In Search of SuperMind - Extreme Thinking Explainedcorinnecanter
This document summarizes the white paper on a new problem-solving technique called Extrem3e Thinking developed by Human Synergistics. It was created to help business leaders reduce stress and think more creatively. The technique uses insights from neuroscience research on brainwaves and the unconscious mind to help leaders access "SuperMind" - a state of focused, insightful thinking. It involves a 4-step process called ARCS to interrupt periods of frustrated "Try Harder" thinking and enable more original solutions. Testing found it helped leaders manage stress and boost performance.
1) The document discusses the need to "dissolve the boxes" that limit people's thinking and problem solving abilities. It argues that simply thinking "outside the box" is not enough and that deeper structural changes are needed.
2) It presents a method called the "UQ Matrix" for dissolving boxes and repositioning one's thinking to incorporate universal laws and dimensions. This allows for more intelligent decision making.
3) Using the UQ Matrix can benefit both individuals and organizations by improving leadership, innovation, growth and organizational culture. It facilitates structural changes beyond just incremental improvements.
1) The document discusses the need to "dissolve the boxes" that limit people's thinking and problem solving abilities. It argues that simply thinking "outside the box" is not enough and that deeper structural changes are needed.
2) It presents the UQ Matrix as a tool to help dissolve boxes by adding "universal dimensions" to decision making and connecting decisions to universal laws. This allows for more intelligent thought and leadership.
3) Using the UQ Matrix can benefit both individuals by helping them achieve their goals and express their leadership, and organizations by making them more fluid and innovative to adapt to changes.
The document discusses the need to "dissolve the boxes" in our thinking to achieve structural change and lead effectively in today's dynamic world. It argues that thinking "out of the box" is not enough, and that we must go further to dissolve the boxes altogether. This allows for deeper change by overcoming limiting thought patterns and repositioning ourselves. The document provides examples of how dissolving boxes can benefit individuals and organizations by increasing intelligence, leadership, well-being and organizational culture. It introduces the UQ Matrix as a tool to help dissolve boxes and reposition thinking for better decision-making.
Presented by a member of the prestigious Society for Neuroscience, in this presentation you will discover simple but proven brain-based methods to greatly enhance your negotiation skills. You will be introduced to strategies to significantly improve your brain’s performance during negotiations and discover how to best influence the brains of the other party to get the results you really want. Neuroscience research indicates that these strategies not only greatly improve your negotiation skills, they also significantly reduce the stress normally associated with tough negotiations
This document discusses how expectations impact performance and outcomes. It explains that winners expect to win because of their positive expectations, which come from past experiences and imagination of the future combined with judgment filters in the brain. These expectations can be conditioned responses based on singularly traumatic or repetitive past experiences. However, expectations are conditional on our assumptions about conditions. The document proposes examining past experiences against a more accurate and supportive framework to change our responses by changing our expectations. It introduces the Kinetic Planning Growth Matrix as a framework to review past experiences based on mindset, skills, resources, and actions rather than outcomes in order to build more positive self-talk and expectations.
Human factors in soccer, Communication in an Adversarial SettingLarry Paul
Too often soccer is reduced to simple technological fixes for complex human problems. This presentation looks at the human factors in the game through the lens of wildland fire fighting. A field that’s deadly serious, rigorously studied, debated with much to offer the game. Yet soccer is much more complex then wildland fire fighting. It’s an adversarial activity and must move a step beyond the lessons here.
In Search of SuperMind - Extreme Thinking Explainedcorinnecanter
This document summarizes the white paper on a new problem-solving technique called Extrem3e Thinking developed by Human Synergistics. It was created to help business leaders reduce stress and think more creatively. The technique uses insights from neuroscience research on brainwaves and the unconscious mind to help leaders access "SuperMind" - a state of focused, insightful thinking. It involves a 4-step process called ARCS to interrupt periods of frustrated "Try Harder" thinking and enable more original solutions. Testing found it helped leaders manage stress and boost performance.
1) The document discusses the need to "dissolve the boxes" that limit people's thinking and problem solving abilities. It argues that simply thinking "outside the box" is not enough and that deeper structural changes are needed.
2) It presents a method called the "UQ Matrix" for dissolving boxes and repositioning one's thinking to incorporate universal laws and dimensions. This allows for more intelligent decision making.
3) Using the UQ Matrix can benefit both individuals and organizations by improving leadership, innovation, growth and organizational culture. It facilitates structural changes beyond just incremental improvements.
1) The document discusses the need to "dissolve the boxes" that limit people's thinking and problem solving abilities. It argues that simply thinking "outside the box" is not enough and that deeper structural changes are needed.
2) It presents the UQ Matrix as a tool to help dissolve boxes by adding "universal dimensions" to decision making and connecting decisions to universal laws. This allows for more intelligent thought and leadership.
3) Using the UQ Matrix can benefit both individuals by helping them achieve their goals and express their leadership, and organizations by making them more fluid and innovative to adapt to changes.
The document discusses the need to "dissolve the boxes" in our thinking to achieve structural change and lead effectively in today's dynamic world. It argues that thinking "out of the box" is not enough, and that we must go further to dissolve the boxes altogether. This allows for deeper change by overcoming limiting thought patterns and repositioning ourselves. The document provides examples of how dissolving boxes can benefit individuals and organizations by increasing intelligence, leadership, well-being and organizational culture. It introduces the UQ Matrix as a tool to help dissolve boxes and reposition thinking for better decision-making.
Presented by a member of the prestigious Society for Neuroscience, in this presentation you will discover simple but proven brain-based methods to greatly enhance your negotiation skills. You will be introduced to strategies to significantly improve your brain’s performance during negotiations and discover how to best influence the brains of the other party to get the results you really want. Neuroscience research indicates that these strategies not only greatly improve your negotiation skills, they also significantly reduce the stress normally associated with tough negotiations
This document discusses how expectations impact performance and outcomes. It explains that winners expect to win because of their positive expectations, which come from past experiences and imagination of the future combined with judgment filters in the brain. These expectations can be conditioned responses based on singularly traumatic or repetitive past experiences. However, expectations are conditional on our assumptions about conditions. The document proposes examining past experiences against a more accurate and supportive framework to change our responses by changing our expectations. It introduces the Kinetic Planning Growth Matrix as a framework to review past experiences based on mindset, skills, resources, and actions rather than outcomes in order to build more positive self-talk and expectations.
Human factors in soccer, Communication in an Adversarial SettingLarry Paul
Too often soccer is reduced to simple technological fixes for complex human problems. This presentation looks at the human factors in the game through the lens of wildland fire fighting. A field that’s deadly serious, rigorously studied, debated with much to offer the game. Yet soccer is much more complex then wildland fire fighting. It’s an adversarial activity and must move a step beyond the lessons here.
This document provides an introduction to the Theory of Constraints (TOC), a management philosophy focused on identifying and managing an organization's constraints to maximize throughput. The TOC defines five steps for ongoing improvement: identify the constraint, exploit the constraint, subordinate other processes, elevate the constraint, and avoid inertia. It also introduces Thinking Processes diagrams that use cause-and-effect logic to answer questions about what to change, to what to change, and how to cause the change. The goal is to give managers tools to simplify complex systems by focusing on key constraints.
This document provides guidance on problem solving and leadership. It discusses defining problems clearly, identifying root causes rather than symptoms, and using a proven problem-solving formula. This formula involves clearly defining the problem, setting a deadline, identifying the purpose of the solution, compiling information, listing possible solutions, choosing a solution, implementing it, and providing feedback. The document also discusses overcoming problems through vision, tapping into one's creative side, determining what success means, developing a positive self-image, and setting goals to develop a plan for achievement.
The document discusses how the human brain relies on an unconscious "System 1" to make most daily decisions quickly and efficiently using mental shortcuts called heuristics, rather than engaging the slower, more rational "System 2"; marketers often fail to understand this and ask questions that prompt unreliable explanations from System 2; to truly influence decisions, brands must understand how System 1 works by reinforcing familiar patterns and affective memories through repeated exposure and emotionally arousing experiences.
Conclusion - Decision/action model for soccer - Boyd's snowmobiles - Analysis...Larry Paul
A conclusion to the series, Decision/action model for soccer. This presentation will closely examine John Boyd's ideas about analysis and synthesis and how they apply to winning in the game. His paper, Destruction and Creation, provides a clear outline on what needs to be included in every training program.
Teams can be These slides are from the second session Mark Levison and I did at Agile2011(8/8/2011).
Contact:
mark@agilepainrelief.com, @mlevison
roger@agilecrossing.com, @rwbrown.
Keeping people practically safe is vital but it is people’s wellbeing
and attitude to risk that poses a threat to the organisation’s
performance as you return to the workplace. This simple guide is to help managers promote a confident return to the workplace. And, if you have already started that transition, then these ideas will help you generate greater commitment for individual
performance and contribution.
The document discusses recent advances in understanding attention from a neuroscience perspective. It describes attention as a complex process involving prioritization of external stimuli based on senses and memories, often outside of conscious control. Marketers aim to capture attention for brands, but attention is a shifting target as the brain focuses limited resources. Novel, emotional, or personally relevant stimuli are more likely to engage attention. Understanding these principles helps marketers design messages that cut through clutter and leave lasting impressions. The document also discusses keeping attention over time to build long-term brand memories.
ETHICS01 - Introduction to Computer EthicsMichael Heron
The document discusses the complex environment that software developers work in today compared to the past. It notes that developers must consider legal, ethical, and moral obligations of both themselves and their organizations. The module will examine case studies and how to advise on ethics policies. It will assess students through an individual paper and group project analyzing different perspectives on ethical decisions in computing.
The document outlines 10 commandments of computer ethics that provide guidance on the proper and respectful use of computers and technology. The commandments instruct users to 1) not use computers to harm others, 2) not interfere with others' computer work, 3) not snoop in others' computer files without authorization, 4) not use computers to steal or break the law, 5) not use computers to bear false witness or distribute offensive content, 6) not copy or use unlicensed software, 7) not use others' computer resources without permission, 8) not plagiarize or claim others' intellectual output as their own, 9) consider the social consequences of programs and systems being designed, and 10) always use computers respect
The document outlines 10 commandments of computer ethics that instruct users to not use computers to harm others, interfere with or snoop on others' work, steal, bear false witness, use proprietary software without paying, use others' computer resources without permission, take others' intellectual property, ignore the social impact of programs or systems, and to always use computers respectfully towards other humans.
The document discusses the topics of computer ethics and netiquette. It defines computer ethics as moral guidelines governing computer use and information systems. Netiquette refers to etiquette guidelines for online communication. Specific rules of netiquette are presented, such as avoiding flame wars, using proper grammar and spelling, and identifying spoilers. Areas of computer ethics include information accuracy, green computing, codes of conduct, intellectual property rights, and information privacy.
This document discusses several issues related to computer ethics and the consequences of widespread computer technology. It addresses the threats to computer systems from errors, natural hazards, and criminal activity. It defines computer crimes as those committed against computers or those using computers to enable other crimes. Specific threats discussed include viruses, theft of hardware/software/data, and using computers to facilitate traditional crimes. The document examines who may carry out computer crimes such as employees, outsiders, hackers, crackers, and professional criminals.
This document discusses computer ethics and intellectual property rights. It defines computer ethics as moral standards or values that guide computer users. Computer ethics provides ethical guidelines, while computer law establishes legal standards with punishments. The document also outlines four types of intellectual property protection: patents, trademarks, designs, and copyright. It notes these protect inventions, brand identity, product appearance, and creative works, respectively.
Computer ethics deals with standards of conduct regarding computers and how computing professionals make decisions involving professional and social conduct. There are three major areas of computer ethics: copyright and intellectual property, netiquette, and day-to-day ethics. Copyright protects original creative works from being copied without permission, while intellectual property refers more broadly to creations of the intellect like inventions, works, and designs. Netiquette guidelines help ensure proper and considerate use of networks by emphasizing privacy, avoiding spam, and making constructive contributions. Day-to-day computer ethics addresses issues like software piracy, virus creation, plagiarism, hacking, and respecting file privacy.
This document discusses several ethical issues related to information technology, including privacy, data security, unpredictability, unreliability, unmanageable costs, and technology manipulation. It provides examples of each, such as privacy concerns regarding online banking and data security, viruses making computers less predictable, internet traffic slowing down websites, program modifications exceeding initial plans, and media manipulation through photo and sound editing.
This document discusses several issues relating to computer ethics, including intellectual property rights, privacy concerns, and the impact of computers on society. It provides details on intellectual property, defining it as creations of the intellect like inventions, literary works, symbols and designs used in commerce. The document also discusses categories of intellectual property like industrial property and copyright, as well as topics like software piracy, file privacy, creation of viruses, plagiarism, and ethical hacking. It emphasizes that as technology advances, computer ethics will continue to establish standards for new technologies.
This document defines key concepts related to computer ethics, law, and crimes. It discusses the differences between ethics and law, outlines four types of intellectual property laws, and describes ways to protect privacy online. Authentication methods like passwords, smart cards, and biometrics are explained. The effects of pornography and slander are contrasted. Examples of computer crimes and the purpose of cyber laws in Malaysia are provided.
This document discusses computer ethics and outlines ethical principles for computer use. It defines computer ethics as a branch of ethics that addresses how users should make decisions regarding their online conduct. It provides 10 commandments of computer ethics, such as not using computers to harm others or steal. It notes that computers are replacing humans in many jobs and discusses issues like privacy, copyright, and the responsibilities of computer users.
The document discusses several topics related to ethical and social issues in information systems. It describes how information systems can pose challenges to privacy and intellectual property. It also discusses how systems have affected everyday life. The document provides examples of ethical issues raised by emerging technologies and examines principles for analyzing ethical dilemmas related to information systems.
This document discusses ethics in research. It covers key principles like voluntary participation, informed consent, avoiding harm, and maintaining privacy, anonymity and confidentiality. It discusses proper data gathering and storage procedures. It also addresses issues like plagiarism, fabrication, misleading authorship, and non-publication of data. The document provides guidelines from organizations like ESRC on ensuring research integrity and quality, informing participants, respecting confidentiality, avoiding coercion, and minimizing harm to participants. It discusses balancing risks and benefits in research.
This document provides an introduction to the Theory of Constraints (TOC), a management philosophy focused on identifying and managing an organization's constraints to maximize throughput. The TOC defines five steps for ongoing improvement: identify the constraint, exploit the constraint, subordinate other processes, elevate the constraint, and avoid inertia. It also introduces Thinking Processes diagrams that use cause-and-effect logic to answer questions about what to change, to what to change, and how to cause the change. The goal is to give managers tools to simplify complex systems by focusing on key constraints.
This document provides guidance on problem solving and leadership. It discusses defining problems clearly, identifying root causes rather than symptoms, and using a proven problem-solving formula. This formula involves clearly defining the problem, setting a deadline, identifying the purpose of the solution, compiling information, listing possible solutions, choosing a solution, implementing it, and providing feedback. The document also discusses overcoming problems through vision, tapping into one's creative side, determining what success means, developing a positive self-image, and setting goals to develop a plan for achievement.
The document discusses how the human brain relies on an unconscious "System 1" to make most daily decisions quickly and efficiently using mental shortcuts called heuristics, rather than engaging the slower, more rational "System 2"; marketers often fail to understand this and ask questions that prompt unreliable explanations from System 2; to truly influence decisions, brands must understand how System 1 works by reinforcing familiar patterns and affective memories through repeated exposure and emotionally arousing experiences.
Conclusion - Decision/action model for soccer - Boyd's snowmobiles - Analysis...Larry Paul
A conclusion to the series, Decision/action model for soccer. This presentation will closely examine John Boyd's ideas about analysis and synthesis and how they apply to winning in the game. His paper, Destruction and Creation, provides a clear outline on what needs to be included in every training program.
Teams can be These slides are from the second session Mark Levison and I did at Agile2011(8/8/2011).
Contact:
mark@agilepainrelief.com, @mlevison
roger@agilecrossing.com, @rwbrown.
Keeping people practically safe is vital but it is people’s wellbeing
and attitude to risk that poses a threat to the organisation’s
performance as you return to the workplace. This simple guide is to help managers promote a confident return to the workplace. And, if you have already started that transition, then these ideas will help you generate greater commitment for individual
performance and contribution.
The document discusses recent advances in understanding attention from a neuroscience perspective. It describes attention as a complex process involving prioritization of external stimuli based on senses and memories, often outside of conscious control. Marketers aim to capture attention for brands, but attention is a shifting target as the brain focuses limited resources. Novel, emotional, or personally relevant stimuli are more likely to engage attention. Understanding these principles helps marketers design messages that cut through clutter and leave lasting impressions. The document also discusses keeping attention over time to build long-term brand memories.
ETHICS01 - Introduction to Computer EthicsMichael Heron
The document discusses the complex environment that software developers work in today compared to the past. It notes that developers must consider legal, ethical, and moral obligations of both themselves and their organizations. The module will examine case studies and how to advise on ethics policies. It will assess students through an individual paper and group project analyzing different perspectives on ethical decisions in computing.
The document outlines 10 commandments of computer ethics that provide guidance on the proper and respectful use of computers and technology. The commandments instruct users to 1) not use computers to harm others, 2) not interfere with others' computer work, 3) not snoop in others' computer files without authorization, 4) not use computers to steal or break the law, 5) not use computers to bear false witness or distribute offensive content, 6) not copy or use unlicensed software, 7) not use others' computer resources without permission, 8) not plagiarize or claim others' intellectual output as their own, 9) consider the social consequences of programs and systems being designed, and 10) always use computers respect
The document outlines 10 commandments of computer ethics that instruct users to not use computers to harm others, interfere with or snoop on others' work, steal, bear false witness, use proprietary software without paying, use others' computer resources without permission, take others' intellectual property, ignore the social impact of programs or systems, and to always use computers respectfully towards other humans.
The document discusses the topics of computer ethics and netiquette. It defines computer ethics as moral guidelines governing computer use and information systems. Netiquette refers to etiquette guidelines for online communication. Specific rules of netiquette are presented, such as avoiding flame wars, using proper grammar and spelling, and identifying spoilers. Areas of computer ethics include information accuracy, green computing, codes of conduct, intellectual property rights, and information privacy.
This document discusses several issues related to computer ethics and the consequences of widespread computer technology. It addresses the threats to computer systems from errors, natural hazards, and criminal activity. It defines computer crimes as those committed against computers or those using computers to enable other crimes. Specific threats discussed include viruses, theft of hardware/software/data, and using computers to facilitate traditional crimes. The document examines who may carry out computer crimes such as employees, outsiders, hackers, crackers, and professional criminals.
This document discusses computer ethics and intellectual property rights. It defines computer ethics as moral standards or values that guide computer users. Computer ethics provides ethical guidelines, while computer law establishes legal standards with punishments. The document also outlines four types of intellectual property protection: patents, trademarks, designs, and copyright. It notes these protect inventions, brand identity, product appearance, and creative works, respectively.
Computer ethics deals with standards of conduct regarding computers and how computing professionals make decisions involving professional and social conduct. There are three major areas of computer ethics: copyright and intellectual property, netiquette, and day-to-day ethics. Copyright protects original creative works from being copied without permission, while intellectual property refers more broadly to creations of the intellect like inventions, works, and designs. Netiquette guidelines help ensure proper and considerate use of networks by emphasizing privacy, avoiding spam, and making constructive contributions. Day-to-day computer ethics addresses issues like software piracy, virus creation, plagiarism, hacking, and respecting file privacy.
This document discusses several ethical issues related to information technology, including privacy, data security, unpredictability, unreliability, unmanageable costs, and technology manipulation. It provides examples of each, such as privacy concerns regarding online banking and data security, viruses making computers less predictable, internet traffic slowing down websites, program modifications exceeding initial plans, and media manipulation through photo and sound editing.
This document discusses several issues relating to computer ethics, including intellectual property rights, privacy concerns, and the impact of computers on society. It provides details on intellectual property, defining it as creations of the intellect like inventions, literary works, symbols and designs used in commerce. The document also discusses categories of intellectual property like industrial property and copyright, as well as topics like software piracy, file privacy, creation of viruses, plagiarism, and ethical hacking. It emphasizes that as technology advances, computer ethics will continue to establish standards for new technologies.
This document defines key concepts related to computer ethics, law, and crimes. It discusses the differences between ethics and law, outlines four types of intellectual property laws, and describes ways to protect privacy online. Authentication methods like passwords, smart cards, and biometrics are explained. The effects of pornography and slander are contrasted. Examples of computer crimes and the purpose of cyber laws in Malaysia are provided.
This document discusses computer ethics and outlines ethical principles for computer use. It defines computer ethics as a branch of ethics that addresses how users should make decisions regarding their online conduct. It provides 10 commandments of computer ethics, such as not using computers to harm others or steal. It notes that computers are replacing humans in many jobs and discusses issues like privacy, copyright, and the responsibilities of computer users.
The document discusses several topics related to ethical and social issues in information systems. It describes how information systems can pose challenges to privacy and intellectual property. It also discusses how systems have affected everyday life. The document provides examples of ethical issues raised by emerging technologies and examines principles for analyzing ethical dilemmas related to information systems.
This document discusses ethics in research. It covers key principles like voluntary participation, informed consent, avoiding harm, and maintaining privacy, anonymity and confidentiality. It discusses proper data gathering and storage procedures. It also addresses issues like plagiarism, fabrication, misleading authorship, and non-publication of data. The document provides guidelines from organizations like ESRC on ensuring research integrity and quality, informing participants, respecting confidentiality, avoiding coercion, and minimizing harm to participants. It discusses balancing risks and benefits in research.
The document outlines The Ten Commandments of Computer Ethics as compiled by the Brookings Institution and the Computer Ethics Institute. The 10 commandments address ethical issues around using technology to harm others, interfere with others' work, snoop in files, steal, bear false witness, use unlicensed software, use other's resources without permission, take others' intellectual output, consider social impact of programs/systems, and ensure respect for others. Each commandment is then examined in one to two paragraphs.
Efficiency in the Workplace Mindset Mastery and Meditation | BrightonSEO 2019...Briony Gunson
Drawing from experience as Operations Director at a digital marketing consultancy and also as a Modern Meditation teacher, I want to share our how our mindset plays a huge role in our efficiency at work. We spend so much time and energy looking to understand our clients, our target audience, our competitors… but turning that attention around and focusing in on ourselves, to get a better understanding of who we are, is one of the most productive things you can do. This talk was presented at BrightonSEO in April 2019: https://www.brightonseo.com/conference-talk/meditation-for-marketers/
8 Newsletter Understanding human psychologyGraylit
Two researchers conducted an experiment where they asked one group to view a house with the intention of buying it and another group to view it with the intention of burgling it. They then had each group write down what they remembered about the house. The lists produced by the two groups were very different, showing that a person's ideas and intentions determine what they notice and "see".
1) The document discusses moving from Motivation 2.0, which relies on extrinsic rewards and punishments, to Motivation 3.0, which recognizes humans' intrinsic drives for autonomy, mastery, and purpose.
2) Motivation 3.0 is better suited for today's workforce as it encourages creativity needed for non-routine work rather than just compliance.
3) Providing autonomy over tasks, time, teams and techniques while also supporting mastery and purpose maximizes employee motivation, performance and well-being.
Under mentioned five simple exercises can help you recognize, and start to shift, the mind-sets that limit your potential as a leader.
1. Find your strengths
2. Practice the pause
3. Forge trust
4. Choose your questions wisely
5. Make time to recover
Respect is the key to ensuring other people follow your leadership. Understand why it works and put it into action in your organization. Based on Casewell Corporate Coaching Company Practical MBA
This document provides strategies for overcoming procrastination. It discusses how procrastination develops from a natural tendency to consider consequences that stems from experiences of embarrassment or failure when taking risks. This causes people to hesitate out of fear of failure, comparing themselves to others, second thoughts, and making excuses. However, procrastination can be overcome by developing new habits. The document outlines six allies to momentum: having clear goals and plans, starting with the first small step, doing a little more, developing an attitude of immediacy to act now without delay, focusing on progress over perfection, and maintaining optimism and perspective on setbacks.
This document summarizes key rules from the book "Brain Rules" by Dr. John Medina about how the brain works. It discusses 12 rules, but focuses on three in more depth: Exercise boosts brain power, Vision trumps all other senses, and We don't pay attention to boring things. The rules are supported by explanations of how physical activity, visual learning, emotions, and interruptions impact attention and memory in the brain. The presentation aims to provide useful information to understand brain development and function.
This document summarizes a presentation on understanding how the brain works and how that knowledge can help lawyers. It discusses how habits are formed and changed in the brain and strategies lawyers can use to leverage their brain for better outcomes. Specific strategies mentioned include avoiding distractions, developing repeatable routines, treating the brain well through nutrition and exercise, becoming mindful of emotional hijacking, and changing habits. The presentation provides insights into how the brain's wiring can impact actions and discusses building new neural connections through learning.
Life improvement workshop - Self-development - Personal-RevolutionsPersonalRevolutions
This document summarizes the key points from a self-improvement event. It covers topics like knowing yourself through understanding your passions and capabilities, improving yourself by mapping out goals, and enjoying life by experiencing flow states. It also discusses focus, willpower and motivation. Additionally, it touches on brain plasticity, meditation, emotional mathematics, life planning, and self-deception. The document stresses watching what you feed your brain with and continuing learning to grow towards your personal destiny and purpose.
This document summarizes the key points from a self-improvement meetup event. It includes an agenda for the event covering introductions, discussion, and wrap-up. The main content focuses on three steps for self-improvement: knowing yourself through understanding your passions, capabilities, and how you function; improving yourself by mapping out goals and enhancing capabilities; and enjoying life by finding flow in activities and expanding happiness. Additional topics discussed include mind-body connections, biology/diet interactions, focus, willpower, motivation, meditation, brain plasticity, life planning, and self-deception. The document concludes by asking participants to reflect on what they learned and topics of further interest.
The document discusses different definitions and perspectives on motivation. It acknowledges that motivation is a complex topic with no single agreed-upon definition. It argues that motivation is represented by different things for different people, and can come from a variety of internal and external factors like emotions, reasons, or commitments. The key lessons are that (1) sustained success requires continuing efforts even when motivation fluctuates, (2) motivation is better viewed as a commitment than an emotion, and (3) long-term goals are best achieved through logical planning rather than reactive decisions driven by emotions alone.
Psychological biases form the basis of effective UX design. Our thinking involves two systems - System 1 is fast, intuitive thinking while System 2 is slower, effortful thinking. System 1 relies on mental shortcuts and is prone to biases. Design should aim for cognitive ease by using progressive disclosure, defaults, simplicity and other techniques that reduce mental effort. Additionally, design should leverage social influences, framing, anchoring and other unconscious decision making tendencies to guide users. The goal is habit forming experiences that provide information and feedback to satisfy our innate human cravings.
PSYCH POLICIES AND PROCEDURES MANUEL- RUSS LORDDan McKinney
1. The document provides an introduction to sport psychology concepts for a college baseball team. It includes definitions and explanations of topics like attention, leadership, motivation, and cognitive dissonance.
2. The coaching staff developed the manual to help players understand mental skills that can enhance performance, both on and off the field. While there is no exam, the coaches expect players to understand how the concepts apply.
3. The manual covers various sport psychology principles and gives examples of how they relate to baseball. The goal is for players to take one thing from the manual and build upon their mental approach.
The document discusses how people have both a reactive brain and a thinking brain. The reactive brain processes things automatically and is the source of fight or flight responses, while the thinking brain makes conscious decisions. It emphasizes using the thinking brain to act intentionally rather than reacting automatically. It also discusses the importance of clarifying what roles and priorities are most important in order to make good decisions about how to spend time and focus energy on accomplishing what matters most. Finally, it notes that having a clear purpose and taking care of physical health through movement, diet, sleep, relaxation and social connection are important for generating the energy needed to be extraordinarily productive.
This document discusses various concepts related to motivation and continuous improvement (kaizen) in organizations. It makes three main points:
1. Individual evaluation and motivation systems often demotivate rather than motivate employees because people are part of interdependent processes. Quantitative metrics can damage creativity and collaboration.
2. Measuring individual or unit performance separately is also problematic because it does not capture how different parts affect the whole organization. Continuous improvement requires collective efforts.
3. A better approach is to motivate through understanding employees' interests and helping them find meaning in their work, rather than through strict quantitative targets. This aligns individual and organizational goals.
Executive Book Summary of MADE TO STICK Anjali Mehta
The document discusses six principles for making ideas "sticky" or memorable: simplicity, unexpectedness, concreteness, credibility, emotional resonance, and storytelling. It provides examples and explanations for each principle. Simplicity involves stripping ideas down to their core. Unexpectedness grabs attention by breaking patterns. Concreteness means describing ideas through the senses. Credibility can come from personal experiences or testable claims. Emotional resonance associates ideas with what people already care about. And storytelling engages the imagination and burns ideas into memory.
This document provides an overview of concepts related to empathy, team dynamics, effective leadership, and achieving world peace. It discusses mirror neurons and how they relate to empathy. It outlines the five dysfunctions of a team and ways to establish trust and avoid them. Elements of giving skillful praise and compliments are presented. Advice is provided on how to be an effective and caring boss by leading with compassion. Steps toward world peace include starting with oneself, making meditation a science, and aligning it with real life.
IntroductionEvery author, I suppose, has in mind a set.docxvrickens
Introduction
Every author, I suppose, has in mind a setting in which readers of his or her work could benefit
from having read it. Mine is the proverbial office watercooler, where opinions are shared and
gossip is exchanged. I hope to enrich the vocabulary that people use when they talk about the
judgments and choices of others, the company’s new policies, or a colleague’s investment
decisions. Why be concerned with gossip? Because it is much easier, as well as far more
enjoyable, to identify and label the mistakes of others than to recognize our own. Questioning what
we believe and want is difficult at the best of times, and especially difficult when we most need to
do it, but we can benefit from the informed opinions of others. Many of us spontaneously anticipate
how friends and colleagues will evaluate our choices; the quality and content of these anticipated
judgments therefore matters. The expectation of intelligent gossip is a powerful motive for serious
self-criticism, more powerful than New Year resolutions to improve one’s decision making at
work and at home.
To be a good diagnostician, a physician needs to acquire a large set of labels for diseases, each
of which binds an idea of the illness and its symptoms, possible antecedents and causes, possible
developments and consequences, and possible interventions to cure or mitigate the illness.
Learning medicine consists in part of learning the language of medicine. A deeper understanding of
judgments and choices also requires a richer vocabulary than is available in everyday language.
The hope for informed gossip is that there are distinctive patterns in the errors people make.
Systematic errors are known as biases, and they recur predictably in particular circumstances.
When the handsome and confident speaker bounds onto the stage, for example, you can anticipate
that the audience will judge his comments more favorably than he deserves. The availability of a
diagnostic label for this bias—the halo effect—makes it easier to anticipate, recognize, and
understand.
When you are asked what you are thinking about, you can normally answer. You believe you
know what goes on in your mind, which often consists of one conscious thought leading in an
orderly way to another. But that is not the only way the mind works, nor indeed is that the typical
way. Most impressions and thoughts arise in your conscious experience without your knowing how
they got there. You cannot tracryd>e how you came to the belief that there is a lamp on the desk in
front of you, or how you detected a hint of irritation in your spouse’s voice on the telephone, or
how you managed to avoid a threat on the road before you became consciously aware of it. The
mental work that produces impressions, intuitions, and many decisions goes on in silence in our
mind.
Much of the discussion in this book is about biases of intuition. However, the focus on error
does not denigrate human intelligence, any m ...
Meeple centred design - Board Game AccessibilityMichael Heron
Delivered at the UK Games Expo on Friday 1st of June, 2018 . In this seminar, Dr Michael Heron and Pauline Belford of Meeple Like Us discuss the topic of board game accessibility and why support for people with disabilities within the tabletop gaming community is important - not just for its own sake, but for all of us.
Pages referenced here:
Meeple Like Us: http://meeplelikeus.co.uk
The Game Accessibility Guidelines: http://gameaccessibilityguidelines.com/
Eighteen Months of Meeple Like Us:
http://meeplelikeus.co.uk/eighteen-months-of-meeple-like-us-an-exploration-into-the-state-of-board-game-accessibility/
Meeple Centred Design: http://meeplelikeus.co.uk/meeple-centred-design-a-heuristic-toolkit-for-evaluating-the-accessibility-of-tabletop-games/
This document discusses the challenges of defining and identifying plagiarism in programming coursework submissions. It notes that software engineering best practices like code reuse and standard algorithms/patterns can conflict with academic definitions of plagiarism. It also examines ethics issues around methods for identifying plagiarism in code, and recommends as good practice notifying students of potential mini-vivas in advance and giving them access to annotated transcripts before misconduct hearings. The overall aim is to have a fair and balanced approach that considers the complexities of programming assignments and students' perspectives.
Accessibility Support with the ACCESS FrameworkMichael Heron
The ACCESS Framework aims to improve accessibility support by making it more accessible itself. It uses plug-ins to identify usability issues and automatically make corrections to address them. Users provide feedback to reinforce helpful changes. Evaluation found the framework improved performance on mouse tasks and users understood and accepted its approach after using it. Future work focuses on additional input methods, cross-platform support, and community involvement.
ACCESS: A Technical Framework for Adaptive Accessibility SupportMichael Heron
The document describes ACCESS, an open source framework that aims to provide accessibility support for older and less experienced computer users by automatically configuring the operating system based on a user's interactions. The framework uses plugins that monitor user behavior and can make changes like increasing mouse click thresholds. Experimental results found users found the tool beneficial and non-intrusive. Future work includes adding real-time correction and addressing security/trust issues before broader deployment.
This document discusses authorship and collaboration in multiplayer online text-based games (MUDs). It notes that MUDs have no single author and evolve continuously through contributions from many developers and players over long periods of time. Determining authorial intent is difficult as control and direction change hands frequently. The code infrastructure is built and maintained by many, influencing but not dictating the narrative elements added by others. Players also influence the game's direction through feedback and invested time. Thus MUDs frustrate traditional notions of a fixed work with a single author.
This document discusses object inheritance in systems analysis and design. It covers key concepts like inheritance, composition, aggregation, and the relationships between classes. It explains how inheritance allows classes to inherit attributes and behaviors from parent classes, and how child classes can specialize or extend parent classes through overriding and adding new functionality. The document also discusses the differences between single and multiple inheritance and how inheritance is implemented in languages like Java and .NET.
Rendering involves several steps: identifying visible surfaces, projecting surfaces onto the viewing plane, shading surfaces appropriately, and rasterizing. Rendering can be real-time, as in games, or non-real-time, as in movies. Real-time rendering requires tradeoffs between photorealism and speed, while non-real-time rendering can spend more time per frame. Lighting is an important part of rendering, as the interaction of light with surfaces through illumination, reflection, shading, and shadows affects realism.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
This is an intermediate conversion course for C++, suitable for second year computing students who may have learned Java or another language in first year.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Ocean lotus Threat actors project by John Sitima 2024 (1).pptxSitimaJohn
Ocean Lotus cyber threat actors represent a sophisticated, persistent, and politically motivated group that poses a significant risk to organizations and individuals in the Southeast Asian region. Their continuous evolution and adaptability underscore the need for robust cybersecurity measures and international cooperation to identify and mitigate the threats posed by such advanced persistent threat groups.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
2. +
Introduction
To round off our discussion of games, we’re going to turn to the
topic of flow.
This is a core feature of ‘good games’, but is not unique to
gameplay.
Flow is a positive mental state in which an individual
experiences high levels of focus, immersion and enjoyment.
Playing a piece of music
Being absorbed in a good book
Fragging some noobs
When we say we are ‘in the zone’ or ‘lost in the moment’, we
are often saying ‘we are in a state of flow’
3. +
Flow
The term was coined by the Hungarian researcher Mihaly
Csikszentmihalyi
As a pronounciation guide – Mee Hi Chick Sent Me Hi Eee
Henceforth known as Mihaly in this lectuire since that’s so much
easier to type.
In his book Flow: The Psychology of Optimal Experience, he
architected his basic thesis.
People are happiest and most productive when they are a state of
absorption with the situation and context in which they function.
Flow is a desirable state of being for most people.
An intrinsicly motivated state.
4. +
Flow
Mihaly:
‘Flow is being completely involved in an activity for its own sake.
The ego falls away. Time flies. Every action, movement and
thought follows inevitably from the previous one, like playing jazz.
Your whole being is involved, and you’re using your skills to the
utmost’
Daniel Kahneman has argued that mental effort is a depleting
resource that must be constantly renewed.
Some tasks are inherently more consumptive than others.
We have no control over this except through practise and the
development of skills.
We can lower the cost but not increase the amount of mental
effort we ‘allocate’
5. +
Mental Attention
Some tasks are very easy, and require the expending of very
limited amounts of energy.
Kahneman has discussed this in relation to the tasks Add-1 and Add-3
Add-1
Start beating a steady rhythm of one beat per second.
Remove a card from a deck
Wait for two bears and then read the four digits from the card
aloud.
Report a string where each of the original digits is incremented by
one.
2443 would become 3554
Keeping pace is important.
Add-3
The same, except add 3, rolling over where necessary.
6. +
Mental Attention
Some tasks are more complicated, and involve the tracking of many
variables and special cases:
Mental energy and attention is a finite resource, and it can be dried up
through excessive use.
For example, count in the following video how many times the players in white tshirts pass the basketball.
Only a pass counts for the total.
https://www.youtube.com/watch?v=vJG698U2Mvo
‘I’m burnt out’
‘I’m so frazzled’
‘I can’t think straight any more’
The human mind is a ruthless cost-benefit analyser.
And it will try to shy away from activities that cost large amounts of mental energy.
‘The law of least effort’
7. +
Flow
Kanheman and Mihaly both posit flow as a mental state that
consumes no (or trivial amounts) of mental energy.
It is a mental state which is not aversive to individuals.
Allowing a conservation of energy because there is no need to
continually wrangle the mind into obedience.
Flow separates the two key aspects of mental activity.
Concentration of attention
Deliberate control of attention
For the latter, nothing is required to focus the mind.
Freeing up our poor brains to just enjoy the task.
8. +
What Creates Flow?
Four things are required to create the circumstances under which flow
can be elicited.
If we knew how to manufacture it, it wouldn’t be so hard to make great, engaging
products.
Four criteria:
A system must have concrete goals with manageable rules.
Too abstract a goal with too complex a ruleset will not create flow.
Goals that match individual abilities.
Most of us would not be able to attain flow in a game of chess with Gary
Kasparov.
Clear and timely feedback
We need to know when we’re doing well, and given the necessary tools to
incorporate feedback into improving performance.
Distractions must be eliminated.
Only the system, none of the busywork.
9. +
What Creates Flow?
Flow is only possible in the ‘sweet spot’ where a task is of
sufficient difficulty for our level of mastery.
Too hard and we can become frustrated or anxious.
Too easy and we can become disinterested or bored.
http://www.gamasutra.com/view/fe
ature/166972/cognitive_flow_the_p
sychology_of_.php
11. +
How does Flow feel?
It feels great.
We can focus on a task without expending mental energy.
We have a sense of genuine control over the outcome of our
actions.
We demonstrate great improvements in performance due to the
tight link between our actions and feedback.
We lose awareness of what’s going on around us.
Time becomes ‘elastic’.
Missing meals, appointments, showering
‘One more turn’… ‘Wait, when did it become 8am?’
Enjoyment of the task is all that is needed as a motivation to
continue.
12. +
Concrete Goals
The first prerequisite of flow is that we need concrete goals with
manageable rules.
Our minds have limited attentional powers.
A lack of these creates uncertainty, uncertainty disrupts flow.
Kahneman talks about this is two separate categories, System-1
and System 2 (known as Dual Process Theory).
System 1 – thinking fast, automatic, low cognitive requirement
System 2 – Thinking slow, analytic, costly, slow and directed.
The cost to deal with uncertainty and a lack of direction
requires the expending of costly system 2 attention.
We start to second guess what we’re doing and why.
13. +
Goals that match individual abilities.
Goals that are too difficult are frustrating.
Goals that are too easy are boring.
We need to hit the goldilocks zone.
Stress and a failure to master a challenge subvert flow.
I just can’t do this, and it’s getting on my nerves. I’m going to go do
something else for a while.
Everyone has their own unique profile of where they get
stressed and where they get excited by the difficulty of a task.
But it’s usually a fairly standard bell curve.
15. +
Clear and Timely Feedback
If we are to evoke a sense of flow, people must be able to react
quickly to retain their sense of engagement.
Feedback should occur after the action.
To allow maximum link between action and consequence.
Too little feedback feels arbitrary.
To indicate causality.
It should occur very quickly after the action is performed.
Think of the ‘window of learning’ that you have in training a dog.
And frustrating.
Too late feedback feels unfair.
‘I could have done better if I had just known earlier I was doing badly’
16. +
Limit Distractions
Flow induces a sense of cognitive processing that is not effortful.
But that doesn’t mean it can’t be interrupted.
Our minds are very good at directing our attention to information of
which we need to be aware.
A creeping spider on the wall
The cocktail effect
We have no control over those elements outside of our system.
But we can minimise the distractions within it.
When distractions are needed, make them as cost-free as
possible.
17. +
Reward Systems
Flow is an intrinsic reward.
Human motivation is tremendously nuanced.
It comes with no physical reward, it is a justification in and of itself.
We’re starting to come to a new understanding of why people
behave the way they do.
Daniel Pink refers to version of motivation.
Motivation 1.0 – Striving to fulfil basic needs
Motivation 2.0 – Sought compliance, extrinsic rewards.
Motivation 3.0 – Driven by engagement and autonomy.
18. +
Intrinsic Rewards
Intrinsic rewards come from within.
You do the thing because you want to do the thing.
As university students, you are presumed that intrinsic
motivations should be enough.
Opportunities to express autonomy
The development of mastery
A desire for learning
Pleasure in accomplishment.
But we also appreciate that extrinsic rewards are important.
Rewards that accrue as the result of attaining a certain outcome.
19. +
Extrinsic Motivation
Extrinsic motivation in many ways counteracts intrinsic
motivation.
Grades, awards, degrees are all examples of extrinsic rewards.
And removing the extrinsic rewards does not repair it.
You do the thing because you want the reward.
Motivation 2.0 believes in a linear relationship between reward
and performance.
If I pay you twice your salary, you will work twice as hard.
It’s not true.
20. +
Extrinsic Motivation
Two famous studies show the impact.
Extrinsic rewards are valuable, but not if they are specifically
linked to an action.
You will get this bonus if you hit your monthly sales target.
Versus - hey, you just got this award for being a valuable employee!
Flow is a characteristic intrinsic state.
Parents and their late pickup children.
Children and gold stars for fun activities.
People will seek it for their own reasons, rather than as a result of
rewards.
Compare that to the topic of gamification from last week.
21. +
What does all this mean?
Whether it is games or other systems, we want to be able to
facilitate a sense of flow in others.
And we need to design systems accordingly.
We need to provide:
Clear cues as to what should be done next.
Which disappear as a user developers mastery.
Direction and context should be given during low stress situations.
Information that clearly maps onto the desired goal.
Reactive difficulty or challenge
New concepts and tools introduced at a rate appropriate for the
individual.
22. +
More Guidelines on Flow
We also need to
Explicitly indicate why feedback is linked to activity.
And make sure that feedback occurs during the optimal learning
period.
Where feedback must be done on a long scale, indicate how short
term accomplishments led to long term feedback.
Limit extraneous information and distractions.
This doesn’t ensure that your systems will create a sense of
flow.
But it does mean you remove most of the barriers that would
otherwise prevent it.
23. +
Further Reading
Books
Thinking Fast and Slow – Daniel Kahneman
The Concept of Flow
Webpages
http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_
psychology_of_.php
Videos
http://www.ted.com/talks/mihaly_csikszentmihalyi_on_flow.html
http://www.ted.com/talks/daniel_kahneman_the_riddle_of_experienc
e_vs_memory.html
24. +
Class Exercise
As small groups
Carrying on from the gamification exercise last week.
How can we incorporate opportunities for flow in the
classroom?
What elements of gamification introduced last week will
frustrate or subvert out attempts to do so?
Think about flow states you have encountered in your own life.
Are there lessons there that could be incorporated?
25. +
Conclusion
Flow is an inherently desirable state for people to enter.
Games are tremendously effective engines for creating flow.
We can look to inspire it in many different circumstances.
There are many ways to prevent flow being achieved.
And we have a lot we can learn from them.
Flow is not a specifically game related concept.
It increases engagement and willingness to master a system.
But few ways to guarantee it.
We should do our hardest to ensure our systems are flow
compliant.