Interactive Design
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Interactive Design
Interactive design is a user-oriented field of study that focuses on meaningful communication using media to create products through cyclical and collaborative processes between people and technology. Successful interactive designs have simple, clearly defined goals, a strong purpose and intuitive screen interface. Interactive design compared to interaction design In some cases interactive design is equated to interaction design; however, in the specialized study of interactive design there are defined differences. To assist in this distinction, interaction design can be thought of as: * Making devices usable, useful, and fun, focusing on the efficiency and intuitive hardware * A fusion of product design, computer science, and communication design * A process of solving specific problems under a specific set of contextual circumstances * The creation of form for the behavior of products, services, environments, and systems * Making dialogue between technology and user invisible, ...
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Interactive Design In Relation To Other Fields Of Study
Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks. Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels: #Not interactive, when a message is not related to previous messages. #Reactive, when a message is related only to one immediately previous message. #Interactive, when a message is related to a number of previous messages and to the relationship between them. One body of research has ...
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Fluxus
Fluxus was an international, interdisciplinary community of artists, composers, designers and poets during the 1960s and 1970s who engaged in experimental art performances which emphasized the artistic process over the finished product. Fluxus is known for experimental contributions to different artistic media and disciplines and for generating new art forms. These art forms include intermedia, a term coined by Fluxus artist Dick Higgins; conceptual art, first developed by Henry Flynt, an artist contentiously associated with Fluxus; and video art, first pioneered by Nam June Paik and Wolf Vostell. Dutch gallerist and art critic describes Fluxus as "the most radical and experimental art movement of the sixties".. 1979. ''Fluxus, the Most Radical and Experimental Art Movement of the Sixties'' Amsterdam: Editions Galerie A. They produced performance "events", which included enactments of scores, "Neo-Dada" noise music, and time-based works, as well as concrete poetry, visual art, ...
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Theodor Holm Nelson
Theodor Holm Nelson (born June 17, 1937) is an American pioneer of information technology, philosopher, and sociologist. He coined the terms ''hypertext'' and ''hypermedia'' in 1963 and published them in 1965. Nelson coined the terms ''transclusion'', ''virtuality'', and ''intertwingularity'' (in ''Literary Machines''). According to a 1997 ''Forbes'' profile, Nelson "sees himself as a literary romantic, like a Cyrano de Bergerac, or 'the Orson Welles of software'." Early life and education Nelson is the son of Emmy Award-winning director Ralph Nelson and Academy Award-winning actress Celeste Holm. His parents' marriage was brief and he was mostly raised by his grandparents, first in Chicago and later in Greenwich Village. Nelson earned a B.A. in philosophy from Swarthmore College in 1959. While there, he made an experimental humorous student film, ''The Epiphany of Slocum Furlow'', in which the titular hero discovers the meaning of life. His contemporary at the college, music ...
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As We May Think
"As We May Think" is a 1945 essay by Vannevar Bush which has been described as visionary and influential, anticipating many aspects of information society. It was first published in ''The Atlantic'' in July 1945 and republished in an abridged version in September 1945—before and after the atomic bombings of Hiroshima and Nagasaki. Bush expresses his concern for the direction of scientific efforts toward destruction, rather than understanding, and explicates a desire for a sort of collective memory machine with his concept of the memex that would make knowledge more accessible, believing that it would help fix these problems. Through this machine, Bush hoped to transform an information explosion into a knowledge explosion. Concept creation The article was a reworked and expanded version of Bush's essay "Mechanization and the Record" (1939). Here, he described a machine that would combine lower level technologies to achieve a higher level of organized knowledge (like human m ...
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Vannevar Bush
Vannevar Bush ( ; March 11, 1890 – June 28, 1974) was an American engineer, inventor and science administrator, who during World War II headed the U.S. Office of Scientific Research and Development (OSRD), through which almost all wartime military R&D was carried out, including important developments in radar and the initiation and early administration of the Manhattan Project. He emphasized the importance of scientific research to national security and economic well-being, and was chiefly responsible for the movement that led to the creation of the National Science Foundation. Bush joined the Department of Electrical Engineering at Massachusetts Institute of Technology (MIT) in 1919, and founded the company that became the Raytheon Company in 1922. Bush became vice president of MIT and dean of the MIT School of Engineering in 1932, and president of the Carnegie Institution of Washington in 1938. During his career, Bush patented a string of his own inventions. He is known ...
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