Mix it up with fellow developers, researchers, technologists and scientists for an hour of brainstorming and networking. Developers interested in using your powers for good? Scientists looking to learn new technologies? Come meet up! Let’s discuss some of the new and exciting citizen science projects out there, learn about software carpentry projects that help scientists learn and leverage software skills. Developers come hook up with scientists and researchers to share your skills and expertise.
How Do We Save Our Digital Lives? IntroductionMary Snauffer
The document discusses how people are capturing more personal artifacts than ever through social media, but these digital artifacts are controlled by websites and services rather than being preserved in an easily preserved format. It suggests that while not everything needs to be kept, it is important to preserve some digital artifacts for future generations, historians, and archivists to understand humanity. The document asks how people can save their digital lives and why it is important to start thinking about preserving digital artifacts.
Robot Journalism: Don't Wait 'Til it's Too LateGENinnovate
At the moment, business, finance and sports are at the core of automated journalism because they are based on data, algorithms and corporate texts that can be translated into (good) written articles or data visualisations. Yet there is a variety of unexpected domains where robots can help journalists — but not replace them!
With
Lou Ferrara, Vice President and Managing Editor, The Associated Press (AP)
Moderator: Geir Terje Ruud, consultant, Norway
This document appears to be a book about modern startup sales techniques divided into 5 chapters. It discusses the prelude to a deal in chapter 1, first contact with prospects in chapter 2, qualification and nurturing opportunities in chapter 3, negotiating and closing deals in chapter 4, and maintaining ongoing relationships with customers in chapter 5. It also provides contact information for Matthew Bellows to answer any questions about the book's contents.
Starr Long is an executive producer at Portalarium with over 20 years of experience in the game industry. He coined terms like "MMORPG" and helped develop some of the first and most influential massively multiplayer online role-playing games. Portalarium is taking a new approach to game development called "co-development" which emphasizes transparency, regular content delivery, and responding to player feedback. This involves hosting public forums, posting daily updates on development progress, delivering monthly game updates on a set schedule, and allocating some of each update to addressing player feedback directly.
This panel makes the case that online harassment against women must be characterized as gender violence with huge impact to human rights and free speech. No one is safe from online harassment, but there is a huge difference between the way men and women are affected by this problem in online discussions. Men usually have their competence and skills questioned, whereas attacks against women are mostly sexually related. They range from critics to her appearance to even rape threats, and they are widespread. The case of Anita Sarkeesian and Caroline Criado-Perez are only two high-profile examples of the millions of aggression suffer online every day. The cost to society is enormous: they undermine the dignity of women, reduce them to sexualized bodies and delegitimize their voices as citizens. The result is detaching them from online discussions and suppressing their opinions or contributions to society (from bold activism actions to simple tasks as creating YouTube videos about fashion).
Design for Professionals - Big (D)esign Conference 2014Design4Pros
Any football fan will tell you: the plays they run in high school would never cut it in the NFL. At the highest levels of the sport, playbooks are tailored to the skills of athletes who run faster, hit harder, kick longer, and throw with precision.
Designing software for expert users is no different. If you call your plays from the same UX playbook that you use for consumer apps, you will get creamed on the field.
Veteran interaction designers Alan Baumgarten and Ben Judy will share examples and show you the plays that can help you score and maybe even win when you face the humbling challenge of designing for highly trained professionals who use software.
Along the way you will discover the essential plays that must be in your Pro UX playbook if you hope to compete at this level. You will also learn a few boneheaded moves--used by most UX professionals--that will knock you to the turf faster than an All-Pro linebacker.
Let's Make Open Data Awesome! (SXSW 2016 Proposal)Matthew Hanlon
Open Data is more than uploading gigabytes of files to an online repository. For data to be truly open it needs to be searchable, accessible, and most importantly, reproducible!
This slide deck is a meetup proposal for SXSW 2016 for researchers, curators, and application developers to exchange ideas on how to make open data truly awesome.
Mix it up with fellow developers, researchers, technologists and scientists for an hour of brainstorming and networking. Developers interested in using your powers for good? Scientists looking to learn new technologies? Come meet up! Let’s discuss some of the new and exciting citizen science projects out there, learn about software carpentry projects that help scientists learn and leverage software skills. Developers come hook up with scientists and researchers to share your skills and expertise.
How Do We Save Our Digital Lives? IntroductionMary Snauffer
The document discusses how people are capturing more personal artifacts than ever through social media, but these digital artifacts are controlled by websites and services rather than being preserved in an easily preserved format. It suggests that while not everything needs to be kept, it is important to preserve some digital artifacts for future generations, historians, and archivists to understand humanity. The document asks how people can save their digital lives and why it is important to start thinking about preserving digital artifacts.
Robot Journalism: Don't Wait 'Til it's Too LateGENinnovate
At the moment, business, finance and sports are at the core of automated journalism because they are based on data, algorithms and corporate texts that can be translated into (good) written articles or data visualisations. Yet there is a variety of unexpected domains where robots can help journalists — but not replace them!
With
Lou Ferrara, Vice President and Managing Editor, The Associated Press (AP)
Moderator: Geir Terje Ruud, consultant, Norway
This document appears to be a book about modern startup sales techniques divided into 5 chapters. It discusses the prelude to a deal in chapter 1, first contact with prospects in chapter 2, qualification and nurturing opportunities in chapter 3, negotiating and closing deals in chapter 4, and maintaining ongoing relationships with customers in chapter 5. It also provides contact information for Matthew Bellows to answer any questions about the book's contents.
Starr Long is an executive producer at Portalarium with over 20 years of experience in the game industry. He coined terms like "MMORPG" and helped develop some of the first and most influential massively multiplayer online role-playing games. Portalarium is taking a new approach to game development called "co-development" which emphasizes transparency, regular content delivery, and responding to player feedback. This involves hosting public forums, posting daily updates on development progress, delivering monthly game updates on a set schedule, and allocating some of each update to addressing player feedback directly.
This panel makes the case that online harassment against women must be characterized as gender violence with huge impact to human rights and free speech. No one is safe from online harassment, but there is a huge difference between the way men and women are affected by this problem in online discussions. Men usually have their competence and skills questioned, whereas attacks against women are mostly sexually related. They range from critics to her appearance to even rape threats, and they are widespread. The case of Anita Sarkeesian and Caroline Criado-Perez are only two high-profile examples of the millions of aggression suffer online every day. The cost to society is enormous: they undermine the dignity of women, reduce them to sexualized bodies and delegitimize their voices as citizens. The result is detaching them from online discussions and suppressing their opinions or contributions to society (from bold activism actions to simple tasks as creating YouTube videos about fashion).
Design for Professionals - Big (D)esign Conference 2014Design4Pros
Any football fan will tell you: the plays they run in high school would never cut it in the NFL. At the highest levels of the sport, playbooks are tailored to the skills of athletes who run faster, hit harder, kick longer, and throw with precision.
Designing software for expert users is no different. If you call your plays from the same UX playbook that you use for consumer apps, you will get creamed on the field.
Veteran interaction designers Alan Baumgarten and Ben Judy will share examples and show you the plays that can help you score and maybe even win when you face the humbling challenge of designing for highly trained professionals who use software.
Along the way you will discover the essential plays that must be in your Pro UX playbook if you hope to compete at this level. You will also learn a few boneheaded moves--used by most UX professionals--that will knock you to the turf faster than an All-Pro linebacker.
Let's Make Open Data Awesome! (SXSW 2016 Proposal)Matthew Hanlon
Open Data is more than uploading gigabytes of files to an online repository. For data to be truly open it needs to be searchable, accessible, and most importantly, reproducible!
This slide deck is a meetup proposal for SXSW 2016 for researchers, curators, and application developers to exchange ideas on how to make open data truly awesome.
Bringing geeks into government won’t make a difference if they can’t crack the code on bureaucracies (and the politicos and government workers who run them). A hyper focus on technical problem solving by newcomers to the government space will have limited success and may actually do harm, if not matched with empathetic skills and an understanding of the sometimes perverse incentives facing the millions of U.S. career government employees.
Don’t lose heart! True innovators embrace constraints -- technical, temporal, resource, etc. Working with and within governments brings its own set of constraints. Once you understand them, innovation and technological change becomes easier, if not easy. Identifying and engaging early with the keepers of the status quo works much better than a stealth approach.
Bringing your tech ninja skills to government can be great, if you come with eyes wide open. This session will open your eyes.
This document provides information about ArtPrize, an annual international art competition held in Grand Rapids, Michigan. Some key details:
- It is open to any artist over 18 and features public voting on artwork displayed across the city. In 2014 there were over 1,500 artist entries displayed in 174 venues.
- It transforms the entire city into an "art experience" for 19 days, attracting over 400,000 visitors. The event is powered by a mobile app for voting and exploring artwork.
- ArtPrize aims to position contemporary art in everyday public settings. It has expanded to other cities, with ArtPrize Dallas launching in 2016.
Don't Die: Suicide Prevention and VideogamesDese'Rae Stage
When videogames and mental health intersect, it's to discuss violence and addiction. This leaves a great deal of what it means to be human off the table—almost taboo—when discussing a medium that's able to reach people in ways other human beings, and other mediums, can't. While some games are helping bring mental health/suicide story lines to the fore (Depression Quest, Life is Strange), there is a dearth of guidance from the suicide prevention field on helping games skillfully explore yet another set of taboos. Panelists will do a deep dive on the chasms between these disconnects, how to bridge them, and how to guide creators on making meaningful story lines that demonstrate safe messaging.
Panelists will answer the following questions:
+ How do stereotypes and misconceptions around gaming restrict the ability for meaningful messaging to gain traction?
+ Why do we need games that speak to MH/suicide themes, and how do we encourage collaborations between game makers and behavioral health professionals?
+ As a game maker, how can I responsibly approach mental health and suicide themes in my story line?
(Slide deck submitted as a supplement to a panel proposal for SXSW's Social Impact track.)
Cracking the code to your unlimited human potential SXSW2016Melanie Weinberger
This document discusses unlocking unlimited potential through transformation. It introduces an interactive forum to explore wellness and how to unleash full potential. Participants are invited to share their story and examine how catastrophic events correlate with one's story. The document suggests one can change their story to achieve exponential growth. It then outlines various approaches like neuro-linguistic programming and overcoming obstacles. Finally, it discusses applying these theories to corporate wellness by examining lifestyle and behavioral health costs for employers.
The media is inherently social...now we have the tools and technology to talk back. I discuss the media's evolution to social media (citizen journalism, etc.), different types of media/marketing, and the importance of creating//curating content.
Conscious consumerism allows users to support causes through donating unsold inventory; while the term is used in marketing, the Clean Out model enables users to directly impact organizations through donated goods instead of just awareness of social issues.
In the late 60’s and early 70’s, Walter Misner of Stanford University conducted a study called “The Marshmallow Experiment” to measure the effects of delayed gratification. His results found that children who were able to delay gratification were “significantly more competent” adolescents. Technology has evolved in a singular direction of maximizing speed, efficiency & multitasking, often promoting instant gratification over delayed gratification. How are we creating a generation that will fail the marshmallow test? How can we use technology, music, film & other forms of media to shift our culture to the other side? Come Learn & inspect how you can redefine the usage and design of media, music & technology to shift the balance from instant gratification to delayed gratification, promoting the values of love, kindness and patience. Come be inspired to build technology in a manner that enhances and connects us to our best humane selves.
This document discusses the importance of music in retail stores and restaurants. Several studies found that 86% of shoppers felt music adds to the store's atmosphere, and sales increased when music was playing. However, half of shoppers have also left stores because they were annoyed by the music. For restaurants, slow music increased sales by 40.9% and diners lingered 24% longer, while up-tempo music increased lunch sales by 11.6%. There is an entire industry dedicated to providing background music for retail stores and restaurants to play.
Bringing geeks into government won’t make a difference if they can’t crack the code on bureaucracies (and the politicos and government workers who run them). A hyper focus on technical problem solving by newcomers to the government space will have limited success and may actually do harm, if not matched with empathetic skills and an understanding of the sometimes perverse incentives facing the millions of U.S. career government employees.
Don’t lose heart! True innovators embrace constraints -- technical, temporal, resource, etc. Working with and within governments brings its own set of constraints. Once you understand them, innovation and technological change becomes easier, if not easy. Identifying and engaging early with the keepers of the status quo works much better than a stealth approach.
Bringing your tech ninja skills to government can be great, if you come with eyes wide open. This session will open your eyes.
This document provides information about ArtPrize, an annual international art competition held in Grand Rapids, Michigan. Some key details:
- It is open to any artist over 18 and features public voting on artwork displayed across the city. In 2014 there were over 1,500 artist entries displayed in 174 venues.
- It transforms the entire city into an "art experience" for 19 days, attracting over 400,000 visitors. The event is powered by a mobile app for voting and exploring artwork.
- ArtPrize aims to position contemporary art in everyday public settings. It has expanded to other cities, with ArtPrize Dallas launching in 2016.
Don't Die: Suicide Prevention and VideogamesDese'Rae Stage
When videogames and mental health intersect, it's to discuss violence and addiction. This leaves a great deal of what it means to be human off the table—almost taboo—when discussing a medium that's able to reach people in ways other human beings, and other mediums, can't. While some games are helping bring mental health/suicide story lines to the fore (Depression Quest, Life is Strange), there is a dearth of guidance from the suicide prevention field on helping games skillfully explore yet another set of taboos. Panelists will do a deep dive on the chasms between these disconnects, how to bridge them, and how to guide creators on making meaningful story lines that demonstrate safe messaging.
Panelists will answer the following questions:
+ How do stereotypes and misconceptions around gaming restrict the ability for meaningful messaging to gain traction?
+ Why do we need games that speak to MH/suicide themes, and how do we encourage collaborations between game makers and behavioral health professionals?
+ As a game maker, how can I responsibly approach mental health and suicide themes in my story line?
(Slide deck submitted as a supplement to a panel proposal for SXSW's Social Impact track.)
Cracking the code to your unlimited human potential SXSW2016Melanie Weinberger
This document discusses unlocking unlimited potential through transformation. It introduces an interactive forum to explore wellness and how to unleash full potential. Participants are invited to share their story and examine how catastrophic events correlate with one's story. The document suggests one can change their story to achieve exponential growth. It then outlines various approaches like neuro-linguistic programming and overcoming obstacles. Finally, it discusses applying these theories to corporate wellness by examining lifestyle and behavioral health costs for employers.
The media is inherently social...now we have the tools and technology to talk back. I discuss the media's evolution to social media (citizen journalism, etc.), different types of media/marketing, and the importance of creating//curating content.
Conscious consumerism allows users to support causes through donating unsold inventory; while the term is used in marketing, the Clean Out model enables users to directly impact organizations through donated goods instead of just awareness of social issues.
In the late 60’s and early 70’s, Walter Misner of Stanford University conducted a study called “The Marshmallow Experiment” to measure the effects of delayed gratification. His results found that children who were able to delay gratification were “significantly more competent” adolescents. Technology has evolved in a singular direction of maximizing speed, efficiency & multitasking, often promoting instant gratification over delayed gratification. How are we creating a generation that will fail the marshmallow test? How can we use technology, music, film & other forms of media to shift our culture to the other side? Come Learn & inspect how you can redefine the usage and design of media, music & technology to shift the balance from instant gratification to delayed gratification, promoting the values of love, kindness and patience. Come be inspired to build technology in a manner that enhances and connects us to our best humane selves.
This document discusses the importance of music in retail stores and restaurants. Several studies found that 86% of shoppers felt music adds to the store's atmosphere, and sales increased when music was playing. However, half of shoppers have also left stores because they were annoyed by the music. For restaurants, slow music increased sales by 40.9% and diners lingered 24% longer, while up-tempo music increased lunch sales by 11.6%. There is an entire industry dedicated to providing background music for retail stores and restaurants to play.