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Patrick Hebron - Machine Learning for Designers

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Patrick Hebron Machine Learning for Designers
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Using tangible, real-world examples, author Patrick Hebron explains how machine-learning applications can affect the way you design websites, mobile applications, and other software. Youll learn how recent advancements in machine learning can radically enhance software capabilities through natural language processing, image recognition, content personalization, and behavior prediction.

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Machine Learning for Designers by Patrick Hebron Copyright 2016 OReilly Media - photo 1
Machine Learning for Designers

by Patrick Hebron

Copyright 2016 OReilly Media, Inc. All rights reserved.

Printed in the United States of America.

Published by OReilly Media, Inc. , 1005 Gravenstein Highway North, Sebastopol, CA 95472.

OReilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://safaribooksonline.com). For more information, contact our corporate/institutional sales department: 800-998-9938 or corporate@oreilly.com .

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  • June 2016: First Edition
Revision History for the First Edition
  • 2016-06-09: First Release

The OReilly logo is a registered trademark of OReilly Media, Inc. Machine Learning for Designers, the cover image, and related trade dress are trademarks of OReilly Media, Inc.

While the publisher and the author have used good faith efforts to ensure that the information and instructions contained in this work are accurate, the publisher and the author disclaim all responsibility for errors or omissions, including without limitation responsibility for damages resulting from the use of or reliance on this work. Use of the information and instructions contained in this work is at your own risk. If any code samples or other technology this work contains or describes is subject to open source licenses or the intellectual property rights of others, it is your responsibility to ensure that your use thereof complies with such licenses and/or rights.

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Machine Learning for Designers
Introduction

Since the dawn of computing, we have dreamed of (and had nightmares about) machines that can think and speak like us. But the computers weve interacted with over the past few decades are a far cry from HAL 9000 or Samantha from Her. Nevertheless, machine learning is in the midst of a renaissance that will transform countless industries and provide designers with a wide assortment of new tools for better engaging with and understanding users. These technologies will give rise to new design challenges and require new ways of thinking about the design of user interfaces and interactions.

To take full advantage of these systems vast technical capabilities, designers will need to forge even deeper collaborative relationships with programmers. As these complex technologies make their way from research prototypes to user-facing products, programmers will also rely upon designers to discover engaging applications for these systems.

In the text that follows, we will explore some of the technical properties and constraints of machine learning systems as well as their implications for user-facing designs. We will look at how designers can develop interaction paradigms and a design vocabulary around these technologies and consider how designers can begin to incorporate the power of machine learning into their work.

Why Design for Machine Learning is Different
A Different Kind of Logic

In our everyday communication, we generally use what logicians call fuzzy logic. This form of logic relates to approximate rather than exact reasoning. For example, we might identify an object as being very small, slightly red, or pretty nearby. These statements do not hold an exact meaning and are often context-dependent. When we say that a car is small, this implies a very different scale than when we say that a planet is small. Describing an object in these terms requires an auxiliary knowledge of the range of possible values that exists within a specific domain of meaning. If we had only seen one car ever, we would not be able to distinguish a small car from a large one. Even if we had seen a handful of cars, we could not say with great assurance that we knew the full range of possible car sizes. With sufficient experience, we could never be completely sure that we had seen the smallest and largest of all cars, but we could feel relatively certain that we had a good approximation of the range. Since the people around us will tend to have had relatively similar experiences of cars, we can meaningfully discuss them with one another in fuzzy terms.

Computers, however, have not traditionally had access to this sort of auxiliary knowledge. Instead, they have lived a life of experiential deprivation. As such, traditional computing platforms have been designed to operate on logical expressions that can be evaluated without the knowledge of any outside factor beyond those expressly provided to them. Though fuzzy logical expressions can be employed by traditional platforms through the programmers or users explicit delineation of a fuzzy term such as very small, these systems have generally been designed to deal with boolean logic (also called binary logic), in which every expression must ultimately evaluate to either true or false. One rationale for this approach, as we will discuss further in the next section, is that boolean logic allows a computer programs behavior to be defined as a finite set of concrete states, making it easier to build and test systems that will behave in a predictable manner and conform precisely to their programmers intentions.

Machine learning changes all this by providing mechanisms for imparting experiential knowledge upon computing systems. These technologies enable machines to deal with fuzzier and more complex or human concepts, but also bring an assortment of design challenges related to the sometimes problematic nature of working with imprecise terminology and unpredictable behavior.

A Different Kind of Development

In traditional programming environments, developers use boolean logic to explicitly describe each of a programs possible states and the exact conditions under which the user will be able to transition between them. This is analogous to a choose-your-own-adventure book, which contains instructions like, if you want the prince to fight the dragon, turn to page 32. In code, a conditional expression (also called an if-statement) is employed to move the user to a particular portion of the code if some pre defined set of conditions is met.

In pseudocode, a conditional expression might look like this:

if ( mouse button is pressed and mouse is over the 'Login'button ),then show the 'Welcome' screen

Since a program comprises a finite number of states and transitions, which can be explicitly enumerated and inspected, the programs overall behavior should be predictable, repeatable, and testable. This is not to say, of course, that traditional programmatic logic cannot contain hard-to-foresee edge-cases, which lead to undefined or undesirable behavior under some specific set of conditions that have not been addressed by the programmer. Yet, regardless of the difficulty of identifying these problematic edge-cases in a complex piece of software, it is at least conceptually possible to methodically probe every possible path within the choose-your-own-adventure and prevent the user from accessing an undesirable state by altering or appending the programs explicitly defined logic.

The behavior of machine learning systems, on the other hand, is not defined through this kind of explicit programming process. Instead of using an explicit set of rules to describe a programs possible behaviors, a machine learning system looks for patterns within a set of example behaviors in order to produce an approximate representation of the rules themselves.

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