Inspired by Apple's WWDC18 presentation "Designing Fluid Interfaces", we will build fluid iOS gestures and animations in Swift, and learn the design theory behind each interface.
The University of Oregon's campus planning policies and procedures are laid out in the Campus Plan Fourth Edition 2019, its amendments, and other associated documents.
This section of the report describes the trends expected to have a significant impact on the ways in which colleges and universities approach their core mission of teaching, learning, and creative inquiry.
Short-Term—Driving technology adoption in higher education for the next one to two years
Redesigning Learning Spaces
Blended Learning Designs
What is LDT? The Learning, Design & Technology Program prepares professionals to design and evaluate educationally informed and empirically grounded learning environments, products, and programs that effectively employ emergent technologies in a variety of settings. Program Overview
he Design Initiatives team collaborates with partner school districts and community organizations, as well as with Mary Lou Fulton Teachers College students, faculty and staff, to develop innovative solutions to the “wicked” problems in education. To
achieve this, we use an intentional, collaborative, open-ended design process that values local context, diverse perspectives, intrapreneurial thinking and iterative testing of solutions.
“Everyone designs who devises courses of action aimed at changing existing situations into preferred ones.” — Herbert Simon
M. Scaife, Y. Rogers, F. Aldrich, und M. Davies. CHI '97: Proceedings of the SIGCHI conference on Human factors in computing systems, Seite 343-350. New York, NY, USA, ACM Press, (1997)
C. Nehaniv. Narrative Intelligence: Papers from the 1999 AAAI Fall Symposium, (5-7 November 1999 - North Falmouth, Massachusetts), Seite 101-104. AAAI Press, Technical Report FS-99-01, (1999)
J. Nielsen, und R. Molich. CHI '90: Proceedings of the SIGCHI conference on Human factors in computing systems, Seite 249-256. New York, NY, ACM Press, (1990)
M. Masuch, und M. Rüger. Proceedings of the 3rd Confernece on Creating, Connecting and Collaborating through Computing, 2005. (C5 2005), Seite 67-74. Cambridge, MA, (2005)
T. Erickson. Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques, Seite 357-368. New York, NY, ACM Press, (2000)
A. DiSessa. Designing Interaction: Psychology at the Human-Computer Interface (Cambridge Series on Human-Computer Interaction), Cambridge University Press, New York, NY, (1991)
V. Barre, C. Chaquet, und H. El-Kechaï. Proceedings of Artificial Intelligence in Education: Workshop on Usage Analysis in Learning Systems, Amsterdam, (2005)
C. Alexander. Harvard University Press, (Juni 1964)design is - "The process of inventing physical things which display new physical order, organizatio, form, in response to function" (p 1)
"To match the growing complexity of problems, there is a growing body of information and specialist experience. Th.
A. Dearden, J. Finlay, E. Allgar, und B. Mcmanus. CHI 2002, Conference Extended Abstracts on Human Factors in Computer Systems, ACM Press, Minneapolis, Minnesota, USA,. 2002., Seite 664-665. (2002)
A. Dearden, J. Finlay, E. Allgar, und B. Mcmanus. People and Computers XVII: Memorable yet Invisible, Proceedings of HCI'2002, Seite 159-174. Springer Verlag, (2002)
J. Carroll, G. Chin, M. Rosson, und D. Neale. Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques, (2000)
A. Newell, und H. Simon. Communications of the ACM, 19 (3):
113-126(März 1976)p. 116:
"The Physical Symbol System Hypothesis. A physical
symbol system has the necessary and sufficient
means for general intelligent action."
p. 120:
"Heuristic Search Hypothesis. The solutions to
problems are represented as symbol structures.
A physical symbol system exercises its intelligence
in problem solving by search--that is, by
generating and progressively modifying symbol
structures until it produces a solution structure."
p. 121:
"To state a problem is to designate (1) a test
for a class of symbol structures (solutions of the
problem), and (2) a generator of symbol structures
(potential solutions). To solve a problem is
to generate a structure, using (2), that satisfies
the test of (1).".
S. Fincher, M. Petre, und M. Clark. Springer-Verlag, London, UK, (2001)page 2: patterns as -
ä form, a "packaging", for transfer materials which does not prescribe or patronise and equally does not överwhelm with information".".
M. Roussou, E. Kavalieratou, und M. Doulgeridis. IDC '07: Proceedings of the 6th international conference on Interaction design and children, Seite 77--80. New York, NY, USA, ACM, (2007)
D. Schuler. Proceedings of the Conference on Participatory Design (PDC '02) (Malmö, Sweden, June 23-25, 2002), Seite 434-436. Palo Alto, CA, 2000, CPSR, (2002)