The document provides guidelines for planning a series of art exhibitions in China and Milan in 2022. It outlines key considerations for defining exhibition objectives, organizing committees, conducting market research, developing exhibition programs, marketing strategies, operational planning, evaluation, and management reviews. Checklists are provided to ensure all tasks are addressed for successful strategic planning and delivery of the exhibition series.
The Development information Network (DEVNET) is an international organization created in 1985 in cooperation with the UNDP and UNFSTD to promote technology and economic cooperation between developing and developed countries. In 1995, DEVNET was authorized as a Category 1 Consultant to the UN Economic and Social Council. The letter authorizes the Beijing Spacetime Art & Design Center to lead DEVNET's Chinese art exhibition at the 2015 Milan World Expo, showcasing a selection of Chinese art from the past 100 years. The exhibition will tour China under the title "China Century Greats' Itinerant Retrospective" to highlight moments in Chinese modern and contemporary art history.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Zhan Wang is a Chinese artist known for his sculptures made of industrial metals. His work "Rock, Paper, Scissors" is featured in an article discussing Wang's use of common metals to reflect on modern society and human relationships. The article provides background on Wang and his artistic practice of transforming industrial scraps into thought-provoking sculptures.
eyeDooH is a company that provides offshore content creation services for digital out-of-home media. They have expertise in translating content for LCD or LED digital signage networks and understanding consumer behavior around digital signage. eyeDooH offers two solutions for affordable DOOH content creation that involve repurposing existing content or creating new basic animations and illustrations. Their strengths include integrated expertise in international DOOH standards and practices combined with competitive Asian prices.
This document discusses an offshore content creation company called eyeDooH that aims to help lower costs for Digital Out-of-Home (DOOH) agencies and networks. It offers two affordable content solutions packages for DOOH needs like repurposing content, basic animations, and templates. As an offshore provider, eyeDooH can leverage international DOOH expertise and Asian prices while maintaining Swiss quality standards.
eyeDooH offers offshore content creation services for digital out-of-home (DOOH) media at affordable rates. They have two solutions - the Focus solution provides content repurposing and basic animations, while the Gaze solution adds content creation and design services. eyeDooH aims to help lower costs for DOOH agencies and providers through their offshore outsourcing while also providing expertise in DOOH medium translation and consumer behavior.
The document provides guidelines for planning a series of art exhibitions in China and Milan in 2022. It outlines key considerations for defining exhibition objectives, organizing committees, conducting market research, developing exhibition programs, marketing strategies, operational planning, evaluation, and management reviews. Checklists are provided to ensure all tasks are addressed for successful strategic planning and delivery of the exhibition series.
The Development information Network (DEVNET) is an international organization created in 1985 in cooperation with the UNDP and UNFSTD to promote technology and economic cooperation between developing and developed countries. In 1995, DEVNET was authorized as a Category 1 Consultant to the UN Economic and Social Council. The letter authorizes the Beijing Spacetime Art & Design Center to lead DEVNET's Chinese art exhibition at the 2015 Milan World Expo, showcasing a selection of Chinese art from the past 100 years. The exhibition will tour China under the title "China Century Greats' Itinerant Retrospective" to highlight moments in Chinese modern and contemporary art history.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Zhan Wang is a Chinese artist known for his sculptures made of industrial metals. His work "Rock, Paper, Scissors" is featured in an article discussing Wang's use of common metals to reflect on modern society and human relationships. The article provides background on Wang and his artistic practice of transforming industrial scraps into thought-provoking sculptures.
eyeDooH is a company that provides offshore content creation services for digital out-of-home media. They have expertise in translating content for LCD or LED digital signage networks and understanding consumer behavior around digital signage. eyeDooH offers two solutions for affordable DOOH content creation that involve repurposing existing content or creating new basic animations and illustrations. Their strengths include integrated expertise in international DOOH standards and practices combined with competitive Asian prices.
This document discusses an offshore content creation company called eyeDooH that aims to help lower costs for Digital Out-of-Home (DOOH) agencies and networks. It offers two affordable content solutions packages for DOOH needs like repurposing content, basic animations, and templates. As an offshore provider, eyeDooH can leverage international DOOH expertise and Asian prices while maintaining Swiss quality standards.
eyeDooH offers offshore content creation services for digital out-of-home (DOOH) media at affordable rates. They have two solutions - the Focus solution provides content repurposing and basic animations, while the Gaze solution adds content creation and design services. eyeDooH aims to help lower costs for DOOH agencies and providers through their offshore outsourcing while also providing expertise in DOOH medium translation and consumer behavior.
The document provides context and proposes concepts for designing two exhibition spaces - a museum building and exhibition hall - within an industrial setting in Pingyao, China for the Pingyao International Photography Festival. It explores using materials like wood, sand, and stone in the design and how they can reflect attributes of order, control and entropy from the factory's and city's histories. Initial concepts involve a wooden path to guide visitors and sand surfaces contrasting the solid structures while connecting to ideas in photography.
The document proposes a new Interactive & Dynamic Spatial Design department that goes beyond traditional architecture and interior design to maximize the user experience of a space. The department would integrate traditional media, new technologies, and tailored content to dynamically design spaces. It would work with other teams to offer augmented spatial experiences for homes, offices, hotels, and urban planning that shift from static to dynamic designs and promote conscious social interaction through multi-sensory design. The goal is to increase productivity by providing integrated psychological and professional tools through spaces like smart homes and smart cities.
This document provides a general process checklist for MASAA projects. It outlines the key stages and steps of the general project process, from initial assessment through design, production, and delivery. Notable aspects include:
- The process is divided into four main parts (Assessment & Pre-Production, Design Brief, Production, Presentation & Delivery) with various stages and steps within each part.
- There are 10 "Gateways" throughout the process meant to ensure key milestones are met before proceeding to the next stage.
- Each step provides an estimated duration and describes the key activities and deliverables required.
- Checkboxes are included for each step to track completion, with the note that a
This style guide document provides guidelines for proper usage of a company's corporate identity and logo. It specifies minimum logo sizes, spacing around the logo, font and color specifications. It also demonstrates wrong uses of the logo, such as changing the relationship of elements, enclosing it in shapes, using unclear backgrounds, or altering the letter shapes. Finally, it provides specifications for proper usage of the logo on an A4 page and business cards.
The document discusses empathy as a 21st century learning skill for making and education. It argues that empathy is underutilized in design, making, and learning in science and technology fields. Empathy develops cognitive skills and should be incorporated into maker education from an early age through inquiry-based learning and identifying attributes of different perspectives. Integrating empathy into technology and the scientific process can produce more human-centered outcomes and help make learning and making a more contextualized, community-based process.
This document summarizes an invitation to attend a forum in Beijing and Nanjing, China in December 2015 focused on gaining access to China's primary, middle, and high schools. The forum aims to connect 400-500 school representatives with technology companies, designers, and education specialists to discuss developing STEAM-driven curriculum and technology-driven innovation in schools. Key figures in China's education, technology, and policy communities will also attend to share insights and develop relationships between participants.
This document discusses the hacker lifestyle as a fluid collection of attitudes that are continuously analyzed and exhibited with confidence. It frames lifestyle as the conscious design of one's mind through a hack of transforming thoughts into actions and actions into thoughts. This process involves analyzing one's own attributes, those of others, and environmental attributes to determine what is authentic in a given moment. It proposes that mapping attributes through wonder about seemingly uncombinable things is a way to hack thoughts into actions. This hacking process involves reverse engineering cognitive frameworks into their attributes to find idiosyncratic solutions. It hypothesizes that increasing one's awareness of their own cognitive frameworks, attributes, and how attributes interact allows for more creative thought and action.
The document provides context and proposes concepts for designing two exhibition spaces - a museum building and exhibition hall - within an industrial setting in Pingyao, China for the Pingyao International Photography Festival. It explores using materials like wood, sand, and stone in the design and how they can reflect attributes of order, control and entropy from the factory's and city's histories. Initial concepts involve a wooden path to guide visitors and sand surfaces contrasting the solid structures while connecting to ideas in photography.
The document proposes a new Interactive & Dynamic Spatial Design department that goes beyond traditional architecture and interior design to maximize the user experience of a space. The department would integrate traditional media, new technologies, and tailored content to dynamically design spaces. It would work with other teams to offer augmented spatial experiences for homes, offices, hotels, and urban planning that shift from static to dynamic designs and promote conscious social interaction through multi-sensory design. The goal is to increase productivity by providing integrated psychological and professional tools through spaces like smart homes and smart cities.
This document provides a general process checklist for MASAA projects. It outlines the key stages and steps of the general project process, from initial assessment through design, production, and delivery. Notable aspects include:
- The process is divided into four main parts (Assessment & Pre-Production, Design Brief, Production, Presentation & Delivery) with various stages and steps within each part.
- There are 10 "Gateways" throughout the process meant to ensure key milestones are met before proceeding to the next stage.
- Each step provides an estimated duration and describes the key activities and deliverables required.
- Checkboxes are included for each step to track completion, with the note that a
This style guide document provides guidelines for proper usage of a company's corporate identity and logo. It specifies minimum logo sizes, spacing around the logo, font and color specifications. It also demonstrates wrong uses of the logo, such as changing the relationship of elements, enclosing it in shapes, using unclear backgrounds, or altering the letter shapes. Finally, it provides specifications for proper usage of the logo on an A4 page and business cards.
The document discusses empathy as a 21st century learning skill for making and education. It argues that empathy is underutilized in design, making, and learning in science and technology fields. Empathy develops cognitive skills and should be incorporated into maker education from an early age through inquiry-based learning and identifying attributes of different perspectives. Integrating empathy into technology and the scientific process can produce more human-centered outcomes and help make learning and making a more contextualized, community-based process.
This document summarizes an invitation to attend a forum in Beijing and Nanjing, China in December 2015 focused on gaining access to China's primary, middle, and high schools. The forum aims to connect 400-500 school representatives with technology companies, designers, and education specialists to discuss developing STEAM-driven curriculum and technology-driven innovation in schools. Key figures in China's education, technology, and policy communities will also attend to share insights and develop relationships between participants.
This document discusses the hacker lifestyle as a fluid collection of attitudes that are continuously analyzed and exhibited with confidence. It frames lifestyle as the conscious design of one's mind through a hack of transforming thoughts into actions and actions into thoughts. This process involves analyzing one's own attributes, those of others, and environmental attributes to determine what is authentic in a given moment. It proposes that mapping attributes through wonder about seemingly uncombinable things is a way to hack thoughts into actions. This hacking process involves reverse engineering cognitive frameworks into their attributes to find idiosyncratic solutions. It hypothesizes that increasing one's awareness of their own cognitive frameworks, attributes, and how attributes interact allows for more creative thought and action.