Interaction Design Foundation
The Interaction Design Foundation (IxDF) is an educational organization which produces open access educational materials online with the stated goal of "democratizing education by making world-class educational materials free for anyone, anywhere." The platform also offers courses taught by industry experts and professors in user experience, psychology, user interface design, and more. While not accredited, the curriculum and content are structured at the graduate level, targeting at both industry and academia in the fields of interaction design, design thinking, user experience, information architecture, and user interface design. The centerpieces of the Interaction-Design.org are their online design courses, their local chapters in more than 150 countries, and their peer reviewed ''Encyclopedia of Human-Computer Interaction'', which currently holds 40+ textbooks written by 100+ leading designers and professors as well as commentaries and HD video interviews shot around the w ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Open Access
Open access (OA) is a set of principles and a range of practices through which research outputs are distributed online, free of access charges or other barriers. With open access strictly defined (according to the 2001 definition), or libre open access, barriers to copying or reuse are also reduced or removed by applying an open license for copyright. The main focus of the open access movement is "peer reviewed research literature". Historically, this has centered mainly on print-based academic journals. Whereas non-open access journals cover publishing costs through access tolls such as subscriptions, site licenses or pay-per-view charges, open-access journals are characterised by funding models which do not require the reader to pay to read the journal's contents, relying instead on author fees or on public funding, subsidies and sponsorships. Open access can be applied to all forms of published research output, including peer-reviewed and non peer-reviewed academic journa ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Donald Norman
Donald Arthur Norman (born December 25, 1935) is an American researcher, professor, and author. Norman is the director of The Design Lab at University of California, San Diego. He is best known for his books on design, especially ''The Design of Everyday Things''. He is widely regarded for his expertise in the fields of design, usability engineering, and cognitive science, and has shaped the development of the field of cognitive systems engineering. He is a co-founder of the Nielsen Norman Group, along with Jakob Nielsen. He is also an IDEO fellow and a member of the Board of Trustees of IIT Institute of Design in Chicago. He also holds the title of Professor Emeritus of Cognitive Science at the University of California, San Diego. Norman is an active Distinguished Visiting Professor at the Korea Advanced Institute of Science and Technology (KAIST), where he spends two months a year teaching. Much of Norman's work involves the advocacy of user-centered design. His books all ha ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Technical Communication
Technical communication is used to convey scientific, engineering, or other technical information. Individuals in a variety of contexts and with varied professional credentials engage in technical communication. Some individuals are designated as technical communicators or technical writers. These individuals use a set of methods to research, document, and present technical processes or products. Technical communicators may put the information they capture into paper documents, web pages, computer-based training, digitally stored text, audio, video, and other media. The Society for Technical Communication defines the field as any form of communication that focuses on technical or specialized topics, communicates specifically by using technology, or provides instructions on how to do something.What is Technical Communicatio ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Design
A design is a plan or specification for the construction of an object or system or for the implementation of an activity or process or the result of that plan or specification in the form of a prototype, product, or process. The verb ''to design'' expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan (such as in craftwork, some engineering, coding, and graphic design) may also be considered to be a design activity. The design usually has to satisfy certain goals and constraints; may take into account aesthetic, functional, economic, or socio-political considerations; and is expected to interact with a certain Environment (systems), environment. Typical examples of designs include architectural drawing, architectural and engineering drawing, engineering drawings, circuit diagrams, Pattern (sewing), sewing patterns and less tangible artefacts such as business process models. Designing People who produce designs ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and t ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
:Category:Open Content ...
{{Cat main Copyright law Creative works Crowdsourcing Criticism of intellectual property Content Content or contents may refer to: Media * Content (media), information or experience provided to audience or end-users by publishers or media producers ** Content industry, an umbrella term that encompasses companies owning and providing mas ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
:Category:Educational Websites
{{Commons category, Educational websites Websites by topic Websites Websites A website (also written as a web site) is a collection of web pages and related content that is identified by a common domain name and published on at least one web server. Examples of notable websites are Google, Facebook, Amazon, and Wikipe ... E-learning ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
:Category:Educational Technology
Educational technology is the use of technology in education to improve learning and teaching. Educational technology is related to instructional technology and learning technology, but different groups prefer different terms and each has its own historical significance. The words ''educational'' and ''technology'' in the term ''educational technology'' have the general meaning. Educational technology is not restricted to the education of children, nor to the use of high technology. The particular case of the meaningful use of high-technology to enhance learning in K-12 classrooms and higher education is known as technology integration. Technology Technology is the application of knowledge to reach practical goals in a specifiable and reproducible way. The word ''technology'' may also mean the product of such an endeavor. The use of technology is widely prevalent in medicine, science, ... Technology by type {{CatAutoTOC ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Bill Buxton
William Arthur Stewart Buxton (born March 10, 1949) is a Canadian computer scientist and designer. He is a partner researcher at Microsoft Research. He is known for being one of the pioneers in the human–computer interaction field. Background and contributions Buxton received his bachelor's degree in music from Queen's University in 1973 and his master's degree in computer science from the University of Toronto in 1978. Buxton's scientific contributions include applying Fitts' law to human-computer interaction and the invention and analysis of the marking menu (together with Gordon Kurtenbach). He pioneered multi-touch interfaces and music composition tools in the late 1970s, while working in the Dynamic Graphics Project at the University of Toronto. In 2007, he published ''Sketching User Experiences: Getting the Design Right and the Right Design''. Buxton is a regular columnist at ''BusinessWeek''. Before joining Microsoft Research he was chief scientist at Alias Wavefront ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Ken Friedman
Ken Friedman (born September 19, 1949 in New London, Connecticut) is a design researcher. He was a member of Fluxus, an international laboratory for experimental art, architecture, design, and music. Friedman joined Fluxus in 1966 as the youngest member of the classic Fluxus group. He has worked closely with other Fluxus artists and composers such as George Maciunas, Dick Higgins, and Nam June Paik, as well as collaborating with John Cage and Joseph Beuys. He was the general manager of Dick Higgins's Something Else Press in the early 1970s. In the 1990s, Friedman's work as a management consultant and designer led him to an academic career, first as Professor of Leadership and Strategic Design at the Norwegian School of Management in Oslo, then as Dean of the Faculty of Design at Swinburne University of Technology in Melbourne. Friedman is currently University Distinguished Professor at Swinburne and Chair Professor of Design Innovation Studies at Tongji University. Education From 19 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Stuart Card
Stuart K. Card (born December 21, 1943), an American researcher and retired senior research fellow at Xerox PARC, is considered to be one of the pioneers of applying human factors in human–computer interaction. With Jock D. Mackinlay, George G. Robertson and others he invented a number of Information Visualization techniques. He holds numerous patents in user interfaces and visual analysis. Biography Card received a B.A. in physics from the Oberlin College in 1966, and a Ph.D. in psychology from Carnegie Mellon University. He started working as an adjunct faculty member at Stanford University in the late 1960s.Stuart Card at PARC, 2004. Retrieved 1 July 2008. Since 1974 he has been working at PARC and was the Area Manager o ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |