About this interactive
What you are doing: reading what a person needs, and the limits they can live with, then choosing the device that fits best. Every device in this module is a computer; what separates them is what each one trades away.
The trade-offs, from the lessons. A desktop is not portable, but it is the easiest to upgrade, and parts from many vendors fit together, which keeps the cost down. A laptop runs the same operating systems and apps as a desktop and has a battery, so it goes anywhere and keeps working through a power cut; in return it costs more, is harder to upgrade and repair, and is easier to steal. A tablet is used through its touchscreen and is mostly for entertainment and communication; its productivity apps are stripped down. A smartphone is a smaller tablet merged with a cellular phone: it makes calls and fits a pocket, but has fewer apps than a tablet because of its small screen. An e-reader is built for reading, with a special screen that causes less eye strain, and does little else. A Raspberry Pi is a small, inexpensive learning computer running a Linux of its own, good for signage, labs and hobby projects, but it has little processing power. A gaming console is easy to use and affordable for games, but it runs just the apps built for it.
How to use it: look past the activity in each card (reading, games, video) to the limits that come with it, such as a pocket, a budget, an upgrade next year or a power cut. The limits decide the device. Each card is scored on its own, and each one explains its answer after you check.
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