Making Interactive Systems Feel Natural for Users Objectives: At the end of this chapter, the students will be able to: • Define what natural computing is; • Explain the main principles of natural computing; • Explain the main concepts of UCSD (User-Centered System Design); • Explain what interactive design is; and • Evaluate the strengths and weaknesses of actual or proposed design of interactive systems. Introduction Over the past 50 years, ICT has transformed society, especially with innovations like cell phones, the internet, and virtual currency. By combining IT and communication theory, ICT helps us store, manipulate, and share information — prompting us to ask: can nature inspire new forms of technology? We are fortunate enough that due to advancement of many fields we are now in a position to talk about Natural ICT. There are three (3) main areas of Natural ICT: 1. ICT inspired by Nature 2. ICT by Natural objects 3. Nature as ICT (natural information processing) 2.1 Computers and the Human Brain There's more to intelligence than processing speed. Human can draw upon our past experiences and make inferences about the new situation. 2.2 Natural Computing Natural computing is a recent branch of computer science where we are learning from the nature on how to compute with natural living things such as DNA, protein, bacteria, etc. Three (3) linked aspects of natural computing: 1. The user perspective 2. The designer’s perspective 3. The sustainability perspective 2.3 Natural Computing and the UCSD Natural Computing is the field of research that investigates both human-designed computing inspired by nature and computing taking place in nature, i.e., it investigates models and computational techniques inspired by nature and it investigates phenomena taking place in nature in terms of information processing. Key Features of UCSD A central focus on the people who will use the systems, on their preferences and requirements. Building simple models of the users, the tasks and the technological systems. An iterative process. Prototyping and the evaluation of alternatives by users. Six (6) Principles of Natural Computing 1. Natural computing 2. What can users do? 3. Modelling users 4. Understanding the domain 5. Understanding human learning 6. Meaning, as a basis for practical action Human cognition is also one of the sources of inspiration for computing science: In going beyond von Neumann machines (the design of most modern computers) Including fuzzy logic in our designs Producing adaptive and adaptable systems Developing fault-tolerant and self-repairing systems Achieving approximations to universal access and design for all Providing software inspired by advances in human neurophysiology Below is based on Simplex theory to present you a working model of human, natural computation: • Concise, overall theory to guide good practice in system design • Framework within which to capture current research findings 2.4 Interactive Design Interactive design is basically built off of the foundation of graphic design. Obviously, you need to have the fundamental skills of knowing how to follow the grid, how to use the color theory and typography/design. Interactive Features: 1. Choices of sub-functions (to format text differently) 2. Choices about the ways in which to carry out functions (using commands rather than menu items) 3. Alternative ways of working as users become more adept at using the system 4. Effective help functions when users need additional help 5. Customization and adaptation to meet user preferences 6. Systems which can self-adapt intelligently in response to user performance 2.5 Strengths and Weaknesses of Interactive Systems Modern interactive systems can be powerful because they draw on powerful technology If power is not utilized = weakness Interactive systems may provide useful functions Lack of usefulness = weakness Interactive systems differ in the extent that they are usable Lack of usability = weakness Accessibility varies between good and poorly designed systems Poor accessibility = weakness What is the difference between an interactive system which has strengths and one which has many weaknesses and problems? A good system - is designed in such a way that the power of the system is harnessed to support the maximum number of intended users to carry out the tasks that they want or need to do. A poorly designed - system wastes that power in providing unnecessary functions in unfamiliar and confusing ways presented Summary This chapter had discussed how natural computing might be applied to interactive systems design. It is highly important to note that UCSD plays a vital role in the design process nowadays, taking into consideration the users as the focal point of any project for development. A powerful interactive system benefits its users the most. However interactive systems can also possess weaknesses.