Harta Karun
Rabu, 30 Januari 2008
Rabu, 30 Januari 2008
In all spectrum, the creation of something out of nothing can spectacular and challenging task all at the same time. Spectacular because you are able to produce something out of generally nothing and challenging because of the ways and means that one needs to take in order to complete the process. In order to allay some of the fears in creating something, particularly, a site; the following intelligent tips are being suggested:
1. Take a whole picture of what you are trying to create. Generally, the first step that a web creator should take is to capture the bigger picture and make a clear understanding of what the whole thing will encompass. This will make it a lot easier for you to digest the whole process to take.
2. One-by-one, synthesize the whole idea. This is where you will be pulling out the detailed aspects of the general whole. Make sure that you understand the connection of each section to another section.
3. Create an outline or a chart of how these components should be attacked when the creation process commences. The chart will guide you relatively in trying to understand the relationship of each element to one another.
4. Create the site based on the chart. Create one section and allow for it to be completed. Test the section as an individual. Allow for another component to be created and similarly, test it as an individual component. When these individual components are made and tested, fuse the two and test them together until you reach the completion of the entire site.
5. When the whole site has been created, test the site based on some potential clients' perspective. Test it against usability, against user friendliness, and against workability. When these have passed the smaller cluster, release it and have it tested to a bigger cluster of potential clients.
Regardless of size, building a Web site is similar to building a house. There are many decisions to make along the way, most vendors will try to sell the owners on more than they need, and if one is not careful, the project can end up costing more than anticipated. However, when executed properly, a marketer with little technical knowledge can step away with an effective and appropriate Web site for his/her industry by following a few simple guidelines.
Whether you've hired an external marketing firm to assist you with these steps or you're working directly with a Web design firm, at a minimum the following guidelines should be observed when approaching a Web site project.
Identify Your Target Market
The Internet is so exciting we all want to jump on this gravy train and make things happen, but the cutting edge isn't for every market, and some technologies may look cool but are useless to your mission. Taking some time to think about who you are targeting with your Web site, and how you would like to steer them towards doing business with you will assist you in identifying your goals and become a reference point for all subsequent decisions.
Examine your target market's approach to the Web and your content. The Internet provides a uniquely intimate experience in which the site visitor chooses the direction of the information in a non-linear fashion. The site visitor is not bound by pages in a book. S/he can only make decisions based upon the following:
This means that regardless of how you usually consider your product or service offerings, it's more important than ever to consider those items from the client perspective. Take time to think about how your various targets will approach your Web site - what information will they seek? Is this an existing client? A prospective client? What keywords will this person look for? What keywords are meaningful to that target group? What is their experience with the Web thus far?
Determine Goals and Strategies
After completing the above steps, then decide on some reasonable goals for your Web site. What tactics and strategies will you implement to meet those goals? For example, a goal might be to provide current departmental information on the Web site to keep prospective students up to date on the latest course offerings and department changes. A college may wish to encourage more teacher participation in updating the Web site, but other than providing them with the technology to do so, how will you inspire them and market to this group to make their involvement in the college feel interesting and not just another task? Some of these questions may get complex, and your project may slow down here because it's not fun. However, more time in this area will enable you to save money in the long run and increase your satisfaction with the final Web site.
Get Buy-In
Bring all your decision makers together and let them know what you're planning. Let them give you their input. If they disagree with some of your choices, you can back up your choices with something they don't have - research. Your ideas are not based on feelings, they're based on fact, and that's powerful. However, the other stakeholders in the Web site might have some good ideas. Maybe they want to get increased benefit from the Web site, too, like an intranet, or automated email notification. Listen to these ideas and consider them carefully.
Evaluate Needs
Now that you know what you want your Web site to do, you can figure out what technology is out there to do it with. This will inevitably cause some revisions to the previous step, as creative vendors will inform you of applications and opportunities you may not have thought of before. That's okay - you will not be led astray by the temptation of the super highway when all you needed was a 2 lane road. But you will be able to appreciate the input and take time to consider if this option fits your target market's approach to your Web site.
Now days, every organization either big or small owns a website. But, there are just few websites who have higher return on investment (ROI) or large amount of visitors visiting websites everyday. This is because they have a well-designed attractive website. The appearance of the website is the first thing that one observes while browsing through. Therefore, it becomes a perquisite while designing.
But before working towards design of the website, it is important to evaluate the kind of website you would be creating. The different types of website i.e. dynamic and static have different parameters for designing. Based upon your requirement, you can design an appealing and attractive website.
Features of a Good Website
Every website has different parameters for designing. But, there are certain features or parameters which remain same for a good website. They are:
Overall the website should have a user-friendly and well-organized professional look to attract millions of visitors.
Be aware of these common pitfalls when designing your site:
* The home page does not quickly tell you what the Web site is all about. You should be able to visit the home page of any Web site and figure out what the site is about, what type of products it sells, or what it is advertising within five seconds.
* The poor use of popup windows, splashy advertising, splash pages (pages with neat animations and sound but which you have to watch for five to ten seconds before you are taken to the real Web site), and other Web design features that draw interest away from your Web site, products, and/ or services.
* Poor Web site navigation. This includes broken hyperlinks, hidden navigation, poor wording of navigational links, links that take you to pages with no links, links that take you to the same Web page, and pages with no links back to the home page (always include a link back to the home page so that regardless of where site visitors are, they can find their way back home!).
* Believing that because you have a Web site, you have a marketing campaign or overall marketing and advertising strategy. You need to understand that your Web site is not your marketing strategy. Your Web site is just a part of your overall marketing strategy, depending on your business goals; for example, if you have a successful restaurant but want to advertise and promote your business on the Web. Creating a Web site is great, but if it is not promoted and advertised, no one will ever find it. By passing out business cards with your Web site URL embossed on them, you are using a traditional marketing campaign to promote your Web site. If you offer a downloadable/ printable coupon from your Web site, you are successfully using your Web site as part of your marketing strategy to meet your goal of increased restaurant sales.
* Failure to attain Web site relevance and content updating. There is nothing more dissatisfying to a Web customer than visiting a Web site that is grossly out of date. Incorrect pricing, products no longer available, dated content, and ancient advertising all signify to the Web site visitor that your devotion to your Web site is suffering greatly. Cramming your pages with non-relevant material will detract the visitor from getting the point of your Web site (the five-second rule mentioned earlier).
* Avoid too many text effects. Forget flashing text, reversing text, gymnastics text, or other eye-popping and dizzying effects, which do nothing more than annoy your site visitor. Don't create a "loud" Web site that contain so many blinking, flashing, twirling, and spinning icons, text, or graphics that visitors are overwhelmed by the effects and under-whelmed by the site content.
* Limit the number of graphics on your Web site so that you don't overwhelm your site visitors with "graphics overload." Don't use animated GIF images on your Web site. These were cool ten years ago, but in today's professional environment, they are just another "loud," annoying distraction that site visitors don't want to see.
* Don't use Microsoft's themes (built-in design templates) when creating a Web site with Microsoft FrontPage. While FrontPage is bashed on a regular basis, we stand by the fact that it can be used to design great Web sites.
* Don't incorporate frames into Web site design. The use of frames within a Web site will drive customers away faster than anything!
* DO incorporate the proper Web site design elements to ensure that your Web site is ready to be found by search engines.
Hence here are some web design tips to make your site look more attractive.
Selasa, 29 Januari 2008
Jumat, 25 Januari 2008
Kamis, 24 Januari 2008
Selasa, 22 Januari 2008
Dua orang sahabat bertemu di jalan. Salah seorang dari mereka kelihatan sangat sedih.
Temannya bertanya, "Kenapa kamu sedih banget sih?"
Sahabat yang sedang bersedih menjawab, "Begini ceritanya. Tiga minggu yang lalu, om gue meninggal dan dia meninggalkan warisan untuk saya sebesar 40 juta."
"Lumayan juga."
"Tunggu dulu, gue baru mulai. Dua minggu yang lalu, sepupu gue meninggal karena ketiban ember dan dia mewarisi gue uang sebesar 85 juta."
"Wah enak bener!"
"Yap. Tapi minggu lalu kakek gue meninggal dan dia meninggalkan warisan 250 juta untuk gue."
"Jadi kenapa elo murung aja?"
"Dan minggu ini gue enggak dapet apa-apa."
sumber : Malau.net
Senin, 21 Januari 2008
Jumat, 18 Januari 2008
Rabu, 16 Januari 2008
Rabu, 09 Januari 2008
Selasa, 08 Januari 2008

Uno Stacko
UNO Stacko is one of the many variations of the card game Uno. This game is a block-stacking tower game which combines the gameplay of Uno and that of Jenga. There are two versions of the game: the earlier version requires the use of a die, while later versions eliminated the die, making the game play closer to Jenga.
There are 45 Uno Stacko blocks in each set, typically made of plastic and are colored red, yellow, green, and blue. Earlier versions of the game have the blocks numbered 1 to 4, while later versions added blocks bearing the Draw Two, Reverse, and Skip symbols. Later versions also include purple Wild blocks, which serve the same purpose as the Wild and Wild Draw Four cards in the parent game. Unlike Jenga blocks however, they are look like hollow girders, making the tower more unstable as the game progresses.
As mentioned in the beginning of the article, the earlier versions of Uno Stacko include a die, called the Uno Cube, the faces of which bear the following:
Players roll the Uno Cube to determine the moves they each make. When a colored number turns up, the player pulls a block having the same color or number as the side indicated. For instance, if a player rolls Yellow 4, the player must pull a block which is either yellow or bears the number 4. When "Reverse" turns up, the direction of play is reversed. "Draw Two" forces the player to pull any two blocks and place them on the top of the tower.
Later versions of the game eliminate the Uno Cube. As a result, when a player pulls a block and places it on the top of the tower, the color and number/symbol of that block determines what color or number/symbol of the block the next player should pull out. While the "Reverse" and "Draw Two" blocks serve the same purpose as the their respective counterpart faces in the Uno Cube, the Skip blocks pass the play to the player next to the next player. When a Purple Wild block is pulled by a player, that player names the color of the block the next player should pull out.
As in Jenga, the game ends when the tower collapses and the person whose last move causes the collapse loses.
(pronounced /ˈuːnoʊ/) is a card game played with a specially printed deck (see Mau Mau for an almost identical game played with normal playing cards). The game was originally developed in 1971 by Merle Robbins. It is now a Mattel product. The game's general principles put it into the Crazy Eights family of card games.
The deck consists of cards of 4 colors: red, green, blue, and yellow. The ranks in each color are 0-9. There are 3 "honor" cards in each color, labeled "skip", "draw two", and "reverse". There are special black cards, "wild" and "wild draw four". There are two copies of each regular and honor card, except for the zero card, which only have one per suit. There are four "wild" and "wild draw four" cards each, producing a total of 108 cards. In older versions, only the 6 is underlined to distinguish it from the 9, which is not marked; newer versions have both the 6 and the 9 underlined to further distinguish the two ranks.
Before playing, a dealer must be selected. This is accomplished by drawing cards. The person with the card of the highest face value is the dealer. Only number cards are used for this purpose. Any other cards are then put back into the deck.
After the dealer has been selected, seven cards are dealt to each player, and the top card of the stock is exposed to start the discard pile. If the exposed card has a special ability, it is treated as if the dealer played that card, and the special effect occurs (i.e., skip, draw two, reverse, or wild). If the exposed card is a wild draw four, however, it is returned to the deck and the next card is exposed. Play begins with the person to the left of the dealer, i.e. clockwise.
At each turn, a player may play a card from their hand that matches the color or rank of the top exposed card, or play a wild or wild draw four. If a player has no legal card to play, that player draws the top card of the stock, and may either play it or place it in their hand. A player may choose to draw the top card of the stock even if they have a legal play (known as reneging), but after having drawn, the top card of the stock, and only that card, may be played that turn (a player may intentionally do this when desperate to keep another player from going out). After playing a single card or drawing, the next player clockwise takes a turn, or anti-clockwise when a reverse is in effect. If the stock is emptied, the discard pile is shuffled and turned over to replenish the stock.
The hand ends when a player plays all his/her cards. When a player plays down to only one card, that player is required to say "uno" to warn other players. If another player catches someone not calling "uno" (after the second to the last card touches the discard pile but before the next player starts their turn), the player who did not call "uno" must draw two cards.
After a player plays all of their cards, the other players count the number of points pertaining to the values of the cards in their hands. Number cards are face value, colored special cards worth twenty, and wilds worth fifty. The first player to go out receives points for the cards left in his/her opponents' hands. The first person to reach a certain point value (officially 500) wins.
While some people are suggesting the recent Elizabeth Smart kidnapping sounds like a case of Stockholm Syndrome, the most famous incident in the U.S. involved the kidnapped heiress Patty Hearst. Captured by a radical political group known as the Symbionese Liberation Army in 1974, Ms. Hearst eventually became an accomplice of the group, taking on an assumed name and assisting them in several bank robberies. After her re-capture, she denounced the group and her involvement.
What causes Stockholm Syndrome? Captives begin to identify with their captors initially as a defensive mechanism, out of fear of violence. Small acts of kindness by the captor are magnified, since finding perspective in a hostage situation is by definition impossible. Rescue attempts are also seen as a threat, since it's likely the captive would be injured during such attempts.
It's important to note that these symptoms occur under tremendous emotional and often physical duress. The behavior is considered a common survival strategy for victims of interpersonal abuse, and has been observed in battered spouses, abused children, prisoners of war, and concentration camp survivors.
dari ask!Yahoo
-RiRi-

Senin, 07 Januari 2008
Rabu, 02 Januari 2008