This document provides instructions for creating a picture reveal game using PowerPoint. Teachers can select a background image and hide it behind numbered boxes on slides. When students select numbers, one box is revealed for 5 seconds, allowing them to see a section of the hidden picture. The goal is for students to guess the full picture based on the individual sections. Changing the background image on the master slide allows for creating multiple versions of this guessing game with different pictures.
The document discusses flow, a mental state of complete absorption and focus in an activity. It summarizes research by psychologist Mihaly Csikszentmihalyi who coined the term "flow". The document then provides a system for harnessing flow with 9 components: clear goals, concentration, loss of self-consciousness, distorted time perception, immediate feedback, balance of ability and challenge, sense of control, intrinsically rewarding actions, and narrowed focus on the activity. It recommends setting goals for work sessions, limiting distractions, getting feedback through early releases, and training attention. Integrating these components can help produce better work in less time while finding the work more gratifying.
This document discusses how Bob Lochel, a high school math teacher, uses various tech tools to facilitate whole-class communication. He wants his students to be able to communicate results succinctly, use math vocabulary correctly, and critique others' ideas and writings. Some of the free tools he uses include a document camera, PollEverywhere, Edmodo, Padlet, Evernote, Today's Meet, and Answer Garden. These tools allow students to crowd-source ideas, discuss theoretical vs experimental probability, and participate in other interactive math activities as a class.
This document discusses playing the game Plinko, which involves dropping chips down a board with various slots that correspond to different monetary prizes. It suggests using online tools like PollEverywhere and Google Docs to simulate playing Plinko, collect data on results, and evaluate probabilities of winning different amounts. Additional math and science resources are also provided.
Techniques for Effective RetrospectivesProwareness
The document summarizes a presentation given by Prowareness on effective techniques for conducting retrospectives during Scrum meetings. It provides 15 different techniques for gathering feedback, including using happiness metrics, drawing representations like sailboats to identify impediments, considering past and future perspectives, and using playing cards to discuss intrinsic motivators. Each technique includes a brief explanation and link to additional resources.
Mohammed Al Mulla - Best practices to secure working environmentsnooralmousa
This document discusses best practices for securing working environments in virtualized and cloud computing settings. It argues that traditional network-based security solutions are no longer sufficient, as more applications and databases are deployed within virtual machines and across dynamic cloud infrastructures. The document advocates for next-generation, distributed host-based security solutions that can provide visibility and protection at the application and database layer without compromising performance or system stability.
El documento resume los retos económicos globales y las oportunidades que ofrece Madrid como región líder en sectores como la innovación, la logística, la aeronáutica, la biotecnología y las energías renovables. Destaca que Madrid es la región española con mayor inversión en I+D+i, tiene una economía un 30% más rica que el promedio español y es el principal foco de atracción de inversiones extranjeras en España.
The document summarizes Georgina Trublesome, a children's TV drama created by the author for a college assignment. It describes the research conducted on children's TV genres. This informed the planning of a title sequence animation for Georgina, which tells the story of an ordinary girl who goes on adventures through reading. Challenges in learning new software and techniques are discussed. The target audience of 7-12 year olds is analyzed, and how the title sequence aims to appeal to both girls and boys through its visuals and story.
This document provides instructions for creating a picture reveal game using PowerPoint. Teachers can select a background image and hide it behind numbered boxes on slides. When students select numbers, one box is revealed for 5 seconds, allowing them to see a section of the hidden picture. The goal is for students to guess the full picture based on the individual sections. Changing the background image on the master slide allows for creating multiple versions of this guessing game with different pictures.
The document discusses flow, a mental state of complete absorption and focus in an activity. It summarizes research by psychologist Mihaly Csikszentmihalyi who coined the term "flow". The document then provides a system for harnessing flow with 9 components: clear goals, concentration, loss of self-consciousness, distorted time perception, immediate feedback, balance of ability and challenge, sense of control, intrinsically rewarding actions, and narrowed focus on the activity. It recommends setting goals for work sessions, limiting distractions, getting feedback through early releases, and training attention. Integrating these components can help produce better work in less time while finding the work more gratifying.
This document discusses how Bob Lochel, a high school math teacher, uses various tech tools to facilitate whole-class communication. He wants his students to be able to communicate results succinctly, use math vocabulary correctly, and critique others' ideas and writings. Some of the free tools he uses include a document camera, PollEverywhere, Edmodo, Padlet, Evernote, Today's Meet, and Answer Garden. These tools allow students to crowd-source ideas, discuss theoretical vs experimental probability, and participate in other interactive math activities as a class.
This document discusses playing the game Plinko, which involves dropping chips down a board with various slots that correspond to different monetary prizes. It suggests using online tools like PollEverywhere and Google Docs to simulate playing Plinko, collect data on results, and evaluate probabilities of winning different amounts. Additional math and science resources are also provided.
Techniques for Effective RetrospectivesProwareness
The document summarizes a presentation given by Prowareness on effective techniques for conducting retrospectives during Scrum meetings. It provides 15 different techniques for gathering feedback, including using happiness metrics, drawing representations like sailboats to identify impediments, considering past and future perspectives, and using playing cards to discuss intrinsic motivators. Each technique includes a brief explanation and link to additional resources.
Mohammed Al Mulla - Best practices to secure working environmentsnooralmousa
This document discusses best practices for securing working environments in virtualized and cloud computing settings. It argues that traditional network-based security solutions are no longer sufficient, as more applications and databases are deployed within virtual machines and across dynamic cloud infrastructures. The document advocates for next-generation, distributed host-based security solutions that can provide visibility and protection at the application and database layer without compromising performance or system stability.
El documento resume los retos económicos globales y las oportunidades que ofrece Madrid como región líder en sectores como la innovación, la logística, la aeronáutica, la biotecnología y las energías renovables. Destaca que Madrid es la región española con mayor inversión en I+D+i, tiene una economía un 30% más rica que el promedio español y es el principal foco de atracción de inversiones extranjeras en España.
The document summarizes Georgina Trublesome, a children's TV drama created by the author for a college assignment. It describes the research conducted on children's TV genres. This informed the planning of a title sequence animation for Georgina, which tells the story of an ordinary girl who goes on adventures through reading. Challenges in learning new software and techniques are discussed. The target audience of 7-12 year olds is analyzed, and how the title sequence aims to appeal to both girls and boys through its visuals and story.
Presentation designed to illustrate the Information Architecture of professional interactions, story telling and project building.
See flickr from World Information Architecture Day, where this was presented by searching tag: wiad2014 and wiad14pdx
The document discusses information architecture (IA) and outlines Michael Adcock's presentation at World Information Architecture Day 2014. The presentation explores taking an unconventional, "fringe" approach to IA by drawing inspiration from scientific discovery, questioning assumptions, and building tools to help understand complex problems. It provides an example of how Adcock used a wiki tool to help structure a difficult data migration project involving client configurations. The presentation emphasizes the need for IA practitioners to experiment, ask questions, and translate knowledge to help others understand.
Class IV Regional School: (Chapter 6 of The Journey)justpeaceumc
1) This document contains the order of service and readings for a study circle discussing the parable of the prodigal son from the Bible.
2) The study circle involves readings from scripture, responsive readings, hymns, and a concluding ritual. Participants covenant to prepare, listen respectfully, speak honestly yet briefly, and keep discussions confidential.
3) The parable is read in 3 parts by different groups, with the father welcoming back his lost son who had squandered his inheritance, despite objections from his other son.
El documento presenta 5 lecciones sobre la importancia de la unidad y la cooperación tomando como ejemplo la forma en que vuelan los gansos en formación de V. Cada lección describe un beneficio de volar juntos como aumentar el alcance del vuelo, compartir el liderazgo, apoyarse mutuamente especialmente durante dificultades, y permanecer unidos para ayudarse unos a otros. El mensaje general es que trabajando y apoyándonos como amigos los logros son mejores y la vida es más simple y placentera.
Empathy has two components: affective empathy which is a shared emotional response, and cognitive empathy which is taking the perspective of seeing the world through someone else's eyes. Cognitive empathy is expressed as "I know just how you feel". When designers have empathy, they can create products that make users feel understood.
JustPeace - Emotional Systems powerpointjustpeaceumc
This document provides guidance for leaders on navigating anxious times based on principles of openness, presence, and seeing others as human beings rather than objects. It discusses the difference between constructive and destructive conflict, with the former occurring when people see each other as people and disagree respectfully, while the latter happens when people see others as objects and provoke opposition. The document also reflects on a biblical passage about Jesus healing a man at the pool of Bethesda and insights from systems thinking about addressing underlying issues in a community.
The document discusses the use of restorative justice practices, specifically peacemaking circles, to address conflict and wrongdoing in a way that promotes healing, accountability, and reintegration. It outlines key aspects of peacemaking circles such as establishing a respectful space, using a talking piece, appointing circle keepers, developing relational covenants, and focusing on the needs of those harmed, offenders, and the community. The goal is to generate understanding and solutions through respectful and inclusive dialogue.
This document discusses providing spiritual care and healing for veterans and their families. It begins by introducing the speaker, an Army chaplain passionate about veteran care. It notes veterans face many challenges after deployment that affect their whole well-being, including spiritual health. While progress has been made in veteran care, more resources are needed to help with spiritual trauma from war. The document provides objectives and literature to understand military culture, post-deployment transitions, spiritual recovery aspects, and resources faith communities can offer in veteran care.
Vivo Miles is a web-based rewards system used in 80 local authorities in the UK that has improved student motivation and raised attendance and GCSE grades. The system has been adopted by schools like Droylsden Academy, Swindon Academy, and St Peter's Academy.
1. The document describes a staff development workshop that uses a Design by Teams methodology to promote efficient and accurate teamwork.
2. The workshop involves forming teams, choosing a project, and completing the project using defined team roles and steps in the process.
3. The teams will assess their work through self-designed rubrics and presentations to facilitate ongoing feedback and improvement.
The document discusses how adopting an empathetic and user-centered approach through techniques from theater can help drive innovation in UX design. It argues that as design moves from engineering to focusing on human experiences, understanding the user's perspective becomes important. Theater teaches empathy through roles and iterations, and those techniques can enhance the UX process. An "empathetic UXD" would involve rapid iterations, a shared language within cross-functional ensembles, and participatory design negotiations to continually validate ideas with users. This approach builds empathy and leads to more innovative solutions.
The document discusses how adopting an empathetic and user-centered approach through techniques from theater can help drive innovation in UX design. It argues that as design moves from engineering to focusing on human experiences, understanding the user's perspective becomes important. Theater teaches empathy through roles and iterations, and those techniques can enhance the UX process. An "empathetic UXD" would involve rapid iterations, a shared language within cross-functional ensembles, and participatory design negotiations to continually validate ideas with users. This approach builds empathy and leads to more innovative solutions.
An Introduction To Visual Thinking 5321Yogi Ramsingh
The document introduces visual thinking as a way to facilitate thought processes and establish a common language through visual approaches. It defines visual thinking and nodes/links as basic concepts. It provides exercises to have the reader draw a diagram of a toaster and identify nodes to understand modeling and storytelling. The document suggests visual thinking allows one to understand existing models and repurpose models by removing context.
This document provides a preview and proposal for a midterm thesis project called "Make My Own Monster". The proposal is for a digital customization tool that allows users to design their own plush creatures or pillows by selecting from base body forms, appendages, eyes, skin prints etc. and having their creation produced. Previous prototypes were found to lack joy in customization. The proposed tool aims to empower users to make something personally meaningful. A demo, examples, and schedule are provided for the symposium presentation. Beyond that, the creator plans to launch a full customization tool online and produce popular user creations.
Cultural probes are a research method used to understand user culture without directly questioning users. Probes take the form of design objects like disposable cameras or diaries that are given to users to provoke inspirational responses. When returned, the probes are not analyzed but rather looked through for inspiration to inform experimental design through dialogue. The goal is to discover new cultural understandings and preferences to inspire design, rather than gather precise information.
The document discusses software archaeology as an innovative methodology developed by Globant for efficient application maintenance. It focuses on studying the existing evidence from software systems to understand the systemic context and cultural behaviors, in order to minimize discard, promote reuse, and ensure continuity with minimal cost and learning curve. The goal is to rationally leverage existing software assets for maintenance, new features, or technology updates as needed by the business.
UX Hong Kong - We've Done All This Research, Now What?Steve Portigal
The document outlines an agenda and process for turning field research data into insights and solutions. It begins with exercises to synthesize observations from fieldwork into themes and opportunities. Participants then generate strategies and solutions to address ideation questions formulated from the opportunities. The goal is to practice connecting research findings to a range of potential business areas and solutions through collaborative, visual ideation techniques.
Lecture Welcome Decision Support SystemsKodok Ngorex
This document provides an overview of a module on decision support systems. It discusses that the module will examine knowledge engineering techniques and reasoning strategies to support organizational decision making. Students will analyze cognitive decision making processes and critically assess how decision support systems provide support. The module will include lectures, labs, and tutorials using different software. It will be assessed through an exam and a case study. The lecture topics will cover decision modeling, group decision making, knowledge acquisition, and data mining. Labs will involve using decision support software and thinking about decision processes and structures.
The document discusses retrospective techniques for reviewing and improving projects. A retrospective involves learning from experience to plan improvements for future efforts. It follows a structured process of setting the stage, gathering data about what went well and poorly, generating insights from the data, and deciding on actions. The facilitator prepares the retrospective by choosing topics and exercises and handles different personalities and cultures during the session. Closure involves identifying actions but consideration of energy levels is important.
CHI2011 - We've Done All This Research, Now What?Steve Portigal
One of the most persistent factors limiting the impact of user research in business is that projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. We’ve long heard the lament “Well, we got this report and it just sat there. We didn’t know what to do with it.” But design research (or ethnography, or user research, or whatever the term du jour may be) has also become standard practice, as opposed to something exceptional or innovative. That means that designers are increasingly involved in using contextual research to inform their design work. Courses at CHI and elsewhere have increased the ranks of designers and others who feel comfortable conducting user research. But analysis and synthesis is a more slippery skill set, and we see how easy it is for teams to ignore (more out of frustration than anything malicious) data that doesn’t immediately seem actionable. This course gives people the tools to take control over synthesis and ideation themselves by breaking it down into a manageable framework and process.
Presentation designed to illustrate the Information Architecture of professional interactions, story telling and project building.
See flickr from World Information Architecture Day, where this was presented by searching tag: wiad2014 and wiad14pdx
The document discusses information architecture (IA) and outlines Michael Adcock's presentation at World Information Architecture Day 2014. The presentation explores taking an unconventional, "fringe" approach to IA by drawing inspiration from scientific discovery, questioning assumptions, and building tools to help understand complex problems. It provides an example of how Adcock used a wiki tool to help structure a difficult data migration project involving client configurations. The presentation emphasizes the need for IA practitioners to experiment, ask questions, and translate knowledge to help others understand.
Class IV Regional School: (Chapter 6 of The Journey)justpeaceumc
1) This document contains the order of service and readings for a study circle discussing the parable of the prodigal son from the Bible.
2) The study circle involves readings from scripture, responsive readings, hymns, and a concluding ritual. Participants covenant to prepare, listen respectfully, speak honestly yet briefly, and keep discussions confidential.
3) The parable is read in 3 parts by different groups, with the father welcoming back his lost son who had squandered his inheritance, despite objections from his other son.
El documento presenta 5 lecciones sobre la importancia de la unidad y la cooperación tomando como ejemplo la forma en que vuelan los gansos en formación de V. Cada lección describe un beneficio de volar juntos como aumentar el alcance del vuelo, compartir el liderazgo, apoyarse mutuamente especialmente durante dificultades, y permanecer unidos para ayudarse unos a otros. El mensaje general es que trabajando y apoyándonos como amigos los logros son mejores y la vida es más simple y placentera.
Empathy has two components: affective empathy which is a shared emotional response, and cognitive empathy which is taking the perspective of seeing the world through someone else's eyes. Cognitive empathy is expressed as "I know just how you feel". When designers have empathy, they can create products that make users feel understood.
JustPeace - Emotional Systems powerpointjustpeaceumc
This document provides guidance for leaders on navigating anxious times based on principles of openness, presence, and seeing others as human beings rather than objects. It discusses the difference between constructive and destructive conflict, with the former occurring when people see each other as people and disagree respectfully, while the latter happens when people see others as objects and provoke opposition. The document also reflects on a biblical passage about Jesus healing a man at the pool of Bethesda and insights from systems thinking about addressing underlying issues in a community.
The document discusses the use of restorative justice practices, specifically peacemaking circles, to address conflict and wrongdoing in a way that promotes healing, accountability, and reintegration. It outlines key aspects of peacemaking circles such as establishing a respectful space, using a talking piece, appointing circle keepers, developing relational covenants, and focusing on the needs of those harmed, offenders, and the community. The goal is to generate understanding and solutions through respectful and inclusive dialogue.
This document discusses providing spiritual care and healing for veterans and their families. It begins by introducing the speaker, an Army chaplain passionate about veteran care. It notes veterans face many challenges after deployment that affect their whole well-being, including spiritual health. While progress has been made in veteran care, more resources are needed to help with spiritual trauma from war. The document provides objectives and literature to understand military culture, post-deployment transitions, spiritual recovery aspects, and resources faith communities can offer in veteran care.
Vivo Miles is a web-based rewards system used in 80 local authorities in the UK that has improved student motivation and raised attendance and GCSE grades. The system has been adopted by schools like Droylsden Academy, Swindon Academy, and St Peter's Academy.
1. The document describes a staff development workshop that uses a Design by Teams methodology to promote efficient and accurate teamwork.
2. The workshop involves forming teams, choosing a project, and completing the project using defined team roles and steps in the process.
3. The teams will assess their work through self-designed rubrics and presentations to facilitate ongoing feedback and improvement.
The document discusses how adopting an empathetic and user-centered approach through techniques from theater can help drive innovation in UX design. It argues that as design moves from engineering to focusing on human experiences, understanding the user's perspective becomes important. Theater teaches empathy through roles and iterations, and those techniques can enhance the UX process. An "empathetic UXD" would involve rapid iterations, a shared language within cross-functional ensembles, and participatory design negotiations to continually validate ideas with users. This approach builds empathy and leads to more innovative solutions.
The document discusses how adopting an empathetic and user-centered approach through techniques from theater can help drive innovation in UX design. It argues that as design moves from engineering to focusing on human experiences, understanding the user's perspective becomes important. Theater teaches empathy through roles and iterations, and those techniques can enhance the UX process. An "empathetic UXD" would involve rapid iterations, a shared language within cross-functional ensembles, and participatory design negotiations to continually validate ideas with users. This approach builds empathy and leads to more innovative solutions.
An Introduction To Visual Thinking 5321Yogi Ramsingh
The document introduces visual thinking as a way to facilitate thought processes and establish a common language through visual approaches. It defines visual thinking and nodes/links as basic concepts. It provides exercises to have the reader draw a diagram of a toaster and identify nodes to understand modeling and storytelling. The document suggests visual thinking allows one to understand existing models and repurpose models by removing context.
This document provides a preview and proposal for a midterm thesis project called "Make My Own Monster". The proposal is for a digital customization tool that allows users to design their own plush creatures or pillows by selecting from base body forms, appendages, eyes, skin prints etc. and having their creation produced. Previous prototypes were found to lack joy in customization. The proposed tool aims to empower users to make something personally meaningful. A demo, examples, and schedule are provided for the symposium presentation. Beyond that, the creator plans to launch a full customization tool online and produce popular user creations.
Cultural probes are a research method used to understand user culture without directly questioning users. Probes take the form of design objects like disposable cameras or diaries that are given to users to provoke inspirational responses. When returned, the probes are not analyzed but rather looked through for inspiration to inform experimental design through dialogue. The goal is to discover new cultural understandings and preferences to inspire design, rather than gather precise information.
The document discusses software archaeology as an innovative methodology developed by Globant for efficient application maintenance. It focuses on studying the existing evidence from software systems to understand the systemic context and cultural behaviors, in order to minimize discard, promote reuse, and ensure continuity with minimal cost and learning curve. The goal is to rationally leverage existing software assets for maintenance, new features, or technology updates as needed by the business.
UX Hong Kong - We've Done All This Research, Now What?Steve Portigal
The document outlines an agenda and process for turning field research data into insights and solutions. It begins with exercises to synthesize observations from fieldwork into themes and opportunities. Participants then generate strategies and solutions to address ideation questions formulated from the opportunities. The goal is to practice connecting research findings to a range of potential business areas and solutions through collaborative, visual ideation techniques.
Lecture Welcome Decision Support SystemsKodok Ngorex
This document provides an overview of a module on decision support systems. It discusses that the module will examine knowledge engineering techniques and reasoning strategies to support organizational decision making. Students will analyze cognitive decision making processes and critically assess how decision support systems provide support. The module will include lectures, labs, and tutorials using different software. It will be assessed through an exam and a case study. The lecture topics will cover decision modeling, group decision making, knowledge acquisition, and data mining. Labs will involve using decision support software and thinking about decision processes and structures.
The document discusses retrospective techniques for reviewing and improving projects. A retrospective involves learning from experience to plan improvements for future efforts. It follows a structured process of setting the stage, gathering data about what went well and poorly, generating insights from the data, and deciding on actions. The facilitator prepares the retrospective by choosing topics and exercises and handles different personalities and cultures during the session. Closure involves identifying actions but consideration of energy levels is important.
CHI2011 - We've Done All This Research, Now What?Steve Portigal
One of the most persistent factors limiting the impact of user research in business is that projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. We’ve long heard the lament “Well, we got this report and it just sat there. We didn’t know what to do with it.” But design research (or ethnography, or user research, or whatever the term du jour may be) has also become standard practice, as opposed to something exceptional or innovative. That means that designers are increasingly involved in using contextual research to inform their design work. Courses at CHI and elsewhere have increased the ranks of designers and others who feel comfortable conducting user research. But analysis and synthesis is a more slippery skill set, and we see how easy it is for teams to ignore (more out of frustration than anything malicious) data that doesn’t immediately seem actionable. This course gives people the tools to take control over synthesis and ideation themselves by breaking it down into a manageable framework and process.
Design Theory - Lecture 03: Design as Learning / Methods & ToolsBas Leurs
This document discusses design methods and tools that can be used in the design process. It covers several learning theories related to design like Kolb's experiential learning cycle, Schön's reflection-in-action and reflection-on-action, and Argyris and Schön's single and double loop learning. It also discusses sensemaking in design. The document then discusses various design methods like prototyping, sketching, and using CAD models. It emphasizes that prototyping allows designers to learn through making and that sketching is an important tool for visualizing ideas.
This document provides an overview of a workshop on presenting science to peers. It discusses rhetorical situations, sequencing information logically, and using stories and examples from research. It emphasizes skills like guiding the audience and using visual design principles. Specific techniques are exemplified, like Hans Rosling's use of "small multiples" to efficiently convey trends in data. Participants will practice summarizing research, visualizing findings, and telling stories from their own fields. Feedback will be provided on presentation skills.
DNA method for analysing Web Observatories & Social MachinesIan Brown
Web Observatories are proposed as a way to discover and share data and analytics on the Web. But what exactly are they? How many are already out there and what would need to be done to extend an existing system to become a Web Observatory. This work requires a model from which to analyse and compare system that explicitly called Observatories and also those candidate systems we call Observatory-shaped Objects (OSOs)
Deliver training to suit varying learning stylesSimon Misiewicz
Optimise-GB provides you with a presentation on how to create and deliver training materials that caters for various learning styles. Not one of us are identical in the way that we learn, however, there are some training sessions that follow a similar. There is a teacher at the front who talks, and students that sit and listen. How effective is this? Have you ever seen people switch off whilst you are in a training environment? Is it because they are bored of the material or bored of how the training is being delivered? This presentations provides some suggestions of how people’s learning styles can be catered for in different ways of delivering training materials. If you have any questions on simon@optimise-gb.com and visit www.optimise-gb.com for more details. Many thanks Simon Misiewicz
Effective Facilitation in Synchronous Environments pt 2Michael Coghlan
This document provides guidance on facilitating effective synchronous online sessions. It discusses using webcams, establishing ground rules, and determining the purpose of the session. It also covers resolving tensions between synchronous and asynchronous approaches, designing for interactivity, and skills of the live online presenter. Interactive strategies suggested include using polls, sharing screens, and breaking into groups. The document emphasizes balancing presentation with interactivity.
The document discusses building experiences outside of screens and in the physical environment. It notes that while pervasive computing is a reality, it is more conceptual than applied in daily life. Interactive museums and installations provide examples of environmental experiences. The document advocates designing for the experience rather than just testing new technologies. It also emphasizes planning trials to iteratively build the experience, managing the experience holistically from concept to prototype, and tracking the project's development. Lessons for software development include focusing on the user's relationship to their environment, physical problems and emotions, and prioritizing the user experience over performance and constraints.
VR in Education to ARNY Oct. 25th, 2016Hugh Seaton
Overview of research into VR and learning, presented at the monthly Augment Reality New York Meetup. We cover such things as "presence," the "proteus effect" and others.
Unfinished Business Workshop: Working with user research dataSteve Portigal
In this workshop, Steve will show you how producers of "stuff" (products, services, and beyond) - can work with user research data to identify new businesses opportunities. One of the most persistent factors limiting the impact of user research in business is that projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. As designers (in the broadest sense of the word) increasingly become involved in using contextual research to inform their design work, they may find themselves holding onto a trove of raw data but with little awareness of how to turn it into design.
The emphasis in this workshop (including an exercise in the days and weeks beforehand) will be on strengthening the creative link between "data" and "action." By the end, participants will have developed a range of high-level concepts that respond to a business problem and integrate a fresh, contextual understanding of that problem.
Similar to Josh Romberg: Structures That Click (20)
Heart Touching Romantic Love Shayari In English with ImagesShort Good Quotes
Explore our beautiful collection of Romantic Love Shayari in English to express your love. These heartfelt shayaris are perfect for sharing with your loved one. Get the best words to show your love and care.
Fashionista Chic Couture Maze & Coloring Adventures is a coloring and activity book filled with many maze games and coloring activities designed to delight and engage young fashion enthusiasts. Each page offers a unique blend of fashion-themed mazes and stylish illustrations to color, inspiring creativity and problem-solving skills in children.
Boudoir photography, a genre that captures intimate and sensual images of individuals, has experienced significant transformation over the years, particularly in New York City (NYC). Known for its diversity and vibrant arts scene, NYC has been a hub for the evolution of various art forms, including boudoir photography. This article delves into the historical background, cultural significance, technological advancements, and the contemporary landscape of boudoir photography in NYC.
This tutorial offers a step-by-step guide on how to effectively use Pinterest. It covers the basics such as account creation and navigation, as well as advanced techniques including creating eye-catching pins and optimizing your profile. The tutorial also explores collaboration and networking on the platform. With visual illustrations and clear instructions, this tutorial will equip you with the skills to navigate Pinterest confidently and achieve your goals.
This document announces the winners of the 2024 Youth Poster Contest organized by MATFORCE. It lists the grand prize and age category winners for grades K-6, 7-12, and individual age groups from 5 years old to 18 years old.
5. Why I do work
Obsession with the mechanism
Collection
Safety
Release
6. Mechanics
Love of the Mechanics
Thousands of parts creating a single
impression
Understanding systems:
Before: magic
After: manipulation
7. Collection
Early on, this collection, is very autobiographical
Collect that which is immediately around you
An image’s transporting ability
Disambiguation of memory
8. Safety
Inexplicably find yourself drawn to an image
Everything but the information in front of you melts
away
Indicator of well designed UX
Carves a place out for the viewer to safely occupy
Facilitates introspection and learning
Possession of the artist body/eyes/experiences
Then personal interpretations follow
9. Release
Expression of an idea as exorcism
Cycles of satisfaction, perpetuation of work
Become aware of these cycles
Become aware of the power of structures
Structures defined give impetus to continual
movement
Removes the shroud that keeps us from
starting
11. Creation of Dialogue
Digital Archaeology
The timely uncovering of information
Allows for easy digestion by the viewer
In the seemingly complex, order reveals itself
12. Creation of Dialogue
Digital Archaeology
The timely uncovering of information
Allows for easy digestion by the viewer
In the seemingly complex, order reveals itself
Narrative:
“A representation of a particular situation or process
in such a way as to reflect or conform to an
overarching set of aims or values.”
-Oxford Pocket Dictionary
16. Inspiration
Write the book you would want to read
Building and experimentation
Room for a broad range of results
Resilience
My objective still is not complete without viewer’s
interaction
Personally: Emotional growth with the piece is a
necessary component
Tools facilitate technique/new kinds of interaction
17. Inspiration
Scouting
Seeking out form/light/structure
When in a home environment, always
taking place… passively
Filed away in the mental database
Travel, always taking place, actively
Like bringing in a fresh set of eyes
18. Planning
Strategic technical choices for emotional
considerations
Don’t bring a knife to a gun fight
Know your gear or it’s just dead weight
Packing Tree
20. Application/Shooting
Anything that takes time has phases
Usually the first ones are hideous
Wear many hats on any given project
Eventually, you develop your rhythm
23. Emotional Aftermath
Immediate moments of connection
Growth with a piece
Creation of new narratives over time
For the creator
RELEASE
Fuel to keep the machine alive
• Positive feedback loop
24. Perspective
Photography, like any data collection, is an
editorial process
A single reference point cannot give a complete
picture, but is instead a point of departure
Layered images let all semblances of objectivity
fall away
25. Creation of a final product
Selections
Defining a
Feel
Threading
the narrative
needle
Construction
(for layered
work)
Layered Work Goals
Engage the viewer, invite inspection
Give a feel, let the creation of a
narrative happen organically
Final product is more than the sum
of it’s individual images
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
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78. Closing
Because, especially with the advent of the
digital, we no longer see images as objective
representations of data, they become more
powerful as touchstones for the creation of an
emotional journey.
Without sound structure and organization
throughout the process of making, that power
cannot be fully exploited.
Graduated from University of Oregon in 2008 with my degree in photographer and have been travel, shooting and working ever since….Until landing in Portland about two years ago, where I’ve really started to put down some roots. IA…the type of logical thinking that heralds, and how it effects and facilitates the work I do. Also how these concepts that strive to create high value shared information environments are not limited to the intra and internets of the world, but can be applied to any sort of visual medium,They type of work that I do…
…is very layered, very structured, invites inspection and the creation of narratives unique to each viewer.
And like much of the more abstract work, they take a little time to work on you, and hopefully occupy a dynamic place in the mind as well.
..and to start this section I’m going to outline a process that many makers undergo when first exposed to what will later become their medium of expression.And for me as a photographer I’m going to talk about this in terms of the camera.
Really the origins of my interest, and in more or less chorological orderMechanism… an immediate and impulsive act. I loved the camera from my first introductionCollection… what do you do with this data, how do you interact with it, and how does it change your perspective of the world around youSafety being the most abstract of all these ideas, I wasn’t able to thumb down until well out of my introductory phase, but it was there all along.Release…
Immediate, primal and naïve of all these steps fall in love with the mehanismLike anyone picking up a paint brush, or touching a computer for the first time, these seemingly insignificant moments have a profound effect on you that changes your reality All the sudden you have a different lens/way through which to see the world and represent the information in that world.2) But, before that… what happened for me… upon picking up a camera and pushing all the buttons, hearing the shutter, feeling its weight and realizing that thousands of moving parts working in perfect synchronicity, along with the voodoo of optics, create this tiny piece of plastic. What was not immediately clear was that, this negative, this data had virtually unlimited applicationsBefore… magicAfter…. you understand these systems, whether it’s a computer, camera or a car you become able to conceptualize the output of the object, a camera in my case, as the product of each of the individual components, and you become able to manipulate these components creating something truer to your original vision.Original vision in the early stages of relationships with our tools is really abstract, later on it becomes something much more complex and developed.
This documenting, gives you something firm to latch on to, a patch of solid ground. A very intoxication idea as a kid, as your surrounded by constant change.All the sudden you can take a picture of some object of interest and save it for later, in complete stasis.And also, for the first time you are able to see the world around you through the lens of time, able to look backwardsAnd you become aware an images ability to transport you back into your own memory or that of someone else.It serves as a tool for the disambiguation of memory
Safety: Something I wasn’t able to clearly label until later on when my relationship with cameras and imagery developed further… soOccurs before we know how to label it… Inexplicably drawn to an image, holds our gaze, we are unable to tear ourselves from it… Everything melts away and you have the experience, however abstract it is, where things seem to snap into place and order becomes clear.2) This is a prime example of how the appearance of a safe space found within information rich environments for the viewer to occupy, operate as an indicator of a well designed user experience.The viewer interacts with the elements in front of them, and through this dialogue between bits of information and the viewer, these bits of information become more than just the sum of their parts, and they provide a place where learning and questioning occurs safely.In these moments, you experience a connection with the artist or creator which is really just an awareness of the artist or creators intention, then your personal interpretations follow.9 min.
The last of this initial and primal process starting with obsession, then collection, then safety, is release. And it’s pretty self explanatory why this is one of the reasons that I work and one of my origins of interest.FUEL! Theseideas reside within us and are often just screaming to get out, but without the cheese at the end of the maze the journey is a much more difficult undertaking.And after getting to the cheese a few times and experiencing many of these moments of satisfaction, I became keenly aware that they were a product of a system: I started, I generally became frustrated, I spent time reasoning through issues, I finished, I was jazzed.This is the cycle of satisfaction which facilitates the perpetuation of work.It keeps the work that we do from just being WORK that we do. And there is immense power in labeling and harnessing this structure.It allows us to just “show up”, refer to methodology you’ve come to know and understand… you already know how to put one foot in front of the other.We’ll come back to this in the section about processes and practices.
I am going to show you this piece briefly and then come back to it after talking about the designing of an emotional experience…
The designing of an emotional experience is contingent on the creation of dialogue or narrative between the viewer and the information in front of them.In my work I call this digital archaeology… Which begs for a precise definition of what exactly archaeology is? It’s the excavation and analysis of physical remains and is a time based process that occurs through many steps, not dumped on us all at once. Information is revealed one piece at a time in a fashion that is digestible… and connections are facilitated in that manner.Which is exactly the type of interaction we seek when creating high value shared information environments such as visual art, websites or databases.This process bears an uncanny resemblance, within this context, to the creation of a narrative.
And for my work, narrative is a big piece, not necessarily a single narrative, but many unique and often abstract narratives dependent on how the viewer chooses to interpret the data within the framework I provide.This creation of narrative, or uncovering, occurs in two different stages, our initial introduction (or the instantaneous effect, like your first glimpse at that image), AND NEXT comes the way that we GROW with this image, and the image grows with us.So I am going to go back to the image I just showed you and I’d like for you to notice how information reveals itself, how narratives are born, and how the dialogue between elements is created for you. And I’ll leave it up for about 30 seconds.
At first elements are jumbled, a few little moments poke out at us, like the central I-beam, dividing right form left… and then the eye is drawn to the lower left corner. Then maybe we notice the arm, reaching out from the right of the frame. For me that is where the narrative kicks in. Questions like where and why is that person there? Boy or girl? I really try and organize the image in such a way to give enough solid information to peak the interests of the viewer and giving them a safe space from which to view, without explaining away anything. Always leaving more questions than answers.
The next portion of my talk concerns the physical steps I go through when preparing, creating and actually dealing with the work that I make.
Inspiration and planning: Why/whatApplication/shooting: HowAftermath: What do we do with all the information that we’ve collected. Its what gives us our final product.
Variety of different ways that inspiration happens of me.1)One quote that always comes to mind… “Write the book you would want to read”. For me this kind of inspiration comes from listening to those little voices that scream from inside you. We all have them, sometimes they are quieter than others.I’ve written many “books”, most of them were garbage. But we learn so much from our mistakes that eventually if you continually show people these “books”, listen, and find the take way from each experience something funny happens… you find a voice and then something even stranger occurs, you find an audience. Maybe it’s only one or two people at first. But slowly it builds….2) And that’s very much the objective of my work, interaction from an audience however small.3)The next bit, pretty drybut incredibly relevant, is that tools do facilitate new techniques and new ways to represent and interact with the information around us. Like a drummer with their kit, say they start with bass drum– then the high hat, then a kick drum, … but before you know it you have a really amazing set of tools you can not only use, but use well... That is when you find your voice. When I have my kitin front of me that I have put decades into getting to know, the knowledge that I’ve gained from making, getting feedback and making again, I am able to design an experience both true to myself and appealing and informative to my audience.
**And the next type of inspiration happens all the time and whether you have one tool or twenty… Scouting. You have to have an idea before you can make that idea a reality so how do we go about it?1) Inspiration through the things around us.Home can be a desert, in that way I’m always digging for moments of inspirational clarity2) Travel: Always keyed up, hunting. Amazing but unsustainable. This is the value of fresh eyes, but fresh eyes cannot remain fresh.
1) Strategic technical choices for emotional considerations, a very fancy way of saying that you don’t bring a knife to a gun fight.2) Like the analogy of the drummer, you choose your gear based on experience and what you judge, thanks to that experience, as necessary.*** The way that I do this is generally through a mental checklist, but for larger jobs I definitely write everything down, and it looks like this…
This packing tree gives me something invaluable, piece of mind knowing that I will at least have all the tools that I need in any given situation, and it’s an inevitably continuing process, always being revised.
This is the fun part. All the work: inspiration, planning, organization… it all comes into play now.1) …And like running a marathon you hit many emotional spaces, not all of them fun, many of them just outright painful, but all you can focus on is one foot in front of the other (keep the endgame in mind) and follow your heart. The speed with which this phase happens in photography is fairly unique and you have to rely heavily on you heart, or your gut, depending on where you do your thinking.I talked earlier about writing a lot of different “books”, most of them garbage. Well… within any given day shooting, you may well write many garbage books, but learn from them all, adjust and move forward and what you end up with, is a final product that has been written, rewritten, assessed and reassessed so many times that it starts to take a new form. One that’s refined, often true to your initial intentions for the day, but more importantly true to the goal of the project.2) And so through all of these painstaking phases you’ve learned to use, and hopefully use well, you finally find yourself in the promised land. You find your rhythm and things just pour our of you….
I once heard a quote, that no one every falls to the top of a mountain. And that’s as true as anything I’ve ever heard. You’ve got to get scrappy, tooth and nail all the way to the summit. BUT, THEN… you’ve got to make it all the way down. And that’s the aftermath of any project.At least when you’re heading downhill you’ve got gravity and momentum with you. 1) Finals require you to keep your creative pants on, to stay in the moment when the images where captured, and try and distill the feeling of that day/week/month and use it to create the framework in which the viewer will operate, free to make their own narratives. 2)Technical, just requires planning. But you have to tie up all your loose ends, or it can all fall apart around you in the blink of an eye.3)Emotional is multi faceted. You have your initial moments of connection, then what happens throughout the life of that piece, creation of new narratives.
Office work
You choose what to include, and what to exclude.The single image, once touted as objective proof, has lost the mystique this modern world. With the creation of layered images… This idea is obliterated, and were free to create, and recreate our own conclusions. An intoxicating idea for makers like myself.
So the creation of a final product starts with selections, hopefully defining a feel for the project then you have to find elements within the gathered information of the shoot or project that create an opportunity for narratives to be created…Lastly the construction, which is a process that is always in flux, and is so open ended that without a structure or a defined goal for the piece to help keep the maker on track, can easily overwhelm.At the end of it all what you hope for is a piece that speaks to your audience, that engages them and so becomes more that just the sum of parts.
Interdisciplinary representativeIA and the type of logical thinking that heralds, and how it effects the work I do. And also how these concepts that strive to create high value shared information environments can be applied to any sort of visual medium