The document discusses creating engaging online interpretation activities. It provides examples from the successful National Park Service WebRangers program. Key points include:
- WebRangers has over 400,000 annual visitors and 7,000 have completed all activities, showing strong engagement.
- Developing interactive activities requires a team and significant resources like visuals, writing, programming. Activities can cost $20,000-$30,000 on average.
- The development process involves choosing an approach, storyboarding, gathering resources, creating prototypes, and programming. Thorough testing is important.
- Keeping activities around 15-20 minutes, asking questions, and providing optional expanded content helps maintain engagement.
ATD 2015: Facilitating Virtual Leadership Workshops with ConfidenceExperiencePoint
Presentation by:
James Chisholm, Principal at ExperiencePoint
Jennifer Labin, Founder at TERP Associates
For leadership development, learning by doing through simulation remains one of the best ways to develop people. While classroom-style events foster a shared experience and a chance for people to learn from one another, it is increasingly difficult to get busy people together in one room. As practitioners and consultants, how might we deliver change and innovation simulation workshops to leaders and managers who are geographically dispersed, and still provide the networking and knowledge sharing benefits of classroom training?
During this session, you will participate in a series of group activities to uncover what works before embarking on the virtual facilitation journey. This session will focus on interaction methods, technology supports, and other design considerations critical for success in delivering simulation-based workshops to geographically dispersed remote teams. Whether you are facilitating a concurrent workshop in three countries, or simply trying to integrate a remote team into a training event, you will learn best practices for engaging remote participants in hands-on experiential learning.
Story mapping introduction short versionCraig Brown
This document provides an introduction to story mapping. It discusses concepts sourced from Jeff Patton, including user stories, roles, personas, and features. The document encourages creating story maps to organize user stories. It recommends reading more about story mapping on Jeff Patton and Better Projects' websites to learn about user stories, templates, and courses on the topic. The overall goal is to introduce story mapping and discuss key elements like user stories, roles, and personas to help structure product backlogs and development.
How ANYONE can make insanely better slidesSean Johnson
My wife was showing me slides from a meeting she recently attended. I’m sure the material was great, but I didn’t read to find out. The slides literally made my eyes bleed.
Between my time as a partner at an early stage venture fund and a digital consulting company, I effectively live in Keynote. Creating proposals, reading pitch decks, making presentations.
I am convinced great slide-making is a tremendous skill to develop. It will make your internal presentations more persuasive. It will help you win more business or close that round of funding. It will accelerate your career.
You’ve no doubt seen gorgeous presentations at conferences and other events, but don’t know how to make them.
But you don’t need to know how to make those kinds of presentations for your day job. What you need are some simple tips for polishing up your decks. Making copy more readable. Making tables and charts more useful. Telling the story you’re trying to tell.
This deck is my attempt to help you with that. I hope you find it useful.
Understanding design thinking in practice: a qualitative study of design led ...Zaana Jaclyn
PhD dissertation.
Abstract
Design thinking is a collaborative and human centred approach to solving problems. Over the past decade design thinking has evolved considerably, particularly with regard to innovation within the sectors of design and business. Despite this sharp rise to popularity there remains limited understanding of how design thinking is applied in practice and little empirical investigation into this subject. Without this understanding further informed application and development of the approach will be hampered.
The ‘design led professional’ is an individual who uses design approaches in their work practices whose education and experience however may not necessarily be in design. The central aim of this thesis is to understand how the ‘design led professional’ applies design thinking in practice with large organisations where the focus is on designing intangible products such as systems, services and experiences. The thesis addresses the research problem through the exploration of the question: How does the design led professional understand and enact design thinking in practice? This question is explored within the context of the design led professional working with large organisations.
A qualitative research approach was adopted, which involved ethnographic methods of semi structured interviews, artefact analysis and participant observation. Data was collected across three studies: an expert interview study, a retrospective case study and a participatory case study. The constant comparative grounded theory method was used to analyse and synthesise data.
Research findings, contextualised within relevant literature, reveal the composition of design thinking in practice: as constrained by the approach taken in applying design thinking; the maturity of the design led professional and the environment in which design thinking is conducted.
On this basis two models are proposed in the conclusion as a foundation for further application and development. The first presents a scale of design thinking maturity based upon two perspectives of design thinking as a way of work and a way of life. The second model maps the interdependent relationship between the three components of design thinking in practice of the approach, the design led professional and the environment in which it is conducted.
The evidence generated through this research provides a framework to assist the public and those who practice design thinking to better understand and articulate design thinking. In addition it provides a foundation for further empirical research that explores the realistic application of design thinking in practice and the critical role of the design led professional.
Stone Ward Brand Management March Meeting: Brainstorming Tech FirstEmily Reeves Dean
This is part of a monthly meeting series with Stone Ward brand management to talk about integrating digital to overall communications planning. In this March meeting we talked about brainstorming technology first, based on a session that Emily Reeves listened to at SXSW 2013
Cultivating Lean Startup Teams When People Don't Know What Lean IsEmily Holmes
The document discusses simple Lean techniques that can be used to gradually shift a team's focus to users and cultivate a Lean approach when people are unfamiliar or hostile to Lean. It recommends getting out of the building to do quick user research, hosting persona and design studios to generate ideas and foster collaboration, and writing scenarios to humanize the software development process. The overall goal is to introduce Lean concepts in an interactive and relatable way to change perspectives.
Design Sprints for Awesome Teams: Running Design Sprints for Rapid Digital Pr...Dana Mitroff Silvers
Pre-conference workshop at the 2016 Museums and the Web Conference in Los Angeles, CA, on April 6, 2016.
Design Thinking is a set of methods and a mindset that combines empathy, creativity, and rationality to solve human-centered problems, and is the foundation upon which Design Sprints are built. We have run numerous Design Sprints with museums and cultural heritage organizations, and have refined its application to the unique constraints and opportunities of the museum sector.
Come join us for this fun and high-energy workshop in which we’ll walk you through a hands-on Design Sprint and give you tools and resources to bring sprints back to your own organization—and make your team more awesome!
The document discusses using visual tools and games to help with requirements gathering and project envisioning for SharePoint projects. It describes various techniques including low-tech social networking, mind mapping, card sorting, tree testing, wireframing with Balsamiq, and the "Requirements Rainbow" game. The techniques are intended to help teams get on the same page, build shared understanding, and clarify requirements in a more engaging way compared to traditional meetings. The document provides instructions for facilitating many of the techniques.
ATD 2015: Facilitating Virtual Leadership Workshops with ConfidenceExperiencePoint
Presentation by:
James Chisholm, Principal at ExperiencePoint
Jennifer Labin, Founder at TERP Associates
For leadership development, learning by doing through simulation remains one of the best ways to develop people. While classroom-style events foster a shared experience and a chance for people to learn from one another, it is increasingly difficult to get busy people together in one room. As practitioners and consultants, how might we deliver change and innovation simulation workshops to leaders and managers who are geographically dispersed, and still provide the networking and knowledge sharing benefits of classroom training?
During this session, you will participate in a series of group activities to uncover what works before embarking on the virtual facilitation journey. This session will focus on interaction methods, technology supports, and other design considerations critical for success in delivering simulation-based workshops to geographically dispersed remote teams. Whether you are facilitating a concurrent workshop in three countries, or simply trying to integrate a remote team into a training event, you will learn best practices for engaging remote participants in hands-on experiential learning.
Story mapping introduction short versionCraig Brown
This document provides an introduction to story mapping. It discusses concepts sourced from Jeff Patton, including user stories, roles, personas, and features. The document encourages creating story maps to organize user stories. It recommends reading more about story mapping on Jeff Patton and Better Projects' websites to learn about user stories, templates, and courses on the topic. The overall goal is to introduce story mapping and discuss key elements like user stories, roles, and personas to help structure product backlogs and development.
How ANYONE can make insanely better slidesSean Johnson
My wife was showing me slides from a meeting she recently attended. I’m sure the material was great, but I didn’t read to find out. The slides literally made my eyes bleed.
Between my time as a partner at an early stage venture fund and a digital consulting company, I effectively live in Keynote. Creating proposals, reading pitch decks, making presentations.
I am convinced great slide-making is a tremendous skill to develop. It will make your internal presentations more persuasive. It will help you win more business or close that round of funding. It will accelerate your career.
You’ve no doubt seen gorgeous presentations at conferences and other events, but don’t know how to make them.
But you don’t need to know how to make those kinds of presentations for your day job. What you need are some simple tips for polishing up your decks. Making copy more readable. Making tables and charts more useful. Telling the story you’re trying to tell.
This deck is my attempt to help you with that. I hope you find it useful.
Understanding design thinking in practice: a qualitative study of design led ...Zaana Jaclyn
PhD dissertation.
Abstract
Design thinking is a collaborative and human centred approach to solving problems. Over the past decade design thinking has evolved considerably, particularly with regard to innovation within the sectors of design and business. Despite this sharp rise to popularity there remains limited understanding of how design thinking is applied in practice and little empirical investigation into this subject. Without this understanding further informed application and development of the approach will be hampered.
The ‘design led professional’ is an individual who uses design approaches in their work practices whose education and experience however may not necessarily be in design. The central aim of this thesis is to understand how the ‘design led professional’ applies design thinking in practice with large organisations where the focus is on designing intangible products such as systems, services and experiences. The thesis addresses the research problem through the exploration of the question: How does the design led professional understand and enact design thinking in practice? This question is explored within the context of the design led professional working with large organisations.
A qualitative research approach was adopted, which involved ethnographic methods of semi structured interviews, artefact analysis and participant observation. Data was collected across three studies: an expert interview study, a retrospective case study and a participatory case study. The constant comparative grounded theory method was used to analyse and synthesise data.
Research findings, contextualised within relevant literature, reveal the composition of design thinking in practice: as constrained by the approach taken in applying design thinking; the maturity of the design led professional and the environment in which design thinking is conducted.
On this basis two models are proposed in the conclusion as a foundation for further application and development. The first presents a scale of design thinking maturity based upon two perspectives of design thinking as a way of work and a way of life. The second model maps the interdependent relationship between the three components of design thinking in practice of the approach, the design led professional and the environment in which it is conducted.
The evidence generated through this research provides a framework to assist the public and those who practice design thinking to better understand and articulate design thinking. In addition it provides a foundation for further empirical research that explores the realistic application of design thinking in practice and the critical role of the design led professional.
Stone Ward Brand Management March Meeting: Brainstorming Tech FirstEmily Reeves Dean
This is part of a monthly meeting series with Stone Ward brand management to talk about integrating digital to overall communications planning. In this March meeting we talked about brainstorming technology first, based on a session that Emily Reeves listened to at SXSW 2013
Cultivating Lean Startup Teams When People Don't Know What Lean IsEmily Holmes
The document discusses simple Lean techniques that can be used to gradually shift a team's focus to users and cultivate a Lean approach when people are unfamiliar or hostile to Lean. It recommends getting out of the building to do quick user research, hosting persona and design studios to generate ideas and foster collaboration, and writing scenarios to humanize the software development process. The overall goal is to introduce Lean concepts in an interactive and relatable way to change perspectives.
Design Sprints for Awesome Teams: Running Design Sprints for Rapid Digital Pr...Dana Mitroff Silvers
Pre-conference workshop at the 2016 Museums and the Web Conference in Los Angeles, CA, on April 6, 2016.
Design Thinking is a set of methods and a mindset that combines empathy, creativity, and rationality to solve human-centered problems, and is the foundation upon which Design Sprints are built. We have run numerous Design Sprints with museums and cultural heritage organizations, and have refined its application to the unique constraints and opportunities of the museum sector.
Come join us for this fun and high-energy workshop in which we’ll walk you through a hands-on Design Sprint and give you tools and resources to bring sprints back to your own organization—and make your team more awesome!
The document discusses using visual tools and games to help with requirements gathering and project envisioning for SharePoint projects. It describes various techniques including low-tech social networking, mind mapping, card sorting, tree testing, wireframing with Balsamiq, and the "Requirements Rainbow" game. The techniques are intended to help teams get on the same page, build shared understanding, and clarify requirements in a more engaging way compared to traditional meetings. The document provides instructions for facilitating many of the techniques.
Escaping the Knowledge Management Black Hole: New Approaches to Leveraging Or...Paul Culmsee
The document discusses challenges with managing tacit knowledge and debates different approaches. It argues that fully codifying tacit knowledge into explicit documentation is difficult and can have downsides. Instead, it proposes capturing experts' reflections on video and linking them to dialogue maps that represent the rationale without over-codifying details. This preserves context while allowing others to navigate complex discussions. The approach aims to efficiently leverage expert time and knowledge within SharePoint systems.
“Faux”cus Groups: Reimagining Groups to Uncover Behavioral Insights in User R...UXPA International
What if there was a way to take advantage of the benefits of group sessions without losing the individual depth of findings of 1:1 sessions?
Over the last 7 years, our team has applied numerous research methods to align with client needs and research goals. Having discovered firsthand that no research method is perfect, the team has created a new approach to group-based research. Inspired by Co-Design, Focus Groups, and Contextual Inquiry, we’ve combined individual activities with group sessions in order to bring to light individual’s experiences, motivations, and ideas without losing the creative aspect of the group dynamic. The approach, Collaborative Experience Mapping, allows participants to provide individual in-depth feedback while avoiding many of the pitfalls of group-based research.
We will present an interactive deep-dive into the nuances of our methodology; explain what we’ve learned throughout our projects and how you can apply it to your own research efforts.
Andy Kirk's Webinar for Tableau (July 2016)Andy Kirk
These are the slides from the talk given by Andy Kirk (@visualisingdata) on a webinar hosted by Tableau Software on 20th July 2016. The title is 'Bringing Method to the Madness' and concerns a demonstration of a data visualisation design workflow.
The document provides guidance on creating effective online presentations. It emphasizes showing a picture and telling a story in 3 sentences or less. Design the presentation before creating slides. Limit slides to 7 words each and avoid distracting transitions. The goal is to engage the audience to either listen or read, not both. Examples show redesigning slides from cluttered bullets to simplified visuals.
Catalyzing Change: Tools and Strategies for Digital Transformation (Museums a...Dana Mitroff Silvers
Slides from Museums and the Web 2015 pre-conference workshop, "Catalyzing Change: Tools and Strategies for Digital Transformation."
workshop presenters:
Dana Mitroff Silvers @dmitroff
Emily Lytle-Painter @museumofemily
Carolyn Royston: #caro_ft
Research and Design Methods - Healthcare Experience Design Conference 2012hawleymichael
The document discusses research and design methods for infusing research into the design process. It addresses challenges such as analysis paralysis, agreeing on decisions, budget constraints, and uniting teams around a common vision. Various methods are presented, like journey mapping to understand user experiences, design studios for sketching, presenting, and critiquing ideas, and evaluating solutions through observation and synthesis. The goal is to use research to inform decision making in design.
Make Your Stick Figures Work Harder: The 3 C's of SketchingJason Ulaszek
Presented at Sketch Camp Chicago on November 2, 2013.
Look inside a designer's toolkit and you'll likely find a broadly defined exercise called sketching. It's an exercise that can turn napkins, flip charts, whiteboards and 6-up templates into valuable assets containing everything from direction of business models to mobile app experiences. While a sketching exercise might produce an artifact seemingly simple to the uninitiated, great designers know the exercise requires design itself. By purposefully designing the exercise around the "3 C's" - communication, context and collaboration - we can increase participation and engagement by both design team members and stakeholders. In this session you'll learn about these three factors that are key to consider in planning and facilitating a sketching exercise. You'll also walk away with a handful of tips and tricks to try on your next project.
learning from teaching: dbs library seminar 2017 Robert McKenna
1. Librarians participated in a professional development pilot involving eportfolios to document their activities. They created portfolios using various domains and typologies of activities, and participated in workshops.
2. Most found the process of documenting and reflecting on their activities to be useful, though some had issues with technical difficulties or lack of ownership of their portfolios. The domains provided a framework but did not always map directly to all librarian work.
3. Going forward, some plan to continue using their pilot portfolios while others want to start new portfolios with a different approach. Most felt reflection was useful, but the level and format of reflection needed further consideration for librarians not involved in teaching.
Do You Know Who Your Users Are? The Role of Research in Redesigning sfmoma.orgAutodesk
The San Francisco Museum of Modern Art conducted user research to redesign their website, which was over 10 years old. They used both quantitative and qualitative research methods including think tanks, interviews, surveys and heuristic evaluations. Their research revealed that most users did not understand the difference between exhibitions and the permanent collection and just wanted to find out "what's going on" to plan a visit. It also found that users were not aware of the breadth of programs and content offered. The research insights inspired new design ideas like creating a combined "Exhibitions + Events" section and adding more cross-linking and layers of information to showcase their offerings. The redesign aims to better serve the museum's diverse audiences.
Doors, Walls and Old Trees: Prioritizing to Get SimpleJason Ulaszek
Presented at Webvisions 2013 (Portland, Barcelona and Chicago).
We live in a world of increasing complexity, time challenges and utter distractions. As designers, we're routinely called upon to create digital experiences that help reduce perceived complexity, remove unnecessary "noise" and potential frustration for our users. It's an attempt to create a bit less stress, ease decision making and perhaps even instill a bit of surprise and delight.
So what happens when you experience the same sort of chaos in your own personal life as a designer?
A perspective, or a framework, is born to tackle it.
And, of course, it's then applied to how you approach the things you create.
This presentation will share in the personal discovery that derived a framework for identifying the strategy, purpose and evaluation technique for simplifying the experiences we create.
The document collects opinions from various people on the qualities of an ideal keynote talk, with descriptions ranging from "dynamic" and "inspiring" to "entertaining" and "informative". Many emphasize an engaging speaking style along with providing takeaways and being relevant to the conference topic. Overall the responses show a preference for a talk that is lively, educational, and leaves the audience with applicable insights.
UX Circuit Training - Delivered at Fluxible 2013 and the KW Girl Geek DinnerKate Wilhelm
Many UX practitioners learn by doing and researching on the fly. This approach can also help those who want to develop their careers, who feel stuck in a narrow role when job postings seem to be looking for unicorns. Kate draws on her own experience and that of her peers.
The document provides an introduction and agenda for a video production workshop. It discusses using video storytelling for health, best practices for video production including shooting techniques, lighting, sound, and editing basics. It also covers uploading videos online and issues around informed consent. The workshop includes interactive activities like introductions, a scavenger hunt, and breakout sessions to learn editing on different computer platforms. The goal is to teach participants how to strategically use video to communicate health messages and inspire action.
This document provides guidance on creating public service announcements (PSAs). It outlines the PSA design process, which includes selecting a topic, determining the goal and target audience, identifying key elements, outlining the PSA, storyboarding, writing a script, and producing and sharing the video. Tips are provided for determining the goal and target audience, gathering information, writing an outline and script, and developing the PSA using techniques like camera shots, lighting, and composition. Fair use of media is also discussed. The overall document serves as a workshop to teach individuals how to effectively plan and produce their own PSAs.
SharePoint Governance. Stop features thinking, Patrick Sledz
The document discusses a different approach to SharePoint governance that focuses on achieving shared understanding among stakeholders rather than technical features. It advocates using issue mapping techniques to help groups develop a shared understanding of problems and potential solutions with less conflict. Key points include recognizing that requirements will change as understanding increases, avoiding platitudes in objectives that cannot be measured, and ensuring all voices are heard to prevent technical biases from dominating discussions.
The document discusses Leisa Reichelt's approach to prototyping, which involves quickly testing ideas through multiple prototypes rather than extensive documentation. She advocates forming a multidisciplinary team to create prototypes moving from sketches to HTML to test content and get early user feedback. Prototypes should be used to test both qualitative and functional aspects. Iterating quickly allows learning more. This approach can be used with startups, large conservative organizations, and governments to make new things less scary through experimentation.
What Makes Good Web Content? Produce videos and blogs that engage your audiences and motivate action.
Wednesday, February 9, 2011, 1-2:30 pm EST
Rebecca Krause-Hardie & Sidney Skybetter
Ever watch videos or read blogs, only to have have your eyes glaze over? In this webinar, two social media consultants will identify the key elements that are essential to posting great content, for videos, podcasts, or blog posts, drawing examples from the dance field. They’ll tell us what to do and what to avoid, to get it right and build the buzz about your art and performances, transforming your social media from Blah to Wow!
Setting Course: Design Research to Experience RoadmapJason Ulaszek
Presented by Jason Ulaszek and Brian Winters at Interactions '13 on January 28th, 2013.
Have you ever been enlisted by your company or client to create a consumer “vision” for the evolution of their product or service? As design-thinking principles and activities continue to become centerstage in transforming business models, creating new products and services to meet consumer and market demand, we'll be counted on to leverage our skill to help inform business direction.
So, how do you do it?
Design research is critical. Creating foundational, living documentation about the needs, beliefs and behaviors of your customer is of the utmost importance. And, being able to identify needs, opportunities and the future direction for the business, based on both sound process and analytical thought, will be your keys to short and long-term success.
In this session you'll learn how to turn design research activities into a mental model, identify potential new business opportunities and derive business and experience direction from your newly found consumer insight. And, you'll look like a freakin' rockstar in your company doing it.
Seminar 1 - Asset creation and Creative challenges - 8 and 11 february 2021 Fahri Karakas
In this seminar, we look at top ways and strategies for creating your own creative assets on the Internet.
I share my own journey of asset creation on Medium and on YouTube.
We look at creative content success stories and asset creation journeys of:
- David Baldacci
- Nas Daily
We also look at creative challenges you can implement every week.
Escaping the Knowledge Management Black Hole: New Approaches to Leveraging Or...Paul Culmsee
The document discusses challenges with managing tacit knowledge and debates different approaches. It argues that fully codifying tacit knowledge into explicit documentation is difficult and can have downsides. Instead, it proposes capturing experts' reflections on video and linking them to dialogue maps that represent the rationale without over-codifying details. This preserves context while allowing others to navigate complex discussions. The approach aims to efficiently leverage expert time and knowledge within SharePoint systems.
“Faux”cus Groups: Reimagining Groups to Uncover Behavioral Insights in User R...UXPA International
What if there was a way to take advantage of the benefits of group sessions without losing the individual depth of findings of 1:1 sessions?
Over the last 7 years, our team has applied numerous research methods to align with client needs and research goals. Having discovered firsthand that no research method is perfect, the team has created a new approach to group-based research. Inspired by Co-Design, Focus Groups, and Contextual Inquiry, we’ve combined individual activities with group sessions in order to bring to light individual’s experiences, motivations, and ideas without losing the creative aspect of the group dynamic. The approach, Collaborative Experience Mapping, allows participants to provide individual in-depth feedback while avoiding many of the pitfalls of group-based research.
We will present an interactive deep-dive into the nuances of our methodology; explain what we’ve learned throughout our projects and how you can apply it to your own research efforts.
Andy Kirk's Webinar for Tableau (July 2016)Andy Kirk
These are the slides from the talk given by Andy Kirk (@visualisingdata) on a webinar hosted by Tableau Software on 20th July 2016. The title is 'Bringing Method to the Madness' and concerns a demonstration of a data visualisation design workflow.
The document provides guidance on creating effective online presentations. It emphasizes showing a picture and telling a story in 3 sentences or less. Design the presentation before creating slides. Limit slides to 7 words each and avoid distracting transitions. The goal is to engage the audience to either listen or read, not both. Examples show redesigning slides from cluttered bullets to simplified visuals.
Catalyzing Change: Tools and Strategies for Digital Transformation (Museums a...Dana Mitroff Silvers
Slides from Museums and the Web 2015 pre-conference workshop, "Catalyzing Change: Tools and Strategies for Digital Transformation."
workshop presenters:
Dana Mitroff Silvers @dmitroff
Emily Lytle-Painter @museumofemily
Carolyn Royston: #caro_ft
Research and Design Methods - Healthcare Experience Design Conference 2012hawleymichael
The document discusses research and design methods for infusing research into the design process. It addresses challenges such as analysis paralysis, agreeing on decisions, budget constraints, and uniting teams around a common vision. Various methods are presented, like journey mapping to understand user experiences, design studios for sketching, presenting, and critiquing ideas, and evaluating solutions through observation and synthesis. The goal is to use research to inform decision making in design.
Make Your Stick Figures Work Harder: The 3 C's of SketchingJason Ulaszek
Presented at Sketch Camp Chicago on November 2, 2013.
Look inside a designer's toolkit and you'll likely find a broadly defined exercise called sketching. It's an exercise that can turn napkins, flip charts, whiteboards and 6-up templates into valuable assets containing everything from direction of business models to mobile app experiences. While a sketching exercise might produce an artifact seemingly simple to the uninitiated, great designers know the exercise requires design itself. By purposefully designing the exercise around the "3 C's" - communication, context and collaboration - we can increase participation and engagement by both design team members and stakeholders. In this session you'll learn about these three factors that are key to consider in planning and facilitating a sketching exercise. You'll also walk away with a handful of tips and tricks to try on your next project.
learning from teaching: dbs library seminar 2017 Robert McKenna
1. Librarians participated in a professional development pilot involving eportfolios to document their activities. They created portfolios using various domains and typologies of activities, and participated in workshops.
2. Most found the process of documenting and reflecting on their activities to be useful, though some had issues with technical difficulties or lack of ownership of their portfolios. The domains provided a framework but did not always map directly to all librarian work.
3. Going forward, some plan to continue using their pilot portfolios while others want to start new portfolios with a different approach. Most felt reflection was useful, but the level and format of reflection needed further consideration for librarians not involved in teaching.
Do You Know Who Your Users Are? The Role of Research in Redesigning sfmoma.orgAutodesk
The San Francisco Museum of Modern Art conducted user research to redesign their website, which was over 10 years old. They used both quantitative and qualitative research methods including think tanks, interviews, surveys and heuristic evaluations. Their research revealed that most users did not understand the difference between exhibitions and the permanent collection and just wanted to find out "what's going on" to plan a visit. It also found that users were not aware of the breadth of programs and content offered. The research insights inspired new design ideas like creating a combined "Exhibitions + Events" section and adding more cross-linking and layers of information to showcase their offerings. The redesign aims to better serve the museum's diverse audiences.
Doors, Walls and Old Trees: Prioritizing to Get SimpleJason Ulaszek
Presented at Webvisions 2013 (Portland, Barcelona and Chicago).
We live in a world of increasing complexity, time challenges and utter distractions. As designers, we're routinely called upon to create digital experiences that help reduce perceived complexity, remove unnecessary "noise" and potential frustration for our users. It's an attempt to create a bit less stress, ease decision making and perhaps even instill a bit of surprise and delight.
So what happens when you experience the same sort of chaos in your own personal life as a designer?
A perspective, or a framework, is born to tackle it.
And, of course, it's then applied to how you approach the things you create.
This presentation will share in the personal discovery that derived a framework for identifying the strategy, purpose and evaluation technique for simplifying the experiences we create.
The document collects opinions from various people on the qualities of an ideal keynote talk, with descriptions ranging from "dynamic" and "inspiring" to "entertaining" and "informative". Many emphasize an engaging speaking style along with providing takeaways and being relevant to the conference topic. Overall the responses show a preference for a talk that is lively, educational, and leaves the audience with applicable insights.
UX Circuit Training - Delivered at Fluxible 2013 and the KW Girl Geek DinnerKate Wilhelm
Many UX practitioners learn by doing and researching on the fly. This approach can also help those who want to develop their careers, who feel stuck in a narrow role when job postings seem to be looking for unicorns. Kate draws on her own experience and that of her peers.
The document provides an introduction and agenda for a video production workshop. It discusses using video storytelling for health, best practices for video production including shooting techniques, lighting, sound, and editing basics. It also covers uploading videos online and issues around informed consent. The workshop includes interactive activities like introductions, a scavenger hunt, and breakout sessions to learn editing on different computer platforms. The goal is to teach participants how to strategically use video to communicate health messages and inspire action.
This document provides guidance on creating public service announcements (PSAs). It outlines the PSA design process, which includes selecting a topic, determining the goal and target audience, identifying key elements, outlining the PSA, storyboarding, writing a script, and producing and sharing the video. Tips are provided for determining the goal and target audience, gathering information, writing an outline and script, and developing the PSA using techniques like camera shots, lighting, and composition. Fair use of media is also discussed. The overall document serves as a workshop to teach individuals how to effectively plan and produce their own PSAs.
SharePoint Governance. Stop features thinking, Patrick Sledz
The document discusses a different approach to SharePoint governance that focuses on achieving shared understanding among stakeholders rather than technical features. It advocates using issue mapping techniques to help groups develop a shared understanding of problems and potential solutions with less conflict. Key points include recognizing that requirements will change as understanding increases, avoiding platitudes in objectives that cannot be measured, and ensuring all voices are heard to prevent technical biases from dominating discussions.
The document discusses Leisa Reichelt's approach to prototyping, which involves quickly testing ideas through multiple prototypes rather than extensive documentation. She advocates forming a multidisciplinary team to create prototypes moving from sketches to HTML to test content and get early user feedback. Prototypes should be used to test both qualitative and functional aspects. Iterating quickly allows learning more. This approach can be used with startups, large conservative organizations, and governments to make new things less scary through experimentation.
What Makes Good Web Content? Produce videos and blogs that engage your audiences and motivate action.
Wednesday, February 9, 2011, 1-2:30 pm EST
Rebecca Krause-Hardie & Sidney Skybetter
Ever watch videos or read blogs, only to have have your eyes glaze over? In this webinar, two social media consultants will identify the key elements that are essential to posting great content, for videos, podcasts, or blog posts, drawing examples from the dance field. They’ll tell us what to do and what to avoid, to get it right and build the buzz about your art and performances, transforming your social media from Blah to Wow!
Setting Course: Design Research to Experience RoadmapJason Ulaszek
Presented by Jason Ulaszek and Brian Winters at Interactions '13 on January 28th, 2013.
Have you ever been enlisted by your company or client to create a consumer “vision” for the evolution of their product or service? As design-thinking principles and activities continue to become centerstage in transforming business models, creating new products and services to meet consumer and market demand, we'll be counted on to leverage our skill to help inform business direction.
So, how do you do it?
Design research is critical. Creating foundational, living documentation about the needs, beliefs and behaviors of your customer is of the utmost importance. And, being able to identify needs, opportunities and the future direction for the business, based on both sound process and analytical thought, will be your keys to short and long-term success.
In this session you'll learn how to turn design research activities into a mental model, identify potential new business opportunities and derive business and experience direction from your newly found consumer insight. And, you'll look like a freakin' rockstar in your company doing it.
Seminar 1 - Asset creation and Creative challenges - 8 and 11 february 2021 Fahri Karakas
In this seminar, we look at top ways and strategies for creating your own creative assets on the Internet.
I share my own journey of asset creation on Medium and on YouTube.
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- David Baldacci
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We also look at creative challenges you can implement every week.
This document outlines an agenda for kicking off an Agile product, team, and culture. It includes activities for setting expectations, defining the product vision and scope, assessing maturity levels, planning iterations, and establishing team roles and communication. The goal is to provide a template that increases buy-in and minimizes hurdles for the team's journey to delivering value for customers.
New York Bestseller Jake Knapp’s book, Sprint, explores how companies and teams can replicate Google’s sprint process to solve a problem within five days.
So how does a design sprint actually work, and how can you use a sprint to devise effective solutions in such a short period of time?
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This document provides instructions for a project to create an information visualization about the history of social media. Students will:
1) Analyze examples of existing visualizations and sources on social media history.
2) Develop a point of view and create exploratory prototypes of a visualization to convey their perspective.
3) Refine their visualization based on feedback and post a final high-resolution digital version, without explanation, to be interpreted by the class.
The goal is to uncover patterns in social media history and effectively communicate insights through visual design. Critiques will consider if the visualization is clear, engaging, and reveals meaningful connections.
ArtReach Grant Writing: Workplans by Fonna SeiduFonna Seidu
The document provides guidance on developing strong workplans for grant applications. It emphasizes that workplans should include clear objectives, activities, timelines, and evaluation methods. Tips are provided such as breaking large goals into smaller chunks and using a calendar to plan deliverables and deadlines. Common feedback from grant reviewers includes requests for more detailed workplans, evaluation throughout the project rather than just at the end, and ensuring attention to spelling, grammar and consistency. Developing a thorough yet concise workplan is important for managing the project and demonstrating its impact to funders.
Presentation discusses the challenges and opportunities that organisations are facing in moving to the next generation of eLearning. We discuss Social Learning & DIY in Part II.
"A scenario is a description of a person’s interaction with a system.
Scenarios help focus design efforts on the user’s requirements, which are distinct from technical or business requirements.
Scenarios may be related to ‘use cases’, which describe interactions at a technical level. Unlike use cases, however, scenarios can be understood by people who do not have any technical background. They are therefore suitable for use during participatory design activities." http://infodesign.com.au/usabilityresources/scenarios/
From the adoption of content management systems to the explosion of Web 2.0 features, museum websites have undergone enormous growth and change over the past decade. This session features three speakers who have been working in the museum website space during this critical period of rapid growth and change. Presented at the California Association of Museums Annual Conference in San Jose, CA, March 2010.
This document provides guidance for getting buy-in and effective training for 2.0 library projects. It stresses the importance of having a leader to sell the project vision, organize timelines, and facilitate training. It also emphasizes preparing stakeholders at different levels for change, focusing training on realistic goals and assessment, and encouraging hands-on learning through task-based exploration of new tools.
The document provides strategic advice for organizations on developing and implementing an effective social media presence. It emphasizes the importance of having clear objectives that are aligned with the organization's mission, listening to audiences, integrating social media tactics with other communication channels, anticipating cultural changes, building capacity incrementally, measuring success, and learning through experimentation. It also recommends starting with small pilot projects and emphasizes that failure is acceptable when trying new approaches.
This document discusses participatory design and how to conduct remote participatory design sessions during the COVID-19 pandemic. Participatory design involves stakeholders in the design process to better understand their needs. It describes common participatory design activities like generative collaging to elicit ideas and reflective card sorting to evaluate concepts. When planning remote sessions, the document recommends keeping the technology simple, designing effective recruitment, considering the at-home experience by sending materials, and being flexible with logistics like shorter sessions to avoid fatigue from long video calls. The goal is to effectively engage participants remotely to gain insights through adapted participatory design activities.
Personal project to do by september 12thChristinaHoe
1. The document provides instructions for students to complete their personal project proposal in ManageBac by September 12th. This includes entering a topic, goal, global context, and inquiry questions.
2. Students are instructed to complete three process journal entries by the deadline: the first on prior knowledge and reasoning for their project topic, the second on their planning process, and the third brainstorming potential products/outcomes and evaluation criteria.
3. The first meeting with a supervisor will be on September 12th to determine the project product/outcome. Students are provided examples and guidance for completing all components of the personal project proposal.
1) The document provides tips for building strong digital libraries on a limited budget. It suggests finding out user needs, using free technologies, effectively planning projects, thoughtfully assessing projects, and marketing services strategically.
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3) The key message is that libraries can strengthen their digital offerings by focusing on users, using cost-effective solutions, carefully planning and assessing new initiatives, and promoting services thoughtfully.
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Digital technology to generate save money gem conf cambridge 2014 reduced for...Martin Bazley
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You can easily change/correct a name on your flight ticket under the American Airlines name change policy. The airline provides multiple online and offline modes to place a name change request. To learn more about how to change a name on American Airlines ticket, you can directly approach the airline’s customer support. Moreover, you can connect with a flight expert at +1-866-738-0741 for quick assistance.
Our excursions in tahiti offer stunning lagoon tours, vibrant marine life encounters, and cultural experiences. We ensure unforgettable adventures amidst breathtaking landscapes and serene waters. For more information, mail us at tracey@uniquetahiti.com.
Wayanad-The-Touristry-Heaven to the tour.pptxcosmo-soil
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Assessing the Influence of Transportation on the Tourism Industry in Nigeriagsochially
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The methodology involves the distribution of a structured questionnaire, ensuring a representative sample and facilitating a comprehensive analysis of the gathered data.
Key findings include the nuanced perceptions of transportation infrastructure adequacy, safety and security concerns, financial influences on travel decisions, and the cultural and ecological impacts of transportation choices. These findings culminate in a comprehensive set of recommendations for policymakers and practitioners in the Nigerian tourism industry. The findings contribute to the existing literature by providing actionable insights for policymakers, stakeholders, and researchers in the Nigerian tourism sector.
The recommendations encompass gender-sensitive planning, infrastructure enhancements, safety measures, and strategic interventions to address financial constraints, ensuring a holistic and sustainable development of the tourism industry in Nigeria.
Author: Imafidon Osademwingie Martins
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https://www.mmanor.ca/blog/best-5-bed-and-breakfast-new-brunswick-canada
How do I plan a Kilimanjaro Climb?
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How To Change Your Name On American Airlines Aadvantage.pptxedqour001namechange
American Airlines permits passengers to change/correct names on their AAdvantage account. Also, you can request a name change both online via a web portal and offline over the phone. For further information on how to change your name on American Airlines Advantage, get in touch with the airline’s customer service. Also, you can reach out to a consolidation desk at +1-866-738-0741 for quick assistance.
10. Creating Engaging Online Interpretation Reach Out to the World! Reach people who may never have the opportunity to visit your park or facility Provide more insight and enhance real-world experience for those that can visit
15. National Park Service WebRangers Success A customizable ranger station for registered members serves like an online park where WebRangers can feel like real Park Rangers and track their progress
16. National Park Service WebRangers Success Provides virtual rewards and real encouragement
17. National Park Service WebRangers Success Online community where members can share their park experiences with others
19. National Park Service Successful Interpretative Activities The Puma Challenge Sled Dog Patrol Swimming for Home
20. National Park Service Successful Interpretative Activities http://www.webrangers.us/activities/puma/
21. National Park Service Successful Interpretative Activities Puma Challenge Invites the viewer to participate by asking questions to engage them We provide some hope and encouragement - what parks are doing to help
22. National Park Service Successful Interpretative Activities http://www.webrangers.us/activities/sleddog/
23. National Park Service Successful Interpretative Activities Sled Dog Patrol Result of close collaboration with a park ranger/SMEs Learn about more than dogs,team building - Putting together a team based on strengths and weaknesses Unlikely that our audience will ever see a sled dog team, let alone put one together. This kind of experience would be hard to give to visitors The lessons learned here can apply to real life Reward with video and fun element.
24. National Park Service Successful Interpretative Activities http://www.webrangers.us/activities/swimhome/
25. National Park Service Successful Interpretative Activities Swimming for Home Less of a story, more of a game Inspired by a paper-based maze, tracing the path of the salmon to its spawning grounds Learn by “making mistakes”
38. Creating Interactive Activities Where to Start? Familiar Topic If a narrative and storyline already developed, you may be well on your way toward starting development New topic Getting the initial story drafted before starting development might be a challenge
45. Creating Interactive Activities Assessment: Media Resources If you do not have them, you need to think about taking Photos, shooting Video, Illustrating, or recording Sounds. If you have extensive resources, consider who will take the time to do research and organize them. Answering these questions will help determine the kind of activity you should create.
46. Creating Interactive Activities Assessment: Staff / Budget Unless you can take on the entire project with your in-house staff, do you have a budget to pay for a development team to take your ideas and turn them into a finished product?
49. Providing them with enough time to dedicate to the project
50. Creating Interactive Activities Budget: Example Project Costs On theLOW end: Several done for less than $5,000 US. On the HIGH end: Some have cost more than $30,000 each. (Excluding the Parks internal costs to provide subject matter experts, work on writing and gathering resources. )
56. Development Process 1. Define Approach You may have already have a vision for how the activity will work. If not, the WebRangers website may give you some inspiration dozens of different approaches you may find that a variation that inspires an idea for yours Maybe it will be best with an approach different from any that have been done before.
59. Team with technical experience To start – don’t worry about technical or resource limitations Get the creative juices flowing!
60. Development Process 2. Storyboard Development Create a rough draft of a Storyboard. A Storyboard outlines the story, sequence and graphic/programming directions for the project. Convey the overall concept with details so it is clear how the activity will work.
61. Creating Interactive Activities Follow these steps: Start Creating Development Process Flowcharts help convey concepts Create a rough draft of a Storyboard. A Storyboard outlines the story, sequence and graphic/programming directions for the project. Convey the overall concept with details so it is clear how the activity will work. Flowcharts can be helpful for organizing thoughts and visualizing the activity’s flow
62. Development Process 3. Gathering & Creating Media Resources In addition to the storyboard, before activity development can go very far, the developer/programmer will need the media resources. You may be locating or creating resources at the same time you are working on the storyboard, or afterwards.
63. Development Process 3. Gathering & Creating Media Resources You may be able to easily tap into resources that you have or that you have. Or, you may need to come up with images that do not exist.
65. Development Process 3. Gathering Resources Image Usability:What makes a photo usable? Just because you have a picture of Ranger Bob in a suit, that does not mean that the picture really tells the story you have in mind. Can you tell that he works for your organization and not just another firefighter? Is he actually working at the job described in the storyboard?
66. Development Process 3. Media Resources & Rights If your plan calls for illustrations or photos… do you have them in your library, anddo you have the rights to reproduce them online? If video is required, do you have it on file and if not, who will be responsible for shooting and editing?
67. Development Process 3. Media Resources & Rights If realistic sound is part of the activity, is that available, with rights? If you do not have the resources or cannot produce them in house, the idea should still be explored further, but that may affect the cost
68. Development Process 4. Visual Prototypes Static visuals to show overall look and feel of the activity and perhaps provide an idea of how it will work.
69. Development Process 5. Working Prototype Limited functionality. Content from storyboard. Shows how it will work. Provide opportunity for review and feedback from everyone involved with the project
70. Development Process 6. Final Storyboard is written Other visual resources, as specified in the storyboard, located or created.
71. Development Process 7. Activity is Programmed Ensure storyboard and resources are approved BEFORE programming Ensure it is thoroughly Tested
72. Development Process 7. Activity is Programmed Everyone should review to make sure it is error free. Many minor adjustments can be made right up to deploying. Too late for major adjustments (fine-tuning of text and perhaps minor graphic adjustments may be OK).
76. Online Interpretation Technical Considerations Flash: More interactivity options engaging animation, superior data connectivity HTML: relatively easy, at least at a basic level, but may appear relatively flat Adobe Captivate: Flash-type files - does not require as much programming skill
77. Online Interpretation Effective/Efficient Use of Text Keep text short and bold the important points to increase the likelihood it will be read. Less is more! Provide longer text content as an optional link for those who wish to read more.
79. Online Interpretation Engage, ask for participation Unless your activity is a game, or totally interactive environment, intentionally engage through questions and tasks for participants.
80. Online Interpretation Activity Length Try to keep the core between 15 and 20 minutes. With additional, optional information, participants may spend more than 20 minutes, but that will be because they are truly interested, engaged, and want to learn more. If it is compelling, the activity might make participants want to experience it again, perhaps exploring a path that was not taken the first time.
81. Online Interpretation Conclusion EuroparksGermany has been working with the US NPS to learn from what we have done with the WebRangers website and online activities. Currently in the process of creating their own online Junior Rangers program.
82. WebRangers WebRanger Statistics About 400,000 visitors per year. Over the past year, 156,000 have signed in to become WebRangers Over 7,000 have completed ALL the activities.
83. WebRangers Feedback from visitors From WebRangerCheergabby: "This website teaches me that I and other people around me have to take care of nature. Before this website, I really did not care about nature. This website really touches me.”
84. WebRangers Feedback from visitors From WebRangerParadise: "I think it is a really great web site for kids and adults of all ages where they can get together and discover the many great things God has put on this earth and for us to help preserve it to discover our own heritage! I love it!”
85. WebRangers Feedback from visitors From: Screech Message: ”Itgets us kids to go out side and explore the world!” From: Nichols Message: ”Youlearn so much about nature and animals and stuff you wouldn't really even usally care about learning until now!”
86. WebRangers Feedback from visitors And, with all the kind words and thanks to come from visitors to the site, what do you think is most often requested from our audience? “More activities!”
87. Online Interpretation Conclusion Join us and start expanding on the number of great online interpretive activities I believe that there are is a huge audience out there, across national boundaries, looking for more opportunities to learn whatever it is we want to teach, as long as it is presented in an engaging way.
88. Thank you! http://www.dvinci.com dvinci@dvinci.com 1-800-30-MEDIA (Produced for the 2011 NAI International Conference presented live at the Gamboa Rainforest Resort in Panama May 7, 2011 by Vince Hellane of d’Vinci Interactive)
Editor's Notes
Multiple ways to find activities
Finding activities
One of the other ways activates can be found and tracked is through a customizable ranger station. This site contributes to the success of the interpretive activities,like an online park where WebRangers can feel like real Park Rangers.
Provides virtual rewards and real encouragement.
Online community where visitors can share their park experiences with others.
Explore the site and the interpretive activities: http://www.webrangers.us
Puma Challenge One of the most effective interpretive activities on the site is the Puma Challenge. Consistently, feedback on this activity rates it among the highest.Many participants: “I felt I was a puma!” A very high complimentWe touched the participant so deeply, they identified with the mountain lion and their plight.
Begins with a little background about these cats: where they live, what they eat, how much they need to eat. We present a couple screens of information, then we ask our audience to participate…question to engage them.A lot of thought needed to go into this: creating the overall concept creating a game that feels like a real board game experience making sure that the player does not get stuck, unable to finish, for hours on end. If the experience were totally random, that could happen. So we needed to control things to some extent.What do you all think? Any impact on you? Did you want to learn more or find a way to help? We hope so.We provide some hope and encouragement - what parks are doing to try to help.How did we come up with an idea and approach? We worked closely with a park ranger / SME who: provided us with content and inspiration, idea of the 500-year span. worked out the rest of the approach as a team.
Sled Dog Patrol North, to Alaska. Close collaboration with a park ranger/SME.We do not go very far without asking questions to engage our audience. Basic information about how and why sled dogs are used. How does the musher make the dogs start, stop and turn? BNow, let’s learn some of those commands and listen to them. Practice – using the arrow keys on the keyboard. Team building - most important task a musher has. Connect the idea of putting together a team based on strengths and weaknessesUnlikely that our audience will ever see a sled dog team, let alone put one together, the lessons learned here can apply to real life. We ask them to build their own team. learn about each dog and its strengths. based on those strengths, we need to place the dog where it will be of most value. For their success, we have a video that shows the musher’s perspective. For fun, we throw in this howl.---Even if you were in Alaska, this kind of experience would be hard to give to visitors. Multi sensory experience. This activity took working with a park ranger / SME who really knew this topic and who had access to some really excellent resources – I the audio recordings, the biographies for the dogs the video. great selection of photographic images for ‘cool’ transitions in the beginning.And, we been contacted by corporatiosn that wanted to use this as a model for creating their team building exercises.
Sled Dog Patrol “North, to Alaska!” Required close collaboration with a park ranger/SME.To keep the audience engaged, we do not go very far without asking questions to engage our audience. The activity includes basic information about how and why sled dogs are used… such as: how does the musher make the dogs start, stop and turn?The activity provides the opportunity to learn some of those commands and listen to them. And you can practice using the arrow keys on the keyboard. Considering that team building is the most important task a musher has, we wanted to connect the idea of putting together a team based on strengths and weaknesses.It is unlikely that our audience will ever see a sled dog team, let alone put one together, but the lessons learned here can apply to real life. We ask them to: build their own team. learn about each dog and its strengths. Then,based on those strengths, we need to place the dog where it will be of most value. Rewarding them for their success, we have a video that shows the musher’s perspective. For fun, we throw in a real sled dog howl.---Even if you were in Alaska, this kind of experience would be hard to give to all visitors. This activity took working with a park ranger / SME who really knew this topic and who had access to some really excellent resources: the audio recordings, the biographies for the dogs the video. We had a great selection of photographic images for ‘cool’ transitions in the beginning.And, we been contacted by corporations that wanted to use this as a model for creating their team building exercises.
Swimming for HomeLess of a story, more of a game.Through the game itself, we educate. Swimming for Home was inspired by a simple, paper-based game, similar to a maze, a line is drawn to connect the salmon from the ocean to its spawning grounds.Translated that concept to this activity. With this activity, we learn by “making mistakes.” We had to make the game challenging enough that they would make mistakes, yet easy enough that anyone can finish it…. Or, so we hope.
Swimming for HomeThis one is less of a story, more of a game.Through the game itself, we educate. Swimming for Home was inspired by a simple, paper-based game, similar to a maze where aline is drawn to connect the salmon from the ocean to its spawning grounds.We translated that concept to this activity and, with this activity, we learn by “making mistakes.” We had to make the game challenging enough that the audience would make mistakes, yet easy enough that anyone can finish it.
This graphic summarizes the things to think about when assessing the scale of your activity.
What Does It Take?Before deciding whether you are ready to create your own activity, understand the significant effort that will likely be required. Make sure that you are ready to commit the time and resources required to make it happen. Thinking about the activities on the WebRangers site, some represent several days work; others have taken many months, and some have taken years to complete. Before deciding whether you are ready to create your own activity, it is important to understand the significant effort that will likely be required. You need to make sure that you are ready to commit the time and resources required to make it happen.
Why did some happen so quickly and others take so long?Based mostly on the scope of the activity, and whether is was based off an existing program or not.Make an honest effort to understand where you’ll be starting from. What do I mean by that?If the activity (new OI) is based on an existing program, you might have all the resources and the idea for the narrative or storyline may already be developed. If this is the case, development time and effort will likely be smaller.If, on the other extreme, this activity is to be based on a topic that is new for you and your team, recognize that just getting an initial story draft could be quite a challenge. if you do not have the graphics or other visual or audio resources readily available, your challenge can be greatly increased.
If you are fortunate enough that money is no problem, or if you feel that you may be able to define your budget based on the scope of the activity, then you canAssess the scale of the activity after you analyze how much time you will want to put into it.Or you can base the scale of the activity on the budget. Instead of the other way around.
Approach You may have already have a vision for how the activity will work.If not, the WebRangers website may give you some inspiration dozens of different approaches you may find a version or variation that you would like to emulatePerhaps one will inspire an idea Or maybe your activity will be best with an approach different from any that have been done before.
In order to figure a lot of these things out, you may want to start with a brainstorming session.To start – don’t worry about technical or resource limitations Get the creative juices flowing. Keep track of the ideas and see how many you can come up with in an hour or two. While you are doing this, you may have a “Wow!” moment where an idea bubbles up and just seems perfect. Some of our best activities have come from a brainstorming session where we came up with a great approach, but we kept going, coming up with variations on that original idea. In the end, that original great idea is hard to even find in the final concept that we decided to go with — but it served as the fertile soil from which greater ideas germinated.
With the Powder Monkey, photos of a tall ship needed to be taken, and then photos of models posed in the correct position were also needed. Using Photoshop, the developers created the scenes actually used in the activity. Needless to say, this can be time consuming and more expensive.
A visual prototype providesstatic visuals to show overall look and feel of the activity and perhaps provide an idea of how it will work. Prototypes can be uploaded to a website or sent around in an email message.They should be reviewed by everyone involved with the project and include receiving feedback from representatives of the target audience. Adjustments will then be made based on the feedback.
With the functional prototype approved, and enough of a storyboard developed and approved, creation of the actual activity can proceed.If the resources specified in the storyboard are available, they are incorporated as specified.If resources need to be created, that can happen prior to, or at the same time as activity development.It is very important that the content in the storyboard is approved by subject matter experts before actual programming takes place. Make sure the CompletedActivity is thoroughly Tested* Design & ProgrammingTo save time, activity programming and graphic design can usually happen simultaneously with final storyboard development. * At various times throughout this process, feedback from the target audience should be sought. This may include structured analysis, or it may be informal assessments.
Inaddition to the web, a kiosk version of the same activity could be in your visitor center, or similar place.
When adding the finished activity to a web page – provide links to related websites. Hopefully your activity will make your audience want to learn more and by providing links, you can make that easier for them to continue their discovery.Encourage feedback so visitors tell you how they feel about the activity which is especially important if you are planning to do more in the future. Learn what visitors like and don’t like since this can help guide any future development, and maybe make changes to the “finished” activity. Unlike those published on paper, an online activity can be changed at any time, with relative ease.
Keep text short and bold the important points, we increase the likelihood of what's on the screen actually being read.Remember, if you have a lot of text you want to provide for those who are really interested, you can provide that information as an optional link. Consider effective wayside or visitor center exhibits... Which is more likely to capture and hold attention: a lengthy, text heavy sign, or a compelling image with minimal text?
Use pop-ups for anything that is not essential to the story, or for definitions.(kids will click on anything…)
This could be multiple-choice question, but ideally it would go beyond that.
EuroparksGermany has been working with the US NPS to learn from what we have done with the WebRangers website and online activities they are currently in the process of creating their own online Junior Rangers program.