Workbook - Module 5 - Joel Kerth
Workbook - Module 5 - Joel Kerth
AI Products
and Services
Workbook
Your AI Mascot will guide you through
this week, so watch out for these icons:
Read
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Consider
Design/Create
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Workbook 5: Designing a Human–
Computer Interaction Interface
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1 Step One: Select a Problem
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2 Step Two: Assess the User
The IxD process is iterative, and it may take many iterations before
pinpointing the ideal version of a solution. So one should continue testing
and adapting appropriate changes around an ever-clearer understanding
of your users’ needs.
You’ll tend to find that time and financial constraints get in the way. Examine
where you can achieve the most progress by using the most cost-effective
techniques to keep your design on course. You should aim for a minimum
viable solution rather than wait to release a “perfect” product. Problems
are harder to identify than solve, so you should approach assumptions and
feedback carefully.
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2 Step Two: Assess the User (Cont.)
You can use heuristic evaluation to help you identify the most obvious
usability errors and focus on fixing them first. Specifically, for this
step, you’ll address stage one. This stage involves “finding the users’
needs/wants.”
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2 Step Two: Assess the User (Cont.)
2.3 También aplicaré encuestas en línea y organizaré grupos focales para recopilar una variedad
de perspectivas.
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Step Three: Select AI application
3 or Algorithm
In this step, given the problem at hand, you need to select the
appropriate artificial intelligence algorithm that you will use for the HCI
Then, document the alternatives and explain why you selected a particular
algorithm for the HCI?
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Step Three: Select AI application
3 or Algorithm (Cont.)
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Step Three: Select AI application
3 or Algorithm (Cont.)
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Step Three: Select AI application
3 or Algorithm (Cont.)
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Step Three: Select AI application
3 or Algorithm (Cont.)
Reactive machines: The most basic types of AI systems are purely reactive
and don’t have the ability to either form memories or use past experiences
to inform current decisions. An example of this is Deep Blue, IBM’s
chess-playing supercomputer, which beat international grandmaster Garry
Kasparov in the late 1990s.
Deep Blue can identify the pieces on a chess board and know about each
move. It can make predictions about what moves might be next for it and
its opponent and can choose the most optimal moves from among the
possibilities. But it doesn’t have any concept of the past or any memory of
what has happened before.
This type of intelligence involves the computer perceiving the world
directly and acting on what it sees. It doesn’t rely on an internal concept of
the world.
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Step Three: Select AI application
3 or Algorithm (Cont.)
The current intelligent machines we marvel at either have no such concept
of the world or have a very limited and specialized one for its duties. The
innovation in Deep Blue’s design was not to broaden the range of possible
moves the computer considered. Rather, the developers found a way to
narrow its view, to stop pursuing some potential future moves, based on
how it rated their outcome.
These methods do improve the ability of AI systems to play specific games
better, but they can’t be easily changed or applied to other situations. These
computerized imaginations have no concept of the wider world – they can’t
function beyond the specific tasks they’re assigned and are easily fooled.
Limited memory: This type contains machines that can investigate the
past. Self-driving cars do some of this already. For example, they observe
other cars’ speed and direction. That can’t be done in just one moment but
rather requires identifying specific objects and monitoring them over time.
Theory of mind: Machines in this class not only form representations about
the world but also about other agents or entities in the world. In psychology,
this is called “theory of mind” – the understanding that people, creatures,
and objects in the world can have thoughts and emotions that affect their
own behavior.
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Step Three: Select AI application
3 or Algorithm (Cont.)
This is crucial to how we humans formed societies because they allowed
us to have social interactions. Without understanding each other’s motives
and intentions and without considering what somebody else knows either
about me or the environment, working together is at best difficult and at
worst impossible.
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Step Three: Select AI application
3 or Algorithm (Cont.)
El aprendizaje por refuerzo es la opción más adecuada para esta aplicación por las siguientes
razones:
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4 Step Four: Design the Interface
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4 Step Four: Design the Interface (Cont.)
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4 Step Four: Design the Interface (Cont.)
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4 Step Four: Design the Interface (Cont.)
Specifically, for this step, you’ll answer the following questions and use
these answers in Step Five to design your interface.
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4 Step Four: Design the Interface (Cont.)
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5 Step Five: Create a Wireframe
Create a wireframe of the HCI interface. This should include the user
application interface components and how this interface interacts with
both the user and the application. You can sketch the image using pen
and paper. You can also use word processing, presentation, or UX design
software like Sketch, InVision, or Adobe XD.
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Step Six: Evaluate HCI Usability
6 Heuristics
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Step Six: Evaluate HCI Usability
6 Heuristics (Cont.)
control of the system and avoid getting stuck and feeling frustrated.
For example, support Undo and Redo and show a clear way to exit the
current interaction, like a Cancel button.
4. Consistency and standards: Users should not have to wonder whether
different words, situations, or actions mean the same thing. Follow
platform and industry conventions.
People spend most of their time using digital products other than yours.
Users’ experiences with those other products set their expectations.
Failing to maintain consistency may increase the users’ cognitive load by
forcing them to learn something new. This can be done by improving
learnability by maintaining consistency within a single product or a family
of products.
5. Error prevention: Good error messages are important, but the best
designs carefully prevent problems from occurring in the first place.
Either eliminate error-prone conditions or check for them and present
users with a confirmation option before they commit to the action.
There are two types of errors: slips and mistakes. Slips are unconscious
errors caused by inattention. Mistakes are conscious errors based on a
mismatch between the user’s mental model and the design.
6. Recognition rather than recall: Minimize the user’s memory load by
making elements, actions, and options visible. The user should not have
to remember information from one part of the interface to another.
Information required to use the design (e.g., field labels or menu items)
should be visible or easily retrievable when needed.
Humans have limited short-term memories. Interfaces that promote
recognition reduce the amount of cognitive effort required from users.
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Step Six: Evaluate HCI Usability
6 Heuristics (Cont.)
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Step Six: Evaluate HCI Usability
6 Heuristics (Cont.)
10. Help and documentation: It’s best if the system doesn’t need any
additional explanation. However, it may be necessary to provide
documentation to help users understand how to complete their tasks.
Help and documentation content should be easy to search and focused
on the user’s task. Keep it concise and list the concrete steps that need to
be carried out. Ensure that the help documentation is easy to search, and,
whenever possible, present the documentation in context right when the
user requires it.
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Designing Artificial
Intelligence Products
Workbook