Science of Teams - a glimpse into some of the science of teams. These slides are only useful with the Game itself and a paper that supports the science. All of which are at agilepainrelief.com
The intersection of Agile/Scrum and the Behavioural Psychology of Teams. There is a science behind building teams. This presentation outlines **some** of it.
Are you tired of attending or leading the same old boring requirements gathering sessions? Would you like to find a way to get stakeholders excited about requirements gathering? Then this session is for you!
Find out how to use collaborative play to build better solution requirements for SharePoint projects (or any other project for that matter). In this session I will introduce you to seriously fun ways to do work – Seriously! Learn how to tap into true innovation and uncover hidden business requirements. What are you waiting for come to my session and learn how to put these tools into action!
Slides from my talk about the difference between content and platform design and why it is essential to understand the difference. It explains why designers are uniquely qualified to solve some of the toughest problems facing newsrooms today. This talk explores how platform design is the new battleground for audience retention and how designers play a crucial role in building successful digital products.
A book to help you create better headlines, on Amazon now. http://www.amazon.com/dp/B00T7QHZ1A
How to write great headlines? Sometimes you need a kick start, this book is excellent for that purpose.
Great Voice Experiences Start with Listening: Best Practices in Research and ...UXPA International
Gartner predicts 75% of households will have a smart speaker like Amazon Echo, Google Home, or Apple HomePod by 2020. UX professionals will find increasing opportunities to design and test interactions for this new paradigm.
Attend this talk to hear findings from a two- part UX research study combining a quantitative survey of ~1000 smart speaker users and 10 in-home interviews to further understand device usage in context. I’ll share insights about smart speaker use cases, development opportunities for features and functionality, and design best practices for Voice User Interface (VUI) research and design. Further, I’ll cover the unique needs and considerations for conducting VUI research.
I’ll answer questions like:
* How will ‘Voice First” design affect the UX of other interfaces?
* What is Domino’s doing right? And what are they getting wrong?
* What’s the biggest difference between usability testing for voice and for graphic UIs?
* Attendees will learn what smart speaker users want and don’t want from their tiny assistants and best practices for conducting their own research with VUIs.
Presented by Chris Geison
The intersection of Agile/Scrum and the Behavioural Psychology of Teams. There is a science behind building teams. This presentation outlines **some** of it.
Are you tired of attending or leading the same old boring requirements gathering sessions? Would you like to find a way to get stakeholders excited about requirements gathering? Then this session is for you!
Find out how to use collaborative play to build better solution requirements for SharePoint projects (or any other project for that matter). In this session I will introduce you to seriously fun ways to do work – Seriously! Learn how to tap into true innovation and uncover hidden business requirements. What are you waiting for come to my session and learn how to put these tools into action!
Slides from my talk about the difference between content and platform design and why it is essential to understand the difference. It explains why designers are uniquely qualified to solve some of the toughest problems facing newsrooms today. This talk explores how platform design is the new battleground for audience retention and how designers play a crucial role in building successful digital products.
A book to help you create better headlines, on Amazon now. http://www.amazon.com/dp/B00T7QHZ1A
How to write great headlines? Sometimes you need a kick start, this book is excellent for that purpose.
Great Voice Experiences Start with Listening: Best Practices in Research and ...UXPA International
Gartner predicts 75% of households will have a smart speaker like Amazon Echo, Google Home, or Apple HomePod by 2020. UX professionals will find increasing opportunities to design and test interactions for this new paradigm.
Attend this talk to hear findings from a two- part UX research study combining a quantitative survey of ~1000 smart speaker users and 10 in-home interviews to further understand device usage in context. I’ll share insights about smart speaker use cases, development opportunities for features and functionality, and design best practices for Voice User Interface (VUI) research and design. Further, I’ll cover the unique needs and considerations for conducting VUI research.
I’ll answer questions like:
* How will ‘Voice First” design affect the UX of other interfaces?
* What is Domino’s doing right? And what are they getting wrong?
* What’s the biggest difference between usability testing for voice and for graphic UIs?
* Attendees will learn what smart speaker users want and don’t want from their tiny assistants and best practices for conducting their own research with VUIs.
Presented by Chris Geison
How to help make meetings better when you are NOT the facilitator. Talk by Sue Johnston of It's Understood at Gatineau-Ottawa Agile Tour, Ottawa, 2019.
Test & Learn: Hooked - How to Build Habit Forming Products Optimizely
In an age of ever-increasing distractions, quickly creating customer habits is an important characteristic of successful products. How do companies create products people use every day? What are the secrets of building services customers love? How can we create products compelling enough to "hook" users?
Nir Eyal, the bestselling author of "Hooked: How to Build Habit-Forming Products", has constructed a framework for designing better products and will share his years of research in this practical workshop. This webinar gives product managers, designers, and marketers a new way of thinking of the necessary components of changing user behavior by studying how the world's most engaging products keep users coming back again and again.
These are the slides from a talk given on March 4, 2012 at the Harvard Business School Entrepreneurship Conference. It summarizes ten key lessons in being a great product leader from over a decade of experience in consumer software.
It is based on a lecture given on the same topic on August 31, 2011 at LinkedIn.
In an age when even games are “serious” and e-learning audiences increasingly face screens of text with Next buttons, the unexpected can become the unforgettable. Fun is good for learning because it stands out. It increases engagement and provides safe areas to learn from failure. Studies show that fun actually promotes learning as elements of novelty evoke wonder and curiosity. It’s not fun for fun’s sake. It’s fun for learning’s sake.
What makes learning fun? One-of-a-kind interfaces that vary with each course; surprises around every corner; everyday language; an emotional connection through meaningful material, music, and social connections; learners choosing their own paths; and any-time, any-where learning that works on all devices, including mobile. In this presentation, participants will be introduced to the science of fun, and will see specific examples of fun used effectively in workplace learning. They will experience instructional strategies for making learning fun, including gamification and game mechanics. They will learn how to use existing tools and technologies to build innovative learning environments that are collaborative, competitive, and exploratory. Participants will also gain clarity on how to evaluate good learning solutions from ineffective ones, identifying roadblocks to fun learning like the templated approach that restricts the learner from paths of exploration. And most importantly, they will see the positive impact that fun learning can have on the organization’s culture.
In this presentation, see how a parrot and some gadgets increased compliance awareness, how a board game and leader board increased worldwide engagement and collaboration, and how a basketball app improve college preparedness.
Well-facilitated retrospectives are a key ingredient in high-functioning, continuously improving teams. Come learn and share best practices for planning and executing high quality retrospectives that establish rhythm, build trust, and create breakthroughs. We'll discuss the necessary elements of any great retrospective, practice designing an agenda, and troubleshoot common facilitation problems.
Participants will leave with a "bag of tricks" for facilitating open, honest, and game-changing retrospectives for any kind of team or project.
As UX researchers and designers, we spend a lot of our time looking at qualitative insights – who people are, why they do what they do, what their unspoken needs are, etc. Often, in another part of the organisation, there are different people working with quantitative data and looking to understand things – what people are doing, patterns and trends in behaviour, the impact of changes on customer behaviour, and so on.
The two roles are often asked for other insights – UX people are asked to prove ROI, to predict the impact of recommendations being implemented, and to size opportunities. Data scientists are asked how to shift behaviour and patterns, and what is underlying the insights they gain.
Imagine what we could do if we joined forces! Data scientists could help UX people show ROI and predict trends. UX people could help data scientists figure out how to shift behaviour, and how to articulate why things are happening the way they are.
Let’s explore a few ways in which qualitative and quantitative insights can get together and help each other out.
Presented by Kat Hardisty
Presentation for the Ottawa Mobile & Social Media Apps group entitled "Working with Cross-Functional Teams", focused on communication, Agile project management - while creating happy teams and great products.
Description:
Responsive. Lean. Teal. Holacracy. Sociocracy. All of these terms can be used to describe a movement that is currently underway, which seeks to fundamentally transform the way people work together. In much the same way that Agile updated our approach to software development, we now look to update the operating system of the entire organization. In this conversation, we will discuss trends in organizational design and share practical, “safe to try” techniques you can take back and apply to any part of your organization.
Speaker Bio:
Chelsea is a people operations leader and organizational designer. She is fascinated by reimagining the way people work together and designing organizations for the 21st century. As a Master’s candidate at Northwestern University, Chelsea researches next-stage organizational structures with a particular interest in self-management. She has spent her career working in technology, both enterprise and startup, with a personal passion for fixing the broken and the outdated. In her free time, you can find Chelsea hiking, biking or baking bread.
How to help make meetings better when you are NOT the facilitator. Talk by Sue Johnston of It's Understood at Gatineau-Ottawa Agile Tour, Ottawa, 2019.
Test & Learn: Hooked - How to Build Habit Forming Products Optimizely
In an age of ever-increasing distractions, quickly creating customer habits is an important characteristic of successful products. How do companies create products people use every day? What are the secrets of building services customers love? How can we create products compelling enough to "hook" users?
Nir Eyal, the bestselling author of "Hooked: How to Build Habit-Forming Products", has constructed a framework for designing better products and will share his years of research in this practical workshop. This webinar gives product managers, designers, and marketers a new way of thinking of the necessary components of changing user behavior by studying how the world's most engaging products keep users coming back again and again.
These are the slides from a talk given on March 4, 2012 at the Harvard Business School Entrepreneurship Conference. It summarizes ten key lessons in being a great product leader from over a decade of experience in consumer software.
It is based on a lecture given on the same topic on August 31, 2011 at LinkedIn.
In an age when even games are “serious” and e-learning audiences increasingly face screens of text with Next buttons, the unexpected can become the unforgettable. Fun is good for learning because it stands out. It increases engagement and provides safe areas to learn from failure. Studies show that fun actually promotes learning as elements of novelty evoke wonder and curiosity. It’s not fun for fun’s sake. It’s fun for learning’s sake.
What makes learning fun? One-of-a-kind interfaces that vary with each course; surprises around every corner; everyday language; an emotional connection through meaningful material, music, and social connections; learners choosing their own paths; and any-time, any-where learning that works on all devices, including mobile. In this presentation, participants will be introduced to the science of fun, and will see specific examples of fun used effectively in workplace learning. They will experience instructional strategies for making learning fun, including gamification and game mechanics. They will learn how to use existing tools and technologies to build innovative learning environments that are collaborative, competitive, and exploratory. Participants will also gain clarity on how to evaluate good learning solutions from ineffective ones, identifying roadblocks to fun learning like the templated approach that restricts the learner from paths of exploration. And most importantly, they will see the positive impact that fun learning can have on the organization’s culture.
In this presentation, see how a parrot and some gadgets increased compliance awareness, how a board game and leader board increased worldwide engagement and collaboration, and how a basketball app improve college preparedness.
Well-facilitated retrospectives are a key ingredient in high-functioning, continuously improving teams. Come learn and share best practices for planning and executing high quality retrospectives that establish rhythm, build trust, and create breakthroughs. We'll discuss the necessary elements of any great retrospective, practice designing an agenda, and troubleshoot common facilitation problems.
Participants will leave with a "bag of tricks" for facilitating open, honest, and game-changing retrospectives for any kind of team or project.
As UX researchers and designers, we spend a lot of our time looking at qualitative insights – who people are, why they do what they do, what their unspoken needs are, etc. Often, in another part of the organisation, there are different people working with quantitative data and looking to understand things – what people are doing, patterns and trends in behaviour, the impact of changes on customer behaviour, and so on.
The two roles are often asked for other insights – UX people are asked to prove ROI, to predict the impact of recommendations being implemented, and to size opportunities. Data scientists are asked how to shift behaviour and patterns, and what is underlying the insights they gain.
Imagine what we could do if we joined forces! Data scientists could help UX people show ROI and predict trends. UX people could help data scientists figure out how to shift behaviour, and how to articulate why things are happening the way they are.
Let’s explore a few ways in which qualitative and quantitative insights can get together and help each other out.
Presented by Kat Hardisty
Presentation for the Ottawa Mobile & Social Media Apps group entitled "Working with Cross-Functional Teams", focused on communication, Agile project management - while creating happy teams and great products.
Description:
Responsive. Lean. Teal. Holacracy. Sociocracy. All of these terms can be used to describe a movement that is currently underway, which seeks to fundamentally transform the way people work together. In much the same way that Agile updated our approach to software development, we now look to update the operating system of the entire organization. In this conversation, we will discuss trends in organizational design and share practical, “safe to try” techniques you can take back and apply to any part of your organization.
Speaker Bio:
Chelsea is a people operations leader and organizational designer. She is fascinated by reimagining the way people work together and designing organizations for the 21st century. As a Master’s candidate at Northwestern University, Chelsea researches next-stage organizational structures with a particular interest in self-management. She has spent her career working in technology, both enterprise and startup, with a personal passion for fixing the broken and the outdated. In her free time, you can find Chelsea hiking, biking or baking bread.
High Performance Software Engineering TeamsLars Thorup
Based on my experiences building high performance engineering teams, this presentation focuses on the technical practices required. These practices centers around automation (build, test and deployment) and increased collaboration between Engineering and QA (TDD, exploratory testing, prioritization, feedback cycles).
A Game to help people understand what it takes to build high performance organizations. The presentation only works with the game materials: https://agilepainrelief.com/notesfromatooluser/2015/11/building-high-performing-organizations-game.html
I recently delivered a talk to product owners at Cisco. While I would normally cover this stuff over a period of two days, this was a 90 minute talk about some of the aspects of product ownership. None of this is my own creation - for I have learnt all this from the practitioner community, I am more than happy to share it with the community.
Note: If any attribution is missing, I will be happy to correct my mistake :)
Do you want to get your SharePoint project right the first time? It has been our experience that there is no way for a project to succeed if the stakeholders and solution designers are not in alignment, no matter how good the solution. If your technical team and business stakeholders are not on the same page then the project will fail. The problem is that getting the business stakeholders to tell you their vision and understand what success looks like to them is very difficult.
Over the past decade of delivering successful SharePoint projects, we have discovered methods that work very well at eliciting the stakeholders' desires and then ensuring that we have clarified our own understanding with them. These methods involve the use of visual and tactile tools that open the lines of communication and rapidly expose misunderstandings.
We will demonstrate tools such as mind mapping, card sorting, gamestorming, tree-testing and other methods, and we will have you participate in exercises that will give you the confidence to apply these tools in your own practice. Many of these methods are very easy to learn and apply, and this workshop will give you the confidence to do so.
The application of these visual tools has directly influenced the success of the many projects we've worked on over the years. We won't be giving you theory, but rather stories and examples from our real-life experience. We hope you'll join us for a practical, useful, fun and enlightening experience.
Visual tools and innovation games workshop - spscbus - aug 2014Ruven Gotz
A 'meta' presentation about metadata - tools you can use to explain metadata, taxonomy and content types to your stakeholders. Presented at SharePoint Saturday Columbus (SPSCBUS), Aug 23, 2014 [DOWNLOAD THE FULL DECK TO GET SPEAKER'S NOTES]
SharePoint projects are wickedly complex. Among the reasons: You are dealing with loosely defined big-picture issues like collaboration, information sharing, portal navigation and information organization; and you are trying to define these solutions within the context of the social complexity that exists in all organizations. The result is that you end up with solutions that may satisfy some of your stakeholders, but which leave others disengaged, disenfranchised and disappointed. Getting to success is dependent on reaching a shared understanding, followed by a shared commitment from all of the participants and stakeholders.
We have discovered that visual tools can very quickly allow groups of people to get to shared understanding and commitment. We will share our techniques with you and teach you how to use free or very inexpensive tools that allow you elicit your clients' goals. We then show you to prioritize, map and construct the solution.
We will cover the use of Gamestorming and Innovation Games, which use the concepts of games to get to serious results in a much less painless way than the usual planning and requirements workshops. We will demonstrate the use of mind mapping for navigational design, taxonomy design, prioritization and capturing the thought process of a team via an interactive process.
Presentation given at User Experience Edmonton meetup in January 2015. Gives an overview of how you can sell User Experience design methodologies to your boss or company. Talks about starting small, return on investment and not asking permission.
Designer Games - Creative Exercises to Enhance Your WorkJohn H Douglass
Ultimately we’re all fighting for users, but which ideas will win their favor? Sometimes, in the battle arena of meetings, requirements and design reviews, the loudest voice gets heard but not necessarily the best. Sometimes design sensibilities and user feedback take a backseat to politics, short-term goals or decisions by committee. In this talk you’ll learn more about a few useful weapons, such as gamestorming and design critiques, to make sure the best ideas win.
Jeff Lopez Presentation for Agile Impact Conference 2018 Day 1.
"Learn speedy affinity facilitation techniques to eliminate waste and boost productivity in creating, prioritizing and estimating a backlog."
Visual tools and innovation games workshop - SPTechCon - Apr 2014Ruven Gotz
Half-day workshop presented by Michelle Caldwell and Ruven Gotz on getting to shared understand and better requirements for your SharePoint projects through the use of Visual Tools (such as mind mapping, wireframing, and card sorting) and Gamestorming (also called Innovation Games)
SharePoint projects are wickedly complex. Among the reasons: You are dealing with loosely defined big-picture issues like collaboration, information sharing, portal navigation and information organization; and you are trying to define these solutions within the context of the social complexity that exists in all organizations. The result is that you end up with solutions that may satisfy some of your stakeholders, but which leave others disengaged, disenfranchised and disappointed. Getting to success is dependent on reaching a shared understanding, followed by a shared commitment from all of the participants and stakeholders.
We have discovered that visual tools can very quickly allow groups of people to get to shared understanding and commitment. We will share our techniques with you and teach you how to use free or very inexpensive tools that allow you elicit your clients' goals. We then show you to prioritize, map and construct the solution.
We will cover the use of Gamestorming and Innovation Games, which use the concepts of games to get to serious results in a much less painless way than the usual planning and requirements workshops. We will demonstrate the use of mind mapping for navigational design, taxonomy design, prioritization and capturing the thought process of a team via an interactive process.
Find out how to use simple innovation games to build better solution requirements for SharePoint projects. You will learn seriously fun ways to do work – Seriously! Learn how to tap into true innovation and discover new ideas. Come learn how to put your ideas into action.
Are you tired of attending or leading the same old boring requirements-gathering sessions? Would you like to find a way to get stakeholders excited about requirements gathering? Then this class is for you!
Find out how to use collaborative play to build better solution requirements for SharePoint projects (or any other project for that matter). In this class, you will learn seriously fun ways to do work-seriously! Learn how to tap into true innovation and uncover hidden business requirements. What are you waiting for? Come to this class and learn how to put these tools into action!
By attending this class, you will be able to:
Introduce new and field-tested concepts for creating a clear and compelling vision for SharePoint
Facilitate more effective requirements-gathering sessions
Identify and avoid five problem patterns that plague many project teams
Hit the ground running with new templates that you can use to facilitate your own Innovation Games
Phase 3: Better ideas (Presentation at SalesForce 1-28-2015)Bruce Eckel
First came tools: programming languages, version control, testing, build automation and eventually continuous delivery. Somewhere along the tools curve, we began seeing that our process wasn't working and that we needed shorter, faster experimentation with better feedback cycles and communication, which produced Agile. Now that we have much better tools and processes (both of which continue to improve), what is the next big step in the evolution of software development, and development in general? Now that we've gotten pretty good at building things, I believe we need to get better at discovering good things to build. After a brief history of tools and processes, I will look at this need and explore how we must change our perspectives to address our next big challenge.
Similar to Magic and Science of Teams Game Edition (20)
Do you dread going to work? Are interruptions from outside making progress difficult? Is improvement almost nil? Sprint Retrospectives are the tool to help with all of these issues, but what if they elicit frustrated groans and reluctance or, worse, resentment within your team? This presentations shows why we have those problems and points in the direction of The Cure
Do you dread going to work? Are interruptions from outside making progress difficult? Is improvement almost nil? Sprint Retrospectives are the tool to help with all of these issues, but what if they elicit frustrated groans and reluctance or, worse, resentment within your team?
A Game to help people understand what it takes to build high performance organizations. The presentation only works with the game materials: https://agilepainrelief.com/building-high-performance-organizations-game
Creativity can manifest in several ways including creation of something new, refinement of something that exists and problem solving.
How do we support, enable and enhance the creative abilities of Agile teams?
There are many ways to shape the work environment for greater creativity. We will describe how creativity happens and can be enhanced by providing a safe, nurturing environment, enhancing group interactions, pacing activities that utilize different sensory modes and trusting in the power of subconscious integration
Nutraceutical market, scope and growth: Herbal drug technologyLokesh Patil
As consumer awareness of health and wellness rises, the nutraceutical market—which includes goods like functional meals, drinks, and dietary supplements that provide health advantages beyond basic nutrition—is growing significantly. As healthcare expenses rise, the population ages, and people want natural and preventative health solutions more and more, this industry is increasing quickly. Further driving market expansion are product formulation innovations and the use of cutting-edge technology for customized nutrition. With its worldwide reach, the nutraceutical industry is expected to keep growing and provide significant chances for research and investment in a number of categories, including vitamins, minerals, probiotics, and herbal supplements.
Comparing Evolved Extractive Text Summary Scores of Bidirectional Encoder Rep...University of Maribor
Slides from:
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Track: Artificial Intelligence
https://www.etran.rs/2024/en/home-english/
Earliest Galaxies in the JADES Origins Field: Luminosity Function and Cosmic ...Sérgio Sacani
We characterize the earliest galaxy population in the JADES Origins Field (JOF), the deepest
imaging field observed with JWST. We make use of the ancillary Hubble optical images (5 filters
spanning 0.4−0.9µm) and novel JWST images with 14 filters spanning 0.8−5µm, including 7 mediumband filters, and reaching total exposure times of up to 46 hours per filter. We combine all our data
at > 2.3µm to construct an ultradeep image, reaching as deep as ≈ 31.4 AB mag in the stack and
30.3-31.0 AB mag (5σ, r = 0.1” circular aperture) in individual filters. We measure photometric
redshifts and use robust selection criteria to identify a sample of eight galaxy candidates at redshifts
z = 11.5 − 15. These objects show compact half-light radii of R1/2 ∼ 50 − 200pc, stellar masses of
M⋆ ∼ 107−108M⊙, and star-formation rates of SFR ∼ 0.1−1 M⊙ yr−1
. Our search finds no candidates
at 15 < z < 20, placing upper limits at these redshifts. We develop a forward modeling approach to
infer the properties of the evolving luminosity function without binning in redshift or luminosity that
marginalizes over the photometric redshift uncertainty of our candidate galaxies and incorporates the
impact of non-detections. We find a z = 12 luminosity function in good agreement with prior results,
and that the luminosity function normalization and UV luminosity density decline by a factor of ∼ 2.5
from z = 12 to z = 14. We discuss the possible implications of our results in the context of theoretical
models for evolution of the dark matter halo mass function.
THE IMPORTANCE OF MARTIAN ATMOSPHERE SAMPLE RETURN.Sérgio Sacani
The return of a sample of near-surface atmosphere from Mars would facilitate answers to several first-order science questions surrounding the formation and evolution of the planet. One of the important aspects of terrestrial planet formation in general is the role that primary atmospheres played in influencing the chemistry and structure of the planets and their antecedents. Studies of the martian atmosphere can be used to investigate the role of a primary atmosphere in its history. Atmosphere samples would also inform our understanding of the near-surface chemistry of the planet, and ultimately the prospects for life. High-precision isotopic analyses of constituent gases are needed to address these questions, requiring that the analyses are made on returned samples rather than in situ.
Slide 1: Title Slide
Extrachromosomal Inheritance
Slide 2: Introduction to Extrachromosomal Inheritance
Definition: Extrachromosomal inheritance refers to the transmission of genetic material that is not found within the nucleus.
Key Components: Involves genes located in mitochondria, chloroplasts, and plasmids.
Slide 3: Mitochondrial Inheritance
Mitochondria: Organelles responsible for energy production.
Mitochondrial DNA (mtDNA): Circular DNA molecule found in mitochondria.
Inheritance Pattern: Maternally inherited, meaning it is passed from mothers to all their offspring.
Diseases: Examples include Leber’s hereditary optic neuropathy (LHON) and mitochondrial myopathy.
Slide 4: Chloroplast Inheritance
Chloroplasts: Organelles responsible for photosynthesis in plants.
Chloroplast DNA (cpDNA): Circular DNA molecule found in chloroplasts.
Inheritance Pattern: Often maternally inherited in most plants, but can vary in some species.
Examples: Variegation in plants, where leaf color patterns are determined by chloroplast DNA.
Slide 5: Plasmid Inheritance
Plasmids: Small, circular DNA molecules found in bacteria and some eukaryotes.
Features: Can carry antibiotic resistance genes and can be transferred between cells through processes like conjugation.
Significance: Important in biotechnology for gene cloning and genetic engineering.
Slide 6: Mechanisms of Extrachromosomal Inheritance
Non-Mendelian Patterns: Do not follow Mendel’s laws of inheritance.
Cytoplasmic Segregation: During cell division, organelles like mitochondria and chloroplasts are randomly distributed to daughter cells.
Heteroplasmy: Presence of more than one type of organellar genome within a cell, leading to variation in expression.
Slide 7: Examples of Extrachromosomal Inheritance
Four O’clock Plant (Mirabilis jalapa): Shows variegated leaves due to different cpDNA in leaf cells.
Petite Mutants in Yeast: Result from mutations in mitochondrial DNA affecting respiration.
Slide 8: Importance of Extrachromosomal Inheritance
Evolution: Provides insight into the evolution of eukaryotic cells.
Medicine: Understanding mitochondrial inheritance helps in diagnosing and treating mitochondrial diseases.
Agriculture: Chloroplast inheritance can be used in plant breeding and genetic modification.
Slide 9: Recent Research and Advances
Gene Editing: Techniques like CRISPR-Cas9 are being used to edit mitochondrial and chloroplast DNA.
Therapies: Development of mitochondrial replacement therapy (MRT) for preventing mitochondrial diseases.
Slide 10: Conclusion
Summary: Extrachromosomal inheritance involves the transmission of genetic material outside the nucleus and plays a crucial role in genetics, medicine, and biotechnology.
Future Directions: Continued research and technological advancements hold promise for new treatments and applications.
Slide 11: Questions and Discussion
Invite Audience: Open the floor for any questions or further discussion on the topic.
Seminar of U.V. Spectroscopy by SAMIR PANDASAMIR PANDA
Spectroscopy is a branch of science dealing the study of interaction of electromagnetic radiation with matter.
Ultraviolet-visible spectroscopy refers to absorption spectroscopy or reflect spectroscopy in the UV-VIS spectral region.
Ultraviolet-visible spectroscopy is an analytical method that can measure the amount of light received by the analyte.
(May 29th, 2024) Advancements in Intravital Microscopy- Insights for Preclini...Scintica Instrumentation
Intravital microscopy (IVM) is a powerful tool utilized to study cellular behavior over time and space in vivo. Much of our understanding of cell biology has been accomplished using various in vitro and ex vivo methods; however, these studies do not necessarily reflect the natural dynamics of biological processes. Unlike traditional cell culture or fixed tissue imaging, IVM allows for the ultra-fast high-resolution imaging of cellular processes over time and space and were studied in its natural environment. Real-time visualization of biological processes in the context of an intact organism helps maintain physiological relevance and provide insights into the progression of disease, response to treatments or developmental processes.
In this webinar we give an overview of advanced applications of the IVM system in preclinical research. IVIM technology is a provider of all-in-one intravital microscopy systems and solutions optimized for in vivo imaging of live animal models at sub-micron resolution. The system’s unique features and user-friendly software enables researchers to probe fast dynamic biological processes such as immune cell tracking, cell-cell interaction as well as vascularization and tumor metastasis with exceptional detail. This webinar will also give an overview of IVM being utilized in drug development, offering a view into the intricate interaction between drugs/nanoparticles and tissues in vivo and allows for the evaluation of therapeutic intervention in a variety of tissues and organs. This interdisciplinary collaboration continues to drive the advancements of novel therapeutic strategies.
Deep Behavioral Phenotyping in Systems Neuroscience for Functional Atlasing a...Ana Luísa Pinho
Functional Magnetic Resonance Imaging (fMRI) provides means to characterize brain activations in response to behavior. However, cognitive neuroscience has been limited to group-level effects referring to the performance of specific tasks. To obtain the functional profile of elementary cognitive mechanisms, the combination of brain responses to many tasks is required. Yet, to date, both structural atlases and parcellation-based activations do not fully account for cognitive function and still present several limitations. Further, they do not adapt overall to individual characteristics. In this talk, I will give an account of deep-behavioral phenotyping strategies, namely data-driven methods in large task-fMRI datasets, to optimize functional brain-data collection and improve inference of effects-of-interest related to mental processes. Key to this approach is the employment of fast multi-functional paradigms rich on features that can be well parametrized and, consequently, facilitate the creation of psycho-physiological constructs to be modelled with imaging data. Particular emphasis will be given to music stimuli when studying high-order cognitive mechanisms, due to their ecological nature and quality to enable complex behavior compounded by discrete entities. I will also discuss how deep-behavioral phenotyping and individualized models applied to neuroimaging data can better account for the subject-specific organization of domain-general cognitive systems in the human brain. Finally, the accumulation of functional brain signatures brings the possibility to clarify relationships among tasks and create a univocal link between brain systems and mental functions through: (1) the development of ontologies proposing an organization of cognitive processes; and (2) brain-network taxonomies describing functional specialization. To this end, tools to improve commensurability in cognitive science are necessary, such as public repositories, ontology-based platforms and automated meta-analysis tools. I will thus discuss some brain-atlasing resources currently under development, and their applicability in cognitive as well as clinical neuroscience.
3. –Ben Waber, People Analytics
“People Working on the Same Product but not
Collaborating are Essentially Working Separate
Tandem Products”
4. Myths or Facts
• Scrum is a tool for creating high performance teams
• Video Conference Tools are as good as face to face
• Coffee Breaks
• Face to Face Communication Matters
• Put People in Room and You get a Team
• Social Talk
• Constraints harm Teams
• Teams Need Saving from Cowboy’s
14. Game Structure
• Decide and Commit to actions - 5 mins
• Science
• Results for Actions Revealed
• Roll Dice for Stories -> Determine number complete
• Roll 2 Dice for Gremlins
• Calculate capacity for next round
15. Capacity
• Initial Capacity -10
• Your boss wants you to buy stories, stories, stories.
His favourite quote - “Work Harder not Smarter”
64. References
• “People Analytics” - Ben Waber
• “The New Science of Building Great Teams” - Alex
“Sandy” Pentland
• “The Wisdom of Teams” - Jon R. Katzenbach and
Douglas K. Smith
• “Leading Teams” - Richard Hackmann
• “The Wisdom of Teams” - James Surowiecki
Editor's Notes
…and Shortcuts are part of what enables a cohesive team to get work done more quickly.
Many of our behaviours evolved pre-language and still need to be supported today. We evolved with face to face communication and participating in small groups. Bonobo’s forage in groups of 6-7 for several days foraging.
Story about a German bank where the communication among team members was almost entirely over email. Their goal was to a launch a new product and the results were considered disastrous.
Video discussions are count to some degree but not anywhere near as much
35% of variation in team performance account for by number of face to face exchanges.
1 on 1 or very small group - in depth
Whole Group - brief to the point statements
Rough balance between whole group and one-on-one
Neither formal corporate meetings nor chatting at desks increased cohesion
Instead it was overlapping break time and lunches.
What matters - having a water cooler/common coffee place. Having common breaks. Finally a longer lunch table. The longer lunch table helps because it makes it possible for a team to sit together and for a couple of outsiders to join them.
Social time accounts for more than 50% of positive changes in communication patterns. Conversations happened on breaks at water cooler, coffee machine and in the lunch space. Back to those long lunch tables. Sadly beer at the pub and formal organized offsite events had limited effect.
Many of the conversations were not about work. Non work conversations helped to build trust. Sadly some organizations discourage conversations outside of work.
High performance teams are built and maintained on the quality of the relationships among the team members
Scrum Teams need to establish working agreements - what can you establish to support that will help support cohesion
…not the individuals
Do they face others during meetings or do they make an effort to hide physically?
Do they speak loudly and clearly enough to be heard and understood by their peers?
Is someone else on the Team dominant at the expense of others?
Are the people who are isolated attempting to contribute and being ignored?
Do they cutoff others and therefore discourage others from listening to them?
Do they talk to only one other Team member?
Is there a flow, or give and take, when they’re involved in the conversation?
Requires a common background and common language
Clearly this is part of the startup cost for new teams and also the cost of changing team membership