Interactive Media How Is Interactive Media Presentend Towards People?

Total Page:16

File Type:pdf, Size:1020Kb

Interactive Media How Is Interactive Media Presentend Towards People? Interactive Media How is interactive media presentend towards people? MEDIA Different types if Interactive media? What is interactive media? Interactive media is a combination of many Interactive media are products and services on different types of media which involes: digital computer based systems which respond the the user’s actions. - Electronic text There are many types of interactive media - Graphics involes phones, computers, self-check out in - Moving images shops, shopping centre kiosk, ipads and vid- - sound eo games and also media app or video apps, such as netflix or youtube. All of these are combined together into a struc- tured digital computerized enviorment that allows people to interact with data. When did interactive start? In 2011 is interactive technologies came about like muti- touch displays which are used in massive shopping centres, in cars there touch screen dash boards instead of the old stero. Different types of interactive media are presented in different ways depending on what the type of media it is. Interactive Media Interactive advertising? Interactive advertising is a form of media-based marketing that businesses and other announcements and information. A businesses targets consumers from the websites they visit as well as on smartphones and other hand-held How is it presented? We use Interactive media everyday in are day to day life. interactive media is used in everything, but what are the main used ones?. An interactive media designer creates graphics and various media outlets and electronic devices, such as phone apps, a web-based computer or game, or an interactive website. sometimes interactive media is used for studying such as mini games for maths or learning different languages. What are terms and condition and cookies? What does the term mean? Terms and conditions may apply as a documentar that addresses how corporations and the goverment use the infromation that users provide when agreeing to a browse a website. What is Privacy policy? A Privacy policy is a statement or legal document in privacy law that disclose some or all of a clients data and it fulfills a legal requirement to protect a customer or a clinet’s privacy. What is a Cookie? Cookies are small files which are stored on a user’s computer, there designed to hold modest amount od data to a particular clinet and website. Cookies are also able to carry information from one visit to the a website to the next. Material Design Design What is Material design? Material Design is a visual language that synthesizes the classic principles of good design and with the inno- vation of technology and science. What was and what is material design? Material design which is called quantum paper is a design language de- veloped by google in 2014 . However material design now makes more liberal use of grid-based layouts, responsive animations and transitions. What is the point of material design? A big part of Material Design is the way a user interacts with various technologies in that they have a seamless flow between interactions. Say you’re writing an email and walk away from your computer while it’s still unfinished and open. You can continue writing that email on your watch, phone or tablet without having to worry about saving it as a draft, syncing it, finding it and continuing where you left off. Developer Desgin What is the apple human interface The apple human interface guidelines is a in-depth infor- mation and UI resources for designing apps that inte- grate seamlessly with apple platforms such as macOs, iOS, watchOS and tvOs. iOS Design - Clarity throughout the system, text is legible at every size, icons are precise and lucid, adornments are subtle and appropriate, and a sharpened focus on functionality motivates the design. - Deference Fluid motion and a crisp, beautiful interface help people understand and interact with content while never competing with it. - Depth Distinct visual layers and realistic motion convey hierarchy, impart vitality, and facilitate understanding. What make a good Apple Design? - Aesthetic Integrity Aesthetic integrity represents how well an app’s appearance and behavior integrate with its func- tion. For example, an app that helps people perform a serious task can keep them focused by using subtle, unobtrusive graphics, standard controls, and predictable behaviors. - Consistency a consistent app implements familiar standards and paradigms by using system-provided interface ele- ments, well-known icons, standard text styles, and uniform terminology. - Direct Manipulation The direct manipulation of onscreen content engages people and facilitates understanding. - User Control Throughout iOS, people,not apps are in control. An app can suggest a course of action or warn about dan- gerous consequences, but it’s usually a mistake for the app to take over the decision-making What is GUI? GUI - Graphical user interface is a type of users inter- What is and example of a GUI? face that allows users to interact with electronic devic- An example of GUI interfaces are things such softwares es through graphical icons and visual indicators such desktops where you can access things from. Windows is as secondary notation instead of text bas interfaces. a common GUI interface. How does a GUI work? A GUI uses windows, icons, and menus to carry out commands, such as opening, deleting, and moving files. Although many GUI operating systems are nav- igated through the use of a mouse, the keyboard can also be utilized by using keyboard shortcuts or arrow keys. What are the benefits of GUI? Unlike a command line operating system or CUI, like Unix or MS-DOS, GUI operating systems are much easier to learn and use because commands do not need to be memorized. Additionally, users do not need to know any programming languages. Because of their ease of use, GUI operating systems have be- come the dominant operating system used by today’s end-users. Susan Kare Who is Susan Kare? Susan Kare is an artist and graphic designer who created many of the interface elements and typefaces for the Apple Macintosh in the 1980s. She was also Creative Director at NeXT, the company formed by Steve Jobs after he left Apple in 1985. She has worked for Microsoft and IBM, and, more recently, Pinterest and Facebook. Why was her work good? Kare believes that good icons should be more like traffic signs than illustrations; easily comprehensible and not laden with extraneous detail. She has observed that just because millions of colors are available, maximizing their use in an icon does not necessarily improve it. When symbols (icons or logos) are meaningful and well-crafted, they need not be frequently redesigned. Noticable work? Other than Kare working for apple and creating the typefac- es for the Apple Macintosh one of her most noticable work was her icons, her long list of original creations include the symbol on the Command key on Apple keyboards, the welcome screen icon the Happy Mac that greeted the users when the machine is turned on and Clarus the Dogcow..
Recommended publications
  • Desktop Icon Era
    Jason Hardware <p = class> </p> 20th Century Did you realize that computer weren’t born with a graphic user interface? It happened after over 30 years. 1962 Parts from four early computer. ORDVAC & BRLESC-I board On the first computers, with no operating system, every program needed the full hardware specification to run correctly and perform standard tasks, and its own drivers for peripheral devices like printers and punched paper card readers. Software <head> id = color, blue; </head> OSes Computer operating systems provide a set of functions needed and used by most application programs on a computer, and the links needed to control and synchronize computer hardware. Programming Language A programming language is a formal language, which comprises a set of instructions used to produce various kinds of output. Programming languages are used to create programs that implement specific algorithms. 80s Along with this revolutionary concept came other brilliant idea of using icons in computing. Sometimes, A picture says more than a thousand words. GUI- Graphic User Interface The history of the graphical user interface, understood as the use of graphic icons and a pointing device to control a computer, covers a five-decade span of incremental refinements, built on some constant core principles XEROX 8010 STAR 1981-1985 Invented by David Smith, Design by Norm Cox, it presented a square grid, simple looks, consistent style. APPLE-LISA 1983 Lisa was the first personal computer with a graphic user interface aimed at a wide audience of business customers. MACINTOSH 1 1984 Probably the most famous “art + Programming marriage” happened in 1982.
    [Show full text]
  • Hintz 1 DRAFT V1 – Please Do Not Cite Without Author's Permission. Susan
    Hintz 1 Susan Kare: Design Icon by Eric S. Hintz, PhD Historian, Lemelson Center for the Study of Invention and Innovation National Museum of American History, Smithsonian Institution [email protected] SHOT SIGCIS – Works in Progress Session Albuquerque, NM October 11, 2015 DEAR COLLEAGUES: Thanks for reading this work-in-progress! I’m a SIGCIS rookie and relatively new to the history of computing. Thus, in terms of feedback, I’d appreciate a) some sense of whether this proposed article would have any traction within the scholarly/SIGCIS community and b) some help situating the story within the relevant secondary literature and historiography. Finally, given the largely non-archival sources I had to work with, I wrote this up more like a magazine feature (vs. scholarly article) so I’d also appreciate c) any suggestions for appropriate journals and publication venues. P.S. This article is ripe for lots of colorful images. Thanks! ESH Graphic designer Susan Kare has been called the “the Betsy Ross of the personal computer,” the “Queen of Look and Feel,” the “Matisse of computer icons,” and the “mother of the Mac trash can.”1 Indeed, Kare is best known for designing most of the distinctive icons, typefaces, and other graphic elements that gave the Apple Macintosh its characteristic—and widely emulated—look and feel. Since her work on the Mac during the early 1980s, Kare has spent the last three decades designing user interface elements for many of the leading software and Internet firms, from Microsoft and Oracle to Facebook and Paypal. Kare’s work is omnipresent in the digital realm; if you have clicked on an icon to save a file, switched the fonts in a document from Geneva to Monaco, or tapped your smart phone screen to launch a mobile app, then you have benefited from her designs.
    [Show full text]
  • JODI: COMPUTING 101B JODI 4 9/11/04 10:58 Am Page 2
    JODI 4 9/11/04 10:58 am Page 1 JODI: COMPUTING 101B JODI 4 9/11/04 10:58 am Page 2 Comments from FACT guest book during Computing 101B exhibition, 16 July – 5 September 2004 JODI 4 9/11/04 10:58 am Page 4 JODI: COM PUTING 101B Published by FACT, the Foundation for Art and Creative Technology Computing 101B is an exhibition curated by FACT and presented for the first time in Liverpool from 16 July – 5 September 2004. JODI are primarily known for their pioneering work on the World Wide Web, but this exhibition consists entirely of recent video work created by JODI specifically for presentation in a physical gallery space. Led by the ‘tutorial’ aspect of the works shown, the exhibition was constructed as a crash course in (mis)using and (mis)understanding the computer. To further illustrate this theme, JODI and FACT collaboratively curated a selection of documents and artefacts related to the history of the computer, mostly taken from the web, which functioned as a parallel contextual exhibition alongside the artworks. This catalog is released to mark the opening of the exhibition tour at Spacex in Exeter, UK. The Computing 101B publication, tour and catalog were made possible through the generous support of Arts Council England, the Mondriaan Foundation and the Dutch Embassy UK. Following page: Installation view of Computing 101B exhbition at FACT. Image courtesy Nathan Cox. JODI 4 9/11/04 10:58 am Page 6 JODI 4 9/11/04 10:58 am Page 8 COMPUTING 101B or HoW I LeaRNeD tO StOP WorrRYiNg & LoVe ThE BoMb Steven Wolfram claims that he made 100 million keystrokes and moved his mouse more than 100 miles while writing A New Kind of Science, an 1100-page book about the mathematical foundations of the physical world.
    [Show full text]
  • Se Niegan a Reconocer). Su Primer Sistema Operativo, El MS-DOS, Muy Parecido Al UNIX Original, Fue Comprado Por Una Miseria a Ot -.:: GEOCITIES.Ws
    VB. Historia de Apple se niegan a reconocer). Su primer Sistema Operativo, el MS-DOS, muy parecido al UNIX original, fue comprado por una miseria a otra empresa y vendido como propio, entre otros a IBM. Apple (Jobs) sabía que los Mac necesitaban software para ser ser comercialmente rentables, y que Microsoft intentaba hacerse un hueco en el mercado de las aplicaciones, Macintosh era la ocasión de Microsoft de entrar en el lucrativo mercado de las Aplicaciones. Microsoft había hecho algunas débiles tentativas antes del Mac, pero sería con el Mac con quien acertaría, sabían que un nuevo ordenador significaba nuevas oportunidades. Jobs mostró a la gente de Microsoft una de las primeras fases de desarrollo de un prototipo Mac, y a Gates le gustaron las ideas que implicaba un nuevo concepto como este. Jobs y Gates se pusieron de acuerdo en que MS escribiera las nuevas aplicaciones. Justo antes del lanzamiento de las aplicaciones Gates amenazó con abandonar los desarrollos a menos que Jobs cediera en dos puntos: 1. Apple licenciara parte del MacUI (Interfaz de Usuario) para Aplicaciones de MS en PCs (¿Nunca le ha parecido que las aplicaciones en Mac y PC se parecen mucho? Pues no es por que sea la única solución en el universo para interfaces gráficos, es por que se COPIÓ). Estas aplicaciones se convertirían en una Suite de Aplicaciones que crecieron más adelante y evolucionarían al Windows 1.0 y MS-Office. Recordemos que Windows empezó como Application-Suite dentro de DOS, no un Shell de OS. Al licenciar Apple algunos conceptos a Microsoft (bajo coacción), debilitó su caso en contra de MS cuando esta empezó a copiar de forma más evidente a Apple.
    [Show full text]
  • Download Infographic
    FEMALE TECH TRAILBLAZERS Let’s meet six women who broke into tech from different industries and backgrounds and left their mark in ways that transform the world around us still today. Hedy Lamarr Often called “The Most Beautiful Woman in Film,” Austrian-born American Hedy Lamarr was an A-list actress of the 1930’s, 40’s, and 50’s. Her artistic legacy has recently been supplemented by acknowledgment of her pioneering inventions in computer science and other technology like traffic lights. Her work during World War II enabled Allied forces to circumvent frequency jamming and eventually detect submarines. • The mind behind “frequency hopping” technology that is the basis of WiFi, GPS, and Bluetooth. • Interest in invention began at age 5 when she took apart and reassembled a music box. • Never received any compensation for her inventions, though today frequency hopping alone is estimated to be worth $30 billion. Katherine Johnson One of three Black “human computers” immortalized in the book “Hidden Figures,” Katherine Johnson was one of the first women at NASA to attend meetings…period. She was so precise and accu- rate, John Glenn personally requested she check the work done by electronic computers before he became the first person to orbit Earth in 1962. She was later awarded the Presidential Medal of Freedom and a Congressional Gold Medal and was posthumously inducted to the National Women’s Hall of Fame. • Used her study of geometry to revolutionize the mechanics of plotting space travel and orbits. • Started high school at age ten and started college at age fifteen.
    [Show full text]
  • Cute” Displays: Developing an Emotional Bond with Your Mobile Interface
    “Cute” displays: Developing an Emotional Bond with Your Mobile Interface Rebekah Rousi Agora Center, University of Jyväskylä PO Box 35 40014 University of Jyväskylä, Finland +358 14 260 4665 [email protected] ABSTRACT argument is that in order to increase usability of mobile phone In this paper the concept of “cute” and psychological “cuteness” (and subsequently any ICT) icons, attention needs to be placed [1] are used as platforms for understanding human emotional towards product design which increases user comfort through response to mobile phone design. The focus is on graphical user familiarity and positive emotional response (affect) [7]. interface (GUI) icons and how the design is used to strengthen The paper begins by detailing “cute” and psychological theories semantic relationships between the image and function and of “cuteness” in reference to scholars such as Konrad Lorenz, encourage emotional bonds between human and appliance. The Paul Leyhausen and Stephen Jay Gould. In reflection of the hypothetical argument is that affectionate perception of mobile concepts of “cute” and “cuteness”, the user-centered design fields technology increases user cognition. of Kansei (Emotional) Engineering, with its gimmicky Kawaii (Cute) Engineering spin-off, are described in a sub-section. The General Terms paper then progresses into discussion of the development of Design and Human Factors. computer GUI icons, offering a brief history of desktop metaphors and examining the conversion of the icon to mobile communication technology. This section of the paper additionally Keywords highlights traditions in attempting to draw positive emotional Cute; icons; user interface; mobile phones; user psychology responses from users via icon characteristics and animations such as Microsoft’s Paperclip.
    [Show full text]
  • Apple Confidential 2.0 the Definitive History of the World's Most Colorful
    vi Reviewers love Apple Confidential “The Apple story itself is here in all its drama.” New York Times Book Review “An excellent textbook for Apple historians.” San Francisco Chronicle “Written with humor, respect, and care, it absolutely is a must-read for every Apple fan.” InfoWorld “Pretty much irresistible is the only way to describe this quirky, highly detailed and illustrated look at the computer maker’s history.” The Business Reader Review “The book is full of basic facts anyone will appreciate. But it’s also full of interesting extras that Apple fanatics should love.” Arizona Republic “I must warn you. This 268-page book is hard to put down for a MacHead like me, and probably you too.” MacNEWS “You’ll love this book. It’s a wealth of information.” AppleInsider “Rife with gems that will appeal to Apple fanatics and followers of the computer industry.” Amazon.com “Mr. Linzmayer has managed to deliver, within the confines of a single book, just about every juicy little tidbit that was ever leaked from the company.” MacTimes “The most entertaining book about Apple yet to be published.” Booklist i …and readers love it too! “Congratulations! You should be very proud. I picked up Apple Confidential and had a hard time putting it down. Obviously, you invested a ton of time in this. I hope it zooms off the shelves.” David Lubar, Nazareth, PA “I just read Apple Confidentialfrom cover to cover…you have written a great book!” Jason Whong, Rochester, NY “There are few books out there that reveal so much about Apple and in such a fun and entertaining manner.
    [Show full text]
  • Steve Jobs 1 Steve Jobs 2
    Steve Jobs 1 Steve Jobs 2 Your browser doesn't support HTML5 video The Book Steve Jobs is the authorized biography of Steve Jobs. The biography was written at the request of Jobs by acclaimed biographer Walter Isaacson, a former executive at CNN and Time who has written best-selling biographies about Benjamin Franklin and Albert Einstein. Based on more than forty interviews with Jobs conducted over two years - in addition to interviews with more than one hundred family members, friends, adversaries, competitors, and collegues - Isaacson was given "esclusive and unprecedented" access to Jobs's life. Jobs is said to have encouraged the people interviewed to speak honestly. The book is described as "[chronicling] the roller-coaster life and searingly intense personality of a creative entrepreneur whose passion for perfection and ferocious drive revolutionized six industries: personal computers, animated movies, music, phones, tablet computing, and digital publishing." In just over 600 pages, the book covers Jobs' entire life, from his childhood in his adoptive parents' home in California to his three bouts with pancreatic cancer. Early chapters include one on his relationship with Steve Wozniak and Jobs' brief stint at Hewlett-Packard, Reed College, Atari, and a formative trip to India to find himself. A chapter each is devoted to the development of the Apple I, Apple II, Lisa, and the classic Macintosh during his early years, the founding of NeXT and funding of Pixar when he was ousted from Apple, and Jobs' triumphant and incredibly productive return to Apple starting in 1997. Following the latter "second coming" of Jobs, Isaacson chronicles the development of the iMac, iPod, iTunes, Apple Stores, and iPad.
    [Show full text]
  • Why I Started Future Shape
    Paris October 17th, 2017 Dear Founder, I hear you’re working on some incredible stuff. You’ve found a way to put Lidar on a solid-state chip. You’re able to identify 108 proteins in a drop of blood. You know how to manufacture incredible new products with unpackaged LEDs on paper-thin substrate. You have the inspiration, the idea, the passion to make it happen, but anything truly groundbreaking is hard to make real. So now what? “How do I fund this without giving away what I’m building?” “How do I protect my idea?” “Once it’s done, how do I get people to find out about it, buy it?” “How do I make this thing? And once I have it, can I make that thing thousands of times at scale?” I’ve been through these same questions — and 1000s more — over and over again. I started my first companies during high school and college selling hardware and software, even creating semiconductors. It taught me a lot of hard lessons about how to make my technical dreams become real and impactful. With my Computer Engineering degree in hand, I applied to General Magic. And didn’t let up until they hired me. My heroes were there — Bill Atkinson, Andy Hertzfeld, Joanna Hoffman, Susan Kare. We worked on the first smartphone, 15+ years before its time. In ‘99 I started another company again, Fuse Systems. I took that technology & team to Apple where I put together the team to develop the iPod - and, this time ‘round, had Steve Jobs as my mentor.
    [Show full text]
  • The Original Macintosh Page 1 Sur 2
    Folklore.org: The Original Macintosh Page 1 sur 2 Home | About Folklore Topics The Original Macintosh Login • Software Account Name: Design (44) Anecdotes about the development of Apple's original Macintosh, and the people who made it (120 stories) • Personality (33) Password: • Management (30) • Technical (20) Log in • Lisa (17) • Hardware Create new account Design (15) • Apple Spirit (14) • Marketing (12) Search • Origins (10) “The details are not the details. They make the design. ” -- Charles Eames • Prototypes (10) Image Gallery ( 14 images ) Back to the stories . Search • Personality Clashes (8) Page 1 2 3 4 5 • The Launch (8) Recently Added • Buildings (6) • Eulogy for Brian • Inspiration (6) The following collage is from an article by Steven Levy that appeared in the February 1994 issue of Popular Science, • First day with the • QuickDraw (6) Macintosh team commemerating the Macintosh's tenth birthday. It's based on • Recruiting (5) • Revolution in the • 3rd party pictures taken by Norman Seiff for Rolling Stone Magazine in Valley developers (5) January 1984. Featuring Andy Hertzfeld, Bill Atkinson, Burrell • Reality Distortion (5) Smith, Steve Jobs and Susan Kare, with Jef Raskin in the • Celebrities (5) center. Overall Favorites • Lisa Rivalry (5) • Switcher • The Times They Are A-Changin' Authors • Can We Keep The • Andy Hertzfeld (93) Skies Safe? • Bruce Horn (6) • Busy Being Born • Tom Zito (3) • MacPaint Evolution • Caroline Rose (3) • David Ramsey (2) External Links • William Donelson (1) • Stanford Library's Early Mac Site • Brian Robertson (1) • Early Apple • Alexander Business Sarosi (1) Documents • Steve Capps (1) • Online Exhibit of • steve blank (1) Rare Mac Artifacts • David Craig (1) • Slashdotted! • Susan Kare (1) • Daniel Kottke (1) • Dan Cochran (1) • Paul Tavenier (1) • Eric Barnes (1) • Donn Denman (1) • Jerry Manock (1) • Scott Knaster (1) • Kenny Tjahjadi (1) Characters • Steve Jobs (81) Here's the software team, photographed for Rolling Stone in • Andy Hertzfeld (46) January 1984, demonstrating teamwork in a human pyramid.
    [Show full text]
  • Susan Kare Timeless Icons
    Timeless Icons Susan Kare “Icon design is like solving a puzzle, trying to marry an image and idea that, ideally, will be easy for people to understand and remember.” The birth of an icon Susan Kare, known as the “woman who gave the nontechnical consumers, it was Macintosh a smile,” has spent her three-decade career imperative that the Macintosh icons be at the apex of human-machine interaction. Through her universally inviting and intuitive. Over intuitive, whimsical iconography, she made the graphic the years, Kare’s design work has been user interface accessible to the masses, and ushered in described episodically in various Steve a new generation of pixel art. In the early 1980s, Kare- Jobs biographies, Apple corporate then a sculptor and tech-world outsider-pivoted to a histories, and a handful of newspaper graphic designer role at Apple. There, she created some and magazine features. of the most recognizable icons, typefaces, and graphic elements in personal computing: the command symbol, the system-failure bomb, the paintbrush, and, of course, “Clarus the Dogcow.” With little more than a few dots on a screen, Kare created a canvas of approachable visual metaphors that are instantly recognizable decades Apple’s first icon designer was artist later. Early on, Kare found a sanctum and graphic designer in fine art. After earning a Ph.D. from designed some of the Susan Kare, who New York University, she went westmost recognizable ward to take a curatorial job at the Fine today.icons that we still use Arts Museums of San Francisco. She soon migrated down to Palo Alto—the birthplace of Apple and other Silicon Valley giants.
    [Show full text]
  • The Original Macintosh Page 1 Sur 2
    Folklore.org: The Original Macintosh Page 1 sur 2 Home | About Folklore Topics The Original Macintosh Login • Software Account Name: Design (44) Anecdotes about the development of Apple's original Macintosh, and the people who made it (120 stories) • Personality (33) Password: • Management (30) • Technical (20) Log in • Lisa (17) • Hardware Create new account Design (15) • Apple Spirit (14) • Marketing (12) Search • Origins (10) “If everything is under control, you're going too slow. ” -- Mario Andretti • Prototypes (10) Image Gallery ( 14 images ) Back to the stories . Search • Personality Clashes (8) Page 1 2 34 5 • The Launch (8) Recently Added • Buildings (6) • Eulogy for Brian • Inspiration (6) This faded, scratched polaroid depicts the Mac software team in December 1983, during the final push, all dressed up in white • First day with the • QuickDraw (6) Macintosh team shirts and shorts in homage to Steve Capps' sartorial stylings. • Recruiting (5) • Revolution in the • 3rd party Top row: Donn Denman, Larry Kenyon. Middle row: Jerome Valley developers (5) Coonen, Hans Gerke (visiting translator), Andy Hertzfeld, a very • Reality Distortion (5) pregnant Patti Kenyon, Burrell Smith (honorary member of the • Celebrities (5) software team). Bottom row: Randy Wiggington, Rony Sebok, Overall Favorites • Lisa Rivalry (5) Susan Kare, Donatien (another translator). Capps and Bruce • Switcher Horn are missing, since this was taken right before we • The Times They Are surprised him. Thanks to Susan Kare for this rare photograph. A-Changin' Authors
    [Show full text]