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Design Thinking And Project Management
Design Thinking and Project Management Manage product teams which is incorporated usability
and design methodologies into the design The business world is rapidly changing where design is
changing. Design thinking works is not just visual design. Introduction to the design and project
management Design thinking is enormously increasing in the organizations. Most leading
organizations like Apple, Coca–Cola, IBM, GE, Nike are helping the project managers to build
strong knowledge on design, thinking, planning approach that encourages project managers to take
more procedural prospective that accelerates innovation with in the organization. Digital Disruption
is changing the phase of multinational companies like General Electric and even 100–year–old
companies to reinvent themselves. Marc Andreessen says "All of the technology required to
transform industries through software and finally works and can be widely delivered at the global
scale." Which means resources and technical infrastructure start the next new billion–dollar
company is widely available to any one of the credit card an access to the web. The other piece of
digital disruption on the highest point of that is average span of main 500 organizations is dropping
60–70 years in 1920 's to 15 years today and it continues. So as to proceed and deliver good value to
the partners and clients they should grasp imaginative interruption as opposed to hold up to wind up
a casualty of relentless drive called computerized
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The Six Levels Of Gamification
CHAPTER 4 ANALYSIS The aim of the chapter 3 is: 4.1 To analyze the six levels of gamification.
4.1 The first level of gamification is the game This is the first level of analysis. At this level, the
game explains the reason of caring gamification through these basic points and reasons serially step
by step to study for a business gamified system. These basic points and reasons are as follows:
aaluable games in serious business; definition of gamification; game concepts employed in the
business and most effective gamification. 4.1.1. Valuable games in serious business At the first level,
the researcher tried to find out the reason of value to care about gamification. Let us start the
analysis with the story of Ross Smith. It ... Show more content on Helpwriting.net ...
The design and development of the gamification should avoid complexity. The gamification system
should provide an easy tutorials or experience to learners. So that learners could learn about the
rules of the game at the beginning without any difficulty. Therefore, the expectation of the
gamification should be the learners who learnt the maximum. In the gamification, the leaderboard
sbould be small. The learners should be allowed to choose their own game partners to place on a
personalized leaderboards to a larger goal. Only a relative position on the leaderboard should be
shown. It might be shown the five scores above and the below one score of a learner. However, the
learners should be allowed to access to the top scores openly. Levels and badges should be used
appropriately to guide learners. The learners should be guided with linear content and tie every level
to achieve a specific learning objective. The gamification should let learners know about the levels
they needed to complete the whole learning process. The badges for showing non–linear progress in
the game. It could be tied to terminal and objectives. It also could show off badges to leverage the
social effectiveness of gamification
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The Game Design Innovation : Game Innovation
2.3 Game Design Innovation
Game innovation can be split into the following 4 categories: 1) Technological, 2) gameplay, 3)
presentation and 4) narrative innovations (Alha, 2011). At times, it is not even necessary to make
something distinctly new, as long as there is an effort to reinterpret or subvert existing notions of
what video games should be.
On the other hand, Peltoniemi (2009) uses two main categories to classify gaming innovation:
Technological and stylistic. Technological innovation can be further divided into three categories: 1)
graphics, which improve the game's appearance, making it much more photorealistic; 2) simulation,
which improves the physical realism of the game such as creating; and 3) gameplay, which allows
for ... Show more content on Helpwriting.net ...
It does not define how the end aesthetics of the game will end up. But, these technological
capabilities have resulted in "many poorly developed games" (Alexander, 2010). The restrictions
older–style games impose upon image and sound quality force developers to ensure that the final
product is of a high quality while being selective. It is an ode to minimalism and focuses solely on
the fundamentals the game, ultimately making it much more immersive.
Game design is seen as a key to designing innovative, emotionally engaging game experiences and
is always designed with the player in mind (Fullerton, 2014). Game design innovation in particular
includes unique play mechanics or thinking beyond existing genres of play, appealing to casual
gamers, strong integration of story and gameplay, as well as generating new thoughts and
discussions on how games actually impact us socially and culturally (Fullerton, 2014). As the
game's core mechanic is a big part of the experiential building blocks of player activity, it is vital for
designers to integrate patterns of behavior within the game that will manifest itself as a player
experience (Zimmerman, 2004).
Cook (2005) uses the "Onion Metaphor" to further divide game design layers into six categories: 1)
Core mechanics, 2) Metagame, 3) Base Setting, 4) Contextualised Tokens, 5) Contextualised Levels,
6) Story.
Game Design Layers Definition
Core mechanics – Basic Risk and reward schedules
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The Edo Period of Japan Influenced the Design of Video Games
The document will examine an Art period which has influenced the appearance and design of video
games. This will include the topic of the Edo period of Japan and how it affected generations of
artists to the modern day.
The Edo period set in the era of 1603–1867 was commonly known as the Tokugawa Period, this was
when the Japanese society was ruled by Tokugawa Shogunate and the country's 300 regional
Daimyo, which at the time were powerful territorial lords who rules most of Japan which then was
contained under strict social order, economic growth and prohibited foreign contact with outside
countries. Many of japans historical artists would usually create illustrations on large scrolls of
paper which are called 'Emakimono'. Paint ceramics, calligraphy on silk or paper, use ink wash to
paint vast landscapes. The most popular art form was ukiyo–e.
Tawaraya Sotatsu popularized the 'Tarashikomi' style of painting meaning "Dripping in" which
means applying a second layer of paint before the first is dry, it was mainly used for creating fine
detail on water surfaces or flowers.
(Wind God and Thunder God) (17th century) (Koetsu) And (Sotatsu, The Deer) Left image
(Sotatsu, Peonies and Lilies) (1568–16–15) right image
Sotatsu uses the Tarashikomi technique daintly and effectively as you can see
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Art Director Research Paper
What is an art director? That's a hard question to answer. In the movies, art directors are usually
responsible for creating the "look and feel" of the film. In advertising and print work, art directors
come up with "concepts," the creative ideas that communicate with us on a gut level through devices
like theme, metaphor, and symbolism. Some art directors do a little more than dream up these ideas
and present them to clients, while some oversee almost all aspects of the design and production
process. An art director is typically the overseer of the other works by designers and artist who
produce images for television, films, live performances, advertisements, or video games. He or she
determines the overall style or tone desired for each project and articulates their vision to artists who
submit images. These images include illustrations, graphics, photographs, charts and graphs, or
stage and movie sets. Art director's work with both the client and the design team to find the right
looks for whatever project or set they are working on. ... Show more content on Helpwriting.net ...
So you've presented your idea and the client loves it. Now the idea needs to be produced. Your job
as an art director has just begun and now you have to deal with the client, the programmers, the
designers, the project manager, and anyone else involved in the project. All of these people
contribute their insight and talent, and it's your job to make sure that the end result remains as
closely related to your concept as possible. As an art director, you need to know what the
technologies are and how they are used. You need to know what everyone on your team does, and
why. Leave the details up to them, but be sure you know what is involved. It will gain you the
respect of your team when they realize that you are not working in a vacuum, and it will help you
think of good, realistic
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Social Media Platform Twitter
As such, for a game that may seek to reach an audience beyond the people that understand the
meaning of the logo, it is important to design a logo that cuts across different languages. On the
other hand, in South Africa, where this application was primarily created for, the logo would easily
understood and convey the message of the game because it is in the local dialect. Also, since the
game is originally a traditional Southern African board game that is played, the text used as the logo
is easily understood in their environment. I would conclude that the application would have been
more intuitive if it had an icon since its target was for different countries aside South Africa. Twitter
is a native application that also runs on the android platform. Twitter is a social media–networking
application for friends, family and coworkers to communicate and stay connected through the
exchange of quick, frequent messages. The twitter application was designed with an icon. This
design from my perspective has its pros and cons. I would say the first view made me think it was a
game with birds. This is why I think an icon used in this perspective was not the right choice. On the
other hand, using a text in the scenario which is likely to be a styled way of writing "Twitter" would
not be the best design either. However, since the name "Twitter" is a bird that gives a call consisting
of repeated light tremulous sounds, it is easier to understand why the logo is a bird.
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Personal Statement: Why I Want to Be a Mechanical Engineer
My perception for Mechanical Engineering has always been of very high level. Very early from my
childhood, I had the passion and enigma to become a successful mechanical engineer. My interest
was further enhanced because of my Brother. He had graduated from a reputed university and now
works as a senior engineer in a renowned company in the US, His talent, combined with uniqueness
and exuberance is something that pushes me to prove myself and that bodes well with my passion
for the subject. In my under graduation I've experienced the diversity of the stream. Obviously,
laboratory's the place where I could practically experience and implement whatever I learnt in
theory classes. I did well in streams like Thermal and Automotive, yet my actual interest has always
been in design, testing and production. One thing for sure is that, if the branch is as vast as an ocean,
I am certain to have control over a few streams of it. In the year 2012, I did my summer internship
in BAJAJ TEMPO Ltd (Pune–India) for a period of two and half months (i.e. 10 weeks) in quality
lab, assisting mechanical testing section. I performed hardness measurements, tensile testing, impact
testing and stress analysis measurements. This is by far one of the best experiences of my life. I did
experience a REAL industrial training and strategies. In 2013 summer, I worked in Defence
Research and Development Laboratories (DRDL–Govt of India) for a period of one month. I was
one among a team of
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M2 Part
M2 part – Considering your work for Task 2 e or f, indicate how some of the fundamental principles
of HCI have been applied and how the specific need has been met. In this part of the assignment I
will be reflecting on the specialist input (e) design I have designed. I have designed a keyboard
which has Braille keys, for the purpose of the people who are blind, as this keyboard will be an
advantage for the blind which means that they will not be isolated just because they are blind, but in
fact using this keyboard the blind can continue their daily lives like others going to work and
schools etc. One of the Fundamental principles of HCI is that the user has ease of use, and I have
applied this principle in my design allows people to type ... Show more content on Helpwriting.net
...
The effectiveness of HCI can also be measured by doing tests on that HCI to see how much errors it
has, and after doing tests if the results show that it has a lot of errors then that HCI will not be a very
effective. This is because a lot of errors on a HCI can make the user slow down when interacting
with the HCI, but if there are not that much errors then it can be known as an effective HCI, because
the user can use it effectively without having to troubleshoot. The effectiveness of HCI can be
measured by the understanding of the user and to what extent the user has the knowledge and
understanding of the HCI. If it seems as though that the user does not have the understanding of the
HCI then the conclusion would be that the HCI is not very effective. But if the user is understanding
the HCI and can easily interact with the HCI then
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A Profile Of Interdisciplinary Senior Design Project
A Profile of Interdisciplinary Senior Design Project
Abstract:
Interdisciplinary undergraduate engineering programs have increased in importance and significance
over past few years. Interdisciplinary research areas are strongly motivated to become disciplines
themselves. If they succeed, they can establish their own research funding programs and make their
own tenure and promotion decisions. Interdisciplinary studies can also give skills that help future
engineers to cope in a changing environment. To understand the strengths and weaknesses of these
interdisciplinary courses and programs, it is important to examine how students ' perceptions
develop through the duration of the course, specifically in regards to their approach to an ... Show
more content on Helpwriting.net ...
The approach towards this project shows interdisciplinary learning between various engineering
fields. First thing to start is designing of table which involves precise dimensions and this involves
mechanical engineering to implement material modeling. Secondly, the design also involves kient
sensor which needs to be embedded with the simulator and programmed through assembly
language, requires electrical engineering in it. Finally all the functionality and image processing
results are programmed using JAVA coding which are exclusively done by computer engineering.
This shows the importance of Interdisciplinary studies.
Various heat exchanger designs are proposed for cooling beer wort from boiling temperature to
fermentation temperature. In beer making cooling the wort quickly is very important for three main
reasons: it avoids oxidation, bacteria contamination, and chill haze formation. Fast cooling the wort
provides a thermal shock to these heat–sensitive proteins causing them to permanently precipitate.
Chillpipe heat exchanger is been designed and developed, that will cool 5 gallons of wort in less
than 4 minutes, and that is easy to clean and set up. This involves using specialized software called
"S&Thex", developed to demonstrate the chemical design & rating calculations of Shell & Tube
Heat Exchangers. Also testing
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My High School Science Projects
Machines are on a fast paced evolutionary track that renders them indispensable to the progress of
mankind. One such machine that has made great strides in the last century is the automobile.
Mobility has always been my area of fascination; the working of a simple bicycle to the advanced
Formula One car has always made me curious.
During my high school studies I was a student of science and mathematics, both these subjects
helped me in unraveling the mysteries of nature by better understanding principles that govern its
working. I have participated in several school and inter school science projects, one such project that
left lasting impression was that of a study on gear mechanism used in various tools, fascinated by
the same I was on self–propelled path of discovery. I am driven by asking the questions: why? and
how? and this curiosity developed into a passion for machines as a whole and led me to do an
undergraduate program in Mechanical Engineering from PVG'S College of Engineering and
Technology under the prestigious University of Pune, a leading academic institution in the
automotive hub of India, Pune.
The four year course exposed me to many fascinating subjects, my interest evolved as I explored
subjects like Manufacturing Process, Theory of Machines, Metallurgy, Fluid Mechanics, Machine
Design, Power Transmission System, IC engines etc. I have tried to be in tune with the latest
Mechanical technologies by attending courses offered by automotive industry itself,
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College Admissions Essay: My Design
If anyone asks about my field of study, it is no doubt that I would say design. On the other hand,it
originated from my interest to drawing. I started drawing as my hobby since I was four, and I keep
drawing till present. I continued my passion and now as a Electronic Design and Multimedia major.
In my opinion, one passionated about something, means one could pay his life time and effort to it.
This is what design means to me. More importantly, the most meaningful achievements have altered
me as a better designer, no matter success or failure,
The first achievement leads me to drawing, was all about my father.
Sixteen years ago, when I was still four years old, I have had my morning breakfast with my family
in Hong Kong. Hong Kongers love having Chinese tea on a relaxing morning. Meanwhile, I was not
old enough to taste the beauty of tea, or curious enough to heated topics on newspaper, not to
mention about smartphone. I have nothing to do. Then I saw a snack shore's cute reddish bird
mascot on a piece of newspaper.
I have tried to draw it with my blue pen on my tiny hand, but no matter how I drew, all the strokes
messed. Suddenly a pair of well–trained hand took my pen, and made a perfect demonstration. At
least for a four year old me, it was too perfect. My father projected me a confident smile. I was
amazed by those accurate strokes, but ... Show more content on Helpwriting.net ...
I started drawing every day, with my blue pen, then my number two pencil, now a digital drawing
tablet. Because of this, I have taken plenty of A4 papers from my printer at home. Among these
drawings, I started to feel interested to drawing. Ever since then, I never stopped. During classes,
my friends often waited for video games after school, but not me. Sometimes I felt odd about
myself, I would be so excited to draw after school. My parents have never stop me from drawing,
though they said artists cannot make money before
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Basic Elements Of Gamification
GAMIFICATION
"You have to learn the rules of the game. And then you have to play better than anyone else." –
Albert Einstein
Gamification is the concept of Applying games mechanics and game designs to enjoy and motivate
people to achieve their goals. It is exactly an application of game design element and game principle
in non – game context. Gamification is a theory which is bound on mathematics that seeks to
understand why an individual make a particular decision and how decision made by individual
affect others.Gammification used by businesses to change the behavior of customer and employees.
So it is one of the hottest trends in human resources.
Gamification uses the mechanism that bring out people's natural desire for competition self
expression achievements and status which they faced with real life ... Show more content on
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Elements of Gamification
'Gamification' is built on six dimensions: progression, achievement and rewards, cascading
information, countdown, levels and quest and 9Ps which are as follows. Purpose – gamification
must be objective oriented. In game terms what is the "quest", the goals, the rules and the challenges
business has to face and how with the help of gamification it can be achieved.
Personal motivation – gamification includes design of game reward and recognition such as points,
badges, leader–boards and other incentives so that it coule motivate the employees intrinsically.
Performance – What is successful performance e.g. are you aiming for behaviour change, skill
development, performance management mastery? It becomes easy with gamification to give
feedback on employees performance in light way and they can improve themselves for future.
Progression –It means that what change employees achieved in their abilities. Gamification solves
the purpose and inform employee about their potential and motivate them to learn new
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Technology And The New Battle Ground
All web pages should be fully responsive so that they can be viewed on all screen sizes. At a
conference this year I came across a quote that I found incredibly thought provoking which has
influenced my thinking to day to day work ever since. "The last, best experience that anyone has
anywhere becomes the minimum expectation for the experience they want everywhere" Source:
Bridget van Kralingen – SVP, IBM Global Business Services What I took from that is, we waste so
much time and effort worrying about keeping up with technology, trends, platforms....., which are of
course important. However it is not realistic to constantly keep up. Although a continuous focus on
user experience is possible and does not always require new technology, heavy investment or a
major innovation. Matt Candy of IBM Interactive said in a presentation "The traditional boundaries
are dead; the focus is now on human to human interactions. Where experience has become the new
battle ground." For businesses it is becoming more and more difficult to find or define USPs to
create competitive advantage. Experience is fast becoming the key point of differentiation as it is the
one area that can be truly unique – it communicates not only the brand but the culture within,
reinforcing the reasons why in the minds of consumers. One thing is for sure is CEX sells! To
address the statement 'All web pages should be fully responsive so that they can viewed on all
screen sizes'. I think it is important to begin by
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Writing to David Vonderhaar, Game Design Director
Writing to David Vonderhaar
Game Design Director
Introduction: Sledgehammer games making the next Call of Duty
It seems like every year since 2007, Call of Duty has been the same game and for the past 6 years,
fans of the series are getting a little frustrated and tired of it. Paying $60 for the same game but from
a different developer each year, well this article has everyone asking these questions:
What do you think Sledgehammer's Call of Duty will be?
What will be the strategies of this tactic?
Will this new studio bring Call of Duty to newer heights?
BackGround: The Purpose of Sledgehammer games getting into the mix with Infinity Ward and
Treyarch
Call of Duty has been around since 2003, Call of Duty 2 in 2005 was a huge hit with the release of
the Xbox 360. In 2006 Call of Duty 3 was not that good of a game. In 2007, Call of Duty
revolutionized the game with a new engine to help with multiplayer but ever since then Call of Duty
feels like it is the same game every year Activision is preparing to fix this problem with
Sledgehammer games creating the next Call of Duty for 2014, they helped with the Modern Warfare
3 multiplayer back in 2011. Activision feels that this move will give the developers enough time to
create better ideas for DLC, (which stands for Downloadable Content) and for the game as a whole.
DLC has been out since 2008 and it is an extension to the game with new maps and cameos with
mainly focusing on the multiplayer
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What The Software Design Life Cycle?
Assignment 2 P5
To achieve P5, learners are expected to:
a) Describe and explain what the Software Design Life Cycle is
The SDLC Software design life cycle is used for the design and development stage of a software
system. It's the structure for design and development the life cycle has multiple stages, there are 9 in
total. Requirements, Specification, Design, implementation, testing and debugging, deployment,
maintenance and post mortem. All of these stages are part of the software design life cycle. The
reason they use the SDLC is to see if the software there producing is up to standards meets their
desire of design.
b) Describe and explain the nine necessary stages of the life cycle:
Requirements
This is the first step of the ... Show more content on Helpwriting.net ...
Specification
This is the second step of SDLC it's called Specification in this stage both developers and clients are
deciding on who their going to realise the software for the age audience. The hardware and software
requirements to make sure its compatible with the users for example if their making it for Mac or
Windows they need to make it compatible for that OS. Other specification the input and output of
the data and what's needed to show the user. So the main specification to cover is the function of the
software and hardware but also the security system logging in and out.
Design
Design is the third stage of the SDLC. This is thinking more into the visual side of the process by
planning the code and design for the software, by designing the GUI/user interface. Creating
diagrams for the visual look doing a flow diagram and the step of that process. Once the developers
have decided on the design of the software such as the interface and creating the diagrams they
would then move on to the fourth stage of SDLC
Implementation
This is the fourth stage of SDLC, the implementation is putting the physical code design that was
created from the design stage and making it. This part of the process can slow the project down even
though you have planned it you can still run into problems and errors this could delay the process.
The developers that have built the software they then need to move
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Personal Narrative: A Career In Game Design
Introduction In the past week or two I have been taking surveys and learning about numerous
careers. Most of the careers I didn't really prefer or like, but there were some of the careers I was
interested in. Survey Results My first survey, the Basic Skills Survey told me a lot about myself. I
am a very active listener and am great at speaking to people. I am a very critical thinker and am ok
at math and science. It also gave me careers to choose from. Some of them payed very well and
didn't seem to complicated like a pharmacist. And some payed very little like a
Weigher/measurer/checker/sampler. My Career Cluster Survey was where i found what careers i
would be best at. My highest clusters were Arts, audio – video technology ... Show more content on
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For G.P.A I would like to maintain a b+ or 3.33 G.P.A. The lowest I can tolerate is a 2.80 because i
would like to attend a good college. College I would like to get a Computer Science degree or a
Video Game Design degree, both can land you a job in a video gaming company. Most employers
require you to have a Bachelor's degree which is 4 years long in either Video Game Design or
Computer Science. Some require you to also have experience. I believe I will go away for college, i
would really like to go to a university in Maryland but for this paper I have to choose a college in
North Carolina. Because of that i have chosen Central Piedmont Community College(CPCC)which
offers the degree in game design and development. I plan to pay for college by taking on jobs during
college and before college, since I am about to start my first job. My dad has also started a savings
account for me and my sister for college money. Whenever he gets payed he puts a little in. It has
accumulated a lot now. I have no plan in place for me as of yet.
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Summary of the TED Talk: Lessons From Fashion’s Free...
In her 2010 TED talk, titled "Lessons from fashion's free culture", Johanna Blakely describes how
the fashion industry's lack of copyright and patent protection has allowed it to thrive in the
economic market. This is mainly because designers have been able to recycle the same building
blocks of fashion to create innovate, utilitarian designs into what we regard as art to adorn ourselves.
In this talk, she urges other creative industries to adopt this concept.
Can we license something like blue jeans or even a collar? That would be rather impractical for the
fashion industry, seeing that this is where creativity is urged. The fashion industry is largely
unshackled of the same copyright laws, licenses and guidelines that grip the film and music industry.
However, trademarks are the only aspect that is protected in the fashion industry. As a result, this
lack of intellectual protection (IP) for fashion has directly led to its huge success. Blakely expands
on this point by indicating four advantages of how the lack of copyright protection has helped the
fashion flourish. First, this concept has enabled the "Democratization of fashion". This states that we
have a greater variety of fashion aspects to choose from. The second advantage is that fashion trends
are now being established faster in the world. Since knock–offs are being produced faster, designers
are trying to stay ahead of the game by producing more complex products. In fact, Stuart Weitzman,
a shoe designer,
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Using A Human Centered Design Research Approach, The...
Articles for Review
Research methodologies are an important part of product creation particularly in design where
humans use products, environments and digital experiences throughout their lives. Below are three
articles up for discussion. Each article approaches design research methodologies in analysing
different scenarios.
The first article investigates, using a Human Centred Design research approach, the emotional
impact on cancer patients within a healthcare environment. (Mullaney, 2012 p 27). The second
investigation, from a social and psychological research point of view, dives into symbolic meaning
and user experience relating the two concepts. The case studies use the sentence completion method
on participants to gather data ... Show more content on Helpwriting.net ...
Retrieving methods and theories from other areas and disciplines such as science and psychology,
this allowed different insights and evaluation into the study. In conclusion, the success of the
research allowed suggestions about using HCD to broaden the "solution space" within the healthcare
environment. (Mullaney, 2012, p 37).
This paper evaluated symbolic meaning to be interpreted into a designed product or experience. The
ambition is to pull apart symbolic meaning to reveal connections with design and its users. (Kujala,
S., Nurkka, P. 2012, p15). Through verified observation on two case studies, one a sports heart
monitor and the other a plastic plate collection, it examines sentence completion to assess users
symbolic meaning. Referring to reviewed literature for research purposes, the paper analyses the
interview process as a method to identify the symbolic meaning the user has with a product or
experience. It indicated that perhaps a more in–depth analysis was needed therefore a specific
research method may be appropriate. The reviews revealed the challenges in symbolic meaning
evaluations, therefore they approached these challenges by introducing the sentence completion
technique to two case studies. Data triangulation becoming evident in this analysis from the use of
secondary research and the sentence completion study conducted.
The main objection being the possibility
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Design and Production of a game that Supports the...
This assignment incudes the design and production of a game that supports the emotional and social
aspects of learning (SEAL). The game was created to meet the specific needs of children who are
the siblings of a disabled child. The relationship of the author's game and the SEAL programme will
be considered. Thereafter the way in which children acquire emotional understanding and its impact
on social development will be explored. Finally the author will explain the reasoning for the game
and how it will help to meet the unique needs of the children it was designed for.
The authors game is designed to be used in support of, and as an extension to, the Social and
Emotional Aspects of Learning (SEAL) programme "Good to be me" element (2005), which
addresses the management of feelings, self–awareness and showing empathy. The game is intended
to be used with children who have a disabled sibling. The object of the game is twofold, firstly it is
for the users to be able to recognise, name and talk about the emotions that they experience as a
sibling of a disabled child, secondly to become aware that some of their peers are in similar
situations to themselves which may help them feel less isolated. As Children develop they gain more
emotional understanding, becoming aware of their own feelings and the feelings of others. Weimer,
Sallquist and Bolnick (2012) suggest that programs and initiatives that promote children's social
emotional awareness may enhance their development of
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Games Design As Narrative Architecture By Henry Jenkins
Narrative research
Introduction
Games and story, which on opposite sides of the interactivity. After reading a paper named "Games
Design as Narrative Architecture" by Henry Jenkins, I think controlling the balance of gameplay and
storytelling is important to game designers if they want to design a game with narrative. For this
essay I will be analysing two completely different examples, focusing on their narrative and
gameplay in order to explain this issue. In addition to this, I will also provide some games I have
played and combine the theories in this paper and other books to analyse their different ways to
create immersive narrative experience in the game.
What is narrative? Confliction of narrative and gameplay
Narrative, or ... Show more content on Helpwriting.net ...
Storytelling is one of the most important forms of play indeed (Crawford, 2013), however not every
player would like to read story in games, they enjoy the process of achieving goal, too much
narrative even can be experienced as an unwelcome interruption (Jenkins, 2004). In order to avoid
this situation, game designer should using environmental storytelling in various ways to build a
game space which full of narrative. So players can enjoy the game itself and narrative in same time.
Here is an example, which is not positive but can demonstrate the importance of keeping balance of
game and narrative. Ensemble Star is a Japanese smartphone game, which I have played for one
year. Its narrative is completely attractive and impressed, however, its experience of gameplay is
very inconspicuous. Players only need to read stories, spend money to get cards and collect items to
strengthen their cards. Players can make some choices, but their choices cannot cause serious
consequences to the overall stories. So strictly speaking, I think it is not a game but a novel with
interactive function. Yet, its Chinese version add some game mechanics and blend into game story,
which makes this interactive novel more like a game. For example, every character have their back
stories. In Japanese version, players only can tap stories' button to read. But in Chinese
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Design Theory And Creation, Game Design, And Word And Excel
Introduction: over the course of this year we have done 4 topics Algorithm Concepts, Design Theory
And Creation, Game Design, and Word And Excel. We have done three internal assessments: For
word and excel a mail merge was created to send thanks to various people for assistance with
fundraising activities, a poster to explain which school house raised the most money for fundraising
activities, and a spreadsheet explaining showing how much money each house raised. For design
theory and creation designed a childrens restaurant and developed a logo and marketing materials
for said restaurant And two booklets were critiqued. Application Software: This year for the first
assessment i used microsoft word for the mail merge mail merge can be used to send the same
message to multiple people with different starts address block= and poster because it is an effective
tool for posters and mail due to the many effects you can apply to the text and then used excel for
the spreadsheet because it is more suitable for making spreadsheets, this is because excel sheets are
made up of cells which have grid references allowing you to use formulas to set up a perfect
spreadsheet. When we designed a childrens restaurant we used a program called Adobe Illustrator.
Adobe Illustrator is useful because it allows you to use vector images, vector images are images that
have colour filled in–between various points as opposed to other image types which use pixelated
images (images made
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Design Of The Games For Primary School Children
CHAPTER 3: DESIGN
In this chapter, we describe the design of the games for the project which covers the interfaces and
structures of the game, the components and the technical details of the game using flowcharts to
describe the various processes of the game. Also, the purpose of the game and how the purpose can
be achieved are discussed here. These are presented under the following sub headings:
1. How are the games structured?
2. How are the games built?
3. What are the purposes of the games?
4. How can the purposes of the games be achieved?
5. How can the games be tested?
These questions tend to address how the games are built towards achieving its purposes. The
questions are addressed as follows:
3.1 How are the games structured?
The ... Show more content on Helpwriting.net ...
The player would then receive the final inspiring comment. From here the player would be
prompted to either exit the game or start again.
The benefits of starting again cannot be overemphasised as the player tends to master the game
thereby mastering the subject the game is built to teach. To begin with, the game has to get a start
menu so that the player would not be thrown straight into playing the game. The Menu would then
link to the different games which the player would have to choose from. The levels of the game and
the process of winning in all the games are the same. It involves the player doing the right thing as
required and moving on to the next level till the game is completed. 3.1.1 The Main Menu
Each game begins with a Graphical User Interface that shows the Main Menu of the game which
ensures that the players do not just start playing the game as soon as the program is loaded. This acts
as the control panel for the game allowing the player to access all the features of the game like
choosing the game to play, getting instructions on how to play the game or closing the entire
program. The Main Menu contains buttons that leads the player to either choose a game which links
the user to the Game Menu showing the game and links to playing the game. The Main Menu
contains a Help button that links the player to instructions of how to play the game. The Main Menu
also contains the
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Ideo Case Study
Case Study Analysis: IDEO Product Development
The business model for IDEO began as an open–minded place to design, develop and manufacture
new products. The last 20 years of proven product design driven by innovation has translated into
profit margins for their clients and continuous refinement for IDEO's process. IDEO pioneered
"concurrent engineering" where design and engineering work together to produce aesthetically
pleasing products that are also highly functional. This was different from many other similar
companies that placed more emphasis on the industrial design than the engineering. IDEO's
strengths grew out of the ability to master this ability with high tech clients. Corporations came to
IDEO because they had a proven ... Show more content on Helpwriting.net ...
In the past Palm projects design had been ignored in order to favor "bells and whistles" directed
toward male customers. This new Palm was to appeal to the customer on the emotional level as well
as the aesthetic level.
What may have been missing from the innovation formula at IDEO in 2000 was the philosophy of
customer experience. This is the way many corporate brands like Starbucks have been handled to be
an experience, not just a product. It is no longer sufficient to simply tell customers about the product
features or benefits. The brand must create a visceral connection with customers – they have to
participate in the journey emotionally. Product development must be geared with the customer in
mind and the customer must be engaged more often in research.
The Handspring Visor project however, was more of a challenge for all team members, and the goal
was to shatter existing norms by further reducing the physical parameters of the product. It also
challenged accepted user interface protocol. This would challenge the team members at IDEO to
"fail less often", so they would be able to "succeed even sooner", but the real problems were the cost
and time limitations put on the project by Handspring. Would sacrificing steps in IDEO's
development process lead to an inferior product? The evidence would come later, but initially,
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Becoming An Art Director
Art directors create nearly every creative aspect of television programs, video games, motion
pictures, and more. They develop specific details for creating photographs, audio, or graphics used
in broadcasting and advertising. Also, they oversee everyone working around them to make sure the
job is done correctly and exceptionally. Some of their most important tasks include managing
budgets, approving materials, completing storyboards, and selecting and training staff members. Art
directors use both computers and handheld materials to build incredible sets and designs. Without
art directors, there would be very few of the beautiful works of media seen today (Art Directors).
Becoming an art director requires experience and training in the field of art and communication; I
will achieve my goal of starting a career in art direction in ten ... Show more content on
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This way I could develop experience in the field of art direction that could be used in my future
career. Following the completion of college, I will want to begin searching for a potential job. At the
beginning, I do not want to take too much responsibility but rather ease myself into being an art
director; on the other hand, I also want to be able to learn the skills of the trade. It is recommended
to obtain five years of experience in the field of art for television or film before starting an official
career (Noronha 64). Although art direction may be a challenging and taxing job, I believe that I will
be a good fit for this career choice because I have a creative, artistic view of life. I am often
pondering designs and layouts for television shows, movies, advertisements, and more. I also have
the communicative skills needed to become an art director; I find it easy to begin working and
collaborating with new groups of people on projects. This is a career that perfectly fits all of my
abilities, skills, and
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Game Design Essay
In the beginning of our game design, we weren't really sure what type of game we would like to
make. Each group member pitched in an idea for us to consider; one was a board–game with
extensive RPG elements, and another was a card game that was a combination of two other famous
card games. The group had a vote and the card game idea won out. At this stage, the aim of the
game was to be a combination of two other card games. It would have the structure and playstyle of
"Egyptian Rat Screw" while incorporating the idea of special cards from "UNO". We didn't have
knowledge on how certain mobile games were successful at this point, so that idea was the best that
we had.
As the game called for special cards akin to "UNO", there were numerous ... Show more content on
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The main reason for this was that it would create too much confusion about the rules, as constantly
adding new rules would require the player to slow down and think. Another problem would be
keeping track of who owned each card. This would become a problem if players had the same
special cards.
Initially, our game was planned to be a trading card game, in which players had to acquire their own
special cards in order to play the game. We voted on this idea as a way to create more distinction
between our game and "Egyptian Rat Screw". This idea was expanded upon during the third week
where the games "Magic: the Gathering" and "Hearthstone" could provide a good model for how we
might shape our card game. Special cards were to be used on along the standard playing card deck.
A consequence of this rule was that we would have to make up a lot of different card effects while
also making sure that they were balanced. Our first method of balancing came from labeling the
power of the cards as low, medium, or high. Our rules indicated that each player would only be able
to add a certain amount of cards from each power level so that each player wouldn't seriously
outrank another player. An alternative to the balancing we had was that each player could bring in
any amount of high–powered cards that they want so that players would feel like their own cards
helped them win the game more easily and feel a sense of ownership of their chosen cards. Another
consequence of making a
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Theme And Game Design Of Monopoly Slots
From the boards and into the slot reels. This is how every player should welcome this board game–
inspired slot presentation called Monopoly offered by IGT. Inspired by the classic Hasbro game that
sold millions and defined the game industry, this 9 pay–lines slot presentation will surely rekindle
your love for dice games and fortune. The moment you play Monopoly slot machine, you get a
chance to rediscover a childhood favorite, and win different wild bonuses and bonus features
inspired by the classic Monopoly.
Theme and Game Design of Monopoly Slots
If you love board games during childhood, then you will discover that this IGT presentation
completely takes inspiration from Hasbro's well–loved game. The reels and the background take
inspiration ... Show more content on Helpwriting.net ...
In this game, the low–paying symbols are represented by a slice of watermelon, grapes, lemon and
strawberry. Get 5 Piccadilly deeds, and it will result to 1,000 credits, and 5 Mayfair deeds will bring
out 800 credits. If you get 5 Strands on the reels, this Monopoly slot game can offer you with 600
credits. There are low–paying symbols too that are used on the reels of this IGT presentation,
including the fruity symbols. If you can get 5 watermelons on the reels, the game can deliver 175
credits, 5 grapes icons on the reels offer 150 credits, 5 lemons with 125 credits and 5 strawberries
mean 75 credits.
Of course, the big payer is the bonus symbol, representing the Monopoly character playing with
cash, with 5 symbols offering 12,500 credits. The wild can take the place of other Monopoly items
except for the Instant Bonus and Bonus symbols. If you are looking for amazing prizes on this slots,
it pays to check out the presence of the icon that carries the 'Instant Bonus' tag. If there are three
'Instant Bonus' symbols on any part of the reels, the game activates the Community Bonus, and the
award that can be won will depend on the bets
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Barbara Hulanicki Research Paper
A Decade of Fashion
The changes of colors and style, hand made fabrics and new styles being creating making the 1960's
the year of breaking the fashion rules, Barbara Hulanicki the fashion icon made fashion change with
her new designs. Barbara Hulanicki founder of the very popular store front "Biba " changed the
fashion game when she created clothing for the young generation that she herself could not wear.
Her aunt was not ok with her wearing certain styles so once she got the chance to choose her own
fashion she went with it. Barbara is the best 1960's fashion designer because she changed fashion
with her youthful urban designed filled clothing ,and is so inspiring for not holding back her style
,and bringing new things to the table.
In the 1960's fashion changed, the colors changed, the fabric changed, and the style in clothing
changed and Barbara Hulanicki was a real help to this change. Barbara ... Show more content on
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After the war everyone seemed dreary and sad,so she wanted to make brighter colors for clothing to
bring some happiness back. Hulanicki clothing were cute and modern and made for everyone not
just upper class. The clothing that she made was really in style and affordable, so not just upper
class could be wearing these trendy clothes but lower classes were able to afford this clothing too,
which showed that even if you don't have lots of money you are still as good as rich people. Barbara
started losing control of Biba when she sold part of it and eventually closed the biba empire. When
Biba closed in 1976,Barbara decided to work for fiorucci and cacharel and from 1980–1992 she
made a children's wear line called "minirock. Once Biba closed her fashion career did not end
there,she ended up making another line of clothing for children. Her style of clothing did not
exclude anyone, she made styles for young girls,kids and even some clothing for older
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Evaluation Of The Game On Kids Learning Company
Discussion Game On! Learning company finds the internet a wealth for communication that can aid
training of the employees to prepare them in their preferred industry. Austin's passion for games
opened a vast opportunity to augment the skills of the people in a creative way. He delivered his
vision that games can be an antidote to unmotivated employees. An American retail chain said that
the training program drove them to think more strategically (Walgreens, 2013). One employee from
a telecommunications company shared that the game helped him to have a better retention of skills
in a fun and addictive way (Centurylink, n.d.). These testimonials can be supported by Game Theory
and Communication. It suggests that incorporating games into interactions may develop the
competitiveness of a player. It can enforce a person to have a successful goal index and to obtain
victory over other rivals of the same field or industry. Some also iterate that winning a competition
may surpass and excel the success margin of an individual performance, and it can also improve
one's self–esteem. It also states that the game theoretical model for communication envelopes better
cooperation of people for cumulative development, especially in a team (Allott, 2006). The feedback
from the customers demonstrates that game–based learning has a great opportunity to be an effective
instructional tool in a professional work environment. Marketing and promotion are the key tools to
introduce the Game On!
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Personal Narrative: Text Game Design
I played text game first time ever in my life today and feel really confusing at the beginning.
Fortunately, I learned computer science last semester and understand some of the concepts of the
game, not so, I would not be able to play the games. While playing the games, I realized that I could
not command everything I wanted in the game. Sometimes maybe was a similar meaning of the real
command, it still occurred error messages and not moving forward. The other thing I noticed was,
for example, there were 8 directions (N,S,W,E,SW,NE...etc.), when I moved to the north and wanted
to go back to prior place by entering south, it did not do any action. To be a text game designer, I
really have to think about the most common text parser that
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The Future Of Game Design
Kaley Addison
Mr. Samuelson
English 102
7 September, 2016
The Future of Game Design
In the year 2000 my parents brought home the very first Playstation, by that time it was already five
years old but it was still the most advanced gaming system of its time. When I was five years of age
my parents must have agreed that I had proved myself worthy to begin spending outrageous hours
intensely gaming because that is exactly what happened the same day. A love for video games
developed that day I stuck the controller in my hands and since then I have traveled through many
worlds defeating the darkest of enemies; playstation and I are both 20 years old now. Multiple times
throughout my intense battles I had been told that my obsession ... Show more content on
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Knowing that women are not accepted in many male prominent fields today and are often verbally
and physically discouraged from pursuing these careers made me skeptical but also encouraged me
to look into why women aren 't joining these fields more. As discouraged as some of these battles
growing up had made me feel I wanted to search further into my future career. Why is it that women
are practically shunned from joining certain fields? It seems to me that this is due to a bigger
picture; women and the act of being feminine has been oppressed in society for thousands of years
in different cultures all over the world. We proudly boast that much of our society was developed
from the ideas of the incredibly intelligent Ancient Greeks. I had thought as advanced as they were
for their time that they would fully welcome women into a variety of societal roles but even the
famous philosopher Aristotle had said "The male is by nature superior and the female inferior...the
one rules and the other is ruled." (Canadian Museum). We fail to acknowledge that even women in
Ancient Greek society were just as shunned from societal influence as I feel we are today. Our
society tends to set specific guidelines as to how a gender can act and these guidelines have been
engrained in almost everything we do or see. Our society has been adopting a patriarch mentality for
hundreds of years now and women were not allowed to
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Game Design Program Analysis
When choosing a game design program, you must consider its industry accreditations. For a
respected offering, choose Centennial College's Software Engineering Technology – Interactive
Gaming (Co–op), as it is officially known. The Canadian Information Processing Society (CIPS)
and the Canadian Council of Technician and Technologies jointly approved accreditation of this
program in 2011. This joint accreditation is the first of its kind in Canada. Graduates from the
program may apply for certified membership to either CIPS or its provincial engineering technology
association. Additionally, this game design program has met the national technology accreditation
requirements established by the Canadian Council of Technicians and Technologists and, as such,
has received national accreditation status by the Canadian Technology Accreditation Board Lastly,
The Ontario Association of Certified Engineering Technicians and Technologists recognizes game
design program as meeting all the academic requirements for certification in the Technologist
category.
Focused on interactive game software development, the offering prepares students to work as
software developers, game programmers, software testers, computer programmers, system analysts,
... Show more content on Helpwriting.net ...
The most notable practical feature is three terms of employment placement with a real employer.
Students are prepared for this aspect through an Employment Pre–placement course, which teaches
them about interview techniques, workplace etiquette, co–op activities that they'll have to complete
and more. In order to be eligible for co–op, students will have to complete a minimum of 80 per cent
of Year 1 courses, a minimum C grade in COMM–170/171 and a 2.5 GPA or greater for COOP–221.
This program's co–op option is a paid placement. Also included in the practical aspects of this game
design program are two software development
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Video Game Design as a Career Essay
I was drawn into video game design because I love video games and technology. Playing video
games increased my interest in video game design. I already know having an interest in video games
and knowledge about computers helps while becoming a video game designer. I hope to gain
knowledge about their role in creating a video game, what they do daily, and their income. Video
game designers have a unique role in creating a video game. They create fun by communicating
with gamers and adjust the difficulty or pace based upon their reaction or feedback. They create
complex puzzles and new ways to kill or defeat your opponent to keep you entertained and
gradually increase the difficulty as you progress through the game. They also have to ... Show more
content on Helpwriting.net ...
Video game design is not just playing video games, a lot of stress and hard work is involved. The
life of a videogame designer is not all glamorous. Expect to work long hours, especially towards the
end of the project. The average hours a week are around 40 hours and $28 an hour. In 1999, the
average videogame designer made $35,000–$75,000 a year. The future of videogame design is
looking great. The interest of video games is raising, and a lot bolder audience plays them. Video
games have outgrown many other industries in a short period of time, and have already become a
multi–billion dollar industry and rising. I researched a video game designer because I wanted to
know about their role in creating a video game, what they do daily, and their income. A video game
designer needs good communicating skills in order to improve the content of the game. Also, it is
not as easy job as it seems a lot of stress and hard work is involved. Finally, the interest of video
games is rising as video games appeal to a wider audience.
Works Cited
1. Colayco, Bob. "So You Wanna Be a Game Designer." Game Spot. 17 Jan. 2006 .
2. Crosby, Olivia. "Jobs in Video Game Development." GameWeek. 11 Oct. 2005. 17 Jan. 2006 .
3. Fergerson. Careers in focus Computer & Game Design. New York: Facts on File Inc., 2005.
4. McGrinty, Alice. Software Designer. New York: The Rosen Group Inc., 2000.
5.
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Designing Goal Directed Design And Tactics For Assembling...
In this chapter, the authors share ideas with the reader about the practice, which goes along with
three other p's: principles, patterns, and processes, that consists in the method of Goal–Directed
design, of Goal–Directed design and how design teams integrate into the larger product team. The
authors also discuss strategies for working together, complementary approaches to product
development, and tactics for assembling teams across an organization. The authors state that some
of the most interesting and important design problems are too big to solve alone – and too often,
doing it alone also can be rather lonely. The first thing covered in chapter 6 is the two types of
teams: core teams, which are small and focused, and extended teams, which are large and sometimes
geographically distributed. I learned that even in large–scale product organizations that most of the
work is done within the context of core teams. It came as a shock to me that large–scale
organizations do not use extended teams, or larger teams, since they have a lot to work on. I like that
large organizations use small teams because small teams continually prioritize and address items on
their work list. The author also discusses how cross–functional teams get more done than "divide
and conquer" teams because of the collaborative effort they call "thought partnership." Our team is
actually more of a cross–functional team than a "divide and conquer" team. We all share the same
goal but each of us come at the
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Game Design : Tic Tac Booo
1
Course: Game Design – CS 9541
Tic Tac BOOO
Name: Eman Aissa
Student number: 250876269
2
The Premise
"Tic Tac BOOO" game is a Virtual Reality (VR) game that simulates a real life Tic Tac Toe game as
if the user is playing with a real player. The only difference is that he is to use his mobile phone to
play the game. The idea mainly focuses on creating a 3D character out of the images of the available
set of characters, and then making it play with the user on a real Tic Tac Toe board that is to be the
main game board.
Commonly, traditional mobile Tic Tac Toe games are designed to let the user play with a mobile
device where the screen is the playing board and the opponent player normally is the computer or
the AI engine which is embedded ... Show more content on Helpwriting.net ...
Some players are motivated further to master the game itself, wanting to completely dominate every
aspect of it. This is also to prove one's self by overcoming challenges presented within the game, for
a sense of accomplishment, satisfaction, or acknowledgement.
Unique Selling Proposition (USP)
The uniqueness of this game underlines in the new features it adds to the traditional mobile Tic Tac
Toe games. The new features include the existence of a virtual player other than playing with the
computer in a non–visible representation of a second player. Selecting among different characters,
and visualizing an imaginary player add more fun to the game and make it more interactive with the
real world as it uses a real playing board and projects the created character on it.
3
All the previous features make the game stand out and accordingly it becomes more engaging than
other similar previously–presented games.
Competitive Analysis
Being old and known game, many applications had been made on the idea of Tic Tac Toe, one of the
best–selling Tic Tac Toe mobile games is "Tic tact toe free", the game has good features as it
supports two player mode where player can play with a human opponent through his mobile phone.
The AI engine of the game includes three difficulty levels to match player's expert. For user to enjoy
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Developing A Learning Tool Help A Student Learn Maths
U08096 Interim Report
29th November 2016
Henry Moule 13017539
Supervisor – Samia Kamal
Developing a learning tool to encourage education in a stem subject
Introduction
The aim for this project as has been mentioned is to develop a learning tool to encourage education
in a stem subject, I narrowed this down to developing a game that would help a student learn maths
specifically. Since then I have narrowed this further and have specified that this would be for around
the academic year 7 so around the age of 11 but would still be appropriate for 10 or 12 year olds. To
achieve this aim the objectives will be for one to train in game development as well doing research
to help establish the game mechanics or gamification elements wanted in the game.
Research
Literature review: A Practitioner's Guide to Gamification of Education
Hsin–Yuan Huang, W. and Soman, D. (2013). A Practitioner's Guide to Gamification of Education.
Research Report Series.
As with a lot of articles on the subject of gamification this paper states that "the intent of this report
is to define gamification, deconstruct the process of gamifying a learning a learning program,
explore the limitations, and review successful implementations of gamification". In section 2 "What
is Gamification" the paper gives the example of gamification in action, it talks about an initiative put
forward by Volkswagen where a staircase was put in the Odenplan sub–way in Stockholm which
would play a musical
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ICT Cambridge Tech AS
P1 – Summarise accurately the principles of interactive media authoring with some appropriate use
of subject terminology.
In this report there will be an overview explaining and talking about the tools used for interactive
media authoring, the production process, the uses of interactive media authoring, the delivery
formats of interactive media authoring products, the elements which will be included for creating
the product and the interactivity and control methods which will be used.
Definition of tools used for interactive media authoring:
Director Flash is a program and a multimedia application which can be used to create games and
interactive products which allows the creator to be the director and the program can support both 2D
and ... Show more content on Helpwriting.net ...
Creation is when the process of bringing something into existence using ideas and designs, it
involves the actual making of the product. If the production process had no actual creation there
would be no final product, so it is an important part of the process where the design of the product is
put into making and become the final product for use and testing purposes.
Implementation is including new ideas and designs into projects and existing designs to help further
them in all ways, implementation also means to put something into action, people use
implementation to try and achieve targets and goals when something is failing for example, a cereal
company such as "Kellogg's" may be doing bad in the market in terms of sales of their cereal boxes
so try and help this issue they could implement a toy which would come with the cereal, this would
attract more people to buy the cereal, if there was no implementation into any projects or designs
then there would be no new ideas to further the original idea.
Testing is when you check for faults, take measures to check quality, look at reliability and look at
the
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Betsey Johnson Research Paper
Everyone has a favorite designer. Designers could fall into the category of fashion, cars, movie
media, or even video games. My absolute favorite fashion designer is Betsey Johnson. Betsey
Johnson is known for her creative designs through handbags, bookbags, jewelry, clothing (women
and children), and shoes. I admire the designs of Betsey Johnson so much that I only carry her
brands. I admire her handbags especially because of the large bows that are on most. In this
assignment, I will be giving a biography on designer Betsey Johnson. Included in this biography, I
will also give a detailed description on some of designs.
Betsey Johnson was born on August 10, 1942 in Wethersfield, Connecticut. She grew up in a town
outside of Connecticut, Terryville. As a child, Betsey Johnson held a strong interest in dance and art.
Indulging in her love for dance as a teen, Betsey Johnson ... Show more content on Helpwriting.net
...
Continuous dance recitals and different costumes are what influenced her interests in fashion
designing. After graduating high school in 1960, Betsey Johnson attended Pratt Institute in
Brooklyn, New York. After one year of attending Pratt Institute, she transferred to Syracuse
University where she later graduated magna cum laude. Before graduating, she became a member of
Phi Beta Kappa society in 1964. Betsey Johnson began her fashion industry career when she entered
and won a fashion designing contest which gave her a job with a New York Art Department. Betsey
Johnson accepted a job with Paraphernalia Clothing Boutique. In 1970, Betsey Johnson became
designer of a youth sportswear line, Alley Cat. In 1971 Betsey Johnson won the Coty
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Graphic Design Research Paper
I have always had a passion for art and design. Starting around age seven I really started to enjoy
drawing. I became very interested in picking an image and trying to replicate or recreate an image as
close as I could. Once I got a little older I began taking a little more artistic control and began
adding my own style to my drawings. Now I work every day to hone in and perfect my style while
also keeping well versed in the other styles and types of drawing. I want to go to a school of art and
design because that is my passion. I want nothing more in life than to be able to call my career
enjoyable, not a job. I never want to work a day in my life, and with graphic design and drawing I
can achieve that. I also want to work on my technical ... Show more content on Helpwriting.net ...
I enjoy graphic arts and some 3D sculpting the most, and Cleveland Institute of Art has some of the
most advanced and state of the art equipment and programs as well as classes for that. The
equipment and programs that this school offers for 3D sculpting is incredible, the 3D printers and all
of the other things are mind blowing. I would love to be able to say that I could do sculpting for
characters in movies or games in the future, as well as do graphic design work outside of sculpting
characters. I was instantly drawn to Cleveland Institute of Art as soon as I saw photos of the
Campus. Living in Ohio, Cleveland is one of my favorite places to be, and going to CIA would
allow me to be there every day. I love the city and I would love to live on campus so that I could
absorb all that it has to offer. I feel like I could greatly benefit from all of the amenities as well,
including the 24 hour a day art studios. I've never seen a school have so many outlets for art and
ways to communicate and intertwine with people of other majors to create something bigger and
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Essay about Herman Miller Business Case
Herman Miller Business Case
1. Executive summary
Herman Miller, an environmental leader in the office furniture industry that offers a wide variety of
products including seating, systems furniture, filing storage, desks, tables and health care. In 1989,
the company decided to adopt a triple–bottom–line philosophy, so it established and changed
company's environmental direction by adopting "Perfect Vision" initiative that targeted zero landfill,
zero hazardous, waste generation, zero air and water emissions.
In 1997, the company decided to implement a cradle–to–cradle (C2C) protocol based on eco–
effectiveness vs. eco–efficiency and Waste equals food; which consisted of four key elements:
biological and technical nutrients; ... Show more content on Helpwriting.net ...
DfE team were evaluating three alternatives: Herman Miller to collect chairs; retailers to collect the
chairs; third party company would collect them or customer could return them directly.
3.3 Issues facing the company and/or industry * Herman Miller international market was significant.
Most of Herman Miller's customers were multi–national; therefore, tighter environmental
regulations contributed to realize that the company needed to change its sustainability approach in
order to stay ahead of the industry standard. * Moving toward environmental sustainability implied
to review and redesign industrial processes that would generate less toxic pollution and deplete
natural resources.
3.4 Opportunities for the company * Leader of residential, office furniture and workspace design. *
One of top four suppliers in the U.S. office furniture industry. * Company offered innovative good
designed and high quality products. * Sustainability strategy was one of their competitive
advantages. * Company stay ahead of the game by setting new industry environmental standards.
3. Problem identification and analysis The company analyzed that the way their products were
designed using the cradle–to–grave process released toxic material
... Get more on HelpWriting.net ...

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Design Thinking And Project Management

  • 1. Design Thinking And Project Management Design Thinking and Project Management Manage product teams which is incorporated usability and design methodologies into the design The business world is rapidly changing where design is changing. Design thinking works is not just visual design. Introduction to the design and project management Design thinking is enormously increasing in the organizations. Most leading organizations like Apple, Coca–Cola, IBM, GE, Nike are helping the project managers to build strong knowledge on design, thinking, planning approach that encourages project managers to take more procedural prospective that accelerates innovation with in the organization. Digital Disruption is changing the phase of multinational companies like General Electric and even 100–year–old companies to reinvent themselves. Marc Andreessen says "All of the technology required to transform industries through software and finally works and can be widely delivered at the global scale." Which means resources and technical infrastructure start the next new billion–dollar company is widely available to any one of the credit card an access to the web. The other piece of digital disruption on the highest point of that is average span of main 500 organizations is dropping 60–70 years in 1920 's to 15 years today and it continues. So as to proceed and deliver good value to the partners and clients they should grasp imaginative interruption as opposed to hold up to wind up a casualty of relentless drive called computerized ... Get more on HelpWriting.net ...
  • 2.
  • 3. The Six Levels Of Gamification CHAPTER 4 ANALYSIS The aim of the chapter 3 is: 4.1 To analyze the six levels of gamification. 4.1 The first level of gamification is the game This is the first level of analysis. At this level, the game explains the reason of caring gamification through these basic points and reasons serially step by step to study for a business gamified system. These basic points and reasons are as follows: aaluable games in serious business; definition of gamification; game concepts employed in the business and most effective gamification. 4.1.1. Valuable games in serious business At the first level, the researcher tried to find out the reason of value to care about gamification. Let us start the analysis with the story of Ross Smith. It ... Show more content on Helpwriting.net ... The design and development of the gamification should avoid complexity. The gamification system should provide an easy tutorials or experience to learners. So that learners could learn about the rules of the game at the beginning without any difficulty. Therefore, the expectation of the gamification should be the learners who learnt the maximum. In the gamification, the leaderboard sbould be small. The learners should be allowed to choose their own game partners to place on a personalized leaderboards to a larger goal. Only a relative position on the leaderboard should be shown. It might be shown the five scores above and the below one score of a learner. However, the learners should be allowed to access to the top scores openly. Levels and badges should be used appropriately to guide learners. The learners should be guided with linear content and tie every level to achieve a specific learning objective. The gamification should let learners know about the levels they needed to complete the whole learning process. The badges for showing non–linear progress in the game. It could be tied to terminal and objectives. It also could show off badges to leverage the social effectiveness of gamification ... Get more on HelpWriting.net ...
  • 4.
  • 5. The Game Design Innovation : Game Innovation 2.3 Game Design Innovation Game innovation can be split into the following 4 categories: 1) Technological, 2) gameplay, 3) presentation and 4) narrative innovations (Alha, 2011). At times, it is not even necessary to make something distinctly new, as long as there is an effort to reinterpret or subvert existing notions of what video games should be. On the other hand, Peltoniemi (2009) uses two main categories to classify gaming innovation: Technological and stylistic. Technological innovation can be further divided into three categories: 1) graphics, which improve the game's appearance, making it much more photorealistic; 2) simulation, which improves the physical realism of the game such as creating; and 3) gameplay, which allows for ... Show more content on Helpwriting.net ... It does not define how the end aesthetics of the game will end up. But, these technological capabilities have resulted in "many poorly developed games" (Alexander, 2010). The restrictions older–style games impose upon image and sound quality force developers to ensure that the final product is of a high quality while being selective. It is an ode to minimalism and focuses solely on the fundamentals the game, ultimately making it much more immersive. Game design is seen as a key to designing innovative, emotionally engaging game experiences and is always designed with the player in mind (Fullerton, 2014). Game design innovation in particular includes unique play mechanics or thinking beyond existing genres of play, appealing to casual gamers, strong integration of story and gameplay, as well as generating new thoughts and discussions on how games actually impact us socially and culturally (Fullerton, 2014). As the game's core mechanic is a big part of the experiential building blocks of player activity, it is vital for designers to integrate patterns of behavior within the game that will manifest itself as a player experience (Zimmerman, 2004). Cook (2005) uses the "Onion Metaphor" to further divide game design layers into six categories: 1) Core mechanics, 2) Metagame, 3) Base Setting, 4) Contextualised Tokens, 5) Contextualised Levels, 6) Story. Game Design Layers Definition Core mechanics – Basic Risk and reward schedules ... Get more on HelpWriting.net ...
  • 6.
  • 7. The Edo Period of Japan Influenced the Design of Video Games The document will examine an Art period which has influenced the appearance and design of video games. This will include the topic of the Edo period of Japan and how it affected generations of artists to the modern day. The Edo period set in the era of 1603–1867 was commonly known as the Tokugawa Period, this was when the Japanese society was ruled by Tokugawa Shogunate and the country's 300 regional Daimyo, which at the time were powerful territorial lords who rules most of Japan which then was contained under strict social order, economic growth and prohibited foreign contact with outside countries. Many of japans historical artists would usually create illustrations on large scrolls of paper which are called 'Emakimono'. Paint ceramics, calligraphy on silk or paper, use ink wash to paint vast landscapes. The most popular art form was ukiyo–e. Tawaraya Sotatsu popularized the 'Tarashikomi' style of painting meaning "Dripping in" which means applying a second layer of paint before the first is dry, it was mainly used for creating fine detail on water surfaces or flowers. (Wind God and Thunder God) (17th century) (Koetsu) And (Sotatsu, The Deer) Left image (Sotatsu, Peonies and Lilies) (1568–16–15) right image Sotatsu uses the Tarashikomi technique daintly and effectively as you can see ... Get more on HelpWriting.net ...
  • 8.
  • 9. Art Director Research Paper What is an art director? That's a hard question to answer. In the movies, art directors are usually responsible for creating the "look and feel" of the film. In advertising and print work, art directors come up with "concepts," the creative ideas that communicate with us on a gut level through devices like theme, metaphor, and symbolism. Some art directors do a little more than dream up these ideas and present them to clients, while some oversee almost all aspects of the design and production process. An art director is typically the overseer of the other works by designers and artist who produce images for television, films, live performances, advertisements, or video games. He or she determines the overall style or tone desired for each project and articulates their vision to artists who submit images. These images include illustrations, graphics, photographs, charts and graphs, or stage and movie sets. Art director's work with both the client and the design team to find the right looks for whatever project or set they are working on. ... Show more content on Helpwriting.net ... So you've presented your idea and the client loves it. Now the idea needs to be produced. Your job as an art director has just begun and now you have to deal with the client, the programmers, the designers, the project manager, and anyone else involved in the project. All of these people contribute their insight and talent, and it's your job to make sure that the end result remains as closely related to your concept as possible. As an art director, you need to know what the technologies are and how they are used. You need to know what everyone on your team does, and why. Leave the details up to them, but be sure you know what is involved. It will gain you the respect of your team when they realize that you are not working in a vacuum, and it will help you think of good, realistic ... Get more on HelpWriting.net ...
  • 10.
  • 11. Social Media Platform Twitter As such, for a game that may seek to reach an audience beyond the people that understand the meaning of the logo, it is important to design a logo that cuts across different languages. On the other hand, in South Africa, where this application was primarily created for, the logo would easily understood and convey the message of the game because it is in the local dialect. Also, since the game is originally a traditional Southern African board game that is played, the text used as the logo is easily understood in their environment. I would conclude that the application would have been more intuitive if it had an icon since its target was for different countries aside South Africa. Twitter is a native application that also runs on the android platform. Twitter is a social media–networking application for friends, family and coworkers to communicate and stay connected through the exchange of quick, frequent messages. The twitter application was designed with an icon. This design from my perspective has its pros and cons. I would say the first view made me think it was a game with birds. This is why I think an icon used in this perspective was not the right choice. On the other hand, using a text in the scenario which is likely to be a styled way of writing "Twitter" would not be the best design either. However, since the name "Twitter" is a bird that gives a call consisting of repeated light tremulous sounds, it is easier to understand why the logo is a bird. ... Get more on HelpWriting.net ...
  • 12.
  • 13. Personal Statement: Why I Want to Be a Mechanical Engineer My perception for Mechanical Engineering has always been of very high level. Very early from my childhood, I had the passion and enigma to become a successful mechanical engineer. My interest was further enhanced because of my Brother. He had graduated from a reputed university and now works as a senior engineer in a renowned company in the US, His talent, combined with uniqueness and exuberance is something that pushes me to prove myself and that bodes well with my passion for the subject. In my under graduation I've experienced the diversity of the stream. Obviously, laboratory's the place where I could practically experience and implement whatever I learnt in theory classes. I did well in streams like Thermal and Automotive, yet my actual interest has always been in design, testing and production. One thing for sure is that, if the branch is as vast as an ocean, I am certain to have control over a few streams of it. In the year 2012, I did my summer internship in BAJAJ TEMPO Ltd (Pune–India) for a period of two and half months (i.e. 10 weeks) in quality lab, assisting mechanical testing section. I performed hardness measurements, tensile testing, impact testing and stress analysis measurements. This is by far one of the best experiences of my life. I did experience a REAL industrial training and strategies. In 2013 summer, I worked in Defence Research and Development Laboratories (DRDL–Govt of India) for a period of one month. I was one among a team of ... Get more on HelpWriting.net ...
  • 14.
  • 15. M2 Part M2 part – Considering your work for Task 2 e or f, indicate how some of the fundamental principles of HCI have been applied and how the specific need has been met. In this part of the assignment I will be reflecting on the specialist input (e) design I have designed. I have designed a keyboard which has Braille keys, for the purpose of the people who are blind, as this keyboard will be an advantage for the blind which means that they will not be isolated just because they are blind, but in fact using this keyboard the blind can continue their daily lives like others going to work and schools etc. One of the Fundamental principles of HCI is that the user has ease of use, and I have applied this principle in my design allows people to type ... Show more content on Helpwriting.net ... The effectiveness of HCI can also be measured by doing tests on that HCI to see how much errors it has, and after doing tests if the results show that it has a lot of errors then that HCI will not be a very effective. This is because a lot of errors on a HCI can make the user slow down when interacting with the HCI, but if there are not that much errors then it can be known as an effective HCI, because the user can use it effectively without having to troubleshoot. The effectiveness of HCI can be measured by the understanding of the user and to what extent the user has the knowledge and understanding of the HCI. If it seems as though that the user does not have the understanding of the HCI then the conclusion would be that the HCI is not very effective. But if the user is understanding the HCI and can easily interact with the HCI then ... Get more on HelpWriting.net ...
  • 16.
  • 17. A Profile Of Interdisciplinary Senior Design Project A Profile of Interdisciplinary Senior Design Project Abstract: Interdisciplinary undergraduate engineering programs have increased in importance and significance over past few years. Interdisciplinary research areas are strongly motivated to become disciplines themselves. If they succeed, they can establish their own research funding programs and make their own tenure and promotion decisions. Interdisciplinary studies can also give skills that help future engineers to cope in a changing environment. To understand the strengths and weaknesses of these interdisciplinary courses and programs, it is important to examine how students ' perceptions develop through the duration of the course, specifically in regards to their approach to an ... Show more content on Helpwriting.net ... The approach towards this project shows interdisciplinary learning between various engineering fields. First thing to start is designing of table which involves precise dimensions and this involves mechanical engineering to implement material modeling. Secondly, the design also involves kient sensor which needs to be embedded with the simulator and programmed through assembly language, requires electrical engineering in it. Finally all the functionality and image processing results are programmed using JAVA coding which are exclusively done by computer engineering. This shows the importance of Interdisciplinary studies. Various heat exchanger designs are proposed for cooling beer wort from boiling temperature to fermentation temperature. In beer making cooling the wort quickly is very important for three main reasons: it avoids oxidation, bacteria contamination, and chill haze formation. Fast cooling the wort provides a thermal shock to these heat–sensitive proteins causing them to permanently precipitate. Chillpipe heat exchanger is been designed and developed, that will cool 5 gallons of wort in less than 4 minutes, and that is easy to clean and set up. This involves using specialized software called "S&Thex", developed to demonstrate the chemical design & rating calculations of Shell & Tube Heat Exchangers. Also testing ... Get more on HelpWriting.net ...
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  • 19. My High School Science Projects Machines are on a fast paced evolutionary track that renders them indispensable to the progress of mankind. One such machine that has made great strides in the last century is the automobile. Mobility has always been my area of fascination; the working of a simple bicycle to the advanced Formula One car has always made me curious. During my high school studies I was a student of science and mathematics, both these subjects helped me in unraveling the mysteries of nature by better understanding principles that govern its working. I have participated in several school and inter school science projects, one such project that left lasting impression was that of a study on gear mechanism used in various tools, fascinated by the same I was on self–propelled path of discovery. I am driven by asking the questions: why? and how? and this curiosity developed into a passion for machines as a whole and led me to do an undergraduate program in Mechanical Engineering from PVG'S College of Engineering and Technology under the prestigious University of Pune, a leading academic institution in the automotive hub of India, Pune. The four year course exposed me to many fascinating subjects, my interest evolved as I explored subjects like Manufacturing Process, Theory of Machines, Metallurgy, Fluid Mechanics, Machine Design, Power Transmission System, IC engines etc. I have tried to be in tune with the latest Mechanical technologies by attending courses offered by automotive industry itself, ... Get more on HelpWriting.net ...
  • 20.
  • 21. College Admissions Essay: My Design If anyone asks about my field of study, it is no doubt that I would say design. On the other hand,it originated from my interest to drawing. I started drawing as my hobby since I was four, and I keep drawing till present. I continued my passion and now as a Electronic Design and Multimedia major. In my opinion, one passionated about something, means one could pay his life time and effort to it. This is what design means to me. More importantly, the most meaningful achievements have altered me as a better designer, no matter success or failure, The first achievement leads me to drawing, was all about my father. Sixteen years ago, when I was still four years old, I have had my morning breakfast with my family in Hong Kong. Hong Kongers love having Chinese tea on a relaxing morning. Meanwhile, I was not old enough to taste the beauty of tea, or curious enough to heated topics on newspaper, not to mention about smartphone. I have nothing to do. Then I saw a snack shore's cute reddish bird mascot on a piece of newspaper. I have tried to draw it with my blue pen on my tiny hand, but no matter how I drew, all the strokes messed. Suddenly a pair of well–trained hand took my pen, and made a perfect demonstration. At least for a four year old me, it was too perfect. My father projected me a confident smile. I was amazed by those accurate strokes, but ... Show more content on Helpwriting.net ... I started drawing every day, with my blue pen, then my number two pencil, now a digital drawing tablet. Because of this, I have taken plenty of A4 papers from my printer at home. Among these drawings, I started to feel interested to drawing. Ever since then, I never stopped. During classes, my friends often waited for video games after school, but not me. Sometimes I felt odd about myself, I would be so excited to draw after school. My parents have never stop me from drawing, though they said artists cannot make money before ... Get more on HelpWriting.net ...
  • 22.
  • 23. Basic Elements Of Gamification GAMIFICATION "You have to learn the rules of the game. And then you have to play better than anyone else." – Albert Einstein Gamification is the concept of Applying games mechanics and game designs to enjoy and motivate people to achieve their goals. It is exactly an application of game design element and game principle in non – game context. Gamification is a theory which is bound on mathematics that seeks to understand why an individual make a particular decision and how decision made by individual affect others.Gammification used by businesses to change the behavior of customer and employees. So it is one of the hottest trends in human resources. Gamification uses the mechanism that bring out people's natural desire for competition self expression achievements and status which they faced with real life ... Show more content on Helpwriting.net ... Elements of Gamification 'Gamification' is built on six dimensions: progression, achievement and rewards, cascading information, countdown, levels and quest and 9Ps which are as follows. Purpose – gamification must be objective oriented. In game terms what is the "quest", the goals, the rules and the challenges business has to face and how with the help of gamification it can be achieved. Personal motivation – gamification includes design of game reward and recognition such as points, badges, leader–boards and other incentives so that it coule motivate the employees intrinsically. Performance – What is successful performance e.g. are you aiming for behaviour change, skill development, performance management mastery? It becomes easy with gamification to give feedback on employees performance in light way and they can improve themselves for future. Progression –It means that what change employees achieved in their abilities. Gamification solves the purpose and inform employee about their potential and motivate them to learn new ... Get more on HelpWriting.net ...
  • 24.
  • 25. Technology And The New Battle Ground All web pages should be fully responsive so that they can be viewed on all screen sizes. At a conference this year I came across a quote that I found incredibly thought provoking which has influenced my thinking to day to day work ever since. "The last, best experience that anyone has anywhere becomes the minimum expectation for the experience they want everywhere" Source: Bridget van Kralingen – SVP, IBM Global Business Services What I took from that is, we waste so much time and effort worrying about keeping up with technology, trends, platforms....., which are of course important. However it is not realistic to constantly keep up. Although a continuous focus on user experience is possible and does not always require new technology, heavy investment or a major innovation. Matt Candy of IBM Interactive said in a presentation "The traditional boundaries are dead; the focus is now on human to human interactions. Where experience has become the new battle ground." For businesses it is becoming more and more difficult to find or define USPs to create competitive advantage. Experience is fast becoming the key point of differentiation as it is the one area that can be truly unique – it communicates not only the brand but the culture within, reinforcing the reasons why in the minds of consumers. One thing is for sure is CEX sells! To address the statement 'All web pages should be fully responsive so that they can viewed on all screen sizes'. I think it is important to begin by ... Get more on HelpWriting.net ...
  • 26.
  • 27. Writing to David Vonderhaar, Game Design Director Writing to David Vonderhaar Game Design Director Introduction: Sledgehammer games making the next Call of Duty It seems like every year since 2007, Call of Duty has been the same game and for the past 6 years, fans of the series are getting a little frustrated and tired of it. Paying $60 for the same game but from a different developer each year, well this article has everyone asking these questions: What do you think Sledgehammer's Call of Duty will be? What will be the strategies of this tactic? Will this new studio bring Call of Duty to newer heights? BackGround: The Purpose of Sledgehammer games getting into the mix with Infinity Ward and Treyarch Call of Duty has been around since 2003, Call of Duty 2 in 2005 was a huge hit with the release of the Xbox 360. In 2006 Call of Duty 3 was not that good of a game. In 2007, Call of Duty revolutionized the game with a new engine to help with multiplayer but ever since then Call of Duty feels like it is the same game every year Activision is preparing to fix this problem with Sledgehammer games creating the next Call of Duty for 2014, they helped with the Modern Warfare 3 multiplayer back in 2011. Activision feels that this move will give the developers enough time to create better ideas for DLC, (which stands for Downloadable Content) and for the game as a whole. DLC has been out since 2008 and it is an extension to the game with new maps and cameos with mainly focusing on the multiplayer ... Get more on HelpWriting.net ...
  • 28.
  • 29. What The Software Design Life Cycle? Assignment 2 P5 To achieve P5, learners are expected to: a) Describe and explain what the Software Design Life Cycle is The SDLC Software design life cycle is used for the design and development stage of a software system. It's the structure for design and development the life cycle has multiple stages, there are 9 in total. Requirements, Specification, Design, implementation, testing and debugging, deployment, maintenance and post mortem. All of these stages are part of the software design life cycle. The reason they use the SDLC is to see if the software there producing is up to standards meets their desire of design. b) Describe and explain the nine necessary stages of the life cycle: Requirements This is the first step of the ... Show more content on Helpwriting.net ... Specification This is the second step of SDLC it's called Specification in this stage both developers and clients are deciding on who their going to realise the software for the age audience. The hardware and software requirements to make sure its compatible with the users for example if their making it for Mac or Windows they need to make it compatible for that OS. Other specification the input and output of the data and what's needed to show the user. So the main specification to cover is the function of the software and hardware but also the security system logging in and out. Design Design is the third stage of the SDLC. This is thinking more into the visual side of the process by planning the code and design for the software, by designing the GUI/user interface. Creating diagrams for the visual look doing a flow diagram and the step of that process. Once the developers have decided on the design of the software such as the interface and creating the diagrams they would then move on to the fourth stage of SDLC Implementation This is the fourth stage of SDLC, the implementation is putting the physical code design that was created from the design stage and making it. This part of the process can slow the project down even though you have planned it you can still run into problems and errors this could delay the process. The developers that have built the software they then need to move
  • 30. ... Get more on HelpWriting.net ...
  • 31.
  • 32. Personal Narrative: A Career In Game Design Introduction In the past week or two I have been taking surveys and learning about numerous careers. Most of the careers I didn't really prefer or like, but there were some of the careers I was interested in. Survey Results My first survey, the Basic Skills Survey told me a lot about myself. I am a very active listener and am great at speaking to people. I am a very critical thinker and am ok at math and science. It also gave me careers to choose from. Some of them payed very well and didn't seem to complicated like a pharmacist. And some payed very little like a Weigher/measurer/checker/sampler. My Career Cluster Survey was where i found what careers i would be best at. My highest clusters were Arts, audio – video technology ... Show more content on Helpwriting.net ... For G.P.A I would like to maintain a b+ or 3.33 G.P.A. The lowest I can tolerate is a 2.80 because i would like to attend a good college. College I would like to get a Computer Science degree or a Video Game Design degree, both can land you a job in a video gaming company. Most employers require you to have a Bachelor's degree which is 4 years long in either Video Game Design or Computer Science. Some require you to also have experience. I believe I will go away for college, i would really like to go to a university in Maryland but for this paper I have to choose a college in North Carolina. Because of that i have chosen Central Piedmont Community College(CPCC)which offers the degree in game design and development. I plan to pay for college by taking on jobs during college and before college, since I am about to start my first job. My dad has also started a savings account for me and my sister for college money. Whenever he gets payed he puts a little in. It has accumulated a lot now. I have no plan in place for me as of yet. ... Get more on HelpWriting.net ...
  • 33.
  • 34. Summary of the TED Talk: Lessons From Fashion’s Free... In her 2010 TED talk, titled "Lessons from fashion's free culture", Johanna Blakely describes how the fashion industry's lack of copyright and patent protection has allowed it to thrive in the economic market. This is mainly because designers have been able to recycle the same building blocks of fashion to create innovate, utilitarian designs into what we regard as art to adorn ourselves. In this talk, she urges other creative industries to adopt this concept. Can we license something like blue jeans or even a collar? That would be rather impractical for the fashion industry, seeing that this is where creativity is urged. The fashion industry is largely unshackled of the same copyright laws, licenses and guidelines that grip the film and music industry. However, trademarks are the only aspect that is protected in the fashion industry. As a result, this lack of intellectual protection (IP) for fashion has directly led to its huge success. Blakely expands on this point by indicating four advantages of how the lack of copyright protection has helped the fashion flourish. First, this concept has enabled the "Democratization of fashion". This states that we have a greater variety of fashion aspects to choose from. The second advantage is that fashion trends are now being established faster in the world. Since knock–offs are being produced faster, designers are trying to stay ahead of the game by producing more complex products. In fact, Stuart Weitzman, a shoe designer, ... Get more on HelpWriting.net ...
  • 35.
  • 36. Using A Human Centered Design Research Approach, The... Articles for Review Research methodologies are an important part of product creation particularly in design where humans use products, environments and digital experiences throughout their lives. Below are three articles up for discussion. Each article approaches design research methodologies in analysing different scenarios. The first article investigates, using a Human Centred Design research approach, the emotional impact on cancer patients within a healthcare environment. (Mullaney, 2012 p 27). The second investigation, from a social and psychological research point of view, dives into symbolic meaning and user experience relating the two concepts. The case studies use the sentence completion method on participants to gather data ... Show more content on Helpwriting.net ... Retrieving methods and theories from other areas and disciplines such as science and psychology, this allowed different insights and evaluation into the study. In conclusion, the success of the research allowed suggestions about using HCD to broaden the "solution space" within the healthcare environment. (Mullaney, 2012, p 37). This paper evaluated symbolic meaning to be interpreted into a designed product or experience. The ambition is to pull apart symbolic meaning to reveal connections with design and its users. (Kujala, S., Nurkka, P. 2012, p15). Through verified observation on two case studies, one a sports heart monitor and the other a plastic plate collection, it examines sentence completion to assess users symbolic meaning. Referring to reviewed literature for research purposes, the paper analyses the interview process as a method to identify the symbolic meaning the user has with a product or experience. It indicated that perhaps a more in–depth analysis was needed therefore a specific research method may be appropriate. The reviews revealed the challenges in symbolic meaning evaluations, therefore they approached these challenges by introducing the sentence completion technique to two case studies. Data triangulation becoming evident in this analysis from the use of secondary research and the sentence completion study conducted. The main objection being the possibility ... Get more on HelpWriting.net ...
  • 37.
  • 38. Design and Production of a game that Supports the... This assignment incudes the design and production of a game that supports the emotional and social aspects of learning (SEAL). The game was created to meet the specific needs of children who are the siblings of a disabled child. The relationship of the author's game and the SEAL programme will be considered. Thereafter the way in which children acquire emotional understanding and its impact on social development will be explored. Finally the author will explain the reasoning for the game and how it will help to meet the unique needs of the children it was designed for. The authors game is designed to be used in support of, and as an extension to, the Social and Emotional Aspects of Learning (SEAL) programme "Good to be me" element (2005), which addresses the management of feelings, self–awareness and showing empathy. The game is intended to be used with children who have a disabled sibling. The object of the game is twofold, firstly it is for the users to be able to recognise, name and talk about the emotions that they experience as a sibling of a disabled child, secondly to become aware that some of their peers are in similar situations to themselves which may help them feel less isolated. As Children develop they gain more emotional understanding, becoming aware of their own feelings and the feelings of others. Weimer, Sallquist and Bolnick (2012) suggest that programs and initiatives that promote children's social emotional awareness may enhance their development of ... Get more on HelpWriting.net ...
  • 39.
  • 40. Games Design As Narrative Architecture By Henry Jenkins Narrative research Introduction Games and story, which on opposite sides of the interactivity. After reading a paper named "Games Design as Narrative Architecture" by Henry Jenkins, I think controlling the balance of gameplay and storytelling is important to game designers if they want to design a game with narrative. For this essay I will be analysing two completely different examples, focusing on their narrative and gameplay in order to explain this issue. In addition to this, I will also provide some games I have played and combine the theories in this paper and other books to analyse their different ways to create immersive narrative experience in the game. What is narrative? Confliction of narrative and gameplay Narrative, or ... Show more content on Helpwriting.net ... Storytelling is one of the most important forms of play indeed (Crawford, 2013), however not every player would like to read story in games, they enjoy the process of achieving goal, too much narrative even can be experienced as an unwelcome interruption (Jenkins, 2004). In order to avoid this situation, game designer should using environmental storytelling in various ways to build a game space which full of narrative. So players can enjoy the game itself and narrative in same time. Here is an example, which is not positive but can demonstrate the importance of keeping balance of game and narrative. Ensemble Star is a Japanese smartphone game, which I have played for one year. Its narrative is completely attractive and impressed, however, its experience of gameplay is very inconspicuous. Players only need to read stories, spend money to get cards and collect items to strengthen their cards. Players can make some choices, but their choices cannot cause serious consequences to the overall stories. So strictly speaking, I think it is not a game but a novel with interactive function. Yet, its Chinese version add some game mechanics and blend into game story, which makes this interactive novel more like a game. For example, every character have their back stories. In Japanese version, players only can tap stories' button to read. But in Chinese ... Get more on HelpWriting.net ...
  • 41.
  • 42. Design Theory And Creation, Game Design, And Word And Excel Introduction: over the course of this year we have done 4 topics Algorithm Concepts, Design Theory And Creation, Game Design, and Word And Excel. We have done three internal assessments: For word and excel a mail merge was created to send thanks to various people for assistance with fundraising activities, a poster to explain which school house raised the most money for fundraising activities, and a spreadsheet explaining showing how much money each house raised. For design theory and creation designed a childrens restaurant and developed a logo and marketing materials for said restaurant And two booklets were critiqued. Application Software: This year for the first assessment i used microsoft word for the mail merge mail merge can be used to send the same message to multiple people with different starts address block= and poster because it is an effective tool for posters and mail due to the many effects you can apply to the text and then used excel for the spreadsheet because it is more suitable for making spreadsheets, this is because excel sheets are made up of cells which have grid references allowing you to use formulas to set up a perfect spreadsheet. When we designed a childrens restaurant we used a program called Adobe Illustrator. Adobe Illustrator is useful because it allows you to use vector images, vector images are images that have colour filled in–between various points as opposed to other image types which use pixelated images (images made ... Get more on HelpWriting.net ...
  • 43.
  • 44. Design Of The Games For Primary School Children CHAPTER 3: DESIGN In this chapter, we describe the design of the games for the project which covers the interfaces and structures of the game, the components and the technical details of the game using flowcharts to describe the various processes of the game. Also, the purpose of the game and how the purpose can be achieved are discussed here. These are presented under the following sub headings: 1. How are the games structured? 2. How are the games built? 3. What are the purposes of the games? 4. How can the purposes of the games be achieved? 5. How can the games be tested? These questions tend to address how the games are built towards achieving its purposes. The questions are addressed as follows: 3.1 How are the games structured? The ... Show more content on Helpwriting.net ... The player would then receive the final inspiring comment. From here the player would be prompted to either exit the game or start again. The benefits of starting again cannot be overemphasised as the player tends to master the game thereby mastering the subject the game is built to teach. To begin with, the game has to get a start menu so that the player would not be thrown straight into playing the game. The Menu would then link to the different games which the player would have to choose from. The levels of the game and the process of winning in all the games are the same. It involves the player doing the right thing as required and moving on to the next level till the game is completed. 3.1.1 The Main Menu Each game begins with a Graphical User Interface that shows the Main Menu of the game which ensures that the players do not just start playing the game as soon as the program is loaded. This acts as the control panel for the game allowing the player to access all the features of the game like choosing the game to play, getting instructions on how to play the game or closing the entire program. The Main Menu contains buttons that leads the player to either choose a game which links the user to the Game Menu showing the game and links to playing the game. The Main Menu contains a Help button that links the player to instructions of how to play the game. The Main Menu also contains the ... Get more on HelpWriting.net ...
  • 45.
  • 46. Ideo Case Study Case Study Analysis: IDEO Product Development The business model for IDEO began as an open–minded place to design, develop and manufacture new products. The last 20 years of proven product design driven by innovation has translated into profit margins for their clients and continuous refinement for IDEO's process. IDEO pioneered "concurrent engineering" where design and engineering work together to produce aesthetically pleasing products that are also highly functional. This was different from many other similar companies that placed more emphasis on the industrial design than the engineering. IDEO's strengths grew out of the ability to master this ability with high tech clients. Corporations came to IDEO because they had a proven ... Show more content on Helpwriting.net ... In the past Palm projects design had been ignored in order to favor "bells and whistles" directed toward male customers. This new Palm was to appeal to the customer on the emotional level as well as the aesthetic level. What may have been missing from the innovation formula at IDEO in 2000 was the philosophy of customer experience. This is the way many corporate brands like Starbucks have been handled to be an experience, not just a product. It is no longer sufficient to simply tell customers about the product features or benefits. The brand must create a visceral connection with customers – they have to participate in the journey emotionally. Product development must be geared with the customer in mind and the customer must be engaged more often in research. The Handspring Visor project however, was more of a challenge for all team members, and the goal was to shatter existing norms by further reducing the physical parameters of the product. It also challenged accepted user interface protocol. This would challenge the team members at IDEO to "fail less often", so they would be able to "succeed even sooner", but the real problems were the cost and time limitations put on the project by Handspring. Would sacrificing steps in IDEO's development process lead to an inferior product? The evidence would come later, but initially, ... Get more on HelpWriting.net ...
  • 47.
  • 48. Becoming An Art Director Art directors create nearly every creative aspect of television programs, video games, motion pictures, and more. They develop specific details for creating photographs, audio, or graphics used in broadcasting and advertising. Also, they oversee everyone working around them to make sure the job is done correctly and exceptionally. Some of their most important tasks include managing budgets, approving materials, completing storyboards, and selecting and training staff members. Art directors use both computers and handheld materials to build incredible sets and designs. Without art directors, there would be very few of the beautiful works of media seen today (Art Directors). Becoming an art director requires experience and training in the field of art and communication; I will achieve my goal of starting a career in art direction in ten ... Show more content on Helpwriting.net ... This way I could develop experience in the field of art direction that could be used in my future career. Following the completion of college, I will want to begin searching for a potential job. At the beginning, I do not want to take too much responsibility but rather ease myself into being an art director; on the other hand, I also want to be able to learn the skills of the trade. It is recommended to obtain five years of experience in the field of art for television or film before starting an official career (Noronha 64). Although art direction may be a challenging and taxing job, I believe that I will be a good fit for this career choice because I have a creative, artistic view of life. I am often pondering designs and layouts for television shows, movies, advertisements, and more. I also have the communicative skills needed to become an art director; I find it easy to begin working and collaborating with new groups of people on projects. This is a career that perfectly fits all of my abilities, skills, and ... Get more on HelpWriting.net ...
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  • 50. Game Design Essay In the beginning of our game design, we weren't really sure what type of game we would like to make. Each group member pitched in an idea for us to consider; one was a board–game with extensive RPG elements, and another was a card game that was a combination of two other famous card games. The group had a vote and the card game idea won out. At this stage, the aim of the game was to be a combination of two other card games. It would have the structure and playstyle of "Egyptian Rat Screw" while incorporating the idea of special cards from "UNO". We didn't have knowledge on how certain mobile games were successful at this point, so that idea was the best that we had. As the game called for special cards akin to "UNO", there were numerous ... Show more content on Helpwriting.net ... The main reason for this was that it would create too much confusion about the rules, as constantly adding new rules would require the player to slow down and think. Another problem would be keeping track of who owned each card. This would become a problem if players had the same special cards. Initially, our game was planned to be a trading card game, in which players had to acquire their own special cards in order to play the game. We voted on this idea as a way to create more distinction between our game and "Egyptian Rat Screw". This idea was expanded upon during the third week where the games "Magic: the Gathering" and "Hearthstone" could provide a good model for how we might shape our card game. Special cards were to be used on along the standard playing card deck. A consequence of this rule was that we would have to make up a lot of different card effects while also making sure that they were balanced. Our first method of balancing came from labeling the power of the cards as low, medium, or high. Our rules indicated that each player would only be able to add a certain amount of cards from each power level so that each player wouldn't seriously outrank another player. An alternative to the balancing we had was that each player could bring in any amount of high–powered cards that they want so that players would feel like their own cards helped them win the game more easily and feel a sense of ownership of their chosen cards. Another consequence of making a ... Get more on HelpWriting.net ...
  • 51.
  • 52. Theme And Game Design Of Monopoly Slots From the boards and into the slot reels. This is how every player should welcome this board game– inspired slot presentation called Monopoly offered by IGT. Inspired by the classic Hasbro game that sold millions and defined the game industry, this 9 pay–lines slot presentation will surely rekindle your love for dice games and fortune. The moment you play Monopoly slot machine, you get a chance to rediscover a childhood favorite, and win different wild bonuses and bonus features inspired by the classic Monopoly. Theme and Game Design of Monopoly Slots If you love board games during childhood, then you will discover that this IGT presentation completely takes inspiration from Hasbro's well–loved game. The reels and the background take inspiration ... Show more content on Helpwriting.net ... In this game, the low–paying symbols are represented by a slice of watermelon, grapes, lemon and strawberry. Get 5 Piccadilly deeds, and it will result to 1,000 credits, and 5 Mayfair deeds will bring out 800 credits. If you get 5 Strands on the reels, this Monopoly slot game can offer you with 600 credits. There are low–paying symbols too that are used on the reels of this IGT presentation, including the fruity symbols. If you can get 5 watermelons on the reels, the game can deliver 175 credits, 5 grapes icons on the reels offer 150 credits, 5 lemons with 125 credits and 5 strawberries mean 75 credits. Of course, the big payer is the bonus symbol, representing the Monopoly character playing with cash, with 5 symbols offering 12,500 credits. The wild can take the place of other Monopoly items except for the Instant Bonus and Bonus symbols. If you are looking for amazing prizes on this slots, it pays to check out the presence of the icon that carries the 'Instant Bonus' tag. If there are three 'Instant Bonus' symbols on any part of the reels, the game activates the Community Bonus, and the award that can be won will depend on the bets ... Get more on HelpWriting.net ...
  • 53.
  • 54. Barbara Hulanicki Research Paper A Decade of Fashion The changes of colors and style, hand made fabrics and new styles being creating making the 1960's the year of breaking the fashion rules, Barbara Hulanicki the fashion icon made fashion change with her new designs. Barbara Hulanicki founder of the very popular store front "Biba " changed the fashion game when she created clothing for the young generation that she herself could not wear. Her aunt was not ok with her wearing certain styles so once she got the chance to choose her own fashion she went with it. Barbara is the best 1960's fashion designer because she changed fashion with her youthful urban designed filled clothing ,and is so inspiring for not holding back her style ,and bringing new things to the table. In the 1960's fashion changed, the colors changed, the fabric changed, and the style in clothing changed and Barbara Hulanicki was a real help to this change. Barbara ... Show more content on Helpwriting.net ... After the war everyone seemed dreary and sad,so she wanted to make brighter colors for clothing to bring some happiness back. Hulanicki clothing were cute and modern and made for everyone not just upper class. The clothing that she made was really in style and affordable, so not just upper class could be wearing these trendy clothes but lower classes were able to afford this clothing too, which showed that even if you don't have lots of money you are still as good as rich people. Barbara started losing control of Biba when she sold part of it and eventually closed the biba empire. When Biba closed in 1976,Barbara decided to work for fiorucci and cacharel and from 1980–1992 she made a children's wear line called "minirock. Once Biba closed her fashion career did not end there,she ended up making another line of clothing for children. Her style of clothing did not exclude anyone, she made styles for young girls,kids and even some clothing for older ... Get more on HelpWriting.net ...
  • 55.
  • 56. Evaluation Of The Game On Kids Learning Company Discussion Game On! Learning company finds the internet a wealth for communication that can aid training of the employees to prepare them in their preferred industry. Austin's passion for games opened a vast opportunity to augment the skills of the people in a creative way. He delivered his vision that games can be an antidote to unmotivated employees. An American retail chain said that the training program drove them to think more strategically (Walgreens, 2013). One employee from a telecommunications company shared that the game helped him to have a better retention of skills in a fun and addictive way (Centurylink, n.d.). These testimonials can be supported by Game Theory and Communication. It suggests that incorporating games into interactions may develop the competitiveness of a player. It can enforce a person to have a successful goal index and to obtain victory over other rivals of the same field or industry. Some also iterate that winning a competition may surpass and excel the success margin of an individual performance, and it can also improve one's self–esteem. It also states that the game theoretical model for communication envelopes better cooperation of people for cumulative development, especially in a team (Allott, 2006). The feedback from the customers demonstrates that game–based learning has a great opportunity to be an effective instructional tool in a professional work environment. Marketing and promotion are the key tools to introduce the Game On! ... Get more on HelpWriting.net ...
  • 57.
  • 58. Personal Narrative: Text Game Design I played text game first time ever in my life today and feel really confusing at the beginning. Fortunately, I learned computer science last semester and understand some of the concepts of the game, not so, I would not be able to play the games. While playing the games, I realized that I could not command everything I wanted in the game. Sometimes maybe was a similar meaning of the real command, it still occurred error messages and not moving forward. The other thing I noticed was, for example, there were 8 directions (N,S,W,E,SW,NE...etc.), when I moved to the north and wanted to go back to prior place by entering south, it did not do any action. To be a text game designer, I really have to think about the most common text parser that ... Get more on HelpWriting.net ...
  • 59.
  • 60. The Future Of Game Design Kaley Addison Mr. Samuelson English 102 7 September, 2016 The Future of Game Design In the year 2000 my parents brought home the very first Playstation, by that time it was already five years old but it was still the most advanced gaming system of its time. When I was five years of age my parents must have agreed that I had proved myself worthy to begin spending outrageous hours intensely gaming because that is exactly what happened the same day. A love for video games developed that day I stuck the controller in my hands and since then I have traveled through many worlds defeating the darkest of enemies; playstation and I are both 20 years old now. Multiple times throughout my intense battles I had been told that my obsession ... Show more content on Helpwriting.net ... Knowing that women are not accepted in many male prominent fields today and are often verbally and physically discouraged from pursuing these careers made me skeptical but also encouraged me to look into why women aren 't joining these fields more. As discouraged as some of these battles growing up had made me feel I wanted to search further into my future career. Why is it that women are practically shunned from joining certain fields? It seems to me that this is due to a bigger picture; women and the act of being feminine has been oppressed in society for thousands of years in different cultures all over the world. We proudly boast that much of our society was developed from the ideas of the incredibly intelligent Ancient Greeks. I had thought as advanced as they were for their time that they would fully welcome women into a variety of societal roles but even the famous philosopher Aristotle had said "The male is by nature superior and the female inferior...the one rules and the other is ruled." (Canadian Museum). We fail to acknowledge that even women in Ancient Greek society were just as shunned from societal influence as I feel we are today. Our society tends to set specific guidelines as to how a gender can act and these guidelines have been engrained in almost everything we do or see. Our society has been adopting a patriarch mentality for hundreds of years now and women were not allowed to ... Get more on HelpWriting.net ...
  • 61.
  • 62. Game Design Program Analysis When choosing a game design program, you must consider its industry accreditations. For a respected offering, choose Centennial College's Software Engineering Technology – Interactive Gaming (Co–op), as it is officially known. The Canadian Information Processing Society (CIPS) and the Canadian Council of Technician and Technologies jointly approved accreditation of this program in 2011. This joint accreditation is the first of its kind in Canada. Graduates from the program may apply for certified membership to either CIPS or its provincial engineering technology association. Additionally, this game design program has met the national technology accreditation requirements established by the Canadian Council of Technicians and Technologists and, as such, has received national accreditation status by the Canadian Technology Accreditation Board Lastly, The Ontario Association of Certified Engineering Technicians and Technologists recognizes game design program as meeting all the academic requirements for certification in the Technologist category. Focused on interactive game software development, the offering prepares students to work as software developers, game programmers, software testers, computer programmers, system analysts, ... Show more content on Helpwriting.net ... The most notable practical feature is three terms of employment placement with a real employer. Students are prepared for this aspect through an Employment Pre–placement course, which teaches them about interview techniques, workplace etiquette, co–op activities that they'll have to complete and more. In order to be eligible for co–op, students will have to complete a minimum of 80 per cent of Year 1 courses, a minimum C grade in COMM–170/171 and a 2.5 GPA or greater for COOP–221. This program's co–op option is a paid placement. Also included in the practical aspects of this game design program are two software development ... Get more on HelpWriting.net ...
  • 63.
  • 64. Video Game Design as a Career Essay I was drawn into video game design because I love video games and technology. Playing video games increased my interest in video game design. I already know having an interest in video games and knowledge about computers helps while becoming a video game designer. I hope to gain knowledge about their role in creating a video game, what they do daily, and their income. Video game designers have a unique role in creating a video game. They create fun by communicating with gamers and adjust the difficulty or pace based upon their reaction or feedback. They create complex puzzles and new ways to kill or defeat your opponent to keep you entertained and gradually increase the difficulty as you progress through the game. They also have to ... Show more content on Helpwriting.net ... Video game design is not just playing video games, a lot of stress and hard work is involved. The life of a videogame designer is not all glamorous. Expect to work long hours, especially towards the end of the project. The average hours a week are around 40 hours and $28 an hour. In 1999, the average videogame designer made $35,000–$75,000 a year. The future of videogame design is looking great. The interest of video games is raising, and a lot bolder audience plays them. Video games have outgrown many other industries in a short period of time, and have already become a multi–billion dollar industry and rising. I researched a video game designer because I wanted to know about their role in creating a video game, what they do daily, and their income. A video game designer needs good communicating skills in order to improve the content of the game. Also, it is not as easy job as it seems a lot of stress and hard work is involved. Finally, the interest of video games is rising as video games appeal to a wider audience. Works Cited 1. Colayco, Bob. "So You Wanna Be a Game Designer." Game Spot. 17 Jan. 2006 . 2. Crosby, Olivia. "Jobs in Video Game Development." GameWeek. 11 Oct. 2005. 17 Jan. 2006 . 3. Fergerson. Careers in focus Computer & Game Design. New York: Facts on File Inc., 2005. 4. McGrinty, Alice. Software Designer. New York: The Rosen Group Inc., 2000. 5. ... Get more on HelpWriting.net ...
  • 65.
  • 66. Designing Goal Directed Design And Tactics For Assembling... In this chapter, the authors share ideas with the reader about the practice, which goes along with three other p's: principles, patterns, and processes, that consists in the method of Goal–Directed design, of Goal–Directed design and how design teams integrate into the larger product team. The authors also discuss strategies for working together, complementary approaches to product development, and tactics for assembling teams across an organization. The authors state that some of the most interesting and important design problems are too big to solve alone – and too often, doing it alone also can be rather lonely. The first thing covered in chapter 6 is the two types of teams: core teams, which are small and focused, and extended teams, which are large and sometimes geographically distributed. I learned that even in large–scale product organizations that most of the work is done within the context of core teams. It came as a shock to me that large–scale organizations do not use extended teams, or larger teams, since they have a lot to work on. I like that large organizations use small teams because small teams continually prioritize and address items on their work list. The author also discusses how cross–functional teams get more done than "divide and conquer" teams because of the collaborative effort they call "thought partnership." Our team is actually more of a cross–functional team than a "divide and conquer" team. We all share the same goal but each of us come at the ... Get more on HelpWriting.net ...
  • 67.
  • 68. Game Design : Tic Tac Booo 1 Course: Game Design – CS 9541 Tic Tac BOOO Name: Eman Aissa Student number: 250876269 2 The Premise "Tic Tac BOOO" game is a Virtual Reality (VR) game that simulates a real life Tic Tac Toe game as if the user is playing with a real player. The only difference is that he is to use his mobile phone to play the game. The idea mainly focuses on creating a 3D character out of the images of the available set of characters, and then making it play with the user on a real Tic Tac Toe board that is to be the main game board. Commonly, traditional mobile Tic Tac Toe games are designed to let the user play with a mobile device where the screen is the playing board and the opponent player normally is the computer or the AI engine which is embedded ... Show more content on Helpwriting.net ... Some players are motivated further to master the game itself, wanting to completely dominate every aspect of it. This is also to prove one's self by overcoming challenges presented within the game, for a sense of accomplishment, satisfaction, or acknowledgement. Unique Selling Proposition (USP) The uniqueness of this game underlines in the new features it adds to the traditional mobile Tic Tac Toe games. The new features include the existence of a virtual player other than playing with the computer in a non–visible representation of a second player. Selecting among different characters, and visualizing an imaginary player add more fun to the game and make it more interactive with the real world as it uses a real playing board and projects the created character on it. 3 All the previous features make the game stand out and accordingly it becomes more engaging than other similar previously–presented games. Competitive Analysis Being old and known game, many applications had been made on the idea of Tic Tac Toe, one of the best–selling Tic Tac Toe mobile games is "Tic tact toe free", the game has good features as it supports two player mode where player can play with a human opponent through his mobile phone. The AI engine of the game includes three difficulty levels to match player's expert. For user to enjoy ... Get more on HelpWriting.net ...
  • 69.
  • 70. Developing A Learning Tool Help A Student Learn Maths U08096 Interim Report 29th November 2016 Henry Moule 13017539 Supervisor – Samia Kamal Developing a learning tool to encourage education in a stem subject Introduction The aim for this project as has been mentioned is to develop a learning tool to encourage education in a stem subject, I narrowed this down to developing a game that would help a student learn maths specifically. Since then I have narrowed this further and have specified that this would be for around the academic year 7 so around the age of 11 but would still be appropriate for 10 or 12 year olds. To achieve this aim the objectives will be for one to train in game development as well doing research to help establish the game mechanics or gamification elements wanted in the game. Research Literature review: A Practitioner's Guide to Gamification of Education Hsin–Yuan Huang, W. and Soman, D. (2013). A Practitioner's Guide to Gamification of Education. Research Report Series. As with a lot of articles on the subject of gamification this paper states that "the intent of this report is to define gamification, deconstruct the process of gamifying a learning a learning program, explore the limitations, and review successful implementations of gamification". In section 2 "What is Gamification" the paper gives the example of gamification in action, it talks about an initiative put forward by Volkswagen where a staircase was put in the Odenplan sub–way in Stockholm which would play a musical ... Get more on HelpWriting.net ...
  • 71.
  • 72. ICT Cambridge Tech AS P1 – Summarise accurately the principles of interactive media authoring with some appropriate use of subject terminology. In this report there will be an overview explaining and talking about the tools used for interactive media authoring, the production process, the uses of interactive media authoring, the delivery formats of interactive media authoring products, the elements which will be included for creating the product and the interactivity and control methods which will be used. Definition of tools used for interactive media authoring: Director Flash is a program and a multimedia application which can be used to create games and interactive products which allows the creator to be the director and the program can support both 2D and ... Show more content on Helpwriting.net ... Creation is when the process of bringing something into existence using ideas and designs, it involves the actual making of the product. If the production process had no actual creation there would be no final product, so it is an important part of the process where the design of the product is put into making and become the final product for use and testing purposes. Implementation is including new ideas and designs into projects and existing designs to help further them in all ways, implementation also means to put something into action, people use implementation to try and achieve targets and goals when something is failing for example, a cereal company such as "Kellogg's" may be doing bad in the market in terms of sales of their cereal boxes so try and help this issue they could implement a toy which would come with the cereal, this would attract more people to buy the cereal, if there was no implementation into any projects or designs then there would be no new ideas to further the original idea. Testing is when you check for faults, take measures to check quality, look at reliability and look at the ... Get more on HelpWriting.net ...
  • 73.
  • 74. Betsey Johnson Research Paper Everyone has a favorite designer. Designers could fall into the category of fashion, cars, movie media, or even video games. My absolute favorite fashion designer is Betsey Johnson. Betsey Johnson is known for her creative designs through handbags, bookbags, jewelry, clothing (women and children), and shoes. I admire the designs of Betsey Johnson so much that I only carry her brands. I admire her handbags especially because of the large bows that are on most. In this assignment, I will be giving a biography on designer Betsey Johnson. Included in this biography, I will also give a detailed description on some of designs. Betsey Johnson was born on August 10, 1942 in Wethersfield, Connecticut. She grew up in a town outside of Connecticut, Terryville. As a child, Betsey Johnson held a strong interest in dance and art. Indulging in her love for dance as a teen, Betsey Johnson ... Show more content on Helpwriting.net ... Continuous dance recitals and different costumes are what influenced her interests in fashion designing. After graduating high school in 1960, Betsey Johnson attended Pratt Institute in Brooklyn, New York. After one year of attending Pratt Institute, she transferred to Syracuse University where she later graduated magna cum laude. Before graduating, she became a member of Phi Beta Kappa society in 1964. Betsey Johnson began her fashion industry career when she entered and won a fashion designing contest which gave her a job with a New York Art Department. Betsey Johnson accepted a job with Paraphernalia Clothing Boutique. In 1970, Betsey Johnson became designer of a youth sportswear line, Alley Cat. In 1971 Betsey Johnson won the Coty ... Get more on HelpWriting.net ...
  • 75.
  • 76. Graphic Design Research Paper I have always had a passion for art and design. Starting around age seven I really started to enjoy drawing. I became very interested in picking an image and trying to replicate or recreate an image as close as I could. Once I got a little older I began taking a little more artistic control and began adding my own style to my drawings. Now I work every day to hone in and perfect my style while also keeping well versed in the other styles and types of drawing. I want to go to a school of art and design because that is my passion. I want nothing more in life than to be able to call my career enjoyable, not a job. I never want to work a day in my life, and with graphic design and drawing I can achieve that. I also want to work on my technical ... Show more content on Helpwriting.net ... I enjoy graphic arts and some 3D sculpting the most, and Cleveland Institute of Art has some of the most advanced and state of the art equipment and programs as well as classes for that. The equipment and programs that this school offers for 3D sculpting is incredible, the 3D printers and all of the other things are mind blowing. I would love to be able to say that I could do sculpting for characters in movies or games in the future, as well as do graphic design work outside of sculpting characters. I was instantly drawn to Cleveland Institute of Art as soon as I saw photos of the Campus. Living in Ohio, Cleveland is one of my favorite places to be, and going to CIA would allow me to be there every day. I love the city and I would love to live on campus so that I could absorb all that it has to offer. I feel like I could greatly benefit from all of the amenities as well, including the 24 hour a day art studios. I've never seen a school have so many outlets for art and ways to communicate and intertwine with people of other majors to create something bigger and ... Get more on HelpWriting.net ...
  • 77.
  • 78. Essay about Herman Miller Business Case Herman Miller Business Case 1. Executive summary Herman Miller, an environmental leader in the office furniture industry that offers a wide variety of products including seating, systems furniture, filing storage, desks, tables and health care. In 1989, the company decided to adopt a triple–bottom–line philosophy, so it established and changed company's environmental direction by adopting "Perfect Vision" initiative that targeted zero landfill, zero hazardous, waste generation, zero air and water emissions. In 1997, the company decided to implement a cradle–to–cradle (C2C) protocol based on eco– effectiveness vs. eco–efficiency and Waste equals food; which consisted of four key elements: biological and technical nutrients; ... Show more content on Helpwriting.net ... DfE team were evaluating three alternatives: Herman Miller to collect chairs; retailers to collect the chairs; third party company would collect them or customer could return them directly. 3.3 Issues facing the company and/or industry * Herman Miller international market was significant. Most of Herman Miller's customers were multi–national; therefore, tighter environmental regulations contributed to realize that the company needed to change its sustainability approach in order to stay ahead of the industry standard. * Moving toward environmental sustainability implied to review and redesign industrial processes that would generate less toxic pollution and deplete natural resources. 3.4 Opportunities for the company * Leader of residential, office furniture and workspace design. * One of top four suppliers in the U.S. office furniture industry. * Company offered innovative good designed and high quality products. * Sustainability strategy was one of their competitive advantages. * Company stay ahead of the game by setting new industry environmental standards. 3. Problem identification and analysis The company analyzed that the way their products were designed using the cradle–to–grave process released toxic material ... Get more on HelpWriting.net ...