Step 1 for Beginner who needs engagement - controls

I'm a beginner with effectively 0 knowledge of programming in the typical sense (only programming I've done is Ladder for PLC's).
I'm a huge ADDer who has trouble staying focused on learning unless it's engaging (IE, with PLC's I was able to program, download to controller and immediately see an output change).
I have a lot of interest in python and other 'normal' programming and my most recent interest includes understanding the Google Assistant interface enough to figure out how to purchase basically any type of sensor (prox, moisture, etc) and interface it into Google Assistant to make my home automation do things for me...
IE - if light beam is broken on sensor 1, turn on output 2 (alarm).
I figured I can use Arduino but my lack of fundamentals make it incredibly hard for me to dive into some of these projects.
Does anyone have a good book that will help me get a good foundation into computer science AND something that might have some mini projects that will keep me engaged and lead me to where I want to be?
I struggled in school due to the concentration issues despite medicating, but did fantastic when doing PLC's. Unfortunately PLC's are really not used as often so 'real programming' is the way i need to go

Related

XNA Game Development for Windows Phone

I am trying to get involved in XNA game development (most likely for Windows Phone). I have a decent amount of experience programming and have made quite a few small XNA games for practice.
At this point, before I take on a larger project, I would like to make sure I get the fundamental design and flow concepts down. What are the best resources/books you have used to learn good practices and concepts for game design?
Or, if you have worked on projects in the past or are currently working on projects, what are some of the things you wished you had known or done differently?
I found Learning XNA to be a great book. I've got 3.0, but 4.0 is now available which also has a section on Windows Phone 7. I can't imagine they're much different since it's the same author.
As obvious as it sounds, I find that people often overlook or underestimate the usefulness of the Content Catalog on AppHub. Not only from a technical POV, but they have Starter Kits which are useful to go through when learning how to structure the games.
For general game design, I've heard good things about The Art of Game Design. There may be helpful threads over at GameDev StackExchange.
There are some good resources on MSDN and some sessions at this year's MIX.

Finding programming challenge for a (probably) Qt project with tight time frame (interview level)

What would you suggest would be a good challenge for a programmer to show us her/his skills? I'm thinking of a small demo implementation of a GUI program which would not take too much time to do.
Here are the circumstances: (this should not imply the intention to find programmers here, I think there'd be other forums to do that)
We are planning a project which has a tight time frame but apparently we are short on resources so we want to pull in external developers. The project is targetted to be Qt based (although this is not yet finally set) on the Windows platform. We'd prefer Qt as this allows to use own resources later when features need to be added to the software and we are familiar with the Qt platform.
The project needs to interface with HID USB hardware (writing some data blocks out, reading back the result, within to be guaranteed time frames) and a GUI showing graphs of the analyses.
The main intention however is not to find a Qt programmer (although we would prefer that) but a capable programmer - thus the important part of this question is about the challenge.
Don't ask programmers to write something from scratch as an interview task. It's far too suspect.
Think of the qualities that you want in a developer and then write an application that has all of those things done wrong, and ask them to fix it. For example, if you want an Object Oriented developer, give them an application with the data tables directly bound to the UI and ask them to make it OO - it means they can show you in a few minutes that they have OO skills.
By starting with a sample application that is "fixed up" with all the problems, it makes it really easy to compare the results and it will be a much faster test than if you ask people to write something from scratch.
Don't forget to make the test measurable. Score each thing you are testing as well as how long it takes.

Learning to create beautiful /next-generation GUI

I really want to create a stunning-looking GUI desktop application that looks like, for example:
Mac OS X interface
Picasa desktop client on windows
IPhone apps
Office 2007
I've mostly been programming GUI using Qt/Swing/WinForm
and I'm tired of creating so plain looking GUI, lol.
So I was thinking about diving into stuff like:
jQuery
WPF/C#
iPhone SDK
Silverlight
Adobe Air/Flex
Just to get some ideas on how to create really cool looking UI.
Does that sound like a good list? Any developers here that could share what platform they use to create very cool looking desktop app?
On a sidenote, I really wonder what developers at Apple / Microsoft use to develop their own cool-looking software.
EDIT
A lot of responses talk about the importance of usability over "cool-looking"..
I totally agree that usability and simplicity are the most important aspects of user interface design. I've been doing GUI development for a while now (> 3 years), so that I understand.
But using cool-looking UI also improves user experience + it could make big difference on whether or not your software sells.
I mean, otherwise why would Microsoft/Apple try to make their OS UI look "cooler" everytime there's a new version? Why would websites like pragprog.com, or versionsapp.com. make their websites look like that? Basically you kill 2 birds with one stone: stunnning-looking UI + super usability (because it looks simple and intuitive).
That is what I'm striving for. And as far as I know, I cannot achieve that using Qt/Winform. Most of the books I have read just show you how to make average-looking (read: 1990's) UI. I want to learn how to create cool-looking UI. And the only place I see cool-looking UIs these days are the technology I list above. I'm not enamored with any technology; but I just want to know how things are done in other technology to see if I could apply them to the technology I'm using, or see if I could use those technology in my line of work.
An example: if I were to pick between this UI and this UI, I probably would pick the latter, if just based on looks alone.
Functionally, they are just the same UI; they both allow you to keep track of your time. They both contain buttons and textboxes, etc. But the fact that they look different, also differentiate them in terms of attractiveness.
So in all, I think the "ice on the cake" is very important. I would say it's the thing you strive for after you are certain you have a totally intuitive, usable UI.
I think that the major reason many people suck at designing interfaces is that they consider them to be graphic design. It is not. The core of creating a good user interface is a bit like creating a good API – the interface has to be conceptually consistent, hard to misuse, easy for common tasks.
Wanting to design something cool because you are “tired of plain GUI” is a perfect recipe for disaster. If for nothing else then because consistency is a crucial part of a good UI. If each application wanted to stay out of the crowd, the whole thing would be an unusable mess.
It is almost unfortunate that Mac OS X looks that good, because then people start to think you can create a good interface by animating it or sprinkling some graphics on the top of it. The graphical part, the “cool” of the design is just the icing on the cake. If you really want to design good interfaces, stay true to the environment, respect local human interface guidelines. And maybe read Apple’s Human Interface Guidelines to get a feeling where the problems are and what can be done to solve them.
I know this sounds much more boring than filling gradients in Photoshop, but it’s the only right approach to take if you really want to create a top-notch interface.
the key to a stunning graphical user interface is twofold:
it still has to be useful to the users, and that involves a lot of hard work, study, paper prototypes, user interviews, usability testing, et al.
hire a really really good graphic artist
Neither step is optional. If you -the programmer- also happen to be a really good graphic artist, that's fine - but the vast majority are not, and no amount of fancy tools and photoshop tutorials will replace the talent and training that real artists bring to the table.
I don't mean to sound harsh, but most programmers are terrible GUI designers. Myself included. It's ok to leave art to the pros. ;-)
I'm all for WPF/Silverlight, but it really about the platform that you need to support.
The real deal is your own talent, as WPF is a powerful tool, if you ain't got the talent to use it, it will look like improved winforms. (Also check out the Expression Studio from MS - which enhance what you can get out of WPF).
If you want to know more about UI you can read this books:
About Face 3: The Essentials of Interaction Design
The Inmates Are Running the Asylum
UI development is not about technologies. In some cases console is the best solution.
We can get commercial GUI add-ons like Telerik which also supports Mono as well.
Regardless of the UI technology, you will of course be well-served to adopt a programming style where the look and logic of the app are as decoupled as possible. This allows you maximal flexibility to design and evolve the look of your application (the View) while potentially requiring very few code changes in the back-end (the Model or ViewModel).
While possible using all UI technologies, it's particularly easy to execute this in the case of WPF/Silverlight/Moonlight via the MVVM programming style, due to the succinctness of databinding (very little boilerplate "glue" code).

Great idea for embedded development

For my university I (and three others), are searching for a project that utilizes at least one embedded device, web services or other web technology, and a Graphical User Interface.
Currently we are looking at developing a unified remote, that is an extendable application on a cell phone through which you can control your media center. Any ideas, or advice on this will be appreciated, though it is not the focus of this question.
We are having a hard time finding interesting (or funny) projects on which we can work a complete semester. Any ideas will be greatly appreciated. The software will be released as free software. (GPL or BSD license).
We all have a Bsc in Software Engineering.
EDIT: I am very pleased with the suggestions so far. Thanks to everyone, and keep it coming.
How about follower: carry a device, as you move from room to room in your house devices configure themselves to your preference - lights, music etc. If two people are in the room some precedence rules.
Is that possible just on the presence of a mobile phone?
Another idea (from the top of my head):
A work environment ensurance thing. We programmers like to develop in nice and quiet environments. Unfortunately some people tends to annoy us with their disturbing behaviour (or just by being loud).
So the project could be to create devices wich tracks the stress level (sweat levels, pulse etc.) of the individual and their impact onto others.
An example: One individual is very loud (the device should measure this), and others around him becomes stressed and/or unfocused because of this. The serverside sw, should then detect and warn him to quit down a bit to improve the work environment.
Comments?
What do you peeps like doing? Build an app for it.
So, if you like drinking coffee build a application which will find the nearest frothy coffee shoppe (or if you're particular, the nearest Peets/Starbucks/Whatever-ocino). This idea works for beer too.
If you buy stuff off e-Bay build a sniper app.
If you enjoy playing frisbee build an app which locates your nearest friends and sends them a text asking whether they want to goof off lectures and go to the park.
Heck, you could even build an app which monitors your SO questions and alerts you when you get an answer (although I don't know whether the data services SO currently offer will be up to the job).
The standout companies that have made great universal (programmable) remotes are : logitech, and philips.
One of the big problems with these types of devices is the ability of the general consumer to actually program all of their various devices. Logitech has done an outstanding job of providing a fairly simple Web based user setup experience that then implements a very usable universal control.
I would definitely look at what they have done for some ideas on universal remote controls.
How about an app and hardware that will tell me when my wife's plants need watering? (It's somehow my fault if they don't get watered.)
OK then: the recipe generating fridge. Rfid tags on the contents know what's available and the expiry dates. The database knows the recipes. The fridge emails/texts you to say "buy some mushrooms and you can have a delicous ham and mushroom omelette while the eggs are still fresh."
Benjamin and all those aspiring to do embedded projects ...
When you start a project, especially in embedded systems, you need to understand that the hardware is not your PC but some special device. And every sensor will be a transducer in itself. The only thing that would matter to students is that everything costs and are costly
So, it will be good to make sure that the idea is such that,
It can be completed by the
project members within the given timeframe
All the required development
tools like hardware etc can be
really bought
Of all, it good to ensure that the
project enables you to learn
something useful for your career ...
To do all this it is better set some achievable goals
Develop a system in which you can program the lighting system of your house. You can set up their schedule one time and everything should work automatically.
I really love working witht the Atmel ststk1000/stk1006/stk1002 development boards for tht AVR32. ATSTK1000
2x Ethernet
QVGA lcd
USB 2.0
SD/MMC
Conpact flash
Supported embedded linux
IR
Audio
ps2 interfaces
uarts
++
familiy atmel page:
AVR 32 family home
online forums
Forums for CPU

Microsoft User Interfaces, are they user friendly still?

I find that most of microsoft's new programs are very hard to use.
Microsoft Office 2007 (word especially) I find to be hard to use.
Microsoft IIS 7.0 is a PAIN, I never remember which icon to click on, things are just to cluttered and hard to find.
As a programmer, we have to design according to what people are used too, what exactly is MS telling us to do?
we have to design according to what people are used too
Well that's a slight misconception. You're not wrong that people familiar with something will appreciate the interface remaining familiar, but not all change is bad. You have to weigh the power of the change up against the harm it does to veteran users.
Lets take Office 2007 as an example.
The ribbon interface is a huge departure from the interface Office has used for as long as I can remember but there is sound logic behind it.
User functions are grouped by activity and it's very easy to change which set of functions you're looking at.
They're also contextual so some thing only show up when you're on a table or an image (etc).
These both help keep the clutter down - something really quite useful as these apps grow in feature-sets. Rather than spending hours choosing and customising a set of toolbars, you have access to everything through the tabs.
And Microsoft did this all the right way. They tested the interface on lots and lots of real people. They listened to see what worked and what they should fix or drop. They also kept some legacy keyboard shortcuts for seasoned pros.
The redesign effort was targeted at making life easier on beginner and intermediate -level users. Mission accomplished. The problem you're having is overcoming your familiarity but I can't be more helpful than say: It'll happen in time, but you'll manage it in the end.
Look, I'm just a simple caveman, scared by your post-modern architectures and vroom vroom machines go honk. I'm used to the simple life of the paleolithic era; charcoal cave paintings and bone-based technology. I can't make heads or tails of your fancy ribbon UIs and pointy-clicky icons. That's why I'm never upgrading from DOS. The old ways were always the best, and learning new ones bad like fire.
Well, Microsoft has to balance this. On one side, users scream for new features and change-for-change's sake in a lot of MS software. On the other, lack of backwards compatibility (including subjective UI compatibility) is a deal breaker. Really no way to win there.
That said, I don't think we need to design according to what people are used to; neither does Microsoft. Change will never happen if we just do what has always been done before. IIS is not developed for programmers; it's developed for IT people. And the new interface serves them well. Likewise, Office is designed for office drones, not programmers, and the new Office is very discoverable for that particular group.
I think they take a while to get used to, but I do like them. (Althought I will fully admit I am a mac person and I like the mac UI a lot better).
The biggest thing I've seen about the UI that is difficult is the fact that it is so much different from previous versions (I'm talking about the current version of Office). That seems to be where most of the rub is.
The rule I was taught about UI design is that things need to be familiar to the user (that's really is what makes it "intuitive"). MS broke that rule ......but from a business perspective they are allowed a little leeway when doing this simply because they control so much of the market share. Ultimately, they know that a radical change won't cause a loss of much market share because for most people and businesses there isn't a real viable alternative. (I know there is open office, but migrating a mid to large office to it will cost as much money or more as it will to just continue using the same product).
Do we have to design according to what people are used to, yes we kinda do. Does this mean we have to make it look like what MS is doing now, not necessarily. What we have to do is create a design the users can relate to. They have to be able to make a jump of logic from what they know already to using the products we create. If not, they most likely won't use the application unless they are absolutely forced to.
User interface and user experience are totally separate concepts. (Simon Guest; User Interface Blog.)
Microsoft did quite a bit of research in the raw usability of Office 2007, and found that while there is a learning curve for people like yourself, or me, who are experts in the tool, newer users and non-experts experienced much greater discoverability of more advanced features, and wound up using more of the application's features and power. Yes, there is a learning curve if you knew Office 2003 inside-out (which, frankly, few of us really did).
Now I'm not making apologies -- Microsoft's UIs haven't always been easy to use, and sometimes they fail miserably. (Personally I think not standardizing all of their office products on the Ribbon is a classic example -- there's a large context switch in my brain when I open Project or Visio, compared to when I open Word.)
As for what developers are "supposed" to do: Bear in mind that the ribbon isn't ideal for every scenario. If you're using it as a glorified, prettified toolbar, it's being used incorrectly. It's designed to help you organize literally hundreds (if not thousands) of commands in a way that makes them discoverable to your end user. It's supposed to reinforce the traditional experience of discovering the abilities of your application in a safe way (see any edition of About Face), when the depth of your application is too great to function within menus.
Aside from that, bear in mind that we should generally be making the most appropriate UI for our own audience, as Microsoft is attempting to do for its own audience. Again, we may find these things more difficult to use, as we are used to doing things a set way -- but it's the right thing (typically) for Microsoft to do. Remember that we programmers are not the target users of most UI. (How many of us turn off visual themes, for example? Now how many normal end users? BTW, I don't fall in that camp; I'm one of the few who actually finds Vista moderately attractive.)
Again, at the end of the day, what Microsoft does matters only to the extent that it becomes what your users expect, and then only if you can't educate them that "your way" is better. In any event, if usability is truly critical for you and your users, it's time to invest in usability testing and ensure that your application really is as usable as you think it is. And start reading usability sites. (You don't have to agree with them all, but understand them.) Here are some samples:
AskTog (Bruce Tognazzini, inactive but the archives are a treasure trove)
UseIt (Jakob Nielsen)
jnd.org (Don Norman)
Office User Interface Blog (Jensen Harris)
Microsoft Windows User Experience Interaction Guidelines (The holy word on Windows)
It's interesting because there was a lot of talk about the usability testing that went into the design of the Ribbon controls, but along with almost everyone else I know I find them very difficult to use. I keep losing controls that I need and not being able to get them back until I've cycled through another three or four document views looking for them. I instinctively move my mouse to menus that no longer exist.
I wonder if they would be easier to someone not accustomed to the earlier office products- maybe this is who they did their usability testing with. I don't think the design of the new interfaces is bad as such, but it is different enough that for those of us who don't spend our whole time staring at Office but have been using the product for a long time it makes life difficult. I guess most real power-users would be doing most tasks from keystrokes anyway which presumably haven't changed too much.
The business problem is really that they need an incentive to upgrade and so they keep adding new features ( who do you know that uses all the features of Word ) and then they need to find ways to present those without making the application impossibly cluttered, which was certainly happening in the previous version of Office.
I'm not sure what we take from this as developers- maybe it's that we should design for usability from the start or find ways to make the transition between old and new functionality as easy as possible for our existing users.
Microsoft IIS 7.0 is a PAIN
I'm relieved to hear that others have found the new IIS UI a challenge. I stumbled into it without being forewarned, and was completely discombobulated. There is so much clicking around. You have to memorize where the feature is, or click and click. I don't know of a way to see all of the IIS settings at once (not that you could before, either, but at least you could stay in the single tabbed dialog).
I think it is really hard to adapt to an entirely new UI when you are so familiar with the old one. I am similarly disoriented by the ribbon menus. More clicking around to find the features. And not everything is in the ribbon. Some is in menus accessible from other entry points, such as file properties.
For new users who never saw the old UIs, it probably isn't so much of a problem.
I guess what I really dislike is having to spend the time learning the new UI, at the least convenient time. There is an immediate loss of productivity when you have to learn the new UI. You can't just drop into IIS, configure the website, and be on your way. The first few times, it's going to take a lot longer. Maybe with growing familiarity, we will come to like the new UIs better.
I wish they had given the option to show the menus for us old fuddy duddies.
I had a meeting with one of the Microsoft Office guys last year when I brought up the same points. His point was that the number of features had grown so much that a new method of displaying them was required. I was not entirely convinced and found it amusing that Microsoft are so touchy about the problem that he had a very nice, well-prepared PowerPoint presentation to give to try and explain it.
MS is trying to give users more power by being able to click this to do this or that and try to make what others may see as very advanced functions simpler to use and more powerful than the previous ones. I remember going from IIS 3.0 to 4.0 where suddenly, there are all these new buttons to click and things are different but it is kind of better. I also remember going from Windows 3.11 to 95 having its own shock of updating things.
Did you ever try watching a movie on VHS and on DVD or go from cassette to CD? Remember how the DVD suddenly had all these new features like chapters, no need to rewind, bonus features that you could just go to and not have to fast forward to find? Similarly how a CD organized things so much better than a cassette? Another point would be to look at TVs where it used to be very few options on a TV: There were 2 dials, the power and volume where combined into one place, and a few other knobs were all we had but now you have TVs where you can store favorites, closed captioning options, sound setting, and color style that could scare some people that remember the old days where you had to physically pull a knob to turn on the machine.
I find that most of microsoft's new
programs are very hard to use.
If you feel so, do yourself a favor and change to Mac. I did it and wont go back to windows. So much time wasted to achieve little things with Windows.
And Apple has Style Guides for GUIs. You dont have to stick to them, but as far as I can tell most developers do.
To prevent a Mac-Windows-Flamewar I would like to point out that this is totally my opinion. Please dear Windows user, do not feel attacked by my opinion.

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