We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
The document discusses gamification, which is using game design techniques and mechanics to enhance non-game contexts. It provides examples of how businesses can use gamification by incorporating game elements like points, leaderboards, and rewards to stimulate customer engagement and make boring moments more fun. The key principles of gamification discussed are making the experience attractive, surprising users on their journey, avoiding being obvious, and bringing emotion.
James kalbach alignment diagrams euro ia 2010Jim Kalbach
The document discusses various strategic UX deliverables including alignment diagrams that can be used to align customers, business needs, technology, and content to create value. It describes service blueprints, customer journey maps, workflows, mental models, behavior matrices, and isometric maps as tools to visualize the relationship between customers, business goals, and touchpoints. These deliverables provide benefits such as a common understanding across teams, showing the big picture, continuity in vision, and informing business strategy.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
The document discusses sustainable social systems design for gamification. It recommends 1) understanding player social styles, 2) designing for key lifecycle stages of newbies, regulars and enthusiasts, 3) incorporating elements that satisfy psychological needs like relationships and meaning, 4) using progress mechanics to guide mastery, and 5) motivating with intrinsic rather than extrinsic rewards. An example of ModCloth's social shopping model is provided.
This document discusses experience design and design thinking. It begins with an overview of the emergence of the experience economy and how it is changing business. It then discusses some key traits of design thinking and its implications. The document outlines aspects of designing experiences, including staging, backstaging, and the anatomy of experience design. It provides examples of experience design at MindTree, focusing on front staging and back staging, thinking of users as people, tasks as activities, and context. The document emphasizes thinking of offerings as experiences and discusses how this could change MindTree's approach.
Presentation on Innovation Games ™ - What are Innovation Games and for what you can use them... Questions over questions... ;-)
Here you get the answers!
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
The document discusses gamification, which is using game design techniques and mechanics to enhance non-game contexts. It provides examples of how businesses can use gamification by incorporating game elements like points, leaderboards, and rewards to stimulate customer engagement and make boring moments more fun. The key principles of gamification discussed are making the experience attractive, surprising users on their journey, avoiding being obvious, and bringing emotion.
James kalbach alignment diagrams euro ia 2010Jim Kalbach
The document discusses various strategic UX deliverables including alignment diagrams that can be used to align customers, business needs, technology, and content to create value. It describes service blueprints, customer journey maps, workflows, mental models, behavior matrices, and isometric maps as tools to visualize the relationship between customers, business goals, and touchpoints. These deliverables provide benefits such as a common understanding across teams, showing the big picture, continuity in vision, and informing business strategy.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
The document discusses sustainable social systems design for gamification. It recommends 1) understanding player social styles, 2) designing for key lifecycle stages of newbies, regulars and enthusiasts, 3) incorporating elements that satisfy psychological needs like relationships and meaning, 4) using progress mechanics to guide mastery, and 5) motivating with intrinsic rather than extrinsic rewards. An example of ModCloth's social shopping model is provided.
This document discusses experience design and design thinking. It begins with an overview of the emergence of the experience economy and how it is changing business. It then discusses some key traits of design thinking and its implications. The document outlines aspects of designing experiences, including staging, backstaging, and the anatomy of experience design. It provides examples of experience design at MindTree, focusing on front staging and back staging, thinking of users as people, tasks as activities, and context. The document emphasizes thinking of offerings as experiences and discusses how this could change MindTree's approach.
Presentation on Innovation Games ™ - What are Innovation Games and for what you can use them... Questions over questions... ;-)
Here you get the answers!
The document provides tips for creating an effective PowerPoint presentation, including using simple language, keeping content concise and focused, choosing a clear background that complements the font colors, including only key summary points rather than all information, using relevant images professionally, and keeping any videos brief under 2 minutes. The overall message is that a good PowerPoint leads to effective presentations, so presenters should avoid overly long or distracting content and backgrounds that hinder clarity.
The document discusses the process of creativity and idea generation. It explains that the best ideas come when we are not directly looking for them, as our brains make new connections between previously unrelated elements. It then outlines the five stages of the creative process: information saturation, incubation, illumination, verification. It provides tips for each stage, such as using post-its to physically map connections during incubation and taking time to disengage from the problem through activities like beer or running. It stresses the importance of alternating between focusing intensively and relaxing the brain. Finally, it discusses common mistakes in brainstorming like having an unstructured free-for-all and looking for fully formed ideas rather than starting points.
Report Effects of Cartoons on Children Furqan Aslam
This document is a report submitted by Furqan Aslam to their instructor Dr. Tanveer Anjum on the effects of cartoons on children. It includes an acknowledgment, letter of transmittal, index, introduction, discussion of the role of TV channels, effects on children including violence and influence on psychology, research conducted including a questionnaire, graphical representation of results, conclusion suggesting negative impacts, and suggestions for parents. The report analyzes how cartoons can shape child behavior and psychology through characters and storylines.
Amy Jo Kim discusses how game mechanics like collecting, points, feedback, exchanges, and customization can be applied to functional software and services to make them more fun, compelling, and addictive. She provides examples of how these mechanics are used in games and social networks like MySpace to engage users. Kim also analyzes how "serious" games like Brain Age for Nintendo DS and review sites employ these mechanics to motivate repeat play and participation.
This document discusses social interaction, social structure, and groups from a sociological perspective. It covers key topics such as social statuses, social roles, groups, social networks, and social institutions that make up social structure. Various sociological theories on how social structure forms and changes are presented, including Durkheim's mechanical and organic solidarity and Tonnies' gemeinschaft and gesellschaft. Lenski's model of sociocultural evolution and how it categorizes societies from preindustrial to postindustrial is also summarized. The document uses slides to define types of groups and characteristics of formal organizations and bureaucracies.
Successful innovations reach a mainstream audience—but they never start off that way. That’s the paradox of innovation that most entrepreneurs fail to embrace - at their peril.
That’s where Game Thinking comes in. Game Thinking is a step-by-step system for accelerating innovation and crafting products that people love…and keep loving. In Game Thinking, you empower your customers to get better at something they care about — like playing an instrument or leading a team. Come to this fast-paced training and equip yourself with the tools you need to create your next breakout hit.
Cookpad is developing a new iOS/Android app called Campfire Design #1. The app was created in 2015 and currently has 350 monthly active users and 47,000 total downloads. While the app functions well, the company is seeking a UX/UI designer to improve the visual design using tools like inVision and Flinto on Mac as well as React Native. Interested designers can apply for an open position on Cookpad's careers page.
Presentation Effects of Cartoons on Children (Aisha, Bushra, Furqan)Furqan Aslam
The document discusses the effects of cartoons on children's development. It notes that cartoons are a major source of entertainment for children but can also negatively impact their psychology and behavior. The research analyzed how cartoon characters and storylines shape children's behavior, how much time children spend watching TV, and the proportion of viewers among children and between genders. The findings suggest that while cartoons can be educational, they may also cause issues like increased aggression, unrealistic expectations, and wasting time that could be spent on outdoor activities. Overall, the conclusion is that cartoons can have detrimental impacts on children's development.
20 Innovation Tools that can help make innovation projects more successful and enjoyable.
We hope that this booklet can inspire you to challenge the way you innovate. Try out some of it with your teams right away, rather than wait for the perfect occasion.
Design Thinking & Innovation Games : Presented by Cedric MainguyoGuild .
Accelerate Innovation: Learn why it matters and how it’s done.
Design Thinking can be used to design products, user experiences, corporate strategy or public services… Innovation Games, whose primary intent is not pure entertainment, can be applied to a broad spectrum of areas like training, hiring, generating new ideas, gathering feedback about a product or change management… The list goes on.
An increasing number of organizations have realized the enormous potential of human-centered and playful approach to innovation design and development. The growing success of Agile methods, which put a strong emphasis on people interactions, on fun and on building a creativity-friendly environment, have made Design Thinking and Innovation Games even more popular.
As the title says, my "Standard" gamification presentation that I have been using as my base deck during 2017 - also called Gamification in a Nutshell :)
Paper prototyping allows designers to test user interfaces early in the design process through inexpensive iterations. Key benefits of paper prototyping include testing usability through tangible prototypes on a limited budget. The process involves sketching screen layouts and flow, preparing interactive elements, and testing prototypes with end users to gain insights from their experiences. Tools like wireframes, stencils and prototyping apps support the paper prototyping workflow.
This document discusses gamification and defines it as using game design elements in non-game contexts. It provides examples of popular games like Clash of Clans and Angry Birds. It discusses the differences between games and gamification and notes that gamification uses game elements for serious purposes other than pure entertainment, like in teaching games or for marketing applications. The document also covers motivations for gamification and different theories of human motivation.
The 2023 Reuters Digital News Report provides evidence that news consumption habits continue to change as younger generations come of age relying primarily on digital media. While there are differences between countries and generations, people's platform preferences do not typically regress as they age. The report surveys 46 markets representing over half the world's population and finds that the public is increasingly voting with their attention and embracing digital media, presenting challenges for news organizations to connect with audiences online. The report also examines attitudes toward algorithms, news engagement over time, drivers of media criticism, the importance of public service media, and the rise of news podcasts.
This is a follow-on to "Putting the Fun in Functional" with some added material about social media trends, and case studies of YouTube, Twitter and FaceBook.
The key points:
▫️Empathy in business and how to measure it?
▫️Design thinking tools
▫️How to handle uncertainty as the project evolves?
▫️Design thinking in IT — how does it work?
▫️Tips and tricks on design thinking methodology.
Tapestry Segmentation is a market segmentation system that divides US neighborhoods into 65 distinctive segments based on socioeconomic and demographic characteristics. It combines lifestyle demography and local neighborhood geography to create distinct behavioral market segments. The segments are grouped into 12 LifeMode Summary Groups based on lifestyle and lifestage or 11 Urbanization Summary Groups based on geographic and physical features. Tapestry Segmentation is built using clustering analysis techniques on Census and other demographic data to classify neighborhoods with similar characteristics together.
The document provides 67 tips for creating an effective presentation. Some key tips include planning the presentation on paper first, avoiding full sentences in bullet points, making ideas stick through imagery and stories, engaging the audience, practicing extensively, and focusing on the audience's needs rather than what you want to present. The overall message is that an effective presentation conveys clear and concise messages in a way that involves and resonates with the audience.
1) The document discusses three keys to interactive learning: game thinking, game elements, and gamification. It describes game thinking as using game techniques to engage people and motivate learning.
2) It outlines two types of gamification: structural which uses elements like points and badges, and content gamification which alters content to be more game-like.
3) The document advocates for incorporating elements like challenge, curiosity, and control to create flow and motivate learners intrinsically and extrinsically. It suggests using concepts like risk and failure productively in learning.
Slides from the CEDIM Innovation Series presentation. Includes a new business model framework, the business model as strategy cube and a design thinking oriented approach to business model innovation. @cedim
The document provides tips for creating an effective PowerPoint presentation, including using simple language, keeping content concise and focused, choosing a clear background that complements the font colors, including only key summary points rather than all information, using relevant images professionally, and keeping any videos brief under 2 minutes. The overall message is that a good PowerPoint leads to effective presentations, so presenters should avoid overly long or distracting content and backgrounds that hinder clarity.
The document discusses the process of creativity and idea generation. It explains that the best ideas come when we are not directly looking for them, as our brains make new connections between previously unrelated elements. It then outlines the five stages of the creative process: information saturation, incubation, illumination, verification. It provides tips for each stage, such as using post-its to physically map connections during incubation and taking time to disengage from the problem through activities like beer or running. It stresses the importance of alternating between focusing intensively and relaxing the brain. Finally, it discusses common mistakes in brainstorming like having an unstructured free-for-all and looking for fully formed ideas rather than starting points.
Report Effects of Cartoons on Children Furqan Aslam
This document is a report submitted by Furqan Aslam to their instructor Dr. Tanveer Anjum on the effects of cartoons on children. It includes an acknowledgment, letter of transmittal, index, introduction, discussion of the role of TV channels, effects on children including violence and influence on psychology, research conducted including a questionnaire, graphical representation of results, conclusion suggesting negative impacts, and suggestions for parents. The report analyzes how cartoons can shape child behavior and psychology through characters and storylines.
Amy Jo Kim discusses how game mechanics like collecting, points, feedback, exchanges, and customization can be applied to functional software and services to make them more fun, compelling, and addictive. She provides examples of how these mechanics are used in games and social networks like MySpace to engage users. Kim also analyzes how "serious" games like Brain Age for Nintendo DS and review sites employ these mechanics to motivate repeat play and participation.
This document discusses social interaction, social structure, and groups from a sociological perspective. It covers key topics such as social statuses, social roles, groups, social networks, and social institutions that make up social structure. Various sociological theories on how social structure forms and changes are presented, including Durkheim's mechanical and organic solidarity and Tonnies' gemeinschaft and gesellschaft. Lenski's model of sociocultural evolution and how it categorizes societies from preindustrial to postindustrial is also summarized. The document uses slides to define types of groups and characteristics of formal organizations and bureaucracies.
Successful innovations reach a mainstream audience—but they never start off that way. That’s the paradox of innovation that most entrepreneurs fail to embrace - at their peril.
That’s where Game Thinking comes in. Game Thinking is a step-by-step system for accelerating innovation and crafting products that people love…and keep loving. In Game Thinking, you empower your customers to get better at something they care about — like playing an instrument or leading a team. Come to this fast-paced training and equip yourself with the tools you need to create your next breakout hit.
Cookpad is developing a new iOS/Android app called Campfire Design #1. The app was created in 2015 and currently has 350 monthly active users and 47,000 total downloads. While the app functions well, the company is seeking a UX/UI designer to improve the visual design using tools like inVision and Flinto on Mac as well as React Native. Interested designers can apply for an open position on Cookpad's careers page.
Presentation Effects of Cartoons on Children (Aisha, Bushra, Furqan)Furqan Aslam
The document discusses the effects of cartoons on children's development. It notes that cartoons are a major source of entertainment for children but can also negatively impact their psychology and behavior. The research analyzed how cartoon characters and storylines shape children's behavior, how much time children spend watching TV, and the proportion of viewers among children and between genders. The findings suggest that while cartoons can be educational, they may also cause issues like increased aggression, unrealistic expectations, and wasting time that could be spent on outdoor activities. Overall, the conclusion is that cartoons can have detrimental impacts on children's development.
20 Innovation Tools that can help make innovation projects more successful and enjoyable.
We hope that this booklet can inspire you to challenge the way you innovate. Try out some of it with your teams right away, rather than wait for the perfect occasion.
Design Thinking & Innovation Games : Presented by Cedric MainguyoGuild .
Accelerate Innovation: Learn why it matters and how it’s done.
Design Thinking can be used to design products, user experiences, corporate strategy or public services… Innovation Games, whose primary intent is not pure entertainment, can be applied to a broad spectrum of areas like training, hiring, generating new ideas, gathering feedback about a product or change management… The list goes on.
An increasing number of organizations have realized the enormous potential of human-centered and playful approach to innovation design and development. The growing success of Agile methods, which put a strong emphasis on people interactions, on fun and on building a creativity-friendly environment, have made Design Thinking and Innovation Games even more popular.
As the title says, my "Standard" gamification presentation that I have been using as my base deck during 2017 - also called Gamification in a Nutshell :)
Paper prototyping allows designers to test user interfaces early in the design process through inexpensive iterations. Key benefits of paper prototyping include testing usability through tangible prototypes on a limited budget. The process involves sketching screen layouts and flow, preparing interactive elements, and testing prototypes with end users to gain insights from their experiences. Tools like wireframes, stencils and prototyping apps support the paper prototyping workflow.
This document discusses gamification and defines it as using game design elements in non-game contexts. It provides examples of popular games like Clash of Clans and Angry Birds. It discusses the differences between games and gamification and notes that gamification uses game elements for serious purposes other than pure entertainment, like in teaching games or for marketing applications. The document also covers motivations for gamification and different theories of human motivation.
The 2023 Reuters Digital News Report provides evidence that news consumption habits continue to change as younger generations come of age relying primarily on digital media. While there are differences between countries and generations, people's platform preferences do not typically regress as they age. The report surveys 46 markets representing over half the world's population and finds that the public is increasingly voting with their attention and embracing digital media, presenting challenges for news organizations to connect with audiences online. The report also examines attitudes toward algorithms, news engagement over time, drivers of media criticism, the importance of public service media, and the rise of news podcasts.
This is a follow-on to "Putting the Fun in Functional" with some added material about social media trends, and case studies of YouTube, Twitter and FaceBook.
The key points:
▫️Empathy in business and how to measure it?
▫️Design thinking tools
▫️How to handle uncertainty as the project evolves?
▫️Design thinking in IT — how does it work?
▫️Tips and tricks on design thinking methodology.
Tapestry Segmentation is a market segmentation system that divides US neighborhoods into 65 distinctive segments based on socioeconomic and demographic characteristics. It combines lifestyle demography and local neighborhood geography to create distinct behavioral market segments. The segments are grouped into 12 LifeMode Summary Groups based on lifestyle and lifestage or 11 Urbanization Summary Groups based on geographic and physical features. Tapestry Segmentation is built using clustering analysis techniques on Census and other demographic data to classify neighborhoods with similar characteristics together.
The document provides 67 tips for creating an effective presentation. Some key tips include planning the presentation on paper first, avoiding full sentences in bullet points, making ideas stick through imagery and stories, engaging the audience, practicing extensively, and focusing on the audience's needs rather than what you want to present. The overall message is that an effective presentation conveys clear and concise messages in a way that involves and resonates with the audience.
1) The document discusses three keys to interactive learning: game thinking, game elements, and gamification. It describes game thinking as using game techniques to engage people and motivate learning.
2) It outlines two types of gamification: structural which uses elements like points and badges, and content gamification which alters content to be more game-like.
3) The document advocates for incorporating elements like challenge, curiosity, and control to create flow and motivate learners intrinsically and extrinsically. It suggests using concepts like risk and failure productively in learning.
Slides from the CEDIM Innovation Series presentation. Includes a new business model framework, the business model as strategy cube and a design thinking oriented approach to business model innovation. @cedim
Università Di Salerno Presentazione Tesi Gaetano Costaguest777bcf
Presentazione della Tesi di Laurea in Informatica "Editoria Online e Nuovi Media: un'Esperienza Lavorativa sull'Utilizzo delle Tecnologie Web 2.0" a cura di Gaetano Costa
L’evoluzione del sistema politico italiano ed europeo, le profonde trasformazioni che hanno caratterizzato il rapporto tra pubblico e privato, la necessità di focalizzarsi su specifiche tematiche istituzionali e aziendali hanno determinato l’esigenza di modernizzare i processi formativi per offrire conoscenze e competenze necessarie ad interpretare il cambiamento. Dall’esperienza decennale di Running, supportata dal know-how di QuickTop-Reti nell’elaborazione di progetti formativi indirizzati al mondo della politica e delle aziende, nasce Running Academy: una scuola di alta formazione che progetta percorsi formativi dinamici rivolti ai professionisti di relazioni istituzionali, lobbying e comunicazione, che va incontro anche alle esigenze di laureandi e laureati che vogliono intraprendere la professione del lobbista. I livelli dell’offerta formativa di Running Academy sono 3: base, avanzato e specialistico. Ideati per offrire un immediato vantaggio competitivo sul mercato del lavoro, i corsi sono calibrati su argomenti e profili specifici. Esercitazioni, case history, laboratori e project work offriranno ai partecipanti soluzioni pratiche immediatamente applicabili.
Economia delle Relazioni. Comunicare le imprese e le istituzioni. Reti
Il Master nasce dalla collaborazione tra la Facoltà
di Economia di Roma Tre e Running S.r.l. - società
leader nel settore della formazione politica e istituzionale - ed ha l’obiettivo di formare la figura
professionale dell’Esperto in relazioni istituzionali
ed attività di lobbying, un professionista in grado
di rappresentare interessi costituiti e di influenzare la percezione, la presentazione e la definizione delle politiche presso le Istituzioni nazionali, europee ed extraeuropee.
Sviluppare la conoscenza dei procedimenti legislativi; trasferire competenze che permettano
un dialogo con i policy makers (legislatori, autorità, soggetti regolatori); aiutare a decifrare i vari
contesti politici con cui relazionarsi; trasmettere conoscenze e competenze utili alla ricerca
di fonti affidabili di informazioni; sviluppare la
capacità di dialogo e di creazione del consenso,
utilizzando nuovi e vecchi media; trasferire gli
strumenti idonei alla definizione di una azione
di lobby sia diretta che indiretta: sono solo alcuni degli obiettivi del Master.
Il Master è suddiviso in moduli e prevede nozioni
di carattere istituzionale, parlamentare, economico e di public affairs, in un’ottica attuale che
prevede altresì l’utilizzo dei social network e dei
new media quali strumenti utili per comunicare
e creare consenso.
Come e perchè finanziare la politica | 20-21-novembre-2015Marina Ripoli
Il 20 e il 21 novembre 2015 Costruiamo Consenso terrà nell'ambito dei corsi di formazione di "Running Academy" il corso "Come e perchè fianziare la politica". Con l’approvazione della legge 13/2014 che prevede, per gradi, l’abolizione del finanziamento pubblico diretto alla politica si aprono nuovi scenari di raccolta fondi da parte dei partiti. Obiettivo del corso è fornire ai partecipanti una completa panoramica di tutti gli strumenti necessari per sostenere economicamente la politica. Partendo dall’analisi del tessuto normativo che regolerà il finanziamento privato analizzeremo i princìpi del fundraising, le tecniche e gli scenari che si prospettano per quelle aziende che decidono di finanziare la politica. Il corso è rivolto a consulenti politici, spindoctor, comunicatori, giornalisti, manager che si occupano di relazioni esterne ed istituzionali, consulenti e liberi professionisti che operano nell’ambito dei rapporti con i decisori pubblici. Il corso, di 12 ore, è a numero chiuso per garantire la qualità delle attività didattiche. Si svolgerà in formula weekend presso la sede di Running - via degli Scialoja 18, Roma
Digital PR Academy propone una serie di corsi specializzati dedicati alle aziende per offrire approcci, strategie e strumenti per affrontare con efficacia e successo la comunicazione e il marketing online.
I corsi 2013 della Digital PR Academy sono rivolti ai professionisti della comunicazione e del marketing e sono organizzati su due aree: Internet PR e Social Media.
Per ognuna delle due aree sono disponibili tre livelli: base, intermedio e avanzato.
Contesto e infrastrutture dell’Open Education Anna Maria Tammaro e Rosanna De Rosa
Contenuti aperti e piattaforme Eleonora Pantò
Policy per l’Open Education Fabio Nascimbeni
Discussione in gruppi
Conclusioni: verso una politica di sistema in Italia
Quali sono le potenzialità dei Social Media e del Web 2.0 per la Architetti, Designer e professionisti del mondo della progettazione? Posso davvero trovare nuovi clienti? Posso potenziare la mia rete di relazioni? Qualcuno sta guadagnando grazie ai nuovi media?
Le aziende dedicano anni alla costruzione del loro brand e alla definizione della loro reputazione, spesso sottovalutando un’adeguata attività di analisi e d’identificazione dei rischi. Basta un evento straordinario, in grado di determinare un effetto negativo, per far sì che tutti gli sforzi compiuti fino a quel momento risultino vanificati.
Pertanto risulta necessario, per qualsiasi azienda, adeguarsi alla necessità di saper gestire situazioni e comunicazione di crisi. Analizzare e pianificare possibili scenari che possano colpire l’azienda, contestualmente alla costituzione di un team in grado di gestire le situazioni critiche diventano fondamentali e rappresentano condizioni dalle quali nessuna azienda può prescindere.
Solo un’adeguata attività di analisi e d’identificazione dei rischi, attraverso la costruzione di una scala di priorità che consente di valutare le più probabili o possibili e le più dannose e gravi, porta ad una soluzione immediata del problema.
Il corso, mirato sui temi della comunicazione di crisi, analizza le metodologie e le tecniche per aumentare la capacità dei partecipanti di gestire situazioni critiche della propria azienda, individuando pubblici, messaggi e strumenti idonei.
Trasferire ai partecipanti nozioni relative al crisis management e alla comunicazione di crisi, con un approfondimento sull’evoluzione degli strumenti a disposizione e acquisire competenze pratiche, attraverso l’analisi di case histories e il coinvolgimento dei partecipanti in una simulazione, sono solo alcuni degli obiettivi del corso.
Le aziende dedicano anni alla costruzione del loro brand e alla definizione della loro reputazione, spesso sottovalutando un’adeguata attività di analisi e d’identificazione dei rischi. Basta un evento straordinario, in grado di determinare un effetto negativo, per far sì che tutti gli sforzi compiuti fino a quel momento risultino vanificati. Pertanto risulta necessario, per qualsiasi azienda, adeguarsi alla necessità di saper gestire situazioni e comunicazione di crisi. Analizzare e pianificare possibili scenari che possano colpire l’azienda, contestualmente alla costituzione di un team in grado di gestire le situazioni critiche diventano fondamentali e rappresentano condizioni dalle quali nessuna azienda può prescindere. Solo un’adeguata attività di analisi e d’identificazione dei rischi, attraverso la costruzione di una scala di priorità che consente di valutare le più probabili o possibili e le più dannose e gravi, porta ad una soluzione immediata del problema. Il corso, mirato sui temi della comunicazione di crisi, analizza le metodologie e le tecniche per aumentare la capacità dei partecipanti di gestire situazioni critiche della propria azienda, individuando pubblici, messaggi e strumenti idonei. Trasferire ai partecipanti nozioni relative al crisis management e alla comunicazione di crisi, con un approfondimento sull’evoluzione degli strumenti a disposizione e acquisire competenze pratiche, attraverso l’analisi di case histories e il coinvolgimento dei partecipanti in una simulazione, sono solo alcuni degli obiettivi del corso.
Similar to Laurea magistrale COR-Comunicazione per le organizzazioni e le imprese - Universita' Cattolica (20)
Simulating alternatives to conflict (tubingen 2019)PatriziaCatellani
1) The study examined how victims' counterfactual thinking (mental simulations of alternative scenarios) can promote unilateral forgiveness without the perpetrator's involvement.
2) Generating additive (vs. subtractive) counterfactuals that focus on what the perpetrator could have done differently was found to increase perspective-taking of the perpetrator's viewpoint.
3) Increased perspective-taking then led to greater forgiveness by the victim. However, some individual and situational factors can moderate the effects of counterfactual thinking on forgiveness.
1) The document discusses two studies examining how message framing and place identity influence support for environmental policies with economic costs.
2) In study 1, support was higher when messages framed policy consequences positively and globally rather than negatively and locally.
3) In study 2, support was higher when policies were framed as achieving environmental benefits rather than avoiding damages, and when citizens had strong place identity.
4) The findings suggest that support for costly environmental policies depends on how arguments are presented and can be increased by appealing to local identity.
1) The study examined how victims' counterfactual thinking (mental simulations of alternative scenarios) can promote unilateral forgiveness without the perpetrator's involvement.
2) Generating additive (vs. subtractive) counterfactuals that focus on what the perpetrator could have done differently was found to increase perspective-taking of the perpetrator's viewpoint.
3) Increased perspective-taking then led to greater forgiveness by the victim. However, some individual and situational factors can moderate the effects of counterfactual thinking on forgiveness.
A model of conterfactual attack/defense communication (Aix 2016)PatriziaCatellani
Counterfactual communication can be an effective persuasive strategy compared to factual communication. The document presents a Counterfactual Attack/Defense Model (CADM) and discusses research on how:
1) Counterfactual attacks are perceived as less biased and more effective than factual attacks in negatively evaluating the target.
2) Counterfactual defenses are seen as less deceptive than factual defenses, and reduce responsibility attributed to the defendant.
3) Counterfactual attacks and defenses work best when focused on personality dimensions stereotypically relevant to the target, such as leadership for a politician.
The document discusses how message framing in political communication can affect support for climate change policies. It finds that support can be increased by framing messages to match people's regulatory focus (whether they focus on opportunities/gains or risks/safety) and level of identification with the actors responsible for implementing climate policies (national or international institutions). Specifically:
1) Support is higher when message framing matches people's regulatory focus (gains vs safety) and focuses on positive vs negative outcomes.
2) Identification with policy actors and thus support is higher when messages attribute policies to groups people strongly identify with, like national vs international institutions.
3) Framing messages coherently across regulatory focus, outcomes,
Candidate perception communication and voting choice (rome 2015)PatriziaCatellani
Candidate-based voting is affected by contextual, political and individual factors.
Candidate evaluation weighs more in vote choice when other elements are absent or less informative to voters.
The perception of candidates's personality dimensions differentially affects their evaluation.
The negativity effect applied to candidate perception results in varying diagnosticity of different dimensions in candidate evaluation.
1) The document discusses how message framing can influence public support for climate change policies by highlighting different actors, outcomes, and regulatory concerns.
2) Two studies found that framing messages to match individuals' regulatory focus (promotion vs. prevention) increased agreement with climate policies. Focusing on growth or safety concerns also impacted support.
3) A survey showed that identifying more with national or supranational actors influenced whether individuals attributed responsibility for policies to those actors and affected policy support. Framing messages and identities consistently maximized agreement.
Laurea magistrale COR-Comunicazione per le organizzazioni e le imprese - Universita' Cattolica
1. Comunicazione
per le organizzazioni e le imprese
(COR)
Curriculum di LACOR
Corso di laurea magistrale in
Gestione del lavoro e comunicazione per le organizzazioni
Facoltà di
SCIENZE POLITICHE E SOCIALI
2. Le lauree magistrali
della Facoltà di Scienze politiche e sociali
Politiche europee ed internazionali (LM–52)
Politiche per la cooperazione internazionale allo sviluppo (LM-81)
Gestione del lavoro e comunicazione per le organizzazioni (LACOR)
(LM-88)
Comunicazione per le organizzazioni e le imprese (COR)
Lavoro e direzione d’impresa (ERGOLABOS)
Politiche e servizi sociali per le famiglie, i minori e le comunità (LM-87)
Politiche pubbliche (LM-63)
Politiche per la sicurezza (PoliSi))
Politiche per l’ambiente(PolitAmb)
Politiche per la coesione sociale (PubliCS)
3. • Laurea magistrale fortemente professionalizzante.
• Legami con il mondo delle imprese:
• Comitato Tecnico con esponenti di aziende,
organizzazioni, associazioni
• Laboratori con professionisti
• Stage
Comunicazione per le
organizzazioni e le imprese (COR)
4. Metodologia didattica
Comunicazione per le organizzazioni e le imprese
(COR)
• Frequenza condensata in quattro giorni settimanali
• Tutorship
• Didattica integrata fra lezioni tradizionali, seminari,
workshop a più voci, laboratori
• Interventi di professionisti e rappresentanti del mondo
delle imprese e della consulenza aziendale
5. • Strategie comunicative per le organizzazioni
• Imprese, competitività e sviluppo
• Storia economica e sociale del mondo contemporaneo
• Un insegnamento a scelta tra
• Comunicazione e conoscenza
• Processi sociali ed economici del capitalismo contemporaneo
• Consumi e cittadinanza attiva (con lab. di Pratiche di sharing economy)
• Psicologia, comunicazione e leadership politica (I mod: Psicologia politica, II
mod: Marketing politico)
• Diritto della comunicazione e concorrenza
• Un insegnamento a scelta tra
• Economia dell’informazione e della comunicazione
• Politiche economiche per l’innovazione
1anno
CFU
6
6
6
6
9
12
6
6
Piano degli studi
Comunicazione per le organizzazioni e le imprese
(COR)
6. • Comunicazione sociale
• Strumenti di analisi per la comunicazione
• Economia e gestione delle risorse umane (I mod: Economia delle risorse
umane, II mod: lab. di Comunicazione e risorse umane on-line)
• Comunicazione e social media
• English for management and communication
• Attività formative a scelta dello studente di cui almeno un laboratorio tra i
seguenti
• Comunicazione e risorse umane on-line
• Marketing non convenzionale
• Media planning
• Stage
• Tesi
2anno
CFU
6
6
9
6
6
9
3
18
Piano degli studi
Comunicazione per le organizzazioni e le imprese
(COR)
7. - gestione uffici stampa e aree comunicazione e marketing
presso imprese, organizzazioni pubbliche, private e del privato-
sociale;
- gestione della comunicazione strategica di gruppi politici,
associazioni e sindacati tramite media tradizionali e nuovi media;
- direzione di servizi di rapporti con il pubblico di aziende private,
organizzazioni e pubbliche amministrazioni;
- attività di ricerca presso istituti che si occupano di sondaggi e di
monitoraggio della pubblica opinione.
Sbocchi professionali
Comunicazione per le organizzazioni e le imprese
(COR)
8. Il corpo docente
Comunicazione per le organizzazioni e le imprese
(COR)
- Maurizio Agnesa
- Alessandro Amadori
- Laura Bovone
- Pietro Cafaro
- Patrizia Catellani
- Carla Lunghi
- Mauro Magatti
- Mario Maggioni
- Giovanni Marseguerra
- Giovanna Mascheroni
- Silvia Mazzucotelli
- Guido Merzoni
- Patrizia Milesi
- Emanuela Mora
- Mario Nosvelli
- Nicoletta Parisi
- Cristina Pasqualini
- Rossella Sobrero
- Simone Tosoni
9. Per ulteriori informazioni:
Sito web: http://milano.unicatt.it/corsi-di-laurea/gestione-del-lavoro-e-
comunicazione-per-le-organizzazioni-lacor-2014
Infoline: 199 14 70 14
Servizio Orientamento e tutorato:
Largo Gemelli, 1 - Primo chiostro
02.72348530
E-mail: servizio.orientamento@unicatt.it
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