Building a Black Net (Peer to Peer-like Network) with Participant Anonymity or Plausible Deniability - application-design

How would you programmatically design a "black net" where peer to peer-like data exchange (file transfer, chat etc) is possible but the anonymity of the seeder/sender(s) is either entirely hidden or at least all participants have 'plausible deniability', meaning their exact involvement and/or knowledge of transactions or activity on the system can't be proven beyond any reasonable doubt?

There's a large number of these around (here's a link to a list), many of them OSS. You might be able to leverage design information from some of these.

Related

Detect sexual content in image and text

I have started a social networking app and there is one user who won't stop uploading images of woman, who, well, are up to some sexual activities. He additionally adds offensive captions to them.
My question: how can I detect adult content in images and text and block them from my app? I think this is a problem that most people face who are making any kind of open networking app. It would be great if the solution was as fast and low-priced as possible.
Implement a system which essentially stores {256-sha image hash, human rating, computer rating} into a database.
Create an interface for the human rating and the computer rating which can judge and categorize images as well as an interface in your software which can use that information on how to handle such images.
Choose a tool, likely a convolutional neural network based algorithm, with an easy to use api. Here's a random result from searching: https://imagga.com/solutions/adult-content-moderation.html
Put everything together and you should have a system which can automatically guess how to handle images, but also allows you to iterate through them which both corrects the database as well as trains the rating algorithm which trains based on the existing human produced data.
Note: The status of an image is not permanent by the software unless a human rates it. Whenever one is accessed, the latest state of the image detection decides on it. If this happens far too frequently to support, then associate a time buffer with the image so that it doesn't re-rate it often.
Update: The advantages of this custom solution is that you can control things to work the way you want. You can define the rating system and how to handle the situation as well as governance over whatever set of trained algorithms you are using. You always have the final say and you can see what is going on at all times. The catch is that you would need to implement this software as an extension to your project.
Not easily, it would require machine learning techniques and a ton of training. Not to mention, all modern techniques can easily be tricked.
There are a few moderation solutions, but they aren't ideal.
First, you could ban them. Not the best, as they could make another account, but it means that they have to make another email for it.
Second, you could isolate him. I forget exactly how it works, but the idea is that they still think that they are posting on your app, but none of their content gets propagated to other people.
I don't know the legality of either of these, its all up to your terms and conditions. But AI is not really a good option, especially if your app were to need to scale.

Resources related to data-mining and gaming on social networks

I'm interested in the problem of patterning mining among players of social networking games. For example detecting cheaters of a game, given a company's user database. So far I have been following the usual recipe for a data mining project:
construct a data warehouse that aggregates significant information
select a classifier, and train it with a subsectio of records from the warehouse
validate classifier with another test set
lather, rinse, repeat
Surprisingly, I've found very little in this area regarding literature, best practices, etc. I am hoping to crowdsource the information gathering problem here. Specifically what I'm looking for:
What classifiers have worked will for this type of pattern mining (it seems highly temporal, users playing games, users receiving rewards, users transferring prizes etc).
Are there any highly agreed upon attributes specific to social networking / gaming data?
What is a practical amount of information that should be considered? One problem I've run into is data overload, where queries and data cleansing may take days to complete.
Related to point above, what hardware resources are required to produce results? I've found it difficult to estimate the amount of computing power I will require for production use. It has become apparent that a white box in the corner does not have enough horse-power for such a project. Are companies generally resorting to cloud solutions? Are they buying clusters?
Basically, any resources (theoretical, academic, or practical) about implementing a social networking / gaming pattern-mining program would be very much appreciated.
Thanks.
I am looking for the same kind of resources, here are some things I found that I consider pretty interesting, hope you can take advantage of it, please if you discover more resources let me know.
Here they are:
http://techcrunch.com/2010/04/06/turiya-media-games/
http://www.kdnuggets.com/2010/08/video-tutorial-christian-thurau-data-mining-in-games.html?k10n21
http://www.gamasutra.com/view/feature/2816/better_game_design_through_data_.php
This is in portuguesse but is excelent: http://thiagofalcao.info/

How does the Amazon Recommendation feature work?

What technology goes in behind the screens of Amazon recommendation technology? I believe that Amazon recommendation is currently the best in the market, but how do they provide us with such relevant recommendations?
Recently, we have been involved with similar recommendation kind of project, but would surely like to know about the in and outs of the Amazon recommendation technology from a technical standpoint.
Any inputs would be highly appreciated.
Update:
This patent explains how personalized recommendations are done but it is not very technical, and so it would be really nice if some insights could be provided.
From the comments of Dave, Affinity Analysis forms the basis for such kind of Recommendation Engines. Also here are some good reads on the Topic
Demystifying Market Basket Analysis
Market Basket Analysis
Affinity Analysis
Suggested Reading:
Data Mining: Concepts and Technique
It is both an art and a science. Typical fields of study revolve around market basket analysis (also called affinity analysis) which is a subset of the field of data mining. Typical components in such a system include identification of primary driver items and the identification of affinity items (accessory upsell, cross sell).
Keep in mind the data sources they have to mine...
Purchased shopping carts = real money from real people spent on real items = powerful data and a lot of it.
Items added to carts but abandoned.
Pricing experiments online (A/B testing, etc.) where they offer the same products at different prices and see the results
Packaging experiments (A/B testing, etc.) where they offer different products in different "bundles" or discount various pairings of items
Wishlists - what's on them specifically for you - and in aggregate it can be treated similarly to another stream of basket analysis data
Referral sites (identification of where you came in from can hint other items of interest)
Dwell times (how long before you click back and pick a different item)
Ratings by you or those in your social network/buying circles - if you rate things you like you get more of what you like and if you confirm with the "i already own it" button they create a very complete profile of you
Demographic information (your shipping address, etc.) - they know what is popular in your general area for your kids, yourself, your spouse, etc.
user segmentation = did you buy 3 books in separate months for a toddler? likely have a kid or more.. etc.
Direct marketing click through data - did you get an email from them and click through? They know which email it was and what you clicked through on and whether you bought it as a result.
Click paths in session - what did you view regardless of whether it went in your cart
Number of times viewed an item before final purchase
If you're dealing with a brick and mortar store they might have your physical purchase history to go off of as well (i.e. toys r us or something that is online and also a physical store)
etc. etc. etc.
Luckily people behave similarly in aggregate so the more they know about the buying population at large the better they know what will and won't sell and with every transaction and every rating/wishlist add/browse they know how to more personally tailor recommendations. Keep in mind this is likely only a small sample of the full set of influences of what ends up in recommendations, etc.
Now I have no inside knowledge of how Amazon does business (never worked there) and all I'm doing is talking about classical approaches to the problem of online commerce - I used to be the PM who worked on data mining and analytics for the Microsoft product called Commerce Server. We shipped in Commerce Server the tools that allowed people to build sites with similar capabilities.... but the bigger the sales volume the better the data the better the model - and Amazon is BIG. I can only imagine how fun it is to play with models with that much data in a commerce driven site. Now many of those algorithms (like the predictor that started out in commerce server) have moved on to live directly within Microsoft SQL.
The four big take-a-ways you should have are:
Amazon (or any retailer) is looking at aggregate data for tons of transactions and tons of people... this allows them to even recommend pretty well for anonymous users on their site.
Amazon (or any sophisticated retailer) is keeping track of behavior and purchases of anyone that is logged in and using that to further refine on top of the mass aggregate data.
Often there is a means of over riding the accumulated data and taking "editorial" control of suggestions for product managers of specific lines (like some person who owns the 'digital cameras' vertical or the 'romance novels' vertical or similar) where they truly are experts
There are often promotional deals (i.e. sony or panasonic or nikon or canon or sprint or verizon pays additional money to the retailer, or gives a better discount at larger quantities or other things in those lines) that will cause certain "suggestions" to rise to the top more often than others - there is always some reasonable business logic and business reason behind this targeted at making more on each transaction or reducing wholesale costs, etc.
In terms of actual implementation? Just about all large online systems boil down to some set of pipelines (or a filter pattern implementation or a workflow, etc. you call it what you will) that allow for a context to be evaluated by a series of modules that apply some form of business logic.
Typically a different pipeline would be associated with each separate task on the page - you might have one that does recommended "packages/upsells" (i.e. buy this with the item you're looking at) and one that does "alternatives" (i.e. buy this instead of the thing you're looking at) and another that pulls items most closely related from your wish list (by product category or similar).
The results of these pipelines are able to be placed on various parts of the page (above the scroll bar, below the scroll, on the left, on the right, different fonts, different size images, etc.) and tested to see which perform best. Since you're using nice easy to plug and play modules that define the business logic for these pipelines you end up with the moral equivalent of lego blocks that make it easy to pick and choose from the business logic you want applied when you build another pipeline which allows faster innovation, more experimentation, and in the end higher profits.
Did that help at all? Hope that give you a little bit of insight how this works in general for just about any ecommerce site - not just Amazon. Amazon (from talking to friends that have worked there) is very data driven and continually measures the effectiveness of it's user experience and the pricing, promotion, packaging, etc. - they are a very sophisticated retailer online and are likely at the leading edge of a lot of the algorithms they use to optimize profit - and those are likely proprietary secrets (you know like the formula to KFC's secret spices) and guaarded as such.
This isn't directly related to Amazon's recommendation system, but it might be helpful to study the methods used by people who competed in the Netflix Prize, a contest to develop a better recommendation system using Netflix user data. A lot of good information exists in their community about data mining techniques in general.
The team that won used a blend of the recommendations generated by a lot of different models/techniques. I know that some of the main methods used were principal component analysis, nearest neighbor methods, and neural networks. Here are some papers by the winning team:
R. Bell, Y. Koren, C. Volinsky, "The BellKor 2008 Solution to the Netflix Prize", (2008).
A. Töscher, M. Jahrer, “The BigChaos Solution to the Netflix Prize 2008", (2008).
A. Töscher, M. Jahrer, R. Legenstein, "Improved Neighborhood-Based Algorithms for Large-Scale Recommender Systems", SIGKDD Workshop on Large-Scale Recommender Systems and the Netflix Prize Competition (KDD’08) , ACM Press (2008).
Y. Koren, "The BellKor Solution to the Netflix Grand Prize", (2009).
A. Töscher, M. Jahrer, R. Bell, "The BigChaos Solution to the Netflix Grand Prize", (2009).
M. Piotte, M. Chabbert, "The Pragmatic Theory solution to the Netflix Grand Prize", (2009).
The 2008 papers are from the first year's Progress Prize. I recommend reading the earlier ones first because the later ones build upon the previous work.
I bumped on this paper today:
Amazon.com Recommendations: Item-to-Item Collaborative Filtering
Maybe it provides additional information.
(Disclamer: I used to work at Amazon, though I didn't work on the recommendations team.)
ewernli's answer should be the correct one -- the paper links to Amazon's original recommendation system, and from what I can tell (both from personal experience as an Amazon shopper and having worked on similar systems at other companies), very little has changed: at its core, Amazon's recommendation feature is still very heavily based on item-to-item collaborative filtering.
Just look at what form the recommendations take: on my front page, they're all either of the form "You viewed X...Customers who also viewed this also viewed...", or else a melange of items similar to things I've bought or viewed before. If I specifically go to my "Recommended for You" page, every item describes why it's recommended for me: "Recommended because you purchased...", "Recommended because you added X to your wishlist...", etc. This is a classic sign of item-to-item collaborative filtering.
So how does item-to-item collaborative filtering work? Basically, for each item, you build a "neighborhood" of related items (e.g., by looking at what items people have viewed together or what items people have bought together -- to determine similarity, you can use metrics like the Jaccard index; correlation is another possibility, though I suspect Amazon doesn't use ratings data very heavily). Then, whenever I view an item X or make a purchase Y, Amazon suggests me things in the same neighborhood as X or Y.
Some other approaches that Amazon could potentially use, but likely doesn't, are described here: http://blog.echen.me/2011/02/15/an-overview-of-item-to-item-collaborative-filtering-with-amazons-recommendation-system/
A lot of what Dave describes is almost certainly not done at Amazon. (Ratings by those in my social network? Nope, Amazon doesn't have any of my social data. This would be a massive privacy issue in any case, so it'd be tricky for Amazon to do even if they had that data: people don't want their friends to know what books or movies they're buying. Demographic information? Nope, nothing in the recommendations suggests they're looking at this. [Unlike Netflix, who does surface what other people in my area are watching.])
I don't have any knowledge of Amazon's algorithm specifically, but one component of such an algorithm would probably involve tracking groups of items frequently ordered together, and then using that data to recommend other items in the group when a customer purchases some subset of the group.
Another possibility would be to track the frequency of item B being ordered within N days after ordering item A, which could suggest a correlation.
As far I know, it's use Case-Based Reasoning as an engine for it.
You can see in this sources: here, here and here.
There are many sources in google searching for amazon and case-based reasoning.
If you want a hands-on tutorial (using open-source R) then you could do worse than going through this:
https://gist.github.com/yoshiki146/31d4a46c3d8e906c3cd24f425568d34e
It is a run-time optimised version of another piece of work:
http://www.salemmarafi.com/code/collaborative-filtering-r/
However, the variation of the code on the first link runs MUCH faster so I recommend using that (I found the only slow part of yoshiki146's code is the final routine which generates the recommendation at user level - it took about an hour with my data on my machine).
I adapted this code to work as a recommendation engine for the retailer I work for.
The algorithm used is - as others have said above - collaborative filtering. This method of CF calculates a cosine similarity matrix and then sorts by that similarity to find the 'nearest neighbour' for each element (music band in the example given, retail product in my application).
The resulting table can recommend a band/product based on another chosen band/product.
The next section of the code goes a step further with USER (or customer) based collaborative filtering.
The output of this is a large table with the top 100 bands/products recommended for a given user/customer
Someone did a presentation at our University on something similar last week, and referenced the Amazon recommendation system. I believe that it uses a form of K-Means Clustering to cluster people into their different buying habits. Hope this helps :)
Check this out too: Link and as HTML.

POS UI design & development: what should be included & avoided? [closed]

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I'm having to design & develop UI for a Point of Sale (POS) system.
There are obvious features that need to be included, like product selection & quantity, payment method, tender amount, user login (as many users will use one terminal), etc.
My question is related more towards the UI design aspect of developing this system.
How should UI features/controls be positioned, sized?
Is there a preferred layout?
Are their colours I should be avoiding?
If you know of any resources to guide me, that would also help.
The reason this is critical to me as I am aware of the pressurized environment in which POS systems are used & I want to make the process as (i) quick, (ii) simple to use and (iii) result driven as possible for the user to service customers.
All answers, info & suggestions welcome.
Thanks.
P.s. If you could mention the "playoff" between controls that would also be appreciated (i.e. if touch screen a keypad control is provided, but if also supporting keyboard & mouse input how do you manage the keypad & UI space effectively?)
A couple of thoughts from a couple of projects I've worked with:
For the touch screen ensure that each button can be pressed by someone with "fat fingers" as easily as smaller ones (some layouts encourage the use of thumbs at particular locations). Also highlight each button when it is pressed (with a slow-ish fade if you have spare CPU cycles).
Bigger grids are better than smaller ones. The numeric pad should always be in the same place (often the bottom right). The Enter/Tender/etc. "transaction" keys should be bigger than the individual numeric keys - (1) make it more obvious where it is, (2) it will be pressed more often than other screen areas and will wear out (a bigger area will last longer on average; this was more important with older style touch screens; newer technology is more resilient).
Allow functions/SKUs to be reassigned to different grid positions; the layout that works well for one store will likely be wrong for a slightly different one.
Group related functions by colour, but use excellent contrasts. Make sure that the fore/back combination looks good at all angles (some LCDs "bleed" colours left-to-right and/or top-to-bottom angles).
Positive touch screen feedback with sounds needs to have configurable volume and sound sets. Muted tones might be better in an quieter upmarket store, but "perky" sounds are better in a clothing store with louder background music/noise, etc.
Allow the grid size to be specified in percentages or "grid-block units" instead of pixels and draw everything with vectors, etc. since some hardware combinations may have LCDs with better resolution. (One system I worked on was originally specified as 640x480 but shipped at 1280x1024, so my design pre-planning saved a lot of rework later.)
And of course look at the ready-made solutions first (especially if you can get demo software/hardware for evaluation). Although they can be expensive they've often implemented a lot of things that'll you'll have to work through later, and may be cheaper in the long run, even after creating custom add-ons for your system.
Also:
Our UI supported a normal keyboard/mouse combo too (the touchable buttons were just standard button controls sized appropriately). If you pressed a number key it would trigger the same event as clicking the screen-pad button; other hotkeys were mapped to often used button commands (Enter, etc).
If run on a non-POS desktop (e.g. backoffice) the window could be resized too (the "POS desktop" maintained the same aspect ratio, adding dead space at the sides if needed). A standard top menu was available for additional administrative tasks, reporting, etc.
The design allowed everyone to build and test the UI before the associated hardware was finalized. And standard UI testing tools would work too.
Even More:
Our barcode scanners were serial/USB rather than keyboard-like, so each packet from the device raised a comms event. The selected "scanner type" driver class used the most secure formatting that the device could give us - some can supply prefix, suffix and/or checksum characters if programmed correctly - and then stripped this before handing the code up to the application.
The system made a "bzzzt" noise when the barcode couldn't be used (e.g. while cash drawer is open).
This design also avoided the need to set the keyboard focus to a specific entry area.
A tip: if the user is manually entering a barcode via the keypad, and hasn't completed it by pressing Enter, and then attempts to scan another barcode, it should beep instead, so the user can accept or cancel the pending item first.
Aggregated POS Design Guidelines
Based on the above and other literature, here is my list of guidelines for POS design.
[it would be nice if we grew this list further]
User Performance Priorities (in order):
efficiency (least time to transaction conclusion)
effectiveness (accurate info & output)
user satisfaction (based on first 2 in work context)
learning time (reduce time to learn system by making it simple)
GUIDELINES
Flexible Transaction Building - don't force a sequence to transaction wher possible. Place product orders in any order & allow them to be changed to a point.
Optimise Transaction Rate - allow a user to complete a transaction as quickly as possible (least clicks are not really the issue as more clicks could mean larger value of transaction, which makes business sense)
Support Handedness / Dexterity - most users have a dominant hand and a weaker hand in terms of dexterity. Allow the UI to be customised (on a single click) for handedness. my example: a L->R / R->L toggle button which moves easy features like "OK", "Cancel" in nearer proximity to weaker hand.
Constant Feedback - provide snapshot feedback which describes current state of the transaction and calculated result of transaction (NB: accounts) before & after committing a transaction.
Control "Volume" - control volume refers to the colour saturation/contrast, prominence of positioning and size of a control. Design more frequently used controls to have larger "volumes" relative to less frequently used controls. e.g. "Pay" button larger than "cancel" button. E.g. High contrast & greater colour saturation increase volume.
Target Findability - finding & selecting targets (item, numeric key) is key to efficiency. Group related controls (close proximity), place controls on screen edges (screen edge traps pointer), emphasise control amplitude (this dimension emphasises users normal plain of motion) and colour coding make finding & selecting targets more efficient.
Avoid Clutter - too many options limits control volume and reduces findability.
Use Plain Text - avoid abbreviations as much as possible (only use standard abbreviations e.g. size: S, M, L, etc.). This is especially true for product lookup.
Product Lookup - support shortcuts for regular orders (i.e. burger meal), categorised browsing & item name search (least ordered items). Consider include a special item: this is any item where the user types what is wanted (i.e. specific whiskey order) - this requires pricing though.
Avoid User Burden - the user should be able to read answers to customer questions from the UI. So provide regularly requested/prioritised feedback for transaction (i.e. customer asks: "what will be the the outstanding balance on my account if I buy this item?" It should appear in UI already)
Conversational Ordering - customer drives the ordering not the system. So allows item selection to be non-sequential.
Objective Focused - the purpose of POS is to conclude the transaction from a business perspective. Always make transaction conclusion possible immediately with "Pay" button. If clicked, any incomplete items will be un-done: user then read order back before requesting cash/credit card)
Personas - there are different categories (personas) of users of POS systems like (i) Clerk/Cashier and (ii) Manager. The UI should present the relevant options to that logged-in persona according to these guidelines i.e. Cashier: large volume on transaction building controls; Manager: large volume on transaction/user management controls.
Touch Screens - (i) allow for touch input with generally larger controls to supported a large finger tip as pointer. (ii) Provide proprioceptive feedback - this is feedback that indicate the control pushed (it should have a short delay on it fade: user finger will be in the way initially). (iii) Auditory Feedback (optional) - this helps with feedback especially with regards errors in pressurised environment.
User Training - users must be trained to understand business protocol & how the POS supports that protocol. They are the one's driving the system. Also, speak to POS users to design & enhance your system - again they are experienced users of the POS system
Context Analysis - a thorough analysis of the context of use for your POS system should be performed to best implement the POS heuristics mentioned above effectively. Understanding the user (human factors), the tasks (frequency, duration, stress factors, etc.) and environment (lighting, hardware, space layout, etc.) should be comprehensively conducted during design and should not be assumed. Get your hands dirty & get into the users work space!! That way you can develop something your specific users can use effectively, efficiently and satisfactorily
I hope this helps everyone.
To all respondents, I really appreciate your feedback! Please give me more wrt to this answer. Thanks
I ran across this question, and I thought I'd add my two cents since some of my work has been mentioned here.
I agree with most of what's been said, but it's important to remember that most everything mentioned represents heuristics. That means that while they're good principles to follow, there are likely times when (a) specific rules should be broken, and (b) there will be contradictions between rules. The trick is being able to weigh conflicting principles and apply them to the appropriate degrees (as you noted in a previous comment).
In the end, it's a matter of balancing the business requirements and user needs in a way that produces optimal results. And in the real world, I find that this can never be achieved through heuristics alone.
Here's an example: I recently finished POS designs for Subway, Wendy's, and Starbucks (see Case Studies at POSDesigns.com). All of these designs used solid heuristics, but all of them came out very, very different because of differences in the business goals and requirements, the users' needs and background, the environment in which they work, the technology being used, and a whole host of other differences.
You can never create a great design in a vacuum. For each of the clients mentioned above, I traveled around to a lot of different types of stores in multiple countries to get a feel for how the users' worked, how the systems would be used, how customers ordered, etc. All this information - along with sales and other data provided by the company - was invaluable in creating a highly usable solution.
Here's another example: Guideline #3 you provide previously ("Support Handedness / Dexterity") is fine as a heuristic (though I have to say that I question the conclusion of swapping simply OK/Cancel). But in visiting Subway stores, we discovered that in that context, the location of the register actually plays a greater role in the hand employees prefer.
In other words, registers that were squished against a wall on the right side tended to produce left-handed users, even when the users were right-handed for every other task. This had implications for the way we allowed the UI to be flip-flopped...and who had control of it. There are tons of examples like that, but we never could have achieved the gains that the user interfaces have produced - like 90% reduction in voids, near zero training, increased speed, accuracy, and check sizes, etc. - by following heuristics alone.
One more point (sorry...you've got me going now :-). Many times heuristics are incomplete without more data as to how to apply them. Consider your guideline #11, "Conversational Ordering". There's much more to this guideline than just providing flexibility in order entry. For instance, one of the many things you have to consider is that not all paths should be presented as equally probable.
We analyzed the way Starbucks' customers ordered in various locations across the United States and United Kingdom. Then, we optimized the system for the most commonly spoken patterns. If we had allowed all paths to have the same "volume", we would have sacrificed usability in other areas, since the design would have appeared more cluttered. The new POS system now supports almost all possible order patterns, but the most probable paths are presented at a higher "volume" than those that are less probable.
OK, it turned out to be more than two cents, but the bottom line is this: If you have a chance to visit the environments in which your POS will be used, analyze customer/employee interactions, etc. ...you should take it. Contextual observations and analysis are invaluable in correctly applying heuristics to your situation.
Good luck!
Dr. Kevin Scoresby
FYI - I'd enjoy talking further about this if you or anyone else in the group would like. My office phone number is on my "About Us" page at POSDesigns.com, or you can use the form to initiate an email conversation. Feel free to call anytime during business hours U.S., East Coast Time.
Devstuff already provides some great answers. In addition:
Create a prototype design (can be simply color-printed on paper) and test this in a scenario that is as realistic as possible, i.e. in a store, with a real future user. Enact a few common scenarios and ask the user to really 'use' your prototype as he / she would use the final product. Obtain feedback through interview and observation.
One way to evaluate your design is to check if you have applied the CRAP principles of design. This article discusses how this can relate to user interface design.
In addition to what has already been posted, here are some tips we picked up along the way.
We use two distinct UI's, one for touch-screen with large bold buttons and one for mouse/keyboard entry. the code behind them is the same just the layout is different.
For touch screens
Try not to have pop-up messages that take focus away from the main form, as users may not be looking at the screen, for example if they are chatting with the customer. we found that if this happen users will continues scanning products unaware that they are not been entered into the sale.
If using a bar code scanner be aware that they sometimes send an enter key after the bar code, that will active focused controls (saying yes/no to pop-ups). To help prevent this we disable the enter key-press on buttons, so only a mouse/finger press will fire the click event. we also turn tab stop to false (may be called different in you language), to stop controls that are touch only from getting focus.
As far as colours go we try to stick to bold button and font colours that can easily be distinguished/read in poorly lit rooms and on screens with glare, as most times users are not in the position to move the screen should they have problem reading it.
Anything you can do to speed up/ help the user is a good thing, for example on our payment screen, as well as having 0..9 keys for payment entry, we also have £1,£2,£5,£10 etc so users don't have to add up the money they are given, they can just press the key for each coin/note they received from the customer.
The best tip I can give is to remember that you are designing for a completely different environment form a desktop application, that would be used in an office. and that users may of never used a computer before. since POS systems are usually locked down, try to make it as easy to use out of the box as possible.
another thing to consider is personas (as introduced in cooper's "the inmates are running the asylum").
essentially, you make up a few canonical "users". give them names, hobbies, skills, a picture, and use them as the people you are designing for.
ie:
billy the cashier: has some computer experience (playing on his ps2). he's in high school, may go to community college. he's a primary user of the system, and wants to be able to learn the new system quickly.
cyrus the manager: needs to manage the cashiers. needs a way, with only his authorization, void transactions and be able to review logs of the sales for making reports as well as managing "shrinkage" (theft). he has 2 kids, lives out in the suburbs so has a 45 minute commute; therefore he doesn't want to spend extra time wrangling the system.
you may need three or four personas; any more than that and it becomes hard to design for.
I highly recommend the book "inmates are running the asylum", plus cooper wrote another book: "about face"; which I have yet to read.
good luck!
I would recommend doing some sort of usability survey amongst your current user group. There is no need for this to be a complicated or highly scientific survey. Present them with simple questions to determine:
The users priority when using the system (accuracy of task, speed, aesthetics)
Preferred input devices
Work flow through such a system
Level of education and domain knowledge
I have found that a lot can be learnt from a simple survey like this and can be applied to your UI design to ensure that the users usability experience is satisfactory.
Great comments from everyone else. I'll just add that there's also an article by Dr. Kevin Scoresby titled "How to Design a (POS) System that Everybody Hates" that discusses usability of POS systems and adds a few points to what people have already mentioned, such as:
Don't punish the employee for customer choices
Avoid creating conflicts with the real world
Avoid color coding (1 out of 10 males has a form of color blindness)
I've also discovered lots of helpful POS design tips at POSDesigns.com. One thing I found interesting is that by focusing too much on the number of button presses, you can actually impact speed--which is often a primary goal. There's also a tip titled "Five Factors that Influence Speed" that I found helpful.
Good luck!
Kyle
There are already some really good systems out there i.e. Tabtill for Win 8 http://www.tabtill.com or Shopkeep for iOS http://www.shopkeep.com. The fewest number of clicks your user need to do the better. As I am also involved in coding for such solutions and having worked with clients using various POS systems, some can be really frustrating. Remember watching cashiers in a bar tapping 10 times just to take payment for a couple of items, their fingers are hopelessly hovering over the screen trying to find the right colourful button. Keep it simple! Allow sorting of your visible product range, categorize them or use barcode reader. Keep at least 5% gap between buttons and don't let silly animations slow down your UI. Either invent your own or just copy what is already out there with your own twist.

How to ensure correctness of data gathered via crowdsourcing?

I have a site where users are entering data of some products they buy.
How do I ensure correctness of data entered via crowdsourcing (enabling users to vote/edit products) minimizing amount of work that needs to be done by administrator? I'm looking for some how-tos, best practices, etc.
What sort of data are you collecting ?
You're talking about crowd-sourcing, and thus (I assume) aggregating of data across this crowd. As they're talking about products they buy, I suspect you're going to be athering product attributes and prices.
Some possible approaches. If you users are entering non-numerical data (e.g. colours), just record the most common entries, or the mode (the most commonly entered).
If they're entering numeric data, discard outliers. i.e. bin the lowest and highest results, and average the rest (you could do this for prices, say. This is the approach that electronic exchanges use for resolving closing prices out of many trades).
Depending on your application, you may want to have a historical bias towards the most recent entries.
But this all depends on your application, and how much storage and crunching of data you're prepared to do.
Make sure you keep a log of IP addresses with every action made, malicious users or bots would trample on session data or cookies. Doing this ensures that a single entity cannot skew any results or do anything drastic by appearing to be multiple users.
As a high level data can be gathered from the 'crowd' with an associated correctness value. Looking at SO, an answer or response from someone with 1000+ rep, has more wieght that a casual user. Look for validations and triangulation, if it's a single voice in the crowd that you're listening too, then it's probably not worth that much. If other voices join then you know you're onto something, again in SO terms we all get a chance to upvote questions.
I've recently seen some really good iPhone apps which rely in crowd sourcing for their data, and then validate it by asking other users if it's correct.

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