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Rarely a day goes by without an AI story in the news. Sometimes, there is good news, such as the use of AI to discover a new pharmaceutical, but often more dark, about AI bias or the way it may rob us of jobs, privacy or autonomy. The human impact of AI is of two kinds. First, what AI does directly - systems that we use and can design better or worse. Second, how AI shapes society, the way AI can create mismatches of power between large corporations and nation states, and between organisations and individuals. Recent advances in large-langage models in particular may mean that AI is only in the hands of those who can afford massive computational power and technical expertise. However, there are signs of hope, in particular the way that generative AI might enable niches applications that would otherwise be impossible. In education this may allow personalised tuition, bit also changes what needs to be learnt ... not necessarily digital; the ability of LLMs to generalise may offer ways for minority languages to survive; and in health there is the possibility of personalised medicine, and affordable ways to help well-being and mental health.
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The future of UX design support tools - talk Paris March 2024
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Invited talk at Diversifying Knowledge Production in HCI
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Invited talk at AMID 2023 – 1st International Workshop on Accessibility and Multimodal Interaction Design Approaches in Museums for People with Impairments, in conjunction with MoileHCI Conference, 26 Sept. 2023. https://alandix.com/academic/talks/AMID2023-exceptional/ Often accessibility is an afterthought or sticking plaster to fix the holes in an experience that was designed with a central audience in mind: maybe middle-aged, fully abled, well educated. Ideally we would have user experiences designed specifically for different kinds of modalities and in different tyles, not just because of the wide diversity of users, but also because any one user has varying needs and varying abilities at different times. In the context of a large museum or cultural institution this is already challenging, but appears impossible for smaller archives, or local community heritage. Yet if heritage and history is to be accessible this also applies to production, democratising digitisation and empowering marginalised groups.. We need appropriate architectures, tools, technology infrastructure and platforms, that make this not just possible, but simple. In this talk I offer some insights, some examples and many research challenges towards the goal of enabling exceptional experiences for everyone.
Exceptional Experiences for Everyone
Exceptional Experiences for Everyone
Alan Dix
Keynote at 9th International Conference on Computing and Informatics (ICOCI 2023), "Nurturing an inclusive digital society for a sustainable nation", 13-14 September 2023, Kuala Lumpur, Malaysia https://alandix.com/academic/talks/ICOCI2023-keynote/ AI is transforming many sectors of the economy and our day-today lives. We hear of success stories including medical advances, but also worries that AI will destroy jobs or even be an existential threat to humanity. We also know that for previous waves of technology – mechanical, electronic and digital – the costs and benefits do not fall equally to everyone in society. There are clear dangers that AI will further entrench existing power and deepen the digital divide: both at an individual level and globally. For example, training foundation models, such as GPT-4, requires enormous computational power and massive data sets accessible only to the largest corporations. However, the ways in which these can be used generatively in more niche areas, offers potential for minority languages and individualised learning that was previously only accessible to the rich. Whether the threats of AI or its opportunities dominate is not simply an abstract question, but one that impacts the most disadvantaged around us, and one that, as researchers and practitioners in digital technology, we can affect. If we truly want an inclusive digital society, then we need to make it happen.
Inclusivity and AI: opportunity or threat
Inclusivity and AI: opportunity or threat
Alan Dix
Position paper presented at Engineering Interactive Systems Embedding AI Technologies at EICS 2023, Swansea, Wales, UK. 27 June. 2023. https://alandix.com/academic/papers/EISEAIT2023-hidden/ Many critical user interaction design decisions are made in the heat of detailed development. These include simple parameter choices or more complex weightings in intelligent algorithms. Many would be appropriate for expert design review, user-preference choices or optimisation by machine learning, but they are buried deep in the code. Although the developer may realise this potential, the location of the decision is far removed in the code from where user feedback occurs, data can be collected and machine learning could be applied. This position paper describes several case studies and use them to frame an architectural challenge for tools and infrastructure to uncover these hidden variables to make them available for machine learning and user inspection.
Hidden Figures architectural challenges to expose parameters lost in code
Hidden Figures architectural challenges to expose parameters lost in code
Alan Dix
Keynote at Creative AI Research Conference 2023 https://alandix.com/academic/talks/CAR2023-keynote/ Over the years many of the ‘red lines’ of artificial intelligence have been crossed: challenges that were deemed to require uniquely human understanding. In 1997, chess fell as Deep Blue defeated Kasparov; then, twenty years later, AlphaGo beat Ke Jie, the world’s top Go player. Arguably, game playing can be considered artificial and formal, not representing the rich nuanced nature of human intelligence embodied in the real world. However, large language models have challenged these assumptions producing dialogue and texts that appear human – passing the Turing test . Furthermore, the text, and poems generated by ChatGPT and images created by DALL-E appear almost creative. Has the last bastion fallen or is it merely the babbling of ‘stochastic parrots’? Is AI the ultimate charlatan peddling plagiarism or instead the child’s cry that reveals the emperor’s cloths of human creativity are sham? And what does it mean to be creative anyway? I will attempt, if not to answer these deep questions, at least lay down some pointers. We will test the limits of the myth of the individual innate genius with inspiration gifted by the muses; and explore the way creativity is always embodied in culture and technology. Yet, while artists and philosophers debate, the child draws on.
ChatGPT, Culture and Creativity simulacrum and alterity
ChatGPT, Culture and Creativity simulacrum and alterity
Alan Dix
Talk given as part of Online Seminars on Human Computer Interaction and User Experience Presented by British Computer Society Interaction Group and Interacting with Computers, 27 February 2023 https://alandix.com/academic/talks/BCS-IwC-Covid-Feb-2023/ This talk draws on diverse psychological, behavioural and numerical literature to understand some of the challenges we all face in making sense of large-scale phenomena and use this to create a roadmap for HCI responses. This body of research points the way toward current challenges and equips us with tools and principles that can help HCI researchers deliver value. The talk is framed by looking at patterns and information that highlight some of the common misunderstandings that arise – not just for politicians and the general public but also for those in the academic community’s heart. This talk does not have all the answers to this, but we hope it provides some and, perhaps more importantly, raises questions that we need to address as scientific and technical communities.
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Alan Dix
Keynote at Fifth European Tangible Interaction Studio, ENAC Toulouse. Nov. 7-10 2022. https://alandix.com/academic/talks/ETIS2022-keynote/ For many years interaction design was driven by the abstractions of WIMP (windows, icons, menus, pointer). The details differ on desktop applications, web pages or smart-phones and the ‘pointer’ has evolved from mice to trackpad and touch-based interactions, however, for many digital applications, the central aspects are unchanged. What is different is that the screens we encounter, as Weiser predicted, are everywhere: embedded in physical appliances such as showers and toasters and situated in office walls and building facades. Furthermore, we are often engaging with digital applications that have no obvious screen or where the screen if present is only a small part of the interaction; these include voice assistants, semi-autonomous vehicles, and smart cities. Even where the dominant interaction is focused on a screen, the places where we use them and the physical activities, we are doing fundamentally affect the nature of the interactive experience: using a smartphone while sitting in an armchair and watching television, is very different from thumbing a quick message whilst walking down a busy city road on a rainy night. In this talk I will describe several design techniques and prototype tools that seek to address the physicality of digital interactions including the physical nature of the device itself and the physical context in which it is placed. This will include ‘soft’ formal methods to describe physical aspects of devices, ways to use video to model physical prototypes during early design and tools to encourage designers to keep the context of use in mind even when working on largely screen-based interactions. The talk draws on some long-standing work, parts of the recently published book 'TouchIT: Understanding Design in a Physical-Digital World' (co-authored with Steve Gill, Devina Ramduny-Ellis, and Jo Hare) and the InContext project (in collaboration with Miriam Sturdee and Anna Carter). The latter arose from the realisation that despite the vast number of design tools available, nearly all focus entirely on the screen and wireframes. We are asking "what is the Next Generation of UX design tool?" – perhaps you would like to join this conversation.
Beyond the Wireframe: tools to design, analyse and prototype physical devices
Beyond the Wireframe: tools to design, analyse and prototype physical devices
Alan Dix
Keynote at the European Conference on Cognitive Ergonomics (ECCE 2022), Kaiserslautern, Germany, 7th Oct 2022. https://alandix.com/academic/talks/ECCE2022-keynote/ From prehistory to the internet age, humans have always lived as part of a technologically mediated world. Knapped flints have given way to touch-screens, cuneiform to CSS, but in both rapid hand-eye coordination and long-term social interactions, our experiences and actions in the world are embedded in a physical, mechanical, symbolic and digital nexus. After far too long in the writing, my co-authors and I are delighted that "TouchIT: Understanding Design in a Physical-Digital World" is finally published – symbolic words, recorded in digital media and printed on physical paper. This book covers established and emergent digital technology, but repeatedly the continuity of current and past technology, physical and digital worlds is evident. The fundamental cognitive resources that enable our digital existence in an age of constant flux are the result of aeons of development in a physical world that we remake and reimagine. In this talk I will explore multiple scales of digital interaction from seconds to years, informed by and illuminating what it means to be a fully embodied and richly reflective human.
Forever Cyborgs – a long view on physical-digital interaction
Forever Cyborgs – a long view on physical-digital interaction
Alan Dix
Keynote at International Conference on Computer-Human Interaction Research and Applications (CHIRA 2022), Malta, 27-28 Oct 2022. https://alandix.com/academic/talks/CHIRA2022-keynote/ Politicians have always been economical with the truth and newspapers have toed an editorial line. However, never in recent times does it seem that confidence in our media has been lower. From the Brexit battle bus in the UK to suspected Russian meddling in US elections, fake news to alternative facts – it seems impossible for the general public to make sense of the contradictory arguments and suspect evidence presented both in social media and traditional channels. Even seasoned journalists and editors seem unable to keep up with the pace and complexity of news. These problems were highlighted during Covid when understanding of complex epidemiological data was essential for effective government policy and individual responses. If democracy is to survive and nations coordinate to address global crises, we desperately need tools and methods to help ordinary people make sense of the extraordinary events around them: to sift fact from surmise, lies from mistakes, and reason from rhetoric. Similarly, journalists need the means to help them keep track of the surfeit of data and information so that the stories they tell us are rooted in solid evidence. Crucially in increasingly politically fragmented societies, we need to help citizens explore their conflicts and disagreements, not so that they will necessarily agree, but so that they can more clearly understand their differences. These are not easy problems and do not admit trite solutions. However, there is existing work that offers hope: tracing the provenance of press images, ways to expose the arguments in political debate, tracking the influence of news on electoral opinion. I hope that this talk will give hope that we can make a difference and offer challenges for future research.
Truth in an Age of Information
Truth in an Age of Information
Alan Dix
Seminar in University of Rome "La Sapienza", Friday, October 14th 2022. (Extended version of talk at AI Summit London 2021) All AI ultimately affects people, in some cases deeply buried, in others interacting directly with users, whether physically, such as autonomous vehicles, or virtually, such as recommender systems. In these interactions, AI may be a servant, such as Alexa operating on command; or AI may be the master, such as gig-work platforms telling workers what to do. However, potentially the most productive interactions are a symbiosis, human and AI complementing one another. Designing human-in-the-loop systems changes the requirements of both AI algorithms and user interfaces. This talk will explore some design principles and examples in this exciting area.
Rome Seminar: Designing User Interactions with AI
Rome Seminar: Designing User Interactions with AI
Alan Dix
Paper presented at British HCI Conference (BHCI2022), Keele, UK. 11-13 July 2022. https://www.alandix.com/academic/papers/BHCI2022-community/ This paper explores ways in which scholarly skill and expertise might be embodied in tools and sustainable practices that enable communities to create and manage their own digital archives. We focus particularly on tools and practices related to the recording and annotation of digitised materials. The paper is based on co-production practice in two very different kinds of community. Although the communities are different we find that tools designed specifically for one are valuable for others, thus offering the promise of general tools to support community-centred digitisation and potentially also traditional archival practice.
Tools and technology to support rich community heritage
Tools and technology to support rich community heritage
Alan Dix
Presented at MAPII 2022 -- Map-based Interfaces and Interactions. 7th June 2022, Rome, Italy. https://www.alandix.com/academic/papers/MAPII-2022/ Maps are not mere simulacra of the ground, but imbued with meaning. This is true at a geopolitical scale, but even more so for local community mapping. However, whilst digital mapping has made it easy to embed and customise maps in local websites or printed resources, it also runs the risk of de-humanising these resources, replacing rich meaning with unnecessary precision. This paper explores examples of how meaning can sit alongside the digital in map-based interactions. It then uses this backdrop to consider new challenges to help a living community where their physical village has been all but obliterated.
Maps with Meaning
Maps with Meaning
Alan Dix
Invited talk at AVI2CH 2022: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage , Rome, Italy, 6th June https://alandix.com/academic/talks/AVI2CH-2022/ Local communities across the world have documents, artefacts and crucially memories that are precious but precarious. Digital tools to help communities record, curate and present their own heritage are important both for the life and empowerment of each community, and also to add to a broader historical body of knowledge. When designing digital interventions, there is an apparent tension between co-creating tools and processes that are meaningful for a particular community and creating generic tools that can be reused at scale. Tools created as part of ongoing engagements with two very different communities has shown that this apparent tension may be an illusion. Indeed, tools created very specifically for the local circumstances of one are also well-suited to the other. This is promising and suggests that it is possible to create human and technical infrastructure to democratise digitisation for cultural heritage in the small that has broad impact.
Democratising Digitisation Tools to Support Small Community Archives
Democratising Digitisation Tools to Support Small Community Archives
Alan Dix
Keynote at AVI 2022: Advanced Visual Interfaces, Rome, Italy, 6-10 June 2022 https://alandix.com/academic/talks/ AVI2022-keynote/ As cultures and individuals, we look back to look forward, explicitly using lessons of the past to guide our future decisions. In this 30th anniversary of the AVI conference we can also look back in order to make the next 30 years even better. In 1996 I gave a keynote at the third AVI, both describing my own work in formal modelling of user interactions, and also pondering variations of ‘advanced visual interfaces’, imagining advanced aural and advanced nasal interfaces. This was part playful but also serious, uncovering the way our different senses give us different cuts through space and time. In particular, smell is deeply associated with memory both personal and spatial – that is history. In the meantime, scent has been used as a metaphor for information seeking, and now long-promised smell-based interfaces are beginning to emerge; we are about to enter an exciting world of multi-sensory experiences. However, it is on the metaphoric sense of advanced visual and nasal interaction that I want to focus now. The importance of tracing what is past and planning what is to come. This is true for our discipline as a whole, but also in moment-to-moment digital interactions. On the first of April this year, Nielsen Norman Group posted an article entitled “Support Recall Instead of Recognition in UI Design”. It was meant as an April Fool’s Day joke, but in fact the move towards gesture-based touch interactions means this is precisely how many feel today. This has exacerbated the long-term weaknesses of visual interaction heuristics and guidance when it comes to looking back, making it hard to ask, “why did that happen?”, or “how did I manage that?”, especially for older users or those who are less confident with digital technology. Finally, as we move forwards to tackle these and new issues, we need to constantly question what constitutes ‘advanced’: a fast-moving highway for a few or a wider frontier for everyone. The latter often poses the hardest design challenges but is most critical in a world where being digital is central to being a citizen.
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HCI - Chapter 1
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LTM - semantic
network
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Thinking Reasoning deduction,
induction, abduction Problem solving
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