- Soil is formed by the weathering of rocks and decomposition of dead plants and animals over long periods of time.
- Soil has different layers with varying compositions - the topsoil at the surface contains more organic matter like humus while the subsoil and bedrock below contain fewer nutrients.
- Soils also differ in texture depending on the size of their particles - sandy soil has large particles and drains quickly, silt soil has medium sized particles, and clay soil has the smallest particles and holds the most water.
- Soil is formed by the weathering of rocks and decomposition of dead plants and animals over long periods of time.
- Soil has different layers with varying compositions - the topsoil at the surface contains more organic matter like humus while the subsoil and bedrock below contain fewer nutrients.
- Soils also differ in texture depending on the size of their particles - sandy soil has large particles and drains quickly, silt soil has medium sized particles, and clay soil has the smallest particles and holds the most water.
Exploring the use of Concept Mapping to facilitate Interaction Design ProcessesIlja Smorgun
Concept mapping can be used to facilitate interaction design processes through various stages. Concept mapping presents information visually and structurally, surfaces strengths and weaknesses of ideas, and is easy to understand, flexible, and adaptable. Case studies of designing mobile app prototypes over 8 months found that concept mapping supported elicitation, communication, representation, and adaptation, though they do not easily scale with many nodes. Future work could explore using concept mapping similarly to state transition diagrams to represent an application's logic.
Towards the Design of Estonia’s M-Government ServicesIlja Smorgun
The document summarizes research conducted on designing Estonia's mobile government (m-government) services. A survey of 497 Estonian residents found that over half own smartphones and are frequent mobile internet users. Most have used Estonia's state portal eesti.ee and are familiar with its services. The top services respondents wanted mobile access to were health, personal information maintenance, and driving/boating. The research recommends prioritizing healthcare services, involving users in design, addressing privacy, and designing an m-government architecture and core functionality for Estonia's state portal.
Re-Conceptualizing the E-Textbook for Ubiquitous InteractionsIlja Smorgun
This document discusses re-conceptualizing the e-textbook to enable ubiquitous interactions. It notes the increased digitization of learning materials but their lack of support for interaction across devices. The goals are to enhance learning through new technologies by designing an e-textbook for ubiquitous interaction using various digital artifacts. Research questions focus on how to design such interactions in education and evaluating the concept. Activities include studying current practices and iterating the design through field tests. Outcomes include understanding ubiquitous interactions and evaluating frameworks for designing them.
This document summarizes a study on technology substitution. The study surveyed 101 people about their device and service usage. It found that smartphones, laptops, and desktops were the most commonly used devices. Communication, social networking, and office applications were the most regularly used services. The results also showed differences in device and service usage based on demographics like gender, age, and country of origin. The conclusion recommends considering each target group's unique needs when designing cross-device services and solutions for technology substitution.
Exploring the use of the human artifact model for studying ubiquitous interac...Ilja Smorgun
The document discusses using the Human-Artifact Model (HAM) as an analytical tool to study ubiquitous interactions. A case study was conducted in 5 Estonian schools to analyze activities supported by various digital and non-digital artifacts. The HAM helped identify the activities, roles of artifacts, and tensions that arise. Insights from this analysis can help designers create new artifacts that integrate better with existing tools and cause fewer usage problems.
Towards a design space for ubiquitous computingIlja Smorgun
The document proposes a design space to help interaction designers better understand their options for designing ubiquitous computing systems. It was created through a literature review on ubiquitous computing challenges, issues, technologies, and focus areas. The design space maps questions about system characteristics, enabling technologies, design challenges, goals, and quality attributes to potential options and criteria for evaluating those options. It was tested on the LearnMix project and provided guidance on important design considerations. The design space is intended to explore design directions without commitment and present relevant factors for designers to consider for their projects.
Incorporating values into the design processIlja Smorgun
This document discusses incorporating values into the design process, specifically for developing e-textbooks in Estonia. It introduces design critique and critical design as ways to focus on values in the design process and ensure values are incorporated. It then discusses the values that have guided the LearnMix e-textbook project in Estonia based on user studies and expert input. Finally, it proposes using design spaces as a way to document design rationale and choices to aid communication and uptake of the design approach.
The document proposes utilizing QR codes and a mobile phone application to display relevant information from the ASIO database. A web service would connect a mobile application to the ASIO database, allowing users to register for exams, view curricula and schedules, and access other information by scanning QR codes with their phone. The project aims to expand access to the ASIO database onto mobile devices.
Exploring the use of Concept Mapping to facilitate Interaction Design ProcessesIlja Smorgun
Concept mapping can be used to facilitate interaction design processes through various stages. Concept mapping presents information visually and structurally, surfaces strengths and weaknesses of ideas, and is easy to understand, flexible, and adaptable. Case studies of designing mobile app prototypes over 8 months found that concept mapping supported elicitation, communication, representation, and adaptation, though they do not easily scale with many nodes. Future work could explore using concept mapping similarly to state transition diagrams to represent an application's logic.
Towards the Design of Estonia’s M-Government ServicesIlja Smorgun
The document summarizes research conducted on designing Estonia's mobile government (m-government) services. A survey of 497 Estonian residents found that over half own smartphones and are frequent mobile internet users. Most have used Estonia's state portal eesti.ee and are familiar with its services. The top services respondents wanted mobile access to were health, personal information maintenance, and driving/boating. The research recommends prioritizing healthcare services, involving users in design, addressing privacy, and designing an m-government architecture and core functionality for Estonia's state portal.
Re-Conceptualizing the E-Textbook for Ubiquitous InteractionsIlja Smorgun
This document discusses re-conceptualizing the e-textbook to enable ubiquitous interactions. It notes the increased digitization of learning materials but their lack of support for interaction across devices. The goals are to enhance learning through new technologies by designing an e-textbook for ubiquitous interaction using various digital artifacts. Research questions focus on how to design such interactions in education and evaluating the concept. Activities include studying current practices and iterating the design through field tests. Outcomes include understanding ubiquitous interactions and evaluating frameworks for designing them.
This document summarizes a study on technology substitution. The study surveyed 101 people about their device and service usage. It found that smartphones, laptops, and desktops were the most commonly used devices. Communication, social networking, and office applications were the most regularly used services. The results also showed differences in device and service usage based on demographics like gender, age, and country of origin. The conclusion recommends considering each target group's unique needs when designing cross-device services and solutions for technology substitution.
Exploring the use of the human artifact model for studying ubiquitous interac...Ilja Smorgun
The document discusses using the Human-Artifact Model (HAM) as an analytical tool to study ubiquitous interactions. A case study was conducted in 5 Estonian schools to analyze activities supported by various digital and non-digital artifacts. The HAM helped identify the activities, roles of artifacts, and tensions that arise. Insights from this analysis can help designers create new artifacts that integrate better with existing tools and cause fewer usage problems.
Towards a design space for ubiquitous computingIlja Smorgun
The document proposes a design space to help interaction designers better understand their options for designing ubiquitous computing systems. It was created through a literature review on ubiquitous computing challenges, issues, technologies, and focus areas. The design space maps questions about system characteristics, enabling technologies, design challenges, goals, and quality attributes to potential options and criteria for evaluating those options. It was tested on the LearnMix project and provided guidance on important design considerations. The design space is intended to explore design directions without commitment and present relevant factors for designers to consider for their projects.
Incorporating values into the design processIlja Smorgun
This document discusses incorporating values into the design process, specifically for developing e-textbooks in Estonia. It introduces design critique and critical design as ways to focus on values in the design process and ensure values are incorporated. It then discusses the values that have guided the LearnMix e-textbook project in Estonia based on user studies and expert input. Finally, it proposes using design spaces as a way to document design rationale and choices to aid communication and uptake of the design approach.
The document proposes utilizing QR codes and a mobile phone application to display relevant information from the ASIO database. A web service would connect a mobile application to the ASIO database, allowing users to register for exams, view curricula and schedules, and access other information by scanning QR codes with their phone. The project aims to expand access to the ASIO database onto mobile devices.
2. VANAAEG
Astronoomia ulatub tagasi vanaaega ning sai alguse esiaja kultusest.
Vanaaja astronoomid eristasid tähti ja planeete, sest tähtede suhteline asend püsis
sajandeid muutumatuna.
Kalendrid põhinesid tavaliselt Päikese ja Kuu näival liikumisel (mille alusel peeti arvestust
ööpäevade, kuude ja aastate üle).
3. ESIAEG
Tähistaevaga seotud leiud ja kujutised võivad tagasi ulatuda paleoliitikumi.
Arheoloogiliste tõendite nappus ei pruugi tähendada, et taevavaatlused ei etendanud
paleoliitikumi inimeste elus mingit rolli.
Neoliitikumi leiud näitavad hoopis teistsugust pilti, sest taeva ja kalendri tundmine on
põllumajandusel põhinevatele kultuuridele elutähtis.
4.
5. EGIPTUS
Muinasegiptlased jaotasid taeva analoogiliselt oma 36 kümnepäevase nädalaga 36 võrdse
otsetõusuga dekaaniks.
Iga dekaani tähed tõusid ja loojusid 40 minutit pärast eelmise dekaani omi.
Keskmiselt 18 öisest dekaanist kasutati öiseks ajamõõtmiseks iga kord umbes 12 dekaani.
6. MESOPOTAAMIA
Babüloonia astronoomia põhitähelepanu oli astroloogial ja taevaennetel.
Mesopotaamia kultuuriruumis said babüloonlased toetuda Assüüria rikkale
vaatlustraditsioonile.
Tuhandetel leitud kiilkirjaga savitahvlitel on astronoomilised tekstid, mis peale välileidude
kuuluvad peamiselt Uruki ja Niinive arhiivide juurde.