The document discusses how new technologies are transforming architectural practice and the architect's role. It describes the author's background working in both architecture and software development. Integrated 3D modeling allows architects to simulate buildings throughout their lifecycles, accelerating the design process but not creativity itself. While technologies change the traditional boundaries between design phases, they reduce documentation work and allow architects to provide ongoing services through a building's use.
The document discusses the state of software engineering and model-driven engineering. It argues that software engineering is dead or critically ill, as the field has failed to establish theoretical foundations and instead focuses on hype cycles and new technologies. It also argues that model-driven engineering missed its potential and that models have failed to deliver on their promises of sustainability and code generation. The document examines reasons for these failures and advocates for establishing a stronger theoretical basis for software and systems engineering.
The following videos were linked from the original presentation:
1) Scenario - http://www.vimeo.com/4903991
2) Touchscreen UI Concept: http://vimeo.com/4910002
3) No Touchscreen UI Concept: http://www.vimeo.com/4910043
Avoiding Barriers to Business: UX Design as a Strategic Tool to Drive BusinessEffective
The document outlines 7 strategies and 16 tactics for user experience design. The strategies are: 1) Prioritize empathy over ego, 2) Define outcomes rather than features, 3) Make a compelling business case, 4) Stop competing with yourself, 5) Do it right the first time, 6) Technologists must own delivery, and 7) Future proof by planning for novices. The presentation emphasizes designing for all users, especially less technical ones, through iterative testing and a focus on simplicity.
This document discusses meaningful connected products and how they have transformed from being purely functional to also being emotional. It mentions examples like the B&O MC40 speaker and "furby" as products that achieved this transformation. The document also discusses the importance of understanding the context of use, both temporally and through empathy, when designing meaningful connected products. It proposes a process for designing (eco)systems that involves analyzing contexts, identifying actors, creating and specifying actor networks, and defining outcomes.
Leveraging the Cloud for Better User ExperienceEffective
Presented at Cloud Expo NY - June 2012
The cloud has many benefits, but when it comes to application development, how does the cloud help enterprises and development teams create custom software and applications that end users actually care about? Using real world examples from Adobe, Herff Jones and Navy Federal Credit Union, this session will highlight the advantages cloud computing provides for quickly developing custom software and applications with compelling user experiences.
This document provides an introduction to a user interaction design course. It outlines the course instructor's background and expertise. It also discusses classroom rules and covers the first lesson which introduces the difference between designing objects and designing interaction. The document explains key concepts such as interaction design, aspects of interaction like control and feedback, and how to create interactive experiences. It includes activities for students to discuss designing interactive products.
The document discusses the evolution and future prospects of 3D display technology. It begins with Leonardo da Vinci first noticing the phenomenon of binocular vision 500 years ago. It then outlines major milestones in 3D technology from the 1600s to present day, including the development of 3D photography, stereoscopes, and glasses-based viewing methods. The document discusses various 3D display technologies and devices, including TVs, cameras, projectors, and applications in areas like gaming, movies, medical imaging, and virtual reality. It concludes by noting changes in the home entertainment market, with consumers investing more in technologies like 3D TV as the housing market forces people to stay in their current homes longer.
The document discusses the state of software engineering and model-driven engineering. It argues that software engineering is dead or critically ill, as the field has failed to establish theoretical foundations and instead focuses on hype cycles and new technologies. It also argues that model-driven engineering missed its potential and that models have failed to deliver on their promises of sustainability and code generation. The document examines reasons for these failures and advocates for establishing a stronger theoretical basis for software and systems engineering.
The following videos were linked from the original presentation:
1) Scenario - http://www.vimeo.com/4903991
2) Touchscreen UI Concept: http://vimeo.com/4910002
3) No Touchscreen UI Concept: http://www.vimeo.com/4910043
Avoiding Barriers to Business: UX Design as a Strategic Tool to Drive BusinessEffective
The document outlines 7 strategies and 16 tactics for user experience design. The strategies are: 1) Prioritize empathy over ego, 2) Define outcomes rather than features, 3) Make a compelling business case, 4) Stop competing with yourself, 5) Do it right the first time, 6) Technologists must own delivery, and 7) Future proof by planning for novices. The presentation emphasizes designing for all users, especially less technical ones, through iterative testing and a focus on simplicity.
This document discusses meaningful connected products and how they have transformed from being purely functional to also being emotional. It mentions examples like the B&O MC40 speaker and "furby" as products that achieved this transformation. The document also discusses the importance of understanding the context of use, both temporally and through empathy, when designing meaningful connected products. It proposes a process for designing (eco)systems that involves analyzing contexts, identifying actors, creating and specifying actor networks, and defining outcomes.
Leveraging the Cloud for Better User ExperienceEffective
Presented at Cloud Expo NY - June 2012
The cloud has many benefits, but when it comes to application development, how does the cloud help enterprises and development teams create custom software and applications that end users actually care about? Using real world examples from Adobe, Herff Jones and Navy Federal Credit Union, this session will highlight the advantages cloud computing provides for quickly developing custom software and applications with compelling user experiences.
This document provides an introduction to a user interaction design course. It outlines the course instructor's background and expertise. It also discusses classroom rules and covers the first lesson which introduces the difference between designing objects and designing interaction. The document explains key concepts such as interaction design, aspects of interaction like control and feedback, and how to create interactive experiences. It includes activities for students to discuss designing interactive products.
The document discusses the evolution and future prospects of 3D display technology. It begins with Leonardo da Vinci first noticing the phenomenon of binocular vision 500 years ago. It then outlines major milestones in 3D technology from the 1600s to present day, including the development of 3D photography, stereoscopes, and glasses-based viewing methods. The document discusses various 3D display technologies and devices, including TVs, cameras, projectors, and applications in areas like gaming, movies, medical imaging, and virtual reality. It concludes by noting changes in the home entertainment market, with consumers investing more in technologies like 3D TV as the housing market forces people to stay in their current homes longer.
This document summarizes a presentation about communicating new interactions from design concept to widespread adoption. It discusses using storytelling techniques like videos and mockups to envision interactions. It notes the importance of considering audience and level of detail. Prototyping is presented as allowing people to experience and provide feedback on interactions directly. Showing interactions through demonstrations, as Doug Engelbart did, can also be effective. Understanding is shaped by many factors like past experiences and popular media depictions. Interactions may be learned through social contexts like observing others. Creating interactive prototypes allows exploring dynamics of new interactions throughout the design process.
Wif, Interactive design international festival, programmeWif
Interactive design international festival
29-31 May, Limoges, France
Organised by the Limousin Economic and Cultural Development Agency, Wif was created almost 10 years ago and will enjoy its 5th edition in 2012.
Filter Design Competition
Aimed at convincing sponsors to finance the second edition of the only independent design competition in Romania. Created to be sent via email.
2008: concept+text+layout
The document discusses software design principles and patterns, including the SOLID principles, design patterns like factory method and abstract factory, code smells like duplicated code and feature envy, and refactoring techniques to address smells like extracting classes and collapsing hierarchies. It provides examples of applying principles and patterns to real code and suggests design is key to creating high-quality, maintainable software.
Mobile Prototyping Essentials - Part IIRachel Hinman
The document outlines the plan and objectives for a workshop on mobile prototyping essentials, including reviewing principles of mobile user experience design, prototyping methods like storyboarding and translating graphical user interfaces to natural user interfaces, and hands-on exercises in prototyping techniques.
Mobile Prototyping Essentials Workshop - Part OneRachel Hinman
This document outlines an agenda for a workshop on mobile prototyping essentials. The morning session will discuss what makes mobile UX different from web design and include exercises on identifying mobile needs, ideating concepts, and creating prototypes. The afternoon session focuses on mobile prototyping and includes exercises on storyboarding, translating graphical interfaces to natural user interfaces, and creating in-screen prototypes. Key principles discussed for mobile design include designing experiences that are uniquely mobile, sympathetic to user context, and allow the interface to "speak its power" through intuitive interaction.
Mujib Ahmed and Lalita Tharani founded Collaborative Architecture in 2002 after meeting on a presentation. Since then, their Mumbai-based firm has grown significantly, winning 14 national and 2 international awards for their projects. Their designs are intuitive and layered, combining logical, irrational, and poetic thoughts. They draw from diverse influences and are inspired by designers' processes rather than just their designs. Three of their notable projects showcase their approach: Wedge-1, a prototype showroom with cutouts revealing and masking displays; Wrap-4, a car showroom with vehicles as the focal point; and a minuscule bedroom prototype maximizing space through seamless Corian furniture.
A Clash of Concerns: Applying Design Thinking to Social Dilemmas Geoffrey Dorne
This document discusses two design projects that aimed to address social problems rather than user or engineering problems. Both projects used a Vision in Product design approach to first define a strategic product aim before considering the product design. The first case addressed social cohesion by aiming to increase the number of initial relationships between people from different backgrounds through contact initiatives. The second case addressed gender inequality in the workforce by aiming to make masculine and feminine qualities equally valued through a game that reframes gender stereotypes. Both cases followed a similar reasoning pattern of reframing the social problem and taking intermediate steps to define an appropriate strategic product aim, resembling a systems thinking approach.
The document discusses different views of beauty throughout history and their application to code beauty. It provides definitions of beauty from ancient Greek, romantic, modernist, and post-modernist perspectives. The document then discusses how the Greek and modernist views of minimizing complexity and removing unnecessary elements can provide a good basis for code beauty. It defines code beauty as bringing pleasure to readers, making writers and collaboration happy, and leading to fewer bugs and better quality. Examples of beautiful code provided are the Smalltalk class collection for its elegant reuse of core implementation methods.
Interaction design focuses on defining the behavior of products to improve user experience. It examines how users interact with a system rather than just its visual appearance. Some key aspects of interaction design include conducting user research, prototyping interactive systems, and testing usability. The goal is to design intuitive interactions that allow users to efficiently achieve their goals.
Embrace Project Report: Hospital Project for Ethnic MinorityJackson Choi
The document summarizes research conducted on improving medical experiences for ethnic minority patients at Pok Oi Hospital. It found that language barriers, cultural differences, and lack of understanding of the healthcare system caused stress, frustration and a sense of discrimination for these patients. Current solutions provided interpreters and educational materials, but communication issues persisted. The project aims to design solutions that overcome language barriers and effectively convey healthcare information to ethnic minority patients.
This 3-page project report summarizes a design project for a social networking service called SoSoCo targeted towards the elderly population in Hong Kong. The project was sponsored by ASTRI and conducted by a team of 3 students from Hong Kong Polytechnic University. The report describes background research conducted including field observations, interviews and a card sorting exercise to understand the needs of elderly users. It then outlines the design process including developing interaction models, scenarios and prototypes to explore a composable computing approach. The final section reflects on the project outcomes.
Anne Thomas Manes Using User ExperienceSOA Symposium
This document provides an agenda for a presentation on using user experience in service-oriented architecture. It discusses common user experience problems like feature saturation and application design issues. The document recommends integrating anthropologists into the development process to better understand users, and increasing system flexibility to manage complexity and decrease coupling.
WE had IA Summit Redux on April 22 in Tokyo. This is the presentation. All were recorded and archived on Ustream as following.
http://www.ustream.tv/recorded/14195107
1. Scenario based design uses narratives or stories to describe how users will interact with a system. These scenarios help designers understand user needs and how people will accomplish tasks with the system.
2. Scenarios are both concrete, providing specific examples of usage, and flexible, allowing for refinement and elaboration. This helps designers manage the fluid nature of design situations.
3. Considering scenarios promotes a work-oriented design process focused on the needs of users. Scenarios also help designers reflect on and evaluate their work throughout the design process.
Shaping the future of media content in the Middle East
Across the Arab world, a young and wealthy population base with a healthy appetite for new technology and entertainment is demanding communication and content catering to regional, cultural and language differences.
The pan-Arab media industry is expanding faster than that of any other region. There is a clear business opportunity out there, but the industry needs a clearer understanding of consumer trends and how to monetise content across new platforms.
medialive! will be a two day showcase for the Middle East’s media community and a forum to further industry thinking across the entire media lifecyle.
Smart Houses: integrating SOA with Brain Computer InterfacesRoberto Baldoni
The SM4ALL project developed an embedded middleware platform to create smart homes that can help disabled and elderly people. The platform synchronizes household devices to automatically complete complex tasks through voice commands or brain-computer interfaces. The multi-disciplinary team overcame challenges integrating different technologies to create demonstrations of intelligent home assistance like drawing baths. The open platform aims to lower smart home costs and make the technology widely available.
The document discusses representation techniques for blueprinting product-service systems (PSS). It notes that while there are standard techniques for technically representing objects, there are no standard techniques for blueprinting PSS. Blueprints for PSS need to communicate different information to different audiences, from technical engineers to end users. The document reviews existing representation methods like system maps, use cases, storyboards, and scenarios and argues they can help analyze, design, and define PSS by facilitating strategic conversations between stakeholders with varying perspectives.
Charles Mingus said "Making the simple complicated is commonplace; making the complicated simple, awesomely simple, that's creativity." This quote suggests that true creativity involves simplifying complexity rather than needlessly complicating simplicity.
Fundraising in a recession is challenging. In this keynote, Marc shares way to keep "mental hygiene" to prevent catching the "recession bug." Filled with practical, actionable tips, this presentation will help you raise more money for your nonprofit while strengthening relationships with your donors.
Kurt Lewin acuñó el término "dinámica de grupos" en 1944 para describir la dinámica y el comportamiento de pequeños grupos. La dinámica de grupos estudia la psicología y estructura de los grupos, y puede utilizarse para facilitar el aprendizaje, prevenir problemas de disciplina y promover el desarrollo grupal y personal. El proceso de desarrollo grupal implica que los individuos aprendan modos más efectivos de trabajar juntos y desarrollen la confianza y comunicación mutuas.
This document summarizes a presentation about communicating new interactions from design concept to widespread adoption. It discusses using storytelling techniques like videos and mockups to envision interactions. It notes the importance of considering audience and level of detail. Prototyping is presented as allowing people to experience and provide feedback on interactions directly. Showing interactions through demonstrations, as Doug Engelbart did, can also be effective. Understanding is shaped by many factors like past experiences and popular media depictions. Interactions may be learned through social contexts like observing others. Creating interactive prototypes allows exploring dynamics of new interactions throughout the design process.
Wif, Interactive design international festival, programmeWif
Interactive design international festival
29-31 May, Limoges, France
Organised by the Limousin Economic and Cultural Development Agency, Wif was created almost 10 years ago and will enjoy its 5th edition in 2012.
Filter Design Competition
Aimed at convincing sponsors to finance the second edition of the only independent design competition in Romania. Created to be sent via email.
2008: concept+text+layout
The document discusses software design principles and patterns, including the SOLID principles, design patterns like factory method and abstract factory, code smells like duplicated code and feature envy, and refactoring techniques to address smells like extracting classes and collapsing hierarchies. It provides examples of applying principles and patterns to real code and suggests design is key to creating high-quality, maintainable software.
Mobile Prototyping Essentials - Part IIRachel Hinman
The document outlines the plan and objectives for a workshop on mobile prototyping essentials, including reviewing principles of mobile user experience design, prototyping methods like storyboarding and translating graphical user interfaces to natural user interfaces, and hands-on exercises in prototyping techniques.
Mobile Prototyping Essentials Workshop - Part OneRachel Hinman
This document outlines an agenda for a workshop on mobile prototyping essentials. The morning session will discuss what makes mobile UX different from web design and include exercises on identifying mobile needs, ideating concepts, and creating prototypes. The afternoon session focuses on mobile prototyping and includes exercises on storyboarding, translating graphical interfaces to natural user interfaces, and creating in-screen prototypes. Key principles discussed for mobile design include designing experiences that are uniquely mobile, sympathetic to user context, and allow the interface to "speak its power" through intuitive interaction.
Mujib Ahmed and Lalita Tharani founded Collaborative Architecture in 2002 after meeting on a presentation. Since then, their Mumbai-based firm has grown significantly, winning 14 national and 2 international awards for their projects. Their designs are intuitive and layered, combining logical, irrational, and poetic thoughts. They draw from diverse influences and are inspired by designers' processes rather than just their designs. Three of their notable projects showcase their approach: Wedge-1, a prototype showroom with cutouts revealing and masking displays; Wrap-4, a car showroom with vehicles as the focal point; and a minuscule bedroom prototype maximizing space through seamless Corian furniture.
A Clash of Concerns: Applying Design Thinking to Social Dilemmas Geoffrey Dorne
This document discusses two design projects that aimed to address social problems rather than user or engineering problems. Both projects used a Vision in Product design approach to first define a strategic product aim before considering the product design. The first case addressed social cohesion by aiming to increase the number of initial relationships between people from different backgrounds through contact initiatives. The second case addressed gender inequality in the workforce by aiming to make masculine and feminine qualities equally valued through a game that reframes gender stereotypes. Both cases followed a similar reasoning pattern of reframing the social problem and taking intermediate steps to define an appropriate strategic product aim, resembling a systems thinking approach.
The document discusses different views of beauty throughout history and their application to code beauty. It provides definitions of beauty from ancient Greek, romantic, modernist, and post-modernist perspectives. The document then discusses how the Greek and modernist views of minimizing complexity and removing unnecessary elements can provide a good basis for code beauty. It defines code beauty as bringing pleasure to readers, making writers and collaboration happy, and leading to fewer bugs and better quality. Examples of beautiful code provided are the Smalltalk class collection for its elegant reuse of core implementation methods.
Interaction design focuses on defining the behavior of products to improve user experience. It examines how users interact with a system rather than just its visual appearance. Some key aspects of interaction design include conducting user research, prototyping interactive systems, and testing usability. The goal is to design intuitive interactions that allow users to efficiently achieve their goals.
Embrace Project Report: Hospital Project for Ethnic MinorityJackson Choi
The document summarizes research conducted on improving medical experiences for ethnic minority patients at Pok Oi Hospital. It found that language barriers, cultural differences, and lack of understanding of the healthcare system caused stress, frustration and a sense of discrimination for these patients. Current solutions provided interpreters and educational materials, but communication issues persisted. The project aims to design solutions that overcome language barriers and effectively convey healthcare information to ethnic minority patients.
This 3-page project report summarizes a design project for a social networking service called SoSoCo targeted towards the elderly population in Hong Kong. The project was sponsored by ASTRI and conducted by a team of 3 students from Hong Kong Polytechnic University. The report describes background research conducted including field observations, interviews and a card sorting exercise to understand the needs of elderly users. It then outlines the design process including developing interaction models, scenarios and prototypes to explore a composable computing approach. The final section reflects on the project outcomes.
Anne Thomas Manes Using User ExperienceSOA Symposium
This document provides an agenda for a presentation on using user experience in service-oriented architecture. It discusses common user experience problems like feature saturation and application design issues. The document recommends integrating anthropologists into the development process to better understand users, and increasing system flexibility to manage complexity and decrease coupling.
WE had IA Summit Redux on April 22 in Tokyo. This is the presentation. All were recorded and archived on Ustream as following.
http://www.ustream.tv/recorded/14195107
1. Scenario based design uses narratives or stories to describe how users will interact with a system. These scenarios help designers understand user needs and how people will accomplish tasks with the system.
2. Scenarios are both concrete, providing specific examples of usage, and flexible, allowing for refinement and elaboration. This helps designers manage the fluid nature of design situations.
3. Considering scenarios promotes a work-oriented design process focused on the needs of users. Scenarios also help designers reflect on and evaluate their work throughout the design process.
Shaping the future of media content in the Middle East
Across the Arab world, a young and wealthy population base with a healthy appetite for new technology and entertainment is demanding communication and content catering to regional, cultural and language differences.
The pan-Arab media industry is expanding faster than that of any other region. There is a clear business opportunity out there, but the industry needs a clearer understanding of consumer trends and how to monetise content across new platforms.
medialive! will be a two day showcase for the Middle East’s media community and a forum to further industry thinking across the entire media lifecyle.
Smart Houses: integrating SOA with Brain Computer InterfacesRoberto Baldoni
The SM4ALL project developed an embedded middleware platform to create smart homes that can help disabled and elderly people. The platform synchronizes household devices to automatically complete complex tasks through voice commands or brain-computer interfaces. The multi-disciplinary team overcame challenges integrating different technologies to create demonstrations of intelligent home assistance like drawing baths. The open platform aims to lower smart home costs and make the technology widely available.
The document discusses representation techniques for blueprinting product-service systems (PSS). It notes that while there are standard techniques for technically representing objects, there are no standard techniques for blueprinting PSS. Blueprints for PSS need to communicate different information to different audiences, from technical engineers to end users. The document reviews existing representation methods like system maps, use cases, storyboards, and scenarios and argues they can help analyze, design, and define PSS by facilitating strategic conversations between stakeholders with varying perspectives.
Charles Mingus said "Making the simple complicated is commonplace; making the complicated simple, awesomely simple, that's creativity." This quote suggests that true creativity involves simplifying complexity rather than needlessly complicating simplicity.
Fundraising in a recession is challenging. In this keynote, Marc shares way to keep "mental hygiene" to prevent catching the "recession bug." Filled with practical, actionable tips, this presentation will help you raise more money for your nonprofit while strengthening relationships with your donors.
Kurt Lewin acuñó el término "dinámica de grupos" en 1944 para describir la dinámica y el comportamiento de pequeños grupos. La dinámica de grupos estudia la psicología y estructura de los grupos, y puede utilizarse para facilitar el aprendizaje, prevenir problemas de disciplina y promover el desarrollo grupal y personal. El proceso de desarrollo grupal implica que los individuos aprendan modos más efectivos de trabajar juntos y desarrollen la confianza y comunicación mutuas.
This document discusses what was known about DNA in the early 1950s and the discovery of its structure. It was known that DNA contained phosphorus, deoxyribose sugar, and the nitrogen bases adenine, guanine, thymine and cytosine. Researchers like Wilkins, Franklin, Watson, and Crick were studying DNA and proposed the double helix structure based on Franklin's X-ray diffraction images, with complementary base pairing of A-T and C-G. This double helix model explained DNA's structure and how it replicates.
6 Easy Steps to Creating a Written Fundraising PlanAbila
Many nonprofits struggle to create a fundraising plan and put it in writing, yet the benefits are tremendous. A written plan shifts you from being reactive and dealing with the crisis of the day to being proactive and working purposefully toward the results you want. In this session, you’ll learn how to follow 6 simple steps to put together a written plan for raising the money you need in the coming year.
This power point presentation explains double helical structure of DNA as proposed by Watson and Crick (1953).Attempts have also been made to high light the valuable contributions made by Rosalind Franklin and Wilkins. Brief details of different types of DNA have also been included.
The document outlines the steps to develop an effective fundraising strategy. It discusses: 1) defining the fundraising goal to raise INR 15,00,000 over 5 years to support 5000 beneficiaries, 2) identifying potential donors including government, institutions, corporations, and individuals, and 3) establishing approaches to reach donors through grants, sponsorships, direct mail, advertising and events. It emphasizes creating the strategy will provide a long-term plan and monitoring framework to guide fundraising efforts.
Grassroots organizations should be owned by the communities they serve through diverse monetary and non-monetary support from community members. While ownership is important, true social change requires addressing the root causes of issues like disenfranchisement and poverty. Fundraising requires understanding the purpose of building relationships rather than just raising money, using effective strategies like diversifying funding sources, and having board members and others help with fundraising asks rather than relying solely on paid staff.
Substitution/point mutations and frameshift mutations are similar in that they both alter the genetic code, but they differ in how they alter it:
- Substitution/point mutations involve changing one or a few nucleotides, altering a single codon but not changing the reading frame.
- Frameshift mutations involve inserting or deleting a nucleotide, which shifts the entire reading frame and changes all subsequent codons downstream from the mutation site.
The document summarizes DNA sequencing methods. It discusses the DNA double helix structure and how the four nitrogenous bases form complementary pairs between strands. It then describes the two main historical DNA sequencing methods: the Maxam-Gilbert method which uses chemical degradation, and the Sanger method which is based on chain termination using dideoxynucleotides. The Sanger method is now the most common approach and involves sequencing in four separate reactions with one of the four ddNTPs added to each.
DNA and RNA differ in their chemical structures. While DNA is double-stranded, RNA is single-stranded. There are four main types of RNA - messenger RNA (mRNA), transfer RNA (tRNA), ribosomal RNA (rRNA), and small stable RNA. mRNA carries genetic information from DNA to the ribosome. It is modified with a 5' cap and 3' poly-A tail. tRNA transfers amino acids to the growing polypeptide chain during protein synthesis. rRNA makes up the ribosomal subunits and is involved in protein synthesis.
DNA stores genetic information that controls protein production and organism biochemistry. It has a double helix structure, with strands composed of sugar-phosphate backbones and attached nucleotide bases that pair through hydrogen bonding between adenine and thymine and between guanine and cytosine. Most DNA is located in the cell nucleus, where it is packaged into chromosomes, but mitochondria also contain a small amount of mitochondrial DNA.
DNA is a complex molecule found in all living things that stores and transmits genetic information. It consists of two strands that wrap around each other to form a double helix structure. The sides of the helix are made up of alternating sugar and phosphate groups, while the rungs are composed of pairs of nitrogen bases - adenine pairs with thymine, and cytosine pairs with guanine. This precise base pairing allows DNA to make exact copies of itself during cell replication.
The document provides information on the structure of DNA and RNA. It discusses how DNA was discovered to have a double helix structure by Watson and Crick in 1953 based on prior work by scientists like Franklin, Wilkins, Chargaff and Pauling. It describes the key components of DNA including the sugar-phosphate backbone, nitrogenous bases, and how the bases pair up in the double helix structure. It also discusses different DNA structures like A, B and Z-DNA and how DNA packages into nucleosomes and chromosomes. For RNA, it notes that it is similar to DNA but contains the sugar ribose and base uracil instead of thymine.
1. DNA is made up of deoxyribose, phosphate groups, and four nitrogenous bases (adenine, guanine, cytosine, thymine).
2. The bases pair up through hydrogen bonding between complementary base pairs (adenine with thymine, cytosine with guanine).
3. The paired bases and sugar-phosphate backbone form the structure of the DNA double helix, with the bases in the middle and the backbones on the outside.
This document discusses the structure, properties, and functions of DNA. It describes DNA as a polymer composed of deoxyribonucleotides that carries the genetic information found in chromosomes, mitochondria, and chloroplasts. The basic structure of DNA involves two anti-parallel strands coiled around each other to form the familiar double helix structure, held together by hydrogen bonds between complementary nucleotide base pairs and base stacking interactions. DNA exists in various structural forms and undergoes compaction in the cell, ultimately forming chromatin through association with histone proteins. The primary function of DNA is to serve as the template for its own replication and transcription into RNA to direct protein synthesis.
The document discusses the role of architects in software development organizations. It defines an architect as someone who provides an abstract description of a system across its lifecycle. Effective architects communicate well, maintain an abstract view while also being hands-on, and work as part of a "council" rather than alone to leverage peer feedback. Architectural styles need to balance completeness with flexibility to withstand changing technologies over multiple eras. Overall the role requires both a broad technical expertise and an understanding of both technical and business perspectives.
Digital Architecture, Architectural photography and the Impacts of social med...Ogbuagu Kelechi Uchamma
A Presentation on Digital architecture, Architecture photography and the Impacts of Social media to the architectural practice.
It is very helpful for both students and professionals. If you have a flair for architecture, this presentation would help you discover more about architecture especially in area of Architectural Photography and some software behind Building Information Modeling!
This presentation is also useful to the general public regardless of your profession. *KNOWLEDGE IS POWER!*
I really hope this was of great help to you.
Based on my observations, in IT we suffer from continuous collective amnesia and we are even proud of it.
For at least 50 years meanwhile, we struggle how to build systems, that are easy to understand, to maintain, to change and to operate in a reliable way. Each time we hit the wall again, we start to look for a new silver bullet on the horizon, strongly believing that it will solve the problem for good.
The key word is "new": "New" is good in our community, while "old" is bad, worthless, crap. We suffer from youthism, not only in recruiting, but in all areas. This way we discard any "old" knowledge, no matter if it is valuable or not. We separate by age, not by value.
Additionally we continuously lose our collective memory with every new generation that leaves university as they are also taught not to value anything old and instead only look for the new, shiny stuff.
While not all old knowledge is worth being preserved, admittedly, there is still a lot of valuable old knowledge available, offering answers to the problems that we face today - creating maintainable and reliable systems, dealing with distribution and tackling complexity, just to name a few of the challenges.
This presentation is a journey through some (very) old computer science papers that contain a lot of very valuable knowledge regarding the problems we face today. For each of the papers, some of the key ideas are presented and how they address our current challenges.
Of course, the voice track is missing and there are a lot more papers that would be worth being mentioned in this presentation. Still, I hope that also the slides alone will be of some value for you - and convince you a bit that not everything "old" in IT is automatically worthless ... ;)
This document discusses an introduction to software architecture lecture. It covers:
1) The course logistics including assessments, textbooks, and origins of software architecture from addressing issues in other domains.
2) "Accidental difficulties" that have been overcome through advances like programming languages and "essential difficulties" that remain like complexity, conformity, changeability and intangibility.
3) Examples of software architectural styles like the World Wide Web and pipe and filter architectures.
This document provides an introduction to software architecture. It discusses how software engineers have long employed architectures without realizing it and how architecture addresses issues identified by researchers. It differentiates between accidental difficulties that have been solved through advances like programming languages and essential difficulties like complexity, conformity, changeability and intangibility that cannot be fully solved. It uses an analogy to building architecture to illustrate key parallels and roles. Examples of the World Wide Web and Unix architectures are provided to demonstrate architecture in action.
This document introduces the concept of software architecture and discusses its origins and importance. It describes some of the unique difficulties of software engineering, including complexity, conformity, changeability, and intangibility. It argues that software architecture can help address these difficulties by providing intellectual control, conceptual integrity, and a basis for knowledge reuse. The document uses examples like the World Wide Web and product line architectures to illustrate how architectural design influences software properties and facilitates reuse.
- Many software projects fail to be completed on time and on budget due to unrealistic deadlines, poor estimation of tasks, and changing requirements. Architectural flaws and lack of domain knowledge also contribute to project failures.
- Common problems include inadequate testing, poor code quality, lack of documentation, and developers not wanting to work on code they did not write themselves. Traditional software engineering practices have not changed much over the past 30 years.
- A better approach focuses on rapid feedback through small iterative releases, collaboration with customers, responding flexibly to change, and empowering self-organizing teams. Continuous integration and testing also help catch problems early.
Let's go to the whiteboard: how and why software developers use drawingsMauro Cherubini
Software developers are rooted in the written form of their code, yet they often draw diagrams representing their code. Unfortunately, we still know little about how and why they create these diagrams, and so there is little research to inform the design of visual tools to support developers' work. This paper presents findings from semi-structured interviews that have been validated with a structured survey. Results show that most of the diagrams had a transient nature because of the high cost of changing whiteboard sketches to electronic renderings. Diagrams that documented design decisions were often externalized in these temporary drawings and then subsequently lost. Current visualization tools and the software development practices that we observed do not solve these issues, but these results suggest several directions for future research.
Following on from the success of last year, this annual event for London's architect community will have architectural innovation as a theme this year, and particularly CQRS. At the DDD eXchange we will feature leading thinkers and architects who will share their experience and Eric Evans is the programme lead.
Contemporary Software Engineering Practices Together With EnterpriseKenan Sevindik
The document discusses various software engineering concepts and technologies. It covers topics like prototyping, refactoring, piecemeal growth vs big bang development, agile manifesto principles, design patterns, test driven development, object oriented principles, aspect oriented programming, evolution of enterprise Java technologies like Spring and Hibernate frameworks. It provides recommendations for books related to these topics.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
1. The document introduces the ArchiCAD Step by Step Tutorial, which is designed as a 16-20 hour course to guide users through an architectural project and teach ArchiCAD concepts, tools, and techniques.
2. It explains that the tutorial contains step-by-step instructions for exercises and references related QuickTime movies, with an icon indicating where movies can provide demonstrations.
3. It provides an overview of how to install the step files and demo version of ArchiCAD 7.0 for both Windows and MacOS.
Domain Drive Design: A Very Short Introduction for Business PeopleEmre Sevinç
Domain Drive Design: A Very Short Introduction for Business People, prepared by Emre Sevinç, Co-founder & CTO of TM Data ICT Solutions.
This is a high level overview that might help guide the discussions to explore if Domain Driven Design (DDD) is good fit for different industries and their complex software and data projects.
Creative Coding in Interaction Design with Tim StuttsFITC
Creative Coding in Interaction Design
with Tim Stutts
OVERVIEW
Creative coding is a practice that is infused in everything from programming 3D-printed furniture to generative, motion graphics for a commercial–essentially any place where design and development can overlap into a singular, art-directed process. But what is its place in the interaction design (UI/UX) field within the highly requirement-driven software industry? Can raw programmatic exploration for the sake of ideation amount to great, usable end-products? As interaction design touches on applications with increasingly advanced, off-screen technologies, traditional deliverables such as wireframes and user-flows in themselves can distance the designer from the technology and fail to fully explore the combined potential of the human and the application. On the other extreme, a designer may choose to work directly with API’s, but find themselves in over their head. The solution and middle ground is the creative coding platform.
Presented at FITC Toronto 2014 on April 27-29, 2014
More info at www.FITC.ca
I wanted to gain formal design training been to your design background?
Design school is attracting students to advance my career and compete for Employers understand the value of
from diverse backgrounds who see better positions. improving user experience, but are
opportunities at the intersection of unsure how to accomplish it. Hybrid
business and design. These "hybrid" designers can provide leadership by
designers bring varied skills and applying design methods to solve
perspectives that enrich design complex problems. Employers have
education and careers. Their diverse been receptive to hybrid designers
experiences help them act as bridges who demonstrate their abilities
between design and other disciplines.
SADT & IDEF0 for Augmenting UML, Algile & Usability EngineeringDavid Marca
Correct and complete context for software engineering requires domain modeling. Structured Analysis and Design Technique (SADT/IDEF0) is a proven way to model any kind of domain. This talk explains how SADT/IDEF0 domain modeling can bring correct and complete domain knowledge, including all required context, to today’s commonplace disciplines of Agile System Development, Unified Modeling Language (UML) methodology, and Usability Engineering methods.
How virtual reality is changing the way you construct your house.tinakumavat23
Virtual reality is changing how homes are designed and constructed by allowing architects and interior designers to create realistic virtual environments that clients can experience. This gives clients a better understanding of how the finished project will look before construction begins. Various interior design software programs like AutoCAD, 3Ds Max, Revit, and SketchUp enable designers to efficiently plan projects in 2D and 3D, creatively model their designs, and effectively present their work to clients. Using virtual reality technology with these programs means clients can visualize and experience interior designs before construction to avoid costly mistakes later in the process.
CAD Presentation on Robberspace TechnologiesDilip kumar
Robberspace Technologies provides workshops and training in emerging technologies to students. It was founded a year ago by a group of engineers with a vision to empower youth through education and promote innovative learning. The company organizes national-level workshops on areas like robotics, embedded systems, and computer science to help students gain skills in technologies and showcase their creativity. It also offers short CAD training courses on software like AutoCAD to teach basic 2D and 3D modeling in a condensed timeframe at an affordable price.
This document is a lecture on grid systems and modular design. It discusses the history and uses of grid systems in graphic design, architecture, and page layout. Some key points include:
- Grid systems provide order, consistency and flexibility in design by establishing a set of guidelines.
- Early uses of grids can be seen in manuscripts and Greek temples, while graphic designers like Wim Crouwel and Josef Müller-Brockmann popularized grids in the mid-20th century.
- Effective grids divide space into columns and rows to form a modular structure. Common module sizes are based on factors of 12 to allow for flexibility.
- Negative space and variation within the grid help make designs visually