A report from the d.school Virtual Crash Course hosted by Susan Wolfe and the Optimal Experience team. Presented to the IxDA Sydney Meetup on 23 Aug 2012.
This document summarizes a discussion about technology in public libraries. The discussion covered emerging technologies like voice assistants, virtual reality, and augmented reality. It explored how libraries can help patrons prepare for technological changes without abandoning existing services. The discussion also addressed challenges like privacy concerns with voice assistants and ensuring equal access to information as technologies change. The goal is for libraries to help patrons navigate new technologies while maintaining core services and remaining relevant in the future.
Digital Literacy presentation for Shanghai American School Elementary School parents. Note all videos used in the presentation are embedded at http://www.theswivelchair.com/digital-literacy-for-parents/
I didn't embed them here as I only used snippets of the first 2. The last three are in the entirety, so I may get around to embedding one day!!
The first 3 minutes of Sir Ken Robinson was used. The last 3 minutes of Machine is using us was used.
Pmacoun's graphic outlining the 3 major areas of Digital Literacy was used.
Facilitate a Virtual Crash Course.
It's simple, fun, and educational.
http://dschool.stanford.edu/dgift
This playbook supports a 90-minute virtually-facilitated workshop where participants are taken through a full design cycle by participating in The Gift-Giving Project.
This hackathon challenges participants to reimagine and rebuild the d.school website using Design Thinking to inspire more people about this approach. Developers, designers, and makers will work together to create new experiences, tools, and visual aids to help various audiences understand and engage with Design Thinking for personal and professional growth. Projects could include a mobile workshop app, interactive learning tools, or a complete website redesign to better serve as a teaching tool. Submissions will be judged on their user-centricity, creativity, scalability, and accessibility. The goals are to help more people discover, adapt, measure, and share creative learning experiences.
This document provides instructions for building a school website. It outlines features for finding and connecting with others through groups, organizing alumni events, and contributing learning content. It also describes creating a user profile to share contact information, family details, hobbies, work experience, and favorite books. The profile allows for rich text and images.
This document discusses prototyping and provides guidance on how to prototype effectively. It states that prototyping is the iterative generation of artifacts to answer questions and test hypotheses. Prototyping allows you to gain empathy, explore ideas, test solutions, and inspire others. The document recommends prototyping early and often to fail cheaply, identify key variables to test, and use different resolution levels of prototypes over multiple iterations. It also suggests prototyping intangibles like digital products and services, as well as using analogous situations when the actual context is inaccessible.
This document summarizes a discussion about technology in public libraries. The discussion covered emerging technologies like voice assistants, virtual reality, and augmented reality. It explored how libraries can help patrons prepare for technological changes without abandoning existing services. The discussion also addressed challenges like privacy concerns with voice assistants and ensuring equal access to information as technologies change. The goal is for libraries to help patrons navigate new technologies while maintaining core services and remaining relevant in the future.
Digital Literacy presentation for Shanghai American School Elementary School parents. Note all videos used in the presentation are embedded at http://www.theswivelchair.com/digital-literacy-for-parents/
I didn't embed them here as I only used snippets of the first 2. The last three are in the entirety, so I may get around to embedding one day!!
The first 3 minutes of Sir Ken Robinson was used. The last 3 minutes of Machine is using us was used.
Pmacoun's graphic outlining the 3 major areas of Digital Literacy was used.
Facilitate a Virtual Crash Course.
It's simple, fun, and educational.
http://dschool.stanford.edu/dgift
This playbook supports a 90-minute virtually-facilitated workshop where participants are taken through a full design cycle by participating in The Gift-Giving Project.
This hackathon challenges participants to reimagine and rebuild the d.school website using Design Thinking to inspire more people about this approach. Developers, designers, and makers will work together to create new experiences, tools, and visual aids to help various audiences understand and engage with Design Thinking for personal and professional growth. Projects could include a mobile workshop app, interactive learning tools, or a complete website redesign to better serve as a teaching tool. Submissions will be judged on their user-centricity, creativity, scalability, and accessibility. The goals are to help more people discover, adapt, measure, and share creative learning experiences.
This document provides instructions for building a school website. It outlines features for finding and connecting with others through groups, organizing alumni events, and contributing learning content. It also describes creating a user profile to share contact information, family details, hobbies, work experience, and favorite books. The profile allows for rich text and images.
This document discusses prototyping and provides guidance on how to prototype effectively. It states that prototyping is the iterative generation of artifacts to answer questions and test hypotheses. Prototyping allows you to gain empathy, explore ideas, test solutions, and inspire others. The document recommends prototyping early and often to fail cheaply, identify key variables to test, and use different resolution levels of prototypes over multiple iterations. It also suggests prototyping intangibles like digital products and services, as well as using analogous situations when the actual context is inaccessible.
Review of interesting Social-Local-Mobile services, with ideas on top. Talk given at KR8V.Asia in February 2012 in Singapore, Kuala Lumpur, Jakarta and Manila.
The document summarizes a study by BlogHer, Inc. and Create with Context, Inc. on women's technology use, shopping behaviors, and influences. Key findings include: 1) Women prioritize design and the social aspects of technology; 2) Online and offline shopping each satisfy different needs around efficiency versus inspiration; 3) Women rely more on real user opinions like blogs and reviews over traditional marketing.
We find comfort in hanging out with like-minded people. It feels good to hear similar war stories or even better when other's stories are more horrific than our own.
In this session, I will share my challenges working as a UX team of one in a large organization. You’ll gain knowledge on how to educate and collaborate with your teams, tools to keep documentation to a minimum, and ways to share with executives how a UX team of one can make an impact.
What are the differences between boys and girls "geek culture"?Sonja Ängeslevä
1. There are differences between boys' and girls' participation in geek culture. Boys' geek interests like gaming, programming, and hacking are more visible, while girls engage more privately through handicrafts, decorating, and games like The Sims that allow self-expression.
2. Stereotypes say technology is not for girls, but girls can be motivated to create and develop when given opportunities. Friends and social pressures can influence girls away from male-dominated geek activities.
3. While boys focus more on challenges, performance, and showing off their technical skills, girls prioritize different activities and focus more on crafts and utilizing rather than deeply developing technology. However, both boys and girls
William Brennan, Ed.D Keynote Address- Technology and Learning in PerspectiveWilliam Brennan, Ed.D.
This exciting presentation really engages the audience (whether student, parent or teacher) in thinking about learning in this New Age of Networked Intelligence.
This presentation was given to the National Junior Honor Society Inductees and their parents. A funny, enlightening, uplifting talk helping people to see the power of technology in learning, but putting it in perspective! This presentation made reference to the devastation experienced by Hurricane Sandy and its importance of kindness and interpersonal relationships.
This document provides a summary of Josh Williams' journey from founding a web design company to creating social networking services like Gowalla. It discusses past projects like Blinksale, IconBuffet, and Causes. It then examines current trends in location-based apps like checking-in and badges. The document argues these are temporary fads and that the future lies in mobile, passive apps, community, activism, and inspiring people to discover amazing places. It encourages building products with real value and connecting people in meaningful ways.
This document discusses ways to get people's attention through online video. It suggests packaging content differently for different audiences and knowing your audience. It also explains that a staggered production approach was used to complete a video project in 8 months, starting with quick typing, then adding more animation, simple acting, advanced acting, and finally advanced post-production work.
This document discusses ways to get people's attention online through video. It suggests packaging content differently for different audiences and knowing your audience. It also discusses how a production was completed in 8 months using a staggered approach, starting with quick typing, then adding more animation, simple acting, advanced acting, and finally advanced post-production work.
David Leininger - Capturing Your Audience with MobilitySocialCrush
The document provides information about creating mobile-friendly websites and web applications. It discusses topics like mobile-first design, responsive design, HTML5 and CSS3 resources, creating location-based services using QR codes and Microsoft tags, and how to make web applications that work like native mobile apps. The document contains numerous links to additional online resources and examples.
The document provides tips for user experience (UX) professionals who are part of small teams or working alone. It recommends educating other team members about UX practices, collaborating closely with teams through activities like design studios, and sharing work frequently via presentations, prototypes, and surveys to get feedback. Remaining optimistic is important when facing frustrations like lack of access to users or teams not prioritizing UX work.
This document provides steps for creating an effective website to generate leads and sales. It discusses:
1. Understanding that people are busy and distracted, so websites need a clear "banana" or call to action to attract attention.
2. Researching what problems people search for online related to the business's products or services.
3. Creating targeted landing pages that present the solution to the specific problem and prominently feature calls to action like "Get a Quote" buttons.
4. Testing and optimizing the site by measuring conversions and tweaking the design and content.
My reflections and interpretations of the various presentations at the Global Youth Marketing Conference in Feb 2010. The A-Z device is something one of the presenters used there.
Closing keynote at GOVIS 2009 by Nat Torkington. First part: a Web 2.0 hypemerchant social media consultant. Second part: a bozo manager. Third part: honest truths.
This document discusses how to effectively join digital conversations. It provides the following key points:
1. There are no golden rules for joining conversations, but companies should be authentic, human, and listen to understand their purpose and their customers' purpose.
2. Companies can join conversations on their website, social networks like Facebook and Twitter, blogs, YouTube, and more. They should post frequently with short, visual content and engage their audience.
3. Companies must understand where their target audience spends time online and join conversations in those spaces to build relationships and drive sales. Microtargeting through social advertising can help reach the right people.
The document discusses key aspects of viewbooks in a digital age, including possession, quality, user experience, and relevancy. It notes that possession relates to mail being automatic, perpetual, and anticipated, and that institutions know personal details about recipients. Quality involves commitment, perceived value, brand, intrigue, materials, and feel. User experience is about emotion, communication, reaction, and action. Relevancy concerns timing, messaging, audience, and connectivity. The document concludes by thanking the reader.
A presentation given at Centerville Presbyterian Church in Fremont, CA on March 13, 2011. It was a conversation for parents about the pros & cons of technology and some advice for how they might go about engaging their children in conversations about technology.
1) The document discusses continuous innovation and moving from a focus on just technology to focusing on the customer. It provides examples of Apple innovating from the original Apple computers to the Apple App Store.
2) Examples are given of understanding customer-centric systems through understanding the customer's entire lifecycle, as seen in the example of HSBC bank.
3) The discussion shifts to a concept called NICE (Netbook Inclusion for Children Empowerment) which aims to deliver hope through connecting underprivileged children through affordable netbooks and networks while teaching important life skills.
This document provides career advice for breaking into the advertising industry. It discusses the author's background in business school and as a junior planner. It then offers tips for how to prepare for interviews, including gaining relevant experiences, developing an online presence, understanding yourself, and seeking help from others in the industry. Recommendations are made to start preparing early, demonstrate creativity and substance, and make a good impression. Resources for additional information and advice are listed at the end.
This document discusses consistency in user experience (UX) design. It argues that consistency provides predictability, learnability and usability which help users achieve their goals. Consistency is needed not just at the interface level, but across interactions and goals. The document recommends establishing a common design vocabulary, creating scenarios before designing screens, collaborating early in the design process, and modularizing and reusing design patterns and components to promote consistency. It provides examples from Google's Material Design and Apple's design guidelines to illustrate best practices for achieving consistency in UX.
Be a designer without becoming a 'designer'Nirish Shakya
In this presentation, Nirish shares 3 lean UX techniques you can use to become more user-centric and design minded without having the title of a 'designer'.
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Review of interesting Social-Local-Mobile services, with ideas on top. Talk given at KR8V.Asia in February 2012 in Singapore, Kuala Lumpur, Jakarta and Manila.
The document summarizes a study by BlogHer, Inc. and Create with Context, Inc. on women's technology use, shopping behaviors, and influences. Key findings include: 1) Women prioritize design and the social aspects of technology; 2) Online and offline shopping each satisfy different needs around efficiency versus inspiration; 3) Women rely more on real user opinions like blogs and reviews over traditional marketing.
We find comfort in hanging out with like-minded people. It feels good to hear similar war stories or even better when other's stories are more horrific than our own.
In this session, I will share my challenges working as a UX team of one in a large organization. You’ll gain knowledge on how to educate and collaborate with your teams, tools to keep documentation to a minimum, and ways to share with executives how a UX team of one can make an impact.
What are the differences between boys and girls "geek culture"?Sonja Ängeslevä
1. There are differences between boys' and girls' participation in geek culture. Boys' geek interests like gaming, programming, and hacking are more visible, while girls engage more privately through handicrafts, decorating, and games like The Sims that allow self-expression.
2. Stereotypes say technology is not for girls, but girls can be motivated to create and develop when given opportunities. Friends and social pressures can influence girls away from male-dominated geek activities.
3. While boys focus more on challenges, performance, and showing off their technical skills, girls prioritize different activities and focus more on crafts and utilizing rather than deeply developing technology. However, both boys and girls
William Brennan, Ed.D Keynote Address- Technology and Learning in PerspectiveWilliam Brennan, Ed.D.
This exciting presentation really engages the audience (whether student, parent or teacher) in thinking about learning in this New Age of Networked Intelligence.
This presentation was given to the National Junior Honor Society Inductees and their parents. A funny, enlightening, uplifting talk helping people to see the power of technology in learning, but putting it in perspective! This presentation made reference to the devastation experienced by Hurricane Sandy and its importance of kindness and interpersonal relationships.
This document provides a summary of Josh Williams' journey from founding a web design company to creating social networking services like Gowalla. It discusses past projects like Blinksale, IconBuffet, and Causes. It then examines current trends in location-based apps like checking-in and badges. The document argues these are temporary fads and that the future lies in mobile, passive apps, community, activism, and inspiring people to discover amazing places. It encourages building products with real value and connecting people in meaningful ways.
This document discusses ways to get people's attention through online video. It suggests packaging content differently for different audiences and knowing your audience. It also explains that a staggered production approach was used to complete a video project in 8 months, starting with quick typing, then adding more animation, simple acting, advanced acting, and finally advanced post-production work.
This document discusses ways to get people's attention online through video. It suggests packaging content differently for different audiences and knowing your audience. It also discusses how a production was completed in 8 months using a staggered approach, starting with quick typing, then adding more animation, simple acting, advanced acting, and finally advanced post-production work.
David Leininger - Capturing Your Audience with MobilitySocialCrush
The document provides information about creating mobile-friendly websites and web applications. It discusses topics like mobile-first design, responsive design, HTML5 and CSS3 resources, creating location-based services using QR codes and Microsoft tags, and how to make web applications that work like native mobile apps. The document contains numerous links to additional online resources and examples.
The document provides tips for user experience (UX) professionals who are part of small teams or working alone. It recommends educating other team members about UX practices, collaborating closely with teams through activities like design studios, and sharing work frequently via presentations, prototypes, and surveys to get feedback. Remaining optimistic is important when facing frustrations like lack of access to users or teams not prioritizing UX work.
This document provides steps for creating an effective website to generate leads and sales. It discusses:
1. Understanding that people are busy and distracted, so websites need a clear "banana" or call to action to attract attention.
2. Researching what problems people search for online related to the business's products or services.
3. Creating targeted landing pages that present the solution to the specific problem and prominently feature calls to action like "Get a Quote" buttons.
4. Testing and optimizing the site by measuring conversions and tweaking the design and content.
My reflections and interpretations of the various presentations at the Global Youth Marketing Conference in Feb 2010. The A-Z device is something one of the presenters used there.
Closing keynote at GOVIS 2009 by Nat Torkington. First part: a Web 2.0 hypemerchant social media consultant. Second part: a bozo manager. Third part: honest truths.
This document discusses how to effectively join digital conversations. It provides the following key points:
1. There are no golden rules for joining conversations, but companies should be authentic, human, and listen to understand their purpose and their customers' purpose.
2. Companies can join conversations on their website, social networks like Facebook and Twitter, blogs, YouTube, and more. They should post frequently with short, visual content and engage their audience.
3. Companies must understand where their target audience spends time online and join conversations in those spaces to build relationships and drive sales. Microtargeting through social advertising can help reach the right people.
The document discusses key aspects of viewbooks in a digital age, including possession, quality, user experience, and relevancy. It notes that possession relates to mail being automatic, perpetual, and anticipated, and that institutions know personal details about recipients. Quality involves commitment, perceived value, brand, intrigue, materials, and feel. User experience is about emotion, communication, reaction, and action. Relevancy concerns timing, messaging, audience, and connectivity. The document concludes by thanking the reader.
A presentation given at Centerville Presbyterian Church in Fremont, CA on March 13, 2011. It was a conversation for parents about the pros & cons of technology and some advice for how they might go about engaging their children in conversations about technology.
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2) Examples are given of understanding customer-centric systems through understanding the customer's entire lifecycle, as seen in the example of HSBC bank.
3) The discussion shifts to a concept called NICE (Netbook Inclusion for Children Empowerment) which aims to deliver hope through connecting underprivileged children through affordable netbooks and networks while teaching important life skills.
This document provides career advice for breaking into the advertising industry. It discusses the author's background in business school and as a junior planner. It then offers tips for how to prepare for interviews, including gaining relevant experiences, developing an online presence, understanding yourself, and seeking help from others in the industry. Recommendations are made to start preparing early, demonstrate creativity and substance, and make a good impression. Resources for additional information and advice are listed at the end.
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[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
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4. WHAT?
• A 90-minute design challenge
• Created by the Stanford d.school
• “A 90-minute video-led cruise through our methodology”
• Pair up with a partner
• Identify their needs
• Redesign the gift-giving experience for the partner
To learn the fundamentals of Design Thinking!
4
8. HOW?
• Together for 18 years!
• Can’t think of one!
• Moved to Australia!
• Personal!
• Know each other pretty well!
• Needed v wanted!
• Thought he would be excited about
• Practical!
getting email on the phone!
• Didn’t know he needed it!
• But he was excited about TUneIn
• Needed a new phone!
radio!
• Phone falling apart!
• Have had it for a few weeks!
• Looked online: Ebay, Gumtree!
• Pitched the benefit of
communication (iMessage)!
• Daughter is travelling (Viber)!
• Find smartphone!
• Next internet banking!
• No reception on Vodafone!
8
10. HOW?
• Fill a gap (need)!
• Give something practical! The Techie Girl!
• Show that she cares about the person!
• Get him to use the technology that’s available to
make life easier!
• Make it easier for the receiver to talk to his Get partner to use technology!
daughter o/s!
• Use Internet banking!
• Practical!
She feels that it would help her partner!
• Need-based!
• Tech-oriented! do more things easily.!
10
12. HOW?
The Techie Girl needs a way to get her partner to use new technology because she feels that it
would help him do more things easily.!
✗ ✗
Demoing! Appealing to his emotions,
✓ Walking the talk!
I like that!! ✓ not the sheer facts!
I like that!!
12