The document discusses an experimental study on applying gamification techniques to team design thinking processes. It describes using a game called "Manito" where participants secretly observed and designed for each other, sharing insights on social media. Workshops guided participants through design thinking stages of exploring problems and creating prototypes. A survey evaluated outputs on storytelling, sketches, ideas, and attractiveness. Statistical analysis found measures like pins, likes, followers and followings correlated to iterative participation, supporting gamification and social media as effective tools for collaborative design processes.
The course was about how to implement user centered design in organizations. It was part of the Master degree program in Business with orientation in User Centered Design. Laurea University of Applied Sciences.
The Influence of Social Affordance on Collective Creativity Emerged via Smart...Junie Kwon
[KMIS 2014 Fall Conference] Session E1 : Knowledge Management and Creativity 9:00 am -10:30 am, 12th Nov. @ KOFST(The Korean Federation of Science and Technology Societies)
"The Influence of Social Affordance on Collective Creativity Emerged via Smart Platforms: Case Study of User Experience Modelling in Ecological Approach"
Beyond Co-design. How open collaboration formats can enhance your design proc...johanna kollmann
Open collaboration formats offer insights on how to engage, collaborate and bring ideas. This talk, presented at EuroIA 2010 (http://www.euroia.org/Programme.aspx) explores how co-creation formats like hackdays or design challenges can be used to enhance a co-design process, involving (lead) users, colleagues or clients.
This is the 4rd (fourth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss how to use different data visualization techniques to facilitate decision making
Undeniably 2020 has been an unpredictable year. This originated some creativity for innovation as much as adaptation and acceleration of existent ideas.
Every so often at Cocoon we feel the need to review these technologies and approaches and filter what we feel is relevant for us and our clients into a document that we share internally and externally.
This year we gave this document a linear context: Digital Global Humanism.
Up until recently people were the central focus in digital businesses and ecosystems.
Businesses started by embracing humanism to achieve their results and to enable clients to access their products in the easiest ways possible.
But now we also need to remind people about their own responsibility for the Earth. We added this to our process of business transformation.
TMA World Mindline Reappraising the Collaborative Benefits of Social Media in...TMA World
New social and collaborative technologies are rapidly changing workplace communication and disrupting internal organizational culture.
Approaches to creating borderless connectivity and collaboration will vary enormously between and within companies and industries. What works for one company will not necessarily work for another – but the fundamental mind and skill sets required to facilitate effective collaboration are human and all pervasive.
This presentation offers best practice advice for communicating effectively through social media and collaborative technologies in the workplace.
For more information, contact us: enquiries@tmaworld.com
Assessing the User Experience (UX) of Online Museum Collections: Perspectives...craigmmacdonald
Studies show that online museum collections are among the least popular features of a museum website, which many museums attribute to a lack of interest. While it’s certainly possible that a large segment of the population is simply uninterested in viewing museum objects through a computer screen, it is also possible that a large number of people want to find and view museum objects digitally but have been discouraged from doing so due to the poor user experience (UX) of existing online-collection interfaces. This paper describes the creation and validation of a UX assessment rubric for online museum collections. Consisting of ten factors, the rubric was developed iteratively through in-depth examinations of several existing museum-collection interfaces. To validate the rubric and test its reliability and utility, an experiment was conducted in which two UX professionals and two museum professionals were asked to apply the rubric to three online museum collections and then provide their feedback on the rubric and its use as an assessment tool. This paper presents the results of this validation study, as well as museum-specific results derived from applying the rubric. The paper concludes with a discussion of how the rubric may be used to improve the UX of museum-collection interfaces and future research directions aimed at strengthening and refining the rubric for use by museum professionals.
Presented at the 2015 Museums and the Web conference in Chicago IL.
Slides used by Vincenzo Di Maria, Commonground, during the module "Design Thinking and Design driven approaches for Manufacture 4.0 and Social Innovation" of the course "Design Driven Strategies for manufacture 4.0 and social innovation". The course is promote by the University of Florence DIDA, LAMA Development and Cooperation Agency and CSM Centro Sperimentale del Mobile.
Emerging shifts in customer consciousness, cultural, economic and technological trends
related to sustainability are forcing brands to think differently. Conscious customers with their money and power determine the path brands have to take.
The significance and popularity of behavior change content becomes more considerable
as sustainable advocates such as Sustainable Brands and triplepundit have a special section on behavior change. The common point among all these articles is the future of innovation is behavior change, changing consumer perception.
Therefore, this study focuses on guiding principles for brands to empower customers in adopting sustainable behaviors by creating meaningful experiences for them.
Designer believes creating meaningful experiences requires innovative engagement and valuable relationships between users and products.
This is the 5th (fifth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss the different design artifacts typically produced during the ideation stage
The course was about how to implement user centered design in organizations. It was part of the Master degree program in Business with orientation in User Centered Design. Laurea University of Applied Sciences.
The Influence of Social Affordance on Collective Creativity Emerged via Smart...Junie Kwon
[KMIS 2014 Fall Conference] Session E1 : Knowledge Management and Creativity 9:00 am -10:30 am, 12th Nov. @ KOFST(The Korean Federation of Science and Technology Societies)
"The Influence of Social Affordance on Collective Creativity Emerged via Smart Platforms: Case Study of User Experience Modelling in Ecological Approach"
Beyond Co-design. How open collaboration formats can enhance your design proc...johanna kollmann
Open collaboration formats offer insights on how to engage, collaborate and bring ideas. This talk, presented at EuroIA 2010 (http://www.euroia.org/Programme.aspx) explores how co-creation formats like hackdays or design challenges can be used to enhance a co-design process, involving (lead) users, colleagues or clients.
This is the 4rd (fourth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss how to use different data visualization techniques to facilitate decision making
Undeniably 2020 has been an unpredictable year. This originated some creativity for innovation as much as adaptation and acceleration of existent ideas.
Every so often at Cocoon we feel the need to review these technologies and approaches and filter what we feel is relevant for us and our clients into a document that we share internally and externally.
This year we gave this document a linear context: Digital Global Humanism.
Up until recently people were the central focus in digital businesses and ecosystems.
Businesses started by embracing humanism to achieve their results and to enable clients to access their products in the easiest ways possible.
But now we also need to remind people about their own responsibility for the Earth. We added this to our process of business transformation.
TMA World Mindline Reappraising the Collaborative Benefits of Social Media in...TMA World
New social and collaborative technologies are rapidly changing workplace communication and disrupting internal organizational culture.
Approaches to creating borderless connectivity and collaboration will vary enormously between and within companies and industries. What works for one company will not necessarily work for another – but the fundamental mind and skill sets required to facilitate effective collaboration are human and all pervasive.
This presentation offers best practice advice for communicating effectively through social media and collaborative technologies in the workplace.
For more information, contact us: enquiries@tmaworld.com
Assessing the User Experience (UX) of Online Museum Collections: Perspectives...craigmmacdonald
Studies show that online museum collections are among the least popular features of a museum website, which many museums attribute to a lack of interest. While it’s certainly possible that a large segment of the population is simply uninterested in viewing museum objects through a computer screen, it is also possible that a large number of people want to find and view museum objects digitally but have been discouraged from doing so due to the poor user experience (UX) of existing online-collection interfaces. This paper describes the creation and validation of a UX assessment rubric for online museum collections. Consisting of ten factors, the rubric was developed iteratively through in-depth examinations of several existing museum-collection interfaces. To validate the rubric and test its reliability and utility, an experiment was conducted in which two UX professionals and two museum professionals were asked to apply the rubric to three online museum collections and then provide their feedback on the rubric and its use as an assessment tool. This paper presents the results of this validation study, as well as museum-specific results derived from applying the rubric. The paper concludes with a discussion of how the rubric may be used to improve the UX of museum-collection interfaces and future research directions aimed at strengthening and refining the rubric for use by museum professionals.
Presented at the 2015 Museums and the Web conference in Chicago IL.
Slides used by Vincenzo Di Maria, Commonground, during the module "Design Thinking and Design driven approaches for Manufacture 4.0 and Social Innovation" of the course "Design Driven Strategies for manufacture 4.0 and social innovation". The course is promote by the University of Florence DIDA, LAMA Development and Cooperation Agency and CSM Centro Sperimentale del Mobile.
Emerging shifts in customer consciousness, cultural, economic and technological trends
related to sustainability are forcing brands to think differently. Conscious customers with their money and power determine the path brands have to take.
The significance and popularity of behavior change content becomes more considerable
as sustainable advocates such as Sustainable Brands and triplepundit have a special section on behavior change. The common point among all these articles is the future of innovation is behavior change, changing consumer perception.
Therefore, this study focuses on guiding principles for brands to empower customers in adopting sustainable behaviors by creating meaningful experiences for them.
Designer believes creating meaningful experiences requires innovative engagement and valuable relationships between users and products.
This is the 5th (fifth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss the different design artifacts typically produced during the ideation stage
Authentic Brands, Design Thinking and Wicked ProblemsOpus Creative
What is an authentic brand? How can Design Thinking help your organization tackle wicked problems ? This brief presentation is from a talk Keith Gerr gave at the University of Oregon's Digital Arts and Product Design Program. The class is taught by Zara Logue, Adj Asst Professor/Design Community Liaison
Gamification how to gamify learning and instruction, Part 3 (of 3)Katrin Becker
‘Gamification’ - the use of game elements in non-game contexts - has rapidly become one of the current hottest trends. This presentation presents an overview of what gamification is and isn’t, and reports on the author’s experiences using this approach in a graduate level education class as well as the early results of a comparison between gamified and non-gamified sections of a freshman introduction to computers course. In the current course, the non-gamified sections employ a fairly standard structure that includes various assignments spread out throughout the term, various in-class activities, and both a midterm and final exam. The gamified section organizes all student work into various quests worth from 10 to 200 ‘experience points’ (XP), most of which have no set deadlines. While the quests are effectively equivalent in grade weight to the assignments of the more traditional sections, students in the gamified section start off with a score of zero (0) and every quest they submit contributes to their final grade cumulatively. A final score of 1000 is equivalent to 100%, but the total number of possible XP is 1435. All quests were made available to students at the beginning of term; some could be repeated for XP and included a variety of ‘guild’ (group) quests and ‘solo’ quests; and many quests could be repeated to earn additional XP. The presentation will provide some background on gamification, detail the course structure, highlight early successes and failures, and conclude with strategies for incorporating meaningful gamification in other courses.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
툴킷에 대해 - IDEO
IDEO에서 우리는 압도적으로 복잡한 챌린지를 수년 간 경험하면서 유사한 프로세스, 방법, 도구 등을 사용해 왔습니다. 우리는 디자인사고가 어떻게 우리를 다음 단계에 도달할 수 있도록 도움을 주는가에 대해 자주 경험을 하였습니다. 전 세계의 교육분야에 디자인사고가 어떻게 영향을 주는지 확인하는 것은 우리를 매우 흥미롭게 합니다. 리버데일 지역 학교(Riverdale Country School)의 교사들은 그들의 교실과 학교에서 챌린지를 해결하기 위해 디자인프로세스를 적용하기 시작했습니다. 그리고, 더 많은 사람들과 이 프로세스를 공유하기 위해 우리는 그들과 함께 이 툴킷을 개발하였습니다.
* IDEO는 1978년 David M. Kelley 스탠포드대학 제품디자인과 교수에 의해 설립되어 22년만에 3천여 디자인 프로젝트를 수행하였고, 전 세계적으로 8개의 지사를 운영하면서 현재 600여명의 직원들로 이루어진, 세계 디자인을 선도하는 미국의 대표적 디자인컨설팅회사입니다.
번역자의 글 :
이 책은 디자인사고를 교육현장에 창의적으로 적용한 경험을 바탕으로 개발된 툴킷을 담고 있습니다. 디자인의 과정이 창의적 문제해결에 많은 도움이 된다는 사실이 점차 확산되고 있으며, 이에 따라 창의성이 가장 필요한 교육현장에 디자인사고를 도입하는 것은 너무도 당연한 일이라고 할 수 있습니다. 이 툴킷은 학교 교과과정, 교육공간, 교육 관련 도구와 시스템에 이르기까지 다양하게 활용이 가능하며, 그 잠재적 가능성은 무한하다고 할 수 있습니다. 창의성이 교육의 가장 중요한 핵심 역량으로 주목을 받고 있는 이 때, 디자인사고를 통한 교육 현장의 의미있는 변화가 앞으로 기대된다고 할 수 있습니다. 한국어 번역본을 위해 많은 분들이 무보수로 참여하여 주셨으며, 이 책은 현재 진행형입니다. 이 책의 번역 상의 오류나 발전적 제안은 언제든지 환영하며, 정의철(jech@yonsei.ac.kr)에게 연락하여 주시기 바랍니다. 이를 바탕으로 우리나라 교육 현장에서 보다 창의적 실천들이 이루어져서, 한국의 많은 사례들이 앞으로 소개되기를 기대해 봅니다.
툴킷 번역
정의철 연세대학교 생활디자인학과 인간중심통합디자인연구실(HCID LAB.) 교수
김은정 동서대학교 디자인전문대학원 초빙교수
워크북 번역
정의철 연세대학교 생활디자인학과 인간중심통합디자인연구실(HCID LAB.) 교수
이명호 (사)창조경제연구회 상임이사
감수
홍성욱 적정기술 미래포럼
출판기획
이재용, 송영일 (주)피엑스디
편집
김소망 (주)피엑스디
출처 : 연세대학교 생활디자인학과 인간중심통합디자인연구실 페이스북그룹
https://www.facebook.com/groups/HCIDLABS/files/
교육자를 위한 디자인사고 툴킷 2.0 http://www.slideshare.net/sdnight/20-ideo
교육자를 위한 디자인사고 워크북 2.0 http://www.slideshare.net/sdnight/20-ideo-40468409
Updated for the Vista UX/UI Summit in Dallas, TX
You can view a video of this presentation here: https://www.youtube.com/watch?v=NfASJamxjy4
User Experience has a direct impact on your bottom line, and it’s about time we start telling execs in their own language. I’m sure many of you spend a good amount of time evangelizing what it is that you do, and the value it adds. Over the past 15 years I’ve introduced User Experience to everyone from CEOs to developers — using storytelling, metrics, and case studies you can prove without a doubt the value that you bring.
In this talk I’ll explain what metrics to track, how to position your work, and stories where User Experience directly effected the bottom line.
Ws Facilitating the group design thinking processAnna Ploskonos
Workshop "Facilitating the group design thinking process" at the IAF Europe MENA conference http://facilitationreloaded.com/ in Copenhagen, Denmark, by Anna Ploskonos and Daniel Osterwalder, 3-5 October, 2014. Questions addressed: WHY do we need A FACILITATOR in the design process? HIS/HER ROLE in this process? WHAT DO FACILITATORS DO in the design process, ACTUALLY?
THEIR TASKS? WHICH PROFESSIONAL SKILLS, KNOWLEDGE AND ATTITUDES do facilitators need?
Game On: Everything you need to know about how games are changing the worldJeremy Johnson
Gaming is at a tipping point, never before have games effected our day-to-day lives in such a substantial way. From entertaining yourself on the subway with Angry Birds, to solving the world's greatest problems - gaming is quickly becoming a mainstream way to explore, communicate, connect, and work.
With "Game On" Jeremy Johnson will take you on a tour of gaming trends - which includes everyone's favorite gaming buzz words: gamification, gameful, game layer, gamestorming, game mechanics, gameplay, game theory and good old video games. How's that for a extra helping of games? Let's top it off with a Call of Duty deathmatch - who's game?
This presentation was given at Big Design 2011 in Dallas Texas. #bigd11
Design Thinking Workshop
an introduction to MBA Students at HEC Montréal, QC, Canada
Key Note - Why we need to change how we solve problems
What is Design Thinking, how is it applied, what are the key success factors
In Practice - a vision for 2025 of e-commerce
Design Thinking & Innovation Games : Presented by Cedric MainguyoGuild .
Accelerate Innovation: Learn why it matters and how it’s done.
Design Thinking can be used to design products, user experiences, corporate strategy or public services… Innovation Games, whose primary intent is not pure entertainment, can be applied to a broad spectrum of areas like training, hiring, generating new ideas, gathering feedback about a product or change management… The list goes on.
An increasing number of organizations have realized the enormous potential of human-centered and playful approach to innovation design and development. The growing success of Agile methods, which put a strong emphasis on people interactions, on fun and on building a creativity-friendly environment, have made Design Thinking and Innovation Games even more popular.
Presentation on Innovation Games ™ - What are Innovation Games and for what you can use them... Questions over questions... ;-)
Here you get the answers!
GAME ON! Integrating Games and Simulations in the Classroom Brian Housand
Brian Housand, Ph.D.
brianhousand.com
@brianhousand
GAME ON! Integrating Games and Simulations in the Classroom
It is estimated that by the time that today’s youth enters adulthood that they will have played an average of 10,000 hours of video games. By playing games, research suggests that they have developed abilities related to creativity, collaboration, and critical thinking. Come explore the history of games and simulations in the classroom and investigate ways that current games and simulations in digital and non-digital formats can be meaningfully and purposefully integrated into your learning environment.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Optimize Customer Experiences with Design ThinkingJared Hill
If you are looking to generate engaging digital experiences but are unsure where to begin, leveraging the knowledge within your organization is a good starting point. However, information is typically dispersed across the company in silos. Different business units often have their own vernacular. Design thinking provides a common language. It’s a customer-centric approach to problem solving that is both creative and practical.
Industry leaders have been using design thinking methodology to work with cross-functional and multidisciplinary teams to create innovative customer journeys. Learn how in our recorded webinar, Optimize Customer Experiences with Design Thinking.
You will learn:
• Why leverage design thinking
• How to successfully lead a remote workshop
• How to document winning customer journeys
• How to map desired experiences in Signavio for builders
If you are looking to generate engaging digital experiences but are unsure where to begin, leveraging the knowledge within your organization is a good starting point. However, information is typically dispersed across the company in silos. Different business units often have their own vernacular. Design thinking provides a common language. It’s a customer-centric approach to problem solving that is both creative and practical.
Industry leaders have been using design thinking methodology to work with cross-functional and multidisciplinary teams to create innovative customer journeys. Learn how in our recorded webinar, Optimize Customer Experiences with Design Thinking.
You will learn:
• Why leverage design thinking
• How to successfully lead a remote workshop
• How to document winning customer journeys
• How to map desired experiences in Signavio for builders
Global Redirective Practices: an online workshop for a clientSean Connolly
This slidedeck is an exhaustive report consisting of research in sociological literature, user research in focus groups, competitive analysis of similar tools, and, designing for a client with no money and no technical ability.
[Because this was a presentation, much of the information is supplied by the presenter. Critical information of the presentation has been added to the slide deck as 'Notes:']
The UX Design Process consists of five key phases: Product Definition, Research, Analysis, Design, and Testing.
For more details, visit : https://mitidinnovation.com/recreation/ux-design-process/
24 Hours of UX, 2023: Preventing the FutureJoshua Randall
On our current trajectory, the future of UX design will look much like the present, only worse. The gold rush mentality towards UX design as a “career” combined with Gresham’s Law (“bad money drives out good”) applied to design combined with automation from software platforms means we are increasing the pace at which bad designs proliferate. In this talk Joshua Randall will cite data from larger research companies like Baymard and Nielsen Norman Group as well as draw on examples from his career to paint a picture of the coming dystopia.
Design Thinking Comes of AgeThe approach, once.docxdonaldp2
Design
Thinking
Comes
of Age
The approach, once
used primarily in product
design, is now infusing
corporate culture.
by Jon Kolko
ARTWORK The Office for Creative Research
(Noa Younse), Band, Preliminary VisualizationSPOTLIGHT
66 Harvard Business Review September 2015
SPOTLIGHT ON THE EVOLUTION OF DESIGN THINKING
HBR.ORG
There’s a shift under way
in large organizations,
one that puts design
much closer to the
center of the enterprise.
Focus on users’ experiences, especially
their emotional ones. To build empathy with
users, a design-centric organization empowers em-
ployees to observe behavior and draw conclusions
about what people want and need. Those conclu-
sions are tremendously hard to express in quanti-
tative language. Instead, organizations that “get”
design use emotional language (words that concern
desires, aspirations, engagement, and experience)
to describe products and users. Team members
discuss the emotional resonance of a value propo-
sition as much as they discuss utility and product
requirements.
A traditional value proposition is a promise of
utility: If you buy a Lexus, the automaker promises
that you will receive safe and comfortable trans-
portation in a well-designed high-performance ve-
hicle. An emotional value proposition is a promise
of feeling: If you buy a Lexus, the automaker prom-
ises that you will feel pampered, luxurious, and af-
fluent. In design-centric organizations, emotion-
ally charged language isn’t denigrated as thin, silly,
or biased. Strategic conversations in those compa-
nies frequently address how a business decision or
a market trajectory will positively influence users’
experiences and often acknowledge only implicitly
that well-designed offerings contribute to financial
success.
The focus on great experiences isn’t limited to
product designers, marketers, and strategists—it
infuses every customer-facing function. Take
finance. Typically, its only contact with users is
through invoices and payment systems, which are
designed for internal business optimization or pre-
determined “customer requirements.” But those
systems are touch points that shape a customer’s
impression of the company. In a culture focused
on customer experience, financial touch points are
designed around users’ needs rather than internal
operational efficiencies.
Create models to examine complex prob-
lems. Design thinking, first used to make physical
objects, is increasingly being applied to complex, in-
tangible issues, such as how a customer experiences
a service. Regardless of the context, design thinkers
tend to use physical models, also known as design
artifacts, to explore, define, and communicate.
Those models—primarily diagrams and sketches—
supplement and in some cases replace the spread-
sheets, specifications, and other documents that
SPOTLIGHT ON THE EVOLUTION OF DESIGN THINKING
But the shift isn’t about aesthetics. It’s about apply-
in.
Design Thinking Comes of AgeThe approach, once.docxcuddietheresa
Design
Thinking
Comes
of Age
The approach, once
used primarily in product
design, is now infusing
corporate culture.
by Jon Kolko
ARTWORK The Office for Creative Research
(Noa Younse), Band, Preliminary VisualizationSPOTLIGHT
66 Harvard Business Review September 2015
SPOTLIGHT ON THE EVOLUTION OF DESIGN THINKING
HBR.ORG
There’s a shift under way
in large organizations,
one that puts design
much closer to the
center of the enterprise.
Focus on users’ experiences, especially
their emotional ones. To build empathy with
users, a design-centric organization empowers em-
ployees to observe behavior and draw conclusions
about what people want and need. Those conclu-
sions are tremendously hard to express in quanti-
tative language. Instead, organizations that “get”
design use emotional language (words that concern
desires, aspirations, engagement, and experience)
to describe products and users. Team members
discuss the emotional resonance of a value propo-
sition as much as they discuss utility and product
requirements.
A traditional value proposition is a promise of
utility: If you buy a Lexus, the automaker promises
that you will receive safe and comfortable trans-
portation in a well-designed high-performance ve-
hicle. An emotional value proposition is a promise
of feeling: If you buy a Lexus, the automaker prom-
ises that you will feel pampered, luxurious, and af-
fluent. In design-centric organizations, emotion-
ally charged language isn’t denigrated as thin, silly,
or biased. Strategic conversations in those compa-
nies frequently address how a business decision or
a market trajectory will positively influence users’
experiences and often acknowledge only implicitly
that well-designed offerings contribute to financial
success.
The focus on great experiences isn’t limited to
product designers, marketers, and strategists—it
infuses every customer-facing function. Take
finance. Typically, its only contact with users is
through invoices and payment systems, which are
designed for internal business optimization or pre-
determined “customer requirements.” But those
systems are touch points that shape a customer’s
impression of the company. In a culture focused
on customer experience, financial touch points are
designed around users’ needs rather than internal
operational efficiencies.
Create models to examine complex prob-
lems. Design thinking, first used to make physical
objects, is increasingly being applied to complex, in-
tangible issues, such as how a customer experiences
a service. Regardless of the context, design thinkers
tend to use physical models, also known as design
artifacts, to explore, define, and communicate.
Those models—primarily diagrams and sketches—
supplement and in some cases replace the spread-
sheets, specifications, and other documents that
SPOTLIGHT ON THE EVOLUTION OF DESIGN THINKING
But the shift isn’t about aesthetics. It’s about apply-
in ...
Escheresque Urban Design in Social VR World: A Multi-dimensional Navigation S...Junie Kwon
Heejung Kwon, & Andrew Hudson-Smith, “Escheresque Urban Design in Social VR World: A Multi-dimensional Navigation Structure for Connected Places, and Context,” Proceedings of Academic Design Management Conference 2022 pp. 455-467.
"The Social Play in Connected Places: A Model of Imaginary Identity, Locomotion, and Aggregation Provoking Visual Consumption in VR Worlds"
<Conference Information>
2019 Fall Conference of The Korea Society of Management Information Systems
Session D4: AR/VR
Time: 16:40 ~ 17:40, Satureday 2nd November
Room: #B206 Hyundai Motors School of Business Building, Korea University
Full time table : http://www.kmis.or.kr/kmis/file/2019_fall_program_guide.pdf
[Publication] System Dynamics Applications to Design User Centred Decentralis...Junie Kwon
"System Dynamics Applications to Design User Centred Decentralised Systems: Start-up Enterprise Design Cases Using System Dynamics Approach"
<Conference Information>
2018 Fall Conference of The Korea Society of Management Information Systems
Session D3: Blockchain
Time: 15:00 ~ 16:25, Satureday 10th November
Room: #B226 School of Business, Yonsei University
Full schedule: http://kmis.or.kr/kmis/file/2018_fall_program_guide.pdf
[Publication] The Role Play and Material Culture in Virtual Spaces: A Cyclica...Junie Kwon
"The Role Play and Material Culture in Virtual Spaces: A Cyclical Model of Experience Goods in Virtual Consumption Market"
<Conference Information>
2017 Fall Conference of The Korea Society of Management Information Systems
Session F2 : ICT Convergence
Time : 14:00 ~ 15:40, Wednesday 13th December
Room : Room #321 COEX (Conference Room South)
Full time table : http://www.kmis.or.kr/kmis/sub02/sub02_view_filedown.asp?F_Idx=508
Immersion in Virtual Urban Environment: The Design of Consumer Based Economic...Junie Kwon
"Immersion in Virtual Urban Environment: The Design of Consumer Based Economic Platforms for Virtual Co-Creation Participants"
<conference>
2016 Fall Conference of The Korea Society of Management Information Systems
Session A2 : ICT Collaboration
Time : 14:00 ~ 15:40, Friday 4th November
Room : Auditorium, Center for Korea Science and Technology
Full time table : http://www.kmis.or.kr/kmis/file/2016_program_guide.pdf
Study on the User Centered Cognitive Internet of Things Development Methodolo...Junie Kwon
“Study on the User Centered Cognitive Internet of Things Development Methodology in Virtual Reality Environments: Experiments, and Evolution Models of Living Lab Approaches to Design CIoT Services”
The 18th Consolidated Symposium of Korean Academic Society of Business Administration 2016
Session 3 : IoT & Social Network
Time : 10:30 am - 11:50 am, Friday 19th August
Room : Busan Bexco Convention Hall 2F 207-2
Time table : http://goo.gl/HMCgPe
The Distributed Cognition Model of Collective Storytelling Embedded in Empath...Junie Kwon
"The Distributed Cognition Model of Collective Storytelling Embedded in Empathetic Interactions on VR Game Platforms: A Case Study on “The City State of New Babbage” on Second Life"
<conference>
2016 Annual Conference of the Korean Society of Cognitive Science
Session : OP 04 Psychology II
Time : 9:00 am ~ 10:00 am, Saturday 28th May 2016
Room : #304 Doosan Humanities Hall, Seoul National University
Time table download : https://goo.gl/DqyQvf
The Attributes of Technology Affordances Influencing the IoT Modeling by UsersJunie Kwon
The Attributes of Technology Affordances Influencing the IoT Modeling by Users: A Group Simulation Study of Social Affordances as an Antecedent upon Participatory Platform Architectures
Heejung Kwon, Ph.D., Creative Innovation Research Center, Yonsei Business Research Institute
2015 KMIS Fall Conference
Session A1 : ICT Application
Time : 9:00 am ~ 10:30 am, Saturday 21st November
Room : B223
UX Study on Collective Spatial Intelligence Based Urban App ServicesJunie Kwon
UX Study on Collective Spatial Intelligence Based Urban App Services
: Influences of Ecological HCI Experience Factors to Empathetic Behaviours
Heejung Kwon, Ph.D.
Creative Innovation Research Centre, Yonsei Business Research Institute.
The 17th International Conference on Electronic Commerce 2015
Session E2: Mobile Service & Game
Time : 1:10 pm - 2:30 pm, Tuesday 4th August
Room : Seminar Room 3
Your Path to YouTube Stardom Starts HereSocioCosmos
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Get Ahead with YouTube Growth Services....SocioCosmos
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The Challenges of Good Governance and Project Implementation in Nigeria: A Re...AJHSSR Journal
ABSTRACT : This study reveals that systemic corruption and other factors including poor leadership,
leadership recruitment processes, ethnic and regional politics, tribalism and mediocrity, poor planning, and
variation of project design have been the causative factors that undermine projects implementation in postindependence African states, particularly in Nigeria. The study, thus, argued that successive governments of
African states, using Nigeria as a case study, have been deeply engrossed in this obnoxious practice that has
undermined infrastructure sector development as well as enthroned impoverishment and mass poverty in these
African countries. This study, therefore, is posed to examine the similarities in causative factors, effects and
consequences of corruption and how it affects governance, projects implementation and national growth. To
achieve this, the study adopted historical research design which is qualitative and explorative in nature. The
study among others suggests that the governments of developing countries should shun corruption and other
forms of obnoxious practices in order to operate effective and efficient systems that promote good governance
and ensure there is adequate projects implementation which are the attributes of a responsible government and
good leadership. Policy makers should also prioritize policy objectives and competence to ensure that policies
are fully implemented within stipulated time frame.
KEYWORDS: Developing Countries, Nigeria, Government, Project Implementation, Project Failure
Exploring Factors Affecting the Success of TVET-Industry Partnership: A Case ...AJHSSR Journal
ABSTRACT: The purpose of this study was to explore factors affecting the success of TVET-industry
partnerships. A case study design of the qualitative research method was used to achieve this objective. For the
study, one polytechnic college of Oromia regional state, and two industries were purposively selected. From the
sample polytechnic college and industries, a total of 17 sample respondents were selected. Out of 17
respondents, 10 respondents were selected using the snowball sampling method, and the rest 7 respondents were
selected using the purposive sampling technique. The qualitative data were collected through an in-depth
interview and document analysis. The data were analyzed using thematic approaches. The findings revealed that
TVET-industry partnerships were found weak. Lack of key stakeholder‟s awareness shortage of improved
training equipment and machines in polytechnic colleges, absence of trainee health insurance policy, lack of
incentive mechanisms for private industries, lack of employer industries involvement in designing and
developing occupational standards, and preparation of curriculum were some of the impediments of TVETindustry partnership. Based on the findings it was recommended that the Oromia TVET bureau in collaboration
with other relevant concerned regional authorities and TVET colleges, set new strategies for creating strong
awareness for industries, companies, and other relevant stakeholders on the purpose and advantages of
implementing successful TVET-industry partnership. Finally, the Oromia regional government in collaboration
with the TVET bureau needs to create policy-supported incentive strategies such as giving occasional privileges
of duty-free import, tax reduction, and regional government recognition awards based on the level of partnership
contribution to TVET institutions in promoting TVET-industry partnership.
KEY WORDS: employability skills, industries, and partnership
Enhance your social media strategy with the best digital marketing agency in Kolkata. This PPT covers 7 essential tips for effective social media marketing, offering practical advice and actionable insights to help you boost engagement, reach your target audience, and grow your online presence.
Unlock TikTok Success with Sociocosmos..SocioCosmos
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Grow Your Reddit Community Fast.........SocioCosmos
Sociocosmos helps you gain Reddit followers quickly and easily. Build your community and expand your influence.
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How social media marketing helps businesses in 2024.pdfpramodkumar2310
Social media marketing refers to the process of utilizing social media platforms to promote products, services, or brands. It involves creating and sharing valuable content, engaging with followers, analyzing data, and running targeted advertising campaigns.
www.nidmindia.com
Non-Financial Information and Firm Risk Non-Financial Information and Firm RiskAJHSSR Journal
ABSTRACT: This research aims to examine how ESG disclosure and risk disclosure affect the total risk of
companies. Using cross section data from 355 companies listed in Indonesia Stock Exchange, data regarding
ESG disclosure and risk was collected. In this research, ESG and risk disclosures are measured based on content
analysis using GRI 4 guidelines for ESG disclosures and COSO ERM for risk disclosures. Using multiple
regression, it is concluded that only risk disclosure can reduce the company's total risk, while ESG disclosure
cannot affect the company's total risk. This shows that only risk disclosure is relevant in determining a
company's total risk.
KEYWORDS: ESG disclosure, risk disclosure, firm risk
“To be integrated is to feel secure, to feel connected.” The views and experi...AJHSSR Journal
ABSTRACT: Although a significant amount of literature exists on Morocco's migration policies and their
successes and failures since their implementation in 2014, there is limited research on the integration of subSaharan African children into schools. This paperis part of a Ph.D. research project that aims to fill this gap. It
reports the main findings of a study conducted with migrant children enrolled in two public schools in Rabat,
Morocco, exploring how integration is defined by the children themselves and identifying the obstacles that they
have encountered thus far. The following paper uses an inductive approach and primarily focuses on the
relationships of children with their teachers and peers as a key aspect of integration for students with a migration
background. The study has led to several crucial findings. It emphasizes the significance of speaking Colloquial
Moroccan Arabic (Darija) and being part of a community for effective integration. Moreover, it reveals that the
use of Modern Standard Arabic as the language of instruction in schools is a source of frustration for students,
indicating the need for language policy reform. The study underlines the importanceof considering the
children‟s agency when being integrated into mainstream public schools.
.
KEYWORDS: migration, education, integration, sub-Saharan African children, public school
Social media refers to online platforms and tools that enable users to create, share, and exchange information, ideas, and content in virtual communities and networks. These platforms have revolutionized the way people communicate, interact, and consume information. Here are some key aspects and descriptions of social media:
Gamify Your Team Design Thinking : Experimental Study on a Co-Evolution Theory of Team Design Thinking
1. Gamify Your Team Design Thinking
: Experimental Study on a Co-Evolution Theory of Team Design Thinking
Heejung Kwon, Ph.D. Candidate
School of Business, Yonsei University
Sat. 14. Dec. 2013.
One Conference Seoul 2013
>>Session EN2<< Product Design
2. Introduction
• Team design thinking within a digital ecology framework is one of the
most rapidly developing areas in design methodologies.
– It is highly combined to digital evolutions of technology, society, corporate
ideas, and human values following to them.
• Team design thinking for the co-evolution that is backed up by digital
networks and their complexity, requires a holistic approach to the
three convergence phenomena ;
– the convergence of users and creators, the convergence of markets, and
firms, and lastly the convergence of devices, and services.
Team Meeting #7
@HCI Lab
2
3. Research Background
• How the gamification method brings benefits to the design thinking,
especially when we design future interactive devices, and services?
• There are three major key components for interaction design; users,
context, and behaviors.
– Who will use the devices, and services?
– In what context including cultural, social, relational, physical, and
temporal variables, are they going to use?
– Finally what will they do with the devices, and service?
Team Meeting #7
@HCI Lab
3
4. Research Background
• Team design thinking or collaborative design thinking
– should merge both analytic and synthetic functions of cognitive
processes as a team, and it should build a design space, define design
problems, and finally deliver problem solving results.
• In this paper, we focus on two focal points of collaborative design
thinking
– “How it forms, and how it evolves.”
• In the process the “gamification” technique is adapted.
Team Meeting #7
@HCI Lab
4
5. Design Process
Problem
definition
Problem
Solution
An Analytic sequence in which the
designer determines all of the elements
of the problem and specifies all of the
requirements that a successful design
solution must have.
A synthetic sequence in which the
various requirements are combined and
balanced against each other, yielding a
final plan to be carried into
production.
Team Meeting #7
@HCI Lab
5
6. Game Rules
Invite
User
Unit 1
Invite
User
Unit 2
Visit
Invite
User
Unit 3
Visit
……
User
Unit 4
Visit
Visit
Sharing Memories & Peership learning
Synchronous(Inworld) vs. Asynchronous(SNS) Media Effects
Team Meeting #7
@HCI Lab
6
8. Agents on Design Thinking Platforms
Bridge Object
(Interface)
Idea Initiator
(Innovator)
Output Score
Output Numbers
Likes
Follows
Adaptor
Bridge
(Actor)
Output Score
Output Numbers
Likes
Follows
Diffusion of Innovation Model
Team Meeting #7
@HCI Lab
8
9. Narratives for Creativity
Bridge Object
(Interface)
Idea Initiator
(Innovator)
Make Stories()
reuse Stories()
Adaptor
Bridge
(Actor)
Make stories()
Reuse Stories()
Memory Sharing Mechanism
Team Meeting #7
@HCI Lab
9
10. Experimental Design for Participatory Modelling
Gamification Setting
- Manito Game
- Motivation
- Engagement
- Sharing Stories
Pinterest
ID from F
acebook
Design Thinking Toolkit for Interaction Design
- User
Pinboards
- Objects
- Context
Friend Zone
- Touch Point Design
Team Meeting #7
@HCI Lab
10
11. Collective Behaviors
• Collective memory
– has been defined as a reconstruction of the past that adapts images of
ancient facts to present beliefs (Halbwachs, 1992).
– more broadly, is part of a community’s “moral and intellectual framework”
(Schwartz, 2000: 8) and confers identity on individuals and groups alike
(Halbwachs, 1992). It is an active pursuit that allows “mnemonic
communities” to cohere and adapt (Misztal, 2003; Schwartz, 2000;
Wagner-Pacifici & Schwartz, 1991) and has been posited to be “a central,
if not the central, medium through which identities are constituted” (Olick
& Robbins, 1998: 133).
– Collective memory as an identity endurance.
Team Meeting #7
@HCI Lab
11
12. Methods : Gamification
•
The General Term
– Gamification has been widely used and adopted for service design [Gray, 2010;
Zichermann, 2011].
– It is an informal umbrella term for the use of game elements in non-gaming
systems to improve user experience(UX) and user engagement[Deterding,
2011].
– Gamification has been diversified its application areas from web, mobile, app
designs, and now to enterprise managements that utilize the techniques to
motivate, engage, and reward the firm participants for the better
performance[Kumar, 2013].
Team Meeting #7
@HCI Lab
12
13. Methods : Gamification
• Motivation by Curiosity
– The research installed Manito game for the basic rule of the participation.
Manito game is a longitudinal hide-and-seek in a positive coupling. All
members in the group select their manito in the group secretly. Everyone
shadows their manito on campus and on social media. They used
Facebook, Blogs, and Pinterest for their social media sharing.
Team Meeting #7
@HCI Lab
13
14. Methods : Gamification
• Engagement by Learning
– Weekly 33 participants have “Show & Tell” session about what they
observed, what they found, and what they designed for their secret
manito. While the show and tells, not only they learn about their manito
facts, but also they learn how other class mates observed, sketched, and
used social media, and get close to each other.
Team Meeting #7
@HCI Lab
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15. Methods : Gamification
• Rewards of Intimacy
– As the participants belonged to three different faculties, environmental
design, fashion design, and digital media design, they heavily
communicated on social media. They visited each other’s pages, and
follow, like, comment, and were followed. They adopted such social
interaction as social rewards.
Team Meeting #7
@HCI Lab
15
16. Methods : Gamification
•
Gift Economy
– Gift economy is a typical game that exchanges the expectation, and rewards. It has no
monetary exchange systems while it utilizes the self-accumulation of give and take of
emotion.
– In contrast to a market economy, social norms and custom govern gift exchange, rather
than an explicit exchange of goods or services for money or some other commodity
[Kranton, 1996].
– Digital open innovation has been discoursed in terms of self-efficacy, and intrinsic
motivation that would result iterative engagements in empathic situations. In this
research, we magnified the participants’ motivation and engagement in the perspective
of emotional capitals, so that it clarified the agents’ behavior in parametric terms to
measure the significant substances.
Team Meeting #7
@HCI Lab
16
17. Methods : Gamification
Table 1. Simulation Group Workshop Procedures
Procedures
Phases
Workshop 1
Writing Personal Statement
Semantic Description
Workshop 2
Producing Personal Visual Identity
Visual Description
Workshop 3
Analyzing Friends’ Identity
Reproducing Friends’ Visual Identity
Composition
Workshop 5
Idea Sketches
Creation
Workshop 6
Cultural Probe Package Design
External Collaboration
Workshop 7
Service Architecture Design
Internal Collaboration
Workshop 8
Prototyping
Embodiments of Experience
Post Hoc
UX Innovativeness Evaluation
Design Thinking
Stages
Exploring
Workshop 4
Team Meeting #7
Tasks
Evaluation
@HCI Lab
Reflective
Analytic
Synthetic
17
23. Data Collection
Table 2. Post Hoc Evaluation Survey Questions
Criteria
5 Likert Scale Evaluation
Product Story
Does it explain the use cases and users well?
Sketch
Does it reveal the product/services characteristics, forms, and use situations well?
Digital Design
Does it produce digital representations in excellent skills?
Product/Service Character
Does it visualize the characteristics of product/service effectively?
Idea Presentation
Does it logically explain the intension, process, and outputs of design well?
Product/Service Attractiveness
Does it achieve the attractiveness of product/service in a desirable manner?
Team Meeting #7
@HCI Lab
23
24. One Way ANOVA Test
Sum of Squares
Pin*
Between Groups
df
Mean Square
176196.071
30
258343.515
32
3080.727
2
1540.363
4008.788
30
133.626
Total
7089.515
32
8.354
2
4.177
Within Groups
84.615
30
2.821
Total
92.970
32
244.521
2
122.260
821.115
30
27.371
1065.636
32
4078.605
2
2039.303
Within Groups
17733.455
30
591.115
Total
21812.061
32
Between Groups
Between Groups
Between Groups
Within Groups
Total
Following*
Team Meeting #7
Sig.
5873.202
Within Groups
Followers*
41073.722
Total
Comment
2
Within Groups
Like*
82147.445
F
Between Groups
@HCI Lab
6.993
.003
11.527
.000
1.481
.244
4.467
.020
3.450
.045
24
25. Model of Iterative Participants
Pin
Like
Iterative
Participations
Followers
Followings
Team Meeting #7
@HCI Lab
25
26. Conclusions
• Key Findings
– The iterative participation measurements by online usage are strong
empirical evidences that support the social media conventions of co-
creation is highly reliable user interfaces that encourage participants
continuous involvement.
– The iterative participation was highly correlated to co-creation activities,
and peer evaluations which mean digital values are initiated and formed
in co-evolution communities of the user group.
Team Meeting #7
@HCI Lab
26