Darius Whelan, School of Law, University College Cork, Ireland
Event - Creative Commons for Startups
Cork, February 2017
http://creativecommons-ie.blogspot.ie
Sharing is Caring. Societal impact of open collections? Merete Sanderhoff
Presentation for the seminar Open Collections, arranged by the Nationalmuseum in Stockholm, on the occasion of the launh of their Public Domain policy, 7 October 2016
Presentation by Henk Vanstappen (PACKED) and Lotte Belice Baltussen (Netherlands Institute for Sound and Vision) about the Open Culture Data initiative. Given at the DISH 2013 conference in Rotterdam, 3 December 2013.
- Sound and Vision is the largest audiovisual archive in the Netherlands, containing 800,000 hours of material including 2 million pictures and 20,000 objects.
- It safeguards collections from public broadcasters, organizations, and private individuals, and makes these holdings available to media professionals, educational users, and the general public.
- Through its Open Images project, Sound and Vision makes a small portion (0.014%) of its collection openly available online to encourage reuse, including over 1,800 videos and pictures available under Creative Commons licenses.
The document summarizes the ArcheoNet project, an open initiative to create a news portal about archaeology and heritage in Flanders. It later led to other projects including Erf-goed.be, a website that crowdsources geotagged photographs of protected heritage sites from volunteers. The approach was dynamic and open, using free tools like Flickr, WordPress and geotagging to engage civil society in documenting heritage without funds or technical expertise. Three years later, over 6,500 photos were contributed by 200 people, showing the strategy of an open and participatory approach online was successful.
The document summarizes the ArcheoNet project, an open initiative to create a news portal about archaeology and heritage in Flanders. It later led to the creation of Erf-goed.be, a website that crowdsources geotagged photographs of protected heritage sites from volunteers. The website was built using Flickr's API to make it easy for non-technical users to contribute photographs. Three years later, over 6,500 photographs had been collected from around 200 contributors. The open approach allowed the project to be maintained with no funding or technical expertise.
This document discusses several helpful websites, including one that provides more than email services such as document sharing and photo/video storage, another that allows users to easily create free websites with many design options, and a third website that contains millions of pictures that can be searched.
Beyond Open Access: Creating Culture By, With, and For the PublicMerete Sanderhoff
This document discusses how opening up access to cultural works and allowing public participation can help museums fulfill their mission. It provides examples from the Statens Museum for Kunst in Denmark of how they engaged the public by having artists remix works from their collection and contribute to Wikipedia. The museum found that members of the public were highly engaged and creative when given open access to digitized works. The document advocates for measuring cultural institutions' success by their impact on learning and happiness rather than control over collections.
This document summarizes a presentation about how opening up museum collections digitally can inspire creativity and new learning. It discusses two case studies: Cool Constructions, a collaboration between citizens and SMK to beautify public spaces; and Wiki Labs, where people collaborate to enrich Wikipedia art entries using SMK images. The presentation argues that today learning happens everywhere, not just in institutions, and that open collections can support "maker culture" where people engage in hands-on creative learning. It describes an event called "Mix it up!" held at SMK to celebrate open collections, featuring a remix exhibition and workshops. Feedback showed the value of open collections in empowering new forms of learning and art, while also surfacing challenges in integrating
Sharing is Caring. Societal impact of open collections? Merete Sanderhoff
Presentation for the seminar Open Collections, arranged by the Nationalmuseum in Stockholm, on the occasion of the launh of their Public Domain policy, 7 October 2016
Presentation by Henk Vanstappen (PACKED) and Lotte Belice Baltussen (Netherlands Institute for Sound and Vision) about the Open Culture Data initiative. Given at the DISH 2013 conference in Rotterdam, 3 December 2013.
- Sound and Vision is the largest audiovisual archive in the Netherlands, containing 800,000 hours of material including 2 million pictures and 20,000 objects.
- It safeguards collections from public broadcasters, organizations, and private individuals, and makes these holdings available to media professionals, educational users, and the general public.
- Through its Open Images project, Sound and Vision makes a small portion (0.014%) of its collection openly available online to encourage reuse, including over 1,800 videos and pictures available under Creative Commons licenses.
The document summarizes the ArcheoNet project, an open initiative to create a news portal about archaeology and heritage in Flanders. It later led to other projects including Erf-goed.be, a website that crowdsources geotagged photographs of protected heritage sites from volunteers. The approach was dynamic and open, using free tools like Flickr, WordPress and geotagging to engage civil society in documenting heritage without funds or technical expertise. Three years later, over 6,500 photos were contributed by 200 people, showing the strategy of an open and participatory approach online was successful.
The document summarizes the ArcheoNet project, an open initiative to create a news portal about archaeology and heritage in Flanders. It later led to the creation of Erf-goed.be, a website that crowdsources geotagged photographs of protected heritage sites from volunteers. The website was built using Flickr's API to make it easy for non-technical users to contribute photographs. Three years later, over 6,500 photographs had been collected from around 200 contributors. The open approach allowed the project to be maintained with no funding or technical expertise.
This document discusses several helpful websites, including one that provides more than email services such as document sharing and photo/video storage, another that allows users to easily create free websites with many design options, and a third website that contains millions of pictures that can be searched.
Beyond Open Access: Creating Culture By, With, and For the PublicMerete Sanderhoff
This document discusses how opening up access to cultural works and allowing public participation can help museums fulfill their mission. It provides examples from the Statens Museum for Kunst in Denmark of how they engaged the public by having artists remix works from their collection and contribute to Wikipedia. The museum found that members of the public were highly engaged and creative when given open access to digitized works. The document advocates for measuring cultural institutions' success by their impact on learning and happiness rather than control over collections.
This document summarizes a presentation about how opening up museum collections digitally can inspire creativity and new learning. It discusses two case studies: Cool Constructions, a collaboration between citizens and SMK to beautify public spaces; and Wiki Labs, where people collaborate to enrich Wikipedia art entries using SMK images. The presentation argues that today learning happens everywhere, not just in institutions, and that open collections can support "maker culture" where people engage in hands-on creative learning. It describes an event called "Mix it up!" held at SMK to celebrate open collections, featuring a remix exhibition and workshops. Feedback showed the value of open collections in empowering new forms of learning and art, while also surfacing challenges in integrating
Internet Librarian 2010, Discovery, Dissemination and OutreachEsben Fjord
Esben Fjord of Gladsaxe Public Library in Denmark is experimenting with new digital platforms in physical library spaces to engage users and promote electronic resources. Current platforms include digital signage screens, an interactive music chair, a drawing machine, and an interactive floor. The goal is to make electronic resources accessible in physical contexts and take advantage of librarians' expertise. Challenges include technical infrastructure, copyright, and ensuring electronic resources designed for searching can be used for communication and dissemination. Future plans include more interactivity, user contributions, and exposing additional content like newspapers.
Digital Fabrication Studio 0.3 Media, Business, Platform, EconomyMassimo Menichinelli
Digital_Fabrication_Studio.01 discusses the media ecosystem, platforms, and business models for digital fabrication, open design, and DIY projects. It describes how magazines like Wired and Make promote these fields. Platforms discussed include Etsy, Ponoko, and Shapeways for selling projects, as well as GitHub for coding. Crowdfunding platforms like Kickstarter and Indiegogo are also covered. The document notes that while open source is important, projects still need market relevance. Successful businesses in this field like MakerBot and 3D Systems are highlighted. The growing market for 3D printing and how various players are positioned is summarized.
The development of better library information systems will always remain the core business of any serious library organization, but a shift took place towards (freely) available web-based tools for creating and managing the information workflow.
End-users are not only using these heavily, but are also creating their own preferred tools. Today's students are incorporating Web 2.0 skills in daily life, in their social and learning environments. Tomorrow's academic staff will expect to be able to use their preferred tools and resources within their work environment. Today's ánd tomorrow's libraries should support students and staff in the learning and research process by integrating their services and resources into our patrons' environments.
This practical workshop will demonstrate the use of Web 2.0 technology to empower users and librarians. During a hands-on session, participants will work with these tools. They will develop tailor-made services via personal start page software like Netvibes, making use of RSS-feeds, Widgets and Browser extensions.
We will explore the use of Netvibes and Web 2.0 tools in library staff and/or library user education/instruction. We will focus on library services which can be created almost on-the-fly with low costs and high impact. The growing use of social networks justifies the development of a library presence within these networks to reach out to our users.
Paper, slides and recommended reading : http://www.tilburguniversity.nl/services/lis/ticer/08carte/recommendedreading.html#brekel
This document summarizes several media platforms and organizations that promote open source, DIY, and collaborative projects. It describes magazines like Make and Wired that cover these topics. It also outlines online marketplaces and platforms like Etsy, Shapeways, and Ponoko that enable users to start businesses for crafts and 3D printed goods. Additional platforms discussed include Arduino, Kickstarter, and Indiegogo for open hardware and crowdfunding projects. The document provides links to each organization for further information.
Discusses tools and tips for implementing innovative services with free social media tools and mobile apps applied in libraries and other working environments. Iincludes apps supporting the latest trends in cloud storage, crowdfunding, ebooks, makerspaces, MOOCs, news aggregation, photo and video sharing, self-publishing, social networking and bookmarking, video conferencing, visualization and wearable technology --all tailored to the needs of libraries and the communities they serve.
Authoring and sharing open educational resourcesHans Põldoja
The document discusses open educational resources (OER) and authoring digital learning materials using open licenses. It defines OER as educational materials that can be freely used and shared under open licenses. It outlines some limitations of traditional copyright and how open licenses like Creative Commons address these issues by allowing for reuse and modification with attribution. The document also demonstrates several tools and websites for authoring and finding OER materials, including LeMill, eXe, Wikimedia Commons, and Flickr. Metadata standards for OER are discussed to help materials be more discoverable.
講師簡介:
林佑澂 創辦人│未來產房
Daniel Lin is the founder and CEO of FutureWard. He is a genetic engineer, educator, producer, entrepreneur, and bridge builder who is passionate about activating the innovation and startup ecosystems in Taiwan and connecting it to the rest of the world. He started one of the largest and most comprehensive makerspaces in Asia in 2014, and is now leading the strategic relationships with corporations, associations, and local governments to harness Taiwan's technical and manufacturing expertise to help solve intractable problems at FutureWard's Central coworking space.In an earlier life, Dan was conducting cancer research at Johns Hopkins Medical School, managing laboratories and testing immunotherapies. Upon his return to Taiwan, he segued into education. Writing and editing textbooks and testing programs before developing an English language learning program on TVBS. Before founding FutureWard, Dan was the international business development officer for Panel Group.
This document discusses wikinnovation and mass collaboration. It introduces concepts like wikinomics, open innovation, and crowdsourcing. Examples are provided of companies collaborating with customers and external experts to generate new ideas. The benefits of an open sharing approach to knowledge and innovation are explained. Tools for collaboration like Wikipedia, YouTube, and open source projects are also mentioned.
What If You Let Citizens Build Your Website?GovLoop
Andrew Krzmarzick is an educator turned community manager who works for GovLoop, a knowledge network for 60,000 government innovators. He is traveling from Chicago to Raleigh to share ideas about CityCamps, hackathons, using social media in emergencies, and the LocalWiki project. At each stop, he facilitates discussions to help communities replicate leading practices and harness the power of citizens who want to make things better.
DrupalCon: Using Drupal to build digital signage solutionsDmitry Drozdik
This document discusses using Drupal to build digital signage solutions. It begins with an introduction to digital signage and its uses in various industries. It then covers the history of digital signage and the YMCA as an example client. The document outlines the necessary hardware, software, and content components for a digital signage system. It proposes using Drupal, the Open Y platform, and third party integrations to manage signage content and schedules across multiple displays. Specific modules, architectures, and a demo are presented for implementing this type of Drupal-powered digital signage system.
The Waag Society is an institute for art, science and technology located in Amsterdam. It brings together users, designers, programmers, artists and scientists from various disciplines to collaborate on projects using an approach called "users as designers". The Waag Society operates several labs and facilities such as a FabLab for digital fabrication. It has worked on many open data and mobile application projects in Amsterdam around themes like education, mobility and urban planning. The goal is to empower users and citizens through open sharing of data and technologies.
Global lodlam_communities and open cultural dataMinerva Lin
This document provides an overview of linked open data in libraries, archives, and museums. It defines linked open data and open cultural data, and discusses their importance in enabling connections and collaboration. The history and role of communities in advancing open cultural data initiatives are described. Key events like the LODLAM summits that brought the community together are summarized. The document promotes open data standards and licensing to realize the full potential of linked open cultural data.
Presentation about the project: re:DDS, Web Archaeology. The REconstruction o...Tjarda de Haan
Presentation about the project re:DDS at the University of Malta, 22 May 2014.
The project attempts to reconstruct the virtual city, the DDS. De Digitale Stad (DDS), the Digital City, is an unique case study to tell the history of e-culture in Amsterdam. The goals of the project re:DDS are:
- To preserve the internet-historical monument DDS
- To map the history of the DDS, internet and e-culture in Amsterdam
- To include the DDS in the collections of the heritage institutions of Amsterdam
- A pilot for net-archaeology: how to reconstruct, preserve and retrieve the virtual city DDS (DDS is born-digital) and make it accessible to the public, on a scientific and social level.
For more information see:
http://hart.amsterdammuseum.nl/re-dds
Open Educational Resources and PracticesHans Põldoja
The document discusses open educational resources and practices. It defines open educational resources as digital materials that can be reused for teaching, learning and research, made available free through open licenses. Examples of open educational resources include open courseware from MIT and other MOOCs. The document also discusses open licensing schemes like Creative Commons, open online courses, open learning goals and open assessment.
Some people argue we are facing a new industrial revolution for two main reasons: 1) the limitless open source movement which provides free software and resources for technological experimentation and innovation, allowing people to access information to build their own projects, and 2) the makers revolution brought about by new technologies like 3D printing that allow people to design and print objects digitally and to manufacture complex objects outside of traditional factories. This democratization of technology means that knowledge about how to make or "print" things is becoming part of mainstream culture, fueling a makers movement where people can freely share technological knowledge and ideas.
This document discusses the evolution of new media from traditional web 1.0 to more collaborative web 2.0 technologies. It outlines key aspects of web 2.0 like participation, collaboration, social media, and collective intelligence. It then provides examples of how the BBC is embracing these new media trends through various initiatives and prototypes that showcase interactivity, user-generated content, and more open platforms. The document concludes by highlighting emerging areas like maps/geospatial data, visualization, internet TV, and mobile applications as continuing to push new media forward.
Digital Signage for YMCA and the Drupal roleDmitry Drozdik
The YMCA of the Greater Twin Cities is currently building an Internet of Things. As part of this project, we are assisting them in developing an omnichannel system for managing content that includes both marketing material and data from third-party systems across digital signage, web, and mobile experiences. In this system, we are using the Open Y Drupal distribution to serve as a proxy between resources that provide data about scheduled activities and to manage that content as well as to supplement it with both marketing content and time and location sensitive messaging.
In this session, I will cover a number of issues that we faced during development.
Our integration uses the following 3rd party services:
- GroupEx Pro - a private, web-based communication portal for group fitness programs
- ScreenCloud - an online platform which allows us to manage content on screens easily.
I will discuss:
- Business goals and Use Cases - The YMCA is an evolving organization with a wide variety of needs, from member services to marketing, to wellness promotion. With a new facility and new capabilities, we can only predict a portion of the messaging needs that the Y will have in-branch.
- Architecture - Because of the fundamental lack of control we have over third party services, a strong, flexible architecture that can cover a wide variety of use cases and adapt to changes in data format and service availability is necessary.
- Implementation - I will demonstrate how everything comes together and show what you need to implement it, add your own features, and adapt it to new use cases.
- Business goals and Use Cases - The YMCA is an evolving organization with a wide variety of needs, from member services to marketing, to wellness promotion. With a new facility and new capabilities, we can only predict a portion of the messaging needs that the Y will have in-branch.
- Architecture - Because of the fundamental lack of control we have over third party services, a strong, flexible architecture that can cover a wide variety of use cases and adapt to changes in data format and service availability is necessary.
- Implementation - I will demonstrate how everything comes together and show what you need to implement it, add your own features, and adapt it to new use cases.
Open for Business
Joseph Feller, Professor of Information Systems, University College Cork, Ireland
Event - Creative Commons for Startups
Cork, February 2017
http://creativecommons-ie.blogspot.ie
Slides from Denis Parfenov, Ambassador for Ireland at Open Knowledge Foundation at 'Maximising Digital Creativity, Sharing and Innovation', National Gallery of Ireland, January 2014.
Event organised by Creative Commons Ireland and Faculty of Law, University College Cork.
http://www.creativecommonsireland.org
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Esben Fjord of Gladsaxe Public Library in Denmark is experimenting with new digital platforms in physical library spaces to engage users and promote electronic resources. Current platforms include digital signage screens, an interactive music chair, a drawing machine, and an interactive floor. The goal is to make electronic resources accessible in physical contexts and take advantage of librarians' expertise. Challenges include technical infrastructure, copyright, and ensuring electronic resources designed for searching can be used for communication and dissemination. Future plans include more interactivity, user contributions, and exposing additional content like newspapers.
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The development of better library information systems will always remain the core business of any serious library organization, but a shift took place towards (freely) available web-based tools for creating and managing the information workflow.
End-users are not only using these heavily, but are also creating their own preferred tools. Today's students are incorporating Web 2.0 skills in daily life, in their social and learning environments. Tomorrow's academic staff will expect to be able to use their preferred tools and resources within their work environment. Today's ánd tomorrow's libraries should support students and staff in the learning and research process by integrating their services and resources into our patrons' environments.
This practical workshop will demonstrate the use of Web 2.0 technology to empower users and librarians. During a hands-on session, participants will work with these tools. They will develop tailor-made services via personal start page software like Netvibes, making use of RSS-feeds, Widgets and Browser extensions.
We will explore the use of Netvibes and Web 2.0 tools in library staff and/or library user education/instruction. We will focus on library services which can be created almost on-the-fly with low costs and high impact. The growing use of social networks justifies the development of a library presence within these networks to reach out to our users.
Paper, slides and recommended reading : http://www.tilburguniversity.nl/services/lis/ticer/08carte/recommendedreading.html#brekel
This document summarizes several media platforms and organizations that promote open source, DIY, and collaborative projects. It describes magazines like Make and Wired that cover these topics. It also outlines online marketplaces and platforms like Etsy, Shapeways, and Ponoko that enable users to start businesses for crafts and 3D printed goods. Additional platforms discussed include Arduino, Kickstarter, and Indiegogo for open hardware and crowdfunding projects. The document provides links to each organization for further information.
Discusses tools and tips for implementing innovative services with free social media tools and mobile apps applied in libraries and other working environments. Iincludes apps supporting the latest trends in cloud storage, crowdfunding, ebooks, makerspaces, MOOCs, news aggregation, photo and video sharing, self-publishing, social networking and bookmarking, video conferencing, visualization and wearable technology --all tailored to the needs of libraries and the communities they serve.
Authoring and sharing open educational resourcesHans Põldoja
The document discusses open educational resources (OER) and authoring digital learning materials using open licenses. It defines OER as educational materials that can be freely used and shared under open licenses. It outlines some limitations of traditional copyright and how open licenses like Creative Commons address these issues by allowing for reuse and modification with attribution. The document also demonstrates several tools and websites for authoring and finding OER materials, including LeMill, eXe, Wikimedia Commons, and Flickr. Metadata standards for OER are discussed to help materials be more discoverable.
講師簡介:
林佑澂 創辦人│未來產房
Daniel Lin is the founder and CEO of FutureWard. He is a genetic engineer, educator, producer, entrepreneur, and bridge builder who is passionate about activating the innovation and startup ecosystems in Taiwan and connecting it to the rest of the world. He started one of the largest and most comprehensive makerspaces in Asia in 2014, and is now leading the strategic relationships with corporations, associations, and local governments to harness Taiwan's technical and manufacturing expertise to help solve intractable problems at FutureWard's Central coworking space.In an earlier life, Dan was conducting cancer research at Johns Hopkins Medical School, managing laboratories and testing immunotherapies. Upon his return to Taiwan, he segued into education. Writing and editing textbooks and testing programs before developing an English language learning program on TVBS. Before founding FutureWard, Dan was the international business development officer for Panel Group.
This document discusses wikinnovation and mass collaboration. It introduces concepts like wikinomics, open innovation, and crowdsourcing. Examples are provided of companies collaborating with customers and external experts to generate new ideas. The benefits of an open sharing approach to knowledge and innovation are explained. Tools for collaboration like Wikipedia, YouTube, and open source projects are also mentioned.
What If You Let Citizens Build Your Website?GovLoop
Andrew Krzmarzick is an educator turned community manager who works for GovLoop, a knowledge network for 60,000 government innovators. He is traveling from Chicago to Raleigh to share ideas about CityCamps, hackathons, using social media in emergencies, and the LocalWiki project. At each stop, he facilitates discussions to help communities replicate leading practices and harness the power of citizens who want to make things better.
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The Waag Society is an institute for art, science and technology located in Amsterdam. It brings together users, designers, programmers, artists and scientists from various disciplines to collaborate on projects using an approach called "users as designers". The Waag Society operates several labs and facilities such as a FabLab for digital fabrication. It has worked on many open data and mobile application projects in Amsterdam around themes like education, mobility and urban planning. The goal is to empower users and citizens through open sharing of data and technologies.
Global lodlam_communities and open cultural dataMinerva Lin
This document provides an overview of linked open data in libraries, archives, and museums. It defines linked open data and open cultural data, and discusses their importance in enabling connections and collaboration. The history and role of communities in advancing open cultural data initiatives are described. Key events like the LODLAM summits that brought the community together are summarized. The document promotes open data standards and licensing to realize the full potential of linked open cultural data.
Presentation about the project: re:DDS, Web Archaeology. The REconstruction o...Tjarda de Haan
Presentation about the project re:DDS at the University of Malta, 22 May 2014.
The project attempts to reconstruct the virtual city, the DDS. De Digitale Stad (DDS), the Digital City, is an unique case study to tell the history of e-culture in Amsterdam. The goals of the project re:DDS are:
- To preserve the internet-historical monument DDS
- To map the history of the DDS, internet and e-culture in Amsterdam
- To include the DDS in the collections of the heritage institutions of Amsterdam
- A pilot for net-archaeology: how to reconstruct, preserve and retrieve the virtual city DDS (DDS is born-digital) and make it accessible to the public, on a scientific and social level.
For more information see:
http://hart.amsterdammuseum.nl/re-dds
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The document discusses open educational resources and practices. It defines open educational resources as digital materials that can be reused for teaching, learning and research, made available free through open licenses. Examples of open educational resources include open courseware from MIT and other MOOCs. The document also discusses open licensing schemes like Creative Commons, open online courses, open learning goals and open assessment.
Some people argue we are facing a new industrial revolution for two main reasons: 1) the limitless open source movement which provides free software and resources for technological experimentation and innovation, allowing people to access information to build their own projects, and 2) the makers revolution brought about by new technologies like 3D printing that allow people to design and print objects digitally and to manufacture complex objects outside of traditional factories. This democratization of technology means that knowledge about how to make or "print" things is becoming part of mainstream culture, fueling a makers movement where people can freely share technological knowledge and ideas.
This document discusses the evolution of new media from traditional web 1.0 to more collaborative web 2.0 technologies. It outlines key aspects of web 2.0 like participation, collaboration, social media, and collective intelligence. It then provides examples of how the BBC is embracing these new media trends through various initiatives and prototypes that showcase interactivity, user-generated content, and more open platforms. The document concludes by highlighting emerging areas like maps/geospatial data, visualization, internet TV, and mobile applications as continuing to push new media forward.
Digital Signage for YMCA and the Drupal roleDmitry Drozdik
The YMCA of the Greater Twin Cities is currently building an Internet of Things. As part of this project, we are assisting them in developing an omnichannel system for managing content that includes both marketing material and data from third-party systems across digital signage, web, and mobile experiences. In this system, we are using the Open Y Drupal distribution to serve as a proxy between resources that provide data about scheduled activities and to manage that content as well as to supplement it with both marketing content and time and location sensitive messaging.
In this session, I will cover a number of issues that we faced during development.
Our integration uses the following 3rd party services:
- GroupEx Pro - a private, web-based communication portal for group fitness programs
- ScreenCloud - an online platform which allows us to manage content on screens easily.
I will discuss:
- Business goals and Use Cases - The YMCA is an evolving organization with a wide variety of needs, from member services to marketing, to wellness promotion. With a new facility and new capabilities, we can only predict a portion of the messaging needs that the Y will have in-branch.
- Architecture - Because of the fundamental lack of control we have over third party services, a strong, flexible architecture that can cover a wide variety of use cases and adapt to changes in data format and service availability is necessary.
- Implementation - I will demonstrate how everything comes together and show what you need to implement it, add your own features, and adapt it to new use cases.
- Business goals and Use Cases - The YMCA is an evolving organization with a wide variety of needs, from member services to marketing, to wellness promotion. With a new facility and new capabilities, we can only predict a portion of the messaging needs that the Y will have in-branch.
- Architecture - Because of the fundamental lack of control we have over third party services, a strong, flexible architecture that can cover a wide variety of use cases and adapt to changes in data format and service availability is necessary.
- Implementation - I will demonstrate how everything comes together and show what you need to implement it, add your own features, and adapt it to new use cases.
Similar to Darius Whelan - Creative Commons for Startups (20)
Open for Business
Joseph Feller, Professor of Information Systems, University College Cork, Ireland
Event - Creative Commons for Startups
Cork, February 2017
http://creativecommons-ie.blogspot.ie
Slides from Denis Parfenov, Ambassador for Ireland at Open Knowledge Foundation at 'Maximising Digital Creativity, Sharing and Innovation', National Gallery of Ireland, January 2014.
Event organised by Creative Commons Ireland and Faculty of Law, University College Cork.
http://www.creativecommonsireland.org
This document provides an overview of Creative Commons and its worldwide affiliate network. Creative Commons enables sharing and reuse of creativity and knowledge through free legal tools without losing attribution. The worldwide affiliate network is made up of volunteers from legal and other backgrounds managed by regional coordinators. Affiliates help design and translate licenses, promote Creative Commons, and offer policy support. CC Europe currently has almost 40 active teams with several more in development.
Slides by Eoin O'Dell, School of Law, Trinity College Dublin at 'Maximising Digital Creativity, Sharing and Innovation', National Gallery of Ireland, January 2014.
Event organised by Creative Commons Ireland and Faculty of Law, University College Cork.
http://www.creativecommonsireland.org
Slides by Antoin O Lachtnain, Digital Rights Ireland at 'Maximising Digital Creativity, Sharing and Innovation', National Gallery of Ireland, January 2014.
Event organised by Creative Commons Ireland and Faculty of Law, University College Cork.
http://www.creativecommonsireland.org
Slides by Alek Tarkowski, European Policy Advisor, Creative Commons at 'Maximising Digital Creativity, Sharing and Innovation', National Gallery of Ireland, January 2014.
Event organised by Creative Commons Ireland and Faculty of Law, University College Cork.
http://www.creativecommonsireland.org
Slides by Aidan McCullen, CEO of Communicorp Digital at 'Maximising Digital Creativity, Sharing and Innovation', National Gallery of Ireland, January 2014.
Event organised by Creative Commons Ireland and Faculty of Law, University College Cork.
http://www.creativecommonsireland.org
How to Implement a Strategy: Transform Your Strategy with BSC Designer's Comp...Aleksey Savkin
The Strategy Implementation System offers a structured approach to translating stakeholder needs into actionable strategies using high-level and low-level scorecards. It involves stakeholder analysis, strategy decomposition, adoption of strategic frameworks like Balanced Scorecard or OKR, and alignment of goals, initiatives, and KPIs.
Key Components:
- Stakeholder Analysis
- Strategy Decomposition
- Adoption of Business Frameworks
- Goal Setting
- Initiatives and Action Plans
- KPIs and Performance Metrics
- Learning and Adaptation
- Alignment and Cascading of Scorecards
Benefits:
- Systematic strategy formulation and execution.
- Framework flexibility and automation.
- Enhanced alignment and strategic focus across the organization.
[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This presentation is a curated compilation of PowerPoint diagrams and templates designed to illustrate 20 different digital transformation frameworks and models. These frameworks are based on recent industry trends and best practices, ensuring that the content remains relevant and up-to-date.
Key highlights include Microsoft's Digital Transformation Framework, which focuses on driving innovation and efficiency, and McKinsey's Ten Guiding Principles, which provide strategic insights for successful digital transformation. Additionally, Forrester's framework emphasizes enhancing customer experiences and modernizing IT infrastructure, while IDC's MaturityScape helps assess and develop organizational digital maturity. MIT's framework explores cutting-edge strategies for achieving digital success.
These materials are perfect for enhancing your business or classroom presentations, offering visual aids to supplement your insights. Please note that while comprehensive, these slides are intended as supplementary resources and may not be complete for standalone instructional purposes.
Frameworks/Models included:
Microsoft’s Digital Transformation Framework
McKinsey’s Ten Guiding Principles of Digital Transformation
Forrester’s Digital Transformation Framework
IDC’s Digital Transformation MaturityScape
MIT’s Digital Transformation Framework
Gartner’s Digital Transformation Framework
Accenture’s Digital Strategy & Enterprise Frameworks
Deloitte’s Digital Industrial Transformation Framework
Capgemini’s Digital Transformation Framework
PwC’s Digital Transformation Framework
Cisco’s Digital Transformation Framework
Cognizant’s Digital Transformation Framework
DXC Technology’s Digital Transformation Framework
The BCG Strategy Palette
McKinsey’s Digital Transformation Framework
Digital Transformation Compass
Four Levels of Digital Maturity
Design Thinking Framework
Business Model Canvas
Customer Journey Map
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2. Creative Commons Toolkit
for Business
◎Developed by CC Portugal in 2015
◎See blog post by Fátima São
Simão and Teresa Nobre
◎https://creativecommons.org/2015
/11/13/creative-commons-toolkit-
for-business/
3.
4.
5.
6.
7.
8.
9.
10.
11. ◎Paul Stacey and Sarah Pearson, Made with
Creative Commons Book Project
◎ Funded by Kickstarter campaign
◎https://www.kickstarter.com/projects/creativecom
mons/made-with-creative-commons-a-book-on-
open-business
12.
13. Made With Creative Commons Case Studies
• Opendesk (UK, open 3D design / furniture manufacturing)
• Lumen Learning (US, higher education/OER)
• OpenStax (US, education/open textbooks/publisher)
• Wikimedia Foundation (US, encyclopedia +)
• Rijksmuseum (Netherlands, Museum/GLAM)
• Noun Project (US, icons/symbols platform)
• Open Data Institute (UK, open data advocacy and services)
• Tribe of Noise (Netherlands, music platform)
• Figshare (UK, research data/education/publishing)
• Cards Against Humanity (US, game)
14. • Amanda Palmer (US, musician, author, artist)
• Cory Doctorow (Canadian but living in LA,
writer, activist)
• Arduino (Italy, open hardware & software)
• The Conversation (Australia/US/France/Africa,
journalism)
• Jonathan Mann (US, music)
• Shareable Magazine (US, niche publishing)
• Knowledge Unlatched (UK, open monograph
publishing)
• Sparkfun (US, hardware)
• PLOS (US, research journal)
15. • Blender (Netherlands, film, 3D modelling)
• Artica (Uruguay, cultural management)
• TeachAids (US, software & education)
• Siyavula (Africa, textbooks and intelligent
practice)
• Figure.nz (New Zealand, open data publishing)
16. The Noun Project – www.thenounproject.com –
USA
A platform for visual symbols and icons.
Aggregates and curates symbols and icons from a
global network and profiles the designers of each
work. Icons and symbols are licensed under CC
licences. Currently over 150,000 icons available.
17.
18. • Users can download and use the icons for free
as long as they give attribution to the original
creator.
• Revenue is generated when users do not want
to give attribution.
• Project has built a range of additional tools and
services to support bulk use for a fee;
integration of symbols and icons to apps using
an API
• Additional tools generate revenue.
• Revenue is split between designers and the
Noun Project.
19. OpenDesk – www.opendesk.cc - London
• Collection of digital designs for furniture from a range of
international designers.
• Designs are CC licensed and can be downloaded and
customised by users to fit their specific needs.
• Users can make furniture themselves from the design for
non-commercial use in a do-it-yourself fashion.
• OpenDesk and their designers make revenue when a user
wants a local maker to do the cutting for them.