My closing keynote at the LITA National Forum, which was supposed to be my "technical, tangible, social" theme, but which I ended up shifting into an overview of how Picture the Impossible came to be.
Slides from my GDC presentation. Nearly identical to the slides used at Web 2.0 and University of Delaware (though the narrative accompanying each was modified for the specific audience).
A presentation I made at the Council of Europe the 15/03/2012 about the Youth of Europe that is making a difference. Some answers to:
Who are they?
What they do?
How they do it?
My closing keynote at the LITA National Forum, which was supposed to be my "technical, tangible, social" theme, but which I ended up shifting into an overview of how Picture the Impossible came to be.
Slides from my GDC presentation. Nearly identical to the slides used at Web 2.0 and University of Delaware (though the narrative accompanying each was modified for the specific audience).
A presentation I made at the Council of Europe the 15/03/2012 about the Youth of Europe that is making a difference. Some answers to:
Who are they?
What they do?
How they do it?
GAMESTORMING WIKIPEDIA: AN EXPERIMENT IN PLAYFUL ONBOARDING
This is the story of how we built a game to learn how to edit Wikipedia in under an hour with the attitude that if it's not fun people won't play it and if it doesn't leverage intrinsic motivations it won't work.
Presentatie van Henk Herman Nap, senior adviseur eHealth bij Vilans, op het internationale congres voor gerontechnologie in Nice, Frankrijk - september 2016.
Games that combine the best aspects of both physical and digital play can be challenging to design. But when they work, they lead to new and inspiring forms of play.
A talk given to my faculty colleagues at RIT Croatia to explain what I'm doing here and why. The slideshare interface doesn't show transitions, but you can download the deck to for those to work.
Presentation from webinar on November 17-2016. Describes CounterPlay, our purpose, the underlying values and ideas of the festival, as well as the theme of CounterPlay '17: "The Power of Play".
"Will I always be not social?": Re-Conceptualizing Sociality in the Context o...Kate Ringland
We explore how a Minecraft community for children with autism and their allies experience sociality and suggest an expansion of the normative definition of what it means to be social.
"Understanding Gameful Design" @ Vértice "Bienal de animación, Interactividad...Elizabeth Lawley
Keynote presentation on gameful design presented 13 March 2014 at the Vértice "Bienal de animación, Interactividad y Diseño" conference held at the University of San Francisco in Quito, Ecuador.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
Technology Mediated Socialization for Children with Autism, Advancement to Ph...Kate Ringland
Committee: Gillian Hayes (Chair), Rebecca Black, Mimi Ito, Josh Tanenbaum, and Tom Boellstorff
Abstract: Traditional face-to-face social interactions can be challenging for individuals with autism, leading some to perceive and categorize these individuals as less social than their peers. For example, autism can be accompanied by difficulty making eye contact, interpreting some nonverbal cues, and performing coherent verbal utterances. While these challenges can be interpreted as an inability or lack of desire for social interactions, researchers have begun to explore how to expand the definition of sociality for those with autism. My research explores how technology can support alternative means of sociality, particularly for children with autism engaged in social play. In this advancement talk, I will present two research studies: SensoryPaint and Autcraft. SensoryPaint is a multimodal sensory environment built to enable whole-body interaction with the Kinect. Evaluation of SensoryPaint was conducted in two stages: a lab-based study and a deployment study. Results from this study show how these systems can promote socialization. My second research project explores Autcraft, a Minecraft community for children with autism and their allies. I will present results from on-going ethnographic work exploring the community’s Minecraft server and other community affiliated social media. Results from this study highlight ways in which community members use technology to create a safe environment for children with autism to explore alternative forms of social expression. Findings suggest an expansion of how sociality has traditionally been conceptualized for individuals with autism and how technology plays a key role in facilitating this new sociality.
A discussion of gamification concepts, and our implementation of Just Press Play at RIT. Toggle to speaker notes (instead of comments) for annotations and relevant links.
What's Going On Behind The Screen With College Students - OLC InnovatePaul Brown
Originally presented at the Online Learning Consortium's (OLC) Innovate conference in New Orleans in April of 2016. Provides an overview of research on college students developmental and educational experiences online.
Connecting Ethical Choices in Games to Moral FrameworksGabriel Recchia
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
With the growing popularity of location-based games and augmented reality applications, an opportunity has arisen for tourism destinations to work with game designers and developers to shape tourist experiences. Game-based mobile applications can engage tourists in exploring and learning about the places they visit, and can even be used to shift tourist behavior in ways that benefit the destination. In fact, the academic fields of game design and hospitality/tourism share a great many similarities in their focus on user experience, motivation, and engagement. There is much for game designers to learn from tourism and hospitality experts, as well as great potential for game designers to provide insight into the challenges faced by researchers and practitioners in tourism and hospitality.
In this talk, I will discuss the intersections and complementary components of these two fields, describe a variety of creative examples of tourist-focused games, and discuss the potential for partnerships that benefit both academics and practitioners in each field.
GAMESTORMING WIKIPEDIA: AN EXPERIMENT IN PLAYFUL ONBOARDING
This is the story of how we built a game to learn how to edit Wikipedia in under an hour with the attitude that if it's not fun people won't play it and if it doesn't leverage intrinsic motivations it won't work.
Presentatie van Henk Herman Nap, senior adviseur eHealth bij Vilans, op het internationale congres voor gerontechnologie in Nice, Frankrijk - september 2016.
Games that combine the best aspects of both physical and digital play can be challenging to design. But when they work, they lead to new and inspiring forms of play.
A talk given to my faculty colleagues at RIT Croatia to explain what I'm doing here and why. The slideshare interface doesn't show transitions, but you can download the deck to for those to work.
Presentation from webinar on November 17-2016. Describes CounterPlay, our purpose, the underlying values and ideas of the festival, as well as the theme of CounterPlay '17: "The Power of Play".
"Will I always be not social?": Re-Conceptualizing Sociality in the Context o...Kate Ringland
We explore how a Minecraft community for children with autism and their allies experience sociality and suggest an expansion of the normative definition of what it means to be social.
"Understanding Gameful Design" @ Vértice "Bienal de animación, Interactividad...Elizabeth Lawley
Keynote presentation on gameful design presented 13 March 2014 at the Vértice "Bienal de animación, Interactividad y Diseño" conference held at the University of San Francisco in Quito, Ecuador.
It's the Autonomy, Stupid: Autonomy Experiences Between Playful Work and Work...Sebastian Deterding
A core tenet of traditional play theories is that play is voluntary. This view has been troubled by recent empirical phenomena of "instrumental play" and "playbour": instances where play is mandatory, has serious consequences attached or is done as gainful labour, such as goldfarming. Similarly, people are increasingly using game design elements in non-game contexts like work to make them more playful and engaging. This talk suggests that the conceptual troubles of playbour and gamification can be resolved by focusing on autonomy as a psychological state: how much autonomy people experience informs whether they understand and a label an activity as "work(-like)" or "play(ful)". Drawing on a qualitative interview study with participants engaging in instrumental play, the talk will tease out how social and material features of gaming and work situations support and thwart autonomy experience and thus, their understanding as "work" or "play."
Technology Mediated Socialization for Children with Autism, Advancement to Ph...Kate Ringland
Committee: Gillian Hayes (Chair), Rebecca Black, Mimi Ito, Josh Tanenbaum, and Tom Boellstorff
Abstract: Traditional face-to-face social interactions can be challenging for individuals with autism, leading some to perceive and categorize these individuals as less social than their peers. For example, autism can be accompanied by difficulty making eye contact, interpreting some nonverbal cues, and performing coherent verbal utterances. While these challenges can be interpreted as an inability or lack of desire for social interactions, researchers have begun to explore how to expand the definition of sociality for those with autism. My research explores how technology can support alternative means of sociality, particularly for children with autism engaged in social play. In this advancement talk, I will present two research studies: SensoryPaint and Autcraft. SensoryPaint is a multimodal sensory environment built to enable whole-body interaction with the Kinect. Evaluation of SensoryPaint was conducted in two stages: a lab-based study and a deployment study. Results from this study show how these systems can promote socialization. My second research project explores Autcraft, a Minecraft community for children with autism and their allies. I will present results from on-going ethnographic work exploring the community’s Minecraft server and other community affiliated social media. Results from this study highlight ways in which community members use technology to create a safe environment for children with autism to explore alternative forms of social expression. Findings suggest an expansion of how sociality has traditionally been conceptualized for individuals with autism and how technology plays a key role in facilitating this new sociality.
A discussion of gamification concepts, and our implementation of Just Press Play at RIT. Toggle to speaker notes (instead of comments) for annotations and relevant links.
What's Going On Behind The Screen With College Students - OLC InnovatePaul Brown
Originally presented at the Online Learning Consortium's (OLC) Innovate conference in New Orleans in April of 2016. Provides an overview of research on college students developmental and educational experiences online.
Connecting Ethical Choices in Games to Moral FrameworksGabriel Recchia
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
With the growing popularity of location-based games and augmented reality applications, an opportunity has arisen for tourism destinations to work with game designers and developers to shape tourist experiences. Game-based mobile applications can engage tourists in exploring and learning about the places they visit, and can even be used to shift tourist behavior in ways that benefit the destination. In fact, the academic fields of game design and hospitality/tourism share a great many similarities in their focus on user experience, motivation, and engagement. There is much for game designers to learn from tourism and hospitality experts, as well as great potential for game designers to provide insight into the challenges faced by researchers and practitioners in tourism and hospitality.
In this talk, I will discuss the intersections and complementary components of these two fields, describe a variety of creative examples of tourist-focused games, and discuss the potential for partnerships that benefit both academics and practitioners in each field.
Talk given at the "Pushing the Envelope" symposium on MOOCs, e-Learning, and Gamification for Libraries.
If you downloaded the earlier version of the pptx and want the proper typeface, it's a free font called "Rise of Nations" that can be downloaded here: http://www.dafont.com/cf-rise-of-nations.font . I've replaced that file with a PDF that has the fonts properly embedded, and which includes more detailed speaker notes.
Just Press Play: A Gaming Layer for Student SuccessElizabeth Lawley
My 8/23/11 presentation at the Games in Education conference, outlining the basics of the student achievement system we're planning to implement in RIT's School of Interactive Games & Media this fall.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
GridMate - End to end testing is a critical piece to ensure quality and avoid...ThomasParaiso2
End to end testing is a critical piece to ensure quality and avoid regressions. In this session, we share our journey building an E2E testing pipeline for GridMate components (LWC and Aura) using Cypress, JSForce, FakerJS…
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
8. “My point is that
the „fun‟, the
pleasure of these
elements does
not come from
some extrinsic
reward value of
those elements,
but chiefly from
the experience of
competence they
give rise to.”
stian Deterding
9. What behaviors did we want to
reward and encourage?
What feelings of competence
could we engender?
What did we want our students to
remember and reflect on?
18. “On a side note, despite website difficulties,
people are playing. The buzz is tremendously
positive. Keith Whittington has already had
several lovely interactions as people want his
card. I have given out around 40 already of
Weezes Wobble. People are breaking out in
dance around me. I never want this to stop.”
19. I walked in the next morning and several of the students
(including Somara) were waiting outside the room to hear my
reaction, which was my turning around and yelling
"SOMARA!!!" Definitely a good time :)
Editor's Notes
The idea for this came from a conversation one of our professors was having with some students in the spring of 2010, in which the students said “we should get achievements for being awesome.” She took that idea to our chair, who took it to Microsoft Research, who said “here’s some seed money—think this through, then come back and tell us more.”
This is less about pushing them to do things that they wouldn’t otherwise do, and more about recognizing what they do, and allowing them to remember and reflect on their accomplishments.
Reflection is a powerful tool This is a service I signed up for a few months ago that tells me what I did a year ago in Foursquare. And these daily reminders are much more powerful than a leaderboard in encouraging me to check in on Foursquare regularly. What did we want to encourage our students to do?
When Andy first pitched this to MSR, he made a point of saying “GREAT DANGER HERE”…and he was right. The reason you don’t see this achievement approach everywhere in education is that it’s really hard to do well!
By adding external tangible rewards, we can actually do damage to our students’ intrinsic motivations. The focus needs to be on “now…that” rewards, rather than “if…then” rewards.
For this to be successful, it has to be voluntary, fun, and engaging. They have to vest in it as creators, not just consumers. This is the key takeaway from Deci & Ryan’s SDT work. We know this because we asked them
http://gamification-research.org/2011/09/a-quick-buck-by-copy-and-paste/http://gamification-research.org/2011/09/gamification-by-design-response-to-oreilly/So….what feelings of competence did we want to focus on?
Big questions that guided our content development.
When we started really thinking about the natural tensions at RIT—in particular, for our students, between design and development—we found that the history of RIT yielded some fascinating historical context for that tension.
This was the model that emerged for us—the tension between the athenaeum and the mechanics institute, as well as the tension between individual and collaborative competencies. Bloom’s taxonomy informs the rings, but the important part is not just expansion but BALANCE. The problem with “atheneaeum”, however, is that NOBODY can pronounce (or spell) it. More importantly, we found as we tried to categorize activities it was too difficult to operationalize “athenaeum” and “mechanics”.
What we ended up with was one axis of “exploration” and “mastery”, and another of “individual” and “social”.
Students lining up on the first day of the game to get their PlayPasskeychains.
Chris Cascioli’s card requires you to give him a picture you’ve made of a boat. The first night of the game, students snuck into the lab he’d be teaching in the next morning, and put this drawing on the whiteboard.