The document discusses cultural probing, an innovative qualitative research technique where participants are given "cultural probes" or self-observation kits to collect samples from their daily lives. Some key benefits of cultural probes include gaining authentic insights with low researcher influence. The author provides examples of common probe types like maps, videos, and collection jars. Probes are then presented in workshops to inspire ideas.
4 hypotheses
Social learning is inter-active but Culture is also materially embedded or embodied.
To teach and disseminate immersive Digital History and Virtual Heritage, interaction and the learning that results from that interaction is crucial (see Mosaker, 2001).
To improve interaction, examine games and why they are so successful; academic literature suggests games are best examples of interactive digital engagement (references in Champion, 2008 et al.).
Game-based interaction has to be modified for Digital heritage-virtual heritage.
Ethnography is a research method that can help designers better understand people and create more compelling designs. It involves observing people in their natural environments to develop empathy and insight into their behaviors, values and needs. The systematic process of ethnography includes defining problems, identifying study participants, collecting qualitative data through observation and interviews, analyzing the data for insights, and sharing those insights with designers to inspire new solutions. When applied throughout the design process, ethnography can lead to products and experiences that have deeper meaning and better connect with users.
Makerspaces: Embracing DIY Culture at Your Library Workshop (April 2018)ALATechSource
This document discusses makerspaces in libraries and provides information about hosting makerspace events. It defines makerspaces as creative spaces where people can invent and learn using tools like 3D printers, electronics, and craft supplies. The document outlines different types of makerspace tools and technologies and provides examples of libraries that have successful makerspaces. It then gives recommendations and instructions for hosting specific makerspace events focused on topics like wearable electronics, robotics, and virtual reality. The document concludes with tips for pitching a makerspace idea to a library board.
This document discusses libraries and information services in Denmark. It notes that Denmark has 5.5 million inhabitants and 43,000 square kilometers in area. It also states that the average spending on libraries per capita in Denmark is 14 million Danish krone or 450 euros. The document then discusses strategies to reinvent libraries, including focusing on learning, meetings, performance, and innovation. It provides examples of new services libraries can offer in these areas like workshops, gaming, discussions, and digital media access.
This document discusses different stakeholders in open source software communities and their motivations. It notes that wetware, or the people involved, define open source projects more than the code itself. Stakeholders include sponsors, core contributors, other contributors, ecosystem partners, and end users, all of whom participate and contribute for different reasons. Alignment of vision, methods, leadership, and priorities is important for community health and sustainability.
The document discusses netnography, which is a qualitative research methodology that adapts ethnographic techniques to study online cultures. It involves observing computer-mediated interactions and the cyber-culture that emerges. The document provides an overview of netnography's principles and procedures, including entrée, data collection, analysis, and interpretation. It also discusses different types of cyber-cultures that can be studied using this method.
The research in question used netnography to study the characteristics of fun culture in online communities for seniors. Data was collected from six large, active communities over the course of a year. Analysis involved coding posts and comparing interpretations. The study found fun manifested through games, jokes, stories and
4 hypotheses
Social learning is inter-active but Culture is also materially embedded or embodied.
To teach and disseminate immersive Digital History and Virtual Heritage, interaction and the learning that results from that interaction is crucial (see Mosaker, 2001).
To improve interaction, examine games and why they are so successful; academic literature suggests games are best examples of interactive digital engagement (references in Champion, 2008 et al.).
Game-based interaction has to be modified for Digital heritage-virtual heritage.
Ethnography is a research method that can help designers better understand people and create more compelling designs. It involves observing people in their natural environments to develop empathy and insight into their behaviors, values and needs. The systematic process of ethnography includes defining problems, identifying study participants, collecting qualitative data through observation and interviews, analyzing the data for insights, and sharing those insights with designers to inspire new solutions. When applied throughout the design process, ethnography can lead to products and experiences that have deeper meaning and better connect with users.
Makerspaces: Embracing DIY Culture at Your Library Workshop (April 2018)ALATechSource
This document discusses makerspaces in libraries and provides information about hosting makerspace events. It defines makerspaces as creative spaces where people can invent and learn using tools like 3D printers, electronics, and craft supplies. The document outlines different types of makerspace tools and technologies and provides examples of libraries that have successful makerspaces. It then gives recommendations and instructions for hosting specific makerspace events focused on topics like wearable electronics, robotics, and virtual reality. The document concludes with tips for pitching a makerspace idea to a library board.
This document discusses libraries and information services in Denmark. It notes that Denmark has 5.5 million inhabitants and 43,000 square kilometers in area. It also states that the average spending on libraries per capita in Denmark is 14 million Danish krone or 450 euros. The document then discusses strategies to reinvent libraries, including focusing on learning, meetings, performance, and innovation. It provides examples of new services libraries can offer in these areas like workshops, gaming, discussions, and digital media access.
This document discusses different stakeholders in open source software communities and their motivations. It notes that wetware, or the people involved, define open source projects more than the code itself. Stakeholders include sponsors, core contributors, other contributors, ecosystem partners, and end users, all of whom participate and contribute for different reasons. Alignment of vision, methods, leadership, and priorities is important for community health and sustainability.
The document discusses netnography, which is a qualitative research methodology that adapts ethnographic techniques to study online cultures. It involves observing computer-mediated interactions and the cyber-culture that emerges. The document provides an overview of netnography's principles and procedures, including entrée, data collection, analysis, and interpretation. It also discusses different types of cyber-cultures that can be studied using this method.
The research in question used netnography to study the characteristics of fun culture in online communities for seniors. Data was collected from six large, active communities over the course of a year. Analysis involved coding posts and comparing interpretations. The study found fun manifested through games, jokes, stories and
This document provides an introduction to codesigning services. It discusses why codesigning is important because services are co-produced by people and require deep understanding of customers, including employees. Codesigning involves collaborative and participatory design methods. It outlines the mindset and roles in codesigning, as well as the design process. Specific codesigning methods discussed include design probes, experience prototyping, and design games. Design probes gather insights from users through diaries, photos or other prompts. Experience prototyping acts out experiences with quick props. Design games provide a structured environment to generate and test ideas playfully.
It´s All About People: Goran Henrik`s plenary presentation at the Jönköping M...Henriks Göran
The document describes a Microsystem Festival that will take place from March 1-4, 2016 in Jönköping, Sweden. The festival will feature topics related to healthcare including patient empowerment, safer healthcare, improving inpatient care, and integrating individualized care. Speakers will come from various countries to discuss lessons learned and best practices. The goal of the festival is to pay tribute to people's health and reliable care through open discussion and networking.
A presentation to show at Edinburgh's NHS Conference in June 2010.
It showcases the process of the ALISS project and how http://wearesnook.com were involved.
Top Tips for Immediate Conversion OptimizationChris Goward
Are you advancing as fast as your competitors? Is your testing program agile or docile? Looking to launch a high-performance conversion optimization system?
You know you need to get more conversions from your website. <strong>Get practical examples and learn what works</strong> from Chris Goward's experience with thousands of tests for hundreds of companies. You’ll learn top tips from his recently published book (“You Should Test That”), including where to focus and test, what to test, and how to create a testing program that delivers fast results and marketing insights.
Our presentation from June 2013 to GovCamp in Canberra exploring both ours and our client's view of service design led innovation in information technology and communications (ICT)
"Codesign Tools and Techniques” - Alessio Ricconois3
World Usability Day Rome 2015 - intervento di Alessio Ricco
~
Il codesign é una metodologia di progettazione che coinvolge direttamente gli stakeholder rendendoli parte attiva del processo di design per poter realizzare insieme un prodotto usabile e che sia aderente alle loro aspettative. Vedremo alcuni degli strumenti che il facilitatore puó utilizzare per migliorare il processo di collaborazione, di dialogo e ascolto all’interno del team di progettazione.
The document outlines the co-design process which involves:
1) Identifying a social need and researching the problem, target group, technological landscape and context.
2) Developing inspiration and visual prototypes through workshops to co-create solutions.
3) Pilot testing the product with groups through iterative workshops to refine and launch the solution.
Cultural probes, or diary studies, provide a way to conduct user research when we can't directly observe their behaviour. This slideshow was presented at UPA Europe, 2008, by Gerry Gaffney.
Co-design tools and techniques - world usability day rome 2015Alessio Ricco
Co-design is a participatory design approach that actively involves all stakeholders in the design process to ensure the result meets their needs. It is aimed at innovation, taking a user-centered approach, and being democratic. Co-design seeks to develop a sense of joint ownership of the project among stakeholders by giving them a voice in the process. Effective co-design requires preparing workshops that define goals, participants, activities, and outputs to facilitate productive collaboration and idea generation.
The document discusses co-design and provides examples of tools and techniques used in a co-design process. It begins with a brief history of co-design and defines it as an approach that deliberately engages users, deliverers of services, and experts to understand and change a system together. The document then discusses specific co-design tools like customer experience maps, user typologies, and service blueprints. It provides three case studies that illustrate how these tools are used in co-design processes to redesign maternal and child health services.
Doing Co-design: What, why, with whom and howPenny Hagen
Talk presented by Penny Hagen and Natalie Rowland for UX Australia 2013 in Melbourne.
In co-design those impacted by the proposed design are actively involved as partners in the design process. Co-design is being used in government, community and health sectors to extend traditional consultation methods and increase program reach and impact. Co-design approaches are also being used by corporates to engage internal stakeholders and customers, identify new service opportunities and improve existing ones. But what is it, why do it and how?
When ‘doing’ co-design, the role of the designer becomes one of facilitator: enabling participation, designing the right triggers, questions and scaffolds in which meaningful and effective participation can occur. Getting this right can be challenging and raise a few interesting questions along the way.
In this presentation we will share our approach to co-design developed over the last eight years working with a range of organisations in Australia and New Zealand. The presentation will draw upon case studies such as the design of HIV testing services with Australian men, the design of service strategies and mental health programs with young people and mental health professionals and an organisational wide co-design training for program for librarians, aimed at preparing them to become co-designers themselves.
The presentation will cover the key principles and framework we apply in designing co-design workshops, favourite activities for involving and priming groups of people for productive participation as well as tips and considerations for doing co-design in dynamic, sensitive and political situations.
We will also explore questions raised by co-design such as:
How creative can ‘users’ be?
What level of influence do ‘users’ have?
What happens to the expertise of the ‘designer’?
How far can we/should we take it?
How do you know when you (or the organisation you are working with) are ready adopt a co-design approach?
Cultural probes are a research method used to understand user culture without directly questioning users. Probes take the form of design objects like disposable cameras or diaries that are given to users to provoke inspirational responses. When returned, the probes are not analyzed but rather looked through for inspiration to inform experimental design through dialogue. The goal is to discover new cultural understandings and preferences to inspire design, rather than gather precise information.
This document outlines a training session on communication skills. It discusses interactive activities to understand different communication styles like linear, interactive, and transactional. It also covers obstacles to effective communication like doubt and fear. Additional topics include listening skills, understanding other perspectives, controversy, and effective public speaking. The overall goal is to establish fundamental communication skills for the 21st century workplace.
This document discusses motivation theories and participatory culture in online communities. It covers self-determination theory and distinguishes between intrinsic and extrinsic motivation. Factors like relatedness, competence and autonomy can facilitate more internalized extrinsic motivation. Uses and gratification perspective and organizational commitment are two views of motivations. Motivations to use sites include getting information, sharing information and entertainment. Motivations to contribute include purposive value, self-discovery and maintaining social connections. Barriers to participation and the distinction between lurkers and registered users are also addressed.
Ethnography is a branch of anthropology that studies cultures through immersing oneself in people's everyday experiences. It has commercial value for understanding how consumers experience and value brands. The document discusses how ethnography shifts focus from needs to cultural meanings, and provides examples of how ethnography helped brands like Monkey Shoulder whisky and fabric conditioners understand cultural contexts and create meaningful experiences for consumers.
This document outlines a 5-session, 45-minute cycle for 18 pupils in the 2nd level focusing on materials, inventions, and the senses. The objectives are to identify common materials and properties, differentiate discoveries from inventions, and recognize how inventions have improved lives. Language objectives include describing materials and properties, giving reasons using "because", using present and past tenses, and answering who, what, where questions. The content will cover materials like metal, wood, and their properties, as well as floating and sinking.
The document provides guidance on making ideas stick through simple, memorable messaging. It discusses focusing on the core idea and compact delivery. Unexpected elements can grab attention if they surprise without losing the connection to the core. Concrete language uses specifics, names and examples to make abstract concepts tangible. Credibility comes from authority, testimonials and compelling details. Emotional appeals tap into what people care about. Stories engage audiences and help them visualize ideas.
The document summarizes the work of MAD, an association focused on social spaces, art, design, and cross-disciplinary research. It includes 4 research groups exploring social potential through design, art, and media. Projects involve a cross-disciplinary team of 15 researchers from various domains. "Risky objects" are created to provoke experiences and participation from the public. The work focuses on topics like elderly care, schizophrenia, mapping collaborative processes, participatory design, and public art installations.
The document discusses the World Café method for facilitating workshops. The World Café is appropriate for groups of 10-1200 people exploring challenges, opportunities, knowledge sharing, and relationship building over 1.5-2 hours. It involves setting a purpose, rotating participants between tables to discuss topics, identifying patterns in discussions, and sharing discoveries with the whole group. The method aims to generate new insights through respectful, diverse conversations in a cafe-like environment.
To explore how ideas fit within the opportunity identification process
To define and illustrate the sources of opportunity for entrepreneurs
To identify the four models of market opportunity: competition, innovation, alertness and social need
To examine the role of creativity and to review the major components of the creative process: knowledge accumulation, incubation process, idea evaluation and implementation
To present ways of developing personal creativity: recognise relationships, use lateral thinking, use your ‘brains’, think outside the box, identify arenas of creativity and work in creative climates
To introduce how innovation can inspire opportunity through invention, extension, duplication and synthesis
To review some of the major misconceptions associated with innovation and to define the 10 principles of innovation
To consider the challenges and changing dynamics of social and sustainability innovation
This document outlines an intercultural learning workshop to stimulate pupil awareness in an eTwinning context. The workshop uses exercises like speculation games and cultural advertising to help pupils reflect on their own cultures and values. It also encourages taking different perspectives to achieve intercultural understanding. The goal is for pupils to develop awareness of cultural differences and similarities, and to accept other cultures. Intercultural skills are presented as important for pupils as the world becomes more diverse and connected.
This document discusses the field of ethnography and its application to business. It defines ethnography as the study of cultures through immersing oneself in people's everyday experiences. Ethnography provides deep insights into how consumers view and experience brands, products, and services. It shifts the focus from needs to exploring the cultural meanings and social practices associated with objects. The document outlines ethnographic research methodologies and provides case studies of how ethnography has helped companies better understand consumer motivations and design more meaningful product experiences.
This document provides an introduction to codesigning services. It discusses why codesigning is important because services are co-produced by people and require deep understanding of customers, including employees. Codesigning involves collaborative and participatory design methods. It outlines the mindset and roles in codesigning, as well as the design process. Specific codesigning methods discussed include design probes, experience prototyping, and design games. Design probes gather insights from users through diaries, photos or other prompts. Experience prototyping acts out experiences with quick props. Design games provide a structured environment to generate and test ideas playfully.
It´s All About People: Goran Henrik`s plenary presentation at the Jönköping M...Henriks Göran
The document describes a Microsystem Festival that will take place from March 1-4, 2016 in Jönköping, Sweden. The festival will feature topics related to healthcare including patient empowerment, safer healthcare, improving inpatient care, and integrating individualized care. Speakers will come from various countries to discuss lessons learned and best practices. The goal of the festival is to pay tribute to people's health and reliable care through open discussion and networking.
A presentation to show at Edinburgh's NHS Conference in June 2010.
It showcases the process of the ALISS project and how http://wearesnook.com were involved.
Top Tips for Immediate Conversion OptimizationChris Goward
Are you advancing as fast as your competitors? Is your testing program agile or docile? Looking to launch a high-performance conversion optimization system?
You know you need to get more conversions from your website. <strong>Get practical examples and learn what works</strong> from Chris Goward's experience with thousands of tests for hundreds of companies. You’ll learn top tips from his recently published book (“You Should Test That”), including where to focus and test, what to test, and how to create a testing program that delivers fast results and marketing insights.
Our presentation from June 2013 to GovCamp in Canberra exploring both ours and our client's view of service design led innovation in information technology and communications (ICT)
"Codesign Tools and Techniques” - Alessio Ricconois3
World Usability Day Rome 2015 - intervento di Alessio Ricco
~
Il codesign é una metodologia di progettazione che coinvolge direttamente gli stakeholder rendendoli parte attiva del processo di design per poter realizzare insieme un prodotto usabile e che sia aderente alle loro aspettative. Vedremo alcuni degli strumenti che il facilitatore puó utilizzare per migliorare il processo di collaborazione, di dialogo e ascolto all’interno del team di progettazione.
The document outlines the co-design process which involves:
1) Identifying a social need and researching the problem, target group, technological landscape and context.
2) Developing inspiration and visual prototypes through workshops to co-create solutions.
3) Pilot testing the product with groups through iterative workshops to refine and launch the solution.
Cultural probes, or diary studies, provide a way to conduct user research when we can't directly observe their behaviour. This slideshow was presented at UPA Europe, 2008, by Gerry Gaffney.
Co-design tools and techniques - world usability day rome 2015Alessio Ricco
Co-design is a participatory design approach that actively involves all stakeholders in the design process to ensure the result meets their needs. It is aimed at innovation, taking a user-centered approach, and being democratic. Co-design seeks to develop a sense of joint ownership of the project among stakeholders by giving them a voice in the process. Effective co-design requires preparing workshops that define goals, participants, activities, and outputs to facilitate productive collaboration and idea generation.
The document discusses co-design and provides examples of tools and techniques used in a co-design process. It begins with a brief history of co-design and defines it as an approach that deliberately engages users, deliverers of services, and experts to understand and change a system together. The document then discusses specific co-design tools like customer experience maps, user typologies, and service blueprints. It provides three case studies that illustrate how these tools are used in co-design processes to redesign maternal and child health services.
Doing Co-design: What, why, with whom and howPenny Hagen
Talk presented by Penny Hagen and Natalie Rowland for UX Australia 2013 in Melbourne.
In co-design those impacted by the proposed design are actively involved as partners in the design process. Co-design is being used in government, community and health sectors to extend traditional consultation methods and increase program reach and impact. Co-design approaches are also being used by corporates to engage internal stakeholders and customers, identify new service opportunities and improve existing ones. But what is it, why do it and how?
When ‘doing’ co-design, the role of the designer becomes one of facilitator: enabling participation, designing the right triggers, questions and scaffolds in which meaningful and effective participation can occur. Getting this right can be challenging and raise a few interesting questions along the way.
In this presentation we will share our approach to co-design developed over the last eight years working with a range of organisations in Australia and New Zealand. The presentation will draw upon case studies such as the design of HIV testing services with Australian men, the design of service strategies and mental health programs with young people and mental health professionals and an organisational wide co-design training for program for librarians, aimed at preparing them to become co-designers themselves.
The presentation will cover the key principles and framework we apply in designing co-design workshops, favourite activities for involving and priming groups of people for productive participation as well as tips and considerations for doing co-design in dynamic, sensitive and political situations.
We will also explore questions raised by co-design such as:
How creative can ‘users’ be?
What level of influence do ‘users’ have?
What happens to the expertise of the ‘designer’?
How far can we/should we take it?
How do you know when you (or the organisation you are working with) are ready adopt a co-design approach?
Cultural probes are a research method used to understand user culture without directly questioning users. Probes take the form of design objects like disposable cameras or diaries that are given to users to provoke inspirational responses. When returned, the probes are not analyzed but rather looked through for inspiration to inform experimental design through dialogue. The goal is to discover new cultural understandings and preferences to inspire design, rather than gather precise information.
This document outlines a training session on communication skills. It discusses interactive activities to understand different communication styles like linear, interactive, and transactional. It also covers obstacles to effective communication like doubt and fear. Additional topics include listening skills, understanding other perspectives, controversy, and effective public speaking. The overall goal is to establish fundamental communication skills for the 21st century workplace.
This document discusses motivation theories and participatory culture in online communities. It covers self-determination theory and distinguishes between intrinsic and extrinsic motivation. Factors like relatedness, competence and autonomy can facilitate more internalized extrinsic motivation. Uses and gratification perspective and organizational commitment are two views of motivations. Motivations to use sites include getting information, sharing information and entertainment. Motivations to contribute include purposive value, self-discovery and maintaining social connections. Barriers to participation and the distinction between lurkers and registered users are also addressed.
Ethnography is a branch of anthropology that studies cultures through immersing oneself in people's everyday experiences. It has commercial value for understanding how consumers experience and value brands. The document discusses how ethnography shifts focus from needs to cultural meanings, and provides examples of how ethnography helped brands like Monkey Shoulder whisky and fabric conditioners understand cultural contexts and create meaningful experiences for consumers.
This document outlines a 5-session, 45-minute cycle for 18 pupils in the 2nd level focusing on materials, inventions, and the senses. The objectives are to identify common materials and properties, differentiate discoveries from inventions, and recognize how inventions have improved lives. Language objectives include describing materials and properties, giving reasons using "because", using present and past tenses, and answering who, what, where questions. The content will cover materials like metal, wood, and their properties, as well as floating and sinking.
The document provides guidance on making ideas stick through simple, memorable messaging. It discusses focusing on the core idea and compact delivery. Unexpected elements can grab attention if they surprise without losing the connection to the core. Concrete language uses specifics, names and examples to make abstract concepts tangible. Credibility comes from authority, testimonials and compelling details. Emotional appeals tap into what people care about. Stories engage audiences and help them visualize ideas.
The document summarizes the work of MAD, an association focused on social spaces, art, design, and cross-disciplinary research. It includes 4 research groups exploring social potential through design, art, and media. Projects involve a cross-disciplinary team of 15 researchers from various domains. "Risky objects" are created to provoke experiences and participation from the public. The work focuses on topics like elderly care, schizophrenia, mapping collaborative processes, participatory design, and public art installations.
The document discusses the World Café method for facilitating workshops. The World Café is appropriate for groups of 10-1200 people exploring challenges, opportunities, knowledge sharing, and relationship building over 1.5-2 hours. It involves setting a purpose, rotating participants between tables to discuss topics, identifying patterns in discussions, and sharing discoveries with the whole group. The method aims to generate new insights through respectful, diverse conversations in a cafe-like environment.
To explore how ideas fit within the opportunity identification process
To define and illustrate the sources of opportunity for entrepreneurs
To identify the four models of market opportunity: competition, innovation, alertness and social need
To examine the role of creativity and to review the major components of the creative process: knowledge accumulation, incubation process, idea evaluation and implementation
To present ways of developing personal creativity: recognise relationships, use lateral thinking, use your ‘brains’, think outside the box, identify arenas of creativity and work in creative climates
To introduce how innovation can inspire opportunity through invention, extension, duplication and synthesis
To review some of the major misconceptions associated with innovation and to define the 10 principles of innovation
To consider the challenges and changing dynamics of social and sustainability innovation
This document outlines an intercultural learning workshop to stimulate pupil awareness in an eTwinning context. The workshop uses exercises like speculation games and cultural advertising to help pupils reflect on their own cultures and values. It also encourages taking different perspectives to achieve intercultural understanding. The goal is for pupils to develop awareness of cultural differences and similarities, and to accept other cultures. Intercultural skills are presented as important for pupils as the world becomes more diverse and connected.
This document discusses the field of ethnography and its application to business. It defines ethnography as the study of cultures through immersing oneself in people's everyday experiences. Ethnography provides deep insights into how consumers view and experience brands, products, and services. It shifts the focus from needs to exploring the cultural meanings and social practices associated with objects. The document outlines ethnographic research methodologies and provides case studies of how ethnography has helped companies better understand consumer motivations and design more meaningful product experiences.
This document discusses social media research from a qualitative perspective. It defines social media research and explains why it is useful, particularly because it is non-disruptive, inexpensive, and the data is already publicly available. The document discusses using both quantitative and qualitative methods, including natural language processing to identify themes in large data sets and then coding verbatim responses to understand motivations. It provides examples of methods like dividing teams to develop hypotheses and insights about consumer benefits, habits, and barriers related to avocados. Resources for social media research are also listed.
This presentation was given at the redux event organized by ixda nederland. The slides actually do a good job of telling the basics of the story I wanted to tell as I didn't have a lot of time to spend crafting a more visual slide deck. I encourage you to go back and watch the videos of the presentations I presented on the ixda vimeo channel. Links at the end."
The summary here does not represent anyone's view or understanding but my own (i.e. this is not representative of my employer or other affiliates).
Innovation Boot Camp: Fostering a More Innovative Workplace (PPT)M.J. D'Elia
This PDF document provides some summary notes from our presentation at the CPSI conference in Buffalo. You can also find our PPT from the session on Slideshare.
The document discusses creativity and creative thinking. It defines creativity, outlines Edward de Bono's six thinking hats approach, and discusses defining characteristics of creative thinking such as imagination, open-mindedness, and willingness to explore new ideas. The document also describes stages of the creative process, including vision, hope, diving in, excitement, suspicion, clarity, and obsession. It provides examples of creative thinking exercises and encourages sharing creativity with others.
This document discusses the concepts of planned obsolescence, consumerism, and how design can either enslave or liberate people. It notes that planned obsolescence is used to train people to constantly want new items before the old ones are used up. While some argue that design promotes competition and creativity, others believe it can become the norm and exclude those who cannot afford new technologies. However, the document ends by stating that old designs can fuel new ideas and that good design can promote education and empower people.
Introduction to ideas - A complete insight ( A full semester course)megasheeki
This document discusses various topics related to creative thinking and idea generation. It covers divergent and convergent thinking patterns, areas of creativity in organizations including products, processes, marketing, and organization. It also discusses the idea process, company responses to new ideas, idea profiles and traits, characteristics of creative personalities, thinking techniques like brainstorming and mind mapping, and motivation theories.
Seek #DIGNC Digital Non-Conference Conversation starterSEEK Company
This document summarizes a digital non-conference on social media research. It provides tips on going beyond sentiment analysis to understand motivations and context from social media data. Qualitative research methods like interviews, observations and focus groups are recommended to deepen insights from social media by understanding consumers' whole experiences and stories with a topic. The document also gives examples of sources of qualitative "why" data like recall, observation, and real-time documentation to help explain quantitative behavioral data and sentiment.
This document discusses creativity and the creative process. It defines creativity as thinking of something new and defines three main types: combinational, exploratory, and transformational. The creative process involves both conscious and unconscious thinking and can be stimulated individually and in groups. Several theories of the creative process are described, including incubation, convergent/divergent thinking, the "geneplore" model, conceptual blending, and the explicit-implicit interaction theory. Creativity in organizations can play a role in innovation through generating new ideas for technologies, products, processes, marketing strategies, and more. Creative people tend to be misfits, loners, non-conformists, original, sensitive, and adventurous. Factors
This document discusses leading effective virtual teams. It begins by defining different types of virtual teams, such as telecommuters, project teams, and geographically distributed organizations. It then lists the essential building blocks for a successful virtual team as trust, clear goals and norms, effective communication, and leveraging diversity. The document provides attributes of ineffective virtual leaders, such as not trusting what they can't see and limiting communications. Conversely, it lists attributes of effective virtual leaders as facilitating communication and knowledge sharing, understanding collaboration tools, creating trust, and being socially aware. It emphasizes starting in-person when possible, having a shared foundation, and letting the human dimension shine through in ongoing communication.
Free yourself from the “testing culture” and unleash your creative beast! From high-tech to no-tech, practical ways to get students, teachers, and parents to be active designers and tinkerers. (V2 from presentation at ISTE 2012)
Similar to Cultural probing – a playful and innovative way of carrying out qualitative research - Deutsche Telekom (20)
Overcoming technical and infrastructure challenges for mobile research in Afr...Merlien Institute
The document summarizes a conference on overcoming technical and infrastructure challenges for mobile research in Africa. It discusses the opportunities for mobile research on the growing continent, but also outlines major challenges like inadequate broadband networks, low internet access, and urban-rural divides. It provides perspectives on bridging infrastructure gaps, optimal mobile research design for Africa, protecting research assets, and maintaining a trained technical workforce. The conclusion recognizes both the significant challenges and opportunities that mobile research in Africa presents.
Mobile Research – What’s the point - Millward BrownMerlien Institute
at Market Research in the Mobile World Africa 2014
November 5-6, 2014 Cape Town
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://mrmw.net/
Clustering by mobile usage and behaviour – the many faces of smartphone users...Merlien Institute
at Market Research in the Mobile World Africa 2014
November 5-6, 2014 Cape Town
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://mrmw.net/
Cracking the code…Insights for mobile from behavioral sciences - Pondering PandaMerlien Institute
The document provides details about the Marketing Research Management Workshop (MRMW) that took place on November 5-6, 2014 at the DoubleTree by Hilton Hotel in Cape Town, South Africa. It was organized by the Association and included sponsors and media partners. The workshop featured speakers on topics related to cognitive biases, mobile research applications, and using behavioral economics and psychology in marketing research.
Understanding respondent’s interaction with household electronics – using tab...Merlien Institute
at Market Research in the Mobile World Africa 2014
November 5-6, 2014 Cape Town
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://mrmw.net/
The why, what and how to use mobile marketing in Africa - MMA SAMerlien Institute
The document summarizes a presentation on mobile marketing in South Africa given at the 2014 Mobile and Retail Marketing World conference. It discusses why mobile marketing is important given South Africa's high mobile penetration rates. It outlines different mobile marketing tactics like SMS, USSD, mobile ads and coupons. It provides case studies of successful mobile campaigns run by brands like Weetbix, KFC and Tastic showing how mobile can engage customers and drive sales. The key to success is starting with basic phones, offering rewards and measuring results.
Maximising internet based mobile research in Africa - TNS & BinuMerlien Institute
at Market Research in the Mobile World Africa 2014
November 5-6, 2014 Cape Town
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://mrmw.net/
Something fishy is going on in the world of mobile research - Sea Harvest & TNSMerlien Institute
at Market Research in the Mobile World Africa 2014
November 5-6, 2014 Cape Town
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://mrmw.net/
Mobile Qual – opening new ways to leverage Africa’s mobile first society - IK...Merlien Institute
at Market Research in the Mobile World Africa 2014
November 5-6, 2014 Cape Town
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://mrmw.net/
Mobile Market Research - a brand owner's perspective - PZ CussonsMerlien Institute
at Market Research in the Mobile World Africa 2014
November 5-6, 2014 Cape Town
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://mrmw.net/
Leveraging longitudinal communities for better, faster and cheaper insights -...Merlien Institute
at Market Research in the Mobile World Africa 2014
November 5-6, 2014 Cape Town
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://mrmw.net/
Insights and Innovations – today and the way forward for mobile research from...Merlien Institute
at Market Research in the Mobile World Africa 2014
November 5-6, 2014 Cape Town
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://mrmw.net/
Tablets killed the paper star – tablet usage in developing and emerging marke...Merlien Institute
at Market Research in the Mobile World Africa 2014
November 5-6, 2014 Cape Town
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://mrmw.net/
Leveraging mobile to bring overnight television ratings to Africa - GeoPollMerlien Institute
at Market Research in the Mobile World Africa 2014
November 5-6, 2014 Cape Town
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://mrmw.net/
In mobile diary research the map is not the territory - TNSMerlien Institute
The document announces a marketing and research conference to take place on November 5-6, 2014 at the DoubleTree by Hilton Hotel in Cape Town, South Africa. The conference is organized by an association and has title, silver, and bag sponsors as well as association and media partners. The conference hashtag is #MRMW.
Engaging youth – using social media networks to generate valuable insights - ...Merlien Institute
Bronwyn Johnson presented at the #MRMW conference on using social media for market research and marketing. She discussed how OLX used social media like Facebook and YouTube to build a large audience and drive awareness of their online classifieds site in South Africa. She emphasized the importance of measuring social media efforts, testing different strategies, and aligning social media with overall business goals. While growing social communities, brands must provide value to earn permission to engage people in their personal spaces.
The document outlines principles for building brands in a mobile world called "Mobi-Ready Branding". It discusses the need to balance the value exchange with consumers by providing additional value beyond products through entertainment, utility, community and advice. Brands also need to bring the real and virtual worlds together, have real-time relevance, innovate through partnerships, know their purpose and stand for it with actions. While technology changes, human needs do not, so brands must remember that consumers are still human beings with emotional decision making.
'What is in a name!' - Name-test Using 'Contextual Probing' - GfK & Tata SkyMerlien Institute
This document describes an innovative approach called "contextual probing" that was used to evaluate a potential brand name for a new grooming and etiquette service for young men. The approach involved having respondents create a collage representing a story for the proposed name "Actve Smart Manager" and then modifying the collage as different contexts were introduced, such as the product category, marketer, and offering details. This allowed insights to be gained about how the name story and perceptions evolved with additional context. It revealed that the name had a stronger focus on grooming and etiquette rather than leadership skills. As a result, the client decided to modify the service communication to better portray workplace scenarios and skills of a manager. The contextual probing approach
at Qualitative360 Asia Pacific 2014
1-2 October 2014, Singapore
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://qual360.com/
Taming the raging river - Qualitative Research & Social Media - FireflyMerlien Institute
The document announces a qualitative research conference called #QUAL360 that will take place on October 1-2, 2014 at the Ramada Hotel in Singapore. It will be organized by various sponsors, associations, and media partners. The conference will focus on topics like using qualitative research and social media to understand customer conversations and stories in real-time across various social platforms.
SATTA MATKA DPBOSS KALYAN MATKA RESULTS KALYAN CHART KALYAN MATKA MATKA RESULT KALYAN MATKA TIPS SATTA MATKA MATKA COM MATKA PANA JODI TODAY BATTA SATKA MATKA PATTI JODI NUMBER MATKA RESULTS MATKA CHART MATKA JODI SATTA COM INDIA SATTA MATKA MATKA TIPS MATKA WAPKA ALL MATKA RESULT LIVE ONLINE MATKA RESULT KALYAN MATKA RESULT DPBOSS MATKA 143 MAIN MATKA KALYAN MATKA RESULTS KALYAN CHART
AI Transformation Playbook: Thinking AI-First for Your BusinessArijit Dutta
I dive into how businesses can stay competitive by integrating AI into their core processes. From identifying the right approach to building collaborative teams and recognizing common pitfalls, this guide has got you covered. AI transformation is a journey, and this playbook is here to help you navigate it successfully.
SATTA MATKA DPBOSS KALYAN MATKA RESULTS KALYAN CHART KALYAN MATKA MATKA RESULT KALYAN MATKA TIPS SATTA MATKA MATKA COM MATKA PANA JODI TODAY BATTA SATKA MATKA PATTI JODI NUMBER MATKA RESULTS MATKA CHART MATKA JODI SATTA COM INDIA SATTA MATKA MATKA TIPS MATKA WAPKA ALL MATKA RESULT LIVE ONLINE MATKA RESULT KALYAN MATKA RESULT DPBOSS MATKA 143 MAIN MATKA KALYAN MATKA RESULTS KALYAN CHART INDIA MATKA KALYAN SATTA MATKA 420 INDIAN MATKA SATTA KING MATKA FIX JODI FIX FIX FIX SATTA NAMBAR MATKA INDIA SATTA BATTA
Adani Group's Active Interest In Increasing Its Presence in the Cement Manufa...Adani case
Time and again, the business group has taken up new business ventures, each of which has allowed it to expand its horizons further and reach new heights. Even amidst the Adani CBI Investigation, the firm has always focused on improving its cement business.
SATTA MATKA DPBOSS KALYAN MATKA RESULTS KALYAN CHART KALYAN MATKA MATKA RESULT KALYAN MATKA TIPS SATTA MATKA MATKA COM MATKA PANA JODI TODAY BATTA SATKA MATKA PATTI JODI NUMBER MATKA RESULTS MATKA CHART MATKA JODI SATTA COM INDIA SATTA MATKA MATKA TIPS MATKA WAPKA ALL MATKA RESULT LIVE ONLINE MATKA RESULT KALYAN MATKA RESULT DPBOSS MATKA 143 MAIN MATKA KALYAN MATKA RESULTS KALYAN CHART
Tired of chasing down expiring contracts and drowning in paperwork? Mastering contract management can significantly enhance your business efficiency and productivity. This guide unveils expert secrets to streamline your contract management process. Learn how to save time, minimize risk, and achieve effortless contract management.
The report *State of D2C in India: A Logistics Update* talks about the evolving dynamics of the d2C landscape with a particular focus on how brands navigate the complexities of logistics. Third Party Logistics enablers emerge indispensable partners in facilitating the growth journey of D2C brands, offering cost-effective solutions tailored to their specific needs. As D2C brands continue to expand, they encounter heightened operational complexities with logistics standing out as a significant challenge. Logistics not only represents a substantial cost component for the brands but also directly influences the customer experience. Establishing efficient logistics operations while keeping costs low is therefore a crucial objective for brands. The report highlights how 3PLs are meeting the rising demands of D2C brands, supporting their expansion both online and offline, and paving the way for sustainable, scalable growth in this fast-paced market.
Cover Story - China's Investment Leader - Dr. Alyce SUmsthrill
In World Expo 2010 Shanghai – the most visited Expo in the World History
https://www.britannica.com/event/Expo-Shanghai-2010
China’s official organizer of the Expo, CCPIT (China Council for the Promotion of International Trade https://en.ccpit.org/) has chosen Dr. Alyce Su as the Cover Person with Cover Story, in the Expo’s official magazine distributed throughout the Expo, showcasing China’s New Generation of Leaders to the World.
Satta matka fixx jodi panna all market dpboss matka guessing fixx panna jodi kalyan and all market game liss cover now 420 matka office mumbai maharashtra india fixx jodi panna
Call me 9040963354
WhatsApp 9040963354
SATTA MATKA DPBOSS KALYAN MATKA RESULTS KALYAN MATKA MATKA RESULT KALYAN MATKA TIPS SATTA MATKA MATKA COM MATKA PANA JODI TODAY BATTA SATKA MATKA PATTI JODI NUMBER MATKA RESULTS MATKA CHART MATKA JODI SATTA COM INDIA SATTA MATKA MATKA TIPS MATKA WAPKA ALL MATKA RESULT LIVE ONLINE MATKA RESULT KALYAN MATKA RESULT DPBOSS MATKA 143 MAIN MATKA KALYAN MATKA RESULTS KALYAN CHART KALYAN CHART
❽❽❻❼❼❻❻❸❾❻ DPBOSS NET SPBOSS SATTA MATKA RESULT KALYAN MATKA GUESSING FREE KA...essorprof62
DPBOSS NET SPBOSS SATTA MATKA RESULT KALYAN MATKA GUESSING FREE KALYAN FIX JODI ANK LEAK FIX GAME BY DP BOSS MATKA SATTA NUMBER TODAY LUCKY NUMBER FREE TIPS ...
SATTA MATKA DPBOSS KALYAN MATKA RESULTS KALYAN CHART KALYAN MATKA MATKA RESULT KALYAN MATKA TIPS SATTA MATKA MATKA COM MATKA PANA JODI TODAY BATTA SATKA MATKA PATTI JODI NUMBER MATKA RESULTS MATKA CHART MATKA JODI SATTA COM INDIA SATTA MATKA MATKA TIPS MATKA WAPKA ALL MATKA RESULT LIVE ONLINE MATKA RESULT KALYAN MATKA RESULT DPBOSS MATKA 143 MAIN MATKA KALYAN MATKA RESULTS KALYAN CHART
Presentation by Herman Kienhuis (Curiosity VC) on Investing in AI for ABS Alu...Herman Kienhuis
Presentation by Herman Kienhuis (Curiosity VC) on developments in AI, the venture capital investment landscape and Curiosity VC's approach to investing, at the alumni event of Amsterdam Business School (University of Amsterdam) on June 13, 2024 in Amsterdam.
Cultural probing – a playful and innovative way of carrying out qualitative research - Deutsche Telekom
1.
2.
3. Cultural probing –
a playful and innovative way of carrying out
qualitative research
Annette Böhmer, Senior Insights & Ideation Manager, Berlin, April 2013
.
4. Deutsche Telekom
Telekom Innovation Laboratories
Creation Center
Me
5. Creation Center:
A
pla&orm
for
crea-ng
ideas
based
on
human
needs.
3
7. Process step 1: Research – It’s all about getting inspired.
Every
Crea-on
Center
process
starts
with
observing
the
everyday
life
of
people.
Based
on
what
we
see
in
the
research,
we
iden-fy
opportuni-es.
5
8. Therefore we give out homework.
These
“cultural
probes”
unveil
details
of
people’s
daily
life
–
secrets,
hidden
needs,
wishes,
frustra-ons…
6
9. What are cultural probes?
Hand-‐made
self
observa-on
kits
that
help
to
collect
samples
from
people’s
lifes.
Origin:
Bill
Gaver,
Tony
Dunne,
Elena
Pacen-
introduced
this
technique
in
1999
in
the
magazine
„Interac-ons“.
Defini+on:
Cultural
probes
are
samples
from
other
people‘s
daily
lifes
–
vivid,
hap-c,
colourful,
playful,
individual
and
surprising.
To
get
them,
the
researcher
has
to
create
liRle
packages
,
“self-‐observa-on
kits”.
7
11. Advantages of cultural probes:
Cultural
probes
are
authen-c,
tangible
and
s-cky.
Advantages:
• Authen-c
and
tangible
results
• Cost
&
-me
efficient
compared
to
home
visits
• Low
influence
of
researcher
• High
involvement
of
par-cipant
• Triggers
crea-vity
of
people
to
come
up
with
their
own
ideas
• We
are
close
to
people
without
being
there,
even
in
moments
when
people
want
to
be
leX
alone
• Helps
to
iden-fy
most
interes-ng
par-cipants
for
further
ethnographic
9
deep-‐dive
or
co-‐crea-on
workshop
12. Downsides of cultural probes:
Cultural
probes
are
quite
-me
consuming,
you
have
to
be
crea-ve!
Downsides
• Requires
prepara-on
-me
• Needs
graphic
skills
• Might
overstrain
„normal
people“
10
13. Creating cultural probes:
Invest
as
much
effort
as
you
want
the
par-cipants
to
invest.
Rules:
• The
more
effort
you
put
into
crea-ng
the
self
observa-on
kits,
the
more
inspira-on
you
will
get
• Find
a
playful
and
unique
layout
• Speak
an
easy
to
understand
language
• Use
high
quality
material,
pens,
s-ckers,
etc
Guiding
Principle:
• Focus
the
topic
but
leave
space
for
surprises!
Recommended:
• Make
a
pretest
11
• Explain
the
probes
face-‐to-‐face
14. Types of cultural probes:
Find
the
right
probe-‐type
to
record
the
most
interes-ng
events.
Types
of
cultural
probes:
•
diaries
•
collec-on
bags/
jars
•
photo/
video
tasks
•
maps
•
tagging
of
objects
•
love-‐/
hateleRers
•
issue
cards
•
screenshots
• …
12
15. Example 1: Maps.
How
can
we
enhance
community
interac-on
on
mobile
phones?
13
16. Example 2: Spontaneous videos.
A
strong
research
provides
us
with
personal,
spicy,
in-mate
and
undigested
stories.
We
sent
tasks
by
text
message
for
spontaneous
reac-ons.
14
17. Example 3: Video tasks.
It
provides
a
universal
language
that
is
understandable
for
all
involved
in
the
project.
15
19. Example 4: Letters.
Let
people
write
leRers
–
they
contain
their
desires,
honest
opinions.
17
20. Return of Cultural Probes:
Use
the
cultural
probes
as
inspira-on
for
an
idea-on
workshop.
Co-‐Crea+on:
• Get
the
probes
back
several
days
before
the
scheduled
workshop
• Invite
the
most
interes-ng
persons
• Let
the
par-cipants
present
their
probes
• Extract
interes-ng
insights
together
• Co-‐create
solu-ons
• Have
fun!
18
21. Presentation of Cultural Probes:
Let
the
par-cipants
present
their
probes.
Presenta+on
Challenge:
• Select
the
most
interes-ng
probes
for
the
presenta-on
• All
selected
probes
should
get
an
addi-onal
reward
• Bonus
reward
if
someone
delivers
a
very
interes-ng
insight
• Have
fun!
22. Rewarding of Cultural Probes:
Transparent
rewarding
system
helps
to
enhance
the
quality
of
probes.
Par+cipants
get
inven+ve
depending
on
the
quality
of
their
probe:
• Put
„price
tags“
on
every
probe
• Give
an
example
of
a
probe
that
was
returned
by
somebody
else
• Make
transparent
that
only
complete
probes
will
be
rewarded
• Pay
10-‐15€
per
hour
20
23. More info about the Creation Center
Visit
our
homepage:
www.crea-on-‐center.de
Check
out
our
book:
www.unternehmen-‐idee.de
Like
us
on
facebook:
facebook/crea-oncenter
Thank You!
Annette.Boehmer@
telekom.de
21