For a project for Hyper Island and Greenpeae, we were asked to create a concept that offers an alternative to Greenpeace's petition activity at festivals.
This is the presentation of our final pitch.
Crafting digital stories. 6 tips for creating meaningful experiences through ...Valentijn Destoop
Craft a story that speaks to both the heart and mind. Generate ideas from diverse sources and collaborate with complementary talents to create memorable experiences. Master efficient workflows to focus on essential details, then seek feedback to improve the project before sharing it as an interesting press release that influences others. The opportunity is the one you have, so think big but start with small wonders.
This document provides an overview and summary of an artist's series exploring alcohol ink techniques on various papers and digital editing. The series titled "Xeri" reflects on environmental issues like drought and flooding during the pandemic. Each piece in the series aims to learn new Adobe Photoshop and Illustrator skills while integrating a drawing tablet. Small low-risk projects help the artist learn the software's different approaches and keyboard shortcuts. Images from the series include pieces on white and translucent paper along with digital variants exploring abstract forms, landscapes, and botanical themes.
This document introduces two digital games that can be useful for foreign language learning: Digital Compass and Hangmouse. Digital Compass is an interactive game that teaches digital citizenship skills by allowing players to take on the role of different characters and experience scenarios around making decisions in their digital lives. Hangmouse is a version of the classic Hangman word game where players guess letters to help a mouse get cheese before a cat catches it, helping children expand their vocabulary in an engaging way. Both games provide creative and fun methods for sparking reflection and learning language concepts.
This document provides instructions for making a Halloween hand monster craft in 6 steps: 1) draw a hand shape, 2) trace with black felt-tip pen, 3) cut out the shape, 4) cut additional black cardboard pieces for features, 5) add details with art supplies, and 6) write a Halloween message.
This document summarizes a writing journey with author Kate Messner. It discusses where ideas come from, the drafting process involving 14 drafts of one book, and two upcoming novels - Eye of the Storm set in 2050 about a tornado and The Star Spangled Setup. Christopher Silas Neal is mentioned as illustrating one of the books.
Crafting digital stories. 6 tips for creating meaningful experiences through ...Valentijn Destoop
Craft a story that speaks to both the heart and mind. Generate ideas from diverse sources and collaborate with complementary talents to create memorable experiences. Master efficient workflows to focus on essential details, then seek feedback to improve the project before sharing it as an interesting press release that influences others. The opportunity is the one you have, so think big but start with small wonders.
This document provides an overview and summary of an artist's series exploring alcohol ink techniques on various papers and digital editing. The series titled "Xeri" reflects on environmental issues like drought and flooding during the pandemic. Each piece in the series aims to learn new Adobe Photoshop and Illustrator skills while integrating a drawing tablet. Small low-risk projects help the artist learn the software's different approaches and keyboard shortcuts. Images from the series include pieces on white and translucent paper along with digital variants exploring abstract forms, landscapes, and botanical themes.
This document introduces two digital games that can be useful for foreign language learning: Digital Compass and Hangmouse. Digital Compass is an interactive game that teaches digital citizenship skills by allowing players to take on the role of different characters and experience scenarios around making decisions in their digital lives. Hangmouse is a version of the classic Hangman word game where players guess letters to help a mouse get cheese before a cat catches it, helping children expand their vocabulary in an engaging way. Both games provide creative and fun methods for sparking reflection and learning language concepts.
This document provides instructions for making a Halloween hand monster craft in 6 steps: 1) draw a hand shape, 2) trace with black felt-tip pen, 3) cut out the shape, 4) cut additional black cardboard pieces for features, 5) add details with art supplies, and 6) write a Halloween message.
This document summarizes a writing journey with author Kate Messner. It discusses where ideas come from, the drafting process involving 14 drafts of one book, and two upcoming novels - Eye of the Storm set in 2050 about a tornado and The Star Spangled Setup. Christopher Silas Neal is mentioned as illustrating one of the books.
Thanksgiving Party Ideas - Can You Pin the Missing Tail Feather on the Turkey?Ken Sapp
This document provides instructions for a Thanksgiving party game called "Pin the Tail Feather on the Turkey". Players are blindfolded and try to pin a cut-out turkey tail feather onto a picture of a turkey. Variations include pinning other turkey body parts like the snood or wattle. The document also advertises a "Holiday Collection" book with over 300 pages of ideas for celebrating various holidays.
These are my top takeaways from the 2011 PSFK conference in NYC and what these trends mean for the advertising industry and agencies.
BIG thanks to Vanessa Carney and Avin Narasimhan for sharing notes with me (I lost my notebook after the conference). Without your notes and subsequent blogs posts I definitely wouldn't have remembered half this stuff.
Alexander has a bad day and wants to move to Australia. The document instructs the reader to create a PowerPoint presentation for Alexander's mother, convincing her to let him move there. It should include information about Australia's location in relation to the equator, its climate and landscapes, and natural resources, drawing from an existing PowerPoint about where Australians live.
This document discusses game design and learning. It covers topics like flow and failure in games, procedural and interactive elements, learning curves, and how games can facilitate learning through frustration, failure, and curiosity. The document argues that fun and frustration in games are directly related to learning and that games are an effective way to both teach and learn.
Soapbox IDEALAB Movement Makers: Carl Atiya Swanson, Springboard for the ArtsRaise Your Share
IDEALAB presenter Carl Atiya Swanson oversees Springboard’s Creative Exchange program, which provides toolkits and other resources for artists. But the toolkits aren’t just for artists. They’re for community development work and can be used by artists, nonprofits, community developers and the government.
Becoming a Storyteller for the Design Process: Telling the Customer’s StoriesUXPA International
This document discusses how becoming a storyteller for the design process can help tell a customer's story. It explains that stories are important in design because they help understand customer needs when their full story is unknown. The document outlines the key elements of a story, including setting, characters, plot, and ending. It also discusses how artifacts and roleplaying can enhance telling a customer's story and bring it to life, providing examples of roleplaying tools and how to share stories within an organization.
This document provides an overview of a meeting discussing how digital games and play can be used to enhance learning. It includes quotes from various experts on topics like how gaming dominates the 21st century, how digital games are as compelling as the best video games, how today's students learn differently, and how learning and fun don't have to be mutually exclusive. The discussion focuses on how to design games that make learning critical rather than accessory, how to avoid making things boring, and how game designers hold influence over young minds and should use this power wisely.
Twister is a very simple game that can become very complicated as the players can easily get tied up in knots. Play a classic game of twister replacing the colored dots with Valentine's Day Hearts and phrases from Candy Conversation Hearts.
Slides I used during my talk at the Thessaloniki Game Developers Meetup.
Slide 8: https://www.youtube.com/watch?v=RowTMIJvos8&t=303s
Slide 13: https://www.youtube.com/watch?v=xlRgBvYFxTo
Slide 16: https://www.youtube.com/watch?v=0PCouoRALJE
Video Marketing - Going Viral - The Winning Formula- Novel Influence Dann Ball
Novel influence MD Dan Ball provides his insight to how to win over audiences and go viral.
Video marketing will never be the same again once you understand the potential of this formula.
The document discusses what can be learned from tabletop games. It defines the characteristics of a game as being fun, separate from everyday life, with uncertain outcomes, non-productive, governed by rules, and fictitious. It then lists several things that can be learned from games, including objectives, strategies, logic, creativity, numbers, public speaking, storytelling, perspective taking, and collaborative problem solving. It encourages the reader to go out and play games for these benefits.
This document discusses the importance of play for gifted students. It argues that play is essential for healthy brain development, creativity and innovation. It promotes giving students freedom to experiment, freedom to fail, freedom of identity and freedom of effort. Some key ideas discussed are normalizing failure, celebrating risk-taking, including identity play in the curriculum and allowing choice and self-directed effort. The overall message is that educators should make more space for play in gifted classrooms and programs.
Proyecto final de indagacion y pensamiento criticoCindy Vega Arce
Este documento describe un proyecto para motivar a los estudiantes a crear cuentos digitales utilizando la tecnología. Los estudiantes se dividirán en grupos para crear cuentos basados en valores como la solidaridad y la amistad. Usarán una herramienta en línea para crear escenas y personajes de sus cuentos, los cuales presentarán al resto de la clase. El objetivo es desarrollar la creatividad de los estudiantes y fomentar el hábito de la lectura a través de la tecnología
Neurobiologist's guide to mind manipulation 0.5Casey Watts
A useful-psychology double-whammy:
A) Developers are great systems thinkers. Surprise: your brain is a system too! Reframe frustration into accomplishment, and become a more effective and bubbly person using a frontal cortex feedback loop.
B) Want your team to be the happiest, most productive team around? Recent psychology research reveals one key attribute of the most successful teams, and it's within your influence.
Casey Watts ♡'s open communities, open communication, open software, open minds. He has set out on a quest to fill the world with happiness and bubbles. Lots of bubbles.
Spotlight.ly is a global community and co-working space for creators. It provides flexible workspaces, meeting rooms, and community events to help creators collaborate. Spotlight.ly crews facilitate connections between members and provide business support services. The goal is to build a "real" community that helps creators through physical and virtual interaction. Members can access resources from Spotlight.ly centers around the world to support their work.
The document defines the five tools that make up a promotion mix for communicating customer value: advertising, sales promotions, public relations, direct selling, and direct marketing. It provides details on each tool, including the channels and activities used. Advertising involves any sponsored presentation of ideas through channels like broadcast, print and internet. Sales promotions use incentives like discounts and coupons. Public relations builds relationships through favorable publicity. Personal selling involves direct representation through activities like sales presentations. Direct marketing directly connects with customers through mail, email, and catalogs.
Essay Elaborations on the concept of identitity from Huntington's -Who are we Julio Cepeda
1) The formation of American national identity was shaped by early British Protestant settlers who established core values like the English language, Protestant Christianity, and principles of self-governance. This identity was reinforced by race-based exclusion and expansion westward over centuries.
2) In the late 20th century, increased globalization, immigration from Asia and Latin America, and civil rights movements weakened the previously dominant conception of American identity. A divide emerged between more nationalist populations and increasingly cosmopolitan elites.
3) The 9/11 terrorist attacks marked a turning point, strengthening American nationalism and religious aspects of identity while increasing barriers against some immigration and multiculturalism. Similar impacts were expected in European national identities.
Une collaboration aisée en toute sécurité ? L'idéal, pour votre entreprise aussi ! Améliorez votre travail d'équipe grâce à Isabel 6.
Isabel 6 a été spécialement conçu pour des entreprises comme la vôtre. Isabel 6 est la
seule solution en Belgique qui vous permet de gérer vos transactions bancaires avec
l’ensemble de vos banques via un accès sécurisé unique. Et vous y intégrez vos
collaborateurs en fonction de leurs connaissances et responsabilités spécifiques. Dans Isabel 6, vous pouvez en effet partager un seul abonnement avec plusieurs personnes: les fonctionnalités uniques simplifient le travail et optimisent la collaboration mutuelle.
Este documento resume conceptos básicos de informática y tecnología. Define informática como el tratamiento automático de información por computadoras, y tecnología como los instrumentos y procedimientos usados en un campo. Explica la importancia de la informática y tecnología en la comunicación moderna. También define computadoras, hardware, software, y menciona cinco dispositivos de almacenamiento.
El poema describe a una joven y la invita a disfrutar de su juventud y belleza antes de que se marchite con la vejez. Usa metáforas de la naturaleza para describir su pelo rubio y su cuello, e insta a la chica a aprovechar su adolescencia antes de que aparezcan canas debido al paso del tiempo. Se trata de un soneto de catorce versos endecasílabos con rima asonante que transmite el mensaje renacentista de aprovechar el momento.
Daisy Morrison is an event designer, project manager, and producer who specializes in wedding production and event management. She has experience managing live events for companies such as Expedia and the London Film Museum as well as private events including a 400 person sit-down dinner and bar mitzvah. Her services include event organizing, design, staging, and DJ booth setup.
Thanksgiving Party Ideas - Can You Pin the Missing Tail Feather on the Turkey?Ken Sapp
This document provides instructions for a Thanksgiving party game called "Pin the Tail Feather on the Turkey". Players are blindfolded and try to pin a cut-out turkey tail feather onto a picture of a turkey. Variations include pinning other turkey body parts like the snood or wattle. The document also advertises a "Holiday Collection" book with over 300 pages of ideas for celebrating various holidays.
These are my top takeaways from the 2011 PSFK conference in NYC and what these trends mean for the advertising industry and agencies.
BIG thanks to Vanessa Carney and Avin Narasimhan for sharing notes with me (I lost my notebook after the conference). Without your notes and subsequent blogs posts I definitely wouldn't have remembered half this stuff.
Alexander has a bad day and wants to move to Australia. The document instructs the reader to create a PowerPoint presentation for Alexander's mother, convincing her to let him move there. It should include information about Australia's location in relation to the equator, its climate and landscapes, and natural resources, drawing from an existing PowerPoint about where Australians live.
This document discusses game design and learning. It covers topics like flow and failure in games, procedural and interactive elements, learning curves, and how games can facilitate learning through frustration, failure, and curiosity. The document argues that fun and frustration in games are directly related to learning and that games are an effective way to both teach and learn.
Soapbox IDEALAB Movement Makers: Carl Atiya Swanson, Springboard for the ArtsRaise Your Share
IDEALAB presenter Carl Atiya Swanson oversees Springboard’s Creative Exchange program, which provides toolkits and other resources for artists. But the toolkits aren’t just for artists. They’re for community development work and can be used by artists, nonprofits, community developers and the government.
Becoming a Storyteller for the Design Process: Telling the Customer’s StoriesUXPA International
This document discusses how becoming a storyteller for the design process can help tell a customer's story. It explains that stories are important in design because they help understand customer needs when their full story is unknown. The document outlines the key elements of a story, including setting, characters, plot, and ending. It also discusses how artifacts and roleplaying can enhance telling a customer's story and bring it to life, providing examples of roleplaying tools and how to share stories within an organization.
This document provides an overview of a meeting discussing how digital games and play can be used to enhance learning. It includes quotes from various experts on topics like how gaming dominates the 21st century, how digital games are as compelling as the best video games, how today's students learn differently, and how learning and fun don't have to be mutually exclusive. The discussion focuses on how to design games that make learning critical rather than accessory, how to avoid making things boring, and how game designers hold influence over young minds and should use this power wisely.
Twister is a very simple game that can become very complicated as the players can easily get tied up in knots. Play a classic game of twister replacing the colored dots with Valentine's Day Hearts and phrases from Candy Conversation Hearts.
Slides I used during my talk at the Thessaloniki Game Developers Meetup.
Slide 8: https://www.youtube.com/watch?v=RowTMIJvos8&t=303s
Slide 13: https://www.youtube.com/watch?v=xlRgBvYFxTo
Slide 16: https://www.youtube.com/watch?v=0PCouoRALJE
Video Marketing - Going Viral - The Winning Formula- Novel Influence Dann Ball
Novel influence MD Dan Ball provides his insight to how to win over audiences and go viral.
Video marketing will never be the same again once you understand the potential of this formula.
The document discusses what can be learned from tabletop games. It defines the characteristics of a game as being fun, separate from everyday life, with uncertain outcomes, non-productive, governed by rules, and fictitious. It then lists several things that can be learned from games, including objectives, strategies, logic, creativity, numbers, public speaking, storytelling, perspective taking, and collaborative problem solving. It encourages the reader to go out and play games for these benefits.
This document discusses the importance of play for gifted students. It argues that play is essential for healthy brain development, creativity and innovation. It promotes giving students freedom to experiment, freedom to fail, freedom of identity and freedom of effort. Some key ideas discussed are normalizing failure, celebrating risk-taking, including identity play in the curriculum and allowing choice and self-directed effort. The overall message is that educators should make more space for play in gifted classrooms and programs.
Proyecto final de indagacion y pensamiento criticoCindy Vega Arce
Este documento describe un proyecto para motivar a los estudiantes a crear cuentos digitales utilizando la tecnología. Los estudiantes se dividirán en grupos para crear cuentos basados en valores como la solidaridad y la amistad. Usarán una herramienta en línea para crear escenas y personajes de sus cuentos, los cuales presentarán al resto de la clase. El objetivo es desarrollar la creatividad de los estudiantes y fomentar el hábito de la lectura a través de la tecnología
Neurobiologist's guide to mind manipulation 0.5Casey Watts
A useful-psychology double-whammy:
A) Developers are great systems thinkers. Surprise: your brain is a system too! Reframe frustration into accomplishment, and become a more effective and bubbly person using a frontal cortex feedback loop.
B) Want your team to be the happiest, most productive team around? Recent psychology research reveals one key attribute of the most successful teams, and it's within your influence.
Casey Watts ♡'s open communities, open communication, open software, open minds. He has set out on a quest to fill the world with happiness and bubbles. Lots of bubbles.
Spotlight.ly is a global community and co-working space for creators. It provides flexible workspaces, meeting rooms, and community events to help creators collaborate. Spotlight.ly crews facilitate connections between members and provide business support services. The goal is to build a "real" community that helps creators through physical and virtual interaction. Members can access resources from Spotlight.ly centers around the world to support their work.
The document defines the five tools that make up a promotion mix for communicating customer value: advertising, sales promotions, public relations, direct selling, and direct marketing. It provides details on each tool, including the channels and activities used. Advertising involves any sponsored presentation of ideas through channels like broadcast, print and internet. Sales promotions use incentives like discounts and coupons. Public relations builds relationships through favorable publicity. Personal selling involves direct representation through activities like sales presentations. Direct marketing directly connects with customers through mail, email, and catalogs.
Essay Elaborations on the concept of identitity from Huntington's -Who are we Julio Cepeda
1) The formation of American national identity was shaped by early British Protestant settlers who established core values like the English language, Protestant Christianity, and principles of self-governance. This identity was reinforced by race-based exclusion and expansion westward over centuries.
2) In the late 20th century, increased globalization, immigration from Asia and Latin America, and civil rights movements weakened the previously dominant conception of American identity. A divide emerged between more nationalist populations and increasingly cosmopolitan elites.
3) The 9/11 terrorist attacks marked a turning point, strengthening American nationalism and religious aspects of identity while increasing barriers against some immigration and multiculturalism. Similar impacts were expected in European national identities.
Une collaboration aisée en toute sécurité ? L'idéal, pour votre entreprise aussi ! Améliorez votre travail d'équipe grâce à Isabel 6.
Isabel 6 a été spécialement conçu pour des entreprises comme la vôtre. Isabel 6 est la
seule solution en Belgique qui vous permet de gérer vos transactions bancaires avec
l’ensemble de vos banques via un accès sécurisé unique. Et vous y intégrez vos
collaborateurs en fonction de leurs connaissances et responsabilités spécifiques. Dans Isabel 6, vous pouvez en effet partager un seul abonnement avec plusieurs personnes: les fonctionnalités uniques simplifient le travail et optimisent la collaboration mutuelle.
Este documento resume conceptos básicos de informática y tecnología. Define informática como el tratamiento automático de información por computadoras, y tecnología como los instrumentos y procedimientos usados en un campo. Explica la importancia de la informática y tecnología en la comunicación moderna. También define computadoras, hardware, software, y menciona cinco dispositivos de almacenamiento.
El poema describe a una joven y la invita a disfrutar de su juventud y belleza antes de que se marchite con la vejez. Usa metáforas de la naturaleza para describir su pelo rubio y su cuello, e insta a la chica a aprovechar su adolescencia antes de que aparezcan canas debido al paso del tiempo. Se trata de un soneto de catorce versos endecasílabos con rima asonante que transmite el mensaje renacentista de aprovechar el momento.
Daisy Morrison is an event designer, project manager, and producer who specializes in wedding production and event management. She has experience managing live events for companies such as Expedia and the London Film Museum as well as private events including a 400 person sit-down dinner and bar mitzvah. Her services include event organizing, design, staging, and DJ booth setup.
Este documento discute la importancia de conocer los principios y su relación con la magia, religión y filosofía. Explica que los principios son constitutivos de los términos y relaciones en cada campo científico. También distingue entre principios de los términos, relaciones y operaciones. Finalmente, sugiere que esta concepción de los principios permite plantear nuevas preguntas sobre las ciencias.
Este documento describe las habilidades y competencias necesarias para el siglo XXI. Busca preparar a los ciudadanos con nuevas habilidades funcionales, como el uso de herramientas TIC, trabajo en grupos heterogéneos y auto-reflexión. También propone competencias propias del siglo XXI como el conocimiento del uso de las TIC. El objetivo es reformar la educación para desarrollar estas habilidades y competencias que permitan afrontar los desafíos de la vida real.
Noon Studio is a sustainable fashion brand founded in 2015 with a non-seasonal, non-trend approach. The lookbook was photographed by Juan Ochoa and styled by DaEun Lee with makeup by Zoe Zeyang featuring models Noemi Gunea and Veronika Antonina. It showcases Noon Studio's 2015 collection including draped dresses, asymmetric pants, and tops made from materials like silk, wool, and cotton promoting a sustainable mindset of buying fewer, higher quality clothing pieces.
PT Karya Unggul Abdi Swadesi is a branding and printing company formed in 2008 that has expanded to offer various business services and products. It aims to be a leading brand domestically and overseas through creative ideas and concepts. The company focuses on branding, printing, and integrated marketing communications. It prides itself on creativity and reliability in working with clients across industries like education, consumer goods, and others.
This document describes an ETL job that reads files from an input folder, processes the files, and writes the data to a database table. The job runs hourly via a cron job and consists of steps to configure parameters, check the database and log files, process individual files, and send notifications. The files and logs are stored in specified directories and configurations are saved in an XML file.
10T Dual-voltage Low Power SRAM Project ReportJie Song
This document describes a proposed 10T low power SRAM bit cell. It compares the proposed 10T cell to a conventional 6T cell. The 10T cell has higher read and write stability at low voltages and lower power consumption. Simulation results show the 10T cell has faster write time, lower write power, and similar read power and static power compared to the 6T cell. The document also describes the layout and peripheral circuits used to implement the 10T SRAM, including the clock generator, sense amplifier, and decoding circuits. Post-layout simulation results meeting timing requirements are presented.
La comptabilité intelligente avec Isabel 6Isabel Group
Effectuer vos paiements vous prend du temps. Et le temps, c’est de l’argent. Isabel 6 vous permet d’économiser l’un et l’autre et vous simplifie la vie grâce à une intégration complète avec votre logiciel de comptabilité. Vous avez donc plus de latitude pour vous consacrer à d’autres tâches importantes. Et avec un logiciel de comptabilité plus intelligent, vous obtenez de meilleurs résultats.
Este documento describe las habilidades y competencias del siglo XXI que se necesitan para preparar a los ciudadanos para el trabajo efectivo y responder a las necesidades sociales y económicas. Estas incluyen habilidades funcionales como el uso de herramientas TIC, la interacción en grupos heterogéneos y la autorreflexión, así como competencias propias del siglo XXI como el conocimiento del uso de las TIC. El documento también discute la necesidad de seleccionar y definir competencias e implementar programas de evaluación de estudiantes.
This document summarizes a presentation about cloud native networks and Romana cloud native SDN. It discusses how cloud native applications have different network requirements than traditional enterprise applications. Specifically, cloud native apps don't need layer 2 networks. Romana proposes a layer 3 isolation and multi-tenancy model that embeds tenant and segment IDs in IP addresses, simplifying network deployment and eliminating the need for overlays. Segment IDs can map directly to microservices, allowing for transparent service insertion and chaining across local and hybrid cloud deployments. The Romana project provides an open source cloud native SDN implementation of this approach.
Rosie Paulissen has an MSc in Design for Interaction from Delft University of Technology. Her focus is on user experience and context of use. She has experience designing products like AudioPlay, an interactive playground; Majesty, a coffee machine interface; FestiMate, a smart festival wristband; and Goodnight!, bedside panels for hostel travelers. She also conducted research projects on topics like the daily life of small business owners and using digital tools for context mapping. Her graduation project was Kjoepie!, a system to encourage children with cerebral palsy to use their affected hand through sensory cues and rewards.
This document discusses the benefits of offering gaming programs at libraries. It provides examples of how the Columbus Metropolitan Library system implemented gaming programs that attracted over 20,000 teen visits. The gaming programs helped foster literacy by connecting teens to books and increased social engagement for immigrant teens. Staff found gaming was easy to facilitate and helped build relationships with new patrons.
This document discusses the concept of an experiential augmented reality (AR) social media platform called "seed+". It describes seed+ as a tool for sharing ideas and creative works, as well as interacting with and building upon the ideas of others. The document outlines some of seed+'s proposed features, such as posting idea seeds, brainstorming with others, and connecting ideas to form "flower mindmaps". It also discusses how seed+ could be used as an interactive diary to record one's life and experiment with designing their experiences. The overall aim of seed+ presented is to empower users as creators and help cultivate more ideas that could positively impact the world.
Play isn’t just about having fun, it can also be really powerful – for all sorts of reasons. That’s why this 11 June is a day for every child and inner child in the UK to come out and play.
Image is Everything: Exploring Critical Thinking Through Visual Literacies BLC15Amy Burvall
***Please note videos will not play
From cave walls to Facebook walls we have always embraced visual communication. Dual coding theory of cognition (Paivio, 1971), reiterates the importance of visual imagery in respect to our thinking processes - that in fact we need visual language in addition to verbal or text-based coding of stimuli. With the changing media landscape, our streams, memes, and zines have exploded with imagery, ushering in a need for visual literacy skills. We are quickly moving from images as decoration and augmentation to images as sole content and communication tool. We have some false beliefs about visual language - that it is equated with “art”, requiring “talent” from “creative types” - and therefore it is unfortunately often not overtly taught and practiced in schools. Technology has affected knowledge in such a way as to diminish the value of “raw” information and increase the value of sense-making, as well as chip away at attention spans, sparking a need for distillation of complex ideas. Images can essentialize the cumbersome in beautiful ways. They have a “stickiness” for the viewer and challenge the critical thinking of the creator.
This hands-on session will explore the “Whys” of visual literacy and offer participants an opportunity to tinker and play with:
iconography and metaphorical thinking
pictograms, “Shortology”, emoji, meme stories, and gifs
graphic design, graphic facilitation, infographics and sketchnotes
photography, cinemagrams (moving photos)
icon-based annotations and marginalia
using images to leverage CVs, social media, and presentations
We’ll experiment with ways to use visual language for personal knowledge management, amplification of knowledge and creative work, critical thinking, social interaction (conversation), and other forms of creative and intellectual expression.
Playing catch-up: games and play in the wider culture and in the libraryPhilip Minchin
Play and games are set to be the media of the 21st Century in the same way audiovisual media were of the 20th. But libraries have largely ignored the tremendous importance (and potential) of these new media, making little to no effort to include them in collections except as they do so easily, and even ignoring games that come in book form. There has been little effort to curate games and play, cultivate deeper and broader critical appreciation in the public, or even apply accurate taxonomies. (And if you know librarians, that really says something about the size of the blind spot!)
This presentation, delivered at the Australian Library & Information Association's 7th New Librarians' Symposium (ALIA's NLS7), outlines the foundational reasons why games and play actually matter a lot more than our culture likes to think, and especially to libraries; it also offers some pointers for making this case to existing library institutions, and how to negotiate a system that is almost completely blind to the value of play.
Presented at FITC Toronto 2016
See details at www.fitc.ca
Overview
The dreaded moment: you feel stagnant, creatively uninspired, maybe even, dare I say it… burnt out? Whether it’s a result of long hours or boredom through familiarity, being blocked can be disheartening —something we all experience in varying degrees. How can you bounce back from a creative block as a developer? How can you re-discover your own motivation and desire to make work that interests you?
This session will propose ideas and strategies to ban your inner critic and to embrace your inner 5 year old to stomp through creative blocks. We will look at the output of some of these ideas a from slightly burnt out developer – from programming experiments to mentoring initiatives.
Objective
Inspire attendees to find ways to keep their technical skills fresh by employing fun in their every day practice.
Target Audience
Developers and Designers looking for ways to re-discover motivation, and find ways to express what they want to say.
Five Things Audience Members Will Learn
How to identify the feeling of being burnt out
How to create a schedule that encourages play
How to get buy in from your employer
How to get work doing things you like
How to face the mundane stuff you need to do on a day to day
Ingredient n°5 Humour for brands (and not just in advertisement)patriciagl
This document summarizes Patricia Gallot-Lavallée's motivation for writing the book "Six ingredients that create fans". She realized she wanted to focus her career on designing experiences that generate positive emotions for people, rather than just usability. She embarked on a research project to study what creates intense fandom and devotion for certain products, experiences, etc. Over three weeks of intensive research involving collecting examples, pattern recognition, and free-flowing ideas, she identified six key ingredients that turn normal people into "screaming fans". This book aims to share those ingredients to help more things in the world create that wonderful feeling of "J'adooore".
This document discusses the challenges of digital changes and social changes. It covers two upcoming sessions on humans and machines. It then provides biographical information about the author as a senior advisor, investor, and speaker. The document discusses how the future of business involves letting go and various quotes on embracing change. It covers how young children are already internet users and how the world changes daily. The overall message is that the only constant is change.
This document provides an overview of various web 2.0 tools and images that can be used to enhance lessons and promote student interaction and creativity. It discusses tools for creating blogs, animations, comic strips, magazines, and newspapers. It also encourages using one's imagination by describing scenarios like being a flower or gazing from a window. The document concludes by thanking the Images4Education team and requesting feedback.
One of the four inspiring keynote presented during the VISITBRUSSELS Week.
Melissa tells us about how to create a strong message that bring people together!
AI is the new buzzword, everybody is talking about it and how it will change and influence our lives. When we talk about AI we talk about machines learning from data, exactly like a child is learning from his/her family or the experiences he/she makes. Humans though, while they grow up, can develop biases. Could this happen to an AI too? Starting from a real story, what would happen if a machine learning algorithm learns from a toys catalog?
UniquleU Events by Sheila began in 2003 hosting children's parties out of the founder's garage. Over the past decade, the business has grown to host over 100 events and provide custom gifts and boxes. The founder found her passion for creativity through experiences in school and sees giving back to the community as an important part of the business. Testimonials show how UniquleU's unique and personalized style have made events memorable for clients. The business continues to improve and the founder is excited to see where it will go in the future.
Accessible Games | blind ready, social and educational activitiesNazzareno Giannelli
An introduction to our innovative products.
"We believe in a future where games are not a distraction, but a valuable alternative to traditional education, a powerful weapon against discrimination and isolation."
Giochi Accessibili is an italian startup developing game actrivities playable also by blind and visually impaired people.
The document discusses various aspects of digital storytelling. It touches on how storytelling can be used in museums to engage audiences, bridge cultural heritage to the present, and encourage co-creation of narratives. It provides examples of different storytelling tools that can be used both digitally and non-digitally, such as narrative flow, copywriting, drama/tension, visuals, games, VR/AR, social media, and activities. It also discusses principles of good storytelling like focusing on people, passion, and interactive story arcs.
Similar to Greenpeace pitch - Google Cardboard Experience (20)
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Revolutionizing the Digital Landscape: Web Development Companies in Indiaamrsoftec1
Discover unparalleled creativity and technical prowess with India's leading web development companies. From custom solutions to e-commerce platforms, harness the expertise of skilled developers at competitive prices. Transform your digital presence, enhance the user experience, and propel your business to new heights with innovative solutions tailored to your needs, all from the heart of India's tech industry.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
6. How might we… connect
Greenpeace & potential
supporters?
7. How might we… bring global
issues close to home?
Meet Ilse. She is 28, very easy
going, open-minded & energetic.
Ilse is currently having fun with her
friends at the Hemeltjelief festival.
8. While walking around and
exploring the festival, Ilse notices a
stand she hasn’t seen before
9. In the tent Ilse sees a silent-disco-
like environment. She is very
intrigued and goes to try out the
experience with her friends.
10. At the stand Ilse receives Google
Cardboard (virtual reality) glasses.
She scans the QR code printed on
it and downloads the experience
on her phone.
11. Ilse puts her phone in the
Cardboard, puts the headphones
on and presses play.
13. The experience is an interactive
game that tells the story of an Inuit
who experiences environmental
change near his home.
14. After playing the game Ilse feels
empathy for what is happening so
far away from her. She is inspired
to do something about it but
doesn’t know what.
15. Ilse loved the experience and
wants to share it with her friends at
home. She notices that she can
buy the Google Cardboard on the
spot and part of the profits go to
the global issue she just
experienced.
16. Ilse buys the glasses and on the
way out the person at the stand
tells her that she can start using
them right away. There is a 360
life stream and she can see what
happens behind the scenes at the
festival. All Ilse needs to do is sign
up with her email.
17. #polarshare
At home Ilse films her little sister in
the experience and shares it on
social media.
19. Where is Greenpeace?
“What if Greenpeace could
have really nice campaign
that doesn't have their
label on it but if the content
is really good….?”
“If you present it in a kind of
a Greenpeace stand then
that also puts people off.”
* all quotes are derived from our research
21. Why game?
“Why don’t you make it a
game?”
“So, there should be some
kind of a game element in
there, because this is not
really reusable.”
* all quotes are derived from our research
23. Buying GC & donating?
“I’d love to have something
tangible afterwards?”
“if you donate, with like
along…” with the buying?
“definitely more tempting”
* all quotes are derived from our research
“Well that’s an extra
motivation”
“That would enhance the
donation factor”
“OMG of course! Then I’d
pay 20 euros!”