Foresight Methods and Practice: Lessons Learned from International Foresight ...Totti Könnölä
This document provides an overview of foresight methods and lessons learned from international foresight exercises. It discusses how foresight can contribute to the entire policy cycle from agenda setting to evaluation. It emphasizes that foresight designs must always be customized and that foresight tools should not be the first step, but should engage stakeholders. Key methods discussed include scenarios, roadmaps, and integrating different foresight techniques. Case studies from Chile and the IMS 2020 project are also summarized.
Open Innovation Funnel Model Showing Idea DevelopmentSlideTeam
Presenting this set of slides with name - Open Innovation Funnel Model Showing Idea Development. This is a five stage process. The stages in this process are Ideation, Creative, Innovative. https://bit.ly/3ftyDfe
Introductory lecture on Design Thinking given by Mark Billinghurst as part of the HITD 201 course taught at the University of Canterbury. Taught on December 9th 2013
Speculative Design and Experiential Futures Stuart Candy
Speculative design and experiential futures are practices for influencing what is possible by materialising the imaginary.
This is an edited version of a presentation by design futurist Stuart Candy to the Stanford d.School class "Decay of Digital Things" (http://decay.io) at the invitation of Elizabeth Goodman (@egoodman) on May 1, 2014.
This document discusses speculative design and how it could be used in government. It provides examples of speculative design projects that envision possible futures. It also outlines some of the techniques used in speculative design, such as rapid prototyping, design ethnography, and data visualization. While speculative design requires envisioning possible rather than probable futures, it can help understand the present and discuss the kinds of futures people want. For government to use speculative design, it would need to ground possibilities in evidence, manage expectations that these are not predictions, and allow time for imagination and following ideas to their conclusions.
Foresight Methods and Practice: Lessons Learned from International Foresight ...Totti Könnölä
This document provides an overview of foresight methods and lessons learned from international foresight exercises. It discusses how foresight can contribute to the entire policy cycle from agenda setting to evaluation. It emphasizes that foresight designs must always be customized and that foresight tools should not be the first step, but should engage stakeholders. Key methods discussed include scenarios, roadmaps, and integrating different foresight techniques. Case studies from Chile and the IMS 2020 project are also summarized.
Open Innovation Funnel Model Showing Idea DevelopmentSlideTeam
Presenting this set of slides with name - Open Innovation Funnel Model Showing Idea Development. This is a five stage process. The stages in this process are Ideation, Creative, Innovative. https://bit.ly/3ftyDfe
Introductory lecture on Design Thinking given by Mark Billinghurst as part of the HITD 201 course taught at the University of Canterbury. Taught on December 9th 2013
Speculative Design and Experiential Futures Stuart Candy
Speculative design and experiential futures are practices for influencing what is possible by materialising the imaginary.
This is an edited version of a presentation by design futurist Stuart Candy to the Stanford d.School class "Decay of Digital Things" (http://decay.io) at the invitation of Elizabeth Goodman (@egoodman) on May 1, 2014.
This document discusses speculative design and how it could be used in government. It provides examples of speculative design projects that envision possible futures. It also outlines some of the techniques used in speculative design, such as rapid prototyping, design ethnography, and data visualization. While speculative design requires envisioning possible rather than probable futures, it can help understand the present and discuss the kinds of futures people want. For government to use speculative design, it would need to ground possibilities in evidence, manage expectations that these are not predictions, and allow time for imagination and following ideas to their conclusions.
The document discusses a hybrid approach to developing an AI agent for the Ms. Pac-Man video game. The hybrid approach uses both hand-coded rules based on Dijkstra's algorithm and evolved artificial neural networks. The hand-coded rules aim to make optimal choices in predictable situations, while the neural networks help deal with unpredictable circumstances. An experiment showed the hybrid agent achieved higher maximum and average scores than agents using either approach alone. The hybrid was able to leverage the advantages of both rule-based and learning-based approaches.
UX in the City Manchester - Mariana Morris, Fruto - Mapping users’ mental modelsMariana Morris
When users are frustrated, dropping out or giving negative feedback, often the problem is that their mental models don’t match the designed systems. I’ll provide practical techniques for identifying and mapping out users’ mental models and matching these with their journeys to improve the user’s experience.
About Mariana Morris:
Mariana Morris is a user experience designer and founder of Fruto, a UX design studio, helping tech teams and start-ups improve the user experience and interface of their websites and mobile apps. Fruto also provides bespoke in-house UX training to digital teams.
Mariana has 15 years of industry experience, holds a master's in interactive media and a bachelor's in industrial design (visual communication). She is a lecturer at the University of Reading, and an experienced trainer and public speaker. She co-founded the popular monthly event UX Oxford.
Tap Into The World Of Comics #2:Comic VersionS. Hendy
Comics can be used effectively in the classroom to engage students and support learning. The comic making process provides opportunities to develop literacy, creativity, problem solving, and other skills. Online applications and resources make it easy to create comics on various topics and subjects. Examples outlined include making instruction manuals, telling stories, exploring themes like superheroes, and reflecting on tasks. Comics are a fun way to develop skills while learning.
[NDC 14] '미쿠미쿠하게 해줄게' - MMD MV 제작 사례와 매력적인 캐릭터 애니메이션Nexon Korea
NDC14에서 발표한 내용입니다.
취미작업을 중심으로 매력적인 캐릭터 애니메이션은 어떻게 하면 좋을까 고민했던 내용이며,
설명이 미흡할만한 부분을 공개버전엔 조금 추가했습니다.
본 발표 내용은 소속된 조직과는 관련 없습니다.
* 포함된 영상에 소리가 있습니다. 볼륨 조심하세요.
The document provides a template for pitching a lean startup business. It outlines the key sections to cover which include an overview of the business and product, the target market and challenges, the solution, pricing, competition, marketing and sales strategy, execution plan, financials, funding needs, and metrics for success. The template is intended to guide startup founders in clearly presenting all essential information about their business idea when seeking funding or feedback.
SKT의 메타버스 플랫폼 Jump Virtual Meetup 내에서 진행된 '정재승의 Tech & Biz Talk'의 주제 발표
메타버스의 등장에 따라 우리의 삶은 일상과 일탈, 현실과 가상, 피지컬과 디지털을 빈번하게 넘나들고 있다. 경계는 모호해지고 보다 향상된 몰입과 연결된 경험을 통해 메타버스는 여가는 물론, 업무, 학습 등 전방향적으로 그 영향력을 넓혀가고 있다.
과거 메타버스에서 보내는 시간은 소비적 활동이 중심이 되어 우리의 생산적 활동을 방해하는 요소로 취급됐다. 그러나 지금의 메타버스는 소비적 활동을 넘어 누군가는 그 안에서 새로운 수익의 기회를 발견하고, 가상세계에서의 활동이 현실세계에서의 활동보다 높은 가치를 창출하는 변화의 흐름 가운데 놓여 있다. 다가올 미래에는 메타버스에서 생산적 활동의 규모는 더욱 증가할 것이고, 기존의 산업, 상품, 서비스, 자본, 금융, 매체 등이 하나로 통합되는 가치의 선순환을 만들어낼 것이다.
언젠가 메타버스에서 만난 크리에이터가 우리를 향해 "오늘도 나는 메타버스로 출근합니다."라는 인사말을 전하는 날이 가까운 미래의 우리의 일상이 될지 모른다.
This workshop presents an accessible framework for understanding sketching to help communication, understanding, and problem solving -- particularly during a design process that includes multiple roles (that don't always speak the same language).
I propose, not only that sketching helps bridge gaps in communication and get to a deeper level of understanding, but also that every kind of sketching activity falls into one of three categories; thinking, talking, and showing.
In this workshop, for each type of sketching we cover:
- Who it helps
- What it is
- When it can help
- Why you don't need to "know how to draw" to use it
- How to be prepared to use it
You don’t even need to know how to “draw” to learn and apply the methods covered here. After attending this session you will be more comfortable with and better prepared to recognize opportunities where sketching can be used to increase communication and understanding with clients, stakeholders, coworkers, as well as all by yourself, as you work through problems and come up with solutions.
AVATAR is a 2009 film directed by James Cameron that uses performance capture to tell the story of Jake Sully, a former marine who embarks on an epic adventure on the alien moon Pandora. Jake is recruited to infiltrate the native Na'vi people and learn how to control them, but he eventually sides with the Na'vi against human forces trying to destroy their home. The film pushed technological boundaries by using revolutionary performance capture techniques to create fully immersive CGI characters that were brought to life through the actors' performances.
SolarWinds Scalability for the EnterpriseSolarWinds
Listen to the SolarWinds product management team as they show you how SolarWinds affordable, powerful, and easy-to-use solutions can scale your monitoring and management capabilities to hundreds of thousands of network devices, servers, or applications.
The document discusses building scalable design systems. It notes that design teams are growing, problems are more complex, and teams are distributed. Maintaining design debt can fracture the user experience. A design system, defined as a reusable set of components governed by standards, can help by providing consistency, communication, efficiency, maintainability, and scalability. The document outlines components of a design system and benefits. It shows examples from companies and tools for design systems. It discusses approaches to starting a design system like inventorying existing design, structuring the system, and standardizing. It also notes design systems require ongoing extension and maintenance.
The future of work is about more than technology. It’s about employees, managers, the company, and technology. This presentation takes a look at all of these areas from the past and compares them to what the future should and will look like. Leaders at organizations around the world are exploring how the changes in behavior and technology are impacting the way we work and this provides some context around those changes. Chess Media Group works with and has relationships with some of the world’s largest and most forward thinking companies. This presentation is based on observations and discussions with those companies.
이 슬라이드는 2010년 넥슨 개발자 컨퍼런스에서 발표한
"마비노기 영웅전"의 내러티브적 시도에 대한 자료입니다.
동영상이 많이 포함된 슬라이드 특성 때문에
발표 당시에는 웹에 슬라이드를 공유하지 않았었고,
5년이 지난 후에야 뒤늦게 공유하게 되었습니다.
2010년 자료이고, 당시 발표자 두 명은 모두 영웅전 프로젝트를 떠나
현재는 다른 프로젝트를 진행하고 있기 때문에
슬라이드의 내용은 현재의 "마비노기 영웅전"과는
개발 기조와 의도, 방식 등에 차이가 있을 수 있습니다.
The document discusses a hybrid approach to developing an AI agent for the Ms. Pac-Man video game. The hybrid approach uses both hand-coded rules based on Dijkstra's algorithm and evolved artificial neural networks. The hand-coded rules aim to make optimal choices in predictable situations, while the neural networks help deal with unpredictable circumstances. An experiment showed the hybrid agent achieved higher maximum and average scores than agents using either approach alone. The hybrid was able to leverage the advantages of both rule-based and learning-based approaches.
UX in the City Manchester - Mariana Morris, Fruto - Mapping users’ mental modelsMariana Morris
When users are frustrated, dropping out or giving negative feedback, often the problem is that their mental models don’t match the designed systems. I’ll provide practical techniques for identifying and mapping out users’ mental models and matching these with their journeys to improve the user’s experience.
About Mariana Morris:
Mariana Morris is a user experience designer and founder of Fruto, a UX design studio, helping tech teams and start-ups improve the user experience and interface of their websites and mobile apps. Fruto also provides bespoke in-house UX training to digital teams.
Mariana has 15 years of industry experience, holds a master's in interactive media and a bachelor's in industrial design (visual communication). She is a lecturer at the University of Reading, and an experienced trainer and public speaker. She co-founded the popular monthly event UX Oxford.
Tap Into The World Of Comics #2:Comic VersionS. Hendy
Comics can be used effectively in the classroom to engage students and support learning. The comic making process provides opportunities to develop literacy, creativity, problem solving, and other skills. Online applications and resources make it easy to create comics on various topics and subjects. Examples outlined include making instruction manuals, telling stories, exploring themes like superheroes, and reflecting on tasks. Comics are a fun way to develop skills while learning.
[NDC 14] '미쿠미쿠하게 해줄게' - MMD MV 제작 사례와 매력적인 캐릭터 애니메이션Nexon Korea
NDC14에서 발표한 내용입니다.
취미작업을 중심으로 매력적인 캐릭터 애니메이션은 어떻게 하면 좋을까 고민했던 내용이며,
설명이 미흡할만한 부분을 공개버전엔 조금 추가했습니다.
본 발표 내용은 소속된 조직과는 관련 없습니다.
* 포함된 영상에 소리가 있습니다. 볼륨 조심하세요.
The document provides a template for pitching a lean startup business. It outlines the key sections to cover which include an overview of the business and product, the target market and challenges, the solution, pricing, competition, marketing and sales strategy, execution plan, financials, funding needs, and metrics for success. The template is intended to guide startup founders in clearly presenting all essential information about their business idea when seeking funding or feedback.
SKT의 메타버스 플랫폼 Jump Virtual Meetup 내에서 진행된 '정재승의 Tech & Biz Talk'의 주제 발표
메타버스의 등장에 따라 우리의 삶은 일상과 일탈, 현실과 가상, 피지컬과 디지털을 빈번하게 넘나들고 있다. 경계는 모호해지고 보다 향상된 몰입과 연결된 경험을 통해 메타버스는 여가는 물론, 업무, 학습 등 전방향적으로 그 영향력을 넓혀가고 있다.
과거 메타버스에서 보내는 시간은 소비적 활동이 중심이 되어 우리의 생산적 활동을 방해하는 요소로 취급됐다. 그러나 지금의 메타버스는 소비적 활동을 넘어 누군가는 그 안에서 새로운 수익의 기회를 발견하고, 가상세계에서의 활동이 현실세계에서의 활동보다 높은 가치를 창출하는 변화의 흐름 가운데 놓여 있다. 다가올 미래에는 메타버스에서 생산적 활동의 규모는 더욱 증가할 것이고, 기존의 산업, 상품, 서비스, 자본, 금융, 매체 등이 하나로 통합되는 가치의 선순환을 만들어낼 것이다.
언젠가 메타버스에서 만난 크리에이터가 우리를 향해 "오늘도 나는 메타버스로 출근합니다."라는 인사말을 전하는 날이 가까운 미래의 우리의 일상이 될지 모른다.
This workshop presents an accessible framework for understanding sketching to help communication, understanding, and problem solving -- particularly during a design process that includes multiple roles (that don't always speak the same language).
I propose, not only that sketching helps bridge gaps in communication and get to a deeper level of understanding, but also that every kind of sketching activity falls into one of three categories; thinking, talking, and showing.
In this workshop, for each type of sketching we cover:
- Who it helps
- What it is
- When it can help
- Why you don't need to "know how to draw" to use it
- How to be prepared to use it
You don’t even need to know how to “draw” to learn and apply the methods covered here. After attending this session you will be more comfortable with and better prepared to recognize opportunities where sketching can be used to increase communication and understanding with clients, stakeholders, coworkers, as well as all by yourself, as you work through problems and come up with solutions.
AVATAR is a 2009 film directed by James Cameron that uses performance capture to tell the story of Jake Sully, a former marine who embarks on an epic adventure on the alien moon Pandora. Jake is recruited to infiltrate the native Na'vi people and learn how to control them, but he eventually sides with the Na'vi against human forces trying to destroy their home. The film pushed technological boundaries by using revolutionary performance capture techniques to create fully immersive CGI characters that were brought to life through the actors' performances.
SolarWinds Scalability for the EnterpriseSolarWinds
Listen to the SolarWinds product management team as they show you how SolarWinds affordable, powerful, and easy-to-use solutions can scale your monitoring and management capabilities to hundreds of thousands of network devices, servers, or applications.
The document discusses building scalable design systems. It notes that design teams are growing, problems are more complex, and teams are distributed. Maintaining design debt can fracture the user experience. A design system, defined as a reusable set of components governed by standards, can help by providing consistency, communication, efficiency, maintainability, and scalability. The document outlines components of a design system and benefits. It shows examples from companies and tools for design systems. It discusses approaches to starting a design system like inventorying existing design, structuring the system, and standardizing. It also notes design systems require ongoing extension and maintenance.
The future of work is about more than technology. It’s about employees, managers, the company, and technology. This presentation takes a look at all of these areas from the past and compares them to what the future should and will look like. Leaders at organizations around the world are exploring how the changes in behavior and technology are impacting the way we work and this provides some context around those changes. Chess Media Group works with and has relationships with some of the world’s largest and most forward thinking companies. This presentation is based on observations and discussions with those companies.
이 슬라이드는 2010년 넥슨 개발자 컨퍼런스에서 발표한
"마비노기 영웅전"의 내러티브적 시도에 대한 자료입니다.
동영상이 많이 포함된 슬라이드 특성 때문에
발표 당시에는 웹에 슬라이드를 공유하지 않았었고,
5년이 지난 후에야 뒤늦게 공유하게 되었습니다.
2010년 자료이고, 당시 발표자 두 명은 모두 영웅전 프로젝트를 떠나
현재는 다른 프로젝트를 진행하고 있기 때문에
슬라이드의 내용은 현재의 "마비노기 영웅전"과는
개발 기조와 의도, 방식 등에 차이가 있을 수 있습니다.
An extensive review over recent developments and possibilities in the area of medical technology, specifically in genetics.
Topics include:
- background of genetic engineering
- powers behind medical development
- ethical and medical implications for the society
- expectations over future developments
VU hoogleraar Bico van Straalen legt uit waarom biologen niet twijfelen aan de evolutietheorie. Hij bespreekt drie soorten bewijsmateriaal. Volgens hem sluiten evolutietheorie en geloof in een God elkaar niet bij voorbaat uit.
13. Voorbeelden van gelukte gekloonde dieren Snuppy, de eerste gekloonde hond (april 2005) Prometea, het eerste gekloonde paard (mei 2003) George en Charlie ; de eerste gekloonde dieren (dec. 1997)