3,081 research outputs found

    ‘ICreate’: Preliminary usability testing of apps for the music technology classroom

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    In the world of music technology where, “music practice is challenged, mediated and redefined through performers’ and composers’ uses of ICT” (Savage, 2005, p. 168), curriculum change is necessary if the world of the classroom is to keep pace with the world outside (Cain, 2004, p. 219). For newcomers to music technology, the glittering array of increasingly sophisticated flashing, emulated, and modulated interfaces can invoke virtual interface dyslexia before giving way to options anxiety. Change is the only constant in the ever-evolving techno-scape of sound and music applications. This paper proposes that the development of an introductory tertiary music technology unit curriculum using loop-based music iPad apps may effectively engage non-traditional music (NTM) students in both music and technology. The course design was underpinned by two intentions. Firstly, the aim was to stimulate student creativity and secondly, to encourage immersion (focused attention) in sonic composition (Witmer & Singer, 1998). This paper reports on the preliminary usability testing of five loop-based music iPad applications. It is administered to a sample of one, namely the author, using the System Usability Scale (SUS) (Brooke, 1996) and is guided by the following questions: Would this testing methodology be appropriate? What factors specific to loop-based music app design might be pertinent for educators? Would this testing method indicate the potential for student immersion and creativity? While the pilot study, described here, is conducted solely by the researcher to determine the effectiveness of the method, future research intends the study to be administered to a small classroom group if determined appropriate

    Team Igniter: an adaptive toolkit to guide and leverage collaboration in teams seeking to problem-solve and innovate

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    Even though interdisciplinarity has been constantly debated and supported during faculty meetings at RIT, still, academic programs confine themselves into silos, hampering student integration. The struggle to effectively collaborate becomes evident in the existent on campus initiatives that challenge students from different disciplines to work together. The consequence is the under-utilization of the students\u27 potential which leads to mediocre outcomes. This thesis investigated main collaboration problems typical of groups seeking to problem-solve such as groupthink, production blocking, social loafing and social anxiety. These issues were studied in the academic context through a user-centered methodology that involved observations and interviews with college students. The proposed solution integrated user experience (UX) methods with social psychology’s research findings and game design dynamics into a toolkit constituted of both digital and tangible components that complemented each other to offer an interactive and immersive experience. The purpose of the toolkit was to provide a fluid framework to guide teams seeking innovation in order to leverage student collaborations and thus promote a truly academic synergy that is likely to lead to more innovative ideas and solutions

    Implementing the Intelligent Mail Barcode in the N-Tiered Service Library of a Print Mail Enterprise

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    Starting in autumn, 2009, the Intelligent Mail Barcode fully replaced the PostNet barcode for the United States Postal Service. This barcode enables a sender of a mailpiece to track the mailpiece through the entire mail stream, as well as track any remit mail returned to the sender. This thesis explains how the Intelligent Mail Barcode was implemented in the n- tiered Windows Communication Foundation service architecture of the Emdeon, Inc. print-mail engine. To help provide a full understanding of the environment, this document, also, explains the operation of the print mail engine at Emdeon

    Better Fit: A Conceptual Solution for Seamless Exercise Experience

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    The development of fitness technology has changed the way we exercise over time, and each technology has allowed people to exercise independently in various ways, such as wearable devices, fitness apps, game consoles, and even social media. The consequence is that more people get used to exercising solely with their digital device and get motivated from virtual communities rather than in a real environment. However, the research shows there can be even more benefit for people by exercising with others in a physical space. The thesis utilizes UX design methodologies to develop a seamless-workout experience that enables a user to easily attend a group-exercise program in a health-club-based environment, targeting beginners to experienced enthusiasts and encouraging them to exercise in a group. This project investigated a number of exercise technologies and methodologies that involved user surveys and observations. The proposed solutions are integrated user-experience design methods, user-interface design, interaction design, motion design, and prototype design. The final deliverables of the project are an interactive prototype and a series of motion prototypes. The purpose of the motion prototypes is to present how a fluid motion design can enhance user experience
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