Arttu Viljakainen

#hci

Augment, Complement and Empower Human Cognitive Skills

Expert group for EU has published Ethics Guidelines for Trustworthy AI. The document specifies a list of requirements the systems should meet to be considered trustworthy. They also define a rough framework and an assessment list to offer guidance on practical implementation. The objective is to empower humans and offer them meaningful work instead of replacing them. Augmenting human abilities is an approach I'm happy to advocate for.

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Platformer (game) UX

Some years ago I tried building a platformer game (PC / Android) and found the experience interesting from the UX point of view. This is my recap of what I remember. TLDR: You can cheat to make it feel more like a game. Physics simulation rarely makes a good platformer (although Trine might beg to differ). At least you'll need to fine-tune your character movement physics.

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Designing to Support (Distributed) Situation Awareness

Situation awareness and distributed situation awareness are interesting concepts, but how does it map to the real world? How can we as designers take the concept and use it to guide our designs, to support rather than hinder the situation awareness of the end users?

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Situation Awareness (SA)

Situation awareness (SA) is a concept that describes how people stay entangled into events happening around them. SA model can be used to design systems so that they support users acquiring and maintaining situational awareness. Mica R. Endsley is one of the most cited researchers on SA, and has created a formal definition of SA.

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Nielsen: Web UX 2016 vs 2004

Notes from Nielsen's keynote comparing web UX in 2016 vs 2004. Task success is up but findability remains the biggest problem — information architecture still matters most.

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Designing for Usability 1985

A recap of Gould & Lewis's 1985 paper, which argued for early user focus, empirical measurement, and iterative design — principles that still sound radical in many organisations today.

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How do people act

An introduction to Norman's Seven Stages of Action model and how understanding how people plan and perceive can make software interfaces more intuitive.

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