DIRECTION: The aim of this activity is for you to design an innovative timepiece for your own use. This could be in the form of a wristwatch, a mantelpiece clock, an electronic clock, or any other kind of clock you like. Your goal is to be inventive and exploratory. Nowadays, timepieces (such as clocks, wristwatches etc.) have a variety of functions. They not only tell the time and date but they can speak to you, remind you when it's time to do something, and provide a light in the dark, among other things. Mostly, the interface for these devices, however, shows the time in one of two basic ways: as a digital number such as 23:40 or through an analog display with two or three hands-one to represent the hour, one for the minutes, and one for the seconds. Task No. 1: (a) Think about the interactive product you are designing: what do you want it to do it for you? Find 1-3 potential users and ask them what they would want. Write a list of requirements for the clock, together with some usability criteria based on the definition of usability in the previous lessons.
DIRECTION: The aim of this activity is for you to design an innovative timepiece for your own use. This could be in the form of a wristwatch, a mantelpiece clock, an electronic clock, or any other kind of clock you like. Your goal is to be inventive and exploratory. Nowadays, timepieces (such as clocks, wristwatches etc.) have a variety of functions. They not only tell the time and date but they can speak to you, remind you when it's time to do something, and provide a light in the dark, among other things. Mostly, the interface for these devices, however, shows the time in one of two basic ways: as a digital number such as 23:40 or through an analog display with two or three hands-one to represent the hour, one for the minutes, and one for the seconds. Task No. 1: (a) Think about the interactive product you are designing: what do you want it to do it for you? Find 1-3 potential users and ask them what they would want. Write a list of requirements for the clock, together with some usability criteria based on the definition of usability in the previous lessons.
Computer Networking: A Top-Down Approach (7th Edition)
7th Edition
ISBN:9780133594140
Author:James Kurose, Keith Ross
Publisher:James Kurose, Keith Ross
Chapter1: Computer Networks And The Internet
Section: Chapter Questions
Problem R1RQ: What is the difference between a host and an end system? List several different types of end...
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Question
![DIRECTION: The aim of this activity is for you to design an innovative
timepiece for your own use. This could be in the form of a
wristwatch, a mantelpiece clock, an electronic clock, or any
other kind of clock you like. Your goal is to be inventive and
exploratory.
Nowadays, timepieces (such as clocks, wristwatches etc.) have a variety of
functions. They not only tell the time and date but they can speak to you,
remind you when it's time to do something, and provide a light in the dark,
among other things. Mostly, the interface for these devices, however, shows
the time in one of two basic ways: as a digital number such as 23:40 or
through an analog display with two or three hands-one to represent the hour,
one for the minutes, and one for the seconds.
Task No. 1:
(a) Think about the interactive product you are designing: what do you
want it to do it for you? Find 1-3 potential users and ask them what they
would want. Write a list of requirements for the clock, together with
some usability criteria based on the definition of usability in the
previous lessons.](/v2/_next/image?url=https%3A%2F%2Fcontent.bartleby.com%2Fqna-images%2Fquestion%2Fe4e40f55-f573-476b-a11d-3d0d08b26360%2F9f4dfb68-bab8-46dd-92ed-c344532e59e8%2Fz49o9oo_processed.jpeg&w=3840&q=75)
Transcribed Image Text:DIRECTION: The aim of this activity is for you to design an innovative
timepiece for your own use. This could be in the form of a
wristwatch, a mantelpiece clock, an electronic clock, or any
other kind of clock you like. Your goal is to be inventive and
exploratory.
Nowadays, timepieces (such as clocks, wristwatches etc.) have a variety of
functions. They not only tell the time and date but they can speak to you,
remind you when it's time to do something, and provide a light in the dark,
among other things. Mostly, the interface for these devices, however, shows
the time in one of two basic ways: as a digital number such as 23:40 or
through an analog display with two or three hands-one to represent the hour,
one for the minutes, and one for the seconds.
Task No. 1:
(a) Think about the interactive product you are designing: what do you
want it to do it for you? Find 1-3 potential users and ask them what they
would want. Write a list of requirements for the clock, together with
some usability criteria based on the definition of usability in the
previous lessons.
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