This document discusses bad design and provides examples. It defines bad design as products whose design is not adapted to users, tasks, or environments. Examples given include a symmetric knife with indistinguishable blade sides, USB ports with no sense of proper orientation, and doors that open in both directions posing collision risks. The document outlines consequences of bad design like increased costs and user security problems and concludes that bad design can be reduced by following human factors and user-centered design principles.
The document discusses user-centered design (UCD), including its definition, principles, process, and advantages/disadvantages. UCD is defined as a process that involves users throughout a product's lifecycle from planning through post-release assessment. The key principles of UCD outlined are to understand users, design for the total user experience, evaluate designs with users, and continually observe users. The UCD process is iterative and includes requirements gathering, design, evaluation, and assessing competitiveness. Advantages of UCD include products that are easier to use and requiring less redesign, while disadvantages include increased costs and time required.
This is the demo slide we prepared for the "human computer interaction" course fulfillment in order to distinguish some of the good and bad designs that are around us. We hope this might help to the person who is new to this course.
Group member:
Suman Dhakal, Dipesh Khadka, Manish Raj Silwal.
Human computer interaction -Input output channel with ScenarioN.Jagadish Kumar
This document discusses input and output channels in human-computer interaction. It describes the five human senses - sight, hearing, touch, taste and smell - and how they provide input. It then discusses the major effectors like limbs, fingers and vocal systems that provide human output. The document focuses on how vision, hearing and touch are used as input channels in interacting with computers, primarily through the eyes, fingers and voice. It provides details on the physiological mechanisms and processing involved in each sense.
This document introduces design principles based on Don Norman's book "The Design of Everyday Things". It discusses Norman's work in user-centered design and establishing principles like visibility, feedback, affordance, mapping, constraints, and consistency as a framework for analyzing interaction problems. Each principle is defined and examples are provided to illustrate both proper and poor implementations. The document concludes that design principles are validated by usability methods that evaluate learnability, efficiency, memorability, errors, and satisfaction.
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
This document discusses bad design and provides examples. It defines bad design as products whose design is not adapted to users, tasks, or environments. Examples given include a symmetric knife with indistinguishable blade sides, USB ports with no sense of proper orientation, and doors that open in both directions posing collision risks. The document outlines consequences of bad design like increased costs and user security problems and concludes that bad design can be reduced by following human factors and user-centered design principles.
The document discusses user-centered design (UCD), including its definition, principles, process, and advantages/disadvantages. UCD is defined as a process that involves users throughout a product's lifecycle from planning through post-release assessment. The key principles of UCD outlined are to understand users, design for the total user experience, evaluate designs with users, and continually observe users. The UCD process is iterative and includes requirements gathering, design, evaluation, and assessing competitiveness. Advantages of UCD include products that are easier to use and requiring less redesign, while disadvantages include increased costs and time required.
This is the demo slide we prepared for the "human computer interaction" course fulfillment in order to distinguish some of the good and bad designs that are around us. We hope this might help to the person who is new to this course.
Group member:
Suman Dhakal, Dipesh Khadka, Manish Raj Silwal.
Human computer interaction -Input output channel with ScenarioN.Jagadish Kumar
This document discusses input and output channels in human-computer interaction. It describes the five human senses - sight, hearing, touch, taste and smell - and how they provide input. It then discusses the major effectors like limbs, fingers and vocal systems that provide human output. The document focuses on how vision, hearing and touch are used as input channels in interacting with computers, primarily through the eyes, fingers and voice. It provides details on the physiological mechanisms and processing involved in each sense.
This document introduces design principles based on Don Norman's book "The Design of Everyday Things". It discusses Norman's work in user-centered design and establishing principles like visibility, feedback, affordance, mapping, constraints, and consistency as a framework for analyzing interaction problems. Each principle is defined and examples are provided to illustrate both proper and poor implementations. The document concludes that design principles are validated by usability methods that evaluate learnability, efficiency, memorability, errors, and satisfaction.
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
This document provides an overview of human-computer interaction (HCI). It begins with early computing in 1945, which involved large specialized machines. As computers developed, they became smaller, cheaper, and more widely used. HCI emerged as a field to study the interaction between humans and computers. Key aspects of HCI include understanding human abilities and limitations as well as the computer system components that enable interaction such as input devices, output displays, and memory. The document explores various interaction paradigms that have developed over time including command lines, menus, natural language interfaces, and graphical user interfaces. It provides examples of how interaction involves both the human and computer systems working together.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
The document discusses key aspects of the software engineering design process including requirements specification, architectural design, detailed design, coding and testing. It emphasizes that usability engineering should occur throughout the design lifecycle. The document also discusses iterative design and prototyping techniques which help address limitations of incomplete requirements specifications. Design rationale is presented as an important part of the process to explain and communicate the reasons behind design decisions.
This document provides an overview of the subject of Human-Computer Interaction (HCI). It discusses the historical evolution of HCI from early computers to modern interfaces. It also covers key concepts like interactive system design, usability engineering, and the relationship between HCI and software engineering. The document outlines several topics that are important to HCI like GUI design, prototyping techniques, and research areas in HCI including ubiquitous computing and embedded systems.
The document discusses key aspects of human-computer interaction (HCI), including its importance, elements, interaction styles, input and output devices, and eye tracking techniques. HCI aims to design human-centered systems by understanding users' visual, intellectual, motor, and memory capabilities. Serious HCI research promises to fundamentally change computing by creating excellent user interfaces. Understanding users and conducting evaluations are important for practitioners. Common interaction styles include command lines, menus, and WIMP interfaces. Input devices include keyboards while outputs include displays, and humans interact visually, auditorily, and through touch. Various eye tracking methods aim to measure gaze, such as electrooculography and video-based techniques. HCI is an interdisciplinary
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
HCI 3e - Ch 14: Communication and collaboration modelsAlan Dix
Chapter 14: Communication and collaboration models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
This document outlines the syllabus for a course on Human Computer Interaction taught by Dr. Latesh Malik. The course objectives are to introduce students to concepts of HCI and how to design and evaluate interactive technologies. The syllabus covers topics like principles of interface design, the design process, screen design, interface components, and tools. The course aims to help students understand considerations for interface design and methods in HCI to design effective user interfaces.
Chapter 1: The human
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 7: Design rules
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
This Presentation contains all the topics in design concept of software engineering. This is much more helpful in designing new product. You have to consider some of the design concepts that are given in the ppt
This document provides an overview of human-computer interaction (HCI) as an academic discipline and design field. It discusses what students will learn, including understanding systems and humans through analysis, and applying that understanding to design solutions with a focus on real users. It outlines topic areas like design processes, underlying theories of human cognition, and specific domains. It also explores the roots of HCI in fields like psychology and computing. Finally, it discusses changes in the field with increasing device multiplicity, ubiquitous and wearable technologies, and a shift from computer dialogue to dialogue with the world.
This document provides an overview of the psychology of human-computer interaction. It begins by outlining the learning outcomes, which are to understand why psychologists should be involved in design, consider elements of HCI in relation to psychology, and how new technologies impact people. It then provides definitions of human-computer interaction and discusses relevant disciplines like computer science, psychology, and ergonomics. Examples of incidents involving poor interface design leading to issues like information overload are provided. The document also discusses goals of HCI like usability, effectiveness and different roles in the field like interaction designers.
The document discusses human-computer interaction design. It notes that good design requires understanding users, their needs and expectations. Common pitfalls include lack of early user analysis, usability testing and team communication. Ambiguous interfaces, limited input and complex navigation cause usability problems. The design process involves understanding business functions, human characteristics like memory and speed, and ensuring the interface matches users' mental models through techniques like task analysis and conceptual modeling.
Minor project Report for "Quiz Application"Harsh Verma
This document summarizes a project report for a quiz application submitted to Rajiv Gandhi Proudyogiki Vishwavidyalaya, Bhopal. The report describes a web-based quiz application developed by students Bhumika Kanojia, Durgesh Mishra, and Harsh Verma to fulfill their Bachelor of Engineering degree requirements. The application allows users to play various quizzes on technical, general knowledge, and other topics. Users can view answers, ask questions, and submit their own questions and answers after admin approval. The report covers requirements analysis, design, implementation, and testing of the quiz application.
The document discusses design principles from Don Norman's book "The Design of Everyday Things" and another book on interaction design. It outlines several important principles: visibility (can the user see what to do?), feedback (does the user know the effect of their actions?), affordance (how do controls suggest their use?), mapping (is the relationship between controls and effects clear?), constraints (are invalid actions prevented?), and consistency (is use of the design logical and predictable?). Examples of both good and poor implementations of these principles in everyday designs are provided.
How to do 3D printing in Architecture.pdfMwataTshituka
Since the age of the Pharaohs, architectural models have served as physical representations during structures’ development to help sell a project, support fundraising efforts, and solve construction challenges.
Traditionally, model-making is a manual craft that involves working with materials such as wood, ceramic, cardboard, or clay, which can be extremely time-consuming and repetitive. Architecture studios and practices today have access to a wider range of tools, including CNC milling machines, laser cutters, and 3D printers that can reduce labor needs and speed up the workflow.
Despite a move from the drawing board to digital screens, physical architectural models still play a significant role in helping architects visualize blueprints.
3D printing technologies help bridge the gap between digital and physical worlds and empower architects and model makers to create high-precision architectural models quickly and cost-effectively directly from digital drawings.
Modern 3D printing processes provide architects and model makers with the means to revolutionize how models are made. They do this by: Speeding up the architectural model making process. Translating CAD drawing directly into physical 3D models with a high level of precision.
This book gives a brief breakdown of how to design 3D printing designs in Architecture, accompanied by links to get more detailed description of what 3D printing in the Architecture industry is all about. It is designed to help those looking to go into a different kind of design and printing particularly in the Architecture department to have a clear and better understanding of the types of printing softwares and how to use them as well as knowing the how beneficial they are in the Architectural industry.
Innovation in the Internet of Things (IoT) provides various opportunities for large, medium, and small-sized companies; however, its realization is still challenging for these companies. Therefore, an engineering design methodology for IoT innovation is required, especially for non- information and communication technology experts. In this paper, we call the engineering design method for IoT innovation “IoT innovation design method,” and discuss its requirements and perspectives with reference to previous studies. Then, this paper proposes a concrete IoT innovation design method with an example. This paper contributes to existing studies not only by proposing a new specific method but also by clarifying the general requirements and perspective (viewpoints) of IoT innovation design methods.
This document provides an overview of human-computer interaction (HCI). It begins with early computing in 1945, which involved large specialized machines. As computers developed, they became smaller, cheaper, and more widely used. HCI emerged as a field to study the interaction between humans and computers. Key aspects of HCI include understanding human abilities and limitations as well as the computer system components that enable interaction such as input devices, output displays, and memory. The document explores various interaction paradigms that have developed over time including command lines, menus, natural language interfaces, and graphical user interfaces. It provides examples of how interaction involves both the human and computer systems working together.
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
The document discusses key aspects of the software engineering design process including requirements specification, architectural design, detailed design, coding and testing. It emphasizes that usability engineering should occur throughout the design lifecycle. The document also discusses iterative design and prototyping techniques which help address limitations of incomplete requirements specifications. Design rationale is presented as an important part of the process to explain and communicate the reasons behind design decisions.
This document provides an overview of the subject of Human-Computer Interaction (HCI). It discusses the historical evolution of HCI from early computers to modern interfaces. It also covers key concepts like interactive system design, usability engineering, and the relationship between HCI and software engineering. The document outlines several topics that are important to HCI like GUI design, prototyping techniques, and research areas in HCI including ubiquitous computing and embedded systems.
The document discusses key aspects of human-computer interaction (HCI), including its importance, elements, interaction styles, input and output devices, and eye tracking techniques. HCI aims to design human-centered systems by understanding users' visual, intellectual, motor, and memory capabilities. Serious HCI research promises to fundamentally change computing by creating excellent user interfaces. Understanding users and conducting evaluations are important for practitioners. Common interaction styles include command lines, menus, and WIMP interfaces. Input devices include keyboards while outputs include displays, and humans interact visually, auditorily, and through touch. Various eye tracking methods aim to measure gaze, such as electrooculography and video-based techniques. HCI is an interdisciplinary
This Document by Daroko blog,this describe the human computer interface in use today,to read More about Notes on human computer intrface,kindly go to daroko blog,this is ust a section of those notes,go to daroko blog and read all the Notes,check on the tutorials part on that blog and then choose human computer interafec
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
HCI 3e - Ch 14: Communication and collaboration modelsAlan Dix
Chapter 14: Communication and collaboration models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
This document outlines the syllabus for a course on Human Computer Interaction taught by Dr. Latesh Malik. The course objectives are to introduce students to concepts of HCI and how to design and evaluate interactive technologies. The syllabus covers topics like principles of interface design, the design process, screen design, interface components, and tools. The course aims to help students understand considerations for interface design and methods in HCI to design effective user interfaces.
Chapter 1: The human
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 7: Design rules
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
This Presentation contains all the topics in design concept of software engineering. This is much more helpful in designing new product. You have to consider some of the design concepts that are given in the ppt
This document provides an overview of human-computer interaction (HCI) as an academic discipline and design field. It discusses what students will learn, including understanding systems and humans through analysis, and applying that understanding to design solutions with a focus on real users. It outlines topic areas like design processes, underlying theories of human cognition, and specific domains. It also explores the roots of HCI in fields like psychology and computing. Finally, it discusses changes in the field with increasing device multiplicity, ubiquitous and wearable technologies, and a shift from computer dialogue to dialogue with the world.
This document provides an overview of the psychology of human-computer interaction. It begins by outlining the learning outcomes, which are to understand why psychologists should be involved in design, consider elements of HCI in relation to psychology, and how new technologies impact people. It then provides definitions of human-computer interaction and discusses relevant disciplines like computer science, psychology, and ergonomics. Examples of incidents involving poor interface design leading to issues like information overload are provided. The document also discusses goals of HCI like usability, effectiveness and different roles in the field like interaction designers.
The document discusses human-computer interaction design. It notes that good design requires understanding users, their needs and expectations. Common pitfalls include lack of early user analysis, usability testing and team communication. Ambiguous interfaces, limited input and complex navigation cause usability problems. The design process involves understanding business functions, human characteristics like memory and speed, and ensuring the interface matches users' mental models through techniques like task analysis and conceptual modeling.
Minor project Report for "Quiz Application"Harsh Verma
This document summarizes a project report for a quiz application submitted to Rajiv Gandhi Proudyogiki Vishwavidyalaya, Bhopal. The report describes a web-based quiz application developed by students Bhumika Kanojia, Durgesh Mishra, and Harsh Verma to fulfill their Bachelor of Engineering degree requirements. The application allows users to play various quizzes on technical, general knowledge, and other topics. Users can view answers, ask questions, and submit their own questions and answers after admin approval. The report covers requirements analysis, design, implementation, and testing of the quiz application.
The document discusses design principles from Don Norman's book "The Design of Everyday Things" and another book on interaction design. It outlines several important principles: visibility (can the user see what to do?), feedback (does the user know the effect of their actions?), affordance (how do controls suggest their use?), mapping (is the relationship between controls and effects clear?), constraints (are invalid actions prevented?), and consistency (is use of the design logical and predictable?). Examples of both good and poor implementations of these principles in everyday designs are provided.
How to do 3D printing in Architecture.pdfMwataTshituka
Since the age of the Pharaohs, architectural models have served as physical representations during structures’ development to help sell a project, support fundraising efforts, and solve construction challenges.
Traditionally, model-making is a manual craft that involves working with materials such as wood, ceramic, cardboard, or clay, which can be extremely time-consuming and repetitive. Architecture studios and practices today have access to a wider range of tools, including CNC milling machines, laser cutters, and 3D printers that can reduce labor needs and speed up the workflow.
Despite a move from the drawing board to digital screens, physical architectural models still play a significant role in helping architects visualize blueprints.
3D printing technologies help bridge the gap between digital and physical worlds and empower architects and model makers to create high-precision architectural models quickly and cost-effectively directly from digital drawings.
Modern 3D printing processes provide architects and model makers with the means to revolutionize how models are made. They do this by: Speeding up the architectural model making process. Translating CAD drawing directly into physical 3D models with a high level of precision.
This book gives a brief breakdown of how to design 3D printing designs in Architecture, accompanied by links to get more detailed description of what 3D printing in the Architecture industry is all about. It is designed to help those looking to go into a different kind of design and printing particularly in the Architecture department to have a clear and better understanding of the types of printing softwares and how to use them as well as knowing the how beneficial they are in the Architectural industry.
Innovation in the Internet of Things (IoT) provides various opportunities for large, medium, and small-sized companies; however, its realization is still challenging for these companies. Therefore, an engineering design methodology for IoT innovation is required, especially for non- information and communication technology experts. In this paper, we call the engineering design method for IoT innovation “IoT innovation design method,” and discuss its requirements and perspectives with reference to previous studies. Then, this paper proposes a concrete IoT innovation design method with an example. This paper contributes to existing studies not only by proposing a new specific method but also by clarifying the general requirements and perspective (viewpoints) of IoT innovation design methods.
Out of Control: the bottom-up power of social computingJun Hu
The document discusses the rise of social computing and its impact. It notes that social computing has shifted innovation from a top-down model, where large institutions control information, to a bottom-up model driven by connected communities. This decreases the power of large organizations and increases the power of decentralized networks to share information and experiences. The document also examines how social computing can be used constructively, such as through social movements, and destructively, as in the case of riots. It argues social computing opens opportunities for new forms of collaboration and collective problem solving in design.
BIM: What do Owners Want? - Brian SkripacJad DELLEL
A presentation on BIM by Brian Skripac, Vice President & Director of Virtual Design & Construction at CannonDesign, for Autodesk's 3rd Entreprise Meetup in Montreal.
An introduction to 3D Training Simulations and Serious Games. Innovative approaches to learning and training. Case studies and examples of best practices in virtual reality environments.
Form1 is a new 3D printer company that created an affordable high-end 3D printer for $3,300 that is easy to use. The 3D printing market is growing rapidly and expected to be worth $5.2 billion by 2020. Form1 aims to target architects, engineers, teachers and medical professionals with their printer that allows users to create prototypes, models, and some functional parts for less than competitors. They plan to promote their product through blogging, social media advertising, video promotions, and tech expos.
This document discusses the challenges facing the architecture, engineering and construction (AEC) industry and how building information modeling (BIM) can help address them. It defines BIM and explains how it changes the nature of practice by integrating the design process. BIM allows for better visualization, coordination, analysis and supply chain integration. Firms can take a horizontal, vertical or progressive approach to adopting BIM. BIM improves productivity and accuracy by focusing on the building model rather than traditional drawings.
The document discusses Building Information Management (BIM) and provides information on:
- Omar Selim who is a BIM expert with 14 years of experience.
- Problems in the construction industry such as poor coordination, change orders, delays and cost overruns.
- Benefits of BIM such as better coordination, clash detection, cost estimation and safety planning.
- Key aspects of BIM including 3D, 4D, 5D, 6D and 7D models which incorporate time, cost, sustainability and facilities management information.
The document discusses Building Information Management (BIM) and provides information on:
- Omar Selim who is a BIM expert with 14 years of experience.
- Problems in the construction industry such as poor coordination, change orders, delays and cost overruns that BIM can help address.
- BIM being a digital representation of the building process that involves 3D models as well as scheduling, cost estimation and sustainability information.
My name is Chandni Patel, and my portfolio is a representation of all that I have learned and accomplished as a Interior designer and an architecture student.
My goal is to create aesthetically pleasing spaces for people while remaining environmentally conscious. I want to demonstrate how strong imagination is and how I've used it to develop my ideas.
I am a hardworking and smart person, constantly willing to learn and experience new things. I enjoy designing environments and strive to make each one unique. This portfolio contains some of my best projects from college and my prior job.
2nd Qatar BIM User Day Design TechnologyBIM User Day
Technology, specifically building information modeling (BIM) technology, has revolutionized design culture over the past 28 years. BIM allows for 3D modeling of designs which enables better collaboration between designers. It also facilitates clash detection and ensures designs are constructible in the real world. Major architects have embraced BIM technologies which has led to more innovative and complex building designs being realized. BIM supports the entire design process from early sketches through construction and has changed how projects are approached.
Mike Biggs gave a presentation on user experience (UX) design. He began by introducing himself and his background. He then discussed the history and definition of UX, explaining that UX considers a person's perceptions and responses resulting from using a product. Biggs described where UX lives in an organization and provided examples of good and bad UX. He outlined the typical UX design process, including discovery, definition, design, development, and delivery stages. Biggs concluded by discussing different UX environments and tools that can be used.
Architecture 3D Design and 3D Modeling Rendering Concepts.pptx3dteamau
Architectural 3D modeling has the potential to produce 3D images that are as responsive as real objects. These 3D images are called 3D architectural models. These 3D models look like a large model, but can be activated on the screen.
The document proposes a 3D pen called the "Magic Pen" as an inexpensive and easy-to-use solution for creating 3D plastic objects without specialized knowledge or software. The pen uses plastic filaments that solidify instantly upon extrusion, allowing users to draw in three dimensions. It offers advantages over 3D printers in being more affordable, portable, and requiring no training. The proposed business model involves selling the pens along with accessories and filaments, with a target market of designers, educators, and creative professionals estimated to reach 170 million rubles by 2016. Development of the pen is underway and the team is seeking partners and investment to launch sales.
The document discusses the pros and cons of using 2D versus 3D tools for concept design development. While 2D tools allow for the same representation as paper drawings and easier collaboration, they are less suited to concept design exploration and prototyping. 3D tools remove design ambiguity and enable digital prototyping, but are intended for detailed rather than conceptual design work and can have interdependencies that cause failures. The document promotes an integrated 2D and 3D solution to leverage the benefits of both during concept development and detailed design.
The document discusses the engineering design process, including identifying problems, developing solutions, creating geometric models, testing and evaluating designs, and redesigning if needed. It provides examples of using CAD software to construct geometric models of objects and explains how finite element analysis can be used to test designs. The lecture also compares conventional design processes to integrated CAD/CAM systems and outlines the steps of a case study applying the engineering design process.
Web Design Trends You Shouldn't Miss in 2022 .pdfWPWeb Infotech
Web Design Trends changing constantly, and here we've covered Top web design trends that you should consider at the time of website designing. https://bit.ly/3O5pWau
In a future where digital services and physical products come together, it seems like the tech community is having the greatest influence on our world. In some ways, this is great, but we seem to have forgotten those designers with the talent for crafting physical forms that can fit into our hands, our homes and our lives.
For a future Internet of Things, the UX community needs to better engage Industrial Designers in what we do. This talk explored how we do that.
NB, this is a talk intended for a UX audience, and is meant to be a starter of an ongoing discussion between both UX and Industrial Design fields. If you want to be part of the discussion, please get in contact.
This document discusses requirements gathering for software development projects. It defines what requirements are, including business, functional, and technical requirements. It emphasizes the importance of gathering accurate and complete requirements through techniques like interviews, questionnaires, and prototyping. A good requirement is described as being complete, correct, clear, verifiable, necessary, feasible, prioritized, consistent, traceable, modular, and design-independent. The document provides an assignment with questions to help gather requirements for various goals and problems.
Bootstrap is the most popular HTML, CSS and JS framework for developing responsive, mobile first projects on the web.
How to use bootstrap, a framework for web design
This document discusses CSS box model properties including margin, padding, border, and outline. It provides examples of how to use these properties to control spacing and borders for elements. Key points covered include using shorthand properties to set multiple sides at once for margin, padding, and border, as well as new CSS3 properties like border-radius and box-shadow. Students are assigned to create four web pages demonstrating examples of using these box model properties.
CSS Style and selector, In our CSS tutorial you will learn how to use CSS to control the style and selector. Example and Assignment for Web design Technology class
This document discusses CSS style sheets and selectors. It begins with an introduction to CSS and its uses. It then covers CSS syntax, the different ways to insert CSS (inline, internal, external), and different types of selectors (element, id, class). Examples are provided for each topic. The document concludes with an assignment to create a webpage about movies using various CSS selectors and techniques learned in the document.
A sitemap is a hierarchical list or diagram that represents the structure of HTML pages on a website. It is used to plan the logical presentation of content for users, visualize user paths, and organize content to help achieve business goals. There are two common types of sitemap diagrams: a horizontal tree diagram and a vertical tree diagram. Examples of sitemaps show hierarchical relationships between pages through visual diagrams.
This document provides an introduction to good and bad web design. It discusses key elements of good design such as simplicity, consistency, uniqueness, usefulness, easy navigation, responsiveness and lack of errors. Good design is exemplified by websites like Nike.com that are easy to use and achieve their objectives well. Bad design is seen on websites like Havenworks.com that do not clearly convey their purpose. The document concludes with an assignment to evaluate examples of good and bad web design based on the principles discussed.
HTML5 introduces many new elements that improve the semantics of HTML documents. These include new structural elements like <header>, <nav>, <article>, and <footer> that define different sections of a page. HTML5 also adds new form controls like <datalist> and <output>. It introduces multimedia elements <video> and <audio> to embed video and audio. The <canvas> element allows dynamic drawing via scripting, enabling 2D and 3D graphics. HTML5 provides a simpler way to structure pages compared to HTML4's <div> elements.
The document provides an overview of HTML, HTML5, and validations for web design. It discusses the basics of HTML including elements like headings, paragraphs, links, tables and divs. It also covers new semantic elements introduced in HTML5 like header, nav, article and section. The document recommends validating code for browser compatibility, rendering speed, accessibility and to satisfy web standards. It provides a link to an online HTML validator and assigns students to write HTML code based on a figure using divs and HTML5 elements.
This document discusses trends in web interface design and elements of effective design. It outlines trends like longer scrolling sites, storytelling/interaction, simplicity, and large typography. It also covers web components like responsive design for multiple screen resolutions. The document details elements of good design like simplicity, consistency, identity, useful content, and navigation. It discusses site structure models and layout. Finally, it provides an assignment to design an e-commerce site using tools like Photoshop.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
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This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
6. ART| DESIGN |SCIENCE
Illustration
Visual design
Fine Art
Imagery
Typography
Grid system
Research
Interviewing
Interaction design
User Experience
Information Architecture
322131 HCI/2015 CS KKU 6
7. How much does DESIGN matter to you?
322131 HCI/2015 CS KKU 7