EmpTech 2.1

Cards (14)

  • Web 1.0, 2.0, and 3.0
    Theoretical concepts that define the problems developers and users can face and tackle
  • 45 million global users

    1995
  • More than 1 billion global users when Web 1.0 evolved into Web 2.0
    2016
  • Youtube
    • To attract and keep an audience, this platform maximizes its media to show what they value the most: freedom of expression, freedom of information, freedom of opportunity, and freedom to belong
    • It is a platform where people can freely speak their voices, access information and education, and have a chance to discover, build ventures, and find communities with shared interests and passions
  • Facebook
    • People freely connect and communicate with friends and family, easily find communities, and grow businesses
    • Information can be shared through photos, videos, messages, and status
  • Usefulness of a Website
    • Depends on the individual who uses it
    • It is important to identify the target audience to be able to show the usefulness of the website
  • Adherence to Functionality
    • Integrating rich media content is not only designed, it must have a function
    • Failure to view a link correctly on a specific browser is a case of malfunction
    • This greatly affects the user experience and online environment you are creating
  • Usability
    • A measure of how simple it is for a user to manipulate the site, especially the infrequent or new users
    • How convenient the website is for long-term use
  • Influence
    • Most of the developed websites were Web 1.0, owned by companies and serve a commercial purpose, such as selling products, services, subscriptions, and etc
    • It is less sophisticated, but it maximizes functionality for effective advertising to influence consumers
  • Visual Design
    • Besides functionality, rich media must contribute to the overall aesthetic of the website
    • Rich Media Content must be placed well and strategically in your websites
    • It contributes to user experience and the online environment
    • Having rich media content gives different effects on the user experience, and creates a great online environment
  • Interactive Multimedia
    • Any computer-delivered electronic system that allows user to control, combine, and manipulate different types of media
    • It means that interacting multimedia is all about sharing information or communicating through multimedia
  • Uses of Interactive Multimedia
    • Education: Google Classroom and Quizlet
    • Training: Udemy and Skill Share
    • Games: Call of Duty Mobile, Love and Deepspace
    • Simulation: Virtual Reality
  • Multimedia
    • Content that uses a combination of different content forms such as text, audio, images, animations, video, and interactive content
    • Multimedia contrasts with media that use only rudimentary computer displays such as text only, or traditional media forms
  • Multimedia Content
    • Videos – visual representations of information, entertainment, or instruction online through video hosting sites. (Ex. Youtube, Vimeo, and Daily Motion)
    • Sounds, Music, or Audio – music, spoken word, ambient noise, and various auditory experiences. If videos are too much, you can always record sounds. (Ex. Soundcloud, Spotify, Audio Drama, Bandcamp)
    • Online Games – game developers create browser-based games. These are games that do not need to be installed on a computer and can run on a web browser. (Ex. Adventure Quest, Ludo, Agar.io, Snake and Ladders, Candy Crush)
    • Online Test – digital assessments that can be completed remotely via web browsers that automatically display results when finished. (Ex. 16 Personalities, Online English Test)
    • Courseware – educational materials and activities designed for online learning environments. (Ex. Moodle, Coursera, Khan Academy)
    • Podcast – episodic audio or text-based series available for streaming or download online, covering diverse topics such as education, entertainment, news, and personal development. (Ex. Radio Lab, TED Talk)
    • Vodcast – episodic series of video content distributed online. (Ex. Good Mythical Morning, the Linya-Linya Show, Video Game High School, the Social Media Show)