Raising productivity with SharePoint and GamificationJussi Mori
The document discusses raising user productivity with SharePoint and gamification. It will present on these topics and have a session roundup and discussion. The presenters are introduced from Switzerland and their backgrounds in SharePoint. Productivity best practices are discussed for end users, administrators, developers and business decision makers. Gamification is introduced as a way to positively impact productivity. Examples of gamification today are explored.
This it the presentation I delivered at The Face of Finance conference at Bentley University in October, 2012.
This version is missing some animations and a couple special fonts I used, but the meat of it is there. As always it's better when delivered in person ;)
5 ways to liven up your corporate trainingBankersLab
Do you want to get the most out of your corporate training budget? How can you make sure employees are learning, engaged, and that the information sticks so they can improve performance? To start, here are 5 simple and effective ways to liven up your corporate training...
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
ATD International Conference and Expo: GamificationZsolt Olah
"Isn't gamification just sugarcoating boring elearning content?" was a session about what gamification is and where to start if you're in learning and development. (abbreviated content slides)
Intuit leverages social media in several ways:
1. They experiment with social platforms like Facebook and Twitter to engage customers, drive awareness, sales, and acquire new users.
2. Intuit advocates for advocacy marketing by identifying brand advocates and prompting them to share content.
3. Lean experimentation is a priority to test hypotheses with small experiments before large initiatives.
4. Sales campaigns on Facebook involving ads, fan gates, and partnerships with retailers can increase engagement and sales.
5. Infographics are highly shareable and drive traffic.
6. Thought leadership through events and content builds relationships.
Raising productivity with SharePoint and GamificationJussi Mori
The document discusses raising user productivity with SharePoint and gamification. It will present on these topics and have a session roundup and discussion. The presenters are introduced from Switzerland and their backgrounds in SharePoint. Productivity best practices are discussed for end users, administrators, developers and business decision makers. Gamification is introduced as a way to positively impact productivity. Examples of gamification today are explored.
This it the presentation I delivered at The Face of Finance conference at Bentley University in October, 2012.
This version is missing some animations and a couple special fonts I used, but the meat of it is there. As always it's better when delivered in person ;)
5 ways to liven up your corporate trainingBankersLab
Do you want to get the most out of your corporate training budget? How can you make sure employees are learning, engaged, and that the information sticks so they can improve performance? To start, here are 5 simple and effective ways to liven up your corporate training...
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
ATD International Conference and Expo: GamificationZsolt Olah
"Isn't gamification just sugarcoating boring elearning content?" was a session about what gamification is and where to start if you're in learning and development. (abbreviated content slides)
Intuit leverages social media in several ways:
1. They experiment with social platforms like Facebook and Twitter to engage customers, drive awareness, sales, and acquire new users.
2. Intuit advocates for advocacy marketing by identifying brand advocates and prompting them to share content.
3. Lean experimentation is a priority to test hypotheses with small experiments before large initiatives.
4. Sales campaigns on Facebook involving ads, fan gates, and partnerships with retailers can increase engagement and sales.
5. Infographics are highly shareable and drive traffic.
6. Thought leadership through events and content builds relationships.
The document outlines the principles of Lean UX, which are inspired by Lean Startup and Agile Development theories. It emphasizes bringing products to light faster through cross-functional collaboration with less emphasis on deliverables. Key principles include forming small, dedicated, co-located cross-functional teams; focusing on outcomes over outputs; removing waste; using small batch sizes; continuous discovery; getting out of the building to engage customers; emphasizing shared understanding; allowing for permission to fail through experimentation; and getting out of the deliverables business to focus on outcomes. The overall goal is to sustain innovation, agility, and feedback to develop solutions through a collaborative process.
Microcopy refers to short phrases, sentences, or single words used in interfaces to provide contextual help and reduce friction. It targets specific user questions or concerns. While small, microcopy can have a big impact on improving interfaces since most interactions involve words. Examples include sign-up prompts, settings labels, error messages, and welcome messages. Using helpful microcopy throughout an interface can make users happier and more loyal by clearing their path and making them feel supported. Getting started requires identifying areas of confusion through usability testing and support feedback to add targeted microcopy.
Gamification Decks: Structure Gamification Projects with Design ThinkingDaniel Meusburger
The document discusses using a design thinking process to effectively plan and implement gamification. It notes that 80% of current gamification applications fail due to lack of planning and user understanding. The design thinking process presented involves understanding user needs through research, developing ideas through brainstorming and prototyping, then testing prototypes with users in an iterative process. Following this process can help integrate user needs, business goals, and technology possibilities to create successful gamified applications.
Lightning Talk #10: Creating a Design-Centered Culture in Organizations: Lear...ux singapore
It’s not easy to introduce a UX culture within an Organization. There are ways, however, to slowly introduce the culture and get buy-in from other teams. It involves regular meet-ups and getting small wins.
Join Elymar as he shares his journey on how he created a UX Community in the Philippines, and how he brought his learnings into the corporate setting and promoted a Design-Centered culture.
How the web changes the organisation of business and the business of organisa...david cushman
Final version of the slides I presented in a keynote for Webciety at CeBIT in Hannover, Germany on March 8, 2012.
You can see the video of me presenting it here: http://webciety.c.nmdn.net/playlist/list.php#entryId=0_yxkxvl4w or go to my blog FasterFuture.blogspot.com and search for CeBIT
Many companies, in their haste to be first to market, forget the value of good early, strategic design thinking when creating a product or service. This results in mediocrity, and ultimately leads to an unloved brand experience where consumers become fickle and disloyal. Now, whether leading a design team, sitting on the board of directors or starting up a company, UX practitioners have made their way back up the value chain and have been re-empowered to make decisions that really can change the world.
This talk and workshop helps you get into the right mindset and apply techniques that prove the enormous value of UX at a strategic level.
Learning in the Age of Knowledge on DemandTim O'Reilly
The London Black Cab driver's exam, "The Knowledge of the Streets and Monuments of London," is one of the most difficult exams in the world, requiring drivers to become a human GPS. With today's tools, the smartphone and the right app turns anyone into the equivalent of a human GPS. I've been asking myself how this concept applies to the field of online learning, particularly in my own field of programming and related IT skills. How should we rethink learning in the age of knowledge on demand? My keynote at the EdCrunch conference in Moscow on October 1, 2019. As always, download the PPT to read the detailed script in the speaker notes below each slide.
The document is a presentation on user experience (UX) design that defines UX, outlines key aspects of UX like understanding user needs, and provides examples. It emphasizes understanding the user through research, testing assumptions, and iterating on designs based on user feedback. The presentation includes defining UX, discussing the importance of understanding user needs through research, and providing a hands-on workshop where participants conduct user research, sketch design ideas, and get feedback to improve their designs.
Facilitating Complexity: A Pervert's Guide to ExplorationWilliam Evans
A talk given at the Melbourne Cynefin meetup. A set of riffs on how to facilitate teams exploring the Complex Domain.
Will Evans explores the convergence of practice and theory using Lean Systems, Design Thinking, DevOps, and LeanUX with global corporations from NYC to Berlin to Singapore. As Chief Design Officer at PraxisFlow, he works with a select group of corporate clients undergoing Lean and Agile transformations across the entire organization. Will is also the Design Thinker-in-Residence at New York University's Stern Graduate School of Management.
Will was previously the Managing Director of TLCLabs, the world's leading Lean Design Innovation consultancy where he brought LeanUX and Design Thinking to large media, finance, and healthcare companies.
Before TLC, he led experience design and research for TheLadders in New York City. He has over 15 years industry experience in service design innovation, user experience strategy and research. His roles include directing UX for social network alanysis & terrorism modeling at AIR Worldwide, UX Architect for social media site Gather.com, and UX Architect for travel search engine Kayak.com. He worked at Lotus/IBM where he was the senior information architect working in Knowledge Management, and for Curl - a DARPA-funded MIT project when he was at the MIT Laboratory for Computer Science.
He lives in New York, NY, and drinks far too much coffee. He Co-Founded and Co-Chaired the LeanUX NYC conference now in it’s 6th year, founded the LEAD SUMMIT NYC, and was also the User Experience track chair for the Agile 2013 and Agile 2014 conferences.
How to design stuff that matters fast - Dev Week 2014Eewei Chen
Too much time is wasted creating that big design upfront, only to find that users don't like what you have built once it has been released. Today, we are in danger of not only over-designing, but also designing solutions to the wrong problems. In this workshop, Chen will demonstrate how to experiment with rapid design techniques to ensure design solutions for the right business problems are delivered to the right target audiences rapidly and continuously. He will show how to create design solutions fast, as a team, and how to work with a client to get products that really matter out into market early. Good design involves elegantly solving problems despite the constraints. More often than not, time is one of those constraints. In this workshop you will be forced to think and act quickly, exploring how to quickly work as a team to address a real-world problem; rapidly analysing customer, industry and business trends, behaviours and needs to validate ideas; and learning how to apply the latest design thinking, Lean Startup, Lean UX and agile methodologies, to bring your prototype to life and ensure it is as useful as it can possibly be.
This document discusses various aspects of user experience (UX) design including visual design, system design, branding, customer service, packaging, product unboxing, and how human emotion determines UX. It provides techniques for UX design such as using humor, recognizing patterns, engagement, communication, and building relationships. It also covers ergonomics guidelines for UX like consistency, simplicity, feedback, attention, and modality. Finally, it discusses how design influences UX and techniques like minimalism, simplifying interactions by asking who, what, why, and when questions, and gamifying interactions.
2 hours training on Mobile UX with Farah Nuraini, Interaction Designer at Traveloka, Indonesia
45 min theory: Research, Analysis, Design solutions and Testing
+ 1h15 min of hands-on exercises with the 5 facilitators from Traveloka.
This document discusses using games and gamification as the primary design focus for developing online courses. It argues that play is how humans naturally learn and that games are expressions of play that can be practical for learning. Gamification, which is applying game elements in non-game settings, is proposed as an instructional design strategy that can increase engagement, assessment, and retention when applied holistically. The document explores various game mechanics, elements, and psychological principles that make gamification an effective approach.
The document discusses lean UX practices for software development, including collaborative user interviews. It recommends that teams plan interviews together by discussing goals and preparing questions. Both provisional and revised personas should be created to represent different types of users. During interviews, multiple people take notes, insights are synthesized as a group, and findings are shared visually. Continuous user engagement is important through methods like weekly interviews and prototypes tests. The overall approach emphasizes collaboration, visualization, and frequent customer feedback to guide an iterative development process.
User experience doesn't happen on a screen: It happens in the mind.John Whalen
User experience is a vital component of mission-critical projects. The vast majority of experience is digital. We spend insane amounts of time and money designing UX for websites, apps and products to impress users. But the truth is UX isn’t a singular experience we can define. And it doesn’t happen on a screen – it happens in the mind. More specifically, the six minds.
Discover how UX is truly a collection of experiences occurring across six brain concentrations, each with their own processing styles and ideal states. And how, using psychological principles, you can uncover the conscious and subconscious needs of these six minds to appeal to users on cognitive and emotional levels.
Tell Me What You Do: How Storytelling Makes You a Better DesignerMary Wharmby
As design asks for a larger seat at the table and works to foster a culture of customer-centered design-thinking, we must better communicate our process and value to others who don't understand this mysterious power of UX. Storytelling is a great way to do that.
Despite the fact that we talk a lot about story in UX, we have trouble putting it into practice, especially our own stories.
This talk recasts our design process as story, making it more impactful and relatable to others. We discuss the uses of story in UX, provide a visual map of the UX story framework (UXStoryWheel), and demonstrate a few simple story patterns.
ProductTank: What do UX people want from PMs and how can they best work toget...Mind the Product
Jesmond Allen introduces himself as the UX Director at cxpartners and discusses how product managers (PMs) and UX designers can best work together. While their roles overlap in understanding users and requirements, UX focuses on design while PMs focus on the product vision and roadmap. For effective collaboration, UX designers should ask questions to fully understand the project brief and deadlines, while PMs should provide clear goals, share existing research, and communicate regularly with stakeholders. The key is open communication between PMs and UX designers.
The gamification process is a way to grab and retain digital customer's attention modifying any algorithmical approach. It is nowadays applied to any kind of software application: mobile, web, business.
N.B.: Two previous versions of this presentation got a total of 2,591 views and 118 downloads.
From two long posts by @TomHumbarger.
Any help or suggestion is the most welcome.
User testingwebinar delljulievittengl-presentationslidesUserTesting
When Dell needed to redesign the enterprise product section of Dell.com, how did they do it? How did content strategists, UX designers, PMs, and user researchers come together to understand business and customer needs?
Julie Vittengl, Senior Taxonomist and User Experience Researcher at Dell, shares how her team helped ensure that the enterprise website redesign was successful. She’ll discuss how the Digital Customer Experience research team is organized and how they get insights into how customers navigate the site.
StartingUp - Designing Delightful ExperienceLim Donald
Lean approach to creating great user experience.
User research does not have to be expensive and extend over a long period of time.
While company can always spend more time and budget in understanding its user, they still represent opportunity cost when there is just so many things happening in a startup. That said, starting a product without basic understanding of the users breed disaster. In this set of slides, I'll share some common techniques which allow companies to learn more about its user and design an experience that is contextual to its business and users.
PathVisio 3 has been refactored using the OSGi framework, allowing it to be more modular and extensible through plugins. The new plugin system includes a plugin repository and manager that allows users to easily install plugins to add additional functionality. PathVisio's core functionality includes creating and editing pathways, visualizing experimental data on pathways, performing pathway analysis, and exporting results. It is open source and compatible with databases like Wikipathways, making it a flexible tool for pathway analysis.
1. An article from 'The Star' on the health benefits of Laughter (by Ellen Whyte)
2 Introducing the book "Wisdom From Laughter 2"
3 Some selected jokes from "Wisdom From Laughter 2"
The document outlines the principles of Lean UX, which are inspired by Lean Startup and Agile Development theories. It emphasizes bringing products to light faster through cross-functional collaboration with less emphasis on deliverables. Key principles include forming small, dedicated, co-located cross-functional teams; focusing on outcomes over outputs; removing waste; using small batch sizes; continuous discovery; getting out of the building to engage customers; emphasizing shared understanding; allowing for permission to fail through experimentation; and getting out of the deliverables business to focus on outcomes. The overall goal is to sustain innovation, agility, and feedback to develop solutions through a collaborative process.
Microcopy refers to short phrases, sentences, or single words used in interfaces to provide contextual help and reduce friction. It targets specific user questions or concerns. While small, microcopy can have a big impact on improving interfaces since most interactions involve words. Examples include sign-up prompts, settings labels, error messages, and welcome messages. Using helpful microcopy throughout an interface can make users happier and more loyal by clearing their path and making them feel supported. Getting started requires identifying areas of confusion through usability testing and support feedback to add targeted microcopy.
Gamification Decks: Structure Gamification Projects with Design ThinkingDaniel Meusburger
The document discusses using a design thinking process to effectively plan and implement gamification. It notes that 80% of current gamification applications fail due to lack of planning and user understanding. The design thinking process presented involves understanding user needs through research, developing ideas through brainstorming and prototyping, then testing prototypes with users in an iterative process. Following this process can help integrate user needs, business goals, and technology possibilities to create successful gamified applications.
Lightning Talk #10: Creating a Design-Centered Culture in Organizations: Lear...ux singapore
It’s not easy to introduce a UX culture within an Organization. There are ways, however, to slowly introduce the culture and get buy-in from other teams. It involves regular meet-ups and getting small wins.
Join Elymar as he shares his journey on how he created a UX Community in the Philippines, and how he brought his learnings into the corporate setting and promoted a Design-Centered culture.
How the web changes the organisation of business and the business of organisa...david cushman
Final version of the slides I presented in a keynote for Webciety at CeBIT in Hannover, Germany on March 8, 2012.
You can see the video of me presenting it here: http://webciety.c.nmdn.net/playlist/list.php#entryId=0_yxkxvl4w or go to my blog FasterFuture.blogspot.com and search for CeBIT
Many companies, in their haste to be first to market, forget the value of good early, strategic design thinking when creating a product or service. This results in mediocrity, and ultimately leads to an unloved brand experience where consumers become fickle and disloyal. Now, whether leading a design team, sitting on the board of directors or starting up a company, UX practitioners have made their way back up the value chain and have been re-empowered to make decisions that really can change the world.
This talk and workshop helps you get into the right mindset and apply techniques that prove the enormous value of UX at a strategic level.
Learning in the Age of Knowledge on DemandTim O'Reilly
The London Black Cab driver's exam, "The Knowledge of the Streets and Monuments of London," is one of the most difficult exams in the world, requiring drivers to become a human GPS. With today's tools, the smartphone and the right app turns anyone into the equivalent of a human GPS. I've been asking myself how this concept applies to the field of online learning, particularly in my own field of programming and related IT skills. How should we rethink learning in the age of knowledge on demand? My keynote at the EdCrunch conference in Moscow on October 1, 2019. As always, download the PPT to read the detailed script in the speaker notes below each slide.
The document is a presentation on user experience (UX) design that defines UX, outlines key aspects of UX like understanding user needs, and provides examples. It emphasizes understanding the user through research, testing assumptions, and iterating on designs based on user feedback. The presentation includes defining UX, discussing the importance of understanding user needs through research, and providing a hands-on workshop where participants conduct user research, sketch design ideas, and get feedback to improve their designs.
Facilitating Complexity: A Pervert's Guide to ExplorationWilliam Evans
A talk given at the Melbourne Cynefin meetup. A set of riffs on how to facilitate teams exploring the Complex Domain.
Will Evans explores the convergence of practice and theory using Lean Systems, Design Thinking, DevOps, and LeanUX with global corporations from NYC to Berlin to Singapore. As Chief Design Officer at PraxisFlow, he works with a select group of corporate clients undergoing Lean and Agile transformations across the entire organization. Will is also the Design Thinker-in-Residence at New York University's Stern Graduate School of Management.
Will was previously the Managing Director of TLCLabs, the world's leading Lean Design Innovation consultancy where he brought LeanUX and Design Thinking to large media, finance, and healthcare companies.
Before TLC, he led experience design and research for TheLadders in New York City. He has over 15 years industry experience in service design innovation, user experience strategy and research. His roles include directing UX for social network alanysis & terrorism modeling at AIR Worldwide, UX Architect for social media site Gather.com, and UX Architect for travel search engine Kayak.com. He worked at Lotus/IBM where he was the senior information architect working in Knowledge Management, and for Curl - a DARPA-funded MIT project when he was at the MIT Laboratory for Computer Science.
He lives in New York, NY, and drinks far too much coffee. He Co-Founded and Co-Chaired the LeanUX NYC conference now in it’s 6th year, founded the LEAD SUMMIT NYC, and was also the User Experience track chair for the Agile 2013 and Agile 2014 conferences.
How to design stuff that matters fast - Dev Week 2014Eewei Chen
Too much time is wasted creating that big design upfront, only to find that users don't like what you have built once it has been released. Today, we are in danger of not only over-designing, but also designing solutions to the wrong problems. In this workshop, Chen will demonstrate how to experiment with rapid design techniques to ensure design solutions for the right business problems are delivered to the right target audiences rapidly and continuously. He will show how to create design solutions fast, as a team, and how to work with a client to get products that really matter out into market early. Good design involves elegantly solving problems despite the constraints. More often than not, time is one of those constraints. In this workshop you will be forced to think and act quickly, exploring how to quickly work as a team to address a real-world problem; rapidly analysing customer, industry and business trends, behaviours and needs to validate ideas; and learning how to apply the latest design thinking, Lean Startup, Lean UX and agile methodologies, to bring your prototype to life and ensure it is as useful as it can possibly be.
This document discusses various aspects of user experience (UX) design including visual design, system design, branding, customer service, packaging, product unboxing, and how human emotion determines UX. It provides techniques for UX design such as using humor, recognizing patterns, engagement, communication, and building relationships. It also covers ergonomics guidelines for UX like consistency, simplicity, feedback, attention, and modality. Finally, it discusses how design influences UX and techniques like minimalism, simplifying interactions by asking who, what, why, and when questions, and gamifying interactions.
2 hours training on Mobile UX with Farah Nuraini, Interaction Designer at Traveloka, Indonesia
45 min theory: Research, Analysis, Design solutions and Testing
+ 1h15 min of hands-on exercises with the 5 facilitators from Traveloka.
This document discusses using games and gamification as the primary design focus for developing online courses. It argues that play is how humans naturally learn and that games are expressions of play that can be practical for learning. Gamification, which is applying game elements in non-game settings, is proposed as an instructional design strategy that can increase engagement, assessment, and retention when applied holistically. The document explores various game mechanics, elements, and psychological principles that make gamification an effective approach.
The document discusses lean UX practices for software development, including collaborative user interviews. It recommends that teams plan interviews together by discussing goals and preparing questions. Both provisional and revised personas should be created to represent different types of users. During interviews, multiple people take notes, insights are synthesized as a group, and findings are shared visually. Continuous user engagement is important through methods like weekly interviews and prototypes tests. The overall approach emphasizes collaboration, visualization, and frequent customer feedback to guide an iterative development process.
User experience doesn't happen on a screen: It happens in the mind.John Whalen
User experience is a vital component of mission-critical projects. The vast majority of experience is digital. We spend insane amounts of time and money designing UX for websites, apps and products to impress users. But the truth is UX isn’t a singular experience we can define. And it doesn’t happen on a screen – it happens in the mind. More specifically, the six minds.
Discover how UX is truly a collection of experiences occurring across six brain concentrations, each with their own processing styles and ideal states. And how, using psychological principles, you can uncover the conscious and subconscious needs of these six minds to appeal to users on cognitive and emotional levels.
Tell Me What You Do: How Storytelling Makes You a Better DesignerMary Wharmby
As design asks for a larger seat at the table and works to foster a culture of customer-centered design-thinking, we must better communicate our process and value to others who don't understand this mysterious power of UX. Storytelling is a great way to do that.
Despite the fact that we talk a lot about story in UX, we have trouble putting it into practice, especially our own stories.
This talk recasts our design process as story, making it more impactful and relatable to others. We discuss the uses of story in UX, provide a visual map of the UX story framework (UXStoryWheel), and demonstrate a few simple story patterns.
ProductTank: What do UX people want from PMs and how can they best work toget...Mind the Product
Jesmond Allen introduces himself as the UX Director at cxpartners and discusses how product managers (PMs) and UX designers can best work together. While their roles overlap in understanding users and requirements, UX focuses on design while PMs focus on the product vision and roadmap. For effective collaboration, UX designers should ask questions to fully understand the project brief and deadlines, while PMs should provide clear goals, share existing research, and communicate regularly with stakeholders. The key is open communication between PMs and UX designers.
The gamification process is a way to grab and retain digital customer's attention modifying any algorithmical approach. It is nowadays applied to any kind of software application: mobile, web, business.
N.B.: Two previous versions of this presentation got a total of 2,591 views and 118 downloads.
From two long posts by @TomHumbarger.
Any help or suggestion is the most welcome.
User testingwebinar delljulievittengl-presentationslidesUserTesting
When Dell needed to redesign the enterprise product section of Dell.com, how did they do it? How did content strategists, UX designers, PMs, and user researchers come together to understand business and customer needs?
Julie Vittengl, Senior Taxonomist and User Experience Researcher at Dell, shares how her team helped ensure that the enterprise website redesign was successful. She’ll discuss how the Digital Customer Experience research team is organized and how they get insights into how customers navigate the site.
StartingUp - Designing Delightful ExperienceLim Donald
Lean approach to creating great user experience.
User research does not have to be expensive and extend over a long period of time.
While company can always spend more time and budget in understanding its user, they still represent opportunity cost when there is just so many things happening in a startup. That said, starting a product without basic understanding of the users breed disaster. In this set of slides, I'll share some common techniques which allow companies to learn more about its user and design an experience that is contextual to its business and users.
PathVisio 3 has been refactored using the OSGi framework, allowing it to be more modular and extensible through plugins. The new plugin system includes a plugin repository and manager that allows users to easily install plugins to add additional functionality. PathVisio's core functionality includes creating and editing pathways, visualizing experimental data on pathways, performing pathway analysis, and exporting results. It is open source and compatible with databases like Wikipathways, making it a flexible tool for pathway analysis.
1. An article from 'The Star' on the health benefits of Laughter (by Ellen Whyte)
2 Introducing the book "Wisdom From Laughter 2"
3 Some selected jokes from "Wisdom From Laughter 2"
Adição de ácido clorídrico no meio reacionalAnderson Lima
O documento descreve três métodos para determinar o índice de peróxidos em óleos e gorduras, que é uma medida da oxidação e ranço. Os métodos são o processo de Wheeler-Stansby, o processo do ácido clorídrico e o processo do ácido sulfúrico. Cada método envolve dissolver a amostra em solventes, adicionar iodeto de potássio e titular o iodo libertado. Precauções como tempo, temperatura e homogeneização são importantes para resultados precisos.
El documento trata sobre la arquitectura básica de los computadores. Explica que estos se basan en el modelo de Von Neumann, el cual define cuatro subsistemas: la unidad aritmética y lógica (ALU), la unidad de control, la unidad de memoria y la unidad de entrada/salida. Luego describe cada una de estas unidades y otros componentes clave como la unidad central de proceso (CPU), las unidades de medida y almacenamiento de información, y las diferentes clasificaciones de computadoras según su tipo, tamaño y propósito.
This document provides an overview of digital humanities (DH), including brief definitions and history, examples of DH projects and tools, and the role of libraries in supporting DH. Some key points include:
- DH uses computational methods to study the humanities and involves activities like digitization of collections, text analysis, and data visualization.
- It has roots in earlier humanities computing projects from the 1940s-1970s and grew with text encoding standards, digital libraries and DH centers in the 1990s-2000s.
- Example projects include Mapping the Republic of Letters, digital archives of WWI poetry, and datasets on the transatlantic slave trade.
- Libraries support DH through digitization, technical skills, project
2014 TheNextWeb-Mapping connections with NodeXLMarc Smith
This document provides an introduction to Marc Smith and his work on social network analysis. It discusses his role as Chief Social Scientist at Connected Action Consulting Group and his involvement with the Social Media Research Foundation. The document outlines some of Smith's areas of focus, including emerging patterns in social networks and computational analysis methods. It also provides an overview of key concepts in social network analysis like nodes, edges, centrality and network types.
SAFER AND MORE NATURAL WAY TO PREVENT COLD AND FLUEason Chan
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Keynote presented at the Phenotype Foundation first annual meeting.
Describes data sharing, data annotation and the needs for further tool and ontology and ontology mapping development.
Amsterdam, January 18, 2016
Este documento presenta un curso de computación con el objetivo principal de nivelar a los estudiantes en el área de tecnología, la cual experimenta constantes avances. El curso se enfocará en herramientas informáticas como Windows 7, Power Point, Excel y Word para permitir a los estudiantes obtener información de manera rápida y tomar mejores decisiones. El cronograma incluye 32 horas divididas en 10 sesiones durante 3 semanas. La evaluación considera participación, tareas y un examen final.
Why they say one must have a Guru? Even for spiritual purposes. is there something that stops our connectivity to the Almighty? Why we need a Guru? What is the science of Guru? Learn through this short presentation.
Las nuevas tecnologías de la información han tenido un fuerte impacto en los procesos de comunicación de las nuevas generaciones, cambiando los canales de comunicación a ser más rápidos, directos y con mayor facilidad de estar conectado todo el día, lo que ha generado una dependencia a los dispositivos. Ahora se puede trabajar y estudiar desde casa utilizando herramientas en línea para compartir información. Vivimos en una sociedad globalizada donde los mensajes son globales y se encuentran en múltiples fuentes en internet, lo que genera más competencia en
Este documento apresenta as ementas semanais da creche e jardim-de-infância Patronato Nossa Senhora da Bonança em Vila Praia de Âncora, incluindo os suplementos, almoços, lanches e reforços de cada dia, para as semanas de 3 a 28 de outubro de 2016. As ementas incluem sopas, pratos de peixe, carne e legumes, saladas, frutas e lacticínios.
This document discusses the development of a participant-centered consent toolkit by Sage Bionetworks. The toolkit aims to create a user-friendly interface for informed consent documents using visual design tools, templates, and documentation. It includes icons, animations and examples to depict key concepts in clinical studies in an easy-to-understand way. The goal is to deploy consent as a process on mobile and web to better assist participants' understanding of often complex medical studies and research.
Клиническая психология - Шизофрения лекция 8 часть 7Igor Kleiner
Лекции по клинической психологии
психология абнормального
патопсихология
Шизофрения лекция 8 часть 7
Лечение шизофрении
итоги 8 занятия
ссылки
(с) Игорь Клейнер
шизофрения просто о сложном
матройд позитива
Productivity day 2013 from zero to hero gamificationMarianna Mori
This document discusses gamification and how it can increase end-user engagement. It begins by defining gamification and outlining common challenges with end-user engagement, such as inactivity in loyalty programs and low adoption of enterprise software. It then discusses how gamification works based on psychological principles like status, rewards, and achievement. Examples are given of how gamification has increased user comments, time on site, and employee engagement for other companies. Finally, practical examples are described for applying gamification to learning, project management, and metadata tasks in SharePoint.
Presentation with fellow MVP Jussi Mori (@jussimori) from Peaches Industries at the European SharePoint Conference (#ESPC16) in Vienna, Austria on the topic of gamification.
This document discusses gamification principles and mechanics that can be applied to common challenges with user engagement. It provides examples of how gamification can be used to motivate users and drive participation. Specifically, it discusses using status, rewards, achievement and competition to tap into peoples' fundamental desires. It also outlines practical gamification examples that could be applied to innovation processes and project management on SharePoint 2013, such as tracking skills and providing rewards to gamify tasks.
Improving Productivity with SharePoint 2013 and GamificationChristian Buckley
Christian Buckley and Jussi Mori are experts in SharePoint collaboration and have extensive experience working with Microsoft technologies and consulting with enterprises. Both have founded their own companies, Axceler and Peaches Industries respectively, to help organizations improve collaboration through SharePoint customization, administration, migration services, and end user training. They advocate for best practices in SharePoint usage and developing innovative solutions to solve specific collaboration challenges.
This document discusses how gamification and key productivity features in SharePoint 2013 can improve user engagement and collaboration. It begins by defining gamification and productivity, then outlines business problems like adoption issues that these strategies aim to address. The document explores six key productivity features in SharePoint 2013 like the app model and activity feeds. It argues gamification principles can extend a productivity strategy by satisfying basic human desires through mechanics like rewards and competition. Examples of potential gamification activities and challenges are provided. The document concludes by emphasizing gamification must align with business goals and defining what success looks like for an organization.
The Power of Enterprise Social and Gamification to Boost User AdoptionChristian Buckley
While enterprise social collaboration is something talked about and recognized within the industry, the idea of utilizing Gamification is still widely misunderstood. When you talk about Gamification, you might think about Points, Badges, and Leaderboards (PBL) within your application or intranet, with the goal of driving user engagement through the roof. This scenario is only partly true. The fact is, adding simple Gamification elements to your environment might have a positive short-term effect on user engagement metrics, but these tools may only appeal to a small sub-set of your users – and even then, will not likely provide lasting improvement.
In this presentation by Microsoft MVPs Christian Buckley (@buckleyplanet) and Jussi Mori (@JussiMori), we look beyond PBLs and help you to envision how enterprise social and strategic use of Gamification can provide lasting value and increase end user engagement within your environment. We will examine the core drivers of successful enterprise collaboration, discuss the factors that motivate people, and share real-world scenarios of how you can apply these principles within your own organization to drive user engagement and adoption. Specifically, we will provide customer examples where Gamification was implemented successfully, and show you how this could be adapted to improve productivity and efficiency in SharePoint and Office 365.
Andrew Hughes - Gamification vs. Game-Based LearningSeriousGamesAssoc
Gamification involves using game mechanics and thinking in non-game contexts to engage users and solve problems. It uses points, levels, progress bars, leaderboards, and badges to motivate behavior. Game-based learning involves using games to motivate learning. It places learning activities within a game's storyline and fantasy context. Game-based learning aims to engage users and provide immediate feedback and rewards to support cognitive learning. Examples include using motion tracking, augmented reality, and immersive experiences to create educational games. Best practices for gamification and game-based learning include focusing on learning objectives, using rewards systems, testing designs iteratively, and measuring outcomes and return on investment.
Charles Palmer gave a presentation on gamification for business, training, and education. He discussed how applying game design elements like goals, rewards, and motivation can make non-game applications more fun and engaging. Examples included using points, levels, and leaderboards in education and using challenges and status in customer loyalty programs. Palmer also highlighted the importance of understanding different player types and ensuring proper game balance to influence desired behaviors.
As the title says, my "Standard" gamification presentation that I have been using as my base deck during 2017 - also called Gamification in a Nutshell :)
This document discusses how gamification can be used in enterprises to increase employee engagement and innovation. It defines gamification as embedding game mechanics into work to motivate employees, customers, and partners. The document outlines why gamification is important given trends in gaming and engagement. It provides examples of successful business uses of gamification and discusses different game mechanics and psychological factors that can intrinsically motivate users. The document cautions that gamification requires more than just points and rewards, and that the goals and experience must be compelling for long-term impact.
How Infusionsoft Does Social Media MarketingInfusionsoft
Insights from VP of Communications, Kathy Sacks, on how Infusionsoft adopts and leverages social media marketing to grow the business. Great example for small business owners and entrepreneurs to draw from.
Questions? @KathySacks or @Infusionsoft
--
Web: http://www.infusionsoft.com/
Blog: http://www.infusionblog.com/
Top 10 Rated Gamification Talk Radio Episodes from 2017Monica Cornetti
Hosted my Monica Cornetti
www.SententiaGames.com
Gamification is motivational design…
the use of game elements and game mechanics in a non-game context.
Brought to you by Sententia Gamification, the ONLY organization to offer three levels of Gamification Certification for Human Resource and Talent Development professionals. Our gamification certifications can be recognized by HRCI, SHRM, and ATD for recertification credits.
Learn how to Level Up your corporate training, talent development, employee onboarding, productivity, or classroom with this cutting-edge strategy to motivate and engage employees, members, and students.
Put Gamification to work for you!
Learn more about certifications and Train the Trainer programs by contacting: BigHead@SententiaGames.com
Website: www.SententiaGames.com
Weekly Podcast: http://bit.ly/GamificationRadio
Enterprise social what is the real value to the business - sps philly - mar...Ruven Gotz
This document provides an overview of enterprise social and its value. It begins with two stories that illustrate how enterprise social can help dispersed teams stay connected and allow rapid access to knowledge from colleagues. It notes the cultural shift of working "out loud" that is required. The document contrasts enterprise social with consumer social and marketing tools, and examines the value of planning governance for enterprise social. It also discusses the benefits of integrating enterprise social, like Yammer, with existing tools like SharePoint, and outlines lessons learned for a successful enterprise social implementation.
K.I.S.S - Keys to Copy & Content that Generate ResultsVivastream
The document discusses using gamification techniques in trial marketing to increase user engagement and conversion rates. It provides an example of how Autodesk increased trial usage by 54% and buy clicks by 15% by incorporating game mechanics like tasks, rewards, and comparisons into targeted learning content for trial users. While called "gamification", the approach focuses more on using game-like elements like feedback and progress tracking to motivate learning rather than an actual game.
The Complete Game Startup Turnaround - When even 27 million downloads and 300...Vlad Micu
Some of the biggest causes of a game studio to fail include: a demotivated and/or burned out team, lack of funds, legal trouble, not seeing the problems ahead, a neglected game and/or audience, internal arguments and publishing problems. At the start of January 2014, Critical Force Entertainment based of Kajaani, Finland had every single one of those challenges one way or another. This talk is intended to share the insights, learned lessons and best practices of how we succeeded through failing endlessly, even with a game that had a huge audience which we sadly never managed to properly monetize. Regardless of that, being creative and coming up with solutions to our problems on a step-by-step basis got us to become strong than we ever thought we could be. The main focus of this talk is on sharing our story of performing a complete startup turnaround regardless of the relative success we've had with our games. Topics include:
I will be sharing concrete examples of how we tackled the above topics and will provide various forms of data, references, tips, best practices and learned lessons.
SharePoint Saturday Toronto - Understanding the value of enterprise social - ...Ruven Gotz
1) Enterprise social tools allow dispersed work teams to stay connected and collaborate virtually through asynchronous and broadcast communication methods like Yammer and by working out loud.
2) Social tools improve knowledge management by enabling rapid access to expertise and information from coworkers through questions and sharing of resources, as opposed to traditional systems that are difficult to search.
3) While social tools can grow organically, planning and governance are important to achieve business goals and ensure rules and leadership guide appropriate use.
Measure, reward , enhance: leverage user adoption with gamificationSasja Beerendonk
The document discusses gamification and how it can be used to encourage adoption of applications and processes. Gamification applies game design techniques and mechanics to non-game applications to motivate users. It works by measuring user behavior, setting goals and rewarding users with badges and points for achieving goals. This provides feedback, a sense of mastery and encourages desired behaviors through challenges and a compelling narrative. The document provides examples of gamification platforms that can be used to gamify social software like IBM Connections to improve employee engagement and adoption.
Soccnx III - Measure, reward , enhance: leverage user adoption with gamificationLetsConnect
Speakers: Sasja Beerendonk
When implementing social software such as IBM Connections within your organisation you will find that user adoption is key to success. When confronted with social software that requires a different work manner and attitude employees often find themselves clueless how to get started. Using gamification you can guide your employees step-by-step into the right direction, and take them to a higher level of understanding and using the tool. Kudos Badges and Bunchball Level Up use gamification techniques to leverage adoption of IBM Connections. This presentation will outline how gamification can enhance employees' understanding of Connections and what it takes to collaborate in a social and open manner. Through points, badges, levels and leaderboards a user is guided in the right direction and becomes more engaged. What is gamification? What motivates us? How can gamification be used to leverage adoption of Connections so it can contribute to the organisation's business goals? How does Kudos or Bunchball work? From Maslow’s Need to Pink’s Drive you will understand the basic concepts of motivation that gamification uses. You will see a live demo on gamification for Connections.
Similar to Gamification at SharePoint Saturday Belgium (20)
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
3. About me • Co-Founder of Peaches Industries Corporation
Web: peachesindustries.com
• Find us on Facebook:
facebook.com/peachesindustries
• Finnish + Swiss SharePoint geek
• Information worker productivity
• Public speaker and author
• Fly fisher and gamer
• More at http://about.me/jussi.mori
4. Session
topics
• The challenges of End-user
engagement
• What’s this Gamification all about
• From zero to hero with
Gamification
5. The
challenges of
End-user
engagement
Business related problems
• SharePoint adoption issues, like slow
onboarding and challenges in usability
• Weak usage of taxonomy
• Poor or false collaboration
• Late or no insight of the true value of
SharePoint
• Change in the way of work needs time and
energy
• It’s hard to measure End-User productivity
6. The
challenges of
End-user
engagement
Let’s have a look at some numbers
Customers:
• 54% are inactive in loyalty programs
• 69% don’t use online communities
Employees:
• 50% don’t fully adopt to enterprise software
• 88% don’t use social enterprise software
Source: Gartner
7. The
challenges of
End-user
engagement
Some common problems with SharePoint portals
• High bounce rates: Users have a look and do not
return to the site
• Low adoption: Users rarely visit and use the sites
• Differentiation: All sites look the same -> Boring
• Too few or negative referrals: People do not talk
about the sites or give negative feedback
• No click-throughs: Users do not react to e-mails
which contain “Deep links”
Source: Nick.com
8. The
challenges of
End-user
engagement
So what’s the mother of all challenges in SharePoint
End-User adoption?
To help users to be and stay the most productive
and engaged as possible once they start to use
SharePoint!
9. The
challenges of
End-user
engagement
The Technology acceptance model
External
variables
Perceived
usefulness
Simple
To use
Personal
attitude
Intention
to use
Actual
system use
The Gamification influence point!
Source: Technology Acceptance Mocel (TAM) by Fred Davis 1985
13. What is
gamification
all about
In short words:
Gamification is the use of game elements and game
mechanics within a non game environment to drive user
motivation!
Gamification can have a positive effect on the End Users
attitude towards a system by:
• Helping in raising the attention on the work at hand
• Helping to solve problems collaboratively
• Helping to get things done in a fun way
People like to have fun!
That’s also the reason why FarmVille has more active
14. What is
gamification
all about
Or in the words of Bunchball, a Gamification
platform provider:
“The addition of game mechanics to a site or
application, allows you to layer more compelling
user experiences into existing activities”
“These gamified activities address and satisfy basic
human desires, creating the addictive experience
that motivates users to take specific actions and to
return more frequently”
15. These desires are universal
and across
cultures, genders, generati
ons and demographics!
What is
gamification
all about
Why does this work?
People have fundamental desires for:
• Status
• Reward
• Achievement
• Self-Expression
• Competition
• Altruism
16. What is
gamification
all about
Why should I even consider thinking about
Gamification in my information portals and
applications?
Some thoughts:
• Because people love games! They are fun and keep us entertained.
• Games can create FLOW in people which motivates us and we forget
everything around us.
• People actually do hours and hours of intensive work within games today
• Games are a part of our culture since the dawn or our time.
• Children learn the most effective way through play. Actually adults as
well!
• Games connect people and we are social beings.
• People play for: Mastery, destress, socializing and having fun!
Source: Nintendo Super Mario
Play is the highest form of research – Albert Einstein
17. What is
gamification
all about
And now, does this really work?
World class companies have introduced Gamification imperatives
and have measured the following improvements on different user
behavior levels:
• 500% increase in user comments and activity in the Intranet
• 140% increase time on site
• 600% gain in shop clicks
• 2000% surge in social sales
• 60% increase in Employee engagement
• 250% growth in training compliance
Source: Five key engagement imperatives whitepaper by Badgeville
18. What is
gamification
all about
The business value of Gamification
When more people participate, you can…
• improve collaboration
• improve individual motivation
• speed up learning process
• improve system / content analytics
• drive brand awareness
Source: Christian Buckley (@BuckleyPlanet) on Improving productivity and Gamification
19. What is
gamification
all about
The SAPS rewarding principle
S for Status: Bragging rights about a certain status.
A for Access: Giving privileged access to users. For
instance VIP lanes in nightclubs.
P for Power: Giving “power” over other users in the
system. For example forum moderation.
S for Stuff: Tangible objects to win.
Freebies, goodies, etc.
20. What is
gamification
all about
The transparent and hyper available feedback loop
• A player is always aware of the current progress
within the game
• A player is always aware of the next steps ahead
and how to get there
• A player always knows if she or he performs well
• A player can use this information to bring his or
her skills to the next “level”
Source: Nintendo Super Mario
21. What is
gamification
all about
Creating FLOW, or being “in the zone”
Achieving of FLOW – The players state between
anxiety and boredom, meeting his own motivational
level in that experience. – Mihaly Csikszentmihalyi a famous
psychology professor who studies happiness and creativity.
22. What is
gamification
all about
Some examples when being in a FLOW state
• While driving a car during high traffic
• While playing an exciting game
• While fly fishing
• While doing sports
• While listening to music we love
• Etc.
When we are in a FLOW state, we are in the most
productive state on the current task at hand!
23. What is
gamification
all about
In FLOW state we…
• focus and our senses are sharp and clear
• do not feel at all self conscious
• forget all worries and anxieties entirely
• experience a sense of full control
• feel time differently
• find the current activity intrinsically rewarding
• experience a merge of action and awareness
Source: “The FLOW theory”
24. What is
gamification
all about
The “smooth onboarding” principle
1. Action
2. Reward
3. Action
4. Action
5. Reward
6. Join / Engage / Interact with the real world
7. Invite friends
Tutorials in games are a classic example for this principle!
25. From zero to
hero with
Gamification
Source: Marvel comics Superman
• Practical examples and use cases
of Gamification
• Gamification and SharePoint
• Sample Gamification 3rd party
products for SharePoint
26. From zero to
hero with
Gamification
Use case eLearning
• Track and visualize earned skills of employees
• Use hyper available feedback loop principle to
visualize and bring transparency to progress
• Use leader boards for status and badges for
reward
• Give access to “advanced” content after reaching a
certain level
• Create tutorials for newbies (noobs), to learn
about company related information
• Use avatars to express progress and allow
individualization
27. From zero to
hero with
Gamification
Use case Project Management
• Gamifiy time and task reporting for project
members
• Give rewards for completed tasks / user stories /
whole projects
• Visualize project progress
• Past, present, Future
• My progress, team progress
• Use hyper available feedback loop principle to
boost project performance
28. From zero to
hero with
Gamification
Use case Intranet user Engagement
• Track and reward user activity in the Intranet
• Give privileged access to “hot” company related
content for engaged users
• Create onboarding tutorials for new employees
• Visualize employee effort throughout the intranet
• Visualize corporate network and influence through
score boards (e.g.)
29. From zero to
hero with
Gamification
Use case Metadata
• Status through metadata
• Metadata Hero 30 percent of all documents uploaded have high
quality metadata
• Metadata Superhero All uploaded documents have high quality
metadata
• Metadata Rockstar Filled in all documents with metadata in a
teamsite
• Metadata Archaeology Sent feedback about term sets to the
portal team
• Metadata Flashmobber Termsets have been extended by the
user directly
30. From zero to
hero with
Gamification
Use case MySite
• Gather Intranet activity on the MySite and
visualize it
• Visualize MySite completion in a progress bar
• Visualize reputation of user (how many comments
and liked posts, endorsements, etc.)
• Introduce company avatars and allow
individualization of them
• Intranet activities might result in receiving
customizations for company avatars
Source: lucentyami.devianart.com
31. From zero to
hero with
Gamification
SharePoint Social architecture
User Profile Service
Profile DB (per service)
Managed
metadata
Contend DB
(SiteCollection per user)
People and
tag
following
User
profile
properties
# tags Feed posts
Site and
document
following
Personal
storage
space
There’s plenty of data to work with available!
32. From zero to
hero with
Gamification
Gamifcation in “out of the box”
SharePoint
• Reputation system in the Community site
• Points per posted article (Standard 1 point)
• Points per posted reply (Standard 10 points)
• Popular thread or reply (Standard 20 points)
• Best reply (Standard 100 points)
• Rewards are configurable in the sites’ rewarding
system
33. From zero to
hero with
Gamification
Gamifcation today – Some examples
Every Check in counts!
34. From zero to
hero with
Gamification
Gamifcation today – Some examples
Nike+ running app. Run to reach the next level. With every level you reach, the
next level is harder to get.
35. From zero to
hero with
Gamification
Gamifcation today – Some examples
Red critter tracker:
A project
management tool
which rewards
project members
with badges once a
task is done!
36. From zero to
hero with
Gamification
Sample Gamification products for
SharePoint
37. From zero to
hero with
Gamification
Example Badgeville
Track and reward the following user behavior:
• Document Management (creating and contributing)
• Creating, editing, or contributing to a wiki page
• Starting or participating in a discussion thread
• Posting a comment on content (docs, wikis, blogs, discussion
threads)
• Viewing pages
• Rating content
• Voting on content
• Tagging content
• Employee collaboration
38. From zero to
hero with
Gamification
Gamifcation tomorrow?
Source: 2nd life
39. From zero to
hero with
Gamification
Source: Living and breathing the social workplace, by Daniel Kraft, NewsGator
On the bottom line…