Design and machine learning – an annotated reading list

Earlier this year I coached Design for Interaction master students at Delft University of Technology in the course Research Methodology. The students organised three seminars for which I provided the claims and assigned reading. In the seminars they argued about my claims using the Toulmin Model of Argumentation. The readings served as sources for backing and evidence.

The claims and readings were all related to my nascent research project about machine learning. We delved into both designing for machine learning, and using machine learning as a design tool.

Below are the readings I assigned, with some notes on each, which should help you decide if you want to dive into them yourself.

Hebron, Patrick. 2016. Machine Learning for Designers. Sebastopol: O’Reilly.

The only non-academic piece in this list. This served the purpose of getting all students on the same page with regards to what machine learning is, its applications of machine learning in interaction design, and common challenges encountered. I still can’t think of any other single resource that is as good a starting point for the subject as this one.

Fiebrink, Rebecca. 2016. “Machine Learning as Meta-Instrument: Human-Machine Partnerships Shaping Expressive Instrumental Creation.” In Musical Instruments in the 21st Century, 14:137–51. Singapore: Springer Singapore. doi:10.1007/978–981–10–2951–6_10.

Fiebrink’s Wekinator is groundbreaking, fun and inspiring so I had to include some of her writing in this list. This is mostly of interest for those looking into the use of machine learning for design and other creative and artistic endeavours. An important idea explored here is that tools that make use of (interactive, supervised) machine learning can be thought of as instruments. Using such a tool is like playing or performing, exploring a possibility space, engaging in a dialogue with the tool. For a tool to feel like an instrument requires a tight action-feedback loop.

Dove, Graham, Kim Halskov, Jodi Forlizzi, and John Zimmerman. 2017. UX Design Innovation: Challenges for Working with Machine Learning as a Design Material. The 2017 CHI Conference. New York, New York, USA: ACM. doi:10.1145/3025453.3025739.

A really good survey of how designers currently deal with machine learning. Key takeaways include that in most cases, the application of machine learning is still engineering-led as opposed to design-led, which hampers the creation of non-obvious machine learning applications. It also makes it hard for designers to consider ethical implications of design choices. A key reason for this is that at the moment, prototyping with machine learning is prohibitively cumbersome.

Fiebrink, Rebecca, Perry R Cook, and Dan Trueman. 2011. “Human Model Evaluation in Interactive Supervised Learning.” In, 147. New York, New York, USA: ACM Press. doi:10.1145/1978942.1978965.

The second Fiebrink piece in this list, which is more of a deep dive into how people use Wekinator. As with the chapter listed above this is required reading for those working on design tools which make use of interactive machine learning. An important finding here is that users of intelligent design tools might have very different criteria for evaluating the ‘correctness’ of a trained model than engineers do. Such criteria are likely subjective and evaluation requires first-hand use of the model in real time.

Bostrom, Nick, and Eliezer Yudkowsky. 2014. “The Ethics of Artificial Intelligence.” In The Cambridge Handbook of Artificial Intelligence, edited by Keith Frankish and William M Ramsey, 316–34. Cambridge: Cambridge University Press. doi:10.1017/CBO9781139046855.020.

Bostrom is known for his somewhat crazy but thoughtprovoking book on superintelligence and although a large part of this chapter is about the ethics of general artificial intelligence (which at the very least is still a way out), the first section discusses the ethics of current “narrow” artificial intelligence. It makes for a good checklist of things designers should keep in mind when they create new applications of machine learning. Key insight: when a machine learning system takes on work with social dimensions—tasks previously performed by humans—the system inherits its social requirements.

Yang, Qian, John Zimmerman, Aaron Steinfeld, and Anthony Tomasic. 2016. Planning Adaptive Mobile Experiences When Wireframing. The 2016 ACM Conference. New York, New York, USA: ACM. doi:10.1145/2901790.2901858.

Finally, a feet-in-the-mud exploration of what it actually means to design for machine learning with the tools most commonly used by designers today: drawings and diagrams of various sorts. In this case the focus is on using machine learning to make an interface adaptive. It includes an interesting discussion of how to balance the use of implicit and explicit user inputs for adaptation, and how to deal with inference errors. Once again the limitations of current sketching and prototyping tools is mentioned, and related to the need for designers to develop tacit knowledge about machine learning. Such tacit knowledge will only be gained when designers can work with machine learning in a hands-on manner.

Supplemental material

Floyd, Christiane. 1984. “A Systematic Look at Prototyping.” In Approaches to Prototyping, 1–18. Berlin, Heidelberg: Springer Berlin Heidelberg. doi:10.1007/978–3–642–69796–8_1.

I provided this to students so that they get some additional grounding in the various kinds of prototyping that are out there. It helps to prevent reductive notions of prototyping, and it makes for a nice complement to Buxton’s work on sketching.

Blevis, E, Y Lim, and E Stolterman. 2006. “Regarding Software as a Material of Design.”

Some of the papers refer to machine learning as a “design material” and this paper helps to understand what that idea means. Software is a material without qualities (it is extremely malleable, it can simulate nearly anything). Yet, it helps to consider it as a physical material in the metaphorical sense because we can then apply ways of design thinking and doing to software programming.

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Kars Alfrink

Kars is an independent interaction and game designer who makes things with technology for play, learning and creativity.

  • Arjan Haring

    Hi Kars, I would be interested to hear your ideas on Hauser’s Website Morphing, an early UX & machine learning cross over.