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Published byCarter Hicks Modified over 10 years ago
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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
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OH, BILLY! JOSH HEIM AUTHOR UNLEARNED VS.
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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. 123123
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THE EVOLUTION OF THE COMPUTER A LONG TIME AGO UNTIL TODAY, THEN MAYBE TOMORROW?
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THE FIRST COMPUTER MOUSE 1965 THE MOUSE AND THE DESKTOP MACINTOSH MAGIC MOUSE 2009 CHAPTER 1
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VS. WHAT DO YOU PREFER ABOUT IN TERMS OF INTERACTIONS- USER INTERFACE- WHY?
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MY PC CHAPTER 2 BILL ATKINSON JANUARY 19, 1983 APPLE: LISA APPLE: MAC 1984 APPLE iMAC OCTOBER 2009
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FROM THE DESK TO THE PALM CHAPTER 3 PALM PILOTPALM VHANDSPRING VISORiPHONE
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ADOPTING TECHNOLOGY CHAPER 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 MERCER APPLE iPOD 2004 iPOD NANO 2009
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PLAY CHAPER 5 BILL WRIGHT CREATOR OF THE SIMS SIM CITY 1989/ SIM EARTH 1991/ SIM ANT 1993/ THE SIMS 2000 BOYS-- VS. LINGUISTIC SOCIAL NARRATIVE ONGOING NOT OVERLY COMPETITIVE INOVOLVED CHANGE THINGS GIRLS-- THREE-DIMENSION GRAPHICAL MANIPULATORS COMPETITION NAVIGATION
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INTERACTIVE MARKETING TARGET PRACTICE [IMD] FALL 2009 SPONSORED BY HELIUM IMAGES.COM THE ELEMENT OF SUCCESS
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SERVICES CHAPER 6 iMODE TELEPHONE SERVICES TAKESHI NATSUNO 2002 DESIGNING SERVICES 1.SERVICE DESIGN 2.SERVICE ECOLOGIES 3.TOUCH-POINTS 4.SERVICE ENVY 5.EVIDENCING 6.EXPERIENCE PROTOTYPING 7.SERVICE EXP. MODELS 8.SERVICE BLUEPRINTING
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THE INTERNET CHAPER 7 VS. GOOGLE SEPTEMBER 4, 1998MICROSOFT BING JULY 3, 2009
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INTERACTIVE DESIGN PROCESS MOTIVATION MEANING MODES: MODELS+TASKS MAPPING: DISPLAYS+CONTROLS COMPONENTS OF GOOD DESIGN FOR USE REASSURING FEEDBACK NAVIGABILITY CONSISTENCY INTUITIVE INTERACTION QUALITY LEARNING POINTS KEEP THE END-USE IN MIND CONFIDENCE IN SKILLS PRACTICALITY DOES THIS IMPROVE CONNECTIVITY FIND WAYS TO ELIMINATE GAPS PHYSICAL + FUNCTIONAL INTERACTIONS ARE ABOUT FUN
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