El documento define la Web 2.0 como sitios web que facilitan el compartir información, la interoperabilidad y la colaboración entre usuarios para crear contenido generado por los usuarios. Algunos ejemplos son las comunidades web, redes sociales, wikis y blogs. La Web 2.0 permite el trabajo colaborativo entre múltiples usuarios y mejora las herramientas utilizadas en el aula y la empresa. También define la educación virtual como similar a la educación presencial excepto en los medios utilizados para la comunicación, lo que of
The document discusses the mobile app Foursquare, which allows users to "check in" at various locations and earn points and badges. It began as a game inspired by the children's game Four Square, but has grown to include features like recommendations, promotions, analytics for businesses, and monetization through advertising and sponsored content. The app utilizes a user's location to power many of its functions and encourages users to explore both new and familiar places.
Service design is crafting a service ecosystem to ensure all parties have a positive experience. It focuses on frequent customer touchpoints and feedback to continuously improve the service. The service design process involves understanding customer needs through research and prototyping solutions, with the goal of building better services that solve problems through iterative improvements matching expectations to experiences.
El documento define la Web 2.0 como sitios web que facilitan el compartir información, la interoperabilidad y la colaboración entre usuarios para crear contenido generado por los usuarios. Algunos ejemplos son las comunidades web, redes sociales, wikis y blogs. La Web 2.0 permite el trabajo colaborativo entre múltiples usuarios y mejora las herramientas utilizadas en el aula y la empresa. También define la educación virtual como similar a la educación presencial excepto en los medios utilizados para la comunicación, lo que of
The document discusses the mobile app Foursquare, which allows users to "check in" at various locations and earn points and badges. It began as a game inspired by the children's game Four Square, but has grown to include features like recommendations, promotions, analytics for businesses, and monetization through advertising and sponsored content. The app utilizes a user's location to power many of its functions and encourages users to explore both new and familiar places.
Service design is crafting a service ecosystem to ensure all parties have a positive experience. It focuses on frequent customer touchpoints and feedback to continuously improve the service. The service design process involves understanding customer needs through research and prototyping solutions, with the goal of building better services that solve problems through iterative improvements matching expectations to experiences.
This document discusses service design. It introduces service design as exploring, inducing, using tools, cooperating, and persuading. It discusses customer journeys, touchpoints, service blueprints and other tools and methods used in service design. The goals are to introduce basic concepts of service design and consider implications for business. Methods like persona creation, customer journey mapping, and prototyping are presented and practiced in groups.
The document outlines an agenda for a design thinking workshop with Wayne Chung and Rax Liu, including an introduction to design thinking, its process involving understanding people, defining problems, ideating solutions, prototyping, and testing, and a discussion of its human-centered and experimental mindsets. Key thinkers in design like John Heskett, Tim Brown, and IDEO are referenced in explaining design thinking's problem-solving approach.
專案一五大建設、鷹揚國際耀台灣(Localized the Project Management International Values and Internationalization)
2014/11/22-23 在台中逢甲大學參加兩天2014 PMI台灣專案管理國際論壇,並在第二天:專案管理多元教學與學用合一論壇 Project Management Education Conference 分場C-2 11/24 09:35-10:00 @台中逢甲大學人言大樓B1啟垣廰,育睿科技股份有限公司-創辦人兼執行長 張大明擔任講者分享育睿科技的教育創新,在會場中與大家交流。
講題:Xtiveco雲端創意教學-以專案管理訓練為例
Xtiveco Social Learning Cloud for Project Management Training
http://www.ptic.org.tw/
This document discusses service design. It introduces service design as exploring, inducing, using tools, cooperating, and persuading. It discusses customer journeys, touchpoints, service blueprints and other tools and methods used in service design. The goals are to introduce basic concepts of service design and consider implications for business. Methods like persona creation, customer journey mapping, and prototyping are presented and practiced in groups.
The document outlines an agenda for a design thinking workshop with Wayne Chung and Rax Liu, including an introduction to design thinking, its process involving understanding people, defining problems, ideating solutions, prototyping, and testing, and a discussion of its human-centered and experimental mindsets. Key thinkers in design like John Heskett, Tim Brown, and IDEO are referenced in explaining design thinking's problem-solving approach.
專案一五大建設、鷹揚國際耀台灣(Localized the Project Management International Values and Internationalization)
2014/11/22-23 在台中逢甲大學參加兩天2014 PMI台灣專案管理國際論壇,並在第二天:專案管理多元教學與學用合一論壇 Project Management Education Conference 分場C-2 11/24 09:35-10:00 @台中逢甲大學人言大樓B1啟垣廰,育睿科技股份有限公司-創辦人兼執行長 張大明擔任講者分享育睿科技的教育創新,在會場中與大家交流。
講題:Xtiveco雲端創意教學-以專案管理訓練為例
Xtiveco Social Learning Cloud for Project Management Training
http://www.ptic.org.tw/
3. About Me
Born in Taipei, majored mechanic engineering in National
Tsing Hua University. Much more like to interaction with
people than just sit in front of computer do fluid simulation.
Transferred career roadmap to a completely new direction.
Studied service management, creativity & entrepreneurship
and business analytic programs in Institute of Service Science.
Finding out that life can be messy and difficult, but that is also
what makes it beautiful.
4. Happy Zoo –Virtual Family Connection Brochure / 4
Mos Burger service delivery optimization / 10
Free Teaching bus for elders / 14
Blind Man Welfare Association flyer promotion / 19
Library discussion room booking prediction / 25
27. CE / Amount of Discussion Room= 10,146
CTM / Amount of Discussion Room= 8227
Institute of Technological Management
Department of Economics
Department of Quantitative Finance
28. College of Technology Management
College of Engineering
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Department of Quantitative Finance
Department of Economics