DGM-3271

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DGM-3271 저자: Mind Map: DGM-3271

1. Definitions: Adaptive Interface Design

1.1. --> Digital Design 2 Colloquium

1.2. Responsive Web Design Client side?

1.3. Adaptive Design is it Progressive Enhancement or more? It it simply

1.4. Progressive Enhancement

1.5. Opposite of graceful degradation

1.6. User-centric, not technology centric?

1.7. Adaptive Delivery, .mobi? Agent Detection? Pixel measuring?

1.8. Cost of development, complexity of development

1.9. Shovelware effect, apps simply scaled and not re-designed

1.10. RWD optimization problem, optimizing for users or developers?

2. Goals

2.1. Clear, compelling communication

2.2. Big ideas

2.3. Interesting, innovative projects

2.4. Putting our findings into a larger context.

3. People

3.1. Me

3.2. The class

3.3. Target Users

4. Moore’s Law / Time

4.1. The curve is accelerating (Kurzweil)

4.2. The Singularity

4.3. Past

4.3.1. Books

4.4. Present

4.4.1. Tech News

4.5. Future

4.5.1. Speculative Fiction

4.6. Products that were ahead of their time

4.6.1. Newton

4.6.2. Glass

5. Technologies

5.1. Hardware

5.1.1. Haptic Feedback

5.1.2. Corning Glass speculative

5.1.3. Virtual Reality

5.2. Software

5.2.1. Virtual Presence

5.2.2. Facial Recognition

5.2.3. Encryption

5.2.3.1. Blockchains (Bitcoin)

5.3. Graphene

5.4. Nano Bots

5.4.1. Health, Blood-born bots

5.5. SEE PLATFORMS

6. Platforms

6.1. Smart Phones

6.1.1. Hardware chips

6.1.1.1. GPS

6.1.1.2. Accelerometer

6.1.1.3. Compass

6.1.1.4. NFC

6.1.1.4.1. Apple Pay

6.1.1.4.2. Google Pay

6.1.1.5. Radios

6.1.1.5.1. Wifi

6.1.1.5.2. Cell

6.1.1.5.3. Bluetooth

6.1.2. Hardware Device ext

6.1.2.1. Camera

6.1.2.2. Microphone

6.1.2.3. Biometrics

6.1.2.3.1. Touch ID

6.1.3. Software

6.1.3.1. Siri (Voice)

6.1.3.2. Passbook

6.2. Wearables

6.2.1. Watches

6.2.1.1. aWatch

6.2.1.1.1. Digital Crown

6.2.1.1.2. Taptic Feedback

6.2.1.1.3. Digital Touch

6.2.1.1.4. Tap vs Press (force sensors)

6.2.1.1.5. Health monitoring

6.2.1.1.6. Accelerometer

6.2.1.1.7. Gyro

6.2.1.1.8. Microphone

6.2.1.2. Android Watches

6.2.1.3. Fitness Bracelets

6.2.1.3.1. Fit bit

6.2.2. Face Computers (Glass)

6.2.3. Ear Mountable (Hearing-aid-like)

6.2.3.1. Apple Patent

6.2.4. Brain Interfaces

6.2.4.1. Bionics

6.3. Desktop Computers

6.3.1. Macs

6.3.2. Windows PCs

6.3.3. Linux PCs

6.4. Web

6.4.1. Browsers

6.4.1.1. Links

6.4.1.2. SEO

6.4.1.3. Search

6.4.2. Algorithms

6.4.3. Analytics

6.4.3.1. Cookie Trackers

6.4.3.2. Location Trackers

6.4.3.3. Profiling

6.4.4. Apps

6.5. Home Automation

6.5.1. HomeKit (Apple)

6.5.2. Nest (Google Android)

6.5.3. Wearable integration

6.6. Car Interfaces

6.6.1. Carplay

6.6.2. Android Auto

6.6.3. Microsoft ???

6.6.4. Wearable Integration

6.7. Health Monitoring

6.7.1. HealthKit

6.7.2. Wearable Integration

6.8. Internet of things

6.8.1. iBeacons

6.8.1.1. Proximity

6.8.1.2. Triangulation (more accurate positioning)

6.9. Cloud

6.9.1. Sync

6.9.2. Storage

6.9.3. Big Data

6.9.4. Analytics

6.9.5. PERSONALIZATION

6.9.6. Visualization

6.9.7. personal search bots

6.9.8. personal task bots

6.10. AI

6.10.1. Learning computers

6.10.2. Robotics

6.10.2.1. Self-Driving Cars

6.10.2.2. Nano Bots (See Health)

6.11. Industrial/Experiential Design

6.11.1. 3d printing

6.11.2. Nano Tubes

6.11.3. Robotics

6.11.4. Graphene

6.12. Hardware Prototyping (Maker Culture)

6.12.1. Arduino

6.12.2. Raspberry Pie

7. Synergy

7.1. Phones, Watches, iBeacons

7.2. WIreless Networks

8. Practices

8.1. Curation (Editing)

8.1.1. Human Curation

8.1.2. Algorithmic Curation

8.2. Crowd Sourcing

8.2.1. Anonymous contribution (wiki)

8.3. Visualization (Interactive)

8.4. The Back Channel

8.5. Gamification

8.5.1. Leader boards

8.5.2. Reward systems

8.6. Classical Conditioning

8.7. Gamification

9. Techniques

9.1. Separation of content and presentation

9.2. Abstraction layers

9.3. Frameworks

9.3.1. jQuery

10. Principles

10.1. BOOK: Universal Principles of Design

10.1.1. Aesthetic Usability Effect

10.1.2. Wayfinding

10.1.3. 80/20 Rule

10.1.4. Chunking

10.1.5. Classical Conditioning

10.1.6. Gestalt Design Principles

10.1.7. Cost-benefit

10.1.8. Forgiving Designs

10.1.9. etc

10.2. Principles Identified in Class

10.2.1. Knowledge Vacuum (encourages contribution) “Cunningham Effect?”

10.2.2. Classical Conditioning

10.3. Inertia

11. Human Factors

11.1. Aesthetics

11.1.1. Visual Presentation

11.2. Workflow

11.2.1. Interaction Design

11.3. Expectations

11.4. Conditioning