This graphic organizes the activities of human centered using design occurring at different stages in the process. I created it for a course in Stanford's d.school.
Tecnologie per una societa' che invecchiaFulvio Corno
Aspetti tecnologici, demografici e sociali della Ageing Society.
Materiale relativo al corso di Tecnologie per la Disabilità del Politecnico di Torino (http://bit.ly/tecndisab)
https://forall.rodighiero.design
Tecnologie assistive: si intende qualsiasi oggetto, equipaggiamento, o un sistema prodotto, sia acquisito commercialmente, sia modificato, o su misura, che viene utilizzato per aumentare, mantenere o migliorare le capacità funzionali delle persone anche disabili.
Promuovono una maggiore indipendenza consentendo alle persone di svolgere compiti che prima erano in grado di realizzare, anche cambiando i metodi di interazione con la tecnologia necessaria per realizzare tali compiti.
https://forall.rodighiero.design
Le nuove tecnologie indossabili sono, ricche di nuove opportunità concrete, capaci di regalare nuovi importanti strumenti di miglioramento e di progresso e altrettanti benefici individuali e sociali, nel breve così come nel lungo periodo.
I nuovi prodotti con tecnologie indossabili ridefiniscono anche il mercato tecnologico e obbligano i numerosi operatori a nuovi riposizionamenti e investimenti e a identificare nuove strategie.
https://forall.rodighiero.design
Design per l'accessibilità - Lezione 2 | Dall'ergonomia alle nuove tecnologie assistive -
L’ergonomia applicata è oggi particolarmente attiva grazie al grande peso che il disegno industriale è venuto assumendo per lo sviluppo della qualità, sia per le complesse relazioni che vedono coinvolte nel progetto la tecnologia, il design e la soddisfazione degli utenti.
Tecnologie per una societa' che invecchiaFulvio Corno
Aspetti tecnologici, demografici e sociali della Ageing Society.
Materiale relativo al corso di Tecnologie per la Disabilità del Politecnico di Torino (http://bit.ly/tecndisab)
https://forall.rodighiero.design
Tecnologie assistive: si intende qualsiasi oggetto, equipaggiamento, o un sistema prodotto, sia acquisito commercialmente, sia modificato, o su misura, che viene utilizzato per aumentare, mantenere o migliorare le capacità funzionali delle persone anche disabili.
Promuovono una maggiore indipendenza consentendo alle persone di svolgere compiti che prima erano in grado di realizzare, anche cambiando i metodi di interazione con la tecnologia necessaria per realizzare tali compiti.
https://forall.rodighiero.design
Le nuove tecnologie indossabili sono, ricche di nuove opportunità concrete, capaci di regalare nuovi importanti strumenti di miglioramento e di progresso e altrettanti benefici individuali e sociali, nel breve così come nel lungo periodo.
I nuovi prodotti con tecnologie indossabili ridefiniscono anche il mercato tecnologico e obbligano i numerosi operatori a nuovi riposizionamenti e investimenti e a identificare nuove strategie.
https://forall.rodighiero.design
Design per l'accessibilità - Lezione 2 | Dall'ergonomia alle nuove tecnologie assistive -
L’ergonomia applicata è oggi particolarmente attiva grazie al grande peso che il disegno industriale è venuto assumendo per lo sviluppo della qualità, sia per le complesse relazioni che vedono coinvolte nel progetto la tecnologia, il design e la soddisfazione degli utenti.
https://forall.rodighiero.design
Uno strumento da cucina pensato anche per tutti gli utenti che dispongono del regolare funzionamento di una sola mano o di un solo arto. Il prodotto è stato presentato con successo in occasione di EXTRABILITY, mostra e workshop permanente sui progetti per la disabilità tenutosi presso la Fabbrica del Vapore di Milano.
Il progetto è stato realizzato dalla ditta lodigiana Snips, specializzata nella produzione di oggetti per la cucina e casalinghi. Pensato anche come sistema di sicurezza per il taglio del cibo, questo tagliere sfrutta comportamenti allo stato latente che aprono l’utenza a più categorie, dai più giovani ai più anziani. Il 24 maggio è stato presentato alla giornata Food for All organizzata dall'associazione Design for All Italia.
Design for All & New technology - 21 Gennaio 2015 @ Opendot
Design for All è il design per la diversità umana, l'inclusione sociale e l'uguaglianza. Perché Design for All? Target, opportunità e vantaggi. Le nuove tecnologie. Opportunità per un presente che guarda al futuro.
Remote control - Workshop
29 gennaio h 18.00-22.00
30 gennaio h 18.00-22.00
31 gennaio h 10.00-19.00
Si entrerà nel processo di progettazione Design for All e nel tema del telecomando imparando a progettare in maniera inclusiva secondo precise linee guida. Si utilizzerà la piattaforma di Arduino perché rende possibile l’attivazione di attuatori e la lettura di sensori comunemente utilizzati nei sistemi di comando a distanza.
Verrà affrontato l'hacking, ovvero la modifica di un oggetto esistente (nello specifico un telecomando), per controllarlo tramite un'interfaccia costruita ad hoc. Si passerà poi alla progettazione e rivisitazione dell’oggetto telecomando.
Design for All è il design per la diversità umana, l’inclusione sociale e l’uguaglianza. La pratica del Design for All fa uso cosciente dell’analisi dei bisogni e delle aspirazioni umane ed esige il coinvolgimento degli utenti finali in ogni fase del processo progettuale.
https://forall.rodighiero.design
Design for All is the design for human diversity, social inclusion and equality. The practice of Design for All makes conscious use of the analysis of the needs and human aspirations and requires the involvement of end users at every stage of the design process.
https://forall.rodighiero.design
Webinar: Human Centered Design with frog EPIPNational
Join a frog Designer for an introduction to what Human Centered Design is, how it works in practice and explore case studies to spark conversation about how it can add value to your work, the work of your grantees and the pressing social issues you care about. frog works with non-profits, social change organizations and companies around the world. They have designed life changing tools and platforms. Learn more about frog here.
More about the Presenter:
Lilian Tse, Senior Program Manager, Global Social Impact Lead
Lilian is the Global Program Manager for frog’s Social Impact Practice and one of the founders of the frog London studio. Lilian’s main focus is leading projects that involve design research as a core component in emerging and developed markets. She has travelled extensively on projects across Asia (e.g., China, Laos, Sri Lanka) and Africa (e.g., Rwanda, Ghana, Kenya).
Lilian is passionate about cross-sector collaboration and has extensive experience leading projects that require alignment from a range of stakeholders on topics that include finance, agriculture, and health.
Prior to frog, Lilian worked as a consultant at McKinsey and the Corporate Executive Board (CEB).
Lilian received her BA from Brown University, MBA at MIT Sloan, and Master of Public Administration from Columbia University.
Disrupting the Disruptors #1- Tackling Disruption through Human Centred DesignHolly Rennie
Wednesday 16th of November - Davy Rennie, Experience Design Director at The White Agency, presents Disrupting the Disruptors.
Today, we are constantly reminded about global brands being disrupted by new entrants to their market and non-traditional competitors. Businesses like Tesla, Uber, AirBinb, Dollar Shave Club and Spotify have changed the way we engage with day to day brands - these disruptors leverage customer centricity and leading edge digital solutions to challenge the norm and deliver extraordinary customer experiences and growth. How might we, as professionals across all sectors, challenge disruption and leverage Human Centred Design to stimulate growth and place our customers in the centre of everything we do.
A storyFirst Approach to Human-Centered Design | Installment #2 @ the 2014 UX...Lou Susi
When we design for experience, subtle and peculiar shifts come into play that demand a uniquely empathic way of thinking about our practice.
We’re no longer designing for an ‘audience’ or ‘viewers’ through our previously static / mass mediated, one-way delivery of the information and designs we’re communicating. Instead, when we consider aspects of interactive engagement for our ‘users’ to experience — we need to thoughtfully dream up the actual stories we’re asking the people in our audience to actively live out. In this talk we discuss the benefits of putting story at the center of a human-centered design approach to improve the design process as well as the quality of the total human experience we’re ultimately all creating through our work.
I delivered this installment of the storyFirst talk at the very first UXBoston Conference on Saturday, July 19th 2014 at the Microsoft NERD Center in Kendall Square, Cambridge, Massachusetts { further details about the conference can be found at: http://www.meetup.com/uxboston/events/136304392/ }.
Stay tuned for further public speaking installments of the storyFirst Approach by visiting: http://storyfirst.org and http://myownmindllc.com and http://loususi.com.
Any UXBoston Conference attendees that would like to provide comments or feedback on the talk can graciously visit my SpeakerRate page for the presentation at: http://spkr8.com/t/34281 — I truly appreciate any continued conversation, critical feedback and other discussion as it will help me continue to develop the concepts we discussed at the conference for further clarity and development as a more and more valuable approach to experience design for both personal human-centered design and professional team-based experience design collaborations.
Jake Truemper and Morgan Noel from XperienceLab discuss Human-Centered Design. What is it? How is it applied? and what are some tools and methods that the audience can take away and apply in their own businesses?
User Experience Design: The Past, The Present, The FutureCharbel Zeaiter
In our mostly true exploration of the history of UX and the current space we're in, we look to how UX Designers will be called upon in the future to create experiences that matter.
How can we design better technologies with research in mind? This paper summarizes decades of research for those who are interested in designing or investing in technology supported products that focus on social emotional learning, school culture and school culture.
The purpose of this report is to provide a research synthesis about the expanded definition of student success that can be leveraged by EdTech developers, investors, and enthusiasts to support research-aligned product development and adoption. Although research on EdTech lags significantly behind the current interests and needs of the market, there is much relevant research about social emotional development and school climate and culture that is applicable to the design of EdTech tools. Drawing on over 100 publications, this report introduces 6 levers for supporting student success, each with 2 critical research-based findings.
Suggested Citation: Zielezinski, M.; Franz, P.; Thibodeau A. (2020). Optimizing EdTech for an Expanded Definition of Student Success: A Research Review for EdTech Developers. MBZ Labs.
Only have a minute? Head to pages 5-6 for a snapshot of the findings.
As technology evolves and shapes our public discourse, and students continue to engage with technology on a daily basis, it becomes imperative for classrooms to serve as spaces to teach responsible uses of technology while meeting the diverse needs of students and the various ways they access technology. There is an additional level of urgency as our reliance on
technology shapes the economy, political discourses, and how we understand each other.
The Technology Integration Practices (TIP) Tools support school districts, schools, teachers, and
coaches in infusing technologies and pedagogy, tracking professional growth, and measuring instructional practices in support of equitable student learning. The TIP Tool includes: a District Assessment Tool, a Lesson Observation Tool and a Career Trajectory Tool.
Slide prepared for presentation at EdSurge Fusion 2019. Description: This talk will help school leaders understand what “counts” as evidence of efficacy from an edtech company and which types of evidence can be leveraged to gain access to federal funding.
After listening to this lightning talk, attendees will be able to:
This slides is about which federal funding streams can be leveraged to purchase educational technology products with specific examples of purchases that can be used under Title I, Title II, Title III and Title IV.
Slides prepared for presentation at EdSurge Fusion 2019. Description: This talk will help school leaders understand what “counts” as evidence of efficacy from an edtech company and which types of evidence can be leveraged to gain access to federal funding.
After listening to this lightning talk, attendees will be able to:
1) Understand the different forms of evidence provided by EdTech companies
2) Organize evidence types in terms of rigor
3) Understand which forms of evidence can be used to leverage federal funding
I developed this model as a part of my dissertation research. The goal of this project was to map out all of the stakeholders that influence potential outcomes associated with technology use in K-12. This model is specific to the organization of US schools but I dream of mapping other countries as I continue this work down the road.
https://forall.rodighiero.design
Uno strumento da cucina pensato anche per tutti gli utenti che dispongono del regolare funzionamento di una sola mano o di un solo arto. Il prodotto è stato presentato con successo in occasione di EXTRABILITY, mostra e workshop permanente sui progetti per la disabilità tenutosi presso la Fabbrica del Vapore di Milano.
Il progetto è stato realizzato dalla ditta lodigiana Snips, specializzata nella produzione di oggetti per la cucina e casalinghi. Pensato anche come sistema di sicurezza per il taglio del cibo, questo tagliere sfrutta comportamenti allo stato latente che aprono l’utenza a più categorie, dai più giovani ai più anziani. Il 24 maggio è stato presentato alla giornata Food for All organizzata dall'associazione Design for All Italia.
Design for All & New technology - 21 Gennaio 2015 @ Opendot
Design for All è il design per la diversità umana, l'inclusione sociale e l'uguaglianza. Perché Design for All? Target, opportunità e vantaggi. Le nuove tecnologie. Opportunità per un presente che guarda al futuro.
Remote control - Workshop
29 gennaio h 18.00-22.00
30 gennaio h 18.00-22.00
31 gennaio h 10.00-19.00
Si entrerà nel processo di progettazione Design for All e nel tema del telecomando imparando a progettare in maniera inclusiva secondo precise linee guida. Si utilizzerà la piattaforma di Arduino perché rende possibile l’attivazione di attuatori e la lettura di sensori comunemente utilizzati nei sistemi di comando a distanza.
Verrà affrontato l'hacking, ovvero la modifica di un oggetto esistente (nello specifico un telecomando), per controllarlo tramite un'interfaccia costruita ad hoc. Si passerà poi alla progettazione e rivisitazione dell’oggetto telecomando.
Design for All è il design per la diversità umana, l’inclusione sociale e l’uguaglianza. La pratica del Design for All fa uso cosciente dell’analisi dei bisogni e delle aspirazioni umane ed esige il coinvolgimento degli utenti finali in ogni fase del processo progettuale.
https://forall.rodighiero.design
Design for All is the design for human diversity, social inclusion and equality. The practice of Design for All makes conscious use of the analysis of the needs and human aspirations and requires the involvement of end users at every stage of the design process.
https://forall.rodighiero.design
Webinar: Human Centered Design with frog EPIPNational
Join a frog Designer for an introduction to what Human Centered Design is, how it works in practice and explore case studies to spark conversation about how it can add value to your work, the work of your grantees and the pressing social issues you care about. frog works with non-profits, social change organizations and companies around the world. They have designed life changing tools and platforms. Learn more about frog here.
More about the Presenter:
Lilian Tse, Senior Program Manager, Global Social Impact Lead
Lilian is the Global Program Manager for frog’s Social Impact Practice and one of the founders of the frog London studio. Lilian’s main focus is leading projects that involve design research as a core component in emerging and developed markets. She has travelled extensively on projects across Asia (e.g., China, Laos, Sri Lanka) and Africa (e.g., Rwanda, Ghana, Kenya).
Lilian is passionate about cross-sector collaboration and has extensive experience leading projects that require alignment from a range of stakeholders on topics that include finance, agriculture, and health.
Prior to frog, Lilian worked as a consultant at McKinsey and the Corporate Executive Board (CEB).
Lilian received her BA from Brown University, MBA at MIT Sloan, and Master of Public Administration from Columbia University.
Disrupting the Disruptors #1- Tackling Disruption through Human Centred DesignHolly Rennie
Wednesday 16th of November - Davy Rennie, Experience Design Director at The White Agency, presents Disrupting the Disruptors.
Today, we are constantly reminded about global brands being disrupted by new entrants to their market and non-traditional competitors. Businesses like Tesla, Uber, AirBinb, Dollar Shave Club and Spotify have changed the way we engage with day to day brands - these disruptors leverage customer centricity and leading edge digital solutions to challenge the norm and deliver extraordinary customer experiences and growth. How might we, as professionals across all sectors, challenge disruption and leverage Human Centred Design to stimulate growth and place our customers in the centre of everything we do.
A storyFirst Approach to Human-Centered Design | Installment #2 @ the 2014 UX...Lou Susi
When we design for experience, subtle and peculiar shifts come into play that demand a uniquely empathic way of thinking about our practice.
We’re no longer designing for an ‘audience’ or ‘viewers’ through our previously static / mass mediated, one-way delivery of the information and designs we’re communicating. Instead, when we consider aspects of interactive engagement for our ‘users’ to experience — we need to thoughtfully dream up the actual stories we’re asking the people in our audience to actively live out. In this talk we discuss the benefits of putting story at the center of a human-centered design approach to improve the design process as well as the quality of the total human experience we’re ultimately all creating through our work.
I delivered this installment of the storyFirst talk at the very first UXBoston Conference on Saturday, July 19th 2014 at the Microsoft NERD Center in Kendall Square, Cambridge, Massachusetts { further details about the conference can be found at: http://www.meetup.com/uxboston/events/136304392/ }.
Stay tuned for further public speaking installments of the storyFirst Approach by visiting: http://storyfirst.org and http://myownmindllc.com and http://loususi.com.
Any UXBoston Conference attendees that would like to provide comments or feedback on the talk can graciously visit my SpeakerRate page for the presentation at: http://spkr8.com/t/34281 — I truly appreciate any continued conversation, critical feedback and other discussion as it will help me continue to develop the concepts we discussed at the conference for further clarity and development as a more and more valuable approach to experience design for both personal human-centered design and professional team-based experience design collaborations.
Jake Truemper and Morgan Noel from XperienceLab discuss Human-Centered Design. What is it? How is it applied? and what are some tools and methods that the audience can take away and apply in their own businesses?
User Experience Design: The Past, The Present, The FutureCharbel Zeaiter
In our mostly true exploration of the history of UX and the current space we're in, we look to how UX Designers will be called upon in the future to create experiences that matter.
How can we design better technologies with research in mind? This paper summarizes decades of research for those who are interested in designing or investing in technology supported products that focus on social emotional learning, school culture and school culture.
The purpose of this report is to provide a research synthesis about the expanded definition of student success that can be leveraged by EdTech developers, investors, and enthusiasts to support research-aligned product development and adoption. Although research on EdTech lags significantly behind the current interests and needs of the market, there is much relevant research about social emotional development and school climate and culture that is applicable to the design of EdTech tools. Drawing on over 100 publications, this report introduces 6 levers for supporting student success, each with 2 critical research-based findings.
Suggested Citation: Zielezinski, M.; Franz, P.; Thibodeau A. (2020). Optimizing EdTech for an Expanded Definition of Student Success: A Research Review for EdTech Developers. MBZ Labs.
Only have a minute? Head to pages 5-6 for a snapshot of the findings.
As technology evolves and shapes our public discourse, and students continue to engage with technology on a daily basis, it becomes imperative for classrooms to serve as spaces to teach responsible uses of technology while meeting the diverse needs of students and the various ways they access technology. There is an additional level of urgency as our reliance on
technology shapes the economy, political discourses, and how we understand each other.
The Technology Integration Practices (TIP) Tools support school districts, schools, teachers, and
coaches in infusing technologies and pedagogy, tracking professional growth, and measuring instructional practices in support of equitable student learning. The TIP Tool includes: a District Assessment Tool, a Lesson Observation Tool and a Career Trajectory Tool.
Slide prepared for presentation at EdSurge Fusion 2019. Description: This talk will help school leaders understand what “counts” as evidence of efficacy from an edtech company and which types of evidence can be leveraged to gain access to federal funding.
After listening to this lightning talk, attendees will be able to:
This slides is about which federal funding streams can be leveraged to purchase educational technology products with specific examples of purchases that can be used under Title I, Title II, Title III and Title IV.
Slides prepared for presentation at EdSurge Fusion 2019. Description: This talk will help school leaders understand what “counts” as evidence of efficacy from an edtech company and which types of evidence can be leveraged to gain access to federal funding.
After listening to this lightning talk, attendees will be able to:
1) Understand the different forms of evidence provided by EdTech companies
2) Organize evidence types in terms of rigor
3) Understand which forms of evidence can be used to leverage federal funding
I developed this model as a part of my dissertation research. The goal of this project was to map out all of the stakeholders that influence potential outcomes associated with technology use in K-12. This model is specific to the organization of US schools but I dream of mapping other countries as I continue this work down the road.
These slides were prepared to introduce district leaders to the design thinking process. The design challenge we worked on during this day-long introduction was to redesign high school media centers. These slides were used to step participants through each phase of the design thinking process.
Take a deep breath and check these steps. This poster was prepared for the moments in the classroom when you do not know what else to try with students. It helps K-12 teachers to remember that all unpleasant behaviors are attached to a need the student has. Once we evaluate student needs, we ask- is this student in control or not? The answer to this leads us to different paths for helping our students through difficult moments.
This is a term that I developed as part of my dissertation research. It is an adaption of the word socio-mathematical norms (Yackel and Cobb). I use the phrase socio-technological norms in my research and my work in the field to describe the norms and rules that guide the way we act and interact around technology.
These are strategies for helping K-12 students develop a healthy relationship with technology. Each technique is something that teachers can easily integrate into daily lessons without additional prep or training.
This reflection guide was created as a preview for a comprehensive research-based rubric that will help teachers evaluate their use of technology. The complete rubric for teaching with technology will be released in June 2019.
This lesson was prepared to demonstrated the interactive features of an Interactive Whiteboard as applied in an 8th grade math lesson. I designed the lesson for my students and then adapted it for a school Advisory Board meeting.
This graphic introduces a classification system for the types of activities learners do with technology. This iteration (an update from Technology Activity Types 2016) was informed by recent reading and research in the learning sciences. The second page illustrates a correspondence between the level's of Bloom's taxonomy and the activities learners engage in moving from the bottom to the top of the graphic. All though this correspondence is true in general, there are exceptions to the heuristic. As always, the most important thing to remember when choosing a technology to support student learning is the alignment between your objectives, the activity, the features of the technology, and the learning context.
These slides explore whether technology has transformed K-12 education. They also present strategies for optimizing technology use in order to amplify school learning. Some of the detail is lost without the narrative. These slides were prepared for a variety of presentations in 2017. You can watch the webinar where I presented them first here: https://www.youtube.com/watch?v=UNsZUN7jgDc.
This deck was used for a design thinking workshop for school leaders, teachers, and students. It introduces shelter as a problem step and walks through the stages of the design thinking process. This was adapted from a prezi so a bit of its magic was lost in translation to slides. This work was done with the Stanford RED lab on the d.Loft project, funded by the NSF.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
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.
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.