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Paper Prototyping methods

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Telehealth. Telehealth is the delivery of health-related services and information via telecommunications technologies. Telehealth could be as simple as two health professionals discussing a case over the telephone or as sophisticated as doing robotic surgery between facilities at different ends of the globe. Telehealth is an expansion of telemedicine, and unlike telemedicine (which more narrowly focuses on the curative aspect) it encompasses preventative, promotive and curative aspects. Originally used to describe administrative or educational functions related to telemedicine, today telehealth stresses a myriad of technology solutions. For example, physicians use email to communicate with patients, order drug prescriptions and provide other health services. Clinical uses[edit] Nonclinical uses[edit] Modes[edit] Store-and-forward[edit] Real-time[edit] In real-time telehealth, a telecommunications link allows instantaneous interaction. Examples of real-time clinical telehealth include: Benefits[edit]

Machiavellianism. Political thought[edit] In the 16th century, immediately following the publication of The Prince, Machiavellianism was seen as a foreign plague infecting northern European politics, originating in Italy, and having first infected France. It was in this context that the St. The English playwright Christopher Marlowe was an enthusiastic proponent of this view. In The Jew of Malta (1589–90) "Machievel" in person speaks the Prologue, claiming not to be dead, but to have possessed the soul of (the Duke of) Guise, "And, now the Guise is dead, is come from France/ To view this land, and frolic with his friends" (Prologue, lines 3–4)[5] His last play, The Massacre at Paris (1593) takes the massacre, and the following years, as its subject, with the Duke of Guise and Catherine de' Medici both depicted as Machiavellian plotters, bent on evil from the start.

Psychology[edit] Motivation[edit] Abilities[edit] Relations with other personality traits[edit] Game theory[edit] See also[edit] References[edit] Sun tzu art of war. What is Paper Prototyping. Paper prototyping. In human–computer interaction, paper prototyping is a widely used method in the user-centered design process, a process that helps developers to create software that meets the user's expectations and needs - in this case, especially for designing and testing user interfaces. It is throwaway prototyping and involves creating rough, even hand-sketched, drawings of an interface to use as prototypes, or models, of a design.

While paper prototyping seems simple, this method of usability testing can provide a great deal of useful feedback which will result in the design of better products. This is supported by many usability professionals. History[edit] Paper prototyping started in the mid 1980s and then became popular in the mid 1990s when companies such as IBM, Honeywell, Microsoft, and others started using the technique in developing their products. Today, paper prototyping is used widely in user centered design by usability professionals. Benefits[edit] When to use paper prototypes[edit] Rapid prototyping. 3D model slicing 'Rapid prototyping' is a group of techniques used to quickly fabricate a scale model of a physical part or assembly using three-dimensional computer aided design (CAD) data.[1][2] Construction of the part or assembly is usually done using 3D printing or "additive layer manufacturing" technology.[3] The first methods for rapid prototyping became available in the late 1980s and were used to produce models and prototype parts.

Today, they are used for a wide range of applications[4] and are used to manufacture production-quality parts in relatively small numbers if desired without the typical unfavorable short-run economics. This economy has encouraged online service bureaus. Historical surveys of RP technology[2] start with discussions of simulacra production techniques used by 19th-century sculptors. History[edit] See also[edit] References[edit] Bibliography[edit] Wright, Paul K. (2001). 21st Century Manufacturing. External links[edit] Bodystorming. Bodystorming is a technique sometimes used in interaction design or as a creativity technique. The idea is to imagine what it would be like if the product existed, and act as though it exists, ideally in the place it would be used.

Its going through an idea with improvised artifacts and physical activities to envision a solution. This User Experience Design (UXD) technique is ideal to design physical spaces (e.g. the interior design of a shop) but can also be used to design physical products or software. Opinions on this method[edit] The proponents of this idea like to point out the fact that you get up and move, trying things out with your own body, rather than just sitting around a table and discussing it while having to imagine it in the abstract (as in the case of brainstorming).

References[edit] Oulasvirta, Antti; Kurvinen, Esko; Kankainen, Tomi (July 2003). Com Mindstorms. Brainstorming. Origin[edit] Advertising executive Alex F. Osborn began developing methods for creative problem solving in 1939. He was frustrated by employees’ inability to develop creative ideas individually for ad campaigns. In response, he began hosting group-thinking sessions and discovered a significant improvement in the quality and quantity of ideas produced by employees. Osborn outlined the method in his 1948 book 'Your Creative Power' on chapter 33, “How to Organize a Squad to Create Ideas.”[2] Osborn's method[edit] brainstorming activity conducting Osborn claimed that two principles contribute to "ideative efficacy," these being : Defer judgment,Reach for quantity.[3] Following these two principles were his four general rules of brainstorming, established with intention to : Applications[edit] Osborn notes that brainstorming should address a specific question; he held that sessions addressing multiple questions were inefficient.

Groups[edit] Variations[edit] Nominal group technique[edit] See also[edit] Behavioral modeling. The behavioral approach to systems theory and control theory was initiated in the late 70's by J. C. Willems as a result of resolving inconsistencies present in classical approaches based on state-space, transfer function, and convolution representations. This approach is also motivated by the aim of obtaining a general framework for system analysis and control that respects the underlying physics.

The main object in the behavioral setting is the behavior --- the set of all signals compatible with the system. An important feature of the behavioral approach is that it does not distinguish a priority between input and output variables. Dynamical system as a set of signals[edit] In the behavioral setting, a dynamical system is a triple where denotes the set of all signals, i.e., functions from into means that is a trajectory of the system, while means that the laws of the system forbid the trajectory to happen.

Is deemed possible, while after modeling, only the outcomes in remain as possibilities. Mood board. A mood board is a type of collage consisting of images, text, and samples of objects in a composition. They may be physical or digital, and can be "extremely effective" presentation tools.[1] Uses[edit] Mood boards are used by graphic designers to enable a person to visually illustrate the style they are pursuing. However, they can also be used to visually explain a certain style of writing, or an imaginary setting for a storyline. In short, mood boards are not limited to visual subjects, but serve as a visual tool to quickly inform others of the overall "feel" (or "flow") of an idea.

Types[edit] Traditionally, mood boards are made from foam board which can be cut up with a scalpel and can also have spray mounted cut-outs put onto it.[1] Creating mood boards in a digital form may be easier and quicker, but physical objects often tend to have a higher impact on people because of the more complete palette of sensations physical mood boards offer, in contrast with the digital mood boards. Vellum. Vellum is derived from the Latin word “vitulinum” meaning "made from calf", leading to Old French “Vélin” ("calfskin").[1] The term often refers to a parchment made from calf skin, as opposed to that from other animals.[2] It is prepared for writing or printing on, to produce single pages, scrolls, codices or books. The term is sometimes used with a more general meaning referring to finer-quality parchments made from a variety of animal skins.

Vellum is generally smooth and durable, although there are great variations depending on preparation and the quality of the skin. The manufacture involves the cleaning, bleaching, stretching on a frame (a "herse"), and scraping of the skin with a crescent shaped knife (a “lunarium” or “lunellum”). To create tension, scraping is alternated with wetting and drying. A final finish may be achieved by abrading the surface with pumice, and treating with a preparation of lime or chalk to make it accept writing or printing ink.[2] Terminology[edit] About Proboscis | Proboscis. Proboscis is an independent artist-led creative studio directed by Giles Lane and Alice Angus. A non profit distributing company limited by guarantee founded in 1994 Registered in England and Wales, Number 3274453 VAT Registration Number: 752 4674 18 We are fascinated by stories and the complex tissue of people’s lives; how they live, why they do what they do and the things they truly value.

Our projects most often involve us engaging with very different kinds of people in different places : from highly educated and empowered communities in places like universities and institutions to loosely affiliated grassroots groups in specific locations like villages, social housing or public spaces. We attempt, by developing cultures of listening, to tease out what people value about the situation and context in which they find themselves and then to help them create communicate and share these things. Find our more about our projects, themes and activities Like this: Like Loading... Proboscis. A syrphid fly using its proboscis to reach the nectar of a flower Everted proboscis of a polychaete (Phyllodoce lineata) A proboscis /proʊˈbɒsɪs/ is an elongated appendage from the head of an animal, either a vertebrate or an invertebrate.

In invertebrates, the term usually refers to tubular mouthparts used for feeding and sucking. In vertebrates, the term is used to describe an elongated nose or snout. Etymology[edit] Invertebrates[edit] The most common usage is to refer to the tubular feeding and sucking organ of certain invertebrates such as insects (e.g., moths and butterflies), worms (including proboscis worms) and gastropod molluscs. Lepidoptera mouth parts[edit] The mouth parts of Lepidoptera mainly consist of the sucking kind; this part is known as the proboscis or 'haustellum'.

A few Lepidoptera species lack mouth parts and therefore do not feed in the imago. Gastropods[edit] Vertebrates[edit] Notable mammals with some form of proboscis are: See also[edit] Snout References[edit] Image. Workalong: Critical Design / Design Fiction lecture finally written up. (loooooong) A month or so back I gave an overview lecture on critical design at Kingston University's design MA. The lecture was pretty intensive and could have easily run on for two hours. This week (Wednesday 4th) I'll be giving a shortened version of roughly the same lecture at Central Saint Martins design MA. A couple of folk have asked for notes since I put up the flickr set so to the best of my memory here's what I said. Some of the slides are videos and I've provided links to the online copies as and where. Note: This shouldn't have to be said, but please don't lift this lecture and use it for yourself as has happened previously.

Note: I'm just sort of spewing as I would talk here, pardon the bad writing. So this whole lecture is going to be a really fast and intense overview of critical design as I see it. You don't get critical design without Tony Dunne and Fiona Raby. So you can read the book or you can turn to this handy manifesto which I find more useful. So, Dunne and Raby project one. Method Cards. IDEO Method Cards is a collection of 51 cards representing diverse ways that design teams can understand the people they are designing for. They are used to make a number of different methods accessible to all members of a design team, to explain how and when the methods are best used, and to demonstrate how they have been applied to real design projects.

IDEO’s human factors specialists conceived the deck as a design research tool for its staff and clients, to be used by researchers, designers, and engineers to evaluate and select the empathic research methods that best inform specific design initiatives. The tool can be used in various ways—sorted, browsed, searched, spread out, pinned up—as both information and inspiration to human-centered design teams and individuals at various stages to support planning and execution of design programs.

In its first year, the Method Cards appeared to have unexpected relevance to groups that are not necessarily engaged in design initiatives. Tom Clancy's The Division - E3 Gameplay reveal [EUROPE]