A "mini user case study" was conducted in April 2020 to explore the question, "What’s needed to be attracted to a virtual world and to stay there afterwards?" The results are relevant to virtual presence platform providers moving products from beta through production to broad commercialization, and to their prospective platform users.
TMA World Mindline Reappraising the Collaborative Benefits of Social Media in...TMA World
New social and collaborative technologies are rapidly changing workplace communication and disrupting internal organizational culture.
Approaches to creating borderless connectivity and collaboration will vary enormously between and within companies and industries. What works for one company will not necessarily work for another – but the fundamental mind and skill sets required to facilitate effective collaboration are human and all pervasive.
This presentation offers best practice advice for communicating effectively through social media and collaborative technologies in the workplace.
For more information, contact us: enquiries@tmaworld.com
Less is More: An Empirical Investigation of the Relationship Between Amount o...UXPA International
Does more information elicit users’ compliance and engagement, or the other way around?
This paper explores the relationship between content strategy and user experience (UX). Specifically, we examine how the amount of information provided on marketing web pages, often called “landing pages,” impact users’ willingness to provide their e-mail address (a behavior called “conversion” in marketing terms). We describe the results of two large-scale online experiments (n= 535 and n= 27,900) conducted in real-world commercial settings. The observed results indicate a negative correlation between the amount of information on a web page and users’ decision-making and engagement.
Presented by Nim Dvir
Businesses are implementing social software, but not all companies do it right. Find out the right approach for a successful roll out by downloading this PDF.
For more information, please visit http://www.tibbr.com/
Online social media services enable people to share many aspects of their personal interests and passions with friends, acquaintances and strangers. We are investigating how the display of social media in a workplace context can improve relationships among collocated colleagues. We have designed, developed and deployed the Context, Content and Community Collage, which runs on large LCD touchscreen computers installed in eight locations throughout a research laboratory. This proactive display application senses nearby people via Bluetooth phones, and responds by incrementally adding photos associated with those people to an ambient collage shown on the screen. This paper describes the motivations, goals, design and impact of the system, highlighting the ways the system has increased interactions and improved personal relationships among coworkers at the deployment site. We also look at how the creation of a shared physical window into online media has affected the use of that media
TMA World Mindline Reappraising the Collaborative Benefits of Social Media in...TMA World
New social and collaborative technologies are rapidly changing workplace communication and disrupting internal organizational culture.
Approaches to creating borderless connectivity and collaboration will vary enormously between and within companies and industries. What works for one company will not necessarily work for another – but the fundamental mind and skill sets required to facilitate effective collaboration are human and all pervasive.
This presentation offers best practice advice for communicating effectively through social media and collaborative technologies in the workplace.
For more information, contact us: enquiries@tmaworld.com
Less is More: An Empirical Investigation of the Relationship Between Amount o...UXPA International
Does more information elicit users’ compliance and engagement, or the other way around?
This paper explores the relationship between content strategy and user experience (UX). Specifically, we examine how the amount of information provided on marketing web pages, often called “landing pages,” impact users’ willingness to provide their e-mail address (a behavior called “conversion” in marketing terms). We describe the results of two large-scale online experiments (n= 535 and n= 27,900) conducted in real-world commercial settings. The observed results indicate a negative correlation between the amount of information on a web page and users’ decision-making and engagement.
Presented by Nim Dvir
Businesses are implementing social software, but not all companies do it right. Find out the right approach for a successful roll out by downloading this PDF.
For more information, please visit http://www.tibbr.com/
Online social media services enable people to share many aspects of their personal interests and passions with friends, acquaintances and strangers. We are investigating how the display of social media in a workplace context can improve relationships among collocated colleagues. We have designed, developed and deployed the Context, Content and Community Collage, which runs on large LCD touchscreen computers installed in eight locations throughout a research laboratory. This proactive display application senses nearby people via Bluetooth phones, and responds by incrementally adding photos associated with those people to an ambient collage shown on the screen. This paper describes the motivations, goals, design and impact of the system, highlighting the ways the system has increased interactions and improved personal relationships among coworkers at the deployment site. We also look at how the creation of a shared physical window into online media has affected the use of that media
Early prototypes for New Work - a collaborative work tool to invigorate team meetings and communication in remote working teams.
(Demo video on Slide 7 included)
"Friendsters @ Work" - a presentation on the Context, Content & Community Collage proactive display application at the Emerging Tech SIG of the SDForum, 12 December 2007
Eunki Chung
Everyday, people chain interactions across multiple mobile services into single service experience. For example, when taking a trip, people switch between a number of mobile and
online services as they move between here and there. Interestingly, current User Centered Design and Service Design methods generally ignore the use of other services outside of the
single service system being designed. Designers rarely consider entangling the service they are creating with the many other services users may wish to use. This paper provides the current
states and challenges of designing for entangled services. My investigation suggests an alternative approach; taking a stakeholder-centered perspective to capture values co-produced
by services in designing entanglements.
Evaluating Interactive User-Centered Mobile Application with 3D FeaturesWenzhuo Duan
Human-Computer interaction is an increasingly popular topic in present digital world, so how to define and interpret current relationship between human and machine is an area that is worthy of being explored. This presentation determines to evaluate one of Chinese interactive mobile application to help people establish a more comprehensive understanding of user experience and user-centered design, from both technology and emotional sides.
The course was about how to implement user centered design in organizations. It was part of the Master degree program in Business with orientation in User Centered Design. Laurea University of Applied Sciences.
Mobile Age: Open Data Mobile Apps to Support Independent LivingMobile Age Project
We present design insights for developing mobile services for senior citizens which have emerged through substantive engagement with end users and other stakeholders. We describe the aims of the Mobile Age project, and the ideas and rationale for applications that have emerged through a co-creation process. A trusted data platform is proposed along with apps that bring open data and mobile technology to work for an underserved population.
Christopher N. Bull
Will Simm
Bran Knowles
Oliver Bates
Nigel Davies
School of Computing and
Communications,
Lancaster University,
Lancaster, UK
c.bull@lancaster.ac.uk
branknowles9@gmail.com
w.simm@lancaster.ac.uk
o.bates@lancaster.ac.uk
n.a.davies@lancaster.ac.uk
Anindita Banerjee
Lucas Introna
Niall Hayes
Centre for the Study of Technology
and Organisation,
Lancaster University,
Lancaster, UK
a.banerjee2@lancaster.ac.uk
n.hayes@lancaster.ac.uk
l.introna@lancaster.ac.uk
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other
uses, contact the Owner/Author.
Copyright is held by the owner/author(s).
CHI'17 Extended Abstracts, May 06-11, 2017, Denver, CO, USA
ACM 978-1-4503-4656-6/17/05.
http://dx.doi.org/10.1145/3027063.3053244
Planning Institute of Australia NSW Keynote PresentationCollabforge
Collaborating with the Crowd: Online Planning & Consultation
Dr Mark Elliott, Director, Collabforge
“Social media”, “online collaboration and consultation”, “government 2.0” - these disruptive trends are changing and challenging the landscape of business as usual consultation and planning practice. What’s all the noise about and what are the opportunities? New online tools and approaches are introducing a new reality, one where complex tasks such as writing an encyclopaedia or engaging an entire metropolis in public policy development can be “crowd-sourced” through online participation.
These new approaches not only afford for broader engagement and extended audience reach, but they also lead to better outcomes through tapping collective intelligence and increasing shared ownership and buy-in. This session will showcase a range of successful Gov 2.0 initiatives such as the City of Melbourne’s Future Melbourne (‘The city plan anyone can edit’) and wePlan Parks Victoria (‘Help guide the future of Victoria’s Parks’), with a focus on introducing you to the key opportunities and considerations.
Keynote presentation delivered at: Planning Institute of Australia NSW State Conference 2011, September 2011, Wollongong
Assessing the User Experience (UX) of Online Museum Collections: Perspectives...craigmmacdonald
Studies show that online museum collections are among the least popular features of a museum website, which many museums attribute to a lack of interest. While it’s certainly possible that a large segment of the population is simply uninterested in viewing museum objects through a computer screen, it is also possible that a large number of people want to find and view museum objects digitally but have been discouraged from doing so due to the poor user experience (UX) of existing online-collection interfaces. This paper describes the creation and validation of a UX assessment rubric for online museum collections. Consisting of ten factors, the rubric was developed iteratively through in-depth examinations of several existing museum-collection interfaces. To validate the rubric and test its reliability and utility, an experiment was conducted in which two UX professionals and two museum professionals were asked to apply the rubric to three online museum collections and then provide their feedback on the rubric and its use as an assessment tool. This paper presents the results of this validation study, as well as museum-specific results derived from applying the rubric. The paper concludes with a discussion of how the rubric may be used to improve the UX of museum-collection interfaces and future research directions aimed at strengthening and refining the rubric for use by museum professionals.
Presented at the 2015 Museums and the Web conference in Chicago IL.
Social tools are now being offered by a number of collaboration vendors. Many organizations are unsure of how to integrate social tools with existing team workflows. Managers must embrace, rather than hinder, integration of social collaboration tools. This storyboard, along with its accompanying tools, will help you:
* Understand social collaboration and how it builds team effectiveness.
* Develop a strategy for enabling social collaboration patterns with technology.
* Understand the major vendors and feature sets for social tools.
* Foster a culture that encourages the use of social collaboration tools.
Managers must recognize that social tools are powerful enablers of knowledge-sharing and productivity in the age of the team.
Presentación: Google + overview (Google, Maxie 2011)Retelur Marketing
Interesante presentación elaborada por Maxie en la que se muestra el funcionamiento de Google + y se especula sobre su potencial y se compara con otros medios sociales. (inglés)
Introduction to the Software Sustainability Institute and a record of the discussion held at the JISC RI Software Sustainability Workshop on the 12th May 2010.
Global Redirective Practices: an online workshop for a clientSean Connolly
This slidedeck is an exhaustive report consisting of research in sociological literature, user research in focus groups, competitive analysis of similar tools, and, designing for a client with no money and no technical ability.
[Because this was a presentation, much of the information is supplied by the presenter. Critical information of the presentation has been added to the slide deck as 'Notes:']
Bringing the Audience Back to NASA, Brian Dunbar / Forum One Communications W...Forum One
Brian Dunbar , the Internet Services Manager of NASA, tells the story of the audience research and usability studies that moved the NASA web site from a series of links with internal names, to a site with different ways to interact that keep audiences entertained and looking for more at Forum One's Web Executive Seminar, "Thanks, Come Again: Audience- Centric, User Experience" on November 5, 2009. To learn more about this event, visit http://www.forumone.com/thanks.
Early prototypes for New Work - a collaborative work tool to invigorate team meetings and communication in remote working teams.
(Demo video on Slide 7 included)
"Friendsters @ Work" - a presentation on the Context, Content & Community Collage proactive display application at the Emerging Tech SIG of the SDForum, 12 December 2007
Eunki Chung
Everyday, people chain interactions across multiple mobile services into single service experience. For example, when taking a trip, people switch between a number of mobile and
online services as they move between here and there. Interestingly, current User Centered Design and Service Design methods generally ignore the use of other services outside of the
single service system being designed. Designers rarely consider entangling the service they are creating with the many other services users may wish to use. This paper provides the current
states and challenges of designing for entangled services. My investigation suggests an alternative approach; taking a stakeholder-centered perspective to capture values co-produced
by services in designing entanglements.
Evaluating Interactive User-Centered Mobile Application with 3D FeaturesWenzhuo Duan
Human-Computer interaction is an increasingly popular topic in present digital world, so how to define and interpret current relationship between human and machine is an area that is worthy of being explored. This presentation determines to evaluate one of Chinese interactive mobile application to help people establish a more comprehensive understanding of user experience and user-centered design, from both technology and emotional sides.
The course was about how to implement user centered design in organizations. It was part of the Master degree program in Business with orientation in User Centered Design. Laurea University of Applied Sciences.
Mobile Age: Open Data Mobile Apps to Support Independent LivingMobile Age Project
We present design insights for developing mobile services for senior citizens which have emerged through substantive engagement with end users and other stakeholders. We describe the aims of the Mobile Age project, and the ideas and rationale for applications that have emerged through a co-creation process. A trusted data platform is proposed along with apps that bring open data and mobile technology to work for an underserved population.
Christopher N. Bull
Will Simm
Bran Knowles
Oliver Bates
Nigel Davies
School of Computing and
Communications,
Lancaster University,
Lancaster, UK
c.bull@lancaster.ac.uk
branknowles9@gmail.com
w.simm@lancaster.ac.uk
o.bates@lancaster.ac.uk
n.a.davies@lancaster.ac.uk
Anindita Banerjee
Lucas Introna
Niall Hayes
Centre for the Study of Technology
and Organisation,
Lancaster University,
Lancaster, UK
a.banerjee2@lancaster.ac.uk
n.hayes@lancaster.ac.uk
l.introna@lancaster.ac.uk
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other
uses, contact the Owner/Author.
Copyright is held by the owner/author(s).
CHI'17 Extended Abstracts, May 06-11, 2017, Denver, CO, USA
ACM 978-1-4503-4656-6/17/05.
http://dx.doi.org/10.1145/3027063.3053244
Planning Institute of Australia NSW Keynote PresentationCollabforge
Collaborating with the Crowd: Online Planning & Consultation
Dr Mark Elliott, Director, Collabforge
“Social media”, “online collaboration and consultation”, “government 2.0” - these disruptive trends are changing and challenging the landscape of business as usual consultation and planning practice. What’s all the noise about and what are the opportunities? New online tools and approaches are introducing a new reality, one where complex tasks such as writing an encyclopaedia or engaging an entire metropolis in public policy development can be “crowd-sourced” through online participation.
These new approaches not only afford for broader engagement and extended audience reach, but they also lead to better outcomes through tapping collective intelligence and increasing shared ownership and buy-in. This session will showcase a range of successful Gov 2.0 initiatives such as the City of Melbourne’s Future Melbourne (‘The city plan anyone can edit’) and wePlan Parks Victoria (‘Help guide the future of Victoria’s Parks’), with a focus on introducing you to the key opportunities and considerations.
Keynote presentation delivered at: Planning Institute of Australia NSW State Conference 2011, September 2011, Wollongong
Assessing the User Experience (UX) of Online Museum Collections: Perspectives...craigmmacdonald
Studies show that online museum collections are among the least popular features of a museum website, which many museums attribute to a lack of interest. While it’s certainly possible that a large segment of the population is simply uninterested in viewing museum objects through a computer screen, it is also possible that a large number of people want to find and view museum objects digitally but have been discouraged from doing so due to the poor user experience (UX) of existing online-collection interfaces. This paper describes the creation and validation of a UX assessment rubric for online museum collections. Consisting of ten factors, the rubric was developed iteratively through in-depth examinations of several existing museum-collection interfaces. To validate the rubric and test its reliability and utility, an experiment was conducted in which two UX professionals and two museum professionals were asked to apply the rubric to three online museum collections and then provide their feedback on the rubric and its use as an assessment tool. This paper presents the results of this validation study, as well as museum-specific results derived from applying the rubric. The paper concludes with a discussion of how the rubric may be used to improve the UX of museum-collection interfaces and future research directions aimed at strengthening and refining the rubric for use by museum professionals.
Presented at the 2015 Museums and the Web conference in Chicago IL.
Social tools are now being offered by a number of collaboration vendors. Many organizations are unsure of how to integrate social tools with existing team workflows. Managers must embrace, rather than hinder, integration of social collaboration tools. This storyboard, along with its accompanying tools, will help you:
* Understand social collaboration and how it builds team effectiveness.
* Develop a strategy for enabling social collaboration patterns with technology.
* Understand the major vendors and feature sets for social tools.
* Foster a culture that encourages the use of social collaboration tools.
Managers must recognize that social tools are powerful enablers of knowledge-sharing and productivity in the age of the team.
Presentación: Google + overview (Google, Maxie 2011)Retelur Marketing
Interesante presentación elaborada por Maxie en la que se muestra el funcionamiento de Google + y se especula sobre su potencial y se compara con otros medios sociales. (inglés)
Introduction to the Software Sustainability Institute and a record of the discussion held at the JISC RI Software Sustainability Workshop on the 12th May 2010.
Global Redirective Practices: an online workshop for a clientSean Connolly
This slidedeck is an exhaustive report consisting of research in sociological literature, user research in focus groups, competitive analysis of similar tools, and, designing for a client with no money and no technical ability.
[Because this was a presentation, much of the information is supplied by the presenter. Critical information of the presentation has been added to the slide deck as 'Notes:']
Bringing the Audience Back to NASA, Brian Dunbar / Forum One Communications W...Forum One
Brian Dunbar , the Internet Services Manager of NASA, tells the story of the audience research and usability studies that moved the NASA web site from a series of links with internal names, to a site with different ways to interact that keep audiences entertained and looking for more at Forum One's Web Executive Seminar, "Thanks, Come Again: Audience- Centric, User Experience" on November 5, 2009. To learn more about this event, visit http://www.forumone.com/thanks.
In today’s technology-driven world, digital projects are not judged by how fast or attractive they are but rather by their ability to consistently offer memorable and engaging experiences for users. In this workshop, attendees will learn the key concepts and methods of User Experience (UX) and how a combination of design thinking and experience-centered strategy can help researchers and practitioners create digital tools that consistently engage users on both cognitive and emotional levels. Held as part of 2016 #NYCDHweek.
A presentation given by
Daphne Duin and co-authored with David Self, Simon Rycroft, Dave Roberts & Vincent Smith at the EDIT general meeting, Carvoeiro, Portugal. Dec. 15-17, 2009.
ResearchOps Berlin Meetup #2 - UX Maturity - How to Grow User Research in you...ResearchOps Meetup Berlin
In our spring edition of ResearchOps Berlin we will likewise talk about growing and maturing.
Our host FlixBus will give us insights into how they started UX in their organization and how they accelerated research in terms of such as their team set-up or research methods. Luky Primadani, Katja Borchert, Carolina Schomer and Pietro Romeo will provide us with use cases and how they see the next steps in becoming more UX mature.
Bazley Developing And Evaluating Online ResourcesMartin Bazley
Slides used as an introduction to E-Learning Resources: Evaluation course at Appleby Magna on 11 May 2009 run by Martin Bazley on behalf of Renaissance East Midlands
Similar to Final report sine space mini user case study 28-apr-2020 (20)
Positive recurring events attract positive recurring attention. This presentation reviews necessary conditions for event production sustainability in the context of successful Second Life® virtual environment projects using case study data to illustrate its points.
SLIDES & NOTES - VWBPE - Composing in the Hybrid Metaverse 23,24,25-Mar-2023.pdfSiterma The World In 4D
"Composing in the Hybrid Metaverse"
This presentation provides definitions and examples of cross-dimensional thinking, hybrid tech, and metaverse for creative composition in ideas, vision, and sound.
Examples are given for the use of hybrid ideas and technologies in music and visual composition.
Included are individual and collaborative creative compositions taken from a weekly live stream on Twitch.
Participants will:
. See new ways to create, communicate, and collaborate using emergent technologies
. Be inspired to express their own creative ideas in new media.
Extended Metaverse Workshop in Zoom
from the OpenSimulator Community Conference 2022 Series
This presentation gives multiple operational definitions of the metaverse for participants to adapt and build on for their areas of expertise.
4:40 Presentation
34:00 Dialogue
Collaboration is a technology. Knowing how to work with what you can and cannot count on from your self and others will ease the typical headaches of teamwork so much that you may even enjoy it.
As a team member and a team leader.
Now and in the future.
"Is One Life Enough" is a university and professional development credit course taught twice yearly in Dublin Institute of Technology Campus in Dublin Virtually Live in Second Life (R)
The presentation is an introductory overview of the course highlighting benefits, opportunities to participate, and resource links
MOSES is a professional online networking community meeting weekly, researching the ability of 3-D web platforms to provide high-security, high performance access, and conducting bimonthly Avatar Scalability Experiments open to the public.
The presentation is an introductory overview of the project highlighting benefits, opportunities to participate, and resource links
(DSG) Distributed Scene Graph technology for (MOSES) Military Open Simulator ...Siterma The World In 4D
DSG for MOSES
Mic Bowman is a principal engineer in Intel Labs and leads the Virtual World Infrastructure research project. His team develops technologies that enable “order of magnitude” scalability improvements in virtual environments opening the door to new levels of immersiveness and interaction among players.
Douglas Maxwell is Science and Technology Manager for the U.S. Army Research Lab, Simulation and Training Technology Center in Orlando, Florida.
. Discuss - content creation, sharing, value, and protection
. Using - examples from both real life and the creation and management of Dublin Virtually Live as an online space and community
. Able to address with regard to your own career:
+ What is content
+ Content value
+ Examples
+ Challenges
+ Intellectual property protection
. Discuss – challenges of collaborating with people online, project approaches, engaging with outside communities, tools
. Using – project experiences of working in virtual worlds and being a graduate of IOLE
. Able to address with regard to your own career:
+ Team working tips
+ Team presentation tips
+ Community engagement tips
+ Virtual tool tips
Guest Speaker Presentation, Is One Life Enough class module, Dublin Institute of Technology
Working Together in a Virtual World:
. Experience of working in a virtual world
. Overview of virtual tools
. 3D-Web as a platform for education
. Multiple affiliations and contemporary networking theory
James Neville - Owner, Development One LLC:
. Blog - sitearm.wordpress.com
. Twitter - twitter.com/sitearm
SLCC 2011 - How SL Businesses and Non-Profits Work Together for a Mutually Be...Siterma The World In 4D
Find out how the American Cancer Society's Relay For Life works with SL Businesses for a mutually beneficial relationship. What are the benefits for participating in SL fundraising and how these partnerships can bring positive changes to both parties.
Social media refers to online platforms and tools that enable users to create, share, and exchange information, ideas, and content in virtual communities and networks. These platforms have revolutionized the way people communicate, interact, and consume information. Here are some key aspects and descriptions of social media:
Unlock TikTok Success with Sociocosmos..SocioCosmos
Discover how Sociocosmos can boost your TikTok presence with real followers and engagement. Achieve your social media goals today!
https://www.sociocosmos.com/product-category/tiktok/
Enhance your social media strategy with the best digital marketing agency in Kolkata. This PPT covers 7 essential tips for effective social media marketing, offering practical advice and actionable insights to help you boost engagement, reach your target audience, and grow your online presence.
Non-Financial Information and Firm Risk Non-Financial Information and Firm RiskAJHSSR Journal
ABSTRACT: This research aims to examine how ESG disclosure and risk disclosure affect the total risk of
companies. Using cross section data from 355 companies listed in Indonesia Stock Exchange, data regarding
ESG disclosure and risk was collected. In this research, ESG and risk disclosures are measured based on content
analysis using GRI 4 guidelines for ESG disclosures and COSO ERM for risk disclosures. Using multiple
regression, it is concluded that only risk disclosure can reduce the company's total risk, while ESG disclosure
cannot affect the company's total risk. This shows that only risk disclosure is relevant in determining a
company's total risk.
KEYWORDS: ESG disclosure, risk disclosure, firm risk
Grow Your Reddit Community Fast.........SocioCosmos
Sociocosmos helps you gain Reddit followers quickly and easily. Build your community and expand your influence.
https://www.sociocosmos.com/product-category/reddit/
Multilingual SEO Services | Multilingual Keyword Research | Filosemadisonsmith478075
Multilingual SEO services are essential for businesses aiming to expand their global presence. They involve optimizing a website for search engines in multiple languages, enhancing visibility, and reaching diverse audiences. Filose offers comprehensive multilingual SEO services designed to help businesses optimize their websites for search engines in various languages, enhancing their global reach and market presence. These services ensure that your content is not only translated but also culturally and contextually adapted to resonate with local audiences.
Visit us at -https://www.filose.com/
The Challenges of Good Governance and Project Implementation in Nigeria: A Re...AJHSSR Journal
ABSTRACT : This study reveals that systemic corruption and other factors including poor leadership,
leadership recruitment processes, ethnic and regional politics, tribalism and mediocrity, poor planning, and
variation of project design have been the causative factors that undermine projects implementation in postindependence African states, particularly in Nigeria. The study, thus, argued that successive governments of
African states, using Nigeria as a case study, have been deeply engrossed in this obnoxious practice that has
undermined infrastructure sector development as well as enthroned impoverishment and mass poverty in these
African countries. This study, therefore, is posed to examine the similarities in causative factors, effects and
consequences of corruption and how it affects governance, projects implementation and national growth. To
achieve this, the study adopted historical research design which is qualitative and explorative in nature. The
study among others suggests that the governments of developing countries should shun corruption and other
forms of obnoxious practices in order to operate effective and efficient systems that promote good governance
and ensure there is adequate projects implementation which are the attributes of a responsible government and
good leadership. Policy makers should also prioritize policy objectives and competence to ensure that policies
are fully implemented within stipulated time frame.
KEYWORDS: Developing Countries, Nigeria, Government, Project Implementation, Project Failure
“To be integrated is to feel secure, to feel connected.” The views and experi...AJHSSR Journal
ABSTRACT: Although a significant amount of literature exists on Morocco's migration policies and their
successes and failures since their implementation in 2014, there is limited research on the integration of subSaharan African children into schools. This paperis part of a Ph.D. research project that aims to fill this gap. It
reports the main findings of a study conducted with migrant children enrolled in two public schools in Rabat,
Morocco, exploring how integration is defined by the children themselves and identifying the obstacles that they
have encountered thus far. The following paper uses an inductive approach and primarily focuses on the
relationships of children with their teachers and peers as a key aspect of integration for students with a migration
background. The study has led to several crucial findings. It emphasizes the significance of speaking Colloquial
Moroccan Arabic (Darija) and being part of a community for effective integration. Moreover, it reveals that the
use of Modern Standard Arabic as the language of instruction in schools is a source of frustration for students,
indicating the need for language policy reform. The study underlines the importanceof considering the
children‟s agency when being integrated into mainstream public schools.
.
KEYWORDS: migration, education, integration, sub-Saharan African children, public school
How social media marketing helps businesses in 2024.pdfpramodkumar2310
Social media marketing refers to the process of utilizing social media platforms to promote products, services, or brands. It involves creating and sharing valuable content, engaging with followers, analyzing data, and running targeted advertising campaigns.
www.nidmindia.com
Your Path to YouTube Stardom Starts HereSocioCosmos
Skyrocket your YouTube presence with Sociocosmos' proven methods. Gain real engagement and build a loyal audience. Join us now.
https://www.sociocosmos.com/product-category/youtube/
Get Ahead with YouTube Growth Services....SocioCosmos
Get noticed on YouTube by buying authentic engagement. Sociocosmos helps you grow your channel quickly and effectively.
https://www.sociocosmos.com/product-category/youtube/
Exploring Factors Affecting the Success of TVET-Industry Partnership: A Case ...AJHSSR Journal
ABSTRACT: The purpose of this study was to explore factors affecting the success of TVET-industry
partnerships. A case study design of the qualitative research method was used to achieve this objective. For the
study, one polytechnic college of Oromia regional state, and two industries were purposively selected. From the
sample polytechnic college and industries, a total of 17 sample respondents were selected. Out of 17
respondents, 10 respondents were selected using the snowball sampling method, and the rest 7 respondents were
selected using the purposive sampling technique. The qualitative data were collected through an in-depth
interview and document analysis. The data were analyzed using thematic approaches. The findings revealed that
TVET-industry partnerships were found weak. Lack of key stakeholder‟s awareness shortage of improved
training equipment and machines in polytechnic colleges, absence of trainee health insurance policy, lack of
incentive mechanisms for private industries, lack of employer industries involvement in designing and
developing occupational standards, and preparation of curriculum were some of the impediments of TVETindustry partnership. Based on the findings it was recommended that the Oromia TVET bureau in collaboration
with other relevant concerned regional authorities and TVET colleges, set new strategies for creating strong
awareness for industries, companies, and other relevant stakeholders on the purpose and advantages of
implementing successful TVET-industry partnership. Finally, the Oromia regional government in collaboration
with the TVET bureau needs to create policy-supported incentive strategies such as giving occasional privileges
of duty-free import, tax reduction, and regional government recognition awards based on the level of partnership
contribution to TVET institutions in promoting TVET-industry partnership.
KEY WORDS: employability skills, industries, and partnership
Exploring Factors Affecting the Success of TVET-Industry Partnership: A Case ...
Final report sine space mini user case study 28-apr-2020
1. FINAL REPORT - SineSpace Mini User Case Study 28-Apr-2020
EXECUTIVE SUMMARY
A "mini user case study" was conducted in April 2020 to explore the question, "What’s needed to be
attracted to a virtual world and to stay there afterwards?" The results are relevant to virtual presence
platform providers moving products from beta through production to broad commercialization, and to
their prospective platform users.
Twelve (12) people were invited to try SineSpace, a virtual world application launched in 2016. All had
been active in virtual worlds for over ten years. Of the 12 invited, 6 accepted. Of the 6 who accepted,
3 remained at the end of the study who were most likely to continue to explore and adopt the platform,
with relative levels of commitment to sharing and inviting others.
Initial emphasis was on the make-or-break nature of users' experiences when dropped “cold” into a
foreign platform user interface. The importance of the “high-tech” user interface factor in retention was
validated immediately - at different points and times in the study, at least half of the team wanted to
quit. It became clear that almost anything in the user interface experience could be forgiven if the
"high-touch" net user experience were sufficiently improved through closeness of relationship and
relevance to interests.
Easing and accelerating user onboarding is mission-crucial to any virtual presence platform provider
moving its product suite from beta testing through production to commercialization. In the current
environment of increased demand, newcomers are platform users, not testers.
The study recommends that a “process flow approach”, illustrated in the tables below, be used by
virtual presence application providers to identify and prioritize high-tech / high-touch adjustments to
their user onboarding process. Live-fire examples from the study team experiences are demonstrated
in the report.
ONBOARDING SUCCESS MAPPED TO NET USER EXPERIENCE FACTORS (User Interface + Relationship + Interest)
1. Will You Try It Had Experiences Relevant to Interests
Felt Safe
Felt Curious to Learn/Connect More
Yes? Continue to Step 2
No? Abandon For Now
2. Will You Adapt To It Met New People With Strongly Similar Interests
Felt More at Home
Saw Opportunities to Further Interests & Connections
Yes? Continue to Step 3
No? Abandon For Now
3. Will You Adopt It Having Positive Experiences & Material Results
Seeing Ways to Do More
Seeing Ways for Connections From Other VW’s to Do More Also
Yes? Continue to Step 4
No? Abandon For Now
4. Will You Share It Establishing a Colony of a New Shared-Interests Community
Becoming a Stakeholder in Stabilizing & Developing the Platform
Yes? Continue to Step 5
No? Abandon For Now
5. Will You Help Grow It Collaborating in Overall Platform Growth Beyond Personal Use tbd
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2. FINAL REPORT - SineSpace Mini User Case Study 28-Apr-2020
EXECUTIVE SUMMARY 1
ACKNOWLEDGMENT 2
INTRODUCTION 2
OVERVIEW 2
RESULTS & ANALYSIS 4
USER ONBOARDING AS A PROCESS FLOW 5
SPECIALIZED COMMUNITIES OF USER INTEREST 6
RECOMMENDATIONS 6
RELEVANCE 7
EPILOGUE 8
ACKNOWLEDGMENT
The investigator extends warm thanks to the study team members who agreed to be part of this “mini
user case study,” deliberately dropped “cold” into a foreign platform user interface, who accepted
because of relationships built working on other projects, and shared interests to make virtual presence
applications more broadly and easily available to new adopters. Thanks go to the SineSpace
residents and staff who assisted us by providing a safe and aesthetic region in which to meet, and the
invitation to share improvement suggestions and consider them with an open mind.
James Neville (Sitearm)
Principal Investigator
n.b. SineSpace Mini User Case Study is an independent exploration project of Development One LLC. This
report is owned by the study team and is shared for public use.
INTRODUCTION
This constitutes the final public report of the SineSpace Mini User Case Study performed and
completed in April 2020. This report is owned by the study team and shared for public use. Its intent is
to expand user options and success rates for trying, adapting to, and adopting virtual presence tools
for ongoing collaborative use. Almost anything in the “high-tech” user interface experience can be
forgiven if the "high-touch" net user experience is strengthened through closeness of relationship and
relevance to interests.
OVERVIEW
Twelve (12) people from Second Life, a virtual world application launched in 2003, were invited to try
SineSpace, a virtual world application launched in 2016. The investigator had known some invitees for
over 10 years and others for less than 3 months. All, active in multiple virtual worlds for over ten
years, received the notecard below.
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3. A) INVITATION TO PARTICIPATE
What’s needed to be attracted to a virtual world and to stay there afterwards? - CASE STUDY PROJECT
Case Study: SineSpace
Challenge: Create avatars in SineSpace, keep note of experiences
Constraints: Principal Investigator cannot help. All else is fair game.
Meet: 13-Apr-2020 11:00 SLT at GreenLea, The Buzz, SineSpace to discuss
Goal: Prioritized “tweak” recommendations to SineSpace engineering and event leads.
Participant Benefits: Data summary provided to participants to use as they see fit.
Investigator Benefits: Part of current independent exploration project working title Is One World Enough - Web 2.0 and Web 3-D and
Beyond
PI: James G Neville / Sitearm Madonna
Participants: 3 confirmed, 3 pending
as of 08-Apr-2020
Credentials: https://www.linkedin.com/in/sitearm/
Disclosure: This is an independent exploration project of Development One LLC
Six (6) accepted the quest and are listed below:
B) STUDY PARTICIPANTS
SineSpace Name Second Life Name Area of Virtual Presence Interest and
Practice
Ajay McDowwll Ajay McDowwll Aesthetics
Futurist Peter from New York (peterfromnewyork) University Futures
Metabasalt2017 Dae Miami Science Education
selbyevans ThinkererSelby Evans (thinkerer.melville) Learning Design
Synapse Zabelin Synapse Zabelin Construction
TrashPandaWasTaken MrsSpooky (spook.maroon) Entertainment
Two questions, one general and one specific, motivated the study:
C) STUDY MOTIVATION - QUESTIONS
“What’s needed to be attracted to a virtual world
and to stay there afterwards?”
This was discussed at the 01-Apr-2020 MuseWeb Linden Lunch event in Second
Life by experienced and newcomer residents coming from a traditional physical
conference which had been moved entirely online. Discussion focused on the
importance of being able a) to personalize one’s avatar and clothing so that it
represented the user, b) to find events of interest to attend, c) to find a home base
community of common interests to belong to, and d) to feel safe.
“Has there been consideration for a package of user
interface tweaks to better streamline the entry
experience for SineSpace newcomers and recent
newcomers?”
This was asked at the 01-Apr-2020 Sine Wave Entertainment Tech Hour event in
SineSpace referencing the 0001359: Feature Request: Live TP to the Current
Event Via the Event Board submitted 14-mar-2020 citing “Benefits: Faster, further
and more in-depth SS newcomer onboarding with increased coming back to visit
and becoming regulars in SS.” Response was that staff was not aware of the
issue however the asker was invited to email a list of suggestions.
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4. RESULTS & ANALYSIS
Three meetings were held. The first meeting 13-Apr-2020established introductions and virtual
presence areas of interest and practice. The investigator then moderated a discussion focusing on
feedback expressed as “likes and wishes” regarding the team’s experiences of “getting to the meeting
on time” in an unfamiliar virtual presence platform. The team agreed to a follow-up meeting in one
week to visit a project of mutual interest being constructed in SineSpace.
The Principal Investigator sorted through meeting notes and continued to check in with team
members, asking “Where are you tempted to abandon this quest?” and “What keeps you going?” A
first-pass User Onboarding Flow Chart to map feedback-to-date to flow was identified and shared:
D) ONBOARDING SUCCESS MAPPED TO USER INTERFACE FACTORS
Phase User Status Abandonment Stages
Trying 3 were ok
3 wanted to abandon but persevered due to strength of
relationship with team
Learning Basic Avatar Movement
Learning Basic Avatar Customization
Adapting 3 were ok
3 wanted to abandon but persevered due to strength of
relationship with team
Finding Helpful Others
Finding Common Interests
Learning Advanced Avatar Customization
Adopting 5 were ok so far
1 wanted to abandon but is persevering due to strength of
common interest with team
Learning Platform Building Tools
Sharing 1 was ok so far
5 were thinking about it
The second meeting 20-Apr-2020focused on updates from the team in the week prior wherein they
each “tried in depth” by variously focusing on a) Avatar And Home Customization, b) Region And
Event Exploration, and c) Platform Access And User Interface Design. Responses resulted in updated
analysis models on the part of the investigator which added the factors of closeness of relationship
and strength of common interest:
E) ONBOARDING SUCCESS MAPPED TO USER RELATIONSHIP & INTEREST FACTORS
ODDS OF STAYING Relationship Closeness High Relationship Closeness Low
Common Interests High HIGH MEDIUM
Common Interests Low MEDIUM LOW
F) ONBOARDING SUCCESS MAPPED TO NET USER EXPERIENCE FACTORS (User Interface + Relationship + Interest)
1. Will You Try It Had Experiences Relevant to Interests
Felt Safe
Felt Curious to Learn/Connect More
Yes? Continue to Step 2
No? Abandon For Now
2. Will You Adapt To It Met New People With Strongly Similar Interests
Felt More at Home
Saw Opportunities to Further Interests & Connections
Yes? Continue to Step 3
No? Abandon For Now
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5. 3. Will You Adopt It Having Positive Experiences & Material Results
Seeing Ways to Do More
Seeing Ways for Connections From Other VW’s to Do More Also
Yes? Continue to Step 4
No? Abandon For Now
4. Will You Share It Establishing a Colony of a New Shared-Interests Community
Becoming a Stakeholder in Stabilizing & Developing the Platform
Yes? Continue to Step 5
No? Abandon For Now
5. Will You Help Grow It Collaborating in Overall Platform Growth Beyond Personal Use tbd
The final meeting 27-Apr-2020focused on providing feedback to a team member’s science education
exhibit in SineSpace featuring a Natural History museum with interactive exhibits.
USER ONBOARDING AS A PROCESS FLOW
User Onboarding can be modeled as a process flow that can be “debottlenecked.” Bumps and
abandonment points can be addressed by mapping user feedback to stages in the flow, including both
high-tech and high-touch points, and thus address as a whole the net user experience of “trying,
adapting to, and adopting” the platform. Almost anything in the “high-tech” user interface experience
can be forgiven if the "high-touch" net user experience is strengthened through closeness of
relationship and relevance to interests.
Net user experience can be streamlined and improved using a process flow model designed and
detailed as shown below. Streamlining benefits can accrue to platform staff as well as platform users
in the form of reduced frustration and increased efficiency.
G) USER ONBOARDING AS A PROCESS FLOW - MODEL DESIGN
Design: ● Each platform onboarding phase has key gates in the flow where users opt to continue to the next phase
or abandon the platform. Phase names provide high and detail-level reference points.
Purpose: ● Streamline the user onboarding process such that user decisions to remain with a platform trend net
positive.
● Match user feedback to high and detail-level points.
● Identify frequently recurring issues with newcomers, recent newcomers, and experienced users.
● Identify key choke points in the process flows and map them to enhancements not only in the platform but
in availability of, and ease of access to, platform information and knowledgeable others.
● Prioritize enhancements so as to optimize use of limited staff and volunteer time while still improving
overall user onboarding experiences and hence platform retention and growth.
● Continue to identify where further feedback and enhancements are opportune.
H) USER ONBOARDING AS A PROCESS FLOW - MODEL DETAIL
Onboarding - Phase Gates Onboarding - Phase Details
1: Trying - First Pass
Entry: Will You Try It?
Exit: Will You Adapt To It?
Try1 Opt to try
Try2 Learn about platform app by word of mouth and/or press
Try3 Find platform app online
Try4 Download and install platform app
Try5 Select an app username
Try6 Login to app
Try7 Learn how to, and begin to use basic avatar movement and camera and action controls
Try8 Learn how to, and begin to use advanced controls
Try9 Learn how to, and begin to communicate with others
Try10 Learn how to, and begin to personalize avatar and profile
Try11 Opt to continue trying the app, or to abandon for now
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6. 2: Adapting - Trying In Depth
Entry: Will You Adapt to It?
Exit: Will You Adopt It?
Adapt1 Opt to continue trying
Adapt2 Learn how to, and establish a home base
Adapt3 Learn how to, and begin to shop
Adapt4 Learn how to, and begin to attend networking events
Adapt5 Learn how to, and find and use learning resources faq’s guides how to’s
Adapt6 Learn how to, and find and connect with helpful others
Adapt7 Learn how to, and find and connect with knowledgeable others with common interests
Adapt 8 Learn how to, and establish a home community
Adapt9 Opt to continue adapting to the app and community, or to abandon for now
3: Adopting - Embedding Into
Ongoing Use
Entry: Will You Adopt It?
Exit: Will You Share It?
Adopt1 Opt to continue adapting
Adopt2 Learn how to, and begin to use app & platform building tools
Adopt3 Opt to invite others, or not
4: Sharing - Recruiting & Partnering
With Others
Entry: Will You Share It?
Exit: Will You Grow It?
Share1 Opt to, and invite others
Share2 Share app experiences by word of mouth and/or press and/or other to attract partners
Share3 Help partners onboard quickly to collaborate in projects of common interest
Share4 See possibilities and opportunities to collaborate in overall app growth beyond personal
use.
Share5 Opt to grow app, or not
5: Growing - Getting Word Out to
People You Don't Even Know
Entry: Will You Grow It?
Grow1 Opt to collaborate in overall app growth beyond personal use
Grow2 Share by word of mouth, articles, posts, presentations, etc.
SPECIALIZED COMMUNITIES OF USER INTEREST
Improving platform features and user interface for all users is important and relates to one half of what
is needed for broad platform adoption. Equally important to continued platform sustainability and
growth is facilitating ways for newcomers, recent newcomers, and experienced users to find and
network with others in specialized communities of user interest. These ways can include regularly
scheduled events as shown below. As user retention expands further mechanisms will be needed, as
discussed in the detailed recommendations.
I) STUDY TEAM INTERESTS MAPPED TO EVENTS
Virtual Presence Interest Area Events (as of Apr-2020)
Aesthetics - avatar personalization, fashions, accessories Costume Contest held monthly
Construction - regions, buildings, furnishings, vehicles Tech Hour event held weekly
Entertainment - music, arts, dances Music events held daily
Learning Design - project based learning -
Science Education - interactive exhibits, replicas -
University Futures - advanced coding languages -
RECOMMENDATIONS
This study recommends that a process flow approach, as demonstrated in the report, be used by
virtual presence application providers to identify and prioritize high-tech / high-touch adjustments to
their user onboarding processes. This will help improve the quality of the net user experience, reduce
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7. frustration and time incurred by residents and staff, and contribute to net user retention and platform
growth.
J) ONBOARDING PROCESS FLOW MODEL RECOMMENDATIONS - DETAIL
1. Use the “onboarding process flow model approach”
modeled in this study, or similar, to prioritize
development and support work and the “high-tech”
side of platform enhancements and releases.
A. Residents and staff will be able to better see and understand
each other’s points of view by relating them to a shared
process model delineating user onboarding phases and
gates.
B. For example, feature requests can be tailored by residents,
and prioritized by staff, through pinpointing feature relevance
to the part of the user onboarding process in play (e.g.,
“beginner issue”, “adapter issue”, “adopter issue”, “sharer
issue”, “grower issue” etc.)
C. Also, residents and staff will be able to more materially
progress their shared interest in overall net positive user and
platform growth with substantive dialogues more detailed
than “We are working hard. We understand your frustration.”
2. Use the “onboarding process flow model approach”
modeled in this study, or similar, to add more depth
to the “high-touch” side of the virtual platform user
onboarding process.
A. Valiant efforts are made daily by volunteer residents to help
newcomers and recent newcomers. These efforts mostly
address issues related to the “beginner” phase of user
onboarding.
B. The ability to quickly and naturally respond evaporates when
newcomers demand advanced help and information related
to their specialized interests. These are “adapter” and
“adopter” issues that require the assistance of users who
have similar interests and relevant knowledge.
C. One way to provide specialized assistance is having users
who are already onboard recruit and invite their own partners
from other virtual world projects to join them in the new
platform and personally help them onboard quickly. These
are “sharer” issues.
3. Assess, and redesignate as needed, staff roles
dedicated to “commercial production operation”
versus “technical enhancements and new
development” for the platform. Include a designated
liaison role, with clout, to help keep disparate teams
of the enterprise synchronized. Teams who are
tunnel-visioned in their work areas may seem
oblivious to the big picture and where things are
being held up, or where opportunities for future
growth are being missed. Little things to one team
may be critical-path needs for the other.
A. Review and clear feature request queues regularly by
identifying those that are closed, open, irrelevant, need
priority, need details, need deleted etc.
B. Continuously incorporate feedback received, whether at
formal meetings or in casual interactions, into the feature
request / enhancement & development planning cycle
process
C. Many ad hoc special interest groups have already
self-formed but there is no quick way for staff or other
residents, to find out about them - recognize and
acknowledge these existing niche groups and give them air
time.
RELEVANCE
In the current environment of increased user demand, virtual presence platform providers must quickly
move their products from beta through production to users. The pool of prospective new users, waiting
to “try, adapt to, and adopt” virtual presence will only consider a platform, and stay with it, if they
perceive that it serves their professional and social needs. These newcomers are platform users, not
testers. This recognition is necessary towards growing a thriving virtual economy.
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8. EPILOGUE
Entry starts with marketing and the marketing is based on use cases.
The flow is dependent on the use cases and the use cases must be of interest to each customer.
The initial experience must fit with the use cases to retain the potential customers.
A company offering virtual worlds will need entries designed for specific use cases.
Dr. Selby Evans, Retired Professor of Psychology, Retired Consultant in Applied Psychology, Active Blogger at Virtual Outworlding
It's a bit hard to adapt.
Ajay McDowwll, Hostess, DJ Manager, Office Manager, Comptroller, Architectural Designer
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