Intelligence on Tap: Artificial Intelligence as a New Design Material
This article opens the door to recognizing AI as the future of the design. It does a really good job referencing AI as a “design material” not just information for design. This is well said because as it speaks about how designers need to learn about wood, plastic, and metal and how they go together, but soon enough AI will be added to that list and it will be a normal thing to learn about. There are so many possibilities for good when using AI, but there also just as many possibilities for evil. While that last part sounds like a line out of a hero/villain movie, it represents the truth. The challenges already faced when building an AI robot such as malfunctions causing it to harm or kill a human being are awful to think about. But even worse than that are the possibilities of hackers getting into these robots and making them do whatever they want. Everyone is excited about AI and want robots to come real soon but they’re missing the negatives because they’re so clouded by the promotions and positives. Right now AI robots are still seen far in the future but soon enough they will be right here in the present.
UX Design Innovation: Challenges for Working with Machine Learning as a Design Material
This article was much less interesting than the first. It was just a bunch of stats that essentially say Machine Learning (ML) is not yet well understood by UX designers. This allows for the possibility of our group who is going through college now to get a jump on learning about ML. This article stresses the importance of this class and confirms that it was the right decision to choose to enroll. I’m excited to continue learning about UX and ML and be able to get out of college with a knowledge of what the industry is going to expect of me.
Machines Learning Culture
This last article is different from the other two because it is an actual ML art piece vs theoretical talk of future ML and AI. I didn’t really understand most of this article but it seems that they created an art piece that shows your hand and reacts to the posture and emotion behind that of the user, which is a pretty cool concept. What is nice about this AI machine is that it uses learning to create beautiful art which is something that eases and calms people when they see it, rather than something that drives you around or a human-like robot that talks to you. This is a more peaceful transition into ML than the things mentioned prior. It is something fun that kids and adults can appreciate alike.
As you can see, my stance on AI/ML is a hesitant and skeptical one. However by learning about it and potentially creating it, I will gain a better understanding and hopefully a greater acceptance of what AI and ML can do for our society.
One of our sticky notes asked us “What could you use to replace the magnets?”. We thought about this sticky note because it is a good question in the result of magnets either wiping the credit cards or not being strong enough to hold the wallet together. We decided that a good replacement for a magnet is a metal snap button instead. It would eliminate the possibility of wiping a credit card’s data, and would also reliably hold the wallet together. It would add some bulk to the wallet but if we position them correctly, they will not create an issue.
We came up with three different wallet ideas to satisfy the needs of our two interviewees. The difficulty behind this was that one wanted more cardholders and one wanted less. To combat this we made one wallet that was more “cash free” (card heavy) and one that was “card free” (cash heavy).
The card heavy wallet fans open like an accordion photograph holder that people used to own years ago. It has plenty of spots for cards on each of the folds, with a visible clear ID slot that shows when it is completely folded (something that people liked the most about their wallets). It has magnets inserted in the bottom corner of each fold to prevent the wallet from opening up unexpectedly. And we also learned from out interview that people appreciated the hidden pockets which is inserted on the backside of each cardholder flap.
The card free design allows for only two card slots on the top side of the wallet with the clear ID slot on the top as well so that it is always visible. The thickness of the prototype is not representative of the actual thickness because another huge factor people dislike is bulkiness. The side of the wallet has multiple pockets for cash, receipts, coupons, etc. This allows for a high degree versatility when using each pouch. We chose the square form because it is something that is different from most wallets and has a nice symmetrical aesthetic.
The last of the designs is an “on-the-go” more mobile wallet. It has a combination of card slots and a pouch. It attaches to the backside of a phone through velcro in which you are instructed to stick onto your phone or phone case. It has two card slots with the clear ID slot always visible on top and it has a pouch on the side to store money or receipts. Ideally, you would not keep all of your money and cards in this wallet but you would have the ability to keep important things with you at all times.
Jacob Heuman + Jake Tessier
I think that the first reading The Engineering of Experience, by Phoebe Sengers, does a great job at explaining to us why we are taking this class. I think that it is the perfect reading to start the semester off with, because any of us (including myself) who were wondering why ID needs CS and v.v. are much more clear about why one cannot fully function without the other. It mentions a program called “Traces” which is a virtual reality application that literally traces your movement and allows you to be in different places and see where you came from. This program is what Sengers said had made the biggest impact on her realizing the need for engineering based on the user who cannot be explained through algorithms or any type of program. The user can only be explained through observation and interpretation as we learn watching people use the Traces program.
The second reading Making Sense of Experience by Wright, Mccarthy, and Meekison is much more design focused. It tries to explain what an experience is through a formula which makes some sense but in the end is futile. Experience is not something that is black and white and can be formulated but is an idea, something that is not tangible. However, what the reading says about not being able to design an experience but rather design a product that allows the experience to take place. It is also correct in saying that the experience is equally about what the artifact provided is as well as what the user bring to the table preconceived.