766 pages c 2007 1 the mouse and the desktop 2 my pc 3 fromt he desk to the palm 4 adopting...

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766 Pages C 2007

1 THE MOUSE AND THE DESKTOP

2 MY PC

3 FROMT HE DESK TO THE PALM

4 ADOPTING TECHNOLOGY

5 PLAY

6 SERVICES

7 THE INTERNET

8 MULTISENSORY AND MULTIMEDIA

9 FUTURES AND ALTERNATIVE NOWS

10 PEOPLE AND PROTOTYPES

I READ THIS BOOK!SERIOUSLY

“OH, BILLY!”JOSH HEIM

AUTHORUNLEARNED

VS.

WHAT IS INTERACTIVE DESIGN?

THE SHAPING OF OUR LIVES THROUGH DIGITAL ARTIFACTS.

WHAT IT LOOKS LIKE, AND SAYS ABOUT US.

CLEAR MENTAL MODEL OF WHAT WE ARE DEALING WITH.

1

2

3

THE EVOLUTION OF THE COMPUTERA LONG TIME AGO UNTIL TODAY, THEN MAYBE TOMORROW?

THE FIRST COMPUTER MOUSE 1965

THE MOUSE AND THE DESKTOP

MACINTOSH MAGIC MOUSE 2009

CHAPTER 1

VS.

WHAT DO YOU PREFER ABOUT IN TERMS OF INTERACTIONS- USER INTERFACE- WHY?

MY PCCHAPTER 2

BILL ATKINSON JANUARY 19, 1983APPLE: LISA

APPLE: MAC 1984

APPLE iMAC OCTOBER 2009

FROM THE DESK TO THE PALMCHAPTER 3

PALM PILOT PALM V HANDSPRING VISOR iPHONE

ADOPTING TECHNOLOGYCHAPER 4

THREE PHASES OF ADOPTION

HOBBY: ENTHUSIAST PHASE “EXPLOIT ME!”

WORK: PROFESSIONAL PHASE “HELP ME WORK.”

LIFE: CONSUMER PHASE “ENJOY ME!”

FORD MODEL-T 1908

NIKON F3 NASA KODAK PROTOTYPE 1975

PAUL MERCERAPPLE iPOD 2004 iPOD NANO 2009

PLAYCHAPER 5

BILL WRIGHT CREATOR OF “THE SIMS”SIM CITY 1989/ SIM EARTH 1991/ SIM ANT 1993/ THE SIMS 2000

BOYS--

VS.

LINGUISTICSOCIALNARRATIVEONGOINGNOT OVERLY COMPETITIVEINOVOLVEDCHANGE THINGS

GIRLS--

THREE-DIMENSIONGRAPHICAL MANIPULATORSCOMPETITIONNAVIGATION

INTERACTIVE MARKETING TARGET

PRACTICE[IMD] FALL 2009

SPONSORED BY HELIUM IMAGES.COMTHE ELEMENT OF SUCCESS

SERVICESCHAPER 6

iMODE TELEPHONE SERVICESTAKESHI NATSUNO 2002

DESIGNING SERVICES

1.SERVICE DESIGN2.SERVICE ECOLOGIES3.TOUCH-POINTS4.SERVICE ENVY5.EVIDENCING 6.EXPERIENCE PROTOTYPING7.SERVICE EXP. MODELS8.SERVICE BLUEPRINTING

THE INTERNETCHAPER 7

VS.

GOOGLE SEPTEMBER 4, 1998 MICROSOFT BING JULY 3, 2009

INTERACTIVE DESIGN PROCESS

MOTIVATIONMEANINGMODES: MODELS+TASKSMAPPING: DISPLAYS+CONTROLS

COMPONENTS OF GOOD DESIGN FOR USE

REASSURING FEEDBACKNAVIGABILITYCONSISTENCYINTUITIVE INTERACTIONQUALITY

LEARNING POINTS

KEEP THE END-USE IN MIND

CONFIDENCE IN SKILLSPRACTICALITYDOES THIS IMPROVE

CONNECTIVITY

FIND WAYS TO ELIMINATE GAPSPHYSICAL + FUNCTIONALINTERACTIONS ARE ABOUT FUN

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