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Interactive Systems Design: Natural Computing & UCSD

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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.
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