Concept development for online video communication Jangbae Lee
Software X is a video platform that allows users to create, edit, share, and manage videos for internal and external communication purposes. It has the potential to improve collaboration across project teams if enhanced with more collaborative sharing features. Specifically, research identified that integrating a project channel for teams, enabling direct commenting on videos, and providing a way to tag relevant people on issues could help make video communication through Software X more effective for project work.
The document celebrates an accomplishment and expresses congratulations and best wishes to both women and men. It encourages keeping in touch going forward and expresses that the group will always be special.
This document summarizes a research presentation on automatically visualizing grouped networks. The presentation discusses combining Euler diagram and graph drawing methods. Specifically, it aims to improve analysis of grouped network data like Facebook by automatically generating visualizations. The researcher plans to develop a novel layout method and open source software to efficiently draw graphs and Euler diagrams together. This combined approach could have wide applications in social network analysis, communication networks, and medical analysis. An example visualization of Facebook connections is provided to illustrate the expected results.
This 3 sentence summary provides an overview of the document:
This document is a project report submitted for a Bachelor of Business Administration degree on the study of plant machines in production and operation management. It was submitted by Meraj, a student of BBA V semester at Devsthali Vidyapeeth Rudrapur, under the supervision of their head of department Mr. Narpendra Kumar Sharma. The report includes an introduction to the company studied, Britannia Industries Ltd. Rudrapur plant, objectives, methodology, data analysis, findings, limitations and conclusions.
The poem describes a classroom in a slum, where the children have bleak futures. Their faces are pale and gaunt, like "rootless weeds." Though the classroom has maps and pictures of Shakespeare on the walls, the windows show only a narrow street sealed by a gray sky - far from nature and opportunity. The poet urges those in power to open the windows and minds of these children, showing them beauty beyond their foggy slum, so their lives are no longer confined but full of potential.
1) The document discusses the concept of well-matchedness in Euler diagrams, which refers to diagrams whose syntactic relationships accurately reflect the semantic relationships being represented.
2) It presents four levels of well-matchedness for Euler diagrams: the zone level, minimal region level, curve level, and contour level.
3) A general well-matchedness principle is that a diagram is fully well-matched if it is well-matched at all four of these levels. Well-formed diagrams without shading are always well-matched.
This presentation summarizes Mithileysh Sathiyanarayanan's master's research on proposing a new multi-channel scheduling algorithm called Multi-Channel Deficit Round Robin (MCDRR) for hybrid TDM/WDM optical networks. The MCDRR aims to provide fairness and quality of service guarantees while efficiently utilizing network resources. It extends the existing Deficit Round Robin scheduling to allow overlapping rounds across multiple channels using tunable transmitters and fixed receivers. Simulation results showed the MCDRR achieves near perfect fairness even with uneven traffic flows.
Este documento es una factura que detalla los productos vendidos a un cliente, incluyendo monitores, teclados, ratones, altavoces, tarjetas gráficas, memoria RAM, discos duros, procesadores, ventiladores, lectores DVD, grabadoras DVD, placas base, multilectores y servicios de montaje. La factura enumera cada artículo, su precio y el total antes y después de aplicar el IVA del 18%.
Concept development for online video communication Jangbae Lee
Software X is a video platform that allows users to create, edit, share, and manage videos for internal and external communication purposes. It has the potential to improve collaboration across project teams if enhanced with more collaborative sharing features. Specifically, research identified that integrating a project channel for teams, enabling direct commenting on videos, and providing a way to tag relevant people on issues could help make video communication through Software X more effective for project work.
The document celebrates an accomplishment and expresses congratulations and best wishes to both women and men. It encourages keeping in touch going forward and expresses that the group will always be special.
This document summarizes a research presentation on automatically visualizing grouped networks. The presentation discusses combining Euler diagram and graph drawing methods. Specifically, it aims to improve analysis of grouped network data like Facebook by automatically generating visualizations. The researcher plans to develop a novel layout method and open source software to efficiently draw graphs and Euler diagrams together. This combined approach could have wide applications in social network analysis, communication networks, and medical analysis. An example visualization of Facebook connections is provided to illustrate the expected results.
This 3 sentence summary provides an overview of the document:
This document is a project report submitted for a Bachelor of Business Administration degree on the study of plant machines in production and operation management. It was submitted by Meraj, a student of BBA V semester at Devsthali Vidyapeeth Rudrapur, under the supervision of their head of department Mr. Narpendra Kumar Sharma. The report includes an introduction to the company studied, Britannia Industries Ltd. Rudrapur plant, objectives, methodology, data analysis, findings, limitations and conclusions.
The poem describes a classroom in a slum, where the children have bleak futures. Their faces are pale and gaunt, like "rootless weeds." Though the classroom has maps and pictures of Shakespeare on the walls, the windows show only a narrow street sealed by a gray sky - far from nature and opportunity. The poet urges those in power to open the windows and minds of these children, showing them beauty beyond their foggy slum, so their lives are no longer confined but full of potential.
1) The document discusses the concept of well-matchedness in Euler diagrams, which refers to diagrams whose syntactic relationships accurately reflect the semantic relationships being represented.
2) It presents four levels of well-matchedness for Euler diagrams: the zone level, minimal region level, curve level, and contour level.
3) A general well-matchedness principle is that a diagram is fully well-matched if it is well-matched at all four of these levels. Well-formed diagrams without shading are always well-matched.
This presentation summarizes Mithileysh Sathiyanarayanan's master's research on proposing a new multi-channel scheduling algorithm called Multi-Channel Deficit Round Robin (MCDRR) for hybrid TDM/WDM optical networks. The MCDRR aims to provide fairness and quality of service guarantees while efficiently utilizing network resources. It extends the existing Deficit Round Robin scheduling to allow overlapping rounds across multiple channels using tunable transmitters and fixed receivers. Simulation results showed the MCDRR achieves near perfect fairness even with uneven traffic flows.
Este documento es una factura que detalla los productos vendidos a un cliente, incluyendo monitores, teclados, ratones, altavoces, tarjetas gráficas, memoria RAM, discos duros, procesadores, ventiladores, lectores DVD, grabadoras DVD, placas base, multilectores y servicios de montaje. La factura enumera cada artículo, su precio y el total antes y después de aplicar el IVA del 18%.
This document describes a study that evaluated different visualizations for social networks using treemaps and Euler diagrams. Researchers designed visualizations combining treemaps and Euler diagrams with nodes and edges to depict a Twitter network. Twenty-three participants evaluated nine variations of each visualization in terms of accuracy and response time. Statistical analysis found no significant differences between treemap and Euler diagram visualizations. Future work could include interaction capabilities, address scalability issues, and evaluate additional layouts and properties.
This document presents a case study on using hand gesture recognition with the MYO armband to navigate maps in the Apple Maps application. A questionnaire was used to assess the usability and ergonomics of this approach. The System Usability Scale score was 49.25, below the acceptable threshold of 64. Participants found the gestures difficult to learn and use, though they felt comfortable performing them. They indicated that the MYO did not improve their ability to perform gestures and that using it caused stress and effort. The study concluded that while wearable devices have potential for controlling maps, the MYO and Apple Maps software need improvements to optimize gesture accuracy and reduce fatigue.
This document discusses a study that aimed to understand whether using partial edges instead of complete edges affects user comprehension in social network visualization. The study presented participants with diagrams combining Euler diagrams and network diagrams, varying between partial and complete edges. Results found users made fewer errors and responded faster with partial edges diagrams, and most users preferred the partial edges visualizations. The findings suggest partial edges do not negatively impact comprehension of social network visualizations. Future work is planned to expand the study with more complex network examples and larger participant groups.
This document summarizes a study that used eye tracking to evaluate how well users comprehend Euler diagrams drawn according to different layout guidelines. It describes properties of well-formed and well-matched diagrams, the experimental design which tested 10 layout guidelines and measured accuracy, response time and eye movements on tasks. The results found no difference in accuracy but significant difference in response times between extra zones and duplicated curves. Most participants preferred extra zones. The study concluded avoiding duplicated curves may improve understanding based on Gestalt psychology principles.
This document discusses a study on using social networks in Saudi Arabian education. The study aims to assess how Saudi Arabian higher education students currently use social networks and their potential educational usage. A social education model is proposed to understand factors influencing student behavior. The study found students are highly engaged with social networks and most think they could improve learning if integrated into education. Recommendations include developing a dedicated educational social networking site and ways teachers could leverage existing sites. Further research is needed to understand what most distracts students and how a tailored site could best support Saudi education needs.
This document discusses cloud computing in Saudi Arabian high schools from the perspective of adopting cloud technologies for teaching and learning. It defines cloud computing based on NIST definitions and describes cloud deployment models and service models. The author aims to determine adoption of cloud computing in Saudi high schools and investigate factors affecting teachers' use of cloud applications. Objectives include examining empirical studies on cloud adoption in education and identifying critical success factors. The document outlines tasks such as understanding Saudi culture/education and designing a study to collect teacher perspectives on cloud adoption barriers. It displays proposed research models and provides statistical results and recommendations to improve cloud adoption in Saudi schools.
This document provides steps and advice for developing a positive attitude and achieving success. It discusses:
1. Seven steps for building a positive attitude, including changing one's focus to the positive, developing an attitude of gratitude, and staying away from negative influences.
2. Qualities that make a person successful, such as desire, commitment, hard work, character, and persistence.
3. Examples of highly successful people who experienced failures early in their careers, showing that every success story involves overcoming great failures.
4. Advice for building positive self-esteem, including learning from mistakes, helping others, accepting responsibility, and setting goals.
This document discusses using the MYO armband for physiotherapy and healthcare applications. It conducted two case studies: [1] A usability study of a MYO diagnostics application with medical students found it easy to use but complex. [2] A study of gesture recognition found gestures were easy to learn but the device had latency issues and low accuracy. The conclusion is the MYO device has potential for medical use but needs improvements in physical design, software, and gesture recognition accuracy.
Presented a paper at the Creation, Curation, Critique and Conditioning of Principles and Guidelines in Visualisation (C4PGV) - In conjunction with IEEE VIS 2016, Oct 23rd, Baltimore, MD, USA
The presentation is on:
Why 10 C’s are essential for Presentation?
Why Spelling and Grammar are important?
How to Start a Talk?
How to have a Good Flow?
How to Conclude?
Britannia Industries Ltd. unit in Rudrapur was established in 2005 to produce biscuits. It has many interconnected departments including quality assurance, production, packaging, and dispatch. The Rudrapur plant produces around 7,000 tons of biscuits per month including Good Day, 50-50, and Tiger biscuits. Ingredients are stored on site and quality checked before being used in production which has a capacity of 250 tons and follows ISO standards.
The document summarizes a study evaluating the usability of a virtual learning environment (VLE) from the perspective of teachers at King Saud University. The study involved having teachers complete tasks in the VLE and provide feedback. Results showed that teachers were generally interested in using a VLE, found it easy to use, and thought students could learn it quickly. However, teachers also felt the VLE was overly complex, needed technical support, and was inconsistent. The study provided insights into both the positives and negatives of the VLE according to teacher users.
The document discusses a technical seminar on BiCMOS technology. It begins with an introduction and describes the characteristics and fabrication processes of CMOS, bipolar, and BiCMOS technologies. BiCMOS combines the advantages of CMOS, like low power and high density, with bipolar's high speed and current drive. While more complex than CMOS, BiCMOS provides improved performance over both CMOS and bipolar. The document outlines the advantages and applications of BiCMOS, such as mixed-signal integrated circuits, and compares it to CMOS and bipolar technologies. It concludes with a literature survey on books and websites relating to BiCMOS design.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Track 09 - New publishing and scientific communication ways:
Electronic edition, digital educational resources
Authors: Ana Catarina Silva and Maria Manuel Borges
https://www.youtube.com/watch?v=tAdQkqUYROo&list=PLboNOuyyzZ86iI_x9SRTfV1KlSRX9DcEc&index=5
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
Anyone who is a ux designer and is or will be working in the design field related to user experience (which should be pretty much everything), should be able to refresh their memory and vocab regarding the process and techniques of UX design through this slide.
The document discusses open design practices at OSAF and the Chandler Project. It defines open design as brainstorming with more contributors to generate ideas and get validation and feedback, while still having a moderated and coherent design process. It describes challenges to open design, like ensuring coherence across contributions and focusing on end users. Examples of successes and failures are provided, emphasizing the importance of clear goals, decision processes, and engaging the development community in design. Next steps to improve open design are outlined.
This document describes a study that evaluated different visualizations for social networks using treemaps and Euler diagrams. Researchers designed visualizations combining treemaps and Euler diagrams with nodes and edges to depict a Twitter network. Twenty-three participants evaluated nine variations of each visualization in terms of accuracy and response time. Statistical analysis found no significant differences between treemap and Euler diagram visualizations. Future work could include interaction capabilities, address scalability issues, and evaluate additional layouts and properties.
This document presents a case study on using hand gesture recognition with the MYO armband to navigate maps in the Apple Maps application. A questionnaire was used to assess the usability and ergonomics of this approach. The System Usability Scale score was 49.25, below the acceptable threshold of 64. Participants found the gestures difficult to learn and use, though they felt comfortable performing them. They indicated that the MYO did not improve their ability to perform gestures and that using it caused stress and effort. The study concluded that while wearable devices have potential for controlling maps, the MYO and Apple Maps software need improvements to optimize gesture accuracy and reduce fatigue.
This document discusses a study that aimed to understand whether using partial edges instead of complete edges affects user comprehension in social network visualization. The study presented participants with diagrams combining Euler diagrams and network diagrams, varying between partial and complete edges. Results found users made fewer errors and responded faster with partial edges diagrams, and most users preferred the partial edges visualizations. The findings suggest partial edges do not negatively impact comprehension of social network visualizations. Future work is planned to expand the study with more complex network examples and larger participant groups.
This document summarizes a study that used eye tracking to evaluate how well users comprehend Euler diagrams drawn according to different layout guidelines. It describes properties of well-formed and well-matched diagrams, the experimental design which tested 10 layout guidelines and measured accuracy, response time and eye movements on tasks. The results found no difference in accuracy but significant difference in response times between extra zones and duplicated curves. Most participants preferred extra zones. The study concluded avoiding duplicated curves may improve understanding based on Gestalt psychology principles.
This document discusses a study on using social networks in Saudi Arabian education. The study aims to assess how Saudi Arabian higher education students currently use social networks and their potential educational usage. A social education model is proposed to understand factors influencing student behavior. The study found students are highly engaged with social networks and most think they could improve learning if integrated into education. Recommendations include developing a dedicated educational social networking site and ways teachers could leverage existing sites. Further research is needed to understand what most distracts students and how a tailored site could best support Saudi education needs.
This document discusses cloud computing in Saudi Arabian high schools from the perspective of adopting cloud technologies for teaching and learning. It defines cloud computing based on NIST definitions and describes cloud deployment models and service models. The author aims to determine adoption of cloud computing in Saudi high schools and investigate factors affecting teachers' use of cloud applications. Objectives include examining empirical studies on cloud adoption in education and identifying critical success factors. The document outlines tasks such as understanding Saudi culture/education and designing a study to collect teacher perspectives on cloud adoption barriers. It displays proposed research models and provides statistical results and recommendations to improve cloud adoption in Saudi schools.
This document provides steps and advice for developing a positive attitude and achieving success. It discusses:
1. Seven steps for building a positive attitude, including changing one's focus to the positive, developing an attitude of gratitude, and staying away from negative influences.
2. Qualities that make a person successful, such as desire, commitment, hard work, character, and persistence.
3. Examples of highly successful people who experienced failures early in their careers, showing that every success story involves overcoming great failures.
4. Advice for building positive self-esteem, including learning from mistakes, helping others, accepting responsibility, and setting goals.
This document discusses using the MYO armband for physiotherapy and healthcare applications. It conducted two case studies: [1] A usability study of a MYO diagnostics application with medical students found it easy to use but complex. [2] A study of gesture recognition found gestures were easy to learn but the device had latency issues and low accuracy. The conclusion is the MYO device has potential for medical use but needs improvements in physical design, software, and gesture recognition accuracy.
Presented a paper at the Creation, Curation, Critique and Conditioning of Principles and Guidelines in Visualisation (C4PGV) - In conjunction with IEEE VIS 2016, Oct 23rd, Baltimore, MD, USA
The presentation is on:
Why 10 C’s are essential for Presentation?
Why Spelling and Grammar are important?
How to Start a Talk?
How to have a Good Flow?
How to Conclude?
Britannia Industries Ltd. unit in Rudrapur was established in 2005 to produce biscuits. It has many interconnected departments including quality assurance, production, packaging, and dispatch. The Rudrapur plant produces around 7,000 tons of biscuits per month including Good Day, 50-50, and Tiger biscuits. Ingredients are stored on site and quality checked before being used in production which has a capacity of 250 tons and follows ISO standards.
The document summarizes a study evaluating the usability of a virtual learning environment (VLE) from the perspective of teachers at King Saud University. The study involved having teachers complete tasks in the VLE and provide feedback. Results showed that teachers were generally interested in using a VLE, found it easy to use, and thought students could learn it quickly. However, teachers also felt the VLE was overly complex, needed technical support, and was inconsistent. The study provided insights into both the positives and negatives of the VLE according to teacher users.
The document discusses a technical seminar on BiCMOS technology. It begins with an introduction and describes the characteristics and fabrication processes of CMOS, bipolar, and BiCMOS technologies. BiCMOS combines the advantages of CMOS, like low power and high density, with bipolar's high speed and current drive. While more complex than CMOS, BiCMOS provides improved performance over both CMOS and bipolar. The document outlines the advantages and applications of BiCMOS, such as mixed-signal integrated circuits, and compares it to CMOS and bipolar technologies. It concludes with a literature survey on books and websites relating to BiCMOS design.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Track 09 - New publishing and scientific communication ways:
Electronic edition, digital educational resources
Authors: Ana Catarina Silva and Maria Manuel Borges
https://www.youtube.com/watch?v=tAdQkqUYROo&list=PLboNOuyyzZ86iI_x9SRTfV1KlSRX9DcEc&index=5
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
Anyone who is a ux designer and is or will be working in the design field related to user experience (which should be pretty much everything), should be able to refresh their memory and vocab regarding the process and techniques of UX design through this slide.
The document discusses open design practices at OSAF and the Chandler Project. It defines open design as brainstorming with more contributors to generate ideas and get validation and feedback, while still having a moderated and coherent design process. It describes challenges to open design, like ensuring coherence across contributions and focusing on end users. Examples of successes and failures are provided, emphasizing the importance of clear goals, decision processes, and engaging the development community in design. Next steps to improve open design are outlined.
Design considerations for machine learning systemAkemi Tazaki
Critical commentary based on my professional experience in designing apps with artificial intelligence and on desktop research. Presentation slides for Botscampe 2016.
Bootstrapping the Information Architecture (Italian IA Summit)Peter Boersma
When I design, it is in the early stages of an interactive system’s life. There are no widgets to place on screens, or menus to collapse or expand. No wireframes, no screen flows, no accessibility or SEO issues. No search, no controlled vocabulary, no settings screens or personalisation options to design. In short: the project needs to be bootstrapped.
I am involved when a lot of things need to be explored and modelled; the scope and environment of the system, the core concepts that make up its parts, their relationships and their names. So what do we produce in that stage? Mostly so-called concept diagrams.
In this talk, I explain what concept diagrams are, referencing other people’s experiences as well as my own, and how they are useful when a design needs to be bootstrapped. I show how I have used variations of them in recent assignments for KLM and the City of Amsterdam, among others. I will try to convince you that you should create one for each and every situation that needs bootstrapping.
Going from Here to There: Transitioning into a UX Careerdpanarelli
A lot of people are curious about transitioning into the field of User Experience Design (UX). In this talk, I talk about a few different ways that you can transition into a UX career, be it grad school, night classes, or the ol' school of hard knocks, backed up by case studies. This talk was given at NoVA UX Meetup in the offices of AddThis, hosted by organizer Jim Lane.
The document introduces design methods categorized into three phases: Discover, Define, and Develop. The Discover phase focuses on research methods like observation, interviews, and brainstorming. The Define phase is used to analyze research findings and prioritize ideas through methods like focus groups and customer journey mapping. Finally, the Develop phase employs creative techniques such as scenarios, prototyping, and role playing to refine ideas into viable solutions.
The document introduces design methods categorized into three phases: Discover, Define, and Develop. The Discover phase focuses on research methods like observation, user diaries, and surveys. The Define phase is used to analyze findings and prioritize ideas through methods like assessment criteria and focus groups. Finally, the Develop phase develops solutions using profiles, scenarios, prototyping, and other techniques. Overall, the document outlines various qualitative and quantitative design research methods that can be applied at different stages of the design process.
This document discusses user expectations and visual consistency in UI design. It recommends uncovering user expectations before design by conducting usability testing such as card sorting, user interviews, and heuristics reviews. This helps ensure designs are consistent with what users expect based on their past experiences. The document also discusses the importance of considering consistency and user expectations from the very start of a design project to avoid bias, and provides tips for different types of pre-design usability testing techniques.
This portfolio document provides information about Wanus Khodsiri, including contact details, education history, skills, interests, and work experiences. It summarizes his objective to be part of a creative and competitive establishment. It also outlines his programming language skills and experiences with various projects during his studies, including a movie rental shop program, 3D graphics projects, an AI game, and an image processing medical application. His current fourth-year project involves developing a location-based social media application.
10 lessons from the design of SlideShareRashmi Sinha
The document discusses lessons learned from the design of SlideShare, a social media platform for sharing presentations. Some key lessons include:
1) For early versions, focus on getting the basic concept across with flexibility rather than over-designing. Get feedback from real users to refine over time.
2) With a social media site, design differs from individual use - focus on people interacting and the "wisdom of crowds" over individual usability.
3) The designer-developer role is important for efficient communication and reduced design work. Design deliverables should be approachable and editable by all.
The document discusses user experience (UX) design and how it relates to the software development process. It describes UX tools that can be used during each development phase, including mind maps, site maps, personas, user flows, wireframes, heatmaps and analytics. The goal is to involve UX design principles at every step to develop software that meets users' needs and provides a positive experience.
Introduction to the Software Sustainability Institute and a record of the discussion held at the JISC RI Software Sustainability Workshop on the 12th May 2010.
On October 8, 2014, Tania Schlatter gave a talk entitled "Visual Usability."
Visual Usability
Bringing graphic and UI design together
Following UI design guidelines can help you have a usable app. Working with a graphic designer can help you have an attractive app. The reality is that it’s hard to create something that’s both usable and appealing. The more complex or functional the app, the greater the challenge.
“Visual usability” is an approach to designing interfaces that bridge the gap between “works well” and “looks great.” In this talk, Tania will explain three design principles critical to successful UI design, and show how they can be used to help or hinder the design of digital applications.
Tania Schlatter is a designer, author, and lecturer. She combines user-centered and visual design expertise to design application interfaces that help people understand and use technology. She co-founded of Nimble Partners, a Boston experience design firm; co-authored Visual Usability, Principles and Practices for Designing Digital Applications; and teaches interactive design to students at Northeastern University in Boston.
Tania has worked with over 14 MIT offices, Tufts University, Endeca Technologies, catapult.org, cafepress.com, and real-time labor data software company Burning Glass Technologies. Formal study includes an M.Des. in human-centered communication design from the Institute of Design in Chicago; a summer with Paul Rand and Armin Hofmann in Brissago, Switzerland; and a BFA in graphic design from Boston University.
The document outlines an agenda for a UX design meeting focused on designing a website for an organization called the Institute of Inclusive Security. The agenda includes: introducing team members and the organization's goals; discussing the target users and how to understand their needs; exploring UX design methodologies like user-centric design and prototyping; considering industry best practices; and gathering ideas from other team members and users. It then discusses prototyping different design concepts to test with stakeholders and gather feedback before building the final website.
This document discusses participatory design and how to conduct remote participatory design sessions during the COVID-19 pandemic. Participatory design involves stakeholders in the design process to better understand their needs. It describes common participatory design activities like generative collaging to elicit ideas and reflective card sorting to evaluate concepts. When planning remote sessions, the document recommends keeping the technology simple, designing effective recruitment, considering the at-home experience by sending materials, and being flexible with logistics like shorter sessions to avoid fatigue from long video calls. The goal is to effectively engage participants remotely to gain insights through adapted participatory design activities.
Learn the steps to turn ideas into prototypes effectively.
Why to follow the steps?
- Efficiently transforms abstract concepts into tangible prototypes.
- Provides a solid platform to build products and launch in the market.
- Enhances the probability of high success in a short span of time.
- Attract investors and stakeholders.
- Saves time, money, and resources.
6G networking and connectivity promises significant improvements over 5G through innovative architectures and technologies. 6G aims to enable near-instant, unlimited wireless connectivity to support novel applications like telepresence, autonomous vehicles, and bio-IoT. It envisions integrating space, air, and maritime communications with terrestrial networks. 6G is expected to expand spectrum usage to low THz and visible light bands and employ technologies like nanonetworking, bionetworking, optical networking, and 3D networking. Major research challenges for 6G include developing low-power circuits for new spectrum ranges, seamless integration of multiple technologies, and addressing security and privacy issues in distributed networks.
INTERNATIONAL CONFERENCE ON
ONLINE TEACHING FOR MOBILE EDUCATION 2021
22-25 November 2021 at SPAIN
Organised by
ErasmusX
Supported by
MIT Square, London
Hosted by the University of Alcala, UAH, Spain.
Authors: Dr K. Raja, Dr Shiny, Prof Kavitha, Prof Sushila and Dr Mithileysh.
The poster presentation was successfully completed.
OBJECTIVES:
To understand the importance of publication and its challenges.
To increase the visibility and accessibility of published papers.
To increase the chance of getting publications cited.
To disseminate the publication by using “Research Tools” effectively.
To increase the chance of research collaboration.
The document discusses disruptive technologies and how businesses can use them to create new markets and value networks. It provides examples of in-memory computing, crowd sourcing workforces, digital engagement, wearables, social activation, DevOps, and cloud orchestration as disruptive technologies. It also summarizes Clayton Christensen's disruptive technology theory, which separates new technologies into sustaining or disruptive categories. Disruptive technologies lack refinement initially but can eventually displace existing technologies. Examples given include personal computers displacing typewriters and changing communication, and smartphones replacing devices like cameras and GPS units.
The document provides an introduction to the Orange data mining and visualization tool. It discusses what data mining is and its major tasks, including classification, clustering, deviation detection, forecasting, and description. It also lists major industries that use data mining, such as retail, finance, education, and healthcare. The document then introduces Orange, describing it as an open-source, component-based, visual programming software that allows data mining through visual programming and Python scripting without requiring any programming. It provides a link to download Orange and walks through loading a heart disease dataset and exploring it using various algorithms like KNN, Naive Bayes, decision trees, random forests, logistic regression, and neural networks. Performance results are compared for different algorithms
The document describes a design study methodology for developing interactive visualizations to support personalization of health data for patients and users. It involves 3 phases - a pre-condition phase to understand the domain through literature review and expert input, a condition phase to design and implement visualization prototypes through an iterative user-centered process, and a post-condition phase to deploy and validate the solutions. The methodology supports achieving the objectives of understanding healthcare needs, designing interactive visualizations, and validating the solutions with experts.
Extended Microteaching (XMT) - Innovative Teaching Pedagogies for the New Normal Education System in India
Presented at the IEEE International Conference of E-learning, Bahrain.
Digital twin technology creates a digital replica of a physical object or system that can be used to gather data, understand past and current behavior, and predict future performance. The digital twin is made possible by sensors that collect data from physical assets and IoT technology. The document discusses the history and development of digital twin technology, how it is used across various industries like manufacturing, healthcare, and aerospace to optimize operations and reduce costs, and the future potential of digital twins including using them to make decisions and interact after death.
This document discusses socio-emotional intelligence (SEI). It defines SEI as the ability to understand and manage emotions, achieve goals, feel empathy, and make responsible decisions. The document lists 10 key SEI skills including self-awareness, social awareness, relationship skills, and decision making. It also notes 10 SEI requirements for industries in 2020, such as communication, problem solving, and teamwork skills. The document encourages developing industry-oriented skills and suggests opportunities for incubation support, product development, and international collaboration.
The Institution's Innovation Council (Ministry of HRD initiative) and the Institution of Electronics and Telecommunication Engineers (IETE) invited me to grace "World Telecommunication & Information Society Day" on 18 May 2020.
This document proposes a smart IoT device for two-wheelers to prevent theft. The existing systems have drawbacks like constantly using energy to track vehicles. The proposed system uses a vibration sensor and switch to detect movement only in parking mode. It sends alerts to the user's phone with GPS coordinates if movement is detected. It connects to a cloud server through LPWA when in parking mode to detect movement and send alerts. This provides a low-cost, small device to detect theft and track vehicles using less energy.
This document discusses the importance of campus to corporate initiatives to help students transition successfully from academia to careers. It notes that currently, a large percentage of graduates in India lack employability due to skills gaps. Campus to corporate programs can help address this by providing students industry exposure, training, mentorship and internship opportunities to make them job ready. The document outlines several successful existing programs run by companies like Videocon, GlobalLogic, Reliance and Cognizant. It argues that closer collaboration between industries and academics is needed, with industries playing a role in curriculum design and faculty development to ensure students gain both theoretical and practical knowledge.
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Linear-time diagrams
1. Linear-time Diagram:
A Set Visualisation Technique for Personal Visualisation to
Understand Social Interactions over Time
Mithileysh Sathiyanarayanan & Donato Pirozzi
City, University of London, U.K.
IEEE International Conference on Contemporary Computing and Informatics (IC3I)
Amity University, Noida, India
14th-16th December 2016
2. What do we intend to cover?
Why the topic?
Why Personal Visualisations?
Related Work
Design Challenges
Linear-time Diagram
Questions-driven Workshop
Outcomes of the Workshop
Conclusion & Future Work
Questions 2
3. Why the topic?
With the advent of pervasive social networks and social communication media, people are
connected all the time and messages arrive endlessly on their devices, generating an
enormous quantity of personal content, such as: textual messages, photos, audio clips and
videos.
However, when an individual desires to go back in the time, recalling or reflecting on what
happened months ago about his/her conversation with friends, he/she needs to
continuously frenzy scroll over all the past messages and so far there is no visualisation
support that can help in recalling personal chats.
3
4. Why Personal Visualisations?
Recently, visualisations for personal use are emerging as a prominent tool for Personal
Visual Analysis (PVA). Users themselves desire to gain insight on their own data and
communities they are involved.
Visualisations can be exploited as a tool for personal data analytics, displaying personal
interactions - for instance the ones recorded during the mobile instant messaging apps or
web application apps.
The variety of devices, the non-professional target users with no experience in data analysis,
variety of usage conditions and places (e.g., in crowded places) and tasks, pose new design
challenges to visualisation designers.
4
8. Question-driven Workshop
1) Do you think you need a visualisation tool to represent how you have interacted with your
friends on social media (ex: Facebook) over a particular period of time?
2) If yes, are you impressed with any current visualisation tools for the Facebook? Which are the
ones?
3) What do you think about the current visualisations (as shown in the pictures)?
4) Do you like our visualisation approach (as shown in the pictures)?
5) Can you identify most conversation the individual had with his/her friend?
6) Can you identify which all the friends the individual had more conversation with?
7) Can you identify during which particular time-frame, more conversations had taken place
and with whom? 8
9. General Outcomes of the Workshop
From the workshop discussions, we understand that the conversation people had in their
social networking space must be represented such that it is simple, elegant, user-friendly
and easy to understand.
Most of them have struggled to understand to whom they have had conversation the
most and find it difficult to monitor it manually on a regular basis. They are not
impressed with the current tools that represent all the friends as a graph (network) and
not about the conversations.
The participants liked our Linear-time diagrams that represent set relationships and
time-frame for a personal visualisation. So, the participants were able to identify:
9
10. Positives of our tool
Our Linear-time diagrams are simple, elegant, user- friendly and easy to understand.
Our Linear-time diagrams are in a linear format that helps in identifying set relationships
over time (i.e., friendship strength represented through conversation during particular time-
frame).
The simple visualisation tools like Linear-time diagrams will help to maximise their impact
and memorability.
The evolution of the conversation with many individuals
(existing and new friends) can be monitored, which will keep the individuals engaged in
using the tool.
10
11. Limitations of our tool
The tool is not an interactive-friendly and can be enhanced with filtering, selecting and
sorting techniques based on time, messages and/or individuals.
The tool can be improved to navigate easily, analyse and interpret data efficiently.
11
12. Future Works
As future work we desire to further explore the usage of Linear-diagrams through a
mobile touch user interface to visualise mobile instant messaging interactions.
Furthermore, the proposed technique can be exploited not only by displaying the users
interactions, but also to navigate, explore and filter data by tapping with the finger on
the coloured boxes.
12