#hci

The Ironies of Automation and Artificial Intelligence

Ironies of automation (Bainbridge, 1983) is a foundational paper on what has been learned from automating work, or adding automation to tools people use for work. Ironies of artificial intelligence (Endsley, 2023) adds new observations on how LLM-powered systems have both similar and also new kinds of issues and opportunities. I also explain my approach to designing LLM systems.

9 min read →

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.

5 min read →

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.

5 min read →

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.

3 min read →

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.

2 min read →

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.

4 min read →

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.

3 min read →