Thursday, 17 January 2013

Adobe Flash Interface 2
  1. The two files associated with Adobe Flash are .fla and .swf files. FLA is a document format for Flash projects. SWF is an Adobe Flash format which includes vector graphics, ActionScript and multimedia.
  2. Graphic symbols are used for static images or graphics. They can be reusable parts of animation stored in the library.
  3. Movie clip symbols are reusable animations which have their own timeline independant from the main one.
  4. The difference between the graphic and movie clip symbols is that the graphic symbols do not have their own timeline and incorporates only static images or graphics.
  5. In order to change a stroke around shape, you have to select it and change its properties in the property panel.
  6. There are seven stroke styles: Solid, Hairline, Dashed, Dotted, Ragged, Stippled and Hatched 
  7. Intersecting shapes actually are overlapping shape.

Thursday, 10 January 2013


Adobe Flash Interface
Three types of symbols: button, graphic and movie clip

Three types of tweens: classic, motion and shape

Frame is a still (empty) frames on a timeline while a key frame can contain a symbol, ActionScript or define change to an object.

A tween is an animation in Adobe Flash created in between two keyframes with different property values of the same object.


What is HCI?

Human–computer Interaction (HCI) involves the study, planning, and design of the interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. For example, psychology is concerned with the cognitive processes of humans and the behavior of users; computer science is concerned with the application design and engineering of the human interfaces. Due to HCI multidisciplinary, many people contributes to its success. HCI is very important as it improves interaction between users and computers. It makes computers more usable and receptive to the user.

Captology is the study of computers as persuasive technology. It explores the overlapping space between persuasion in general and computing technology. This includes designs, research and program analysis of interactive computing products such as websites, software and games. Our field Interactive Media, also, explores this intersection between computing technology and persuasion. It refers to computing products which respond to users' interaction which present content such as text, images, videos and games.