Web Maker — How I built a fast, offline front-end playground

Web Maker is a Chrome extension that gives you a blazing fast and offline front-end playground — right inside your browser.

It’s used daily by thousands of developers around the world and has a 5 star rating from 300+ users. It was also a homepage featured extension on the Chrome Webstore.

You can use Web Maker to play with HTML, CSS and JavaScript right in the browser without any external editor or specific setup. You can use things like Angular, React, Sass, Babel, or Atomic CSS — just like that.

Why I made web maker

If you’re a front-end developer, you’ve probably tried one or more of the code playgrounds out there — like CodePen, JSBin, JSFiddle — to figure out code issues or to discuss snippets and logic pieces with colleagues.

They’re all great and do the job perfectly.

But I’ve always felt a slight friction in using them over the internet — there’s an inherent delay between starting them up and being able to use them.

I also wanted a quick way to hack stuff while traveling or waiting at the airport, where you’re mostly offline. I could go with traditional editor and browser thing, but that requires a bit of setup.

When I thought more about it, I realized there are many places in the world with limited or no internet connectivity at all. People who want to learn and do web development there can’t use these online playgrounds. That shouldn’t stop them from learning and creating things!

I tried looking for something that could give me what I wanted, but couldn’t find any. And so Web Maker was born.

How I made Web Maker

The initial version of Web Maker was very basic. It had three editable sections (which were CodeMirror instances) for HTML, CSS, and JavaScript each. Whenever code was updated, it was combined into an HTML string with everything placed inline. This HTML string was then dumped inside an iframe document and rendered.

This process has changed over time and multiple features have shipped since then. There are many interesting decisions, features, logic pieces and challenges that I’ll share in this article.

Chrome extension — the ultimate distribution platform

I wanted a very simple distribution platform for Web Maker since it was in early stages. I also wanted something with a wide reach, so I chose to make it a Chrome extension.

The Chrome Web Store is a breeze to use. Pushing an update is very easy and quick. The Chrome extension platform also offers capabilities that can be leveraged into interesting features. One example in Web Maker is screenshot capture of preview. It uses the captureVisibleTab API to grab the preview iframe’s screenshot and then the downloads API to download it for you with a click of a button.

Written in vanilla JavaScript and CSS

I have worked with JavaScript frameworks like Angular and Vue in small and large-scale applications. I could have used any of the available frameworks here too. But for Web Maker I decided to go vanilla to challenge myself and see how far could I go without a framework until the codebase becomes spaghetti. I wanted to use all the knowledge I have gained from working with those frameworks and libraries to keep the code sane, organized and DRY.

As most projects do, I started with a single script.js JavaScript file. To keep the codebase modular and organized, I moved big independent chunks out of it into separate files as needed (for example, utils.js and dropdown.js).

Apart from that I also wrote a small directive system (like in angular/Vue) that lets me do things like:

<a class=”btn” d-click=”someFunction”>Button</a>

and

<input d-change=”someOtherFunction” >

Note: I couldn’t use inline scripts like onclick or onchange. They’re not allowed in Chrome extensions due to security restrictions.

For CSS too, Web Maker only relies on browser provided features like CSS variables. Since I developed Web Maker just for Chrome, I can safely use new upcoming features without worrying about cross browser support — another perk of building a Chrome extension.

I plan to look into web components to break the UI into independent components.

Preview generation

As I mentioned earlier, in the first version of the app, the final preview was simply an HTML string which had user’s CSS as an inlined style tag and user’s JavaScript as inlined script tag. And this HTML string was written in a temporary HTML file which loaded in an iframe. The HTML file looked something like this:

<html>
<head>
<style>
user CSS here...
</style>
</head>
<body>
user html here...
<script>user JS here...</script>
</body>
</html>

But while working on the version 2.0 of Web Maker I found that on Chrome Canary (v57 at the time) the preview was no longer running the user’s JavaScript. Upon inspection, I found a chrome policy error in the developer console that said:

Refused to execute inline script because it violates the following Content Security Policy directive…

Now, I already knew that the Content Security Policy (CSP) didn’t allow me to put inline scripts into a Chrome extension’s markup, and I had all my JavaScript in separate files. This was different. Starting with Chrome 57, the CSP had started applying to preview iframes, too. The solution was to move the user’s JavaScript from inline to a separate JavaScript file.

So I refactored the logic and now on every refresh, the user’s JavaScript is written into a temporary JavaScript file. This is then loaded in the preview iframe.

Note that the preview iframe isn’t refreshed on every keystroke in the editor. The refresh is debounced on user input — so the preview is only refreshed when the user has stopped typing for a short duration. Otherwise, it would result in a lot of unnecessary refreshes as the user is typing.

CSS updating is a little different though. Unlike HTML and JavaScript where the complete iframe is refreshed, CSS updates whenever it’s edited in the style tag of the iframe. There is no file writing or iframe refresh involved. Hence, for CSS, the preview refresh is a lot faster.

Infinite loop prevention in JavaScript

As I mentioned above, the preview refreshes as soon as the user stops typing. At this point, it’s possible that user paused while writing a loop in JavaScript, resulting in a partial form. Something like:

for (var i = 0; i<10; [user_cursor_here]) {
}

The increment/decrement condition is missing from this JavaScript — so if it was put inside the iframe, the browser tab would choke! Such cases need to be prevented by any playground like Web Maker.

Web Maker does this by parsing user’s JavaScript and modifying all the loops so that each loop keeps checking if it hasn’t taken too long to run.

Basically, this:

for (var i = 0; i<10; [user_cursor_here]) {
}

is converted to:

var _wmloopvar1 = Date.now();
for (var i = 0; i<10; [user_cursor_here]) {
if (Date.now() - _wmloopvar1 > 1000) { break; }\
}

If we spend more than a second inside a loop, we break and come out.

I use Esprima for all this instrumentation. Here is a detailed blog post on how it’s done. Note, the logic mentioned in the blog post was recently refactored to be more efficient, as suggested by Esprima’s author Ariya Hidayat.

Preprocessors

Like most front-end playground, Web Maker gives many preprocessors for each HTML, CSS, and JavaScript.

Adding any preprocessor in the app requires getting hold of its transpiler (source-to-source compiler) and understanding how it transpiles the input code. You also need to know that it displays transpilation errors besides every line.

Now almost all of the online playgrounds out there transpile your code on their server. But Web Maker has no server — it sits in your browser and runs in your browser.

Many transpilers are meant to be run only in a NodeJS environment, so I made an effort to bundle them into browser compatible code. Web Maker uses transpilers like CoffeeScript, SASS, and Babel.

Upon every change in the editor, the user’s code is sent to the appropriate transpiler, and then the transpiled code is sent to preview generation. I used a Promise based API for transpiling code for two reasons:

  1. SASS transpiler is not synchronous. It uses a worker to convert the SASS code to CSS on a separate thread.
  2. I might move other transpilers to a separate worker too. Source compilation can sometimes take a long time. It can also result in infinite loops, blocking the main UI thread in such cases. Thus it’s better to move them to separate worker.

For example, the function that converts JavaScript looks like this in a broad sense:

function computeJs() {
var d = deferred();
if (jsMode === JsModes.COFFEESCRIPT) {

try {
code = CoffeeScript.compile(code, { bare: true });
} catch (e) {
showErrors(
'js',
[{ lineNumber: e.location.first_line, message: e.message }]
);
} finally {
d.resolve(code);
}
}

Storage

Version 2.0 of Web Maker shipped with a very important capability to store user creations.

I decided to use localStorage. So, even if you are working on a different machine you can save all your Web Maker settings like indentation size, theme etc.

It would have been great if even the creations were stored in synced storage like the extension’s settings. That way they’d be accessible across devices. Synced storage come with comparatively lower space quota, however, and I didn’t want to risk the saved work.

You may be able to save all your work on the cloud in future versions!

Web Maker also has an option to export and import all the saved creations.

Built on open web technologies and open-source libraries

Web Maker is build over multiple awesome open source libraries and is itself open source.

The three editor panes where you actually type the code is is built with CodeMirror. CodeMirror comes with a lot of add-ons and modes, which allows Web Maker to support code autocompletion, code folding, syntax highlighting, and themes.

Thanks to Esprima, you can see generic JavaScript errors in your code as you type in the editor. As I mentioned before, Esprima also helps prevent infinite loops.

Apart from that Web Maker uses Split.js, Hint.css, Emmet, Inlet.js, and even Web Maker! Yes, Web Maker is made inside Web Maker.

Challenges

There were many slowdowns during the development, but I would like to talk about two major ones.

As I mentioned, when I was working on version 2.0, I discovered a major change in Chrome 57 which broke the ability to put inline scripts into the extension’s markup.

There was also a feature shipped with 2.0 that allowed the user to add any number of external JavaScript or CSS libraries. When the user enters a JavaScript library URL, it is added as a script tag with the src attribute set to the URL. Chrome extension CSP, apart from preventing inline JavaScript, also restricts JavaScript from loading domains except those mentioned in the CSP — which meant that user won’t be able to load external JavaScript from any random domain.

This is currently partially solved by whitelisting all the major CDNs in the manifest.json file. It’s still not perfect as user cannot load JavaScript from any domain apart from those.

Another big thing that hit me was the Preview Screenshot feature. This feature allows the user to grab a screenshot of the current preview and download it as an image with a click of a button. This feature required me to bring in two more permissions: downloads and <all_urls>.

<all_urls> is actually a weird permission, but it’s a must-have if you want to use the captureVisibleTab API. Here’s how it looks while installing the extension:

Permissions dialog while installing Web Maker

The first line is pretty scary for anyone installing the extension.

Additionally, if you add a new permission for a new version of an extension, Chrome disables the installed extension and shows a popup that the extension requires new permission.

This alarmed some users who already had Web Maker installed. Many people who saw this new permission being asked, didn’t allow it, and uninstalled it right away.

After this particular release, I saw a big spike in the number of uninstalls.

The moral of the story: Be careful with the permissions you add to your app. Unless required for core-functioning, always go for optional in-app permissions.

Summing it up

Web Maker has come quite far in terms of usability, features, and adoption. Being quick and offline makes it usable in huge number of scenarios, from doing web experiments on a train/plane to teaching a classroom of students.

Web Maker can also be used by professionals and beginners in areas where the internet is slow or not present at all.

And I am sure Web Maker can help FreeCodeCamp campers tremendously in their learnings and practice.

Moreover, Web Maker is open-source, so everyone is welcome to suggest and implement features they think would make it more useful. It could be your first step to learn some practical JavaScript by contributing.

If you have any suggestions, comments or questions, tweet them @webmakerApp. I am excited to hear your feedback and experience with it.

Install Web Maker and give it a spin and follow Web Maker on Medium for tips, tricks and how-to articles.


Web Maker — How I built a fast, offline front-end playground was originally published in freeCodeCamp on Medium, where people are continuing the conversation by highlighting and responding to this story.

from freeCodeCamp https://medium.freecodecamp.org/web-maker-how-i-built-a-fast-offline-front-end-playground-9fe3629bc86f?source=rss—-336d898217ee—4

Rethinking User Interface Design for the TV Platform

An Introduction to the Basic Ingredients of a TV UI

A huge majority of consumers these days are cutting the cord with paid TV but this doesn’t mean they have shied away from the big screen to consume their content. According to a data release by Nielsen, the viewing habits of U.S. adults found that 92% of all viewing still takes place on the TV screen. These are pretty huge numbers.

Over 92% of viewing among U.S. adults still happens on the TV screen.

The meaning of “watching TV” has changed a great deal over the past few decades. We are no longer limited to a remote and cable box to fill our screens; we’re using Smart TVs, or streaming using pucks like Roku, Amazon Fire, and Apple TV, or connecting video game consoles like Xbox and Playstation. And each of these devices allows a user interface that’s much more powerful than your old-fashioned on-screen guide.

Paying to watch broadcast or VOD programming via subscription based online services such as Hulu, Netflix or Amazon represents 26% of global online respondents (Nielsen ). This is a significant number. However, 72% of the respondents confirmed they still pay to watch their content via a traditional TV connection.

Does this mean that the traditional TV connection is here to stay?

We all seem to think that the cord-cutters out there would represent a higher number. Nielsen reports that 116.4 million homes in the US were expected to watch TV during the 2015-16 season. This is a huge number and the report also found that about 9.5 million of those homes have switched over to free OTA TV. Of all the streaming services out there, Netflix (60.7%) seems to be ahead of the game followed by Amazon Prime Video (49.4%) and by Hulu (26%). I believe one of the biggest reasons people are cutting the cord is that we only want to pay for what we use.

When compared to computers and even mobile phones, designing UIs for TV is still a relatively new area. It’s also a fundamentally different platform and the way we consume our content is different. Design for TV requires a unique set of considerations, including screen size and viewer distance, technical constraints, and context of use. Users are in a “lean back” experience, sitting an average of 10 feet away and the user interface and experience need to reflect this. Contrary to touchscreen tablets and phones, the interactions on televisions are done via D-pad (directional control pad) using a remote or a video game controller, which ads to the complexity.

The Display

Televisions are not like tablets and phones.

TVs have changed a lot over time from a huge clunky piece of furniture to a sleek minimalist display hanging on a wall. Back when televisions would take up the entire living room, they used a technology which produced inconsistent images across TV sets, especially close to the edges. To compensate for these issues, CRT TVs were subject to overscan. This just means that the images were slightly enlarged so the edges were not outside the bounds of the viewing area.

Traditionally, broadcasters anticipated this and wanted to avoid any of their critical information being shown too close to the edges of the screen. To solve this issue, they created a title safe area to display the text with no distortion and an action safe area where the image could be safely displayed.

For reasons out of our control, overscan is still a thing… even on your new HDTVs. The amount of overscan is not consistent across TVs. To ensure that all of your primary information such as titles and important actions are safe, keep them inside the safe margins.

There is currently not a set “standard” for safe action areas; it is mostly defined by the platform itself. Google keeps their safe area narrow and Apple’s is a little more generous. From my many searches on the web, these zones will vary between 85% and 95% of a television screen from the center. In order to meet the requirements from all different platforms you might be working on, I would suggest using a safe zone of 60px top and bottom margins and 90px side margins. This means that all of your primary information will need to fit within this area in order to accommodate all tv screens and meet every platform requirement.

To start off your new television user interface design, create a new 1920 x 1080 canvas. Your padding (safe zone) should be 90 pixels on the sides (left and right) as well as 60 pixels for top and bottom. You can get your free file download here.

How up-down-left-right shapes TV interfaces.

As a designer, the hardware we design against will define some of our design patterns. On mobile, we swipe, tap, long press, pull, etc. to perform actions. Tabs and menus are used as navigation patterns on our devices. Television offers a great big canvas which can easily become overly complex if not done right. Seeing long rows of content in order to maximize the amount of it visible to the users has become a standard element of television UIs.

Unlike mobile devices which we control with our fingers, the majority of TV UIs are controlled by a D-pad and used at a distance from the screen. Whether on a remote or a gamepad, the D-pad limits navigation to four directions: up, down, left, and right.

Each platform also has its own established conventions. On Xbox, for example, the triggers provide a “Page Up” and “Page Down” control while the bumpers are used to tab between content views. There are also a number of “power user” buttons on each platform that more experienced gamers would be familiar with.

The other critical element in TV UIs is the focus state. Without the ability to touch the screen or use a mouse, users must navigate to the element they want to select. As the user navigates within the app, different UI elements should be highlighted indicating that an navigation element is in focus.

Focus and highlight states when designing for television are very important. That focus state is the element that highlights a selectable component and signifies the user’s current on-screen location. The form in which the focus is displayed may vary; depending on the component, however, consistency will always be key. A clear and highly visible focus helps the user to quickly recognize their current on-screen location and eases navigation. When a user glances away momentarily from the TV and then return their gaze, it should automatically be clear what option is currently selected for navigation. Every item on the screen must be reachable by the cursor, and it should always be clear where the cursor can move next.

Examples of designs which could leave users wondering where they are in the app. These examples do not provide enough visual indication (focus state) of positioning. Users should be able to clearly see where they are at all times without having to move up or down. You should be able to glance away from the television set and back and still know your position.

Typography

Reading from ten feet away.

TV apps are often referred to as ten-foot experiences, a term that refers to a common distance between you and your television. Contrary to other devices such as mobile and desktop, television is set to be more of a “lean back and relax” environment. Given this distance, we need to treat a UI a bit differently than we would on web or mobile.

TV screens are generally larger than mobile devices and desktop computer monitors but are viewed from a greater distance. Legibility becomes an important feature, which means that the size of text and other elements must be adjusted accordingly. Depending on your age, 18px would probably be the smallest readable size and only appropriate for nonessential labels, like an eyebrow tab. Even so, as a general rule of thumb, your chosen font sizes should never be smaller than 24 pts. This is what I would consider the minimum font size to accommodate every type of user.

The key to good typography on TV is to test constantly. Thin, small type on your monitor will look clean and crisp, but once on a TV, it may appear blown out or become unintelligible.

Scan Lines

What are scan lines?

Unlike desktop, mobile, and tablet screens, the image on a television screen is composed of odd and even scan lines. The television renders these lines in phases alternating rapidly between odd and even scan lines. Any single pixel (or line of pixels) falling onto a single scan line will flicker. In order to avoid flickering of your items on screen, you should always keep your lines to even numbers and no thinner than 2 pixels. This is something to consider when working on cross-platform projects and preparing to transfer your designs from touch devices (mobile and tablet), where you can often find yourself creating 1px border buttons, for television.

Another way to avoid these blurry lines or shapes is to make sure your designs are always pixel perfect. The example below is a good example of lines that are created using uneven numbers. As you can see, we can clearly see the effects of this, and it becomes unsettling on the eyes.

Color

TV displays have limits.

The first element to keep in mind is that televisions have a much higher gamma value than desktop, tablet and handset devices. The best way to describe how gamma affects picture quality is that gamma represents the level of brightness difference between each step in the grayscale, or how “fast” blacks get brighter. We perceive twice the light as being only a fraction brighter. Different makes and models of TVs vary widely when it comes to brightness, display and other settings. Like type, color should be tested early and often on TVs.

A few guidelines to follow when choosing your colors: Bright colors might get harsh on the eyes when watching television at night or in a dark room. Avoid over-using saturated colors (especially red) and heavy use of white in large elements or backgrounds. Pure white will create halos and other visual distractions. When choosing whites, it is recommended to pick a #f1f1f1 hex value to avoid any flickering. In order to increase readability, make sure you create enough contrast between your elements

The general rule is to avoid sharp edges between highly-contrasting colors (especially bright colors next to dark colors), and to avoid “hot” colors such as very saturated reds and yellows. These will bleed more easily than less saturated colors, or cooler colors such as blues and greens.

Always test colors on an actual television to understand how your color choices translate to the big screen. If possible, preview your app on multiple TVs because colors can vary dramatically between television models. Simply attach the HDMI cable from your TV set and test it out.

The Basics

Little things to consider.

These elements should be used to guide your designs as a whole. The biggest considerations when designing your TV UIs are simplicity and lightweight interaction.

While many of the fundamentals and best practices for interaction design still apply, the television is used in a more relaxed fashion unlike a computer or mobile device. The UI on a television should be clear, simple and visual. The design requires simplicity and clarity with low information density. The elements need to be large and spaced far enough apart to be read from a distance. Present a clear set of actions or options for each screen.

https://itunes.apple.com/us/app/99u/id1074451510?mt=8

This design is clean and simple, using nice big card treatments. Focus states are achieved with scale and drop shadows which are aligned with the rest of the clean design. Metadata is also only visible on hover, which allows the users to stay focused on the current card.

Product designs for You.i TV
Pushing the limits on traditional TV designs. This provides an alternative cinematic approach to the usual 16 x 9 card treatment that many others use. Compared to many other services, the approach was to bring the menu at the bottom of the screen

Product designs for You.i TV
Pushing the limits on traditional TV designs. Bringing news at the forefront, users focus on one piece of news at a time vs. rows and rows of content.

Product designs for You.i TV
Kid user interfaces should be intuitive, fun, and easy to use. This design showcases that companies are able to push their designs further than a traditional grid system focusing on either 1×1, 2×3, or even 16×9 cards.

Place the most important content or options first on the screen so they are easily viewable and navigable by the user. Unnecessary screen levels must be removed. Going into different levels and getting out again must be easy and obvious.

The most crucial factor when designing a TV application is to include clear and accurate navigation for user operations. If navigation is ambiguous, users will feel confused and insecure.

In short, users should always know exactly where they are within an application. Remember, the user is only using basic controls to navigate. Move, Return, Enter, and other basic navigation functions must be clear. The users should be able to use the operations they want with these actions.

Turner Television pitch
The focus was to push the boundaries of traditional television design. Find creative ways of demonstrating the wide breadth of content available to users while making it intuitive and easy to use.

As designers, our job is to create and design user interfaces that give users access to content in a way that’s clear and easy to navigate. We can’t expect the users to adapt new habits just so they can see our content. Rather, we have to adapt our user interfaces so that they can be operated in the dark by somebody who’s giving us less than their full intention, and with a very limited input device. It’s quite a challenge, but the potential payoff is enormous. Have fun designing!

About the author

Pascal Potvin, Canada

member since October 20, 2016

With 12 years of experience in UI/UX and art/creative direction, Pascal has practiced, led, and built design teams in diverse environments—leaving him with a versatile skill set, strong work ethics, and a wide breadth of knowledge. He balances well between honoring users, achieving business objectives, and delivering immersive experiences. He’s crafted experiences for Sony, Turner, TCM, TNT-TBS, Fox, NBA, NFL, Nickelodeon, Disney, and more.

[click to continue…]

from Sidebar https://sidebar.io/out?url=https%3A%2F%2Fwww.toptal.com%2Fdesigners%2Fui%2Ftv-ui-design

What Blockchain Advocates Can Learn From the Internet’s Evolution

The internet and web brought a badly needed culture of collaboration and standards to the IT industry. Likewise for blockchain to succeed, it will similarly require the stewardship of international organizations to oversee its evolution. A few weeks ago, the World Economic Forum released Realizing the Potential of Blockchain, a report by Don Tapscott and Alex Tapscott, […]

from CIO Journal. https://blogs.wsj.com/cio/2017/07/11/what-blockchain-advocates-can-learn-from-the-internets-evolution/?mod=WSJBlog

CashDash lets you withdraw cash from ATMs without a debit card

The act of withdrawing money from an ATM has largely remained the same, ever since Barclays Bank introduced the first “Hole in the wall” in London, way back in 1967. But now it’s about to see a radical update with CashDash — a range of ATMs launching in London where your debit card is your smartphone.

To withdraw cash, you first need to download the CashDash app, and top up your virtual wallet with funds. When you get to the ATM, you key in your phone number, and authorize the transaction on your phone. The machine will then spurt out the requested money.

So far, the company has launched 50 CashDash-enabled ATMs, all in London (although two are in Hatfield, which isn’t technically London).

Most are in Central London, and are in tourist areas like Covent Garden, Selfridges, and Madame Toussauds. The company also has aggressive expansion plans, and is targeting Barcelona and New York next.

When you top up your CashDash wallet, you can do so in a number of different currencies, and change between them easily. The company promises that its rates are better than what you’d expect in the airport, at a high-street currency exchange, or at a bank.

This claim holds up. At the time of writing, the market pound-to-euro conversion rate is 1.13, which is what CashDash offers through the app. While if you went with currency-exchange giant Travelex, you’ll get only 1.102 euros for your pound.

Speaking to TNW over email, CashDash’s CEO Arik Shtilman explained that the idea for the company came after a bachelor party in Eastern Europe.

During the trip we started to notice that we were getting ripped off by all the parties that are involved in the currency exchange process.

We got ripped off in the airport by an exchange booth, later in the city the same happened at an ATM and then again by the credit card companies. We were pissed off, and because we had free time we decided to research the space and understand how things work. As part of the research we were shocked to understand how many parties are involved in each transaction (and each taking its own piece of the pie.)

After looking into this problem, he decided to tackle the gargantuan task of creating a brand new payments system, saying:

“We had to create a completely new payment scheme that will overcome the hurdles of the legacy systems that exist today. CashDash is not only integrated to ATMs, and to merchant stores around the world, we also had to create the world’s largest cardless infrastructure in just 18 months.

We had to connect between consumers, ATM providers, and merchants directly, without going through the traditional banking system, Visa

, Mastercard, Swift

and all the other ‘slow’ services that exist in financial world.”

The biggest challenge, he explained was convincing legacy banks and financial institutions to allow it access to their systems. “There were a lot of questions around security, scalability,” he said.

It’s clear that CashDash is targeting the traveler market, rather than positioning itself as a tool for day-to-day use. This pits it against some already powerful upstarts, like

Monzo

(which

passed the 100,000 user mark earlier this year

), Revolut, and WeSwap.

At the moment, with a relatively limited network of ATMs, it’s not clear why someone would CashDash over, say, Monzo.

But if the number of ATMs with the CashDash feature increases, this could be the thing that lets you leave your wallet at home, allowing you to use

Android

Pay or

Apple Pay

for small, day-to-day purchases, and withdraw cash for the larger stuff.

Matthew Hughes is a journalist from Liverpool, England. His interests include security, startups, food, and storytelling. Follow him on Twitter.

from The Next Web https://thenextweb.com/insider/2017/07/20/cashdash-lets-withdraw-cash-atms-without-debit-card/

Transcript: A Chat with Don Norman

As Luke mentioned in a recent post, our UX Mastery book club has been reading Don Norman’s The Design of Everyday Things.

Last week we were lucky enough to have the opportunity to interview Don in a Google Hangout.

Here is a full transcript of the session:

Luke: Hello there, I’m Luke Chambers. Welcome to a special edition for UX Mastery book club members. I’m humbled and excited to be joined today by Don Norman – widely regarded for his expertise in the fields of design, usability engineering, cognitive science, for being a prolific advocate for human centred design, for his gentle humour, and for the orientation and inspiration that he provides for designers.

With a rich and varied career and amongst his many other roles, which makes it difficult to do justice with only a short introduction, Don is currently the Director of the Design Lab at the University of California, San Diego, and co-founder and consultant with the Nielsen Norman Group.

He is here to chat with us about his seminal book on design – and our current book club focus – the book with the masochistic teapot cover, The Design of Everyday Things. Thank you so much Don and welcome to our book club. How are you?

Don: Thank you. Hey, that’s the old book!

Luke: It is, but I have an even older one here. The old old one.

Don: The Psychology of Everyday Things! The newer version, the one published in 2013 does have new material and different examples.

Luke: Yes. We have a few questions about that. I know people are keen to know about that. We’re joined in this hangout by a selection of UX Mastery book club members who all have some questions. Welcome to you – we’ll come back to you in a minute.

But to begin, Don – the warmth and approachability in your writing is an inspiration to many of us who read your work. Can you start off today’s discussion by telling us a little bit more about what’s behind your excitement and advocacy for HCD and how that feeds into your process and thinking, and indeed emotion, when you’re writing.

Don: Well I started off as a geek. I was an electrical engineer – I got two degrees in electrical engineering – and I firmly believed that if only people would get out of the way then our stuff would work much better.  Then by freak accident – actually most of my life has been accidental – and what I’ve learned to do is take advantage of these accidents and go into whole new fields and explore new territories.

So by freak accident I got attracted by the newly revived Psychology Department in Pennsylvania where the new Chair was a physicist and they were hiring people who had no background really in psychology and so I went and talked to the Chair who said “You don’t know anything about psychology – wonderful!” And so I joined the psychology department and brought in information processing to psychology, which was really quite foreign in those days.

And after I graduated my first job was at Harvard where George Miller had set up something called the Centre for Cognitive Studies (I didn’t even know what the word cognitive meant) and my real education in psychology came when I was at the centre at Harvard.

After a short stint there I went to the newly founded university at San Diego and got there before any students had graduated, so it was just populated by very senior professors and a few Nobel Laureates and our graduate students. Over the years I worked in the psychology department doing things in memory and learning and attention and looking at how people do actions, and I got quite interested in human error and the kinds of errors that we make.

That got me called in to investigate our major nuclear power accident at 3 Mile Island and there I discovered, along with a group of other people on this committee – we were trying to determine why the operators had made the errors that they made. We decided that the operators were really quite intelligent and sensible and everything they did was sensible except that the design was so bad that if you wanted to cause people to make errors, you couldn’t have done a better job.

There were 4000 meters and controls laid out in a neat orderly way, so that you might have a bank of 20 switches and then if you flipped on in the middle wrong, people got mad at you. Yeah! So that made me realise that this background that I had in both engineering and psychology was really a good combination to look at human behaviour.

That’s when I started first of all working with NASA and aviation safety, and then consulting with the newly developing computer industry. I did a lot of work with what was called Xerox PARC in those days (the Palo Alto Research Centre) and also with Apple. As I did more and more of that I got more and more interested in the activity going on in Silicon Valley so I retired from the university (I retired in 1993) and went up to Apple and became eventually a Vice President of the Advanced Technology Group and that’s where I realised many different things. One of them was the difference between what academics know and what practitioners know.

The joke I like to tell is that in academia there is a lot of deep thinking and very little doing. In industry there is a tremendous amount of doing and very little thinking. So it is actually useful to go back and forth, back and forth. The reason you don’t do much thinking in industry is not because the people can’t do it – they’re really bright, they’re very good people – but there is no time. Everything is a rush. No matter what you’re doing, there’s a rush – a competitive rush. There’s a rush to get out in time for a Christmas break or in time for new years or the start of school or whatever, and it takes 2 or 3 years to do a major project and even so, it’s always a rush.

In fact, in the new edition of The Design of Everyday Things – because the old edition was written before I got to Apple – 25 years ago and I’ve learned a lot. The fundamental principles haven’t changed but I was able to update the examples, which were a bit out of date, and put in two new chapters about life in the real world. I explain the design process and how we first try to solve the right problem – we do design research and then we do rapid prototyping and we test and so on. When you actually come to do that in a product team you are not allowed to. The person in charge (the product manager) will say “Yes, what you are saying is absolutely the right way to do it but I’m sorry we just don’t have the time to do this right now. Next time we’ll do it right.”  But there is no next time.

So I invented Don Norman’s Law which says that the day the product team is put together it’s over it’s budget and it’s behind schedule.

So that’s in a nutshell how I arrived at where I am. I really like working in industry, and working with academics, and going back and forth. When I was pulled out of my second retirement to start this new design lab, first of all I decided that I would not work in a department or a school, I would work across the entire university, and second of all I decided that I would work closely with a lot of industry so that we would work on real problems, instead of the toy problems that most academic work is about. And that’s getting off to a nice start.

Luke: Stephanie had a question. If you could go back and change the book – you had the 2013 edition – we’re coming up to 30 years next year – is there anything about the way design has changed recently that you might consider including additional material for?

Don: Not really. Design is undergoing some rapid change and my book is primarily concerned with the physical components and the way we interact with products. There is very little about services. And also very little to do with the kind of work that I’m doing at the Design Lab. At the Design Lab we decided that we would not start a traditional design department and make traditional products or even traditional services because I thought, you know, there’s lots of really good design schools all around the world and we don’t really need another one.

What we decided to do was work on complex problems and systems. Complex socio-technical systems. We work in education, where we are trying to be ‘self taught’. You go and find a course and you take it. And that will really change the way things are. Instead of going to college for 4 years and then graduate school for another 2 or so on – I guess if you’re British you go to college for 3 years and then 2 years for a Masters – and that’s supposed to last you the rest of your life! Nah! So a lot of us are thinking why even get a degree at all? Why don’t you just take the courses that have the knowledge that you need at the moment and then as you learn and need more knowledge, take those courses!

All the the general purpose knowledge like philosophy and history and literature – if they bore you, don’t take them because as you mature, guess what? You’ll discover that oh, history is actually fascinating, and then you go and learn it. If you learn it when you really want to you’ll learn it so much better and it will matter a lot more.

So we’re doing that and we’re doing healthcare which is a mess because it was monstrous. It was never designed so we ended up with 20, 30, 50 different specialties and a patient goes from one specialist to the next, the next, the next and information is lost all along the way. Medical error is thought of as one of the 3 top causes of death! That’s crazy.

And other things as well. Like automation. And how people react with automation. Some of the stuff that we do there fits into the last couple of chapters of the book. Actually it fits into all of the book, but to treat it properly requires a second book. And I may yet do that.

Luke: You mentioned that in a field that is changing so rapidly, people can do their own learning online. They can take short courses in things that interest them. Are there things that you think that design students should really learn but they wouldn’t of their own initiative? That they might miss out on if they do their own self guided learning?

Don: If we talk about design students, we need to talk about what kind of students. Traditional design students come from art and architecture schools and they basically learn the craft. I think that the work that is done by these types of designers is wonderful and beautiful and it makes my life better and I’m really delighted by these products. The kinds of problems that I’m talking about though require a very different kind of training. We have to know more about the world. And about organisations and about politics.

Why does a designer have to know about politics? Well when you’re talking about complex endeavours, trying to restructure education or healthcare or transportation, they affect large numbers of people. If it’s a big project, no matter what you suggest, people will object. You have to figure out some careful path through all these objections to get everything done. And that’s what politics is about. The good side of politics. It’s the art of compromise, when people with honest differences of opinion meet and then try to figure out a way out – a compromise that satisfies as many as possible.

The bad part of politics is when they refuse to discuss other alternatives or when it’s driven by greed or profit. But we have to deal with all of this because in the real world if I want to change a transportation system or an education system it is amazing how many people will come out objecting. We have to learn how to deal with all that and how to divide the project up into a whole lot of small, meaningful parts that we can handle without getting too much objection. So instead of doing one large solution we do many tiny steps.

Luke: That’s a good segue into some of the questions that our hangout participants have. Dan, you had a really good question about checklists and things to do and not to do.

Dan: Sure. It was an older question but I’ll take it anyway. It was essentially asking a version of what Luke just asked. Do you think there is a problem with lists of dos and don’ts on the internet. Do you think they are lacking a problem to solve, or any context at all?

Don: Yes. Yes. I could say more, but yeah. I mean, come on, every time there is a list of dos and don’ts it’s over simplified. And in fact every time you have a list of fundamental principles, I have a list of fundamental principles, but you have to be careful because they often conflict with each other. I want it to be as easy and simple as possible but I want to do things that fit people’s real needs, but people’s real needs aren’t simple so it’s a question of how I balance that – how do I fulfill the need but still make it understandable?

One of my pet peeves is these devices [holds up iPhone] and I blame Johnny Ive, the lead designer at Apple. He is a brilliant industrial designer but taught as a craftsperson so his stuff is beautiful. His videos always talk about how he could machine the metal to make the body in one piece of metal and the way it feels and the way it looks and the rounded corners and the black screens. Wonderful. But he is completely ignorant about how people interact with these devices. The modern iPhone is getting harder and harder to use. You may not agree but just think about how many times you wonder if you should click one time or two times or three times or do a long tap or a short tap. Is it one finger or two fingers or three fingers. Whether you swipe up or down or left or right. There is no way of knowing. The fundamental principle of discoverability has been lost, even though Apple was one of the companies that invented it. We don’t get that feedback.

How many times do you get your phone and flip through looking for a photo and you want to show somebody and you give it to somebody else and they touch the screen so it’s lost. There is no way to go back. I hate it when I give a talk and people want to take pictures of me. When they have a camera it is wonderful. They take the camera up and go click. If they have a phone they give it to someone else to take the picture and the person touches the wrong thing and loses the camera and then it goes back and forth and back and forth and so on. So what ought to be a 5 second job turns into a minute job and when there are 20 people in line that is a lot of time.

Luke: A lot of the language around usability and UCD contains assumptions that simplicity is the ideal goal for a designer.

Don: I have a book that says just the opposite. People don’t want simplicity. They claim they do but they really don’t – they want things that they can understand. If you give someone something that they understand they’ll say “see how simple it is?” And if you make it simple – it’s just one button! Ah ok, but how many things does it do? Does it do 20 things? How do you make one button do 20 things? It ends up looking simple but it’s incredibly complex to use. So people don’t want simplicity, they want understanding.

Luke: Nalin, did you have a question for Don about the pros and cons of being a UX unicorn?

Nalin: Yes. Don, my question is in a UX career, what are the pros and cons of being a UX unicorn over specialising in a specific thing?

Don: What do you mean by a UX unicorn?

Nalin: What I meant was someone who is up to date and working professionally in research, to design, to testing, across the fields of UX vs specialising in design or research or testing or direction design – just one area.

Don: I think the way we would form that question is whether you should be a specialist or a generalist and the answer to that is it is all up to you. They are different. Some people just love learning more and more about the particular skills and the particular focus on their work. And they are very very important. We need them. There are other people who just like a lot. They like to work on different problems every time. So they know a little bit about lots of areas. So, you’re suddenly thrown into a medical problem or a transportation problem or a banking problem and it’s really exciting because you don’t know anything about it so you have to find the experts – those other people who are the specialists and have them teach you. And put it all together. So you need a team of specialists and a team of generalists and I believe those are different people. It really has to be your choice as to which direction you feel naturally inclined.

Luke: Erin, did you have a question around strategies for convincing companies about the value of UX?

Erin: My question was “Do you have any specific analogies, descriptions or strategies that you use to convince companies or departments that UX is worth their time and investment?”

Don: That’s probably my most frequently asked question.

Erin: Oh no! I was trying to be your least frequently asked question. I was trying to be original. Sorry!

Don: No. When you work in universities you don’t think of that question. When you work in industry it comes up all the time. How do we demonstrate the value of what we do to higher level executives and I believe that designers are their own worst enemies. Let’s look at user centred design or HCD. The fundamental principle is to understand your customer. Understand who you are doing this for. So if you are working in a banking company and you are designing a new financial product, who is your customer?

Erin: Everyone pretty much.

Don: Who is your most important customer?

Erin: I guess stakeholders? I’m not sure.

Don: Your most important customer is your boss or your boss’ boss. If you are working in a design consultancy then your customer is your client. And the way I like to explain it to designers is that your job is to get your client or your boss promoted. So what we say is learn and understand the customer – what they need. So why don’t we try to understand what our client or your boss, not your boss’ boss – your boss probably already knows what you’re doing. It’s the boss or your boss, or their boss. In a company it’s mostly governed by making money, or profit. And profit is not evil. There is such a thing as evil profits, but if you don’t make money then you go out of business and it doesn’t matter how great you are. So what we have to do to convince management of our value, is to talk in a language that they understand. Which is profits, margins, decreased costs.

When you talk to the marketing people – when they say “we must add these three features to the product”, how do they convince management? They don’t talk much about the three features. They show a little spreadsheet and they say “See, we have this! Here is the increased sales and here is the increased profits?” How do they know? How do they know those numbers? And I say how do the marketing people know? And the answer is that they don’t know, they make it up. They lie. And we can make things up and lie just as well as they can. But it’s not quite that simple because the executives that you’re talking to, they’ve done this themselves. They know that you’re making up the numbers. They also know however, that there is no better way. But you have to make it up in a very logical, sensible way so that when they look them over it feels reasonable. But that’s the point. If you want to convince people in a company of your worth, you have to talk to people in the language of what really matters to them, which is increased sales, increased profits, decreased costs, less service calls. And you have to document that.

What you should not do is say “We do beautiful work and the customers tell us how much they love it.” Because what executives will say is “Of course you do, that’s why we hired you! Now goodbye, I have to go back to work.”

Luke: This is an interesting conversation. We are talking about the potential for businesses to – evil profits and the power of business for good. Donna asks if you are familiar with transition design, which is a design approach to wicked problems that proposes designless societal transition to more sustainable futures. It’s a field of HCD that is centred on the solving the wicked problems, like poverty and disease and stuff like that.

Don: Well, we come up with a new term every week so I haven’t heard of transactional [sic] design, no, but what I am doing is just that. I’m working on solving wicked problems and figuring out how we do that. We actually have a paper called Design X in the publication Sagji. It’s an excellent journal that comes from China. From a university in Shanghai. I wrote a very large article called Design X with a friend that teaches in the Netherlands  – about how one should approach these kinds of problems. We were inspired by a story from the Royal College of Art, the joint program they have with Imperial College that looked at the ambulance system in London. They found that it was all backwards. Ambulances stay at the hospital and then when there is a call they have to rush to where the injured person is and then rush them back to the hospital. Why don’t the ambulances be where the injured people are? They should be located throughout the city in places that we know there are likely to be accidents or injuries or difficulties and then they can pick them up and bring them back.

And we should redesign the ambulances with a better assortment of equipment and telecommunication gear so that physicians back at the hospital know exactly what is happening and either can give us advice on the way in or are ready for us when we arrive. This is a very long project. They redesigned ambulances, they redesigned the processes, they redid the hospitals and they won prizes for it. The mayor of London loved it. They gave a talk about this at our Design X conference in Shanghai and I said in the question time “Well that’s really exciting. Now it’s 10 years since that work was done so tell me how it was accepted by the city.” And the answer is that nothing ever happened. It was such a big problem. People loved it and people hated it. The unions hated it. Everyone rose up in opposition and nothing happened. That’s what led us to learn that you have to do things in really small steps.

The other thing that we are looking at is… we call it citizen signs or citizen involvement. There are people all around the world who when they have a problem they start solving it themselves. I was just in Lisbon last week and there is a wonderful group called Patient Innovations where they help patiences to help themselves. One of their favourite stories is about a little boy who lost part of his arm in an accident. People made fun of him and he had clumsy prosthetics but he realised that he could make his own prosthetics. With some help he redesigned an arm and 3D printed it and attached it to his arm and now he says that all his friends are jealous and wish they could have such colourful, wonderful arms. He can change it. He can change the arm like you change your clothes.

Another story is about diabetes. This story will take too long to tell you, but people with diabetes have problems where they always have to be measuring their blood sugar and then they have to decide if they take some insulin or have some candy. Some sugar. To get what’s called an artificial pancreas – a machine that does that for you automatically – we can do that but to receive permission to design and build that takes 5 or 6 years and as much as a billion dollars of clinical testing. The Federal Drug Administration in the US (and the equivalent in the EU or in Britain), well they’re very careful. But what happened was that a bunch of people said “Well hell, we can do this ourselves.” So they found a continuous glucose monitor and they took it apart and figured out how it worked and published it on the internet. You could take those signals and send them out on the internet and you could look and see what your blood level was on your cellphone. And someone else did the same with an insulin pump. And then a whole group of people got together and put together the software that couples the glucose meter with the insulin pump and boom – they’re wearing it. So 200 people now have built their own insulin pumps without the permission and they’re leading really great lives and the medical profession is learning a tremendous amount about this. And what I like about it is that one of the companies that made the continuous glucose monitor – when they discovered that this person had taken it apart and published how it works on the internet, their response was to hire him and say “That’s wonderful work, we want you to keep doing it.”

And I think the fact that people can do their own work is going to change design a lot. There are new, powerful design tools that don’t take a lot to learn to use. There are new, powerful making tools, like 3D printers and laser cutters. 3D printers are changing dramatically. They’re not just these little cheap things that dribble stuff on top. There is laser centering and there are other types of methods. So there are all sorts of fabrication methods that everyday people can use to do wonderful things, but usually they are very crude and they don’t work very well, but they show you the potential. And now the professional designers can come in and can work with the people and make things much more elegant and better, and maybe less expensive and you can learn how to manufacture it in large numbers as opposed to the small ones. But working together with people is a whole new way of doing things.

Luke: Fantastic. We’re about out of time, but one final question before you go Don. What design or psychology books are on your bedside table at the moment?

Don: None. I do a tremendous amount of reading. I’m reading history of technology. I’m really interested in that. Also, economic forecasts of what are we coming to? How is the world going to be changing? Most of my books are business models and I’m very concerned about the rise of artificial intelligence, which, if done wrong, is going to replace us. I am working with people to say look, these learning skills that are done by neural networks, they’re really good at finding something but we have no idea why, or how. We can’t ask them any questions. How do we change that? And so that’s what I’ve been reading about and learning about, and working with people who do it. And the Citizen Science Movement. There is a person at MIT – Eric von Hippel and he has a line of work that he calls Lead User Innovation, so I’ve been reading his works as well.

But I also travel a lot. Like I say, I was in Lisbon last week and prior to that in Madeira. There is this wonderful joint program between the University of Lisbon and Carnegie Mellon University and a few other universities. We have a group of people looking at interesting problems in island economy. Madeira is a really interesting place. It is a small island. It’s Portuguese but it’s really off the coast of Africa and there’s a wonderful migratory fish pattern and climate pattern that can be studied there which will actually influence the whole world. So that’s what I do in my spare time.

Luke: Wonderful. Let’s wrap things up there.

The post Transcript: A Chat with Don Norman appeared first on UX Mastery.

from UX Mastery http://uxmastery.com/transcript-chat-don-norman/

What UX Designers Can Learn From Writing a Novel

Credit: Roman Trystram

Great stories hold a lot of power — here’s how to apply it to UX.

There have been great societies that did not use the wheel, but there have been no societies that did not tell stories.

— Ursula K. Leguin

Stories are an ancient and significant part of human history that has captivated a wide audience for many centuries. They hold a rich depth of meaning, values and internal logic. Here are some insights from creating stories that can help improve your user experience.

Build a Blueprint

Plot Outline for Harry Potter Series — JK Rowling

Writers often keep a folder or document of key characters, scenes and backstories in order to manage the variety of moving parts in a novel.

Similarly, your UX process may also require a blueprint of tasks that need to be completed in order to understand the whole context of the user journey.

While personas can help marketers visualize their target audience, they are illustrative at best…Deep insight comes from understanding the entire customer experience (e.g., customer journey mapping) and applying context (e.g., ethnographic studies).
 — 2015, Forrester Research

Start by asking the right questions and gathering research or usage data from your users, take note of the moving parts needed for your design to flourish while prioritizing the content and needs of the user. Otherwise, the design may end up a by product of the available software.

Command Attention with the Unexpected

Engagement comes via the unexpected.

Don’t you every get tired of novels revisiting the same old troupes? Wouldn’t you much rather choose to read a plot where something bizarre and adventurous happens?

While patterns are a foundational for many designs and have many benefits for providing reliability and consistency for expected interactions, I refer to surprise of a well placed micro-interaction or the use of great content writing or interactive icons for a seemingly bland experience, such as filing your taxes.

TurboTax

Do the unexpected to delight and intrigue your audience.

Every ‘What’ has a ‘Why’

Every person’s story has a beginning, middle and an end. A novel is carried by conflict between deep seated ‘Why’s — the motivation behind actions, thoughts and worldview.

Engineers and designers simultaneously know too much and too little. They know too much about the technology and too little about how other people live their live and do their activities.

— Don Norman

Similarly, understanding user needs also requires digging deep into the ‘Why’ of their scenario. Beyond asking ‘what’ is the user’s goal, consider the ‘Why’s.

Why they want something to happen?

Why they expect it to happen?

Why is this goal important to them?

Without a concrete understanding of ‘Why’ something matters, we spiral off into random directions, becoming bloated with features or fixated on narrow use cases.

A principle to we should strive to hold onto is create useful, user centered products and go forth from there.

Thanks for reading! Feel free to check out my design work or my latest book on UX design, now available on Amazon.


What UX Designers Can Learn From Writing a Novel was originally published in prototypr on Medium, where people are continuing the conversation by highlighting and responding to this story.

from Stories by Joanna Ngai on Medium https://blog.prototypr.io/what-ux-designers-can-learn-from-writing-a-novel-aed0a58088b?source=rss-225928e09472——2

Google’s Rules For Designers Working With AI

Google’s AI research division, Google Brain, says it’s on a mission to find out. On Monday, the company announced a new research program called the People + AI Research initiative (PAIR for short) that’s all about understanding how humans interact with machine learning. As part of that effort, the company has developed a set of best practices that its teams use to design experiences that include machine learning.

It’s part of a philosophy the Google UX community is calling “human-centered machine learning,” where machine learning algorithms solve problems while keeping human needs and behaviors in mind. Detailed on Medium by Josh Lovejoy and Jess Holbrook, two designers in the Research and Machine Intelligence group at Google, these are Google’s rules for designing with machine learning while still keeping the user–and their humanity–at the center. Here are a few of the basics.

[Source Images: chombosan/iStock, Mike_Kiev/iStock]

Machine Learning Doesn’t Solve Everything

Lovejoy and Holbrook write that before rushing to include machine learning in your product or service, remember that it’s still your job as the designer to identify the problem and how best to solve it. Do the research that would be part of your conventional design process. Some problems may not need machine learning at all, while others might be perfectly suited to it. The point is, the algorithm doesn’t know if it’s the right tool to solve a problem. Don’t throw machine learning at everything–especially because it can be costlier to build than a simple fix.

For instance, Lovejoy and Holbrook point to the Gmail feature that reminds users to attach a file if they’ve mentioned the word “attachment” or “attached” in the body of the email. There’s no machine learning involved there—while AI might find more missing attachments, it’d be much more complicated and time-intensive to build.

In order to make sure machine learning is the right tool for the job, the duo recommend asking questions like these in order to identify what users expect from an AI-powered product:

Describe the way a theoretical human “expert” might perform the task today.

If your human expert were to perform this task, how would you respond to them so they improved for the next time? Do this for all four phases of the confusion matrix.

If a human were to perform this task, what assumptions would the user want them to make?

Out of a group of ideas for how to solve a problem, plot out which solutions would have the largest impact for users, and which would benefit the most from using machine learning. Ideas that both depend heavily on machine learning and would create the greatest impact for the users are the best ones to tackle.

[Source Images: chombosan/iStock, Mike_Kiev/iStock]

Prototype With Real People Instead Of A Real Algorithm

One option for prototyping the duo suggest involves using participants’ real data (with their permission) in your machine learning system–another is to not use a machine learning system at all. This is called “Wizard of Oz” testing. In essence, participants believe they’re interacting with an AI system, but it’s actually controlled by a human. It was popular as a testing method 20 years ago, write Lovejoy and Holbrook, but the advent of machine learning has brought it back into the mainstream. These interactions are essential to guiding the design because when participants can earnestly engage with what they perceive to be an AI, they will naturally tend to form a mental model of the system and adjust their behavior according to those models,” they write.

Understanding how users’ mental models are formed is key to being able to design interactions. You can also learn about this by using participants’ data to simulate a wrong answer. How does the user respond when the machine fails? How does that change their future interactions?

[Source Images: chombosan/iStock, Mike_Kiev/iStock]

Design With The System’s Failure In Mind

A machine mis-categorizing input data might seem like a small mistake. But when that input data is a real-life human, being mis-categorized by an algorithm can have major consequences. For instance, if a machine learning algorithm is deciding whether a user is a bot or a real person, it matters a lot to a person who’s wrongly blocked than a bot that’s wrongly blocked. So you’d better make sure you’re thinking about the false positive.

In order to do this, Lovejoy and Holbrook recommend using what’s called a “confusion matrix,” which lays out on a grid when the algorithm’s response is accurate, when its response is inaccurate, when it returns a false positive, and when it returns a false negative. Ultimately that means deciding what’s more important–the precision (where there are fewer wrong answers, but less right ones), or the recall (where all the right answers are included, but there might be more wrong ones as a result). In some cases, it’s more important to prioritize precision over recall and vice versa–but that means understanding what is more important to your user.

Take Google Photos, for instance. Google designers decided that it’s important that if you type in “playground,” every single playground shows up–even if there are some photos that don’t fit in. But in terms of an algorithm that identifies online bots versus humans, perhaps it’s more important to be precise, so you don’t risk antagonizing users by locking them out of their accounts on the grounds that they’re not people.

[Source Images: chombosan/iStock, Mike_Kiev/iStock]

Get Feedback, Forever

How are you going to know how well the system is doing if you don’t know when it makes mistakes? Lovejoy and Holbrook write that sometimes machine learning models can be unpredictable, especially if the user’s idea of how a particular feature is supposed to work differs from the designer’s. Make sure you anticipate long-term feedback methods and build them into your platform directly for quantitative feedback–and sit down with people as they’re using it as well, to observe how their expectations from the platform change. In a world where designers don’t always understand how their AI-powered services and products work, Google’s solution is simple: get that data.

Of course, while Google has presented a set of rules on how to design for AI, the launch of the PAIR initiative is proof that even one of the pioneers of machine learning doesn’t yet understand how to responsibly design AI where humans are at the center. While it’s a promising step for Google, such initiatives are also a reminder of the challenges inherent in this technology: biased data, fallible assumptions, disregarded privacy, and all their consequences.

from Sidebar https://sidebar.io/out?url=https%3A%2F%2Fwww.fastcodesign.com%2F90132700%2Fgoogles-rules-for-designing-ai-that-isnt-evil

Text San Francisco Museum of Modern Art and It Will Respond With Art to Fit Your Mood

For most people, visiting San Francisco’s Museum of Modern Art isn’t exactly a casual trip. I’ve lived in San Francisco 6 years and have only made it once. However, now you can see some of the art from the museum by just texting the museum and asking. I’ve seen more art from its collection this afternoon than I have in years.

The SF MOMA currently houses 34,678 different pieces of artwork, but only roughly 5% of that collection is viewable at any given time if you happened to swing by the museum to check things out. Even if you do make it to the museum, seeing that 5% is a pretty lofty task. The MOMA says that in order to walk past every piece of artwork currently on display you’d need to trek roughly seven miles. That’s a lot of walking. It’s also likely a lot of seeing things you’re not interested in so that you can make your way to things you are.

Or, you could just text the museum.

A project called “Send Me SFMOMA” allows you to get a picture of roughly anything you want on demand, all you have to do is ask. The “anything” in that statement is a little rough. You can’t just message and ask to see a specific piece. However, you can message and ask for happiness, or the ocean, or a dog…

Screenshot of SF MOMA texts

To try it out, send a text to 572-51 with the words “Send Me” followed by what you’d like to see. I personally like testing the waters with emojis, which sometimes works and other times ends in failure. When there’s a match, you’ll get back an image from that 34,678-item collection. Presumably, you’ll never get the same image twice, so you can slowly work through the whole collection from your couch.

from Lifehacker http://lifehacker.com/text-sfs-moma-and-it-will-respond-with-art-to-fit-your-1796761145

Why the voice of the consumer is so important to AI


GUEST:

Voice search is increasingly being adopted by consumers who are literally speaking to brands to get the answers to their questions. This habit of relying on a voice assistant to answer queries presents brands with ample opportunities to connect with customers in meaningful ways. But are companies capitalizing on this opportunity?

Google UK’s research into consumer perceptions of voice and text search has shown that while 57 percent of consumers still find text search highly functional, a growing number — 45 percent, in fact — feel that voice is the future. A massive 83 percent of the consumers we surveyed believe voice makes it even easier to find what they want from brands, while even more of them (89 percent) feel voice makes search faster.

This is making search an even more important channel when it comes to brand communications. Bringing voice into the equation means more people are searching more often. In fact, three-quarters of the consumers in our research believed that mobile voice search availability meant they search more.

It’s not that consumers are switching from one capability to the other. More than half (51 percent) currently use both text and voice, and they’re expecting results on both. Consumers need search to deliver fast, efficient, and targeted results. Brands should see this as an opportunity to communicate more authentically with their customers.

To do that, brands need to learn how customers use search. What external factors (weather, economy, life stage) are impacting customers’ perceptions? How and where are they using search? Why and what for? How can brands enhance search across voice, text, and mobile platforms so that it becomes a personal and engaging connection?

The shift from “text only” to “text plus voice” has been boosted by advances in technology, particularly in natural language processing (NLP). Providing a high-functioning voice capability is critical to delivering on customer experience.

Poor experiences using voice in the past have clearly colored some customers’ attitudes. Only a quarter of consumers who tried less-advanced voice technology four years ago still use it often today. In contrast, 42 percent of customers who have only started using voice in the last six months now use it daily.

It’s the ongoing challenge of promise and expectation meeting reality. Customers are still simply turned off when stuff doesn’t work. Half of millennials are frustrated by slow web page loads, and 57 percent of consumers overall would use voice search more if it could understand more complex commands. Voice, in particular, has to be an intuitive experience, with 42 percent saying they would use it more if they knew how to use it better.

This may mean that we’re still on the cusp of voice search becoming mainstream, but it’s also a call to action for brands. We’re just about over the top of the adoption curve, and brands and agencies need to take the concept seriously.

In the research, it became clear that consumers expect Google to be smart enough to recognize individuals’ voices and respond accordingly.

While it’s up to Google to continue developing our voice-activated products and NLP capabilities, just as we do with text search, brands can already start acting on the new demands of the channel.

For example, one respondent noted anecdotally in the research that he tended to search for things by voice that he wouldn’t think to look for using text. This opens up a whole new area of opportunity by optimizing for new search terms.

The frustration consumers commonly feel is another challenge-turned-opportunity. Almost twice as many consumers believe search is too slow when they’re on the move compared to when they’re sitting down. More than two-thirds find search slow when they’re rushed and anxious, compared to just 21 percent of people who are calm and relaxed.

It stands to reason that offering consumers the potential to switch seamlessly between voice and text mode, desktop and mobile, increases brands’ ability to serve and gives them a chance to rise above the competition.

But just because search via voice may be more convenient via mobile or when you are irritated or on the move doesn’t mean that brands should only cater to voice at this point.

There will be plenty of annoyed commuters who’d rather type in a search for taxi companies than speak into their mobiles. And many, many relaxed smart TV viewers sitting with a laptop or tablet would much prefer to say “OK Google” from the sofa when looking for Poldark’s broadcast time than search online.

Ultimately, it’s about consumer choice. Just consider the bank that insists on a call center rather than allowing the client to self-serve online, or vice versa. With consumer research, we can broadly infer that an individual will prefer one method over another. That doesn’t mean we only serve up the most popular option.

Brands that don’t provide a seamless digital experience — and this increasingly means optimizing for both text and voice search — will frustrate consumers and impact loyalty.

Matt Bush is the Director of Agencies at Google UK.

Above: The Machine Intelligence Landscape This article is part of our Artificial Intelligence series. You can download a high-resolution version of the landscape featuring 288 companies by clicking the image.

from VentureBeat https://venturebeat.com/2017/07/06/why-the-voice-of-the-consumer-is-so-important-to-ai/