Thursday, April 16, 2015

Thursday, April 9, 2015

Computer Architecture

Some things in a computer are input devices and some are output device, and some can be both.

Some examples of input devices are cameras, trackpads, microphones, a mouse, and keyboards. These are things that you put some sort of input into.

Some examples of output devices are the screen, printers, projectors, and speakers. These things give something out based on your input.

Some examples of devices that can both input and output are touch screens, USBs, fax, and headsets.


In the middle, there is the process, which turns the input into an output. It is also called the central unit. In one part of it, there is the CPU, or Central Processing Unit. In the CPU, there are: The Control unit, which controls in what order the components of your program should be followed; and the ALU or Arithmetic Logic Unit, which performs arithmetic operations and evaluates logical expressions. There is also the RAM or Random Access Memory, which is a volatile memory that only contains what the user is using at the moment. It gets whatever you are using from the hard drive. This memory will be wiped clean. Inside the RAM are whatever programs you are using and whatever data you need.

Fundamentals of Computers

Pushing the power button starts up your computer. The symbol on the power button is a combination of a 0 (for off) and a 1 (for on). There are two states on a computer - on or off, represented by a 1 and a 0, respectively. From this, the binary system was made. For example, if you want to type the letter 'A,' there is an 8-character binary code of zeroes and ones. Each 0 or 1 is called a bit, and one of those 8-bit sequences is called a byte, which is a unit of memory. All the keys on the keyboard are represented by bytes.

A computer can understand the high level language we are inputting. The compiler and interpreter are 2 programs that convert everything we type into binary. The compiler takes the entire program and checks it for errors. Then, the compiler converts it to machine language all at once. The interpreter checks what we type line by line, so if there is an error in one of our lines, it will show up immediately. The high level language that we type is called the "source code." The compiler or interpreter converts it to code that the computer can understand, or object code/binary code.

Wednesday, March 4, 2015

Top-Down Design

What is a top-down design in terms of systems?

A top-down design in a system is taking a whole system with multiple parts and processes and dividing it into smaller parts. Then, in turn, each part is divided into even smaller parts so that the whole process is easier to understand and complete.

Systems

What is a system?

A system is several parts working together as a whole to reach a goal or complete a job. The parts interact and communicate with each other and are interdependent so if one part breaks down it will impact the entire process.

Tuesday, March 3, 2015

Name Card - What I learned from this project

This project has taught me a lot but the one thing that I think is most important is to pay attention to the feedback you get. If one of your peers notices something they would like changed, you should take their opinion and use it to improve your product. Another thing I learned would have to be that making mistakes is human and that there's always a way to correct it.

Sunday, March 1, 2015

Name Card - Epic Failures and Brilliant Comebacks

Initially I had plans for a large origami tower, however, I soon realized that there wasn't enough time for that. To conserve time, I made a simple origami box and drew colorful designs on it. Furthermore, the petals weren't sticking and kept falling off so I ended up gluing them on. Although it wasn't what I initially had in mind, it expresses my personality and tells my partner about myself, so I was quite satisfied with my creation.

Name Card - Test

I asked my peers for feedback on my name card prototype. They said that it was pretty and colorful, but thought that I could find a more prominent way to display my name.

Name Card - Prototype


Although it is true that my prototype doesn't look exactly like how I planned it to be, it still fulfills all requirements and introduces myself to the consumer. I like all colors, so I drew things on my origami basket in all colors of glitter gel pens. I play violin and enjoy music, so I have a violin on the side and music notes in an arch on the handle as well as the petals. Mathematical symbols litter the interior of the bottom, expressing my love of math.

Thursday, February 26, 2015

Name Card - Ideate


Feedback:
- unnecessary springs
- open box design inside
- different things on each side of Empire State

Thursday, January 29, 2015

Name Card - Define

Challenges:

  • 3-D
  • involve origami
  • express music without sound

Name Card - Empathize - Dig Deeper

Hobbies
Instruments= violin
Favorite food
sports
favorite animal= cat
culture
favorite class= math
type of music= classical
stuff to do in free time= origami
languages
color= black and blue
place you've been= empire state

Name Card - Empathize

Hobbies
Instruments
Favorite food
sports
favorite animal
culture
favorite class
type of music
stuff to do on free time
languages
color

Thursday, January 22, 2015

Week 1: The Design Thinking Process

The design thinking process is a systematic way to create a finished product or efficiently solve an issue. It can be adapted to suit many different situations and can be helpful if used correctly.

In the first step, empathize, learn about the needs of the user and craft the product based on those needs. Interview your user first and document all responses so you can work off of them. Next, filter through all the responses that were recorded and "dig deeper", mark all the important parts that are believed to be necessary to create a satisfactory end result.

The second step of designing is to define; make a list of problems that may occur and any challenges that you must overcome. Explore different ways to better your product and make it more to your user's needs. For the third step, ideate your plans for the product by creating some sketches and asking for feedback. Feedback should come from the point of view of the user and follow all his/her needs.

The fourth step in design thinking is to prototype. Based on the sketches that were created in the previous stage, make a simple prototype of the finished product for testing.

In the last step, test your prototype and find areas that are in need of improvement. For the best possible end result, check back to previous steps and add onto the product to benefit the user.