Read the article “Engineering to Help” by Schneider, Lucena, and Leydens , published in the IEEE Technology and Society Magazine. (I will provide it on files)
Write a 0.5-page reflection on the reading.
While your reflection does not need to address all of the following questions, you can use these to guide your thinking if you need:
Have you, or anyone you know personally, engaged in service work, volunteering, humanitarian aid, or mission trips? How did you feel about your efforts before reading the article? How does this article make you feel about those trips now?
How do you think “Engineering to Help” and the case studies discussed in class relate to User-Centered Design?
Read the following article by Toptal, an engineering freelancing platform that connects businesses with software engineers, designers, and business consultants globally
Answer the following questions:
In your own words, explain broadly what human-centered design is and why it is important.
Consider the case studies presented in class by you and your classmates on Wednesday, March 20, 2019. Summarize an innovation of your choice from the presentations and describe how human-centered design is related to (or missing from) this case.
The section “The Era of the Customer” and the paragraphs introducing this section describe engineering as an endeavor that should involve humans (consumers). From your point of view, discuss why engineering must consider impact on users and impact on society. In addition, do you feel that your liberal arts education is helping or will help you to be a better engineer? Why or why not?
On October 18, 1958 the American atomic physicist William Higinbotham presented the initial two-man electronic game Tennis for Two during a Brookhaven National Laboratory open house exhibit (BNL.org). Tennis for Two comprised of a two-dimensional side perspective on a tennis court that was anticipated onto an oscilloscope screen which was like a high contrast TV. Members of this progressive electronic game served and volleyed an electronic tennis ball using controllers with catches and pivoting dials which enabled members to adjust the edge of their imperceptible tennis racquet just as serve and volley the electronic tennis ball to their rival. Subsequently, William Higinbotham's progressive intelligent show inside the Brookhaven National Laboratory was so prevalent when it was presented that many guests remained in line for quite a long time to play Tennis for Two (BNL.org). Despite the fact that William Higinbotham's intention in making Tennis for Two was to only show to guests of the Brookhaven National Laboratory that a science display can be intelligent just as engaging; the American atomic physicist William Higinbotham would be dumbfounded to the see the huge sparkle of interest of an industry in the event that he were as yet alive today (BNL.org). Almost fifty-seven years after Tennis for Two was acquainted with guests of the Brookhaven National Laboratory, the multi-billion dollar electronic games industry has become ingrained inside American culture. As indicated by the Entertainment Software Association, the electronic games industry created more than twenty-two billion dollars of income and utilized more than forty-6,000 workers getting one of the most quickly developing ventures inside the United States in 2014 (Theesa.com).>