The only thing I know about the iCloud is that it is a system created by Apple Inc. that allows you to download purchases you have made in other apple devices to the apple device you wish for free.
Questions:
1. How do you configure your own iCloud?
2. Where does the iCloud system store the information of the purchases.
3. When was the iCloud created? Why?
Links:
http://www.apple.com/icloud/
https://www.icloud.com/
http://ipod.about.com/od/glossary/a/Icloud-Frequently-Asked-Questions.htm
http://en.wikipedia.org/wiki/ICloud
http://www.imore.com/icloud
Things I learned:
• The iCloud doesn't just store the purchases you have made in the iTunes store (music, shows, movies, rents, etc.,) but also your notes, calendars, photos and even the contacts in your phone.
• If you have your iCloud actively installed in your phone for example, when you take a picture it automatically copies that image that you have just taken and downloads it to the other Apple devices that have the iCloud installed.
• To have the iCloud working effectively you need to have something called an iTunes Match which is the system within the iCloud that matches the purchases and downloads them into all the Apple devices that you wish because you have the option of making the shares and downloads optional.
• iCloud has something called "Find My Friends" which is very similar to the application "Find my iPhone" and the purpose of this is to find the location of your friends that also have the "Find My Friends" application on their iCloud on whatever device.
• For this system to work you need to have the iCloud installed first on your iTunes account in a computer for it to be able to work on the devices that you sync with that same computer. Otherwise you won't be able to have it in any apple device apart from your computer which needs to be the initial machine.
• The iTunes Match itself is not free because initially you have to pay $24.99 when you buy it and every year since. the price of $24.99 is only for the United States. For other regions it is about $20.
• The iCloud only works on for apple devices with IOS 5 or IOS 6. Apple devices with other operative systems that came before these won't be able to work with the iCloud and you need to re-buy your previous purchases to have them on that device.
• This system you are able to work on a paper and each time it is saved, it is saved on all the devices you have the iCloud synced in. This is a very useful application for school students because they can work on that same assignment on various devices without the use of sending the things my email 1000 times.
• The iCloud was launched by Apple Inc. October 12, 2011. As of January 2013 it has served more than 250 million users.
Summary: Since I have 5 Apple devices, having this system really helps me because I download television shows and movies that I can watch in both computers (both in different houses) and I don't need to worry on which computer is my daily episode located. Also, for the Documents it is really useful too because I can work on my school papers and projects wherever I am on whatever Apple device I have in the hand.
Questions:
• Are there other systems like the iCloud but for other devices apart from Apple?
• Will Apple upgrade the iCloud?
Wednesday, April 3, 2013
Thursday, March 21, 2013
Design Project - Day 5
1. We went back to talk to the teacher because I did not have the opportunity to talk to the students themselves. The teacher told me that even though the ball was a still a little problem, that they loved the game and that they played it lots and lots of time. The secret ingredient there was that the game was in Spanish so the kids needed to practice their numbers in Spanish (the class was a SNL class = Spanish as a New Language Class)
2. We met the goals that made the game fun. The goal was that the kids had fun and learned their numbers in Spanish. According to the teacher, they played the game on their free time and they also got to learn difficult numbers in Spanish. The game was a total success.
3. Questions:
Q= What was the biggest problem you encountered? How did you solve it?
A= The biggest problem that we encountered was the tape ball. When we tried to play the game ourselves before giving it to the little kids, we realized that the ball was too big because it did not fit between the spaces of the cardboard obstacles. Then we made a smaller ball for it to fit. Then we realized that it bounced off from the game board to the floor. Then we decided to make a rule for the game that requires the board to be 30 degrees inclined against a wall, so that way, the ball doesn't "fly".
Q= When did you get your biggest "AH HA" idea? What was it?
A= When we were lacking the amount of needles we needed to make the obstacles for the ball, I came up with the idea of cutting out little cardboard pieces and taping them to the surface of the game. By doing this, we even made the game harder as the ball goes down. First you have the needles and then the cardboard so the trajectory of the ball is even more altered. It came out better than we thought.
Q= Who in your group resisted new ideas the most and why?
A= Me and Lorenna were the ones that had the most ideas that were implemented but the three of us contributed to making this game a reality. Lorenna was always giving new ideas and I was thinking about how could we implement them in the actual game. Andrés also gave us a lot of interesting ideas but they were too hard to do for the time span we had to build the game last class.
Q= What doubts did YOU have about the project and how did you overcome those doubts?
A= We had the doubt that the spinner we initially implemented in the prototype was not going to work. Indeed we were correct. When we brought the materials and started building the game we realized that the spinner was not going to work because it was too heavy and the ball was really light so it would stop the ball from traveling down the cardboard. We decided to remove this and make the cardboard pieces mentioned earlier to still have that extra difficulty to make the game a lot more interesting.
Q= Who in your group played "devil's advocate" (a person who questions everything, even good ideas) and how did that help the process?
A= I'm afraid that the "devil's advocate" was me because when Andrés and Lorenna were always giving new and innovative ideas and I was the one that doubted them, over thought them and were always trying to modify them to make the game possible. In the end, I helped the process because when I modified the ideas I was doing it for the good of our game and not because I am a bad person. These modified ideas were the ones that made the game what it is now: a success.
Q= What did you learn about yourself, teamwork, and the design process?
A= I learned that you always need to make an organized plan if you want a job or a project to be done correctly and the way you want it to be done. Also, that teamwork is very important because you can't do everything alone and sometimes you need help in some areas to achieve a certain goal. Three brains think a lot more than one.
Sunday, March 17, 2013
Tuesday, February 19, 2013
Design Project - Day 3
CHOOSE PHASE:
• Yes, all the descriptions match all the declarations we made on "Design Day - Day 1'. Because the only thing we are changing in our game is the wheel on the top because it takes a lot of material and time to build. Time and materials we don't have and time we don't have.
• The things we want to keep in our game (the most powerful idea) is the nails because that that gives the game an essence of probability. This aspect of the game makes it fun for elementary school kids to play with.
• As I said before, we want to leave out the wheel that was going to be placed on the top to alter the trajectory of the ball because it is extremely resource and time time consuming. We do not have the time to build this wheel and it is not the priority nor it changes the game drastically so we will remove it completely.
IMPLEMENT PHASE:
Our build plan
• On the day that we come back from our CWW trip. We are going to start building and hopefully finish the game within that class period. This si the list of the stuff we need and the people who will bring the things we need.
• Pablo: "carton paja" to make the little details in our game, the spring, the piece of wood and markers.
• Lorenna: "chinches" which are the nails that are going to alter the trajectory of the ball. The rest will be available to us in class.
• Yes, all the descriptions match all the declarations we made on "Design Day - Day 1'. Because the only thing we are changing in our game is the wheel on the top because it takes a lot of material and time to build. Time and materials we don't have and time we don't have.
• The things we want to keep in our game (the most powerful idea) is the nails because that that gives the game an essence of probability. This aspect of the game makes it fun for elementary school kids to play with.
• As I said before, we want to leave out the wheel that was going to be placed on the top to alter the trajectory of the ball because it is extremely resource and time time consuming. We do not have the time to build this wheel and it is not the priority nor it changes the game drastically so we will remove it completely.
IMPLEMENT PHASE:
Our build plan
• On the day that we come back from our CWW trip. We are going to start building and hopefully finish the game within that class period. This si the list of the stuff we need and the people who will bring the things we need.
• Pablo: "carton paja" to make the little details in our game, the spring, the piece of wood and markers.
• Lorenna: "chinches" which are the nails that are going to alter the trajectory of the ball. The rest will be available to us in class.
Wednesday, February 13, 2013
Design Project - Day 2
PROTOTYPE PHASE:
Pablo's drawing: This drawing is clear and concise. It shows precisely what we want our arcade game to be because in the other ones the aspect of the nails (in which the ball falls down to the places with the scores) is inaccurate. Also this one is the one that has the correct score markings on the bottom.
Lorenna's drawing: This drawing has also the same as Pablo's but she did not put nails, but rather a really weird sign that looks like a perpendicular symbol. The markings of the score in this drawing are inaccurate because she has a scale from 10-60 and it is supposed to be from 1-10.
Andrés' drawing: This drawing does not have the roulette we agreed to have on the prototype. That wheel is supposed to alter the movement of the ball (to make it more interesting). This one also has some rare horizontal lines that do not correspond to the agreement we made.
• We believe Pablo's drawing has the most strengths because the idea of the machine according to that drawing will be successful.
• We decided not to combine any ideas from the other drawing (because all of them are practically the same thing). BUT only the idea from Lorenna's drawing = If the ball falls on the "10" we will give a + 10 bonus (20 in total if the ball falls on the "10".
• We need to add some aspects to the game. One is make the place where the ball roll downs to the score place some slope. It needs to be a little inclined for the ball to roll (gravity).
ARCADE GAME PHOTO:

FEEDBACK:
Positive aspects:
• That the game is appropriate for the elementary kids because it is a probability game and anyone can win (creates competition). Also our peers said that it is different, fun, creative and competitive.
Negative aspects:
• We need to improve the materials since the game needs to be made out of cardboard and make sure everything goes according to plan. We need to change the nails to "chinches". Also, we need to make sure that the spinner spins.
Pablo's drawing: This drawing is clear and concise. It shows precisely what we want our arcade game to be because in the other ones the aspect of the nails (in which the ball falls down to the places with the scores) is inaccurate. Also this one is the one that has the correct score markings on the bottom.
Lorenna's drawing: This drawing has also the same as Pablo's but she did not put nails, but rather a really weird sign that looks like a perpendicular symbol. The markings of the score in this drawing are inaccurate because she has a scale from 10-60 and it is supposed to be from 1-10.
Andrés' drawing: This drawing does not have the roulette we agreed to have on the prototype. That wheel is supposed to alter the movement of the ball (to make it more interesting). This one also has some rare horizontal lines that do not correspond to the agreement we made.
• We believe Pablo's drawing has the most strengths because the idea of the machine according to that drawing will be successful.
• We decided not to combine any ideas from the other drawing (because all of them are practically the same thing). BUT only the idea from Lorenna's drawing = If the ball falls on the "10" we will give a + 10 bonus (20 in total if the ball falls on the "10".
• We need to add some aspects to the game. One is make the place where the ball roll downs to the score place some slope. It needs to be a little inclined for the ball to roll (gravity).
ARCADE GAME PHOTO:
FEEDBACK:
Positive aspects:
• That the game is appropriate for the elementary kids because it is a probability game and anyone can win (creates competition). Also our peers said that it is different, fun, creative and competitive.
Negative aspects:
• We need to improve the materials since the game needs to be made out of cardboard and make sure everything goes according to plan. We need to change the nails to "chinches". Also, we need to make sure that the spinner spins.
Sunday, February 3, 2013
Friday, February 1, 2013
Design Project - Day 1
Members of the group: Pablo Tello Zuluaga, Lorenna Lancheros and Andrés Llinás.
DEFINE PHASE:
• Our game will be designed for elementary students.
• The game difficulty won't be too hard but the game will be relatively long.
• A game is successful when it is fun to play (not boring).
• A game is successful when there is some intelligence involved.
• A game is successful when the theme/objective is appropriate for the people playing it.
• A game is successful when there is some sort of price for the winner.
• A game is successful when there is at least a little bit iof competition between competitors.
• A game is successful when there are different stages with different objectives.
RESEARCH PHASE:
• http://www.youtube.com/watch?v=N5D_UjRb8u4
• Good: what I liked about this skeeball machine is that it perfectly designed. As the kids played the ball went perfectly into the holes and automatically went back to the player to throw the ball again. Very well thought.
• Bad: The holes where the ball is supposed to go in are a little to close or too far away from each other when they are supposed to be at an equal distance.
• http://www.youtube.com/watch?v=S0bBaJU_seU
• Good: This pinball machine is beautifully made because it is made put of wood (which is a lot harder than cardboard). The place where the ball falls on to the board is really well thought because with one little push the ball falls automatically.
• Bad: The paddles are really small, they should be bigger.
• http://www.youtube.com/watch?v=rPpvuSkoS4A
• Good: This machine is really awesome because you just need to pull and let go a handle for the ball to go into the nail forest. Then you just need to record your score and see if you are able to win.
• Bad: The nails should be placed more vertically for the ball to go freely trough the nail forest.
IDEATION PHASE:
• Our idea is to make a Pachiko Wario Brothers machine (like on one video 3). Our plan is to have 10 slots (each one with the numbers from 1-10) each player need to shoot the ball 5 times and at the end the one that gets the highest score wins the game and remains. The other two need to change places with another two students. This is really fun because it is a probablity game, you never know where the ball is going to end. This "luck" trait of this game makes a lot more fun and exciting. Anybody can win. There are no special skills or any ability that you need to have in order to play this game except pulling and letting go a handle. Elementary students love this type of games because there is competition.
• The thing that might go wrong is that the handle could break. Without a handle there is no game because the strength that you use to pull the handle pushes the ball into a certain place in the board and from there it starts falling. Another thing that could go wrong is that the nail are badly placed, making the ball fal into the same place all the time. That is not the objective of the game so we need to make sure that the nai,ls that we are going to place in the board are placed correctly.
DEFINE PHASE:
• Our game will be designed for elementary students.
• The game difficulty won't be too hard but the game will be relatively long.
• A game is successful when it is fun to play (not boring).
• A game is successful when there is some intelligence involved.
• A game is successful when the theme/objective is appropriate for the people playing it.
• A game is successful when there is some sort of price for the winner.
• A game is successful when there is at least a little bit iof competition between competitors.
• A game is successful when there are different stages with different objectives.
RESEARCH PHASE:
• http://www.youtube.com/watch?v=N5D_UjRb8u4
• Good: what I liked about this skeeball machine is that it perfectly designed. As the kids played the ball went perfectly into the holes and automatically went back to the player to throw the ball again. Very well thought.
• Bad: The holes where the ball is supposed to go in are a little to close or too far away from each other when they are supposed to be at an equal distance.
• http://www.youtube.com/watch?v=S0bBaJU_seU
• Good: This pinball machine is beautifully made because it is made put of wood (which is a lot harder than cardboard). The place where the ball falls on to the board is really well thought because with one little push the ball falls automatically.
• Bad: The paddles are really small, they should be bigger.
• http://www.youtube.com/watch?v=rPpvuSkoS4A
• Good: This machine is really awesome because you just need to pull and let go a handle for the ball to go into the nail forest. Then you just need to record your score and see if you are able to win.
• Bad: The nails should be placed more vertically for the ball to go freely trough the nail forest.
IDEATION PHASE:
• Our idea is to make a Pachiko Wario Brothers machine (like on one video 3). Our plan is to have 10 slots (each one with the numbers from 1-10) each player need to shoot the ball 5 times and at the end the one that gets the highest score wins the game and remains. The other two need to change places with another two students. This is really fun because it is a probablity game, you never know where the ball is going to end. This "luck" trait of this game makes a lot more fun and exciting. Anybody can win. There are no special skills or any ability that you need to have in order to play this game except pulling and letting go a handle. Elementary students love this type of games because there is competition.
• The thing that might go wrong is that the handle could break. Without a handle there is no game because the strength that you use to pull the handle pushes the ball into a certain place in the board and from there it starts falling. Another thing that could go wrong is that the nail are badly placed, making the ball fal into the same place all the time. That is not the objective of the game so we need to make sure that the nai,ls that we are going to place in the board are placed correctly.
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