, we will get more natural, open, engaging and real insight.
Setting up an enterprise wide User Experience function can be a challenge in any industry. Higher education presents its own challenges, particularly in light of recent digital disruption emerging in the industry.
This presentation looks at the disruption that can be expected, explains the importance of User Experience, provides examples of UX and suggestions for setting up centralised UX.
Technology is starting to merge, creating integrated experiences and opening truly significant possibilities in the way we solve problems and creating better products and experiences.
The network as a design material: Interaction 16 workshopClaire Rowland
Exploring the UX challenges which the properties of networks and connectivity patterns pose to connected products/the internet of things: latency, reliability, intermittent connectivity
An Introduction to the mobile context and mobile social software, which explores the topics of the mobile context and its role on what I referred to as People-centric mobile computing.
The presentation will be structured as follow. The talk will first provide an introduction to the theory behind the Socio-Cultural Ecology (Pachler, Bachmair and Cook, 2010) and the notion of User-generated contexts (Cook, Pachler and Bachmair, accepted), which Cook (2009) has refined into an analytical tool called a ‘typology-grid’ (see below). The talk will then demonstrate how the typology-grid has been successfully been used to analyse and learn from the ALPS and conclude by inviting a critique of the typology-grid.
Towards the Design of Intelligible Object-based Applications for the Web of T...Pierrick Thébault
Presentation given at the second international workshop on the Web of Things (in conjunction with the ninth international conference on pervasive computing, san francisco, usa, june 2011).
More details on http://www.wothings.com.
Life, actually: An All Channels Open approach to real time research on the moveCrowdLab
We know that people behave irrationally, spontaneously, sub consciously, and non-sequentially. However, research is still largely isolated, linear, and at a single point in time. Why do we tell people they have to fill out a survey in one sitting, or join a discussion at their desktop at 8pm on a Monday night or drive 20 miles to a focus group facility on a wet Wednesday in January only to be asked to remember what they were doing in Waitrose at 3pm last Thursday?
This is not how people live their lives.
Mobile research methodologies have started to open the door to a new way of collecting data, but its potential will remain unfulfilled if the prevailing methodological wisdom is to simply think of mobile as another way to deliver the same techniques, or simply focus on gathering insight quickly.
Designing platforms for research should be done solely in the best interest of the people taking part in the research, allowing them to complete tasks on any device they want, maximising the potential of that device, and blending devices as needed. We can then allow people to tell us their thoughts in an online discussion one day, from any device they have to hand at the time, record experiences via their phone in real time, via both qualitative and quantitative means, before engaging in a dialogue with a skilled researcher about their behaviours or sharing with their peers and discovering new insights about each other as a group.
When research reflects how people make decisions, based on how we know people to be, and that they live their lives in a series of disconnected moments, we will get more natural, open, engaging and real insight.
Setting up an enterprise wide User Experience function can be a challenge in any industry. Higher education presents its own challenges, particularly in light of recent digital disruption emerging in the industry.
This presentation looks at the disruption that can be expected, explains the importance of User Experience, provides examples of UX and suggestions for setting up centralised UX.
Presentation deck prepared for the paper 'Object Recognition-based Mnemonics Mobile App for Senior Adults Communication' to be presented during ICCCNT'15 conference
Dan Schultz
Partner, Silicon Valley Software Group; 2013-2014 Reynolds Fellow, Reynolds Journalism Institute
Dan Schultz (@slifty) is a civic hacker and innovator. Specifically, he is a Knight News Challenge winner, a recent graduate from the MIT Media Lab, a not-so-recent graduate of Carnegie Mellon University, and a 2012 Knight-Mozilla Fellow. Schultz lives in Providence, R. I., and wears many hats. He is a visiting programmer in residence at Syracuse University’s Newhouse School of Public Communications; a cofounder of Hyperaudio Inc., a non-profit organization that allows anyone to remix videos in a notepad; and a partner at the Silicon Valley Software Group, an organization dedicated to helping startups solve their technology problems. Schultz is a 2013 Reynolds Fellow working on Truth Goggles, a credibility layer for the Web. He is also a 2013 Sunlight Foundation grant recipient building CivOmega, a “Wolfram Alpha for civic information” that makes it much easier for nerds to make government data useful to normal human beings.
The Modern Columbian Exchange: Biovision 2012 PresentationMerck
The Columbian Exchange is a term used to capture what happened to North American Native Indians when the arrival of European settlers introduced ideas, animals, plants, and diseases that otherwise they had not yet been exposed to. Today, the Modern Columbian Exchange is occurring at a global scale, caused by unprecedented global travel and the Internet. An outcome of this Modern Columbian Exchange is disease outbreaks which have and will continue to affect dozens of countries in a very short time, impacting agriculture, tourism, and ultimately resulting in social tensions and the loss of life. The global response requires tight and timely coordination across countries. This necessitates the processing of large volumes of data – “BIG DATA” – which implies variety, variability and velocity. In this presentation, we explore the challenges of BIG DATA for preventative global health care. We answer the questions: a) how can human intelligence be more effectively leveraged to develop new insights, and b) how does this impact the design of data and information repositories? We conclude “The Time is NOW” for a new real-time analytics paradigm to transform the discovery and learning process.
I attended Webstock 2010 held in Wellington in mid Feb. So inspired by the conference, I did a presentation about it at my work Redvespa Consultants. This is the material for my presentation. The first 8 slide is done by Warren who attend the mobile design workshop, and the rest of it was drew from my memory and 60 pages note. Enjoy.
Miten järjestää yrityksen omistus ja varmistaa ettei johto karkaa muualle? Juristin neuvot omistusjärjestelyihin ja hyvien tyyppien sitouttamiseen. Teppo Laine, Asianajotoimisto Legistum Oy.
6. Current
§ Research on mobile application development
– Design practice in organizations
• UX, interaction design, strategic management
– Context
§ Aim to graduate this year J
13. Design
§ Design is about creating a fit between form
and context
– Form: the solution, part of the world over
which we have control and decide to shape
– Context: the problem, anything in the world
that puts demands on the form
– Fit: mutual acceptability between the two
14. ISO 9241-210:
Human-centered design for interactive systems
Plan
Solution meets
requirements
Understand and specify
the context of use
Iterate, where appropriate
Evaluate design against
requirements
Specify requirements
Produce design solutions
15. Context matters
§ Better-informed design decisions à more
likely to meet user expectations
§ Designers need implicit understanding of the
context (at least to some extent)
– and … how it affects the design
16. Context matters, but…
§ Context is complex and in most cases obscure
§ Nearly impossible to have a complete
description of the demands made by the
context
17. Mobile shift
§ Context in stationary computing
– Fairly stable, homogenous, predictable
§ Context in mobile computing
– Dynamic, heterogeneous, unpredictable
– Elimination of time and space restrictions
18. Mobile shift
Elimination of time and space restrictions
§ Changes the framework in which society is lived
§ Emphasize the importance of temporal, spatial,
and social aspects and their interrelation
§ Call for studies of users in actual contexts of use
19. Mobile strong characteristics
§ Mobile as 1st personal mass media
– Print, recordings, cinema, radio, TV, Internet
§ Always carried
§ Always connected
§ Built-in payment system
§ Available at the point of creative inspiration
§ Most accurate audience measurement
§ Captures the social context of media consumption
§ Enables augmented reality
Ahonen, 2011
22. Context - properties
§ Emergent: actively arises in the course of the
activity
§ Relational: relevance to particular activity and
circumstances
§ Personal: relates to how one makes sense of
the world
§ Evolving: experienced over time
– Longitudinal observation of factors that affect the
holistic user experience
24. or that impacts the user experience as illustrated in Figure 2. People’s expectations from
ertain device lead to the perception of the device. An increasing list of factors which
y have an influence on the perceptions by people, in which Hiltunen et al. (2002)
Evolving - UX
mmarized into five main groups: utility, usability, availability, aesthetics, and offline
es (e.g. company brand, back-end processes). Expectations and perceptions eventually
ate interpretations of the device and a variety of emotions that form the user experience,
ch further impact future expectations. Hence, user experience is about designing an
fact to match with, or exceed beyond, user expectations.
Expectations
Perceptions
Directs
Directs
Information
Gathering
Utility
Usability
Availability
Aesthetics
Produces
Affects
User Experience
Offline Issues
Forms
Interpretations
Figure 2: Expectations drive the user experience (Hiltunen et al. 2002, p. 14)
Hiltunen et al. 2002
Roto et al. 2011
25. Mobile context - components
§ Users
– Goals, skills, motivation
§ Task-related
– Frequency, duration, dependencies
§ Technology
– SW, HW, materials
§ Physical context
– Spatial location, light, sound, motion
§ Social context
– Collaboration, sharing
§ Information context
– AR, interoperability
§ Temporal context
– Time, hurrying, before and after usage
26. Temporal context
Fragmentarians
§ Momentary use sessions (e.g. news, weather)
§ Short use + small screen à few, well focused
tasks
§ Temporal considerations
– Time – of day, week, holiday, etc.
– Actions expected before and after usage
– Time related states – hurrying, waiting
– Save time vs. waste time
– Frequent vs. one-time
– Synchronous vs. asynchronous
27. Spatial context
Context-awareness
§ Uses context characteristics to provide relevant
information and services to the user
§ Partly addresses the emergent property
§ Factual data: location, time, light, device
§ Opportunities
– Presentation of information and services
– Automatic execution of services
– Tagging information to support later retrieval
§ Common activities and their relation to places
28. Task-related context
One eye, one thumb
§ Selective attention due to multitasking with the
real world
– Public space in the background
– Interruptions switch user attention
§ Size and location of interactive elements
§ Consume vs. produce information
§ Goal- vs. action-related tasks
§ Static vs. dynamic activities
29. Social context
Chosen over chance socialness
§ Mobile phone strengthen the most intimate personal
relationships in individual life
§ “Pacifier for adults” – reduces feelings of loneliness and
vulnerability
– Sharing of moments
§ People in the social circle are more likely to influence the
use than those in the proximity à develop dependency
on them
– Help in unpredictable or new situations
§ Less planning and scheduling, more spontaneous and adhoc actions based on current whims
– Collaboration, coordination of actions
30. Information context
Content first, navigation second
§ People want quick answers to questions
§ Time and screen space are precious assets
– Get straight to the content
– Information needs
31. Technological context
Cross-channel user experience
§ Multiple channels for users to interact
– TV, Web, mobile, tablet, IM, physical office
– Second screen solutions (e.g. YouTube pair)
§ Interoperability between different mediums
§ Dependencies
§ Understand common activities for each channel
– Each channel has unique strengths and specific
contextual considerations
– Customer journey / context mapping
32. Tesler’s Law
Conservation of complexity
§ Some complexity is inherent in every process
§ There is a point beyond which you cant
simplify the process any further – you can only
move the inherent complexity from one place
to another
– Human vs. system
§ E.g. email, mobile payment