The Technology Entrepreneur Center (TEC) at the University of Illinois provides resources and programs to help students become entrepreneurs and innovators. The programs include an Innovation Living-Learning Community for freshmen and sophomores, workshops on invention and venture creation, an idea competition, and a Silicon Valley workshop. TEC also offers courses and certificates in entrepreneurship, as well as mentoring from alumni entrepreneurs. Over 800 students enroll in TEC courses each year and around 2,000 participate in programs, with many starting successful companies that impact hundreds of millions of people.
Presentation on Service systems design in Aalborg university Denmark. For use at company tours in various countries. Problem based Learning and internship locations are key content points.
A lesson to teach students how to EXPLAIN democratization of technology, EXPLORE ideas on how technology will continue to democratize, and CREATE an infographic that explains how a current technology product has become more accessible.
The Carnegie Mellon Portugal Program was created in 2006 to advance knowledge creation, talent development, and innovation in Portugal through partnerships between Portuguese and Carnegie Mellon University. The program offers dual degree programs, faculty exchanges, collaborative research projects, entrepreneurship programs, and undergraduate internships. It has helped launch over 10 startups and has involved over 90 organizations through its various initiatives.
Lecture 6: Human-Computer Interaction Course (2015) @VU University AmsterdamLora Aroyo
The lecture discusses the history and future of human-computer interaction (HCI). It covers the Xerox Star system from the 1970s, which introduced concepts like the desktop metaphor and mouse-based interaction. Emerging HCI technologies that are discussed include context-awareness, computer vision, gesture and speech recognition, new interaction surfaces like smart fabrics, social robots, smart homes, and interactive art installations. The lecture predicts that by 2020, mobile devices will be nearly ubiquitous globally and that interfaces will continue moving beyond traditional graphical user interfaces (GUIs) towards more natural forms of interaction.
The document outlines a team project proposal to design an interactive learning platform. It begins with an introduction that establishes the goal of analyzing societal problems and developing an innovative IT solution focused on education. Next, it identifies the need for improved access to education and reviews current solutions. The proposal then discusses ideas for the new platform, including adaptive learning and using social networks. It presents a design with features like course selection and content updates. Finally, the document concludes that the platform could help provide equitable education for marginalized groups.
EMPOWER Artificial Intelligence webinar week: by Jesus BoticarioEADTU
1) Higher education institutions have traditionally focused more on education than learning and classrooms still resemble those from the 19th century.
2) Personalized learning has the potential to cater to individual differences and bring more students into education through inclusive and adaptive technologies.
3) UNED aims to develop a roadmap for personalized learning through first establishing an ethical framework for data use, then gathering and analyzing student data to design evidence-based interventions and predictive models.
The document discusses preparing students for the digital future and age of technological disruption by focusing on developing deep learning competencies like creativity, collaboration, and critical thinking through project-based and inquiry-led learning that leverages digital tools and technologies. It provides examples of deep learning pedagogies and assessments as well as resources for professional learning around digital learning and teaching.
The Technology Entrepreneur Center (TEC) at the University of Illinois provides resources and programs to help students become entrepreneurs and innovators. The programs include an Innovation Living-Learning Community for freshmen and sophomores, workshops on invention and venture creation, an idea competition, and a Silicon Valley workshop. TEC also offers courses and certificates in entrepreneurship, as well as mentoring from alumni entrepreneurs. Over 800 students enroll in TEC courses each year and around 2,000 participate in programs, with many starting successful companies that impact hundreds of millions of people.
Presentation on Service systems design in Aalborg university Denmark. For use at company tours in various countries. Problem based Learning and internship locations are key content points.
A lesson to teach students how to EXPLAIN democratization of technology, EXPLORE ideas on how technology will continue to democratize, and CREATE an infographic that explains how a current technology product has become more accessible.
The Carnegie Mellon Portugal Program was created in 2006 to advance knowledge creation, talent development, and innovation in Portugal through partnerships between Portuguese and Carnegie Mellon University. The program offers dual degree programs, faculty exchanges, collaborative research projects, entrepreneurship programs, and undergraduate internships. It has helped launch over 10 startups and has involved over 90 organizations through its various initiatives.
Lecture 6: Human-Computer Interaction Course (2015) @VU University AmsterdamLora Aroyo
The lecture discusses the history and future of human-computer interaction (HCI). It covers the Xerox Star system from the 1970s, which introduced concepts like the desktop metaphor and mouse-based interaction. Emerging HCI technologies that are discussed include context-awareness, computer vision, gesture and speech recognition, new interaction surfaces like smart fabrics, social robots, smart homes, and interactive art installations. The lecture predicts that by 2020, mobile devices will be nearly ubiquitous globally and that interfaces will continue moving beyond traditional graphical user interfaces (GUIs) towards more natural forms of interaction.
The document outlines a team project proposal to design an interactive learning platform. It begins with an introduction that establishes the goal of analyzing societal problems and developing an innovative IT solution focused on education. Next, it identifies the need for improved access to education and reviews current solutions. The proposal then discusses ideas for the new platform, including adaptive learning and using social networks. It presents a design with features like course selection and content updates. Finally, the document concludes that the platform could help provide equitable education for marginalized groups.
EMPOWER Artificial Intelligence webinar week: by Jesus BoticarioEADTU
1) Higher education institutions have traditionally focused more on education than learning and classrooms still resemble those from the 19th century.
2) Personalized learning has the potential to cater to individual differences and bring more students into education through inclusive and adaptive technologies.
3) UNED aims to develop a roadmap for personalized learning through first establishing an ethical framework for data use, then gathering and analyzing student data to design evidence-based interventions and predictive models.
The document discusses preparing students for the digital future and age of technological disruption by focusing on developing deep learning competencies like creativity, collaboration, and critical thinking through project-based and inquiry-led learning that leverages digital tools and technologies. It provides examples of deep learning pedagogies and assessments as well as resources for professional learning around digital learning and teaching.
The strategic relevance of technology in today's world Edology
At a time when technology came knocking on people's doors and broke into their houses without their knowledge, it is more essential than ever to be a part of an industry that is on the rise, with no signs to slow down. With the PGP in Data Science from Edology x IBM, itu2019s time to fast-track your career and set foot into the world of tech, innovation, and invention.
This document discusses smart homes and their potential benefits for people with disabilities and the elderly. It begins by defining smart homes as houses equipped with automated systems that can be remotely controlled. It then outlines the main components of smart homes, including sensors, devices, networks, and control mechanisms. The document explains how smart home applications could provide health monitoring, safety, communication, and entertainment services for those with disabilities or elderly. However, it also notes technological challenges around fragmentation, communication, and human factors like design, ease of use, and privacy. Overall, the document advocates for placing people's needs first and developing personalized and adaptive technologies to meet the needs of all users.
Education in an artificially intelligent world Kennisnet Technology Compass 2...eraser Juan José Calderón
The document provides an overview and analysis of emerging technologies and their potential impact on education. Chapter 1 analyzes key technological trends, identifying artificial intelligence as most important. Chapter 2 envisions how current technologies like adaptive learning materials could develop in coming years. Chapter 3 describes a long-term future with an always-available, artificially intelligent learning environment supporting personalized learning paths. The report aims to help schools understand technological opportunities and challenges to develop students' skills for a changing world.
Digital Pedagogies: Technology and the Australian Curriculum Daniel M Groenewald
This is an updated version of my presentation on Digital Pedagogies and the Australian Curriculum. Many of us have the sense that technology has arrived but something is missing in its execution. The purpose of the presentation is to explore methods for integrating ICT more effectively in curriculum and classroom settings
Transforming LTransforming Lives: The Evolution and Impact of Assistive Techn...greendigital
Introduction
Assistive technology has emerged as a beacon of hope for individuals with disabilities. opening doors to a world of possibilities and opportunities. As technology advances, so does the range. and effectiveness of assistive tools designed to enhance the lives of those facing physical. cognitive, or sensory challenges. This comprehensive article explores assistive technology's evolution, current state, and future potential. shedding light on its transformative impact on individuals and society at large.
Follow us on: Pinterest
1. Historical Overview of Assistive Technology
To appreciate the significance of modern assistive technology. it's essential to delve into its historical roots. The journey begins with rudimentary aids like eyeglasses and hearing aids. tracing the progression through the development of braille, typewriters. and the advent of electronic devices. In the 20th century, we saw a surge in innovation with the introduction of computers and communication devices. laying the foundation for today's sophisticated technologies.
2. Categories of Assistive Technology
Assistive technology encompasses a broad spectrum of devices. and solutions tailored to address specific needs across various disabilities. This section will explore critical categories, including:
1. Mobility Aids: Wheelchairs, walkers, and exoskeletons.
2. Communication Devices: Augmentative and alternative communication (AAC) tools.
3. Vision Enhancement: Screen readers, magnifiers, and braille displays.
4. Hearing Help: Hearing aids, cochlear implants, and sound amplifiers.
5. Cognitive Support: Apps and devices aiding memory, attention, and organization.
3. The Role of Robotics in Assistive Technology
The integration of robotics has revolutionized the field of it. offering innovative solutions for mobility, rehabilitation, and everyday tasks. Examine the impact of robotic exoskeletons, robotic prosthetics. and robotic help in activities of daily living (ADLs). showcasing how these technologies empower individuals with disabilities.
4. Advancements in Artificial Intelligence for Assistive Technology
Artificial Intelligence (AI) has ushered in a new era of personalized and adaptive solutions. Explore how machine learning algorithms. and AI-driven applications enhance the functionality of assistive devices. providing real-time help and learning from user interactions to tailor experiences for individual needs.
5. Accessibility in the Digital Age
As our world becomes digital, the importance of accessible technology cannot overstated. This section will delve into the significance of web accessibility. the development of accessible software and apps. and the role of universal design in creating inclusive digital environments.
6. Success Stories: Realizing Potential Through Assistive Technology
Highlighting inspirational stories of individuals. who have overcome barriers with the help of it provides a human perspective on its impact. These success
This document outlines the research activities of Eduardo Castillejo and the DeustoTech-INTERNET research group at the University of Deusto. It provides details on the group's research areas such as adaptive user interfaces, context-aware mobile computing, smart environments, and the Internet of Things. It also summarizes several of the group's current and past projects, publications, and other achievements.
Creating a One-handed User Interface for DronesJackie Wolf
This document describes a student team's project to design a one-handed user interface for controlling drones to make drone flight more accessible. The team consists of four masters students with relevant experience and skills. Currently, drone apps are not accessible, do not allow for multitasking, and have unhelpful feedback. The team proposes a single-handed interface using different finger gestures to control direction, altitude, and rotation. They believe this will have wide impact as drone use increases and argue for inclusive design. Next steps are to develop a prototype, add more controls, and refine the design to pitch to manufacturers.
The document summarizes Technosite, a Spanish technology company that works on research and development of accessible and interoperable ICT technologies to benefit people with disabilities and the elderly. Technosite leads the INREDIS research project which aims to develop a global architecture for communication between people with disabilities and any device. The project involves 14 industrial partners and 18 research centers with a budget of €23.6 million. Machine learning and multimodal interaction techniques are areas that can help build solutions within INREDIS to create universally accessible interfaces.
This document outlines a presentation on empowerment and technology. It discusses how technology empowers individuals by providing access to information and enabling communication. The document then reviews the history of empowerment technology, noting key periods from early mechanical technologies to modern electronic devices. Examples of empowerment initiatives in the Philippines are provided, such as digital literacy programs, e-government services, online education platforms, and tech startups focused on areas like health, education and agriculture.
This document outlines current and future trends in media and information, including ubiquitous learning, massive open online courses (MOOCs), wearable technology, and 3D environments. It describes these trends and provides examples. Students will learn to describe MOOCs, evaluate how trends affect society, predict future innovations, and create prototypes of future media. A performance task challenges students to design prototypes that address issues related to media/information in the Philippines by using the design thinking process.
This presentation was designed for teachers participating in Garden Valley School Division's Technology PD sessions. This presentation introduces participants to the history and current issues relating to technology integration in education.
Human Computer Interaction: Trends and ChallengesIRJET Journal
The document provides an overview of human-computer interaction (HCI), including definitions, recent advances, trends and challenges. HCI is the study of how humans interact with computers and how to design interfaces for successful human-computer interaction. It is an interdisciplinary field that incorporates areas like computer science, psychology, anthropology, sociology and ergonomics. The document discusses applications of HCI in education, healthcare and everyday life. Advances in technology have led to new interaction methods like wearables, virtual reality and ubiquitous computing.
The document discusses various topics related to technology including its definition, positive and negative impacts, uses in education, business, and communication. It also addresses how technology has evolved over time with innovations and discusses how it can help or hinder learning. Multiple choice questions are included at the end assessing understanding of technology terms and concepts covered.
The document discusses current and future trends in media and information including massive open online courses (MOOCs). MOOCs provide course materials like lectures and videos that are normally used in conventional education settings. Some advantages of MOOCs are that they have no tuition fees, provide open access to top professors, and are open to all interested students regardless of location. The document also discusses trends in wearable technologies in areas like sports/fitness, healthcare/wellness, security/prevention, and gaming/lifestyle. Emerging technologies discussed include augmented reality, 3D printing, holograms, ubiquitous learning, and paperless societies.
This document discusses human-computer interaction (HCI) and its evolution and future expectations. It covers:
1. How interfaces have evolved from GUIs to gestures and from fixed displays to smart fabrics. Mobiles have also replaced handsets and allow interaction with real-world objects.
2. How increasing technology integration has changed how devices are presented and made people more dependent on computers while also connecting people in new ways.
3. The goals of HCI including influencing research, providing tools and knowledge for designers, and raising public awareness of computers. Good interface design considers users, tasks, environments, and feasibility.
Computer technology is advancing rapidly, increasing the availability and diversity of assistive technologies that can greatly benefit students with disabilities. Assistive technologies provide universal access to tools and learning opportunities. However, many school districts fail to realize the full benefits assistive technologies can offer. This paper will define assistive technology, identify challenges to effective implementation, and discuss approaches to overcoming those challenges.
Facilitating Full-stack Accessibility of Technologies in Education- An Inclus...Amelia Wang, MDes
The document describes a proposed toolkit called A11yMon for facilitating full-stack accessibility of educational technologies. The toolkit is intended to help educational technology vendors better understand and test the accessibility of their products. It includes several components: an empathy zone to develop understanding of disability and accessibility; a skills zone with resources on accessibility guidelines and testing tools; and tools for monitoring accessibility test results over multiple rounds of testing. The goal is to design an innovative and usable toolkit that moves beyond technical compliance to meaningfully engage users in improving accessibility. Future steps involve fully developing the toolkit and making it available as an accessible web page and in downloadable formats along with a tutorial video.
This document discusses current and future trends in media and information. It covers topics like ubiquitous learning, massive open online courses (MOOCs), wearable technology, and 3D environments. Students will learn to describe these trends, evaluate their impact, predict future innovations, and design prototypes. The performance task challenges students to address a media/information issue by creating a prototype using design thinking methods.
Technology can be defined as a process with the help of which human beings apply scientific knowledge for practical purposes in order to meet their growing needs.
Este documento presenta una introducción a los conceptos clave de la interacción humano-computadora (HCI), incluyendo las necesidades de los usuarios reales, definiciones básicas, una breve historia de HCI, métodos de diseño centrado en el usuario, usabilidad vs experiencia de usuario, e investigación en HCI.
De la Academia al Desarrollo Comercial de Proyectos de Usabilidad: el caso de...Mario A Moreno Rocha
El documento describe la trayectoria del UsaLab de la Universidad Tecnológica de la Mixteca en México desde su inicio como laboratorio académico hasta su desarrollo como empresa que ofrece servicios comerciales de usabilidad. Explica cómo el UsaLab ha ganado experiencia a través de proyectos académicos y concursos, ha profesionalizado sus servicios adoptando estándares de la industria, y ha logrado una cartera de clientes importantes en México y el extranjero. También ofrece consejos sobre cómo otras empresas pued
The strategic relevance of technology in today's world Edology
At a time when technology came knocking on people's doors and broke into their houses without their knowledge, it is more essential than ever to be a part of an industry that is on the rise, with no signs to slow down. With the PGP in Data Science from Edology x IBM, itu2019s time to fast-track your career and set foot into the world of tech, innovation, and invention.
This document discusses smart homes and their potential benefits for people with disabilities and the elderly. It begins by defining smart homes as houses equipped with automated systems that can be remotely controlled. It then outlines the main components of smart homes, including sensors, devices, networks, and control mechanisms. The document explains how smart home applications could provide health monitoring, safety, communication, and entertainment services for those with disabilities or elderly. However, it also notes technological challenges around fragmentation, communication, and human factors like design, ease of use, and privacy. Overall, the document advocates for placing people's needs first and developing personalized and adaptive technologies to meet the needs of all users.
Education in an artificially intelligent world Kennisnet Technology Compass 2...eraser Juan José Calderón
The document provides an overview and analysis of emerging technologies and their potential impact on education. Chapter 1 analyzes key technological trends, identifying artificial intelligence as most important. Chapter 2 envisions how current technologies like adaptive learning materials could develop in coming years. Chapter 3 describes a long-term future with an always-available, artificially intelligent learning environment supporting personalized learning paths. The report aims to help schools understand technological opportunities and challenges to develop students' skills for a changing world.
Digital Pedagogies: Technology and the Australian Curriculum Daniel M Groenewald
This is an updated version of my presentation on Digital Pedagogies and the Australian Curriculum. Many of us have the sense that technology has arrived but something is missing in its execution. The purpose of the presentation is to explore methods for integrating ICT more effectively in curriculum and classroom settings
Transforming LTransforming Lives: The Evolution and Impact of Assistive Techn...greendigital
Introduction
Assistive technology has emerged as a beacon of hope for individuals with disabilities. opening doors to a world of possibilities and opportunities. As technology advances, so does the range. and effectiveness of assistive tools designed to enhance the lives of those facing physical. cognitive, or sensory challenges. This comprehensive article explores assistive technology's evolution, current state, and future potential. shedding light on its transformative impact on individuals and society at large.
Follow us on: Pinterest
1. Historical Overview of Assistive Technology
To appreciate the significance of modern assistive technology. it's essential to delve into its historical roots. The journey begins with rudimentary aids like eyeglasses and hearing aids. tracing the progression through the development of braille, typewriters. and the advent of electronic devices. In the 20th century, we saw a surge in innovation with the introduction of computers and communication devices. laying the foundation for today's sophisticated technologies.
2. Categories of Assistive Technology
Assistive technology encompasses a broad spectrum of devices. and solutions tailored to address specific needs across various disabilities. This section will explore critical categories, including:
1. Mobility Aids: Wheelchairs, walkers, and exoskeletons.
2. Communication Devices: Augmentative and alternative communication (AAC) tools.
3. Vision Enhancement: Screen readers, magnifiers, and braille displays.
4. Hearing Help: Hearing aids, cochlear implants, and sound amplifiers.
5. Cognitive Support: Apps and devices aiding memory, attention, and organization.
3. The Role of Robotics in Assistive Technology
The integration of robotics has revolutionized the field of it. offering innovative solutions for mobility, rehabilitation, and everyday tasks. Examine the impact of robotic exoskeletons, robotic prosthetics. and robotic help in activities of daily living (ADLs). showcasing how these technologies empower individuals with disabilities.
4. Advancements in Artificial Intelligence for Assistive Technology
Artificial Intelligence (AI) has ushered in a new era of personalized and adaptive solutions. Explore how machine learning algorithms. and AI-driven applications enhance the functionality of assistive devices. providing real-time help and learning from user interactions to tailor experiences for individual needs.
5. Accessibility in the Digital Age
As our world becomes digital, the importance of accessible technology cannot overstated. This section will delve into the significance of web accessibility. the development of accessible software and apps. and the role of universal design in creating inclusive digital environments.
6. Success Stories: Realizing Potential Through Assistive Technology
Highlighting inspirational stories of individuals. who have overcome barriers with the help of it provides a human perspective on its impact. These success
This document outlines the research activities of Eduardo Castillejo and the DeustoTech-INTERNET research group at the University of Deusto. It provides details on the group's research areas such as adaptive user interfaces, context-aware mobile computing, smart environments, and the Internet of Things. It also summarizes several of the group's current and past projects, publications, and other achievements.
Creating a One-handed User Interface for DronesJackie Wolf
This document describes a student team's project to design a one-handed user interface for controlling drones to make drone flight more accessible. The team consists of four masters students with relevant experience and skills. Currently, drone apps are not accessible, do not allow for multitasking, and have unhelpful feedback. The team proposes a single-handed interface using different finger gestures to control direction, altitude, and rotation. They believe this will have wide impact as drone use increases and argue for inclusive design. Next steps are to develop a prototype, add more controls, and refine the design to pitch to manufacturers.
The document summarizes Technosite, a Spanish technology company that works on research and development of accessible and interoperable ICT technologies to benefit people with disabilities and the elderly. Technosite leads the INREDIS research project which aims to develop a global architecture for communication between people with disabilities and any device. The project involves 14 industrial partners and 18 research centers with a budget of €23.6 million. Machine learning and multimodal interaction techniques are areas that can help build solutions within INREDIS to create universally accessible interfaces.
This document outlines a presentation on empowerment and technology. It discusses how technology empowers individuals by providing access to information and enabling communication. The document then reviews the history of empowerment technology, noting key periods from early mechanical technologies to modern electronic devices. Examples of empowerment initiatives in the Philippines are provided, such as digital literacy programs, e-government services, online education platforms, and tech startups focused on areas like health, education and agriculture.
This document outlines current and future trends in media and information, including ubiquitous learning, massive open online courses (MOOCs), wearable technology, and 3D environments. It describes these trends and provides examples. Students will learn to describe MOOCs, evaluate how trends affect society, predict future innovations, and create prototypes of future media. A performance task challenges students to design prototypes that address issues related to media/information in the Philippines by using the design thinking process.
This presentation was designed for teachers participating in Garden Valley School Division's Technology PD sessions. This presentation introduces participants to the history and current issues relating to technology integration in education.
Human Computer Interaction: Trends and ChallengesIRJET Journal
The document provides an overview of human-computer interaction (HCI), including definitions, recent advances, trends and challenges. HCI is the study of how humans interact with computers and how to design interfaces for successful human-computer interaction. It is an interdisciplinary field that incorporates areas like computer science, psychology, anthropology, sociology and ergonomics. The document discusses applications of HCI in education, healthcare and everyday life. Advances in technology have led to new interaction methods like wearables, virtual reality and ubiquitous computing.
The document discusses various topics related to technology including its definition, positive and negative impacts, uses in education, business, and communication. It also addresses how technology has evolved over time with innovations and discusses how it can help or hinder learning. Multiple choice questions are included at the end assessing understanding of technology terms and concepts covered.
The document discusses current and future trends in media and information including massive open online courses (MOOCs). MOOCs provide course materials like lectures and videos that are normally used in conventional education settings. Some advantages of MOOCs are that they have no tuition fees, provide open access to top professors, and are open to all interested students regardless of location. The document also discusses trends in wearable technologies in areas like sports/fitness, healthcare/wellness, security/prevention, and gaming/lifestyle. Emerging technologies discussed include augmented reality, 3D printing, holograms, ubiquitous learning, and paperless societies.
This document discusses human-computer interaction (HCI) and its evolution and future expectations. It covers:
1. How interfaces have evolved from GUIs to gestures and from fixed displays to smart fabrics. Mobiles have also replaced handsets and allow interaction with real-world objects.
2. How increasing technology integration has changed how devices are presented and made people more dependent on computers while also connecting people in new ways.
3. The goals of HCI including influencing research, providing tools and knowledge for designers, and raising public awareness of computers. Good interface design considers users, tasks, environments, and feasibility.
Computer technology is advancing rapidly, increasing the availability and diversity of assistive technologies that can greatly benefit students with disabilities. Assistive technologies provide universal access to tools and learning opportunities. However, many school districts fail to realize the full benefits assistive technologies can offer. This paper will define assistive technology, identify challenges to effective implementation, and discuss approaches to overcoming those challenges.
Facilitating Full-stack Accessibility of Technologies in Education- An Inclus...Amelia Wang, MDes
The document describes a proposed toolkit called A11yMon for facilitating full-stack accessibility of educational technologies. The toolkit is intended to help educational technology vendors better understand and test the accessibility of their products. It includes several components: an empathy zone to develop understanding of disability and accessibility; a skills zone with resources on accessibility guidelines and testing tools; and tools for monitoring accessibility test results over multiple rounds of testing. The goal is to design an innovative and usable toolkit that moves beyond technical compliance to meaningfully engage users in improving accessibility. Future steps involve fully developing the toolkit and making it available as an accessible web page and in downloadable formats along with a tutorial video.
This document discusses current and future trends in media and information. It covers topics like ubiquitous learning, massive open online courses (MOOCs), wearable technology, and 3D environments. Students will learn to describe these trends, evaluate their impact, predict future innovations, and design prototypes. The performance task challenges students to address a media/information issue by creating a prototype using design thinking methods.
Technology can be defined as a process with the help of which human beings apply scientific knowledge for practical purposes in order to meet their growing needs.
Este documento presenta una introducción a los conceptos clave de la interacción humano-computadora (HCI), incluyendo las necesidades de los usuarios reales, definiciones básicas, una breve historia de HCI, métodos de diseño centrado en el usuario, usabilidad vs experiencia de usuario, e investigación en HCI.
De la Academia al Desarrollo Comercial de Proyectos de Usabilidad: el caso de...Mario A Moreno Rocha
El documento describe la trayectoria del UsaLab de la Universidad Tecnológica de la Mixteca en México desde su inicio como laboratorio académico hasta su desarrollo como empresa que ofrece servicios comerciales de usabilidad. Explica cómo el UsaLab ha ganado experiencia a través de proyectos académicos y concursos, ha profesionalizado sus servicios adoptando estándares de la industria, y ha logrado una cartera de clientes importantes en México y el extranjero. También ofrece consejos sobre cómo otras empresas pued
El desarrollo de sistemas interactivos utilizando un proceso centrado al usuario tienen etapas bien definidas que pueden ser puestas en práctica muy fácilmente. El taller incluye práctica en el desarrollo de Personas, Focus Groups, Card Sort y por último el desarrollo de interfaces.
Introducción a la Interacción Humano-Computadora (UNSIJ 2017)Mario A Moreno Rocha
La Interacción Humano-Computadora (HCI por sus siglas en Inglés) es el estudio del usuario, la tecnología, la interacción entre ellos y los fenómenos que lo rodean. La conferencia girará en torno a las definiciones básicas de HCI, ejemplos clásicos y la aplicación más conocida, como la usabilidad y la experiencia de usuario (UX).
¿Cómo formamos Arquitectos de Información desde la Academia?Mario A Moreno Rocha
Breve presentación dentro de WIAD 2017 en el ITESM, Puebla. En esta breve plática hablaré de la manera en que la academia deberá presentar más cursos de Arquitectura de Información en el país.
desarrollando el talento: La educación de un niño prodigio en el área de HCIMario A Moreno Rocha
Nuestra conferencia sobre el desarrollo de la educación de un niño prodigio en el área de HCI. Una excelente presentación del caso de Pedrito, un niño de 12 años que colabora con nosotros en el UsaLab.
Nuestro segundo tutorial que ofrecimos en MexIHC2016. Este trata de la experiencia en negocios que tiene el UsaLab. Estuvo muy padre, este es sólo el caso de estudio.
Taller de introducción a la Interacción Humano-Computadora que impartimos durante el Congreso Nacional de Interacción Humano-Computadora, en la Universidad de Colima.
Human-Computer Interaction (HCI) emerged in the 1980s as an area of research at the intersection of computer science, cognitive science, and human factors engineering. Over three decades, HCI has expanded rapidly, drawing in professionals from many disciplines and incorporating diverse concepts. HCI now encompasses several semi-autonomous fields related to human-centered digital technologies. The integration of different approaches from various disciplines into HCI demonstrates how disparate epistemologies and paradigms can be reconciled to form a productive intellectual project.
De nuevo, tenemos el gusto de impartir el Taller de Desarrollo de Interfaces" Una aproximación al desarrollo de interfaces centradas al usuario a los brillantes alumnos del CONALEP de Huajolotitlán, Huajuapan de León.
Este documento introduce el concepto de usabilidad y sus beneficios para el desarrollo de software. Define la usabilidad según la ISO como la efectividad, eficiencia y satisfacción con la que un producto permite a los usuarios alcanzar sus objetivos. Explica que un enfoque centrado en el usuario mejora la experiencia del usuario y trae ventajas como mayor satisfacción de clientes, productividad y menores costos de desarrollo. Concluye que incorporar la usabilidad es clave para el éxito de un proyecto de software.
Este documento presenta una introducción a la interacción humano-computadora y la importancia de la usabilidad desde la perspectiva de Mario Moreno Rocha del UsaLab de la Universidad Tecnológica de la Mixteca. Explica brevemente qué es la usabilidad según las normas ISO, los errores comunes de usabilidad y metodologías como el diseño centrado en el usuario y las heurísticas de Nielsen. Finalmente, concluye que el mal diseño está en todas partes, la usabilidad es clave para el éxito de un pro
El documento presenta el UsaLab, un laboratorio de usabilidad de la Universidad Tecnológica de la Mixteca. El UsaLab realiza investigación e impartición de clases sobre interacción humano-computadora. También participa en concursos académicos y desarrolla proyectos comerciales de usabilidad para una cartera de clientes que incluye empresas e instituciones gubernamentales.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
8. student competitions
ACM SIGCHI
2007
Second place
San José,
California
MexIHC 2010
First place
San Luis
Potosí
ACM SIGCHI
2011
Finalists
Vancouver,
Canada
MexIHC 2012
First and
Third place
ITAM México
CLIHC 2013
First and
Third place
Guanacaste,
Costa Rica
CLIHC 2015
First, Second
and Forth
place
Córdoba,
Argentina
ACM SIGCHI
2017
Finalists
Denver,
Colorado
ACM SIGCHI
2008
First place
Florence,
Italia
iSDC UxPA
2011
First place
Atlanta,
Georgia
CLIHC 2011
First and
Second place
Porto do
Galinhas,
Brasil
ACM SIGCHI
2013
Second place,
Finalists
Paris, France
MexIHC 2014
ENC 2014
First and Third
place
Nova
Universitas
MexIHC 2016
Third and
Fourth place
Colima,
Colima
CLIHC 2017
First and
Third place
Antigua,
Guatemala
8
9. industrial projects
usability studies UANL, Volkswagen, Blackberry, Hotels.com, Infotec, Clicko, SEFIN
cultural adaptation Blackberry, Palm, Siemens, Audi, Cisco
expert analysis Ceneval, Apple, ADO, Labour Ministry
contextual studies Red TIC, Apple, IMSS, Job Portal
interfaces redesign Mabe, Miele, CFE, Oaxaca Gov, Red Qiubo, Blue Line
focus groups Blackberry, PayPal, KadaSoftware
consulting Home Office, Presidency, Oaxaca Gov, DHL, Coepes Oaxaca
9
10. research
10
The last 20 years
Our CASI research group, a number of academic papers,
posters, workshops, seminars, international conferences,
two book chapters, one localisation methodology, a set
of usability standards, a number of graduate thesis …
The next 20 years
12. attention
12
The user’s attention is a resource both
valuable as limited. Countless stimuli
compete in order to gain the user's
attention. Technology, an indispensable
tool for human development, has also
negative aspects, provoking (unnecessary)
distractions and interruptions causing to
the user ill effects similar to those of
Attention Deficit Hyperactivity Disorder
(ADHD).
13. attention
13
Is it possible that the very same
technology could help its users to
improve or maintain their focus and
attention in order to improve their
productivity?
What things can we change in the
interface to help people to focus better?
15. 15
This is our idea of the use of technology: it’s a tool
rather than an obstacle, technology should not be
another barrier that separates us no matter of our
origin, education, or whomever we are. If we can make
technology to cause joy, excitement and the possibility
of improvement, then we will have done our job.
finally