Case Studies

Streaming Servers at Harvard School of Engineering and Applied Sciences

At Harvard Engineering School and Applied Sciences, they encourage the experimentation and testing of new systems. They are working now with a way to stream information to laptops via a satellite server. This is supposed to speed downloads and utilize academic scholarship. They have run several tests and keep coming up with user errors due to complex and complicated methods. User’s must go to technicians and get help accessing the network. Once on they are able to access the streaming server they can download and navigate quickly. They agree that the system needs work but are impressed with the results. They also look for new platforms for flexible users with flexible users relating to people diverse users of students (engineers to bio-chemists to physics) and faculty. I find it interesting to try to define navigation for complex systems like the one implemented at Harvard. I find it interesting as well to note that the use of streaming. As seen in the public sphere, commercial companies use streaming to limited paying customers to access their library of information. For example, Netflix has a large selection of movies which it allows users to access after buying an account. Though the access is limited; users often share their account with others broadening the number of users. Simple operation and simple design play into the popularity of Netflix. If a university implements the same tactics and thinking used by commercial companies like Netflix then a new mobile education revolution could follow. Student body would grow with simple use and mobile access. With the affordances of web-based learning many students from around the world will have access to higher learning, preferably free with shared membership. The results appear endless in the educational sphere. Many classes would be able to access whole text books and tutorials stored via satellite servers. Classes would be more flexible to students and educational tools wider used.

case study (A Case Study in Scientific Application Streaming at the Harvard School of Engineering And Applied Sciences):

http://ipip.intel.com/go/dvc/

T-Mobile Design Challenge

This article presents a case-study on how the frog design team used clean and good design to create templates that work for the T-mobile branding system. It was nice to see them embracing simplicity through the use of white space and clean lines.

view the case study

13 Apps in 30 Days – CASE STUDY

This case study was through the LA times, and of course they were learning how to speak a new language only using an iPhone app (Jonathan I wish I would have found this earlier!) She is learning Japanese for trip to Japan and updates occasionally on how the apps are or are not working, the various features she likes, etc. etc.  I’m waiting for another post in the near future for the final wrap up in the case study. But if not, there is a lot to learn from a novice in these two articles.

http://latimesblogs.latimes.com/technology/2010/03/learning-languages-japanese-iphone-apple-traveling-tokyo.html

http://latimesblogs.latimes.com/technology/2010/03/learning-japanese-iphone-apps-30-days-13-apps.html

No need for a babysitter, get that kid an iphone!

This two part article is hilarious, but at the same time sad and true. The parenting site discusses how mom’s iphone can become a “second hand” or even person when dealing with her obnoxious kids. The article has found various games and applications that can keep that screaming kid in the backseat quiet and entertained for hours! Although the main focus of the article is games and how those aid in learning (pointing back to our project), it kind of sickens me that children playing games has moved from with a group outside, to with a group indoors in front of the tv playing video games, to single player computer games, to single player hand held video games (Gameboys, Nintendo DS), to now single player iPhone/smart phone games. Although their minds and abilities are being challenged by these complex, educational, and FUN games, how are they learning how to deal with their personal and social problems? If mom just sticks her iPhone in their hands when they start whining then isn’t that more of a reward for both? Anywho, I have a feeling this pattern will only continue to get worse, but all the while, at least these applications are being used to enhance the future minds of the world. Yippy!

http://www.thesmartbean.com/magazine/children-technology-magazine/of-iphone-apps-for-kids-and-learning-through-gaming-i/

http://www.thesmartbean.com/magazine/after-school-enrichment/of-iphone-apps-for-kids-and-learning-through-gaming-ii/

iPad was already invented 38 years ago.

The iPad was Invented 38 years ago is a very interesting article that talks on how the iPad was taken from an idea that was already invented years ago. It questions the originality of the iPad and that it is just remodeling of a past device. A children’s personal computer called “Dynabook” was very much like the iPad, and Kay, the scientist behind the interface, made leaps and bounds in inventing such an interface. The author argues that giving Apple credit for inventing a new way of using the computer is not so acceptable. In the modern world of today, it is hard to pinpoint who exactly was the mastermind behind the idea. With many devices being remodeled and enhanced all by different companies, it is hard to trace back the steps and figure out where the idea really came from. With other devices such as the Kindle and TabletPC, it raises questions of originality and innovativeness of the iPad. But looking at what users want and how the interfaces become interesting and more relevant to everyone, it is safe to say the iPad is creative in providing a different kind of experience. In the end, it comes down to business and who makes the most money and in this case, Apple is the winner.

Dynamic Virtual Clients

I didn’t understand a lot of the jargon being spoken, but the stuff I did understand was quite interesting. Being able to run a ‘desktop’ virtually without having all the software and hardware taking up space. This could lead to a complete downsizing of technology. Possibly everything running off of hand-held virtual devices. Interaction with this kind of technology is boundless. Riley’s app could essentially be integrated into the classrooms of the future, hurdling over the ‘laptop for every child’ initiative. This would have larger ramifications as well looking at the amount of resources it takes to produce the variety of parts found in computers. By cutting down on production you save resources and the environment. This kind of technology affords broader mobility with people being able to work separately from corporate and personal access. It is frightening from my stance because it blurs the line between physical personal space and virtual space. Reflecting on all the interactions we looked at in our process, I feel that the physical space can be just as important as the virtual one. With more advances in technology and complex interactions, who will define how we set boundaries for these hairy situations concerning public/private and virtual/physical.

case study (first case study at the bottom entitled “Enabling Device Mobility with Dynamic Virtual Clients”):

http://ipip.intel.com/go/dvc/

video:

UNCONFIRMED RUMOR: Apple is upgrading all iPhones to iPad hardware.

this is a how-to:

1. get a very sturdy rubberband, pref. one that holds broccoli together.

this can be found easily with the help of your local grocer.

2. all right. this is going to be tough, but you can do it.

stretch the rubberband over your head.

you must do this delicatley as any mishap could result in

you wearing an eyepatch all summer and being mistaken for a

pirate, and i know pirates were “cool” again last year, but you really

don’t want this, plus you are a grafiks designer and you need 2 eyes.

3. whilst stretching the broccoli rubberband, jam the magnifying glass that

you stole from eckerds/cvs/walgreens/your local retirement village/castle

over your eyes.

4. OUILA! SUPER AMAZING.

you have upgraded to iPad hardware.

5. CONGRATULATIONS.

-logan

SuperBrothers: Sword and Sorcery

http://www.swordandsworcery.com/project/

s:s&s ep

This visually lo-fi iPhone game employs some of the affordances of a touch screen to a traditional platform, warrior’s quest type scenario.

The first thing I see is the cinematic panning effects used to explore the player’s field of view. I’m assuming the character is directed purely with the players finger.

At the 6:00 minute mark you’ll see the player actually  moving into the world with the graphics appearing and scrolling to provide the illusion.

Follow up on case study

http://museummedia.nl/case-studies/case-study-2-ipod-tour/

Apple makes it look so easy – and it is, if you’re as brilliant, creative and resourceful as Chris Alexander from San Jose Museum of Art and Ted Forbesof Dallas Museum of Art. In this podcast, Chris & Ted walk us through their developments of iPod Touch tours for their museums: from wireless networks, to interfaces, to back-end content management and signage in the galleries. Even better, they’re making their code and wireframes available to all through the Museums to Go opensource project on the MuseumMobile wiki, and are happy to answer any further questions you might have about doing it in-house and what help museums can still use from vendors in the field.

Listen to the podcast

Case Study: Handheld Guide Survey

http://museummedia.nl/case-studies/case-study-17-handheld-guide-survey-and-the-aanm/

The goal of the survey was to gain “a better collective understanding of the museum community’s use and ambitions with handheld guides and mobile interpretation.”  For the sake of clarity, the term “handheld” refers to the following in this survey: all types of digital, mobile interpretation tools including audio tours, PDA/multimedia tours, MP3 download tours, iPod Touch tours/applications, interactive tours, and cell phone tours.

Not surprisingly, the three main reasons museums utilize handheld devices are to provide supplementary information to visitors, to create a more interactive experience and to provide multiple voices into the visitor experience.

The reason museums are latching on to iphone apps may be to give more information, to ease up on all the questions for the guards, to serve as a docent for every little wall of artwork, or to help guide you through the museum.. but lets be honest, it is the best way to interact and engage the “hi-tech” community, especially in the arts culture today. Also, the best way to keep the younger audience engaged  in a scenario that looses interest after 3 seconds.

I think there is a huge outlet for improvement, and a whole new level of engagement and interactivity that can be available without loosing the same serene quiet atmosphere of a museum.

Case Study: Why did iPhone not succeed in the Japanese Market?

http://www.slideshare.net/RemingInSydney/case-study-why-did-iphone-not-succeed-in-the-japanese-market

The iPhone did great in the US… but Japanese consumers weren’t so thrilled by it. This presentation explores some of the possible reasons why.

What’s Better–Free App w/ Ads or Paid App?

http://techcrunch.com/2009/03/22/should-an-iphone-app-developer-charge-or-run-ads-galaxy-impact-case-study/

Galaxy Impact has done some studies on whether there’s better revenue to be had from free apps with ads or paid apps. It’s a good read.

Gradual Disappearance of Flash

This article isn’t the most uplifting thing on earth, as it comments on the disappearance of Flash websites. But it goes on to defend Flash and detail why it won’t totally ever disappear, as well as what it does well. The one downside to it, is that there isn’t much of a mobile presence in the article. Still an interesting read.

Ditch the App?

Perhaps we should be learning about designing for the “Mobile Web” instead. After all, it can cross platforms and will become much more sophisticated with the coming HTML 5.

This is pretty interesting stuff. It makes me wonder if Flash really will die…

How do blind people use mobile phones?

How do blind people use mobile phones?

Throughout the last couple of years the question of graphic design for the blind has come up several times in our classes. I think mobile technology could also play a major role in people with blindness’ everyday interaction. After researching this semester about user-centric design theories, I think it would be interesting to see what kind of solution we could come up with if we had to design for the blind. We would no longer be designing the look, but the graphic elements could still play a part. For example, the wireframe would have to take advantage of button size and the sound affordance of the iphone.

AR Examples and how it works

http://www.artag.net/

This is a website of creations dealing with augmented reality. It is augmented reality for use with windows but none the less shows examples of what AR is capable of: from video games to 3D info graphics.

http://www.youtube.com/watch?v=ItOtTdhDoto

This is the same information in video form on youtube to see how it works.

Case Studies

Deafness and the UX: http://www.alistapart.com/articles/deafnessandtheuserexperience/

Working with others: http://www.alistapart.com/articles/workingwithothers/

CASE STUDY: Education

http://www.heavychef.com/augmented-reality-marketing-case-study-education/

Another take on education via augmented reality. Anatomy has never been so transparent.

CASE STUDY: Using augmented reality to drive computer sales

The future of viral marketing: augmented reality!

http://www.media.asia/Case-Studiesarticle/2009_11/CASE-STUDY-Using-augmented-reality-to-drive-computer-sales/37820

Lenovo wanted to find a way to tap into the vast potential of China’s student market. Rather than bamboozle its audience with dry technical jargon, the company invited students to sample its features through augmented reality technology and compete to win exclusive prizes.”

Mobile Learning…Myth or Reality?

Interesting article that reviews case studies related to mobile devices as learning devices.

The immense popularity of mobile devices amongst contemporary youth is laying the technological foundation for mobile learning. Whilst mobile learning in most forms is still in the conception stage, some schools are experimenting with the devices on offer and recognizing their potential. Research has revealed the educational benefits of implementing mobile devices within schools yet many factors are hindering its progress. There is a fear that mobile learning will not effectively surpass conception stage and be an eternal idea rather then actually coming into existence in the classroom. This summary will investigate case study’s of how mobile learning is being effectively used in the school context and evaluate the obstacles that are preventing widespread use such as established attitudes, with a focus on the issue of finance.

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