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1.   how long would a user take  and how can we redesign things to be easier     Later lectures will look at how matrices can be used  how codes  e g   the maths of codes like Morse code  can be used  and how symmetry can be used  The lectures will give plenty  of examples that out perform proprietary products     Because of their creative and practical design element  all the lectures will appeal strongly to designers and manufacturers  particularly those designing or making highly interactive  products such as mobile phones  car radios  and even aircraft cockpits  But the lectures will also appeal to the rest of us  everyday device users    we who have to put up with using  ticket machines  photocopiers and mobile phones    In all lectures  the maths is not difficult and you will go away able to do some device design or analysis of your own  You ll see  why these things are hard to use  and you ll wonder why industry does not use maths to make the world easier for us     Summary of the lecture demonstrations    The first lecture showed how devices  such as mobile phones  video recorderrs  and even games  can be simulated on a computer  and showed how various sorts of manual and  description can be generated automatically  for instance to provide a web site documenting how to work the devices  In turn  these sorts of description can be converted into complete  and correct user manuals  We also showed how code  as device manufacturers might need to actually build a real  fully w
2.  Philips video recorder    Now compare the JVC with a Philips VCR  The Philips VR502 looks better in this sort of analysis  though it has fewer states  it doesn t have as many features      Model  Philips VR502   Number of states 18   Number of edges 143  which is 46 732  complete   Probability a button does nothing 0 272727   27 2727  of the time   Average recovery overhead for a random press 1 46465  excluding the press   Average cost to get anywhere after a random press 1 98457  excluding the press   Average number of button presses to get from anywhere to anywhere 2 04902  Number of single button presses with direct  length 1  undo 79   55 2448   Average undo cost for single button press 2 01389   Average recovery length from single over run 2 25   Maximum over run length length 6    Simplifying the JVC video recorder    If the Philips is easier  in the sense we ve explored  then can we redesign the JVC to make it easier  We ve already pointed out how the  tail  of states on the JVC make many things  harder  Let s delete them and see what happens        Model  Reduced JVC HR D540EK VCR   Number of states 14   Number of edges 50  which is 27 4725  complete   Probability a button does nothing 0 571429   57 1429  of the time   Average recovery overhead for a random press 0 723214  excluding the press   Average cost to get anywhere after a random press 1 94133  excluding the press   Average number of button presses to get from anywhere to anywhere 2 07692  Number of single bu
3.  shut your eyes and wished  I want to take the goat and the wolf across the river  then  about 62  of the time you couldn t do it  for instance because the goat was on the other side  or was eaten  or something else had gone wrong you hadn t noticed with your eyes shut     What about other benefits     If Mathematica can use the definitions to run full interactive simulations of the devices  surely it    or  rather  mathematics more generally    can do more  Yes  it can  Later  lectures will develop the ideas further  and will show how mathematics can be used constructively to help improve designs  With tools like Mathematica  the mathematics becomes  quite easy to use  in fact  the mathematics is quite straight forward and could easily be embedded inside familiar design tools  The ideas would then move from the research field  into industry     Conclusions    Mathematics can underpin the design process    Mathematics is very creative and helps improve design    Mathematics is easy to use with the right tools   doesn t have to be Mathematica      Mathematics can be used for simulation  manuals  design and manufacture       About the author    Harold Thimbleby is Gresham Professor of Geometry and Director of the UCL Interaction Centre  UCLIC  He is one of the first Royal Society Wolfson Research Merit Award Holders   More details on his lecture series  plus many background papers and references are available at http   www uclic ucl ac uk usr harold gresham    Email him at h th
4.  the light bulb  we can ask Mathematica to make a simulation that can be used        Play  Operate  Forward  Rewind  Pause  Record  Stop  Eject  Tape in     At least the photograph is more realistic than the light bulb s  The big black bar would show the video recorder s state  but as it has started off  nothing is lit up to see     We next show this device as a circular graph  The advantage of a circular embedding is that no two lines are ever drawn on top of each other  so we can be certain that we are  looking at everything  It helps if we write the names of the states too  but there are so many that the drawing gets quite messy  Even though the diagram is messy  and we haven t put  the states in a useful order around the perimeter   you can see little facts like the two states on with tape in and off with tape in are very easy to get to from almost anywhere    you  can clearly see the cluster of arrow heads hitting each of these states from almost every other state                 K eine Be  Er i ty     gt     An alternative way of drawing the graph  like one way we drew the wolf  goat cabbage problem  is to  rank  the states  so that the machine off  with its tape out  is shown at the far  left  and each column of states is the same distance from off  Thus the further right you go in the drawing  the harder things are to do    at least if you start from off  The long tail of  states  each increasingly hard to get to  makes this JVC device hard to use   We ve drawn the gr
5. 31    169  85    170  108     buttons  gt   Off  On  Dim    labels  gt   dim  off  on    fsm  gt    2  3  0    0  3  1    2  0  1     indicators  gt    Dim    Off    On     startState 32   manualRange 3 3   manual  1   gt   in dim light  in the dark  in bright light   manual 2   gt   are in dim light  are in the dark  are in bright light   manual 3   gt    dim    dark    bright     notes  gt   Null  Simple light bulb  with dim mode  Null   action  gt  press pressed pressing   beeping  gt  never   positions  gt  0 0 0 0   bulbpicture eps   Graph  gt   Graph  lt 6  3  Directed gt      Running an animation of a device    Mathematica can take the sort of description shown above and create an animation  The animation works  just like the device is intended to  We could use it to test the device out on  users  or to see whether it works as we intended  Mathematica is fully programmable and all sorts of realistic features could be provided  Here  we just give a simple animation that  shows a row of buttons underneath an indicator panel  For fun  the indicator panel is in green  rather like a LED display       ri       Dim    off  on  Din     At least if you were reading this text in a Mathematica document  Mathematica could run the simulation  You can click the buttons and they work  which Mathematica shows by  changing the text in the display above  The light bulb picture happens to be a static picture  but if we wanted to spend more time programming Mathematica we could get it  an
6. 40 minutes   play a tape fast backward  gt  pause recording  but stop in 240 minutes  play a tape  gt  pause recording  but stop in 240 minutes    rewind a tape  gt  pause recording  but stop in 240 minutes    So  the hardest operations are all ones that end up with the video recorder doing something in 240 minutes    in fact  the state at the extreme right of the last diagram we drew     The JVC has 8 buttons and 28 states  so if the buttons were used optimally to make doing anything as brief as possible  the average would be less  namely about logs of 28  which is  about 1 6  This is a lot less than what the 3 8 the JVC achieves  Another way of calculating this is to see that 1 state  namely  the one you start from  can be reached with zero button  presses  8 states can be reached with 1 press  which leaves 19 states that can be reached in 2 presses  The exact average cost is therefore  Ox1 1x8 2x19  28 1 64  Of course  we might    get some data that says users tend to do some things more often than others  and we ought to weight these actions more than ones that aren t used much    we ll look at these sorts of   real world  issues in the second lecture in the series     1 60245    We can conclude the JVC was not designed to minimise button presses to do things  regardless of other concerns  One would therefore have expected some other advantage for the JVC  design decisions  such as the buttons more often meaning the same things  like  PLAY  always meaning play  Let s chec
7. 66667  excluding the press      Your random press can give you a bit more information  but has it made your task harder  Compare this figure with the mean cost between states     Average number of button presses to get from anywhere to anywhere 1      the average cost of doing anything from anywhere  the mean cost  taking everything as equally likely      Number of single button presses with direct  length 1  undo 6   100      1 26 03 5 09 PM    Lecture Notes file    G4laptop Organised Web New 20web 20site gresham Lec       6 of 7       how often  if you make a mistake  can it be undone directly with one button press     Average undo cost for single button press 1      If you make a single button press mistake  on average what does it cost to recover     Over run errors do not happen on this device      An over run error occurs when a button is pressed once too often and goes to another state  On this device  pressing a button twice always leaves you in    Over run errors don t really happen on light bulbs  or at least not this one  Imagine a typical gadget with nasty rubber keys that you aren t sure you ve pressed hard enough  Suppose you  press  OFF  and the device has not gone off  Maybe the device is slow  maybe the lights tend to stay on for a bit  or maybe you didn t press  OFF  hard enough  and until you press it  properly it isn t going to switch off  So you press it again  If  in fact  this is the second press of  OFF   we will call it an over run error  Maybe an ove
8. Lecture Notes file    G4laptop Organised Web New  20web 20site gresham Lec       Design creativity with maths    Gresham Geometry Lecture    26 September  2002    Harold _ Thimbleby  Introduction to the 2002 3 Geometry Lecture Series    Gadgets like mobile phones and car navigation systems are often difficult to use  Most of the time we cope  trying to ignore their more confusing and specialised features  Yet  occasionally  in some situations  trying to use a complex system can be dangerous and expensive  not just tedious     A traveller trying to use an automatic ticket machine has to find their destination  ticket class and type of ticket  enter cash  confirm  collect the tickets and change    all under the  pressure of having to catch the train on time as well  People under these circumstances make predictable mistakes  such as leaving their change behind  Such errors can be fixed by  changing the design     Trying to use a mobile phone  or even the radio or navigation system  while driving a car can be so distracting to be dangerous  Ideas like voice control are not going to change the  underlying complexity  as anyone who has been frustrated by telephone voice menus will know  Deeper ideas are needed     A nurse using a syringe pump to provide automatic drug injections is under extreme pressure to  do the right thing  in a distracting environment  yet errors can have unfortunate  consequences for patients  Errors caused through ignorance about how to use the equipment ma
9. aph going left to right  rather than top to bottom as with the wolf problem  because it  fits on paper better this way              Doozo Ae   aw    P z r               F a   eS  Ar Tet im A C7 i                           Standby  l press  ra   2 presses  ASS 3 presses  SaN  x US 4 presses  si            5 presses                  6 presses  et    7 presses  D lk N 8 presses  D EHS See   ee 9 presses  Pe     a  lt  IO praises  SA 1  presses  12 presses  13 presses  14 presses    4of7 1 26 03 5 09 PM    Lecture Notes file    G4laptop Organised Web New  20web 20site gresham Lec       5 of 7    ie 15 presses    16 presses  17 presses    18 presses    It s interesting to look at the average length of best paths between any two states   For the lecture notes  we ve hidden the simple Mathematica code that works out this number  we ve  just shown the result      3 86905    This means that if you know how to use this device perfectly  and few people do    on average to do anything will take you almost 4 button presses  With such bad averages  it s  interesting to know what the hardest operations are     fast forward  gt  pause recording  but stop in 240 minutes   off  with tape in  gt  pause recording  but stop in 240 minutes   off  with tape out  gt  pause recording  but stop in 240 minutes   on  with no tape  gt  pause recording  but stop in 240 minutes   play a tape fast forward  gt  pause recording  but stop in 240 minutes  pause playing a tape  gt  pause recording  but stop in 2
10. component is everything that can be done transporting the wolf or the man alone across the river  but from  any of these states it isn t possible to go back to a state where the eaten cabbage or goat exists again  Another component is when you have everything  Another strongly connected  component includes the start state  and every state with all objects    cabbage  goat and wolf    present one side or the other of the river  Since  by symmetry  getting the objects to  one side of the river is the same as getting them to the other side  the start and end states must be in the same strongly connected component     Below  we ve used Mathematica to summarise the four states of one of the strongly connected components  this one with only the man and wolf present     1 26 03 5 09 PM    Lecture Notes file    G4laptop Organised Web New  20web 20site gresham Lec       It s fun to get Mathematica to draw a transition diagram with the strongly connected components pulled apart to make them clearer        While interesting  this drawing probably doesn t help solve the problem  I ve redrawn the same graph in a different way below  Each row in this new diagram of states is the same  distance from the start state  which is at the top  so  for example  the second row shows all 7 possible states that can be reached in one canoe trip across the river        Whereas the previous diagram didn t really help us  in this one an optimal solution to the problem is represented as a path down the dia
11. get anywhere  This is because sometimes it is much harder to get  back to where you were  But the difference isn t much  and if you can find out something useful about where you are  what the device is doing  by pressing a button  on the JVC this  could is a good strategy  Sometimes pressing a button does nothing  For example  on the JVC if you press  PLAY  when it is playing  nothing happens  Suppose we modify the JVC so  that a user can tell if a button will do something  For example  each button might have a little light that comes on only if the button works  These useful buttons would be easy to  find in the dark  Now  if we press a button at random it will always do something  How does this change the numbers     Average cost to get anywhere after a working random press 4 04582  excluding the press      Your random press will give you a bit more information  but has it made your task any easier     It s worse  So  on the JVC you re better off not playing with the buttons  to see what they do   But you re only better off if you know what it is doing  and that would require the  indicator lights to tell you what it was doing  We ve already seen they are inadequate  So  on the JVC the user is in a quandary  you can t always tell what state it is in  and  experimenting to find out makes any task harder  Of course  to be fair  once you ve experimented and found out where you are  you can now use the JVC properly  which you can t do  when you don t know what it is doing     A
12. gram that only goes only from top to bottom   if it ever turned back upwards  or even went left or right without going down  in the diagram  it would be going to a state that would have been easier to reach on a shorter route  more directly from the top  We ll use exactly the same form of graph drawing to look at a video recorder later in these notes  again  the diagram allows one to read off good ways of  using a device    and  conversely  the shape of the diagram gives a designer a good idea of how efficiently users can work the device   Because we ve drawn a rather small  dense  graph  there isn t enough space to show the names of the state of the wolf  goat and cabbage in each state      The problem is tricky because sometimes cabbages or goats get eaten  and there is then no going back  In the diagram  some arrows are one way  if a canoe trip is taken that  corresponds to one of these arrows  it is a one way trip in terms of the states that can be reached  If the cabbage gets eaten by the goat  no states with cabbages are accessible any  longer   If something like a DVD player was like this  it would be very tedious to use  Of course  video recorders are sometimes like this when you accidentally record over a  favourite programme   Well  we can use Mathematica to automatically find the states that cannot be got out of  delete them  and hence make a simpler version of the problem where  nothing can go wrong  We make a new set of easy states  and then draw the new graph  T
13. his one has a pleasing  elegant structure  and we have derived it completely automatically   simply by deleting the nasty states in the original problem  All we have to do is define what we mean by nasty  in this case  delete all states that are not in the strongly connected  component containing the start state  and then run Mathematica to fix the design  One might want to do similar things with actual devices  make it impossible for the user to get  stuck with them  If we decide what criteria we want  we can redesign automatically        The big wolf  goat  cabbage graph was a bit obscure without any state names  so we ve defined some names for the states  The states are named symbolically  so that they are easier  to understand  thus   cwmll  with nothing after the Il river symbol means that the cabbage  wolf and man are all together on the left side of the river    and the goat must have been  eaten  since it is on neither side of the river  As Mathematica arranged this diagram  the further right one goes the harder it is to get there from the starting point  with everything on  the left of the river  Interestingly  the goal of the problem  with everything on the right of the river is the hardest state to get to  it s shown on the far right     A JVC video recorder    Now we look at a JVC video recorder  the JVC HR DS540EK     3 of 7 1 26 03 5 09 PM    Lecture Notes file    G4laptop Organised Web New 20web 20site gresham Lec       What would this device look like  As with
14. imated too  On paper  of course nothing will work     The wolf  goat and cabbage problem    In the lecture  one of the fun examples was the  wolf  goat and cabbage  problem  The problem requires that the goat is never left alone with the cabbage  and for the wolf never to  be left alone with the goat    in either case  something will get eated  Like a device  it has states  which correspond to various combinations of wolf  goat and so on being on each  side of the river  and it has actions  which correspond to the canoe carrying one or more things across the river   We first show this problem as a simple graph            Ters    F  Ate ot  j aed       FAS  4 Se             P lt  T  i SEN    3 So TA N     IS           In this diagram  the problem has effectively been changed to finding a route  following arrows from one circle to another  starting at the circle labelled  Start  and going on to the  finish of the game at the state  End      There are some sets of circles which you can get to  and once there you can move around in the set freely  but if you take a way out of the set you can t get back  you can get stuck  if you make wrong decisions and get into one of these sets  The sets of circles are called strongly connected components  and Mathematica can easily find them  The problem has 12  strongly connected components  some with 4 states  some with 8  and quite a few  8  in fact  with only   state     One component is when the cabbage and goat have both been eaten  The 
15. imbleby  ucl ac uk       Converted by Mathematica  October 3  2002     7 of 7 1 26 03 5 09 PM    
16. instance if the JVC model is on with a tape in and you make it go fast forward  it won t tell you anything has happened     on  with tape in   gt  fast forward  fast forward   gt  on  with tape in  play a tape fast forward   gt  on  with tape in  play a tape fast backward   gt  on  with tape in  rewind a tape   gt  on  with tape in  on  with tape in   gt  rewind a tape    It looks like the video should have had indicators for fast forward and rewind states  It doesn t     Rather than carry on writing special Mathematica code for each idea we have  we ll write a single function that prints out some interesting facts about any device     Here is the information for the simple light bulb The first time we use the Mathematica function  we ll ask it to explain what everything means  but to save space below we won t  print this explanation again     Model  Light bulb     the model type     Number of states 3     how many things can be done with this device     Number of edges 6  which is 100   complete     In a complete graph  you can do anything in one step  so if this figure is 100   the device cannot be made faster to use     Probability a button does nothing 0 333333   33 3333  of the time     chance a random button press does nothing     Average recovery overhead for a random press 0 666667  excluding the press      if you make a random press  how hard on average is it to get back  Compare this figure with the mean cost     Average cost to get anywhere after a random press 0 6
17. k this idea out next     Some buttons have names like  OPERATE  and  PLAY  that seem to have helpful names  We can look at the design of the system and find out how likely buttons are to do things   We ve taken a very simple approach here  but we can see for example  that the  OPERATE  button makes the JVC device on 44  of the time    other times  most of the time    OPERATE  makes the device inoperative  off      For the JVC HR   D540EK VCR    Play   when itdoes something  always achieves   on  tape in     Operate   whenitdoes something  mostly achieves  on   44 444444444444443   of the time          orward   whenitdoes something  alwaysachieves   fast forward  on  tape in     Rewind   when itdoes something  always achieves   on  rewind  tape in     Pause   when itdoes something  always achieves   on  pause  tape in     Record   when itdoes something  always achieves   on  tape in     Stop   Eject   when itdoes something  mostly achieves  on   44 444444444444445   of the time     Tape in   when itdoes something  always achieves   on  tape in     What this means is that when the  PLAY  button does something it will leave the video with the on and tape in lights on   Of course  if the video was off   PLAY  would do nothing    That s not very surprising  but some of the other buttons  meanings are     When buttons are pressed on a device  it should give feedback that something has happened  Do some buttons not give decent feedback  The  ambiguous  actions are shown below  for  
18. orking device can be generated automatically     For technical people who missed the lecture  the demonstrations showed several finite state automata  how they could be modified and simulated  how their structure allows usability  questions to be answered  as well as intelligent help provided   and how they can be used to generate HTML for web based manuals or Javascript for executable implementations  The  FSAs were defined in Mathematica code  but the simulations were done in a program I wrote  which parsed the Mathematica      The lecture will be recorded on the Gresham College web site  and you will be able to get the video demonstrations from http   www gresham ac uk under the Geometry lectures     Overview of these notes    These notes show how Mathematica can analyse descriptions of interactive devices  by writing text  drawing pictures  and by doing numerical analyses  Mathematica is a sort of  mathematician s word processor  all the text and pictures here were created in it  and all the information shown about devices  whether pictorial  numerical or textual  was worked  out by Mathematica from definitions of the devices  The results have not been touched up  everything is automatic  and the same sorts of results could be worked out for other devices  as desired    for instance  if a new device was being designed  The descriptions of devices used here are ones that we demonstrated working in the lecture  Exactly the same  definitions can also be used for generating u
19. r run of  OFF  will switch this  device back on again  On our simple light bulb  since  OFF  only switches the bulb off  switching it off when it is off keeps it off    and the same for all the other buttons  Pressing   DIM  when the bulb is dim keeps it dim  pressing it twice still keeps it dim  Pressing  ON  when the bulb is on keeps it on  pressing it twice still keeps it on  Hence the summary  information above says over run errors do not happen     As we can see below  the JVC device has some curious properties  If we have an over run error  e g   we wanted to get to the video to play a tape  but we pressed  PLAY  once too  often  perhaps because we didn t notice when the device got where we wanted it    perhaps it is too slow or doesn t provide decent feedback   then on the JVC it takes 2 3 presses on  average to get back to where we wanted to be  or 3 3 including the error   On the other hand  to get from anywhere to anywhere takes on average 3 9 presses  so an over run error is  practically the same as getting completely lost    an over run error puts you about as far away on average from where you want to be as you can be  On the other hand  we have 3  hands     if you make a completely random button press  it only takes 1 8 presses to recover  on average     or 2 8 including the error  But this is easier than an over run error  There  are three main reasons for this   i  some random presses do nothing  and therefore cost nothing to recover from   ii  most random pre
20. ser manuals  intelligent help or for building complete systems     These brief notes don t exhaust all the possibilities  of course     Since some people reading these notes will not be interested in any details of how Mathematica works  the Mathematica instructions themselves have not been printed   Anyone who  wants the Mathematica code can email Harold_Thimbleby for it      A very simple device    The first  and simplest  device we ll consider is a simple light bulb  with three states  off  dim and fully on  This can be drawn as a    transition diagram  with three circles  one for  each of the states  and with arrows between them showing how one could change the state  You can think of the diagram as a game board  when you press a button  you move along  the right arrow to a new circle  for clarity I haven t written down arrow names   As it happens  this bulb allows any state to go to any other state directly  so every line is a  double headed arrow    but this is rarely the case with more complex devices     Most device descriptions are quite big  but the light bulb is simple enough so that we can show it in its entirety  You can see below how Mathematica has got names for the states   descriptions of how it works  and how to draw it on screen for working simulations     1 of 7 1 26 03 5 09 PM    Lecture Notes file    G4laptop Organised Web New 20web 20site gresham Lec       2 of 7    modelType  gt  Light bulb   indicatorLoc 3  120  45  218  70    buttonLocs  gt    170  1
21. sses don t get you as far away as an over run   iii   if a button worked to get you to this state  it is likely to work to get you away from it  in other words  over run errors are likely      Model  JVC HR D540EK VCR   Number of states 28   Number of edges 106  which is 14 0212  complete   Probability a button does nothing 0 526786   52 6786  of the time   Average recovery overhead for a random press 1 78125  excluding the press   Average cost to get anywhere after a random press 3 91964  excluding the press   Average number of button presses to get from anywhere to anywhere 3 86905  Number of single button presses with direct  length 1  undo 38   35 8491   Average undo cost for single button press 3 76415   Average recovery length from single over run 2 30986   Maximum over run length length 9    The joke about three hands  feeble as it was  reminds me that the remote control for this video recorder is completely different from the unit itself  We haven t space to show it here   but it s very obvious from any drawing of the transition diagram  Making it different doubles the learning the user has to do to make good use of the device  and almost doubles the  size of the user manual     If you make a random press you may find out more about the device  It s a tempting thing to do  you walk up to something  What does it do  The only way to find out is to press a  button and see what happens  On the JVC  if you press a button at random you may have made it harder  by a bit  to 
22. tton presses with direct  length 1  undo 25   50    Average undo cost for single button press 1 6875   Average recovery length from single over run 1    Maximum over run length length 1    Wolf and goats again    1 26 03 5 09 PM    Lecture Notes file    G4laptop Organised Web New 20web 20site gresham Lec       Finally  we look at the wolf  goat and cabbage problem again for comparison  Many of the figures are infinity because once something has gone wrong  e g   the goat has been eaten   there is nothing you can do  the average of impossible and anything else is still impossible on average  Unlike the interactive devices  like video recorders  we ve analysed  pressing  buttons at random to try and better understand what s going on does not help     Model  Wolf  goat  amp  cabbage problem   Number of states 36   Number of edges 94  which is 7 46032  complete   Probability a button does nothing 0 626984   62 6984  of the time   Average recovery overhead for a random press Infinity  excluding the press   Average cost to get anywhere after a random press Infinity  excluding the press   Average number of button presses to get from anywhere to anywhere Infinity  Number of single button presses with direct  length 1  undo 70   74 4681   Average undo cost for single button press Infinity   Average recovery length from single over run Infinity   Maximum over run length length Infinity    The rather high probability  62   that a button does nothing really means in this case that if you
23. y be reduced by better training  but skill based errors can only be reduced by better  design  In fact  most user ignorance can be better dispelled by simplifying designs than by more training     The 2002 3 Geometry lectures will explore the underlying theories of system design  so that we can see why things are difficult to use  and how they can be made better and easier to  use  The slogan for the series of lectures is  design creativity with maths      The maths we cover is simple stuff and surprisingly effective in leading to improved designs  thus helping make systems much easier and more reliable to use  I am not aware that  these important mathematical techniques are used by industry  but I hope these lectures will show how easy and useful they are     The first lecture introduces graphs  mathematical objects that are basically just dots and arrows  and therefore easy to draw and understand   We can imagine web sites to be graphs    the web pages are the dots  and the links between the pages are the arrows  We can also imagine devices like mobile phones to be graphs  Immediately  any phone is like a web site   Which means  more constructively  that we can simulate and test one on the web very easily    or we can write its user manual as a web site  Such a manual would be complete and  correct    unlike most real mobile phone manuals  We can do lots of other things with graphs  like measuring how long it takes to get across them  and this gives insights into design    
    
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