Economics of Green Growth & National Innovation StrategiesCambridgeIP Ltd
Accelerating Green Growth is an urgent priority. Technologies and business models are complex, and there are many competing interests that need to be balanced.
Overall, the ‘time to market’ for Green innovations is too long & we should explore a range of acceleration options
IP-based evidence and analysis can inform Green Growth National Innovation strategies
Which are the possible business models for Open projects like Open Design and Open Hardware? And what about running a Fab Lab or a similar place? Which strategies can we adopt in order to have successful DIY
Craft projects? People that want to organize collaborative spaces or companies need to think about how to run their business in a sustainable way, but even single or groups of Open Designers could get more insights for their project if they discover the possible business models. Let's have a look at the existing markets, the common business models and the possible future scenarios.
A presentation by David Wilson, Managing Director of Participate Technologies introducing clicker technology for teaching in today's educational environment. www.participate.co.za
Presented to the Texas Hospital Association in June 2009. .Covers the basics of social media and its application to business, and details the metrics that are available for tracking performance. Based on my book "Social Media Marketing: An Hour a Day."
Understanding the Power and Potential of Social MediaAntonio Viva
Keynote presentation for edSocialMedia Bootcamp at Montclair Kimberly Academy in Montclair, NJ on Thursday, February 19th. For more information visit http://www.edsocialmedia.com or http://antonioviva.com
Economics of Green Growth & National Innovation StrategiesCambridgeIP Ltd
Accelerating Green Growth is an urgent priority. Technologies and business models are complex, and there are many competing interests that need to be balanced.
Overall, the ‘time to market’ for Green innovations is too long & we should explore a range of acceleration options
IP-based evidence and analysis can inform Green Growth National Innovation strategies
Which are the possible business models for Open projects like Open Design and Open Hardware? And what about running a Fab Lab or a similar place? Which strategies can we adopt in order to have successful DIY
Craft projects? People that want to organize collaborative spaces or companies need to think about how to run their business in a sustainable way, but even single or groups of Open Designers could get more insights for their project if they discover the possible business models. Let's have a look at the existing markets, the common business models and the possible future scenarios.
A presentation by David Wilson, Managing Director of Participate Technologies introducing clicker technology for teaching in today's educational environment. www.participate.co.za
Presented to the Texas Hospital Association in June 2009. .Covers the basics of social media and its application to business, and details the metrics that are available for tracking performance. Based on my book "Social Media Marketing: An Hour a Day."
Understanding the Power and Potential of Social MediaAntonio Viva
Keynote presentation for edSocialMedia Bootcamp at Montclair Kimberly Academy in Montclair, NJ on Thursday, February 19th. For more information visit http://www.edsocialmedia.com or http://antonioviva.com
Creative Workshop: Author's Talk at SxSWiDavid Sherwin
This is an author's talk about "Creative Workshop: 80 Challenges to Sharpen Your Design Skills," delivered at South by Southwest Interactive festival on Friday, March 11th, 2011.
Success key book for:
* Campus Preparation
* Degree/Masters Course Preparation
* Instructor’s
* GATE Preparation
* Big job hunters: Microsoft, Google, Amazon, Yahoo, Flip Kart, Adobe, IBM Labs, Citrix, Mentor Graphics, NetApp, Oracle, Webaroo, De-Shaw, Success Factors, Face book, McAfee and many more
* Reference Manual for working people
Success key book for:
* Campus Preparation
* Degree/Masters Course Preparation
* Instructor’s
* GATE Preparation
* Big job hunters: Microsoft, Google, Amazon, Yahoo, Flip Kart, Adobe, IBM Labs, Citrix, Mentor Graphics, NetApp, Oracle, Webaroo, De-Shaw, Success Factors, Face book, McAfee and many more
* Reference Manual for working people
The Social Technology Quarterly is a research publication focused on helping brands leverage the latest research and trends in social media and social technologies.
Dynamic Learning Maps (DLM) began as a project funded as part of the JISC Transforming Curriculum Delivery through Technology programme. The project developed navigable curriculum maps (https://learning-maps.ncl.ac.uk/). The maps are interactive and learners can add notes and reflections to topics (stored in the students’ ePortfolio), make personal extensions to their maps and share, rate and tag resources. This presentation aims to describe the journey of DLM after the initial project and share lessons learned from its embedding and application in new contexts with a view to long-term sustainability.
Following piloting in Medicine during the initial JISC project, DLM was embedded in the VLE from September 2011. Now over 2,200 students and staff have accessed DLM at Newcastle University. University funding was granted for an Innovations project pilot DLM in Geography with aims to evaluate its use in modular programmes and for different purposes:
1. Further embed reflection and personal development planning in the curriculum.
2. Help students to be better informed about module selection – clearly showing pre-requisites / requirements, skills, and potential career paths.
3. Stimulating ‘cross-modular’ learning
Curricula were mapped drawing on existing data, such as Module catalogue information and other sources. In addition specialties and sub-specialties in Geography were also mapped and linked to modules, as these can be important in selection of optional modules and eventual career paths. The map also included transferable skills and selected careers. We will report on formative evaluation with over 300 Stage 2 and Stage 3 students during 2012.
Other aspects of continuity are also addressed. The DLM software has now been made available to the JISC community and we will discuss interest and initial uptake in partner institutions along with new JISC rapid innovation projects in Open Educational Resources, which have a DLM component.
This presentation describes the journey of DLM and shares evaluation and lessons learned relating to continuity and embedding the benefits following initial project funding.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
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.
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.
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.
2. Highlights.
Who is ... Master in Interaction Design, Domus Academy, Milan. Graduated with Distinction.
2008
Thesis work: DREAMfreq! is an interactive ambient lighting. A study into how human emotions could be
perceived through natural behaviours. Work done in conjunction with Tinker.it!
Tinker.it! , Interaction Design Internship, Italy, Milan. (2 months)
2008
Worked on the development of the Tinker Toolkit, a documentation of Tinker’s components, i.e sensors and
actuators. Documentation medium - Print, Web and Video.
Industrial / Graphic Designer, HPI Group Singapore. (4 months)
2007
In charge of Industrial design and product graphics for mobile phone accessories. Plastic products.
President’s Design Award, Nominee. (Singapore)
2006
Project: Drowning Defender.
Red Dot Award, Winner, Red Dot Design Concepts. (Singapore)
2005
Project: Drowning Defender.
INDEX 2005 Design Award, Top Nominee. (Copenhagen, Denmark)
2005
Project: Drowning Defender. Exhibited at the month long public exhibition all around Copenhagen.
Commissioned Military O cer, Singapore Armed Forces, ARMY.
2004
2.5 years National Service requirement in Singapore. Selected and advanced into O cer Cadet School. Held
various appointments through the 10 months training; Cadet Platoon Sergeant, Cadet Platoon Commander,
Cadet Wing Sergeant Major. Eventually held the appointment as Training Coordinating O cer.
Creative Technology, Industrial Design Internship, Singapore. (3 months)
2002
Conceptualising portable entertainment devices. Study into materials and nishes.
Design Skills // Tools.
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4. Interaction Design // JONNING CHNG
also an industrial designer
EVERYDAY “Pasting” into physical environment,
SALONE using Sketchpad.
http://www.vimeo.com/1621996
Crossing Design Seminar 03
Around Mobile | Always Beta!
Brief | White Space & Black Box
Project Leader | Setsu Ito
Milan turns into the most vibrant city overnight because of the Salone del Mobile. It is the
time when artists and designers alike get the opportunity to showcase their work in galler-
Viewing artwork via
ies and urban infrastructures all over the city, be it bus stops, bridges, or even footpaths.
People can immerse themselves in the world of creativity, wherever they are. As the Salone mobile phone.
ends, the liveliness fades, artists and designers resort to the conventional ways to exhibit http://www.vimeo.com/1622273
their works, in the physical and the virtual environment, con ned to assigned spaces.
EVERYDAYSALONE is a revolutionary online community-based system that blurs the bound-
aries between the virtual and physical reality. By integrating virtual artwork with the real
physical environment, a new form of self-expression is born, allowing the freedom to show
artwork anywhere, hence creating a Salone atmosphere in our everyday lives.
DESCRIPTION
The project recreates a Salone atmosphere in the urban space that is not limited to a certain
time of the year, but integrated into our everyday lives. By embedding virtual artwork into
Dimensions
the physical environment, artists have the freedom to showcase their work anywhere, with
the physical environment as the “canvas”. A new behaviour is created as the viewers no
longer need to resort to the conventional ways to discover and view artwork. The design
proposal is an online community-based system that enables an interchange of information
between exhibitors (e.g. artists, designers) and viewers.
Visit the link for project details.
Rendering of the Sketchpad.
http://tinkeraction.wordpress.com/2008/08/29/everydaysalone/
Collaborators :: Jakkapun Charinrattana, Michelle Man
5. Interaction Design // JONNING CHNG
also an industrial designer
CHANGE.
CLOTHES Investigations 02
Retail Therapy
Storefront Inside store
Project Leader | Massimo Banzi
In most retail stores, mannequins are used as means to communicate the brand’s image.
They are usually tted with the brand’s latest collection to show the progressiveness in their
products. Other than showcasing the latest out ts, body language of the mannequins on Projector
display paints a picture of the brand’s style and story. The importance of body language is
something which is consistent throughout fashion and lifestyle advertisements. Semi-transparent Screen
Mannequins tell consumer what to wear and how to wear the brands’ collection. They
portray di erent characters and personalities of a brand through di erent styles and poses
but can also be used to communicate di erent things such as the consumer’s playfulness,
togetherness, shareness and styleness in the store.
Computer ARDUINO
RFID Tagged clothings
DESCRIPTION
Interactive Table: RFID Sensors
Basic setup of the installation.
Change.Clothes is an installation for D&G’s stores where people can change the clothes of 3
visualised D&G models using clothing from the store. By physically moving clothing items, This on-going taking o
it triggers the models to take o and put on the particular piece of clothing. Change and putting on process will
Clothes could be used for promoting D&G’s collections, and creates a point for consumers generate random combi-
to interact with the installation, with other consumers, and also with D&G. The images of nations of style. Hence the
models are displayed by projecting interactive video on semi-transparent surfaces. The consumers are exposed to
videos will be seen from both inside and outside the store; hence it could also be a form of a wide range of possible
window display. ts with D&G’s collection.
With Change.Clothes
consumers are able to mix
Visit the link for project details. and match clothing to http://www.vimeo.com/1618927
have a rough visual feel,
http://tinkeraction.wordpress.com/2008/08/27/changeclothes-for-dg/ before physically trying
them on.
Images taken from the prototype exhibition.
Collaborators :: Su Hyun Lee, Ekene Ijeoma
6. Interaction Design // JONNING CHNG
also an industrial designer
G2S // Overview on Garden status.
Green Gardening System
Crossing Design Seminar 02
Domestic Garden
Project Leaders | Domenico Pisaturo
Claudio Moderini
This project aims to design a system that connects user’s home behaviours to the cultiva-
User Energy Consumption + Garden needs.
tion of a garden shared by a community. The system creates environmental awareness in
the user through suggestions of sustainable behaviours that is translated into the satisfac-
tion of the garden needs. A reward system in terms of harvest is put in place to stimulate
the community towards a sustainable lifestyle.
DESCRIPTION
2
G S is an interactive system which is aimed at harmoniously connecting plants with people
in terms of behaviours and needs. It is a system that is applicable to di erent models of
Cultivations available for harvest and amount of
dwellings: high rise urban infrastructures and horizontal at neighbourhoods. Essentially
exhange credits required.
the interactive system works in the domestic environment, as a medium between users and
the common garden, which is the shared open space in which the community seed,
cultivate and harvest di erent crops (i.e. food fruits, owers, etc.). This space is eventually
perceived as the domestic garden.
The system is set in a community of users who are concern about their footprint on the
environment, and loves the idea of cultivating biological food for a healthy diet. Hence, our
project hopes to encourage people to a more sustainable lifestyle.
Suggests to the user home activities in terms of water
and energy consumption according to their objective.
Visit the link for project details.
http://tinkeraction.wordpress.com/2008/08/27/g2s-green-gardening-system/
Collaborators :: Gianpaolo Tucci, Mauro D’Alessandro
7. Interaction Design // JONNING CHNG
also an industrial designer
EDEN 2.0
Investigations 01
accessOS
Project Leaders | Claudio Moderini
Chiara Diana
Today the culture of computer use sees the purpose of computing in establishing contacts,
enabling social connections, accessing networks, creating, publishing and sharing contents.
These complexities of human actions and interactions are starting make the current
desktop metaphor seem obsolete.
Eden 2.0 is a representation of your life stories, visualised as a garden of trees, outside your
window. It captures a concept for how to interact and navigate through an operating
system built on stories and relations. The design aims to provide a powerful collaboration
environment, while incorporating simplicity and an easy to understand organic structure of
navigation. In essence, Eden 2.0 comprises a highly customisable workspace and navigation
space with two perspectives, a front view and a top view of a garden, which enables you to
quickly, and exibly, isolate moments in time and focus on selected parts of your life stories.
DESCRIPTION
System Architecture :: Wireframe Representations
Eden 2.0 is essentially based on the metaphor of a garden. Standing at the window, looking
out to your garden of life stories. Trees in the garden represent stories. Stories that the user
has planted and has full control over. From a single stem, the tree branches out forming
sub-stories that is part of a main story.
Screenshots
The stories are contextually organised on the screen, in order to quickly be able to focus on
the recently most important stories, based on historical access, quantity of content and
frequency of recent access.
Visit the link for project details.
http://tinkeraction.wordpress.com/2008/08/25/eden-20-my-garden-of-life-stories/
Collaborators :: Lars Rosengren, Chen Chu-Hsiang
8. Interaction Design // JONNING CHNG
also an industrial designer
iMON iMON Family.
Crossing Design Seminar 01
Monomedium :: My own private media
Project Leader | Stefano Cardini
Children have wild imaginations. Having imaginary companions is part of a child’s
growing up days. Imaginative play is nature’s way of teaching the developing child
some of life’s simple lessons. iMON is a portable toy that gives life to their imaginary
creations, who will stick by the child in times of fear and loneliness. Interaction
between the child and the device stimulates enjoyment and establishes connections
with other children. iMON will make every childhood experience a long lasting one
DESCRIPTION
iMON is designed to enhance the imaginative play of the child. With projection capa-
bilities, the child is able to visualize their ideal imaginary friend with customisable
parts. iMON takes the form of non human-like aesthetics. This language is adopted
because most children have common fear of monsters and creatures. Therefore,
iMON is a monster that the child has by his side in his ‘fight’ against the other mon-
sters. Monster versus monster; this creates an ironic sense.
In times of fear, the child is able to project the animated image of his imaginary friend
on any surface. With the visualisation, it assures and reduces anxiety in the child.
When you give a tight hug, it glows. This tactile feedback will provide increased assur-
ance and calm the child’s emotions.
Visit the link for project details.
http://tinkeraction.wordpress.com/2008/08/22/imon-a-kids-play-thing/#more-43
Collaborators :: Hyeonjeong Jeon, Trusha Sawant, Gianpaolo Tucci
10. Industrial Design // JONNING CHNG
also an interaction designer
drowning << Steps in the Rescue.
defender. lifeguard towards victim
Drowning Defender was awarded a reddot Award in 2005
and recognised as a Top Nominee for INDEX:Award 2005.
aid pushed
lifeguard towards victim
victim
On speed and recovery.
swivel downwards
The sea is a formidable lure. Its unknown drags the panic stricken, its currents pulls away.
Based on these two conditions, one physical, the other psychological, the design for Drown-
ing Defender addresses both factors in concept and in design.
The Drowning Defender is a two-part life saving device, consisting of a jet propulsion unit,
towed back to safety
and a oating aid. When racing towards a victim, the two units work as one, with the propul-
sion unit adding speed to shorten the distance between life saver and victim. lifeguard victim
The enhancement in speed is one of the key added values of this product. Upon reaching as the speed picks up,
the stand will rise due
the victim, the oating aid is used to support the victim. The oating aid is designed to to momentum.
better support the victim, with the added structure of a leg stand that helps support the
vertical weight of the victim. The aerodynamic design of the main oating device caters to
the carrying of the upper torso that allows the victim to fully lean their weight on the device.
This way, the oating aid provides an extra sense of security, which eminently reduces panic
and anxiety, key psychological issues in the success of rescue e orts. 1:1 Scale Aesthetic Model.
Materials : Fibre Glass, Wood.
The propulsion unit is activated in the last leg of rescue by the life saver, as it carries the
weight of life saver and victim, to speedily assist in the return to safety.
The Drowning Defender is an innovation that understands the preservation of human life.
http://tinkeraction.wordpress.com/2008/08/30/drowningdefender/
11. Industrial Design // JONNING CHNG
also an interaction designer
trans:plant
apparel system
The trans:plant apparel system is the future of fashion street-wear
systems. With my proposed product system, the user will be able to
select and 'download' graphic designs onto the T-skin which he or she is
wearing. This will also mean that in future, consumers will go shopping
sleaf :: tagging device
not buying t-shirts, but rather they will just have to purchase the t-shirt
designs. This will in turn cut down on the use of natural resources.
T-skin is a piece of apparel specially designed for the system. Electronic
Fabrics, such as Elektex and Softswitch, allows the fusion of electronics
and fabrics and yet still maintaining the desirable aesthetic properties of
fabrics. Weaved together with the optical bre threads, images could be
display
-ed on the apparel.
The trans:plant apparel system kit
consists of sleaf (a tagging device),
and the stem cell (a docking station).
Modelled and rendered in Alias | Studiotools
1:1 scale aesthetic model >>
12. Industrial Design // JONNING CHNG
also an interaction designer
trans:plant
apparel system
form exploration
13. Industrial Design // JONNING CHNG
also an interaction designer
SAC - Modelled and rendered in Alias | Studiotools
Service Award. Long Service Recognition Award designed for
the School’s Advisory Council.
Sceptre - an icon of authority
In the past, Kings and Queens own sceptres as it gives them a sense of
power and command. The metaphor of the sceptre originated from the idea
that the ruler was the shepherd of his people.
My design proposal for the award is in a form of a sceptre. Presenting it as
an award gives a symbolic reference of power to the recipient. Not power
literally, but power in the sense that he has the ability to solve problems and
make right decisions. Somebody who is worthy of this award would have
reached a certain high level of excellence in his discipline and is able to
command authority due to his years of experience.
<< Prototype
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14. Industrial Design // CAD JONNING CHNG
also an interaction designer
Modelled and rendered in Alias | Studiotools