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User-centered design

User-centered design
The chief difference from other product design philosophies is that user-centered design tries to optimize the product around how users can, want, or need to use the product, rather than forcing the users to change their behavior to accommodate the product. UCD models and approaches[edit] For example, the user-centered design process can help software designers to fulfill the goal of a product engineered for their users. User requirements are considered right from the beginning and included into the whole product cycle. These requirements are noted and refined through investigative methods including: ethnographic study, contextual inquiry, prototype testing, usability testing and other methods. Generative methods may also be used including: card sorting, affinity diagraming and participatory design sessions. Cooperative design: involving designers and users on an equal footing. All these approaches follow the ISO standard Human-centred design for interactive systems (ISO 9241-210, 2010). Related:  Wisdom

Slow design Slow Design is a branch of the Slow Movement, which began with the concept of Slow Food, a term coined in contrast to fast food. As with every branch of the Slow Movement, the overarching goal of Slow Design is to promote well being for individuals, society, and the natural environment. Slow Design seeks a holistic approach to designing that takes into consideration a wide range of material and social factors as well as the short and long term impacts of the design. Origin and meaning[edit] Slow Design refers to the goals and approach of the designer, rather than the object of the design. While Fuad-Luke focused on the design of physical products, the concept can be applied to the design of non-material things such as experiences, processes, services, and organizations. Beth Meredith and Eric Storm attempt to summarize the concept, stating: Current and future practice[edit] Common qualities of Slow Design include: See also[edit] References[edit] External links[edit]

Interoperability Interoperability is the ability of making systems and organizations to work together (inter-operate). While the term was initially defined for information technology or systems engineering services to allow for information exchange,[1] a more broad definition takes into account social, political, and organizational factors that impact system to system performance.[2] The "interoperability" issue in U.S. antitrust scholar papers is considerably raising in the past two years.[3] Syntactic interoperability[edit] If two or more systems are capable of communicating and exchanging data, they are exhibiting syntactic interoperability. Specified data formats, communication protocols and the like are fundamental. Syntactical interoperability is a necessary condition for further interoperability. Semantic interoperability[edit] Cross-domain interoperability[edit] Multiple social, organizational, political, legal entities working together for a common interest and/or information exchange.[4]

Participatory design Participatory design (originally Cooperative Design, also known in the USA as co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable. The term is used in a variety of fields e.g. software design, urban design, architecture, landscape architecture, product design, sustainability, graphic design, planning, and even medicine as a way of creating environments that are more responsive and appropriate to their inhabitants' and users' cultural, emotional, spiritual and practical needs. It is one approach to placemaking. In several Scandinavian countries, during the 1960s and 1970s, it was rooted in work with trade unions; its ancestry also includes action research and sociotechnical design.[1] Definition[edit] History[edit] History in Scandinavia[edit] Fields of participatory design[edit] Community planning and placemaking[edit]

Web 2.0 World Wide Web sites that use technology beyond the static pages of earlier Web sites Web 2.0 (also known as participative (or participatory)[1] web and social web)[2] refers to websites that emphasize user-generated content, ease of use, participatory culture and interoperability (i.e., compatibility with other products, systems, and devices) for end users. The term was coined by Darcy DiNucci in 1999[3] and later popularized by Tim O'Reilly and Dale Dougherty at the first Web 2.0 Conference in 2004.[4][5][6] Although the term mimics the numbering of software versions, it does not denote a formal change in the nature of the World Wide Web,[7] but merely describes a general change that occurred during this period as interactive websites proliferated and came to overshadow the older, more static websites of the original Web.[8] History[edit] Web 1.0[edit] Some Web 2.0 capabilities were present in the days of Web 1.0, but were implemented differently. Characteristics[edit] Web 2.0[edit] Search

Slow Movement The Slow Movement advocates a cultural shift toward slowing down life's pace. It began with Carlo Petrini's protest against the opening of a McDonald's restaurant in Piazza di Spagna, Rome in 1986 that sparked the creation of the Slow Food organization. Over time, this developed into a subculture in other areas, such as Cittaslow (Slow Cities), Slow living, Slow Travel, and Slow Design. Geir Berthelsen and his creation of The World Institute of Slowness[1] presented a vision in 1999 for an entire "Slow Planet" and a need to teach the world the way of Slow. "It is a cultural revolution against the notion that faster is always better. Professor Guttorm Fløistad summarizes the philosophy, stating: "The only thing for certain is that everything changes. The Slow Movement is not organized and controlled by a single organization. Cittaslow[edit] The goal of the Cittaslow movement is to resist the homogenization and globalization of towns and cities. Slow ageing[edit] Main article: Slow ageing

Virtual community A virtual community is a social network of individuals who interact through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. One of the most pervasive types of virtual community operate under social networking services consisting of various online communities. Virtual communities all encourage interaction, sometimes focusing around a particular interest or just to communicate. Some virtual communities do both. Introduction[edit] The traditional definition of a community is of geographically circumscribed entity (neighborhoods, villages, etc.). Early research into the existence of media-based communities was concerned with the nature of reality, whether communities actually could exist through the media, which could place virtual community research into the social sciences definition of ontology. Purpose of virtual communities[edit] A PLATO V terminal in 1981 displaying RankTrek application. On health[edit]

The Octarine argument. Yes, yes - colour corresponds with real properties. But colour itself is not in the external physical world. It's like those cases where a picture from a telescope or a microscope is given colours artificially to help show up the different substances. The colours are not real, but they do help you understand more about what you're seeing. It turns out that all colour is more or less like that -yes, it's helpful, but that doesn't mean it directly reflects the physical reality. After all, we only actually sense three different wavelengths. If you think about it, though, this means that the way we see things is actually wrong. All the same, it is possible to do a bit better, and some animals detect more than three different wavelengths.

Social media Diagram depicting the many different types of social media There are many effects that stem from internet usage. According to Nielsen, internet users continue to spend more time with social media sites than any other type of site. At the same time, the total time spent on social media in the U.S. across PC and mobile devices increased by 99 percent to 121 billion minutes in July 2012 compared to 66 billion minutes in July 2011.[5] For content contributors, the benefits of participating in social media have gone beyond simply social sharing to building reputation and bringing in career opportunities and monetary income, as discussed in Tang, Gu, and Whinston (2012).[6] Classification of social media[edit] Social media technologies take on many different forms including blogs, business networks , enterprise social networks, forums, microblogs, photo sharing, products/services review, social bookmarking, social gaming, social networks, video sharing and virtual worlds.[7] Virality[edit]

ParadigmOfComplexity The last few decades have seen the emergence of a growing body of literature devoted to a critique of the so-called “old” or “Cartesian-Newtonian” paradigm which, in the wake of the prodigious successes of modern natural science, came to dominate the full range of authoritative intellectual discourse and its associated worldviews. Often coupled with a materialistic, and indeed atomistic, metaphysics, this paradigm has been guided by the methodological principle of reductionism. The critics of reductionism have tended to promote various forms of holism, a term which, perhaps more than any other, has served as the rallying cry for those who see themselves as creators of a “new paradigm.” At the forefront of such a challenge, and in many ways the herald of the new paradigm, is the relatively new movement of transpersonal psychology. In taking seriously such experiences, transpersonal theory has been compelled to transcend the disciplinary boundaries of mainstream psychology. C.

Online community A New Type of Community[edit] The idea of a community is not a new concept. What is new, however, is transferring it over into the online world. Before, a community was defined as a group from a single location. If you lived in the designated area, then you became a part of that community. The study of communities has had to adapt along with the new technologies. Online communities can congregate around a shared interest, but can be spread across multiple websites. What is particularly tricky about online communities is that their meaning can change depending on who is defining them. Content: articles, information, and news about a topic of interest to a group of people.Forums or newsgroups and email: so that your community members can communicate in delayed fashion.Chat and instant messaging: so that the community members can communicate more immediately. Although many possibilities probably come to mind some examples of successful Internet Communities are: Community Participation

9 Mind-Bending Epiphanies That Turned My World Upside-Down Over the years I’ve learned dozens of little tricks and insights for making life more fulfilling. They’ve added up to a significant improvement in the ease and quality of my day-to-day life. But the major breakthroughs have come from a handful of insights that completely rocked my world and redefined reality forever. The world now seems to be a completely different one than the one I lived in about ten years ago, when I started looking into the mechanics of quality of life. It wasn’t the world (and its people) that changed really, it was how I thought of it. Maybe you’ve had some of the same insights. 1. The first time I heard somebody say that — in the opening chapter of The Power of Now — I didn’t like the sound of it one bit. I see quite clearly now that life is nothing but passing experiences, and my thoughts are just one more category of things I experience. If you can observe your thoughts just like you can observe other objects, who’s doing the observing? 2. Of course! 3. 4. 5.

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