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Design, Culture & Technology

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|SD2005 DESIGN, CULTURE & TECHNOLOGY | Worksheet no.SD2005 | Weekly Individual Report | 28/9/2012 | POLYU HDMDT |

Weekly Group Report
Please fill in the form and submit to the course web site: http://courses.sd.polyu.edu.hk/
|Student and Project information |
|Student name |Student ID |Role & responsibility |
|Lui Yan Yan |11078781D |Define keywords, Collect and Classify data |
|Poon Ka Man |11147491D |Define keywords, Collect and Classify data |
|Lam Ching Mei |11039135D |Define keywords, Collect and Classify data |
|Ngai Sze Ming, Ice |11352703D |Define keywords, Collect and Classify data |
| | | |
| |
|Learning Report |
|Week no.: 2 |
|Research Topic: |
|Timeline Exercise |
|Objective and learning goal of the week: (approx. 40 words ) |
|In this week, we were going to understand the history of user interface development and build a timeline with 4 aspects: world and society, culture and |
|lifestyle, science and technology, and politics and economy. |
|Finally, we had to do a presentation of key historical events. |
|Key questions raised: (approx. 100 words) |
|There are quite a lot of difficulties rising up during collecting and classifying data. |
|Second, it is difficult to search some key historical events from books and journals, since there is usually a long passage and we are not able to find a |
|specific keyword as what we do in the computer. In this case, we should better check the content page and the table of index. |
|Third, it might be quite confessed to classify data into a specific aspect because some historical events might suitable for two or more aspects. For example, |
|an invention of mouse can classy as world and society aspect, but also can be the science and technology aspect. Therefore, we classify those events as a event |
|with 2 or more aspects. |
|Discussion and significant findings: (approx. 250 words) |
|After building the timeline of history of user interface development, we found the World War II is a turning point of computer and information technology. |
|Before the World War II (1941), there was no computer. Even the similar machine – typewriter, is failed to provide an interaction with users. No screen or |
|monitor appeared in that time. We defined the period before 1941 as a pre-screen age. |
|After the World War II, there was a huge loss of human and economic resources, people started to recover the country with a high speed. Since there is not |
|enough of labour, people tried to invent machine to help on working or even substitute workers. The concept of computing appeared. In that time, computer only |
|used as calculation and data entry in office. We defined the period between 1941 and 1955 as a period of computer operating. |
|In the mid-1950s, people began to consider designing the interface of computer in order to convince the users. They added some icons and metaphors elements into|
|the screen of computer. Graphics User Interface (GUI) was then invented. We defined the period between 1955 and 1970 as the boost of GUI. |
|After 1970, a coloured GUI invented. User interface of computers became more user-friendly. We defined the period between 1970 and 1985 as the boost of coloured|
|GUI. |
|In the late 1980s, operating system is invented to give an advanced interface of computers. It is a generation of Operating System. |
|After 2000, people preferred to carry computer from place to place. Portable intelligences like PDAs, iPod, iPad and smartphones are then invented. IT is the |
|Peak time of portable intelligence. |
|Issues remain unsolved: (approx. 100 words) |
|Although the process of building a timeline of the history of user interface development can let us understand more about the historical events of interface, |
|there are still some issues remain unsolved. |
|First, due to a lack of time, we are failed to detailed study on all the historical events of interfaces. People tended to do research on key historical events.|
|Problem of repeated historical events appeared on the timeline and some historical events might be missed. |
|Second, as we were only required to choose 10 key historical events and present the timeline of the user interface development, the presentation might not fully|
|reflect a clear, whole view of development history of the user interface. |
|List of reference and literature source: (please use APA format) |
|Baecker, Ronald M. (2008, March and April), Themes in the Early History of HCI— Some Unanswered Questions, Interactions Magazine, pp. 22‐25. |
|Dubberly, H., Pangaro, P., & Haque, U., (2009, January and February), What is Interaction? Are there different types?, Interactions Magazine, pp. 69‐75 |
|Kolko, J. (2011), Thoughts on interaction design‐ a collection of reflections, Burlington, MA : Morgan Kaufmann, 2 ed. pp. 12‐16. |
|Moggridge, B. (2007), Designing Interactions, MIT Press, Cambridge, Mass., pp. 3-12 |
|Wigdor, D., & Wixon, D., (2011), Brave NUI world: Design natural User Interfaces for Touch and Gesture, pp. 3‐14 |
|Introduction to User-Centered Design from http://www.usabilityfirst.com/about-usability/introduction-to-user-centered-design/ |
|Cory Janssen.(2010)Graphical User Interface (GUI).from http://www.techopedia.com/definition/5435/graphical-user-interface-gui |
|The Linux Information Project.(June 9,2005)Command Line Definition. from http://www.linfo.org/command_line.html |
|Nyman(2005) The User Experience equation. from http://www.nnyman.com/personal/2005/11/18/the-user-experience-equation/ |
|List of vocabulary with definition: (in alphabetical order) |
| |
|CLI : |
|A command line is the space to the right of the command prompt on an all-text display mode on a computer monitor in which a user enters commands and data. It is|
|an interaction based solely on textual input and output. |
| |
|GUI : |
|A graphical user interface (GUI) is an interface using WIMP (graphics) representations to display information and related user controls. |
|A pointing device such as a mouse, trackball, stylus, or a finger on a touch screen manipulates GUI. |
| |
|NUI : |
|A NUI is an interface that makes your user act and feels like a natural. |
| |
| |
|HCI : |
|Human–computer Interaction (HCI) involves the study, planning, and design of the interaction between people (users) and computers. It is often regarded as the |
|intersection of computer science, behavioral sciences, design and several other fields of study. |
| |
|Usability : |
|Usability is a measure of the interactive user experience associated with a user interface, such a website or software application. A user-friendly interface |
|design is easy-to-learn, supports users’ tasks and goals efficiently and effectively, and is satisfying and engaging to use. |
| |
|User Experience : |
|User experience (UX) is the subjective feelings about using a product, system or service. User experience highlights the experiential, affective, meaningful and|
|valuable aspects of human-computer interaction and product ownership. |
| The User Experience equation |
|User experience = Convenience + Design – Cost. |
| |

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