CH.11: THE EXPANDING UNIVERSE OF COMPUTING presented by: Jon Tucker Matt Carver Amber Martin.

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Presentation transcript:

CH.11: THE EXPANDING UNIVERSE OF COMPUTING presented by: Jon Tucker Matt Carver Amber Martin

Part I How New Technology is Viewed Eager Beavers Early adopters Early Majority Late Majority Technically averse

Eager Beavers Smallest and noisiest group Innovators and Pioneers Ecstatic about wireless internet Can be money drainers Support with some funding Learn from them!

Early Adopters First consumers Love to buy a lot of new technology devices Big spenders Should listen to their ideas Need to be managed and monitored closely Do not allow them to run company's mobile presence

Early Majority Important to company Need help understanding new technologies  Confused by: terminology, the abundance of wireless products and services, and the multitude of options for accessing the Internet wirelessly Should understand their business, position, and views Need to be educated and explained all the options of the Wireless Internet

Late Majority Skeptics Have many questions regarding security, risks, and costs IS should provide them with answers to all questions along with examples Help them realize the benefits of a web site

Technically Averse Resist technology  Two main industries: real estate and publishing Concerned about loss of privacy, security, control, and possible exposure to competition IS needs to understand all concerns before trying to explain a new technology Challenge is education

Part II End User Training and Education Needs End user training focuses on how to use computers or applications directly Web browsers have enabled users to access more and more applications which provides much of the training they need To use a system competently, they need to understand the structure of the Web, information access and processing concepts, and remote teamwork protocols

5 Types of Education and Training Information systems concepts  Backing up data files, sending electronic messages from a remote site, transferring files over the Internet (all end users need to know)  Helps to have a concept of how communication is handled on the Net, the role of servers, etc. Quick Start  A quick start facility would give users a mental picture of the organization of the entire system Refresher Aids  Software packages should have help tutorials or demo programs so users can rerun to remember forgotten procedures

5 Types (Continued) Explanation of Assumptions  Users that create forecasts and projections using modeling packages must understand the models or they may use the packages incorrectly Help in Overcoming Difficulties  Round the clock help desks  Online help sites

The Internet Mindset Communication is Personal, Not mass market Customer Contact is Interactive, not broadcast Customer service time frame is theirs, not yours The culture is bottom-up, not top-down

Internet Communities Communities for transaction  Buying and selling through auctions Communities of interest  People talk about similar interests Communities of relationship  Online chat rooms Communities of fantasy  Multiplayer Internet gaming

Part III Mobile and Wireless Computing The Shrinking Computer

The Shrinking Computer Massive computing power is being stuffed into smaller and smaller units The desktop computer was introduced in the 1970s We witnessed the introduction of laptop computers in the 1990s Now we are seeing PDAs and electronic organizers becoming everyday devices

The Shrinking Computer (Cont) PDAs or “pocket PCs” are increasing the demand for wireless connectivity It is predicted that we will soon have a worldwide, high-speed digital wireless network These handheld devices will handle financial transactions much as we currently use cash, coins, and credit cards

Some technologies that we should expect in the near future are: Computers embedded in everyday objects Next-generation wireless networking Interfacing technologies that enable bidirectional communication between the electronic world and the physical world Applications that satisfy user needs in natural ways, using combinations of media and devices

Rich Media What is Rich Media?  Also called multimedia, it is a combination of time-based media (voice, animation, and video) and space-based media (text, graphics, and images) Where is it used?  Rich media is used for information delivery on the front- end of systems. The goal is to present information in the most natural ways. Rich media will become the technology of choice for public access systems.

The Growth of Rich Media There are a few main causes for the rapid growth of rich media such as:  Growing abundance of broadband communication channels such as DSL and cable modems  Advances in media streaming software These technology advances are causing download and display time to be virtually spontaneous

Rich Media (Cont) There are two areas of significance when dealing with rich media  To help people cope with a more complex environment  To create more knowledgeable users

To Cope with Complexity Interactive multimedia web pages help people complex information and concepts more easily. Many companies are choosing to use corporate web pages to house all manner of corporate data in accessible, easy to use form. The use of data visualization helps people cope with large amounts of data. The possibility of seeing the unseeable through computer simulation is becoming available to potential users as the price of computer power drops.

To create more knowledgeable users On-Demand Training  Also referred to as just-in-time training, this is where people can access training whenever they need it via their PC. Training Via Simulation  This is where the training is stand-alone, not embedding in the application. By using multimedia, simulation becomes feasible.

Part IV IS Management Take advantage of explosion of computing technology IS management should lead technologies Record corporate data and information Establish new corporate guidelines

THE END! Got questions?????