Tuesday, September 13, 2005

 

I'm Sick of Readings!

I realise that this has no relation whatsoever to our FYP except in perhaps the remotest of ways. I just thought my South Park avatar was cute (I know, self praise is no praise at all) and decided to share share...

My South Park Avatar
Get your own!

Interesting, no?
Ok... stress relief over. Back to work. Bahz.

Monday, September 12, 2005

 

Web Usability

Reading this interesting book on WU 吴 web usability... about how to construct a pattern language from different patterns... gonna take some time... has some sample patterns inside also

Sunday, September 04, 2005

 

what i read!

hey guys i read: managing the paradoxes of mobile technology (This is quite relevant)

i will be reading: Incorporating user satisfaction into the look and feel of mobile phone design

 

A Pattern Approach to Interaction Design

Find it at http://media.informatik.rwth-aachen.de/materials/publications/borchers2000a.pdf

I think this part would be the most relevant...

Each pattern of a language captures a recurring design problem, and suggests a proven solution to it. The language consists of a set of such patterns for a specific design
domain, such as urban architecture.

Each pattern has a context represented by edges pointing to it from higher-level patterns. They sketch the design situations in which it can be used.

Similarly, its references show what lower-level patterns can be applied after it has been used. This relationship creates a hierarchy within the pattern language. It leads the designer from patterns addressing large-scale design issues, to patterns about small design details, and helps him locate related patterns quickly.

The name of a pattern helps to refer to its central idea quickly, and build a vocabulary for communication within a team or design community.

The ranking shows how universally valid the pattern author believes this pattern is. It
helps readers to distinuish early pattern ideas from truly timeless patterns that have been confirmed on countless occasions.

The opening illustration gives readers a quick idea of a typical example situation for the pattern, even if they are not professionals. Media choice depends on the domain of the language: Architecture can be represented by photos of buildings and locations; HCI may prefer screen shots, video sequences of an interaction, audio recordings for a voicecontrolled menu, etc.

The problem states what the major issue is that the pattern addresses.

The forces further elaborate the problem statement. They are aspects of the design that need to be optimised. They usually come in pairs contradicting each
other.

The examples section is the largest of each pattern. It shows existing situations in which the problem at hand can be (or has been) encountered, and how it has been solved in those situations.

The solution generalizes from the examples a proven way to balance the forces at hand optimally for the given design context. It is not simply prescriptive, but generic so that
it can generate a solution when it is applied to concrete problem situations of the form specified by the context.

The diagram supports the solution by summarizing its main idea in a graphical way, omitting any unnecessary details. For experts, the diagram is quicker to grasp than the
opening illustration. Media choice again depends on the domain: a graphical sketch for architecture, pseudo-code or UML diagram for software engineering, a storyboard sketch for HCI, a score fragment for music, etc.

The rest are how to use the patterns etc... then its mostly for music (Worldbeat). Some of its references look interesting though. This article mostly provides a framework to build on.

Thursday, September 01, 2005

 

Proxy Post: On behalf of Margaret

1)http://www.intel.com/research/network/j_landay.htm



2)Ubiquitous Computing



Edited: Adjusted link so that second one works.
Also, please post any articles you've read/currently reading. IF anyone forgets their password, you can get blogger to send you your password.

Wednesday, August 31, 2005

 

Joanne's post 1

http://www.mobiledia.com

Survey Finds 50% of Teens Prefer Cell Phones to TV (In North America)
Tue Aug 30, 2005 8:31 am


That page has a lot of articles and i picked 2 which i think is relevant to our study.

- online survey, across North America between the ages of 13 and 18 from July 30 to August 9, 2005
- (38 percent) of teens surveyed use their mobile phones to text-message their friends during school
- 30 percent play video games on their phones while in school
- (26 percent) use their phones to talk to people their parents would not approve of
- teens are very attached to their mobile phones
- Indication from the article: parents giving hp to child below 12 (impt point)
- reason for looking at this: similar situation in singapore, find out what teenagers want to do with their hp, target martket.


Bosses Can't Live Without Cell Phones
Mon Aug 29, 2005 10:46
am

- Study showed that CFOs (44%) said that hp are the most indispensible portable technology
- surveys were developed by Robert Half Management Resources, the world's premier provider of senior-level accounting and finance professionals on a project and interim basis 1400 cfos US companies
- latest cell phone technology combines the best of both worlds, including e-mail and Internet access that allow for expanded capabilities in one tool
- have become a necessity in our lives, they can keep us connected to work around-the-clock

Edited 11:29pm 31st August
Edited the links to make them work so that others can access the article
~Z~

Monday, August 29, 2005

 

Mobile Interaction Patterns

Patterns are recurring solutions to a standard problem
Schmidt, Fayad, Johnson (1996)

Interesting Definition?

Just read http://www.ntu.edu.sg/home2003/chua0015/fyp/mobileinteractionpatterns.pdf

Patterns of Mobile Interaction (Jorg Roth)

The weird part is that the thing which strikes me the most is the example of how to describe a pattern. Which I will elaborate a little on here.
Descriptions contain the following sections:

Synopsis
A brief description of the problem

Context
The situation which results in the problem

Forces
The underlying cause of the problem

Solution
Proposed/Workable Solution

Consequences
Problems which may arise as a result of the solution and additional steps required to make the solution workable/better

Examples
Examples of solutions

Related Patterns
Self-Explanatory

Classes
Category the pattern falls into e.g. Security, Mobile Code, Streaming, User Interface etc.

They also have a list of some mobility patterns

Synchronisation
RemoteProxy
VirtualPresence
RequestObject
PushObject
LocalProxy
OneWayStream
Conversational
VirtualWindow
CannedCode
Sensing

Sunday, August 28, 2005

 

Network Externalities

Has anyone tried Google Talk yet? Its the new IM client which supposedly links alot of different IM networks. If you haven't tried it, its the PERFECT example of network externalities I've seen.
Nicely streamlined, it looks good with no ads or stuff, also it offers easy voice conversation and email. However, the simple fact that currently nobody's on my Google talk list means that... I have this very nice messaging client which is perhaps superior to MSN Messenger which dosen't let me message anyone. Hmmm...
Gmail's tactic of secrecy might have worked against them here ya?
Oh yea... once you pple actually DO read this, go try downloading and adding me chuachengyi at gmail

 

Checking...

Just to check who's been reading and updating.. or even interested in this thing.
Once you read this, please SMS/Call me to confirm receipt of this message.

Additionally, my group will be meeting 9.30am on Monday 29th August. Yx, Cyn and Jess are welcome to join us ya.

Please keep updated with your readings.

And yes. Don't tell anyone else about this message once you see it.

-Edited 28th July 2005 2253Hrs: Cyn has read this-

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