This document contains advertisements for a website called "honestyinproducts.com" that aims to provide information about the ingredients in personal care products. Visitors are encouraged to text certain words to numbers or visit the website to learn more about common product ingredients like lead in lipstick, what's in their lotion, and what parabens are and whether they should be concerned about them. The ads describe mirror decals that reveal messages about ingredients as the viewer approaches the mirror.
This document contains advertisements for a website called "honestyinproducts.com" that aims to provide information about the ingredients in personal care products. Visitors are encouraged to text certain words to numbers or visit the website to learn more about common product ingredients like lead in lipstick, what's in their lotion, and what parabens are and whether they should be concerned about them. The ads describe mirror decals that reveal messages about ingredients as the viewer approaches the mirror.
This document summarizes Jenny Shirey's thesis project on designing persuasive communications for environmental issues. She conducted research on persuasive technology and environmental psychology to understand how to influence behavior change. Her goal was to provide recommendations to designers. She developed prototypes targeting bottled water use and tested their effectiveness. Her initial findings showed that tracking behavior, commitments, and reasonable goals can motivate changes. Her next steps are further analysis and developing design recommendations.
This presentation shows a short summary of my Design Master's thesis, which I worked on during my final year at Carnegie Mellon. During this time, I had explored how communication design could influence people's behavior related to environmentally-friendly decisions. I did exploratory and generative research, ran a couple of experiments, and ended up creating a handbook, which brought together established psychology principles that could be applied to communication design.
This document categorizes different types of artifacts, campaigns and information dealing with water and plastic issues. It identifies time-based videos and presentations, interactive digital and online content, physical objects and exhibits, posters and print materials. It also analyzes how some artifacts track users' own actions, invoke social norms, use statistics, explicitly encourage action, aim to be entertaining or funny, and take mostly negative, positive or neutral emotional tones in their messages.
This document discusses barriers to choosing natural personal care products and potential solutions. It identifies the main barriers as unawareness of product ingredients and costs/time constraints. To address these barriers, it proposes raising awareness through attention-grabbing campaigns and simplifying information by creating a list of top ingredients to avoid. Next steps include choosing a target audience and conducting further research like interviews to inform solutions.
The document discusses computing analytics directly in databases to improve performance over traditional approaches that import all data into memory first. It presents three case studies - linear regression, correlation, and value-at-risk estimation - showing how each can leverage database operations like aggregation, sorting, and querying to perform calculations faster by computing near the data. Graphs of execution times demonstrate that partially computing models within the database rather than solely in memory leads to significant speed improvements, especially as data sizes increase.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise boosts blood flow and levels of neurotransmitters and endorphins which elevate and stabilize mood.
We all want to make products that are developed with our users’ needs in mind. But when it comes to user research, many teams view it as too time consuming. This leads to usability problems, or worse, spending weeks or months working on features that our audience doesn’t even want or need.
I believe that it doesn’t have to be that way—talking to users doesn’t have to be a time-consuming, formal process led by trained researchers. In this presentation, originally given at Booster 2015 in Norway, I share some “quick and dirty” methods that I’ve used in the past while working on software products and apps. You’ll learn some tips for how you can check in with your own users, which will ultimately help you to develop more useful, usable, and desirable products.
Las maquetas de conto son modelos a escala que representan contenedores de carga y buques. Estas maquetas se utilizan para probar el diseño y la funcionalidad de los buques antes de construirlos a tamaño real. Las maquetas permiten identificar y corregir cualquier problema potencial con el diseño de un buque de manera más segura y económica que mediante pruebas con un buque real.
Los estudiantes escucharon el cuento "Arturo y Clementina", sobre dos tortugas que se conocen y descubren que la felicidad no depende de objetos innecesarios sino de la libertad y la aceptación de uno mismo; el cuento enseña sobre la discriminación de una manera adecuada para niños y los estudiantes lo representaron con objetos para hacerlo más entretenido.
La carta describe una fiesta que la persona pasó el día anterior. Recogieron castañas por la mañana. Por la tarde comieron y bebieron zumos. Les desea a los padres que también lo pasen bien.
Los alumnos de tercero B del colegio presentaron varios dibujos y textos cortos como trabajo escolar. A través de sus creaciones plasmaron diferentes temas como la familia, las mascotas, la naturaleza y las actividades que más les gustan. El profesor quedó complacido con la participación y el esfuerzo demostrado por sus estudiantes en la realización de las tareas.
El documento describe cómo un grupo de personas pintó corazones azules después de dejar secar la pasta de papel durante una semana. Después de pintar los corazones, verificaron cómo habían quedado y es posible que necesiten darles otra capa de pintura. Trabajar con pasta de papel ha sido muy divertido y relajante para ellos.
This document summarizes Jenny Shirey's thesis project on designing persuasive communications for environmental issues. She conducted research on persuasive technology and environmental psychology to understand how to influence behavior change. Her goal was to provide recommendations to designers. She developed prototypes targeting bottled water use and tested their effectiveness. Her initial findings showed that tracking behavior, commitments, and reasonable goals can motivate changes. Her next steps are further analysis and developing design recommendations.
This presentation shows a short summary of my Design Master's thesis, which I worked on during my final year at Carnegie Mellon. During this time, I had explored how communication design could influence people's behavior related to environmentally-friendly decisions. I did exploratory and generative research, ran a couple of experiments, and ended up creating a handbook, which brought together established psychology principles that could be applied to communication design.
This document categorizes different types of artifacts, campaigns and information dealing with water and plastic issues. It identifies time-based videos and presentations, interactive digital and online content, physical objects and exhibits, posters and print materials. It also analyzes how some artifacts track users' own actions, invoke social norms, use statistics, explicitly encourage action, aim to be entertaining or funny, and take mostly negative, positive or neutral emotional tones in their messages.
This document discusses barriers to choosing natural personal care products and potential solutions. It identifies the main barriers as unawareness of product ingredients and costs/time constraints. To address these barriers, it proposes raising awareness through attention-grabbing campaigns and simplifying information by creating a list of top ingredients to avoid. Next steps include choosing a target audience and conducting further research like interviews to inform solutions.
The document discusses computing analytics directly in databases to improve performance over traditional approaches that import all data into memory first. It presents three case studies - linear regression, correlation, and value-at-risk estimation - showing how each can leverage database operations like aggregation, sorting, and querying to perform calculations faster by computing near the data. Graphs of execution times demonstrate that partially computing models within the database rather than solely in memory leads to significant speed improvements, especially as data sizes increase.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise boosts blood flow and levels of neurotransmitters and endorphins which elevate and stabilize mood.
We all want to make products that are developed with our users’ needs in mind. But when it comes to user research, many teams view it as too time consuming. This leads to usability problems, or worse, spending weeks or months working on features that our audience doesn’t even want or need.
I believe that it doesn’t have to be that way—talking to users doesn’t have to be a time-consuming, formal process led by trained researchers. In this presentation, originally given at Booster 2015 in Norway, I share some “quick and dirty” methods that I’ve used in the past while working on software products and apps. You’ll learn some tips for how you can check in with your own users, which will ultimately help you to develop more useful, usable, and desirable products.
Las maquetas de conto son modelos a escala que representan contenedores de carga y buques. Estas maquetas se utilizan para probar el diseño y la funcionalidad de los buques antes de construirlos a tamaño real. Las maquetas permiten identificar y corregir cualquier problema potencial con el diseño de un buque de manera más segura y económica que mediante pruebas con un buque real.
Los estudiantes escucharon el cuento "Arturo y Clementina", sobre dos tortugas que se conocen y descubren que la felicidad no depende de objetos innecesarios sino de la libertad y la aceptación de uno mismo; el cuento enseña sobre la discriminación de una manera adecuada para niños y los estudiantes lo representaron con objetos para hacerlo más entretenido.
La carta describe una fiesta que la persona pasó el día anterior. Recogieron castañas por la mañana. Por la tarde comieron y bebieron zumos. Les desea a los padres que también lo pasen bien.
Los alumnos de tercero B del colegio presentaron varios dibujos y textos cortos como trabajo escolar. A través de sus creaciones plasmaron diferentes temas como la familia, las mascotas, la naturaleza y las actividades que más les gustan. El profesor quedó complacido con la participación y el esfuerzo demostrado por sus estudiantes en la realización de las tareas.
El documento describe cómo un grupo de personas pintó corazones azules después de dejar secar la pasta de papel durante una semana. Después de pintar los corazones, verificaron cómo habían quedado y es posible que necesiten darles otra capa de pintura. Trabajar con pasta de papel ha sido muy divertido y relajante para ellos.
This document provides instructions for making paper pulp in 3 steps:
1) Prepare a container with water and tear newspaper into small strips, letting it soak for days.
2) Mix the soaked paper with glue to form a ball, knead it with hands and flatten it.
3) Place the paper pulp in a mold, remove when dry, and decorate.
Los directores de una película corta intentaron hacer su propia versión de la película Soldadito de Plomo siguiendo el ejemplo de Virginia y Tomás. Aunque tienen mucho que aprender, poco a poco van dándole forma a su proyecto y comparten su primer intento.
Para hacer pasta de papel, se prepara un recipiente con agua, se raja papel de periódico en tiras y se corta en pedazos pequeños, se deja reposar durante días y luego se mezcla con cola para amasarla y darle forma de bola o molde, se deja secar y se pinta para decorar.
El documento habla sobre diseños y patrones que se encuentran en la web. Menciona los horquillos como un patrón común que se usa para organizar contenido en la web de manera jerárquica.
El documento habla sobre diseños y patrones que se encuentran en la web. Menciona los horquillos como un patrón común que se usa para organizar contenido en la web de manera jerárquica.
1. FIMO
É unha pasta que se pode modelar moi ben e que se endurece unha vez
introducida no forno e cuxa composición é o PVC. A marca máis recoñecible é Fimo
pero existen algunhas outras como Sculpey, Cernit, Kato Polyclay e Clay cor.
Normalmente encóntranse en calquera tenda de manualidades ou por internet en
pequenos paquetes duns 63 gramos e o seu prezo anda polos 2 euros depende do
sitio onde se merque.
A maior vantaxe que ofrece é a posibilidade de moldear todo o que queiras e cando
estea preparada enfornala para fixala. Unha vez rematada pódese pintar ou pegar
varias pezas sen problema.
O termo fimo úsase xenéricamente para designar a todo tipo de pastas para
modelar (similares á plastilina), que se endurecen ao quentarse.
Composición:
A base de composición é o PVC, un polímero plástico formado por varias moléculas
(monómeros) de cloruro de vinilo. O proceso de polimerización do cloruro de vinilo
é altamente tóxico e desenvólvese nas fábricas en reactores hermeticamente
pechados.
A masa de PVC que atopamos non mercado xa non é tóxica en condicións normais,
só se desprenden vapores tóxicos se se produce a combustión ou queimado dá
masa non forno, por iso non se debe exceder nin a temperatura nin ou tempo
indicados na etiqueta do produto.
Utilización:
O fimo permite facer toda clase de figuras. Pola súa gama de cor e consistencia
está indicado especialmente para a creación de pequenos obxectos decorativos, en
particular, elementos de bisutería, tales como pendentes, pulseiras, aneis, colares,
etc.
Debe amasarse coas mans durante un breve período para que a pasta quede máis
elástica ao absorber calor. É moi doado de modelar e presenta distintas corres que
ademais podemos mesturar entre si. Para modelar esta pasta e conseguir distintos
acabados e texturas pódense utilizar ás ferramentas usadas para moldear arxila ou
plastilina.
Despois de darlle á masa a forma desexada cocer nun forno caseiro a ao redor de
120 °C durante 10-30 minutos (a temperatura e ou tempo de enfornado variarán
dependendo da marca e modelo do produto, e do grosor e consistencia da peza.
Este proceso fará que se endureza e unha vez así as distintas pezas poderanse
cortar, pintar e vernizar.