Graphical user interfaces became widely adopted in the 1980s and 1990s, making computers easier for non-technical users to operate. This included the introduction of the Apple Macintosh in 1984, which had a graphical interface and icons. As graphical interfaces succeeded, the field of human-computer interaction embraced computer science principles and shifted its focus beyond efficiency to also consider user experience.
Ambient Intelligence: Definitions and Application AreasFulvio Corno
Topics:
- Definition(s)
- Application areas
- Requested features
- Architectures
Slides for the course of "Ambient Intelligence: Technology and Design" given at Politecnico di Torino during year 2013/2014.
Course website: http://bit.ly/polito-ami
Ambient Intelligence: Definitions and Application AreasFulvio Corno
Topics:
- Definition(s)
- Application areas
- Requested features
- Architectures
Slides for the course of "Ambient Intelligence: Technology and Design" given at Politecnico di Torino during year 2013/2014.
Course website: http://bit.ly/polito-ami
George konstantakis iot and product design360mnbsu
The Internet of Things (IoT) may be at the core of the next Industrial Revolution! The socioeconomic implications of IoT, in general, are astounding. As with all disruptive technology, there are threats and opportunities that must be understood by business leaders. How do these implications relate to the needs of manufacturing businesses and the human resources that are intertwined with them? How can Product Design address those needs? This closing session will explore these questions and offer solutions.
Ubiquitous computing will surround users
with a comfortable and convenient information environment and a smart
space that merges physical and computational infrastructures into an integrated
habitat. This habitat will feature a proliferation of hundreds or thousands of
computing devices and sensors that will provide new functionality, offer specialized
services, and boost productivity
and interaction among the devices and
the
users.
User Innovation for the Internet of Things | Gerd KortuemGerd Kortuem
The importance of user innovation is widely accepted, but the development of the Internet of Things is primarily driven by large commercial players. Using an innovation perspective, this paper identifies how user innovation and market-based innovation can be combined by creating user- centered ecosystems that are open for and provide incentives for end-user innovation. An investigation of the smart-home domain is used to identify challenges for the realization of user-centered ecosystems for the Internet of Things.
Von Tanja Döring zum Raum Schiff Erde 2011.
Maus, Tastatur und Grafisches User Interface waren gestern! Aktuell gibt es eine Reihe von Forschungsansätzen für neue Interaktionsformen, die ein ausgewogenes Verhältnis von Gegenständlichem und Digitalem, von Körperlichem und Abstraktem im Fokus haben. „Tangible und Embodied Interaction“ bezeichnet ein seit zwei Jahrzehnten wachsendes Forschungsfeld, dem seit fünf Jahren eine eigene Konferenz mit Beiträgen aus Informatik, Kunst, Design und Architektur gewidmet wird: tei-conf.org. Ein Bericht über Ursprünge, Konzepte und Prototypen des Feldes.
Human Computer Interaction is the Study of Interaction between Human & Computer to Design Human-Centered Skills, So that there are Principles & Methods to Create Excellent Interfaces with any Technology.
Ubiquitous Computing - The Future of ComputingShiraz Shrestha
Ubiquitous Computing is a technology that interlinks physical and digital world together. It aims to do so by embedding microprocessors in devices of various forms including laptops, tablets and in everyday objects such as fridge, tables, pair of glasses, etc. The basic idea behind Ubiquitous Computing is to embed chips in almost any devices, from clothing to tools to appliances to cars to homes to kitchens to the human body to connect it to an infinite network of other devices.
This slide deals with ubiquitous computing, the eras of computing, generic features of ubiquitous computing like natural interfaces, context-aware learning and automated capture and access to live experiences, related areas of ubiquitous computing like ambient intelligence, augmented reality, wearable computing, how it has changed the way humans interact with the computers and the future of computing.
George konstantakis iot and product design360mnbsu
The Internet of Things (IoT) may be at the core of the next Industrial Revolution! The socioeconomic implications of IoT, in general, are astounding. As with all disruptive technology, there are threats and opportunities that must be understood by business leaders. How do these implications relate to the needs of manufacturing businesses and the human resources that are intertwined with them? How can Product Design address those needs? This closing session will explore these questions and offer solutions.
Ubiquitous computing will surround users
with a comfortable and convenient information environment and a smart
space that merges physical and computational infrastructures into an integrated
habitat. This habitat will feature a proliferation of hundreds or thousands of
computing devices and sensors that will provide new functionality, offer specialized
services, and boost productivity
and interaction among the devices and
the
users.
User Innovation for the Internet of Things | Gerd KortuemGerd Kortuem
The importance of user innovation is widely accepted, but the development of the Internet of Things is primarily driven by large commercial players. Using an innovation perspective, this paper identifies how user innovation and market-based innovation can be combined by creating user- centered ecosystems that are open for and provide incentives for end-user innovation. An investigation of the smart-home domain is used to identify challenges for the realization of user-centered ecosystems for the Internet of Things.
Von Tanja Döring zum Raum Schiff Erde 2011.
Maus, Tastatur und Grafisches User Interface waren gestern! Aktuell gibt es eine Reihe von Forschungsansätzen für neue Interaktionsformen, die ein ausgewogenes Verhältnis von Gegenständlichem und Digitalem, von Körperlichem und Abstraktem im Fokus haben. „Tangible und Embodied Interaction“ bezeichnet ein seit zwei Jahrzehnten wachsendes Forschungsfeld, dem seit fünf Jahren eine eigene Konferenz mit Beiträgen aus Informatik, Kunst, Design und Architektur gewidmet wird: tei-conf.org. Ein Bericht über Ursprünge, Konzepte und Prototypen des Feldes.
Human Computer Interaction is the Study of Interaction between Human & Computer to Design Human-Centered Skills, So that there are Principles & Methods to Create Excellent Interfaces with any Technology.
Ubiquitous Computing - The Future of ComputingShiraz Shrestha
Ubiquitous Computing is a technology that interlinks physical and digital world together. It aims to do so by embedding microprocessors in devices of various forms including laptops, tablets and in everyday objects such as fridge, tables, pair of glasses, etc. The basic idea behind Ubiquitous Computing is to embed chips in almost any devices, from clothing to tools to appliances to cars to homes to kitchens to the human body to connect it to an infinite network of other devices.
This slide deals with ubiquitous computing, the eras of computing, generic features of ubiquitous computing like natural interfaces, context-aware learning and automated capture and access to live experiences, related areas of ubiquitous computing like ambient intelligence, augmented reality, wearable computing, how it has changed the way humans interact with the computers and the future of computing.
Introduction to Computer Fundamentals:
Overview of Computer Fundamentals: Definition, importance, and evolution of computers.
Computer Hardware: Central Processing Unit (CPU), memory (RAM and ROM), input and output devices, storage devices.
Computer Software: Operating systems, application software, programming languages. Computer Applications in psychology
Usability First - Introduction to User-Centered Design@cristobalcobo
he User-centered design (UCD) process outlines the phases throughout a design and development life-cycle all while focusing on gaining a deep understanding of who will be using the product.
Hci and its effective use in design and development of good user interfaceeSAT Publishing House
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
Being human (Human Computer Interaction)Rahul Singh
The presentation describes the increasing dependence of the human kind on the Computer systems. The increased variable usage of the machine and much more.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
3. Grudin, Jonathan. “A Moving Target: The Evolution of Human–Computer Interaction.” Human Computer Interaction Handbook: Fundamentals,
Evolving Technologies, and Emerging Applications, Third Edition, edited by Julie A. Jacko, 3rd ed., Taylor & Francis, 2012, pp. xxvii–lxi.
1945~1950 1950~1960 1960~1970 1970-1985 1985~1995 1995~2010
New
Invention
The
Calculator
The Giant
Brain
Service
Industry
My
productive
tool Ubiquity
user Inventors
Experts and
Pioneers
Computer Center
Priests
Professional
employees
geeks everyone
interface cables
Punch cards and
tapes
Teletype and
terminal
Green-screen
Alphanumeric
GUI
GUIs & Ambient
Interface
objective
Brute Force
Arithmetic
High speed
calculation
Batch processing Time-sharing Package software
Software as
service
consumer
Military &
Government
Scientist
Information
Conglomerate
Most Business
Increasing mobile
home users
Toy
4. From invention to maturity. Jacko, Julie A., ed. Human Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging
Applications, Third Edition. 3rd ed. Taylor & Francis, 2012. p.lii
1945~1950 1950~1960 1960~1970 1970-1985 1985~1995 1995~2010
New
Invention
The
Calculator
The Giant
Brain
Service
Industry
My
productive
tool Ubiquity
user Inventors
Experts and
Pioneers
Computer Center
Priests
Professional
employees
geeks everyone
interface cables
Punch cards and
tapes
Teletype and
terminal
Green-screen
Alphanumeric
GUI
GUIs & Ambient
Interface
objective
Brute Force
Arithmetic
High speed
calculation
Batch processing Time-sharing Package software
Software as
service
consumer
Military &
Government
Scientist
Information
Conglomerate
Most Business
Increasing mobile
home users
Toy
Motivation
(inter) personal
Inside
organization
Inter-organization Industry / society
Boundary of Influence
5. TOC
1. Revision
2. 1965-1980 Human–Computer Interaction Prior to Personal Computing
a. Computer in Office
i. IBM system 360
ii. Xerox Alto
3. 1980-1985 Discretionary Use Comes Into Focus
a. Computer opened up its potential to everyone with ease of varied purpose.
i. Apple Lisa
4. 1985-1995 Graphical User Interfaces Succeed
a. GUI; Sales of easiness to the rest of us
i. Apple Macintosh 128k
5. 1995-2010 The Internet Era Arrives
a. The values beyond efficiency
6. Recap & Conclusion
14. 1.6 Computer in Business
■ Summary
➜ Computer entered in business stronghold.
× IBM System 360
➜ Professions based on the computing roles
× Operation
× Management
× Programming
➜ Human Computer Interaction
× Computer user; a group of people who deals with use of computing process
▪ Operators; users with direct interaction
▫ “interacted directly with computers for routine maintenance and
operation, and as time-sharing developed, hands-on use expanded to
include data entry and other repetitive tasks.”
▪ Managers, Systems analysts
▫ “oversaw hardware acquisition, software development, operation, and
the use of output.”
15. “Apart from those working in research settings, few programmers were direct users
until late in this period. Many prepared flowcharts and wrote programs on paper
forms. Keypunch operators then punched the program instructions onto cards, which
were sent to computer centers for computer operators to load into the computer and
run. Printouts and other output were picked up later. Many programmers used
computers directly when they could, but the cost generally dictated more efficient
division of labor.”
Jacko, Julie A., ed. Human Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications, Third Edition. 3rd ed. Taylor & Francis,
2012. p.xxiv
16. 1.6.2 Information System Addresses the
Management of Computing
■ Business computers on organizational matters
➜ Informations Systems as a tool for both operators and managers
× “an integrated man–machine system for providing information to support the
operation, management, and decision-making functions in an organization” (Davis
1974)
× “the effective design, delivery, and use of information systems in organizations”
(Keen 1980 quoted in Zhang, Nah, and Preece 2004)
× Information system as a social factor
▪ E.g. teacher―student through CamSys
17.
18. 1.6.2 Information System Addresses the
Management of Computing
■ Business computers on organizational matters
➜ Issues
× Cognitive styles
▪ “On individual differences in how people (notably managers) perceive and
process information.”
× Approaches to system design:
▪ as a “response to user difficulties and resistance” (dynamics)
▪ The social and organizational dynamics around system adoption and use
i. educating representative workers about technological possibilities
ii. involving them in design, in part to increase their acceptance of the
resulting system
▪ Organizational characteristic over functionality
19. 1.6.3 Programming: Subject Of Study, Source Of
Change
■ internal progress
➜ 1971, The Psychology of Computer Programming by Gerald Weinberg
➜ 1980, Software Psychology: Human Factors in Computer and Information Systems by Ben
Shneiderman
➜ 1981, The Psychological Study of Programming by Beau Sheil
× On programming notation (conditional, control ow, data types), practices (
flowcharting, indenting, variable naming, commenting), and tasks (learning,
coding, debugging).
20. Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011. p. 8, 65, 98
21. 1.6.3 Programming: Subject Of Study, Source Of
Change
■ Institutions
➜ Xerox Palo Alto Research Center (founded 1970)
× “founded to advance computer technology by developing new hardware,
programming languages, and programming environments”
× extended the primarily perceptual motor focus of human factors to higher-level
cognition
➜ HUSAT (Human Sciences and Advanced Technology research center at Loughborough
University, UK)
× influenced by socio-technical design, extended human factors by considering
organizational factors.
22. 1.6.4 Computer Science: A New Discipline
■ Computer Graphics: Realism and Interaction
➜ Graphics for novice user and his/her interaction or expert’s need
➜ 1973, Xerox Alto; A first GUI oriented prototype for personal computing
× First mark for the personal communication with computer
× Not for the commercial market
➜ Vision
× “Interactive computer graphics appears likely to be one of the
main forces that will bring computers directly into the lives of
very large numbers of people {common people} during the next
two or three decades. Truly user-oriented graphics of sufficient
power to be useful to large numbers of people has not been
widely affordable, but it will soon become so and, when it does,
the appropriateness and quality of the products offered will to
a large extent determine the future of computers as intellectual
aids and partners of people.”* -- Licklider (1976)
*Licklider, J. C. R. 1976. User-oriented interactive computer graphics. In Proceedings of SIGGRAPH Workshop on User- Oriented Design of Interactive Graphics Systems,
89–96. New York: ACM. p.76
23. Tim Mott’s reconstructed idea sketch with Larry Tesler from Moggridge, Bill. Designing Interactions. 1 edition, The MIT Press, 2007. P. 50
25. 1.6.4 Computer Science: A New Discipline
■ Computer Graphics: Realism and Interaction
➜ Graphics for novice user and his/her interaction or expert’s need
➜ 1973, Xerox Alto; A first GUI oriented prototype for personal computing
× First mark for the personal communication with computer
× GUI completed its verification within lab.
× Modalities
▪ Input―tactile, vision, audible
▪ Output―vision, audible
*Licklider, J. C. R. 1976. User-oriented interactive computer graphics. In Proceedings of SIGGRAPH Workshop on User- Oriented Design of Interactive Graphics Systems,
89–96. New York: ACM. p.76
29. 1.7 Discretionary Use Comes Into Focus
■ Introduction
➜ Hi-end market
× The advent of mainframe computers under affordable budget in mid-scale
companies
➜ Low-end market
× Advent of hands-on discretionary (based on their own decision) users
× For the first time, companies targeted significant numbers of non technical
hands-on users who received little or no formal training.
➜ Flood of innovations
× 1981, Xerox Star ($16,500 [$44,415]), IBM PC
× 1982, workstations from Sun Microsystems
× 1983, Apple Lisa ($9,995 [$24,600]), the first commercial OS with GUI
× Employment of psychologist in computer and telecommunication companies
▪ Due to the (1) psychologists who liked to use computers and (2) technology
companies who wanted to sell to discretionary users.
30.
31. 1.7.1 Discretion In Computer Use
■ Discretion in computer
➜ Users enjoy more choices and congenial (suitable and friendly) computer
➜ Enabled by
× Hardware innovation; low cost with high performance
▪ cf) DEC, Data General, and Wang Laboratories
× versatile software
× steady progress in understanding the psychology of users and tasks
× transferring that understanding to software developers
➜ “from Human factors to human actors”
× From action to performance
32. 1.7.2 Minicomputers And Office Automation
■ Scenery
➜ The Ancestors of OA (office automation) / OIS (office information system) visited
market
× Terminals for the command input of batch processing
× Central processor
× file-sharing, word-processing, spreadsheet, and e-mail, and manage output
devices
➜ Result
× Leading the innovation in several topics such as hypertext, computer mediated
communication, and collaboration support
× the price of computers to fit into the budget of a small workgroup or an office (yet
to be personal)
× Beginning of computer mediated communication through small group networking
37. 1.8. 1 Computer–Human Interface Embraces
Computer Science
■ Shifts
➜ 1984, Apple Macintosh 128K
× US$2,495 [$5,877] (GDP/c US$17,100)*
× A first GUI success in market. GUI (experience) became a selling point.
*1981, Xerox Star ($16,500 [$44,415]) (GDP/c US$13,970)
38.
39. 1.8. 1 Computer–Human Interface Embraces
Computer Science
■ Shifts
➜ Criticism on GUI
× “GUIs confused and created problems for people familiar with existing interfaces.”
× inconvenient interface ⇢ confusing interface
× Influences by Psychology
▪ The given framework was only valid within command- and form-based
interaction
▪ Not with color, sound, animation, icons, menu design, window arrangements,
etc.
▪ A shift from Cold logic to hot perception
× Software design in computer science construes HCI needs them.
▪ Subfields : “interactive graphics, software engineers interested in interaction,
and AI researchers working on speech recognition, language understanding,
and expert systems.”
40. 1.8.2 Human Factors And Ergonomics Maintains
A Nondiscretionary Use Focus
■ Nondiscretionary users
➜ Users who is mandatory to use the system to complete specified task
× cf) Students, University Staffs, and CamSys
➜ Human Factors and ergonomics
× Necessary knowledge about human behaviour and characteristic to link machine
and human in engineering aspect
× for trained and skilled use/user
× cf) the needs of government agencies, the military, aviation industry, and
telecommunications
42. 1.10.4 Computer–Human Interaction Evolves,
And Embraces Design
■ Standpoint
➜ Innovation requires to be congenial* for wider audiences
■ Internet
➜ New perspective
× virtual worlds (online) as phenomena & public space
× adaptive systems that merge and filter local and Internet-based information (cf.
Google)
× Efficiency vs. Funology (gamification)
▪ Information behavior is discretional and subjective.
× Conflicts between designer and consumer
▪ In the realm of web marketing & branding e.g) Pop-up, bridge pages, inserts
× Interaction design with a social or political stance
▪ cf) physical constraints. Socioeconomic factors, etc.
× Interaction as everyday thing
➜ Discovery of the values beyond efficiency in human-computer
Interaction
*Congenial,
1. (of a person) pleasing or liked on account of having qualities or interests that are similar to one's own: his need for some congenial company. 2. (of a thing)
pleasant or agreeable because suited to one's taste or inclination: he went back to a climate more congenial to his cold stony soul.
43. Looking BackCULTURES AND BRIDGES
1940~1960 1960~1970 1970-1985 1985~1995 1995~2010
user Pioneers Closed circle
Professional
employees
geeks everyone
interface Punchcard & Tapes Teletype and terminal CUI GUI GUI
Objective
High-speed
Calculations
Batch processing Time-sharing Package software Web-enabled tools
consumer Rocket Scientists
Government &
Information
Conglomerate
Companies
Increasing mobile
home users
Cheap and multiple
44. 1.11.1 Discretion As A Major Differentiator
■ We have witnessed.
➜ Human-computer interaction is for everyone.
× Able to target individual and organization at the same time
× Participants than trainees
× Same goals with different emphasis
▪ cf) fewer errors, faster performance, quicker learning, greater memorability,
and being enjoyable
▪ Solution vs. experience
× Quantitative vs. qualitative; “In assessing designs for mass markets, avoiding obvious
problems can be more important than striving for an optimal solution.”
▪ Contextual design vs. persona
48. ■ We can predict, based on our observation
➜ Discretion; decision is up to you
× The rise and fall of right to choice by user
▪ “Discretion can evaporate when a technology becomes mission-critical, as word
processing and email did in the 1990s.”
× cf) Writing
▪ typewriter ⇢ word processing (unification) ⇢ PDF (from many others)
1.12.1 Discretion: Now You See It, Now You Don’t
50. 1.12.2 Ubiquitous Computing: Invisible Human–
Computer Interaction?
■ We can predict, based on our observation
➜ “Invisible through omnipresence” by embedded technology
× “It makes interaction with digital technology become part of everyone’s
research”
➜ Vanishing disciplines
× Matured enough to be fundamental towards other research fields
▪ Human Factors and Ergonomics
▫ Permeating into Cognitive Engineering and Decision Making,
Communication, Human Performance Modeling, Internet, System
Development, and Virtual Environment
▪ Information Systems
▫ Too broad to meet the needs from more ramified disciplines
+ Business-to-business / customer portal / e-government
▪ Computer–Human Interaction
▫ More specific division is on the rise
+ CHI vs. WWW, Mobile Usability, Game Interface, etc.
51. 1.12.3 Information
■ We can predict, based on our observation
➜ “Information is being reinvented”
1. Conceptualizing Information
▪ Is information message, data (input/output), or access?
http://sce2.umkc.edu/bit/cs100/coursecontent/computerconcepts/
http://www.visualcapitalist.com/internet-minute-2018/
52. 1.12.3 Information
■ We can predict, based on our observation
➜ “Information is being reinvented”
1. Conceptualizing Information
▪ Is information about access?
▪ “like magnets or attractors, sucking the focus-oriented materials out of the
disciplines and restructuring them within the information scientific framework.”
▫ Is it about every kind of information or
▫ Is it about general theory on computer ?
▫ Should it have specialized branches?
2. Multidisciplinary approach towards interaction as social behavior
▪ Communication studies
▪ Media studies
54. 1.13 Summary
■ New Factors, unknown
➜ New waves of hardware enabled different ways to support the same activities.
× e.g. Email : informal ⇢ formal
➜ Patterns
× “Today the PC is losing the spotlight.” As email and mainframe computer did.
▪ “The role of the PC may shift, becoming a personal control station where we can
monitor vast quantities of information on anything of interest—our health, the
state of household appliances, Internet activity, etc.—on large displays, with
specific tasks easily moved to portable or distributed devices.”
× Directions under specific context
× New territory with new socio-cultural exposure
➜ A generation has grown up with computers
56. 1. Grudin, Jonathan. “A Moving Target: The Evolution of Human–Computer Interaction.” Human Computer Interaction
Handbook: Fundamentals, Evolving Technologies, and Emerging Applications, Third Edition, edited by Julie A. Jacko, 3rd
ed., Taylor & Francis, 2012, pp. xxvii–lxi.
2. Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press,
2011.
3. Moggridge, Bill. Designing Interactions. 1 edition, The MIT Press, 2007.
58. ➜ Xerox Alto
× Restoration project with working unit;
https://www.youtube.com/watch?v=9H79_kKzmFs&t=355s
➜ Apple Macintosh 128K
× Video recording of Steve Jobs Introduces the Macintosh from Computer
History Museum
▪ Apple Macintosh premiere with Steve Jobs and the Mac team, Boston
Computer Society General Meeting, January 30, 1984. Steve Jobs
introduces the Macintosh, followed by a panel including Steve Capps,
Andy Hertzfeld, Randy Wigginton, Bill Atkinson, Bruce Horn, Burrell
Smith, Owen Densmore, and Rony Sebok. Recorded: January 30, 1984,
Catalog Number: 102739983
59. ▸ Week 4 class is blended learning.
■ Please study on Don Norman’s idea about usability and concepts and principles.
■ You are required to answer with additional reading materials.
■ Start your team and let me know it.
■ From here. 👉
Reminder
60. Quiz 🔗
🕐 Due is 20 July 2018
⚠ Please note that this quiz is 10% of your evaluation.
You are allowed to answer again by the end of day.
Editor's Notes
Figure 2.5 IBM Data Processing Center, IBM World Headquarters, New York, ca. 1954–55. Schematic plan of computer installations. Courtesy of IBM Corporate Archives, Somers, New York. from Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011.
Figure 2.5 IBM Data Processing Center, IBM World Headquarters, New York, ca. 1954–55. Schematic plan of computer installations. Courtesy of IBM Corporate Archives, Somers, New York. from Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011.
Figure 2.5 IBM Data Processing Center, IBM World Headquarters, New York, ca. 1954–55. Schematic plan of computer installations. Courtesy of IBM Corporate Archives, Somers, New York. from Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011.