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Showing posts from March, 2022

USABILITY, ERGONOMICS AND HCI

  These three characteristics are key in the IT world. It is good to think about these aspects when developing an IT-related idea. Why? Most of the software that is popular and successful in our society like Windows, Facebook or Google, if you look at it, are developed from these features. Without these, it will be difficult to reach people, which I'm not saying it's impossible, but it's a disadvantage in your project. Let's look at two opposite examples, one that has been successful and a parallel one that has failed, obviously based on usability, ergonomics and human computer interaction. The example of a bad design, we would talk about Microsoft Bob.  A graphical environment running on Windows 3.1 or 95 turned the operating system into a room where each piece of furniture represented a different application. In addition, a dog named Rover acted as an assistant and gave users advice. It was a huge failure, partly due to the success of Windows 95 that same year. As we

SPANISH PROFESSIONALISM

  In the .com era (2000s), IT profiles, which until then had been simple systems profiles that programmed or took care of the infrastructure, began to experience the demand for other types of competences, for example: good communication, vision of processes, and understanding of the business, among other things. In 2010, with the boom of social networks, IT areas became "ICT" areas, i.e. Information and Communication Technologies, then the aforementioned competences were already compulsorily required. Nowadays, knowing how to communicate, having courses, specific certifications that prove you are an IT professional and knowing how to relate are essential skills, and are already considered as natural aptitudes. Companies are demanding new, non-traditional knowledge and skills such as problem solving, efficient writing that really gets messages across with cohesion, the ability to work creatively in a team and especially project management. What would be ideal? The ideal would

NETIQUETTE RULE

  Share expert knowledge One of the basics of online behaviour is the Netiquette rules. Today we are going to discuss rule number 6. A rule that for me seems to be key to be able to learn and enjoy your online experience to the fullest. Share the knowledge of experts so that other people can soak up valuable information for your knowledge. It is appreciated that when you don't know about a subject yourself, you can find almost all the information about it compiled and verified their own sources. So you should do the same when you see a topic that is difficult to learn about, compile and write about. Even if you are the expert on the subject, don't be selfish and keep it to yourself, maybe someone else who also knows about your subject can help you to improve your knowledge about it.  As an example, we could say that you need to know about blockchain. During your research path you come across a lot of nonsense and you see that it is a very confusing subject, difficult to get the

COPYLEFT

  Impact of choosing different forms of copyleft Copyleft (the opposite of copyright) goes hand in hand with free software and open source licences. Basically, it impacts us secondarily when developing software derivatives. We can classify it into two types of copyleft: - Strong copyleft: the ideal copyleft for people who are only in the business of using the software, the end users. For developers, creators of software derivatives are bound by the rules imposed by the software licence itself, such as retaining the same licence as the original software and not being able to appropriate the derivative in its entirety. This makes it difficult to integrate these derivatives into different software, especially with proprietary softwares. The most significant example for this type of copyleft would be the GNU GPL licence, created in 1989 and with its other versions that came later, with their own freedoms and rules within the strong copyleft. - Weak copyleft: as the name indicates, it is a