Object-oriented Design
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Kelley describes three important steps in starting a company: 1) Follow your passion 2) Hire great people 3) Focus on process. His passion is design, but there must be a balance between passion and business issues. People often worry too much about the financial side of the company and fail on the emotional side of the company, he says.
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The chemical mode of action of omeprazole is expected to be insensitive to its stereochemistry, making clinical trials of the proposed virtues of a chiral switch crucial. Design of the clinical trials is discussed in the context of marketing. Otolaryngologist Dr. Dianne Duffey provides a clinician's perspective on the testing and marketing of pharmaceuticals, on the FDA approval process, on clinical trial system, on off-label uses, and on...more
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Product decisions can be based on the company politics. But one cannot argue with facts and stats, and this is the basis, says Marissa Mayer, Google's Vice President of Search Products & User Experience, by which the company bases its decisions. Google's approach is the take the guesswork out of product design, from functionality to shades of color, and they believe in the science of well-monitored and frequent A/B testing.
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Earl and Kim respond to the question: How has the competition from Grand Theft Auto influenced EA? Vice City is brilliant in its open world design, says Earl, you can go in any direction and interact with the environment. Grand Theft Auto was a little bit of a wake up call for EA suggesting that they should be doing something like it and watching out for the competition, he adds.
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(February 6, 2009) Bjoern Hartmann, of the Stanford HCI Group, gives an overview of different prototyping tools he has built with collaborators to address two research questions. First, how can tools enable a wider range of designers to create functional prototypes of ubiquitous computing interfaces? Second, how can design tools support the larger process of learning from these prototypes?
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Final Showdown, Thinking About Design, Runtime Performance, Memory Used, Code Complexity, Making Tradeoffs, Array vs Vector, Stack/Queue vs Vector, Set vs Sorted Vector, Pointer-based vs. Contiguous Memory, CS106B MVPs, Pointers, To Remember Years from Now, After CS106B, considering.cs
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In this lecture, bound and unbound orbits are discussed. Professor Lewin begins with a description of escape velocity, or the minimum speed required to escape the gravitational pull. Various sources of energy, energy storage, energy conversion, and the world's energy consumption are discussed. Power, or the rate at which a force does work on an object, is central to the conversation. Professor Lewin concludes with a few words on global...more
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Kelley believes you start to think about things completely different when you think your job is to design the experience of using the device as opposed to designing the device itself. Kelley feels that to captivate an audience you need to build a context around the technology you are marketing and take into consideration how outside factors will affect how your product is perceived. He uses methods of transportation as an example
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Kim describes her own path into game development at EA. She majored in film making as an undergraduate, started working in management consulting, and then decided to start a web-design company. Afterward she acquired an MBA and joined a startup company. Later on, she joined EA online in an entry-level position.
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(February 20, 2009) Michal Migurski and Tom Carden, both of Stamen Design, discuss the online maps their studio has put out, originating from Oakland Crimespotting. They present an overview of the project and its effect on our work, our thoughts on open source mapping code and wiki-style community maps.
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Kawasaki talks about marketing and product design simplified. Kawasaki explains why this theory is all an entrepreneur will need to know about marketing. A simple chart illustrates his point - how to be the creator of a unique product or service and is valuable to a customer.
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Tzuo talks about a methodology used for designing complex products. It involves creating a layered application with dummy samples. The first layer is intuitive and simple. As the layers are peeled, functionality and complexity increase. The customers can choose the degree to which they remove the peels.




