Slides for week 6 of Intro to Creative Technologies. Auckland University of Technology, April 2019. Dr. Ricardo Sosa. On the difficulties of evaluating early ideas...
Kassi, an Open Enterprise - OW2con 2011Juho Makkonen
The document describes Kassi, an open source project and mobile app that allows people to share goods, favors, rides, and other everyday items within a community. It discusses how Kassi makes sharing easy and builds trust between users. The document also outlines some of the challenges of open source research collaboration, such as differing priorities between users and researchers, issues around data ownership, and the slow pace of research. It proposes an "Open Enterprise Model" that leverages open source code, data, and processes.
The document discusses several educational video websites as alternatives to YouTube. It describes TED Talks, which features informative talks on various topics. It also mentions PBS, which has educational shows like Frontline and NOVA ScienceNow covering various subjects. Additionally, it discusses Intelligence2 Debates that focus on provocative topics, CommonCraft which explains technical subjects simply, and BrainPop and WatchKnowLearn.org as good resources for students. In conclusion, it notes that the author's school has started its own YouTube channel to share approved educational videos.
The document discusses the industrialization period in America. It describes how industrialization led to a shift from handmade goods produced at home to machine-made goods produced in factories. This widespread change in production drastically altered how people lived and is known as the Industrial Revolution. The document then covers various impacts of industrialization, including developments in transportation like railroads; growth of cities and new stores; harsh working conditions in factories; the rise of labor unions protesting conditions; and the negative issue of child labor.
My Ignite! presentation on Day 1 of UX Camp CPH 2013. uxcampcph.dk. Transcript: http://www.mardahl.dk/2013/04/13/my-ignite-slides-and-transcript-for-ux-camp-cph-2013/
This slideshow deals with the development of the Schome Park Programme - a series of research projects, which set out to extend thinking about what education systems might be like. These slides deal with the development of the programme from 2006-2008.
This short document promotes the creation of Haiku Deck presentations on SlideShare and encourages the reader to get started making their own. It contains 3 stock photos with captions crediting their sources and a call to action to get started creating a Haiku Deck presentation on SlideShare.
To transform data into a story, first research the subject deeply. Second, find characters with a point of view to provide perspective. Third, give characters a strong reason or goal to pursue. Fourth, connect the subject matter to the character's reason. Fifth, make achieving the goal difficult by adding obstacles for characters to overcome.
YouTube is a video sharing website created in 2005 that allows users to upload, view, and share videos. It was founded by Steve Chen, Chad Hurley, and Jawed Karim and was later acquired by Google for $1.65 billion. The site hosts user-generated video content on a variety of topics for entertainment, education and news. With over 2 billion daily views, YouTube has become a popular platform for sharing information and collaborating globally.
Kassi, an Open Enterprise - OW2con 2011Juho Makkonen
The document describes Kassi, an open source project and mobile app that allows people to share goods, favors, rides, and other everyday items within a community. It discusses how Kassi makes sharing easy and builds trust between users. The document also outlines some of the challenges of open source research collaboration, such as differing priorities between users and researchers, issues around data ownership, and the slow pace of research. It proposes an "Open Enterprise Model" that leverages open source code, data, and processes.
The document discusses several educational video websites as alternatives to YouTube. It describes TED Talks, which features informative talks on various topics. It also mentions PBS, which has educational shows like Frontline and NOVA ScienceNow covering various subjects. Additionally, it discusses Intelligence2 Debates that focus on provocative topics, CommonCraft which explains technical subjects simply, and BrainPop and WatchKnowLearn.org as good resources for students. In conclusion, it notes that the author's school has started its own YouTube channel to share approved educational videos.
The document discusses the industrialization period in America. It describes how industrialization led to a shift from handmade goods produced at home to machine-made goods produced in factories. This widespread change in production drastically altered how people lived and is known as the Industrial Revolution. The document then covers various impacts of industrialization, including developments in transportation like railroads; growth of cities and new stores; harsh working conditions in factories; the rise of labor unions protesting conditions; and the negative issue of child labor.
My Ignite! presentation on Day 1 of UX Camp CPH 2013. uxcampcph.dk. Transcript: http://www.mardahl.dk/2013/04/13/my-ignite-slides-and-transcript-for-ux-camp-cph-2013/
This slideshow deals with the development of the Schome Park Programme - a series of research projects, which set out to extend thinking about what education systems might be like. These slides deal with the development of the programme from 2006-2008.
This short document promotes the creation of Haiku Deck presentations on SlideShare and encourages the reader to get started making their own. It contains 3 stock photos with captions crediting their sources and a call to action to get started creating a Haiku Deck presentation on SlideShare.
To transform data into a story, first research the subject deeply. Second, find characters with a point of view to provide perspective. Third, give characters a strong reason or goal to pursue. Fourth, connect the subject matter to the character's reason. Fifth, make achieving the goal difficult by adding obstacles for characters to overcome.
YouTube is a video sharing website created in 2005 that allows users to upload, view, and share videos. It was founded by Steve Chen, Chad Hurley, and Jawed Karim and was later acquired by Google for $1.65 billion. The site hosts user-generated video content on a variety of topics for entertainment, education and news. With over 2 billion daily views, YouTube has become a popular platform for sharing information and collaborating globally.
AC.Elerator Kick-Off (Day 1) facilitated by IdeenfestivalDavid Lipgens
Folien zum Workshop-Tag 1 im Rahmen des Kick-Off Events des Innovations- und Acceleration-Programm "AC.Elerator". Ausgerichtet vom Aachener Entrepreneurship Team und inhaltlich gestaltet vom Ideenfestival Aachen.
The document provides an overview of a 21st century global leadership course being taught in spring 2010 by Ms. Allen and Ms. Moorman. It lists global leadership performance outcomes such as investigating the world, recognizing perspectives, communicating ideas, and taking action globally. It also provides links to resources about global networks, cloud computing, and a photo.
The global classroom: Towards an open 1st year of studyWayne Mackintosh
The document discusses the concept of the Open Education Resource University (OERu), which aims to provide free, high-quality online courses and a pathway to a certificate or degree for learners worldwide through open educational resources. It outlines the OERu model of collaboratively developing open courses that can be taken for credit through partner higher education institutions. The document also addresses issues of ensuring the fiscal sustainability of the OERu through membership fees, assessment services, and operating with low development costs due to the reuse and adaptation of open materials.
Wolfgang Hafenscher gave a presentation at the Akostart Meetup on November 20, 2012 about the learnings of a startup. The presentation included lessons such as preparing for challenges, bootstrapping operations, keeping customer reactions in mind, and being willing to publicly speak about the startup. It also encouraged networking, writing one's own story, and understanding that public funding comes with difficulties. Photos from Flickr illustrated some of the key points.
The document contains the schedule and logistics for a Knowledge Building Educational Camp on ecological footprints. It includes an agenda with times for rehearsals, presentations, and a video conference. Groups are assigned topics to present on such as festivals, food, and places in Hong Kong. Attendees are reminded to bring clothes, personal items, and money for meals.
CRIG 2017 Improving digital library services with user researchVernon Fowler
Modern libraries provide a burgeoning array of digital services, all experienced through a myriad of touch-points. To name a few: catalogue; discovery layers; website; LibGuides; Learning Management Systems; chat; Skype; social media; YouTube; blogs; portals; email...
It's a complex picture! A dichotomy of implementing innovative new services while maintaining legacy ones rarely results in seamless, unified library experiences. Using unconnected touch-points often leads to broken user experiences. A good user experience requires research.
To increase satisfaction and delight library users, adopt an approach that gathers evidence, generates insights, and informs decision-making for iterative, incremental changes. This presentation explores some tried and tested user research methods to gather both qualitative and quantitative data from students and staff throughout all stages of project life-cycles. It aims to inspire you with examples of user research initiatives undertaken at Deakin University Library, including co-design workshops for a better homepage, and preliminary results from a longitudinal happiness tracking survey for continuous improvement.
Attendees will take away a digital set of research method cards templates, and tips for conducting quality user research to improve project outcomes at their libraries.
2016.3.11 @ Chuo University.
Fujitsu-JAIMS Foundation: Global Leaders for Innovation and Knowledge Program (GLIK)
GLIK2016S MF-504 Capstone Project (Mar. 11)
Webinar Series: Public engagement, education and outreach for CCS. Part 3: Ca...Global CCS Institute
The third webinar in the public engagement, education and outreach for CCS Series digged deeper, perhaps multiple kilometres deeper, to explore successful methods for engaging the public on the often misunderstood topic of carbon (CO2) storage.
Forget bad experiences of high school geology, we kick-started our 2017 webinar program with three ‘rock stars’ of CO2 storage communication – Dr Linda Stalker, Science Director of Australia’s National Geosequestration Laboratory, Lori Gauvreau, Communication and Engagement Specialist for Schlumberger Carbon Services, and Norm Sacuta, Communication Manager at the Petroleum Technology Research Centre who all joined Kirsty Anderson, the Institute’s Senior Advisor on Public Engagement, to discuss the challenges of communicating about CO2 storage. They shared tips, tools and some creative solutions for getting people engaged with this topic.
This entire Webinar Series has been designed to hear directly from the experts and project practitioners researching and delivering public engagement, education and outreach best practice for carbon capture and storage. This third webinar was less focused on research and more on the real project problems and best practice solutions. It is a must for anyone interested in science communication/education and keen to access resources and ideas to make their own communications more engaging.
This presentation summarizes the key aspects of studying electronics and communication engineering (ECE) at JIT College. It highlights the importance of ECE given its applications in modern technology. The curriculum is designed around new trends and covers topics like basic electronics, VLSI design, microcontrollers, data communication and networking. JIT's ECE department has well-equipped labs, experienced faculty with research publications, and supports student projects and entrepreneurship. Studying ECE at JIT provides opportunities for both academic learning and hands-on experience to build a successful career as an electronics engineer.
The document outlines the concept of "Ecognize", which aims to promote ecological education through campaigns and designs. It discusses three key elements: [1] the Ecognize logo/slogan, [2] a basic platform, and [3] an Ecognize design model. The main purpose is to change behaviors through less consumption and shifting attitudes using user-created content, exhibitions, and unexpected PR movements. A core group of designers, eco-enthusiasts, and experts will manage quality and help establish new definitions of sustainable design.
The document discusses the potential sustainability benefits of using virtual worlds for teaching. It provides an example of IBM that held a virtual conference in Second Life, which saved them $320k compared to a physical conference due to eliminating travel, accommodations, and increasing productivity. Virtual worlds could provide similar benefits for universities by reducing the need for physical classrooms and resources. When combined with other online tools, virtual worlds may help improve the sustainability of teaching through reduced transportation and allowing remote learning. However, viewer software requires adequate computers and lacks face-to-face contact between students.
A portfolio showcasing work that was completed during my product design (BSc) University Degree. The portfolio includes such work as concept development, research and testing, rapid prototyping and design for manufacture.
Thinking About Open: Heriot Watt University (30 April 2015) OEPScotland
Slides for the OEPS Thinking About Open workshop held at Heriot-Watt University on 30 April 2015.
Facilitators: Bea de los Arcos and Beck Pitt
You can also watch Martin's keynote here: https://youtu.be/AYQ1Y-2KXZs
100 days to launch the First School about Opensource Hardware for YoungstersHabib Belaribi
100 days
6 countries in Europe
15 opensource hardware workshop for newbies
Goal : open the first school dedicated to build opensource hardware projects (first in France by March, 2015)
I. Assessment(s) DescriptionFor this exercise, students are supp.pdfmanojmozy
I. Assessment(s) Description
For this exercise, students are supposed to pick up one particular bicycle model and will be asked
to analyze and redraw the design thinking steps that led to the type in question.
The Invention and the Evolution of the Bicycle: A Design Thinking Exercise
Abstract
This case examines the invention and the evolution of the design of the bicycle. The bicycle is a
great example of design for everyday objects and its shape has been characterized by a complex
evolution that is still subject to change and proposals of new design alternatives. First, the
invention of the bicycle and the evolution of its design are presented by following a socio-
technical perspective showing how the design of the bicycle has been shaped by the interplay
between the evolution of the available technologies and the emergence of new needs by specific
social groups in given times and society. Students are then asked to complete a design thinking
exercise by inspecting and disassembling an actual bicycle. Working in teams, students are
required to select a specific component and then brainstorm to conduct two exercises: suggest
design improvements and identify the impact of those improvements on the actual or prospective
users and the complex socio-technical ecosystem of the artifact.
Invention and Reinvention of the Bicycle: An Overview
The Birth of the Modern Bicycle
In the last couple of decades, the bicycle market has been characterized by robust growth driven
by many factors including green mobility, the development of e-bikes, and a growing demand for
fitness use. Despite its overall size (USD 47.51bn in 2017) and the positive outlook, the
consumer market is still highly fragmented and characterized by a large variety of product
categories, diverse design and a multiplicity of applications. The market fragmentation is, in fact,
a consequence of the unavailability of a dominant design, whose appearance typically comes
along with the emergence of a few market dominators (Suarez & Utterback, 1995). Despite its
apparent simplicity, a bicycle is a sophisticated and highly flexible machine with complicated
physics (Wilson, 2004). A bicycles design involves facing a number of non-trivial technical
challenges that have been solved in a huge variety of ways at different times and places during
the history of this industry.
While bicycles have been around for a while and we are all quite familiar with this product,
modern bicycles are fairly different from earlier models. The first documented attempt to design
and build a bicycle was performed by Karl von Drais, an employee of the University of
Heidelberg in Germany, at the beginning of the 19th century. 1 The draisine could be ridden as a
modern bicycle but had no pedals or chains and the vehicle was propelled directly by the riders
legs. The frame and wheels were made of wood and there were no tires, but the draisine could be
driven through a steering device anticipating the modern handlebar.
In .
The document outlines the curriculum for a 10-session UX design workshop. It includes icebreaker exercises, lessons on design thinking tools and processes, prototyping tutorials, and homework assignments requiring teamwork. Some key topics covered are the marshmallow challenge icebreaker, design thinking frameworks like ideation and prototyping, and lessons on usability testing tools like eye tracking and card sorting. The goal is to teach students practical skills in an interactive, hands-on way and to emphasize the importance of empathy, iteration and teamwork in UX design.
Innovations in Testing
Testing and Quality Engineering Innovations, Disruptive Tools, Techniques and Processes needed for success in the new digital age
PREFACE 2
1. WHY IS QUALITY IMPORTANT? 3
2. INTELLIGENT TESTING SKILLS - PRIMARY NEED OF THE HOUR FOR DIGITAL INNOVATION 8
3. INTELLIGENT TESTING SKILLS NEEDED FOR THE NEXT GENERATION - UPSKILL OR RETIRE 20
4. TOP TIPS - HOW TO ESTABLISH A SUCCESSFUL TCOE / QCOE (TESTING / QUALITY CENTRE OF EXCELLENCE) 27
5. ARTIFICIAL INTELLIGENCE (AI) IS THE NEW ELECTRICITY! IS THERE ANYTHING ARTIFICIAL OR INTELLIGENT ABOUT IT? 35
6. IMPACTS OF DEVOPS ON TESTING 44
7. HOW TO RUN EFFICIENT API TESTING FOR IOT, WEB AND MOBILE APP INTERFACES? 48
8. "CROWD SOURCED TESTING" – A NEW WAVE IN DIGITAL REVOLUTION - A POINT-OF-VIEW 51
WHAT NEXT?9. NOUVEAU SKILL NEEDS FOR TESTING – FOR NEW SOFTWARE DRIVEN BUSINESSES 55
10. HOW DIGITAL INNOVATION IMPACTS TESTING AND COMMUNICATIONS INDUSTRIES? – A POV 58
The document summarizes a 24-hour hackathon event held in Göteborg, Sweden from 8-9 October 2011 called "ISET - Innovation for Sustainable Everyday Travel". The event brought together 76 participants to develop digital service prototypes for sustainable transportation. Teams worked from various data sources and trends to develop 14 ideas which were then turned into working prototypes. The prototypes were evaluated on criteria like meeting user needs, sustainability, and business potential. Winners were selected such as Commutify which won best prototype and buynearby.se which won best team.
AC.Elerator Kick-Off (Day 1) facilitated by IdeenfestivalDavid Lipgens
Folien zum Workshop-Tag 1 im Rahmen des Kick-Off Events des Innovations- und Acceleration-Programm "AC.Elerator". Ausgerichtet vom Aachener Entrepreneurship Team und inhaltlich gestaltet vom Ideenfestival Aachen.
The document provides an overview of a 21st century global leadership course being taught in spring 2010 by Ms. Allen and Ms. Moorman. It lists global leadership performance outcomes such as investigating the world, recognizing perspectives, communicating ideas, and taking action globally. It also provides links to resources about global networks, cloud computing, and a photo.
The global classroom: Towards an open 1st year of studyWayne Mackintosh
The document discusses the concept of the Open Education Resource University (OERu), which aims to provide free, high-quality online courses and a pathway to a certificate or degree for learners worldwide through open educational resources. It outlines the OERu model of collaboratively developing open courses that can be taken for credit through partner higher education institutions. The document also addresses issues of ensuring the fiscal sustainability of the OERu through membership fees, assessment services, and operating with low development costs due to the reuse and adaptation of open materials.
Wolfgang Hafenscher gave a presentation at the Akostart Meetup on November 20, 2012 about the learnings of a startup. The presentation included lessons such as preparing for challenges, bootstrapping operations, keeping customer reactions in mind, and being willing to publicly speak about the startup. It also encouraged networking, writing one's own story, and understanding that public funding comes with difficulties. Photos from Flickr illustrated some of the key points.
The document contains the schedule and logistics for a Knowledge Building Educational Camp on ecological footprints. It includes an agenda with times for rehearsals, presentations, and a video conference. Groups are assigned topics to present on such as festivals, food, and places in Hong Kong. Attendees are reminded to bring clothes, personal items, and money for meals.
CRIG 2017 Improving digital library services with user researchVernon Fowler
Modern libraries provide a burgeoning array of digital services, all experienced through a myriad of touch-points. To name a few: catalogue; discovery layers; website; LibGuides; Learning Management Systems; chat; Skype; social media; YouTube; blogs; portals; email...
It's a complex picture! A dichotomy of implementing innovative new services while maintaining legacy ones rarely results in seamless, unified library experiences. Using unconnected touch-points often leads to broken user experiences. A good user experience requires research.
To increase satisfaction and delight library users, adopt an approach that gathers evidence, generates insights, and informs decision-making for iterative, incremental changes. This presentation explores some tried and tested user research methods to gather both qualitative and quantitative data from students and staff throughout all stages of project life-cycles. It aims to inspire you with examples of user research initiatives undertaken at Deakin University Library, including co-design workshops for a better homepage, and preliminary results from a longitudinal happiness tracking survey for continuous improvement.
Attendees will take away a digital set of research method cards templates, and tips for conducting quality user research to improve project outcomes at their libraries.
2016.3.11 @ Chuo University.
Fujitsu-JAIMS Foundation: Global Leaders for Innovation and Knowledge Program (GLIK)
GLIK2016S MF-504 Capstone Project (Mar. 11)
Webinar Series: Public engagement, education and outreach for CCS. Part 3: Ca...Global CCS Institute
The third webinar in the public engagement, education and outreach for CCS Series digged deeper, perhaps multiple kilometres deeper, to explore successful methods for engaging the public on the often misunderstood topic of carbon (CO2) storage.
Forget bad experiences of high school geology, we kick-started our 2017 webinar program with three ‘rock stars’ of CO2 storage communication – Dr Linda Stalker, Science Director of Australia’s National Geosequestration Laboratory, Lori Gauvreau, Communication and Engagement Specialist for Schlumberger Carbon Services, and Norm Sacuta, Communication Manager at the Petroleum Technology Research Centre who all joined Kirsty Anderson, the Institute’s Senior Advisor on Public Engagement, to discuss the challenges of communicating about CO2 storage. They shared tips, tools and some creative solutions for getting people engaged with this topic.
This entire Webinar Series has been designed to hear directly from the experts and project practitioners researching and delivering public engagement, education and outreach best practice for carbon capture and storage. This third webinar was less focused on research and more on the real project problems and best practice solutions. It is a must for anyone interested in science communication/education and keen to access resources and ideas to make their own communications more engaging.
This presentation summarizes the key aspects of studying electronics and communication engineering (ECE) at JIT College. It highlights the importance of ECE given its applications in modern technology. The curriculum is designed around new trends and covers topics like basic electronics, VLSI design, microcontrollers, data communication and networking. JIT's ECE department has well-equipped labs, experienced faculty with research publications, and supports student projects and entrepreneurship. Studying ECE at JIT provides opportunities for both academic learning and hands-on experience to build a successful career as an electronics engineer.
The document outlines the concept of "Ecognize", which aims to promote ecological education through campaigns and designs. It discusses three key elements: [1] the Ecognize logo/slogan, [2] a basic platform, and [3] an Ecognize design model. The main purpose is to change behaviors through less consumption and shifting attitudes using user-created content, exhibitions, and unexpected PR movements. A core group of designers, eco-enthusiasts, and experts will manage quality and help establish new definitions of sustainable design.
The document discusses the potential sustainability benefits of using virtual worlds for teaching. It provides an example of IBM that held a virtual conference in Second Life, which saved them $320k compared to a physical conference due to eliminating travel, accommodations, and increasing productivity. Virtual worlds could provide similar benefits for universities by reducing the need for physical classrooms and resources. When combined with other online tools, virtual worlds may help improve the sustainability of teaching through reduced transportation and allowing remote learning. However, viewer software requires adequate computers and lacks face-to-face contact between students.
A portfolio showcasing work that was completed during my product design (BSc) University Degree. The portfolio includes such work as concept development, research and testing, rapid prototyping and design for manufacture.
Thinking About Open: Heriot Watt University (30 April 2015) OEPScotland
Slides for the OEPS Thinking About Open workshop held at Heriot-Watt University on 30 April 2015.
Facilitators: Bea de los Arcos and Beck Pitt
You can also watch Martin's keynote here: https://youtu.be/AYQ1Y-2KXZs
100 days to launch the First School about Opensource Hardware for YoungstersHabib Belaribi
100 days
6 countries in Europe
15 opensource hardware workshop for newbies
Goal : open the first school dedicated to build opensource hardware projects (first in France by March, 2015)
I. Assessment(s) DescriptionFor this exercise, students are supp.pdfmanojmozy
I. Assessment(s) Description
For this exercise, students are supposed to pick up one particular bicycle model and will be asked
to analyze and redraw the design thinking steps that led to the type in question.
The Invention and the Evolution of the Bicycle: A Design Thinking Exercise
Abstract
This case examines the invention and the evolution of the design of the bicycle. The bicycle is a
great example of design for everyday objects and its shape has been characterized by a complex
evolution that is still subject to change and proposals of new design alternatives. First, the
invention of the bicycle and the evolution of its design are presented by following a socio-
technical perspective showing how the design of the bicycle has been shaped by the interplay
between the evolution of the available technologies and the emergence of new needs by specific
social groups in given times and society. Students are then asked to complete a design thinking
exercise by inspecting and disassembling an actual bicycle. Working in teams, students are
required to select a specific component and then brainstorm to conduct two exercises: suggest
design improvements and identify the impact of those improvements on the actual or prospective
users and the complex socio-technical ecosystem of the artifact.
Invention and Reinvention of the Bicycle: An Overview
The Birth of the Modern Bicycle
In the last couple of decades, the bicycle market has been characterized by robust growth driven
by many factors including green mobility, the development of e-bikes, and a growing demand for
fitness use. Despite its overall size (USD 47.51bn in 2017) and the positive outlook, the
consumer market is still highly fragmented and characterized by a large variety of product
categories, diverse design and a multiplicity of applications. The market fragmentation is, in fact,
a consequence of the unavailability of a dominant design, whose appearance typically comes
along with the emergence of a few market dominators (Suarez & Utterback, 1995). Despite its
apparent simplicity, a bicycle is a sophisticated and highly flexible machine with complicated
physics (Wilson, 2004). A bicycles design involves facing a number of non-trivial technical
challenges that have been solved in a huge variety of ways at different times and places during
the history of this industry.
While bicycles have been around for a while and we are all quite familiar with this product,
modern bicycles are fairly different from earlier models. The first documented attempt to design
and build a bicycle was performed by Karl von Drais, an employee of the University of
Heidelberg in Germany, at the beginning of the 19th century. 1 The draisine could be ridden as a
modern bicycle but had no pedals or chains and the vehicle was propelled directly by the riders
legs. The frame and wheels were made of wood and there were no tires, but the draisine could be
driven through a steering device anticipating the modern handlebar.
In .
The document outlines the curriculum for a 10-session UX design workshop. It includes icebreaker exercises, lessons on design thinking tools and processes, prototyping tutorials, and homework assignments requiring teamwork. Some key topics covered are the marshmallow challenge icebreaker, design thinking frameworks like ideation and prototyping, and lessons on usability testing tools like eye tracking and card sorting. The goal is to teach students practical skills in an interactive, hands-on way and to emphasize the importance of empathy, iteration and teamwork in UX design.
Innovations in Testing
Testing and Quality Engineering Innovations, Disruptive Tools, Techniques and Processes needed for success in the new digital age
PREFACE 2
1. WHY IS QUALITY IMPORTANT? 3
2. INTELLIGENT TESTING SKILLS - PRIMARY NEED OF THE HOUR FOR DIGITAL INNOVATION 8
3. INTELLIGENT TESTING SKILLS NEEDED FOR THE NEXT GENERATION - UPSKILL OR RETIRE 20
4. TOP TIPS - HOW TO ESTABLISH A SUCCESSFUL TCOE / QCOE (TESTING / QUALITY CENTRE OF EXCELLENCE) 27
5. ARTIFICIAL INTELLIGENCE (AI) IS THE NEW ELECTRICITY! IS THERE ANYTHING ARTIFICIAL OR INTELLIGENT ABOUT IT? 35
6. IMPACTS OF DEVOPS ON TESTING 44
7. HOW TO RUN EFFICIENT API TESTING FOR IOT, WEB AND MOBILE APP INTERFACES? 48
8. "CROWD SOURCED TESTING" – A NEW WAVE IN DIGITAL REVOLUTION - A POINT-OF-VIEW 51
WHAT NEXT?9. NOUVEAU SKILL NEEDS FOR TESTING – FOR NEW SOFTWARE DRIVEN BUSINESSES 55
10. HOW DIGITAL INNOVATION IMPACTS TESTING AND COMMUNICATIONS INDUSTRIES? – A POV 58
The document summarizes a 24-hour hackathon event held in Göteborg, Sweden from 8-9 October 2011 called "ISET - Innovation for Sustainable Everyday Travel". The event brought together 76 participants to develop digital service prototypes for sustainable transportation. Teams worked from various data sources and trends to develop 14 ideas which were then turned into working prototypes. The prototypes were evaluated on criteria like meeting user needs, sustainability, and business potential. Winners were selected such as Commutify which won best prototype and buynearby.se which won best team.
This portfolio document introduces Maria Merchant and provides summaries of some of her past projects. It describes her background in fine arts and design and highlights projects such as designing a packaging concept for McDonald's Happy Meals using geometric shapes, researching a traditional wool weaving craft, conceptualizing a futuristic bathing concept for a design competition, and designing a low-cost DIY air cooler for rural areas. The document provides details on the processes, learnings, and teams involved for several of her classroom and internship projects. It concludes by inviting comments on her selected works.
The document provides background on the author's career in design, including awards won for fine arts, studies focusing on design and challenging status quo, and experiences gaining exposure through international programs. Projects discussed include conceptual designs for packaging and lighting, research on craft traditions, interface design for industrial equipment, and theme park experiences drawing on history and storytelling. The author seeks feedback on works presented and can be contacted by email.
The document provides background on the author's career in design, including awards won for fine arts, studies focusing on design and challenging status quo, and experiences gaining exposure in Germany and India. Projects discussed include conceptual packaging for McDonald's using geometric shapes, research on a traditional Indian craft, lighting designs, a user interface design for a machine workshop, and redesigns of a door handle and pipette. The author seeks feedback on their portfolio and concepts showing how design can meet functionality and art.
Causation is a complex topic with no comprehensive rule to determine if c causes e. There are different types of causes like background vs foreground. Productive theories see causes generating effects, while difference-making theories see causes changing outcomes. Debates about causation and ethics both involve nonlinear relationships. We cannot dismiss influencing the past just because it occurred, like we cannot change the determined future. Our understanding of causation involves both influence and patterns in events.
This document discusses the book "100 Ideas That Changed Design" by Charlotte and Peter Fiell. It provides commentary on some of the key ideas discussed in the book, including innovation, luxury, design education, design reform, morality, design rhetoric, vernacularism, Gesamtkunstwerk, ornament and crime, purity, rationalism, and new objectivity. Many of these ideas helped shape the modern design movement by focusing on simplicity, functionality, and rejecting ornamentation in favor of clean geometric forms. The document also notes some of the political influences and goals of early modern design groups.
Este documento discute la ecología de las ideas y cómo el conocimiento está enraizado en el contexto cultural y social. Argumenta que aunque el conocimiento está determinado por estas influencias, también puede haber cierto grado de autonomía e independencia del conocimiento. Identifica varios factores que pueden debilitar las determinaciones culturales e impulsar el cambio de ideas, como el diálogo cultural, la expresión de desviaciones y la existencia de un "calor cultural" con debates e intercambios de ideas.
This document summarizes key points from a lecture on virtual design. It discusses how:
1. The distinction between virtual and real is blurred, as design involves anticipating future experiences that do not yet physically exist.
2. Design exists in the relationship between virtual ideas/concepts and real, physical artifacts.
3. Designers should focus less on whether something is physical or digital, and more on how well designs enable experiences and solve problems.
Excerpts from the book: Heller, S., Talarico, L. (2009). Design School Confidential: Extraordinary Class Projects From the International Design Schools. United States: Rockport Publishers.
El documento discute los peligros de la industria cultural y la manipulación de las imágenes. Expresa preocupación por la abundancia de imágenes producidas por las industrias culturales para fines comerciales, y cómo esto puede reducir a las personas a una masa y obstaculizar la autonomía individual. También señala que los grandes conglomerados controlan los medios de comunicación y usan el marketing para suministrar productos culturales ajustados a los deseos dominantes.
El documento discute la cultura de masas desde varias perspectivas. Se argumenta que la cultura de masas surge en sociedades industriales modernas donde las masas participan en la vida pública. Sin embargo, la cultura de masas a menudo es producida por grupos económicos para ganar dinero en lugar de ofrecer experiencias críticas a las masas. Esto crea una paradoja donde las masas consumen modelos culturales burgueses pensando que son expresiones propias.
This document provides a summary of the key ideas from the book "Understanding Computers and Cognition: A New Foundation for Design" by Terry Winograd and Fernando Flores. The book brings together topics of computer technology and human existence to generate new understandings. It draws from philosophers like Heidegger, Gadamer, Maturana, and Austin to develop a new foundation for understanding cognition and designing technology based on our situatedness in social and linguistic traditions.
This document discusses bridging the gap between researchers and designers. It notes there are often misunderstandings due to differences in skills, culture, roles, languages, and mindsets between the two fields. Researchers favor an information-driven approach while designers prefer inspiration-driven work. The document provides examples of conducting light analysis directly with raw data or using a database for heavier analysis. It also discusses communicating results through presentations or by involving clients throughout the process. The goal is for both data and overall frameworks to inform conceptualization of new design ideas.
Brecht, B. (1978). Brecht on Theatre: The Development of an Aesthetic. United Kingdom: Hill and Wang.
Epic Theatre
Alienation Effect
The Instructive Theatre
Theatre and Knowledge
Experimental Theatre
Rational and Emotional
Elements of Illusion
Simulation (or Computation) and its DiscontentsR. Sosa
20+ key ideas from Sherry Turkle's 2009 book. Highly recommended.
Funny how Slideshare forces people to pick one category for a presentation. This is as much about design as it is about education, technology, etc.
Here are a few things that are missing from the abstract:
- Details about the specific board game design/activities used in the study. Just saying it uses a "board game-based approach" is vague.
- Background on previous research conducted in this area. The abstract does not establish what existing literature or gaps in knowledge the study aims to address.
- Sample size or participant demographics. Without mentioning how many parents/children will be involved, the scope of the study is unclear.
- Timeframe or duration of the study. When and for how long data will be collected is important contextual information.
- Limitations or delimitations of the research design. All studies have boundaries that should be acknowledged.
This document discusses Māori cultural practices and values known as tikanga Māori. It explains that tikanga Māori governs social interactions and relationships as well as individual identities. While tikanga focuses on correct behaviors and actions, many Māori have little knowledge of tikanga today due to past suppression and conversion to Christianity. Tikanga is based in mātauranga Māori, which is Māori knowledge and philosophy, and provides guidelines for ritual practices. Certain tikanga have changed over time through isolation and adaptation. The document then explores several key aspects of tikanga Māori including manaakitanga, te moenga rangatira, tapu
This document discusses Stephen Jay Gould's views on evolution and how it has been misinterpreted. Some key points:
1) Gould argues that evolution is not inherently progressive and that complexity has not increased over time. Most of life's history has involved simple unicellular organisms and anatomical complexity arose quickly and then changed little.
2) He criticizes the view of evolution as leading toward greater complexity and the dominance of humans. In reality, many lineages have adapted by becoming simpler over time.
3) Gould advocates for the theory of punctuated equilibrium, where species change little but are punctuated by periods of rapid speciation. This better fits the fossil record than gradualism.
Van aquí fragmentos de este libro escrito por el gran Adolfo Sánchez Vázquez y publicado en 1965 con algunas ideas que con los años se han hecho cada vez MÁS relevantes e importantes para entender el diseño. Queda mucho por hacer para conectar estas ideas y desarrollarlas, mucho ha pasado en estos 80 años.
Value based approach to heritae conservation -.docxJIT KUMAR GUPTA
Text defines the role, importance and relevance of value based approach in identification, preservation and conservation of heritage to make it more productive and community centric.
RPWORLD offers custom injection molding service to help customers develop products ramping up from prototypeing to end-use production. We can deliver your on-demand parts in as fast as 7 days.
My Fashion PPT is my presentation on fashion and TrendssMedhaRana1
This Presentation is in one way a guide to master the classic trends and become a timeless beauty. This will help the beginners who are out with the motto to excel and become a Pro Fashionista, this Presentation will provide them with easy but really useful ten ways to master the art of styles. Hope This Helps.
7. Reflective Practice
Planning
How should we do this?
Ideation
What can be done?
Prototype
What works? What doesn’t?
Reflect
Why are we doing this?
Based on Zull, J. (2002) The Art of Changing the Brain. Sterling, VA: Stylus Publishing
Very often we take
these shortcuts
12. A descriptive blog post:
“This week we did the Marshmallow Challenge in ICT. It
was fun/boring. My team did this and I did that. I
liked/disliked this and that parts.”
A reflective blog post:
- What we/I/others did, and why…
- What this type of activities mean…
- What it means (to me)…
- How I could do things differently…
- Open questions and issues…
- What is the “marshmallow” (metaphor) in my project?
13. Reflective Practice
Based onKolb, D. A. (1984). Experiential learning: Experience as the source of learning and development(Vol. 1). Englewood Cliffs, NJ: Prentice-Hall.
28. The model V is constructed of
hydroformed aluminium and composite
reinforced polymer designed to give you
freedom. The additional option of an
articulated 3 wheel rear axle offers
flexibility and different riding
configurations.
Specifications
• 2 wheel standard (3 wheel accessory
included with all model V)
• compact folding fully electric
• 23kmh maximum speed
• 14km (20km optional) range
• ABS regenerative braking
• 1.5hr charge time
• weight 13.5kg model V (15.4kg for 3
wheel)
• FREE door to door freight
The model C is our prestigious premium
product. Meticulous material preparation
and finishing delivers the ultimate in
bragging rights. High-tech carbon-fibre
construction materials and hand finishing
means there are only a few model C’s
available to the discerning buyer.
Specifications
• compact folding fully electric
• 23kmh maximum speed
• 20km range
• ABS regenerative braking
• 1.5hr charge time
• weight 11.4kg
• Carbon Fiber
29.
30. New Zealand's 'Best Design Awards' major design winners, announced on 1 October 2010 by the Designers Institute of
New Zealand:
• YikeBike Ltd won the Purple Pin (Supreme) award for product design. The ultra light carbon fibre electric YikeBike folds
up into a shoulder bag in under 20 seconds.
https://bestawards.co.nz/product/consumer/yikebike-ltd/yikebike/
39. Mine Kafon- Low Cost Land Mine Detonator
Created by: Massoud Hassani
£119,456 pledged of £100,000 goal
40. Here’s a graph showing the percentage of unexploded mines still left versus the
number of Kafons that were released into the minefield. Each point on the graph
represents a new simulation with that many Kafons. As you can see, at first adding
more Kafons gives an almost linear decrease in the percentage of mines left, but the
closer you get to clearing all the mines, the more elusive that goal becomes.
the marginal rate of detection goes down as the number of
attempts goes up
https://statisticsblog.com/2013/01/10/simulation-of-landmine-clearing-with-massoud-hassanis-mine-
kafon/
“It's not suitable for de-mining activities”
Henk van der Slik, head of the Dutch
Explosive Ordnance Disposal (EOD)
There are also a couple of other obvious
drawbacks…
https://www.pri.org/stories/2012-05-11/using-wind-blown-
mine-kafon-clear-landmines
41. http://minekafon.org/ Mine Kafon began its roots with Massoud Hassani’s “Mine Kafon
Ball” in 2011. The two Afghan brothers Massoud and Mahmud led a campaign to realise
the project as both a legitimate mine clearing device and a global awareness project. With
a huge media impact and success in many multinational competitions, the project helped
inspire new individuals to enter the global discussion around a topic still predominant in
many communities across the world – Land-mine clearance.
48. Questions for a reflective blog post:
- What are the pros/cons of entering a competition?
- Who benefits, how?
- How is the brief or the categories defined?
- Who are the judges?
- How are entries evaluated?
- Why should I enter this competition?
- How else?
49. Get Started with Prototyping:
https://www.interaction-design.org/literature/article/design-thinking-get-started-with-prototyping
Sketching user experiences:
https://ebookcentral.proquest.com/lib/aut/detail.action?docID=317018