buy tesco hudl

Published on January 2017 | Categories: Documents | Downloads: 254 | Comments: 0 | Views: 229
of 4
Download PDF   Embed   Report

Comments

Content

buy tesco hudl
Leonardo's Laptop: Human Needs as well as the New Computing Technologies Ben Shneiderman, 2002. Cambridge, MA: MIT Press, [ISBN -262-19476-7, 269 pages, including index, $24.95 USD.]

A smart new addition to your family, Hudl packs all your entertainment into one sleek, easy to use Android? tablet. Surfing the web is a breeze, movies come Ben Shneiderman sees Leonardo da Vinci's ubiquitous notebooks, packed with sketches, hypotheses, and inventions, as models for a new, more humane form of computing--one that is much moresociable and creative, and universally usable. Imagining how Leonardo might build a hudl accessories computer, Shneiderman pleads to get a renaissance in the manner we build and document technology. He paints a practical utopia.

Building on more than a quarter century ofteaching and research, and consulting on humancomputer interaction, this book rises above the information on usability research, interface guidelines, and debates about statistical significance. Utilizing the long view, Shneiderman argues that the old, bad computing paradigm tended to emphasize technological progress, even though lots of confused and frustrated users disliked these products. Too often, he says, these products had "incomprehensible terminology, poor online assistance, and nasty failures" (p. 12). The purpose of new computing is to serve human needs, rather than to change people with automation or robots, Shneiderman says. So, speak up if you discover an interface confusing! He urges customers to loudly upbraid the perpetrators ofugly and unfriendly, and unusable products. But for those who have a hand in creating a high-tech product, he urges you to get creative. He sees creativity at the heart of the try this website design process--and at the peak in the pyramid of human needs. In fact, he envisions software that can "enable more and more people to be creative more of the time" (p. 208). But exactly how? He sees three paths. * One path emphasizes inspiration, the second of "Aha! " that comes after long preparation; so Shneiderman yearns for playful software that encourages brain-storming, free association, and alternative perspectives.

If scenarios inspreadsheets and simulations, and modeling software, * Another way to become creative involves problem-solving; Shneiderman argues that software can support that process with what-. * Still another approach views human context as the most significant aspect of the creative process, so Shneiderman likes software enabling collaboration with peers, advice from mentors, and emotional support from family and friends. Dismissing everyday creativity (a fresh twist on a glossary definition, say), Shneiderman hopes to discover software that can bring together all 3 approaches for what he calls evolutionary creativity--refining and applying existing paradigms or methods in new ways. To encourage evolutionary creativity, then, Shneiderman argues that our computers should help us move easily to and fro through every one of the following activities: * In search of information * Visualizing to understand and discover relationships * Meeting with mentors and peers, getting ideas and support * Thinking up new combinations of ideas through free association If and simulation tool, * Exploring possible scenarios through what-s * Composing artifacts or performances * Replaying and reviewing sessions to reflect * Disseminating leads to win recognition and to expand the resources accessible to other people in the http://www.theguardian.com/business/tesco field With this book, Shneiderman gives us interesting ideas on techniques that computing can enable every one of these activities. He expands our sense of whatever we could be doing, with a breadth of vision that can only come from experience, and a fondness for creative thinking like Leonardo's,

though he is not going to provide specific guidelines. He stresses human needs, not technological advances. So relationships come first, and then human activities--well before instructions per second. True creativity gives people more control, more options, more ways to reach out to others.

[ To attain designs which help people expand relationships, Shneiderman suggests that we envision the way that our audiences move through their circles of relationship, from the interior world of the self, outward to friends and family, then colleagues and neighbors, and finally the greater world of fellow citizens and consumers in a global market-place. The relationships expand in size while shrinking within the degree of interdependence, shared knowledge, and trust. As writers, of course, we wrestle with the variety of audiences we face, and we battle to define our relationship with them. On the other hand, from the old computing world, designers found relationships disturbing, and uncomfortable: Centering on relationships can be a new direction for many people within the computing field. After all, the basic notion of the individual computer was tied to the top degree of introversion among

Read reviews, obtain client ratings, see screenshots, and also learn a little a lot more about Hudl on the App Store. Download Hudl as well as have entertaining here on the own iPhone The Actual latest through Hudl (@Hudl). Browsing 18 cities throughout 6 weeks to talk regarding Playbook, Campaigns, Tag the Game, our mobile app and more!. Regsiter pertaining to free any Hudl helps teams earn along with video. Our Android app permits you to study the video you've previously uploaded, or perhaps capture new video making use regarding your device. information-processing professionals. (p. 83)

Having postulated four circles of relationship, Shneiderman summarizes the activities that users wish to participate in: * Collecting information (reading documents, listening to stories, exploring libraries) * Relating (asking questions of others, engaged in meetings, joining dialogs, developing trust) * Creating (visualizing, brainstorming and planning exploring alternatives, simulating outcomes, coming up with a design) * Donating (disseminating what you have come up with, through reports, training, events and meetings mentoring) Based on this analysis, Shneiderman suggests a grid for fostering creativity through technology. The four stages of human activity form the columns, and the four circles of relationship form the rows. By filling in the matrix for a particular project, we can uncover human needs we might not otherwise have thought of, expanding our original definition of our work and breaking out of preconceptions. To show how such a method might take us beyond mere usability, Shneiderman provides case studies, describing how he, his students, and like-minded designers have applied some form of this matrix to projects, making e-learning, e-commerce, e-healthcare, and e-government more interesting, educational and responsive and democratic.

Grounded in actual design, his ideas are less visionary than those of Leonardo but more immediately applicable at work. Leonardo's laptop, then, ends up being an inspiring metaphor for that new computing--an image of the we should be developing as participants in user-centered design, and a reminder of what we should demand once we ourselves use technology. JONATHAN PRICE runs The Communication Circle in Albuquerque, NM. An associate fellow of STC, he belongs to the American Society of Journalists and Authors. They have coauthored Hot text: Web writing that works, The best of shopping online, Fun with digital imaging, and How to communicate technical information.

Sponsor Documents

Or use your account on DocShare.tips

Hide

Forgot your password?

Or register your new account on DocShare.tips

Hide

Lost your password? Please enter your email address. You will receive a link to create a new password.

Back to log-in

Close