The document discusses a study on the electronic devices used by industrial design students at the University of Santo Tomas. It aims to identify the most common gadgets, how long students use them, and if they have brand preferences. The methodology involves surveying 30 students about the types and brands of gadgets they use, how these help their studies, and how long they use gadgets each day. Preliminary results found that many students have 3 gadgets, are comfortable with 3 brands, use gadgets for research and schoolwork, and typically use them for 6-12 hours daily. The Apple brand was identified as most popular among respondents.
Tablet computers are touch screens. They are easier to use for older people and people with disabilities. They have been proven to be very useful in the educational system because of their portability, flexibility, ease of note taking, convenient access, and multiple applications. Tablet PCs along with wireless technology can be used to change the dynamics of classroom instruction. This paper provides a brief introduction to tablet computers. Matthew N. O. Sadiku | Nana K. Ampah | Sarhan M. Musa"Tablet Computers" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-2 | Issue-5 , August 2018, URL: http://www.ijtsrd.com/papers/ijtsrd17115.pdf http://www.ijtsrd.com/computer-science/computer-network/17115/tablet-computers/matthew-n-o-sadiku
AuthorLotfi BelkhirAssociate Professor & Chair ofEco-E.docxcelenarouzie
Author
Lotfi Belkhir
Associate Professor & Chair of
Eco-Entrepreneurship, McMaster
University
Languages
Bahasa Indonesia
English
Academic rigor, journalistic flair
How smartphones are heating up the planet
March 25, 2018 5.03pm EDT
When we think about climate change, the main sources of carbon emissions that come to
mind for most of us are heavy industries like petroleum, mining and transportation.
Rarely do we point the finger at computer technologies.
In fact, many experts view the cyber-world of information and computer technologies
(ICT) as our potential saviour, replacing many of our physical activities with a lower-
carbon virtual alternative.
That is not what our study, recently published in the Journal of Cleaner Production,
suggests.
Having conducted a meticulous and fairly exhaustive inventory of the contribution of ICT
—including devices like PCs, laptops, monitors, smartphones and tablets — and
infrastructure like data centres and communication networks, we found that the relative
contribution of ICT to the total global footprint is expected to grow from about one per cent
in 2007 to 3.5 per cent by 2020 and reaching 14 per cent by 2040.
That’s more than half the relative contribution of the entire transportation sector worldwide.
Another disconcerting finding is that all this extraordinary growth is mostly incremental, essentially
shattering the hope that ICT will help reduce the global carbon footprint by substituting physical
activities with their virtual counterparts.
Smart phones are rarely recycled and that’s just one reason tech devices are increasing our carbon footprints. Here Phil Schiller, Apple’s senior vice
president of worldwide marketing, is seen in 2016 talking about new iPhones. (AP Photo/Marcio Jose Sanchez, File)
March 25, 2018 5.03pm EDT
How smartphones are heating up the planet
How smartphones are heating up the planet https://theconversation.com/how-smartphones-are-heating-up-the-...
1 of 3 7/24/18 11:53 AM
The impact of smartphones
Perhaps the most surprising result of our study was the disproportionate contribution of smartphones
relative to the overall ICT footprint.
We found that the relative emissions share of smartphones is expected to grow from four per cent in
2010 to 11 per cent by 2020, dwarfing the individual contributions of PCs, laptops and computer
displays.
In absolute values, emissions caused by smartphones will jump from 17 to 125 megatons of CO2
equivalent per year (Mt-CO2e/yr) in that time span, or a 730 per cent growth.
The lion’s share of this footprint (85 to 95 per cent) will be caused not by the use of the device, but
rather by its production. That includes, in addition to the manufacturing energy, the energy for
material mining for gold and the so-called rare-earth elements like yttrium, lanthanium and several
others that today are almost exclusively available only from China.
Another guilty participant in this excessive carbon footprint .
Does iTunes Provide Everything You Need To Be Entertained. Anywhere. Anytime?Joe Dawson
This presentation is a case study and aims to identify key debates in contemporary and new media scholarship. We were instructed to design an audience research project with reference to empirical research methods and show how scholarship undergirds practical research design.
Assignment x Through reviewing the Olympic Messaging Syste.docxedmondpburgess27164
Assignment x
Through reviewing the Olympic Messaging System's system design methodology, the authors will
provide advice on when particular methodologies would be used and how long they would take. The
methodologies they focus on are the following: early focus on users and tasks, empirical measurement,
and iterative design. There is a fourth principle introduced later on, which they call the “Integrated
Usability Design”.
The authors utilized a huge amount of ideas in their pursuit of the design principles. They printed
scenarios of the interfaces, performed early iterative tests of user guides, preformed early simulations
and early demonstrations, made sure to have a representative for the Olympians, took tours of the
Olympic Village sites and had interviews with Olympians themselves, made oversea tests of the
Family/Friends interface, used a hallway and storefront technique, performed a prototype tests. They
also used unusual techniques such as a “Try to destroy it” test and a win a bear contest. Of course, all
of these ideas had a purpose.
Following the principles may have required more work in the beginning, but they greatly reduced the
work later on. The use of printed scenarios was helpful in showing the first definition of system
functions, the user interface, and hard to imagine deep system organizations. The scenarios also
identified conflicts that a list of functions could not do, allowed people to criticize where their
comments had most impact and changes could be made before code was written. Basically, it helped
them make decisions that were still being debated.
The early user guides were helpful in identifying issues and problems in system organization. When the
developers were performing early simulations, they utilized a Voice Toolkit that allowed them to debug
the user interface, conduct informal user experiments for the interfaces for both major user groups, and
provide demonstrations to raise comments from people. These early simulations also helped to develop
help messages and revealed how much a user should know to use the system.
Hallway methodology was an easy way to get participants for informal experiments, it was enjoyable,
accelerated the rate of progress, and other group members got a better feel for where their work fit in.
The prototype test performed in Yorktown was useful in debugging the system and user interfaces. It
also helped them fine tune of what was implemented in the OMS so far. The contest was useful in
displaying the usability for everyone and caught bugs as well. On the “try to destroy it” test, they were
able to figure how reliable the system was. The final prototype test they performed was useful in
learning how to interface OMS with the Los Angeles telephone network. All in all, the OMS was very
exportable.
The principles are worth following, but there are some consequences. It was sometimes
psychologically difficult .
Tablet computers are touch screens. They are easier to use for older people and people with disabilities. They have been proven to be very useful in the educational system because of their portability, flexibility, ease of note taking, convenient access, and multiple applications. Tablet PCs along with wireless technology can be used to change the dynamics of classroom instruction. This paper provides a brief introduction to tablet computers. Matthew N. O. Sadiku | Nana K. Ampah | Sarhan M. Musa"Tablet Computers" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-2 | Issue-5 , August 2018, URL: http://www.ijtsrd.com/papers/ijtsrd17115.pdf http://www.ijtsrd.com/computer-science/computer-network/17115/tablet-computers/matthew-n-o-sadiku
AuthorLotfi BelkhirAssociate Professor & Chair ofEco-E.docxcelenarouzie
Author
Lotfi Belkhir
Associate Professor & Chair of
Eco-Entrepreneurship, McMaster
University
Languages
Bahasa Indonesia
English
Academic rigor, journalistic flair
How smartphones are heating up the planet
March 25, 2018 5.03pm EDT
When we think about climate change, the main sources of carbon emissions that come to
mind for most of us are heavy industries like petroleum, mining and transportation.
Rarely do we point the finger at computer technologies.
In fact, many experts view the cyber-world of information and computer technologies
(ICT) as our potential saviour, replacing many of our physical activities with a lower-
carbon virtual alternative.
That is not what our study, recently published in the Journal of Cleaner Production,
suggests.
Having conducted a meticulous and fairly exhaustive inventory of the contribution of ICT
—including devices like PCs, laptops, monitors, smartphones and tablets — and
infrastructure like data centres and communication networks, we found that the relative
contribution of ICT to the total global footprint is expected to grow from about one per cent
in 2007 to 3.5 per cent by 2020 and reaching 14 per cent by 2040.
That’s more than half the relative contribution of the entire transportation sector worldwide.
Another disconcerting finding is that all this extraordinary growth is mostly incremental, essentially
shattering the hope that ICT will help reduce the global carbon footprint by substituting physical
activities with their virtual counterparts.
Smart phones are rarely recycled and that’s just one reason tech devices are increasing our carbon footprints. Here Phil Schiller, Apple’s senior vice
president of worldwide marketing, is seen in 2016 talking about new iPhones. (AP Photo/Marcio Jose Sanchez, File)
March 25, 2018 5.03pm EDT
How smartphones are heating up the planet
How smartphones are heating up the planet https://theconversation.com/how-smartphones-are-heating-up-the-...
1 of 3 7/24/18 11:53 AM
The impact of smartphones
Perhaps the most surprising result of our study was the disproportionate contribution of smartphones
relative to the overall ICT footprint.
We found that the relative emissions share of smartphones is expected to grow from four per cent in
2010 to 11 per cent by 2020, dwarfing the individual contributions of PCs, laptops and computer
displays.
In absolute values, emissions caused by smartphones will jump from 17 to 125 megatons of CO2
equivalent per year (Mt-CO2e/yr) in that time span, or a 730 per cent growth.
The lion’s share of this footprint (85 to 95 per cent) will be caused not by the use of the device, but
rather by its production. That includes, in addition to the manufacturing energy, the energy for
material mining for gold and the so-called rare-earth elements like yttrium, lanthanium and several
others that today are almost exclusively available only from China.
Another guilty participant in this excessive carbon footprint .
Does iTunes Provide Everything You Need To Be Entertained. Anywhere. Anytime?Joe Dawson
This presentation is a case study and aims to identify key debates in contemporary and new media scholarship. We were instructed to design an audience research project with reference to empirical research methods and show how scholarship undergirds practical research design.
Assignment x Through reviewing the Olympic Messaging Syste.docxedmondpburgess27164
Assignment x
Through reviewing the Olympic Messaging System's system design methodology, the authors will
provide advice on when particular methodologies would be used and how long they would take. The
methodologies they focus on are the following: early focus on users and tasks, empirical measurement,
and iterative design. There is a fourth principle introduced later on, which they call the “Integrated
Usability Design”.
The authors utilized a huge amount of ideas in their pursuit of the design principles. They printed
scenarios of the interfaces, performed early iterative tests of user guides, preformed early simulations
and early demonstrations, made sure to have a representative for the Olympians, took tours of the
Olympic Village sites and had interviews with Olympians themselves, made oversea tests of the
Family/Friends interface, used a hallway and storefront technique, performed a prototype tests. They
also used unusual techniques such as a “Try to destroy it” test and a win a bear contest. Of course, all
of these ideas had a purpose.
Following the principles may have required more work in the beginning, but they greatly reduced the
work later on. The use of printed scenarios was helpful in showing the first definition of system
functions, the user interface, and hard to imagine deep system organizations. The scenarios also
identified conflicts that a list of functions could not do, allowed people to criticize where their
comments had most impact and changes could be made before code was written. Basically, it helped
them make decisions that were still being debated.
The early user guides were helpful in identifying issues and problems in system organization. When the
developers were performing early simulations, they utilized a Voice Toolkit that allowed them to debug
the user interface, conduct informal user experiments for the interfaces for both major user groups, and
provide demonstrations to raise comments from people. These early simulations also helped to develop
help messages and revealed how much a user should know to use the system.
Hallway methodology was an easy way to get participants for informal experiments, it was enjoyable,
accelerated the rate of progress, and other group members got a better feel for where their work fit in.
The prototype test performed in Yorktown was useful in debugging the system and user interfaces. It
also helped them fine tune of what was implemented in the OMS so far. The contest was useful in
displaying the usability for everyone and caught bugs as well. On the “try to destroy it” test, they were
able to figure how reliable the system was. The final prototype test they performed was useful in
learning how to interface OMS with the Los Angeles telephone network. All in all, the OMS was very
exportable.
The principles are worth following, but there are some consequences. It was sometimes
psychologically difficult .
1. TYPES AND BRANDS OF GADGETS
UST INDUSTRIAL DESIGN STUDENTS
USE
Jaeson Crus
Racine Mendoza
Keith Colorado
2. CHAPTER 1: INTRODUCTION
For all college students, especially us who practices industrial design need
to have ways in somehow make our student life easier. In order to do
that, we need to have our very own gadgets. Electronic gadgets such as
laptop, cellular phones, tablets, etc. have a big contribution for us
students, giving us useful tools for our plates, for communication, for
studies and also for work.
Electronic gadgets play a strong role for our day-to-day lives. Since the start
of this era, gadgets became a necessity for many people. This is similar
to students bringing their laptops or tablets to school. Through these
gadgets, working became simple and easy.
3. BACKGROUND OF THE STUDY
The study is about the common electronic device that
industrial design students use to help them in their
studies and for other applications. The studies will
also tell if some students are very brand specific or
uses a particular brand for their comfort of use .
4. OBJECTIVE OF THE STUDY
This study will tell us the purpose of gadgets to
industrial design students.
To know how long or how often industrial design
students use their gadgets.
To survey whether the students are brand specific
when it come to electronic gadgets.
5. SIGNIFICANCE OF THE STUDY
The study is significant in knowing what is the very
common electronic gadget an industrial design
student must have. This study will also be beneficial
to upcoming industrial design student in giving them
ideas on what electronic gadget they should use
and what brand is the best.
6. DEFINITION OF TERMS
Gadget - is a small tool such as a machine that has
a particular function, but is often thought of as
a novelty. Gadgets are sometimes referred to
as gizmos.
Electronic Gadgets - Electronic gadgets are the
instruments which can perform many activities at a
time with vast speed & makes the hard work
efficient one.
7. CHAPTER 2: REVIEW OF RELATED
LITERATURE
T3 GADGET AWARDS 2012 WINNERS
Gaming gadget of the year – Sony PS Vita
Commuter gadget of the year – Amazon Kindle 4 (tablet)
TV of the year – Sony-KDL
Phone of the years – Samsung Galaxy s3
Digital camera of the year – Panasonic gx1
Tech brabd of the year – Asus
8. Gadget of the year – Google Nexux 7 by Asus (tablet)
Computer of the year – Asus Zenbook UX31
Music gaedget of the year – B&W p3 (headphones)
Working gadget of the year – Apple iPhone 4s
Tablet of the year - Google Nexux 7 by Asus (tablet)
Gadget accessory of the year – Nike Fuelband (digital
watch)
9. CNET.COM TOP PICKS:MUST-HAVE GADGETS
(UPDATED OCTOBER 16, 2012 10:00 AM PDT)
CNET has a top products list for each of the categories they
cover but this list brings the cream of the crop together in one
place. New to the list for fall 2012 is the iPhone 5, the Kindle
Paperwhite, and the first streaming projector. Rather than
trying to compare gadgets across multiple categories, they
present them in alphabetical order, because when you get
right down to it, they think they're all must-haves.
10. 3M Streaming Projector
Best streaming projector
Amazon Kindle Paperwhite
Best e-ink reader
Apple iPad (2012)
Best tablet overall
Apple iPhone 5
Best iPhone ever
11. Apple MacBook Air (13-inch, Summer 2012)
Best ultrabook/best laptop
Samsung Galaxy S3
Best overall Android phone you can buy
Panasonic TC-ST50 Series
Best 2012 TV (so far)
Sony Cyber-shot DSC-HX30V
Best consumer compact camera
12. APPLE TOPS LIST OF THE WORLD'S MOST
POWERFUL BRANDS
THIS STORY APPEARS IN THE OCTOBER 22, 2012 ISSUE OF FORBES.
Apple remains a leader in innovation that is adored by
consumers around the world. The brand helped the company
generate $40 billion in profits over the past 12-months, second
most in the world behind Exxon Mobil. How do you measure
the power of a brand? It is the combination of financial value
and positive consumer sentiment and Apple has both in
abundance, which puts the Apple brand on top of Forbes
inaugural list of the World’s Most Powerful Brands.
13. CHAPTER 3: METHODOLOGY
The methodology of the study is quantitative in nature
showing what kind and what brand/s of electronic
gadgets thus students of Industrial Design in
University of Santo Tomas use at home and/or at
school. A survey form/ questionnaire is used to
gather data.
14. OVERVIEW OF THE RESEARCH DATA
Surveys are conducted with students of University of
Santo Tomas, either male or female, that are
practicing industrial design. They are asked on
what kind of electronic gadget/s are they using, any
specific brand they use, how often do they use their
gadgets and for what purpose.
15. RECRUITMENT OF THE RESPONDENTS
30 students who are practicing industrial design in
University of Santo Tomas are asked to answer a
survey form.
16. SURVEY PROCESS
The survey is conducted inside the Beato Angelico
building and inside the premises of University of
Santo Tomas. The surveyor made sure that the
participants do not have classes so that they do not
create any disturbances.
17. Each survey began with demographic information such as the
participant’s name, age, address, ect. Participants are then
asked to answer 7 questions regarding the given topic.
Each survey ranged from 3 to 5 minutes. After each survey, all of
the data are gathered for analysis.
18. DATA ANALYSIS
In addition, notes are made after each survey. Each
survey are reviewed and incites were documented
for data. Bar graphs are used to present the final
output of each survey.
19. SURVEY QUESTIONNAIRE
1. How many gadgets do you have? (state each)
2. What brand/s of gadget do you use?
3. How does this gadget help you in your academic
studies?
4. How long do you use your gadgets?
5. What is the last gadget you purchased? And for
what purpose?
20. CHAPTER 4: DATA ANALYSIS
Table 1
The table shows that 12 out of
30 respondents only have 3
gadgets. We can say that
these 12 respondents are
contented with the 3
gadgets that they have and
satisfied with their uses.
21. Table 2
The table shows that 14 out of
30 respondents uses or
comfortable in using 3
brand names for their
gadgets.
22. Table 3
The table show that their
gadgets are more likely to
be used in research and for
school work.
23. Table 4
The table shows the
amount of time the
respondents use in using
their gadgets. Most of the
respondents use their
gadgets for about 6-12
hours a day.
24. Number of users Table 5
20
18
16
The table shows the brands
14
12 that the respondents use.
10
8 The brand Apple has the
6 Number of
4 users most number of users.
2
0
Canon
others
Acer
Apple
HP
Nokia
Samsung