This is the second presentation for the one week workshop on the topic New Media for the Third Sector. The case study was the women association: Naisten Linja (women's line). February, 2015.
New Media for the Third Sector/ Case: Naisten Linja/ Last presentationsMariana Salgado
This is the final presentation for the one week workshop on New Media for the Third Sector. The case study was Naisten Linja (Women's line). In Media Lab, ARTS, Aalto University. February 2015.
New Media for the Third Sector/ Case: Naisten Linja/ Class 3Mariana Salgado
This is the third lecture for a one week workshop. The workshop was New Media for the Third Sector and it took place in February 2015 in Aalto University. The case study was Naisten linja (Women's line).
Designing new online support services for woman that have experience violenc...Mariana Salgado
This document provides an overview and agenda for a new media workshop focused on designing online support services for women experiencing violence. The workshop will take place from February 23-27, 2015 in Helsinki, Finland and be run through the Aalto School of Arts, Design and Architecture. Participants will explore how digital media can both perpetuate violence against women but also help fight back by providing support services. Through group work and prototyping, participants will develop design concepts for new digital services that a local women's advocacy NGO can implement. The workshop aims to provide strategic design proposals and tools the NGO can use to improve their service portfolio.
This is an introduction workshop to Designing Interactions / Experiences module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
Presented to the internal creative group at frog design in SF as a way to inform and inspire the team. This deck presents a new way to think about contextual inquiry, participatory design and the future of design research. For, With, and Through Design is a new lens from which to understand the design work that is being conducted at frog and elsewhere.
IIT Design Research Conference 2010 ReviewCeline Pering
The IIT Institute of Design's holds an Annual Design Research Conference (DRC) in downtown Chicago. This year it was held on May 10-12th 2010. The DRC is a professional conference that focuses on:
• Applied practice-based content
• Inspirational points of view
• Practice-focused knowledge sharing
The goal of this presentation is to share the learnings with the internal creative team at frog design to:
• Learn what other design firms are doing
• Gain insights from the work presented
• Understand how the role of design research is evolving
• Contextualize the work we are doing
This is the 3rd (third) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In it we discuss the general mechanics of Interpreting the data collected during Contextual Inquiry interviews
This document provides an overview of a course on information design and interaction. The course covers design thinking, information design, and user experience design over 12 weeks. Key topics include visualizing data, dashboards, diagrams, storytelling techniques, and turning insights into prototypes. The document also discusses information design principles and how various visualization techniques can help communicate with stakeholders and facilitate decision making.
New Media for the Third Sector/ Case: Naisten Linja/ Last presentationsMariana Salgado
This is the final presentation for the one week workshop on New Media for the Third Sector. The case study was Naisten Linja (Women's line). In Media Lab, ARTS, Aalto University. February 2015.
New Media for the Third Sector/ Case: Naisten Linja/ Class 3Mariana Salgado
This is the third lecture for a one week workshop. The workshop was New Media for the Third Sector and it took place in February 2015 in Aalto University. The case study was Naisten linja (Women's line).
Designing new online support services for woman that have experience violenc...Mariana Salgado
This document provides an overview and agenda for a new media workshop focused on designing online support services for women experiencing violence. The workshop will take place from February 23-27, 2015 in Helsinki, Finland and be run through the Aalto School of Arts, Design and Architecture. Participants will explore how digital media can both perpetuate violence against women but also help fight back by providing support services. Through group work and prototyping, participants will develop design concepts for new digital services that a local women's advocacy NGO can implement. The workshop aims to provide strategic design proposals and tools the NGO can use to improve their service portfolio.
This is an introduction workshop to Designing Interactions / Experiences module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
Presented to the internal creative group at frog design in SF as a way to inform and inspire the team. This deck presents a new way to think about contextual inquiry, participatory design and the future of design research. For, With, and Through Design is a new lens from which to understand the design work that is being conducted at frog and elsewhere.
IIT Design Research Conference 2010 ReviewCeline Pering
The IIT Institute of Design's holds an Annual Design Research Conference (DRC) in downtown Chicago. This year it was held on May 10-12th 2010. The DRC is a professional conference that focuses on:
• Applied practice-based content
• Inspirational points of view
• Practice-focused knowledge sharing
The goal of this presentation is to share the learnings with the internal creative team at frog design to:
• Learn what other design firms are doing
• Gain insights from the work presented
• Understand how the role of design research is evolving
• Contextualize the work we are doing
This is the 3rd (third) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In it we discuss the general mechanics of Interpreting the data collected during Contextual Inquiry interviews
This document provides an overview of a course on information design and interaction. The course covers design thinking, information design, and user experience design over 12 weeks. Key topics include visualizing data, dashboards, diagrams, storytelling techniques, and turning insights into prototypes. The document also discusses information design principles and how various visualization techniques can help communicate with stakeholders and facilitate decision making.
Design theory - Lecture 04: Design Expertise / Design Thinking / Key conceptsBas Leurs
This document discusses key concepts related to design expertise and design thinking. It begins by outlining different modes of thinking including abductive, deductive, and inductive reasoning. It then discusses the differences between experts and novices in design problem solving, noting that experts employ breadth-first, generative reasoning while novices use depth-first, deductive reasoning. The document also examines different levels of design expertise from novice to expert. Overall, the document provides an overview of design thinking and problem solving approaches used by designers at different stages of expertise.
Design Theory - Lecture 03: Design as Learning / Methods & ToolsBas Leurs
This document discusses design methods and tools that can be used in the design process. It covers several learning theories related to design like Kolb's experiential learning cycle, Schön's reflection-in-action and reflection-on-action, and Argyris and Schön's single and double loop learning. It also discusses sensemaking in design. The document then discusses various design methods like prototyping, sketching, and using CAD models. It emphasizes that prototyping allows designers to learn through making and that sketching is an important tool for visualizing ideas.
Netural School - Design thinking for social innovationCasa Netural
La Netural School è la scuola di formazione orizzontale tra i soci di Casa Netural, spazio di coworking e coliving a Matera. Le slide sono state create da Dominika Majewska.
Final Destination: Creating a better afterlife for our digital treasures.Melissa Falconett
The document discusses designing digital services and products to better support users navigating death and loss. It notes that death is a universal human experience that will impact users and their relationships over time, so services should be designed to accommodate this. The document advocates embracing difficult conversations about death, balancing individual and community needs after death, and allowing flexibility for how digital content is accessed and shared after someone passes away.
Design Theory - Lecture 02: Design processes & Problem solvingBas Leurs
This document provides an overview of design processes and problem solving. It discusses various models of design processes, including linear and iterative processes. It also examines the nature of design problems and how designers approach problem solving. The document highlights that design problems often have no single clear solution and require intuition and experimentation to develop potential concepts and solutions.
Open Prototyping - An early stage process modelDrew Hemment
An early stage process model for open prototyping – Version 1.0.
FutureEverything has developed a model we call open prototyping. Our labs create concepts and prototypes that spark imagination and ask questions about the implications of new technology. Ideas can then be demonstrated at the scale of a city through our festival.
Open prototyping is to develop and test a concept or process through input of external contributors. Our projects are open to many contributors and also are often made with a public audience in mind. They benefit from the co-creation of many external contributors and the interface to a real public.
Read blog post http://futureeverything.org/news/open-prototyping-alpha
FutureEverything and University of Dundee
The document discusses using systems thinking and service design approaches to develop interventions for issues related to healthy aging and aging in place. It outlines capturing information about the problem space through participatory methods to create a "holon" representation. Translating the holon into systems thinking concepts provides understanding of the system properties to inform design interventions. Considering products as byproducts of service design allows designing services without constraints of preexisting products. An example of meal services for older adults highlights current issues and opportunities for technological or social support solutions.
In this workshop we introduce the concept of Social Usability and we will make people use a very hands-on way to use it to design and analyse systems, not necessarily digital.
This is the workshop we did at LIFT13 on Feb 8th.
The document discusses how focusing on people and creating prototypes is a powerful approach to problem solving. It describes how the speaker realized solutions don't always have to be products, and that designers have the tools to identify problems and define any kind of solution, including experiences. The document advocates observing people, especially extreme users, and building quick, iterative prototypes to learn and improve ideas. It argues this approach allows designers to work on any kind of problem in areas like education, government services, and living conditions.
The document outlines an agenda for a workshop on prototyping interaction experiences. The agenda includes an introduction, conceptualization sessions to identify problems, create concepts and scenarios, theory on prototyping techniques, hands-on prototyping sessions, testing prototypes with users, developing service scenarios, and concluding presentations from teams. The goal is for participants to learn how to prototype concepts through an iterative process involving ideation, modeling, testing, and refining ideas based on user feedback.
This document provides an agenda for a two-day urban data science bootcamp workshop in Amsterdam. The workshop will use design thinking techniques to help identify problems in the city that could be addressed through quantitative and data-driven approaches. Participants will be split into multidisciplinary teams to take part in co-creation sessions, analyze use cases, and brainstorm potential data sources and analytical techniques. The goal is to empathize with users, define problems clearly, and explore how to turn issues into opportunities for improvement.
Deliverables that Clarify, Focus, and Improve DesignBen Peachey
A talk given at the 2002 Annual Conference of the Usability Professionals' Association
Authors: Richard Fulcher, Bryce Glass, Matt Leacock
"The representations we choose for UI design affect both how we think about the design and how others understand it. Concept maps, wireframes, storyboards, and flow-maps speak to different audiences at different stages of the development cycle. This presentation provides examples of these documents and a toolkit for producing them."
source, examples and resources can be found at: http://leacock.com/deliverables/
Redesigning the Drupal Issue Queue (Codename Prairie: a Social Architecture P...leisa reichelt
The document discusses redesigning the Drupal issue queue to make it more effective, findable, and inclusive. It proposes benchmarking the current system, defining the problem space, exploring solutions through an open and collaborative process, and rapidly implementing a new system approach that supports modes of participation and planning. The goal is to encourage productive collaboration online like at Drupal conferences through a social architecture project called "Prairie" that measures success based on community satisfaction.
Building Design Knowledge: Creating and Disseminating Design Precedentcolin gray
An invited lecture at Iowa State University on October 9, 2014. This talk focused on the role of design precedent and knowledge-building within the instructional design community, with specific guidance on preparing design cases for publication in the International Journal of Designs for Learning.
CityVerve Design Principles and ProcessDrew Hemment
CityVerve Design Principles and Process, Briefing Document, 27 July 2016
A briefing document for participants in CityVerve detailing human centred design principles and process proposed in the project.
Authors: Drew Hemment, Simone Carrier, Matt Skinner
CityVerve Human Centred Design InductionDrew Hemment
CityVerve Human Centred Design, Induction Workshop, 27 July 2016
Selection of slides from the Human Centred Design induction workshop for project teams with whom FutureEverything will be working in CityVerve.
Authors: Drew Hemment, Simone Carrier, Matt Skinner
Hi, this (very short) deck is mainly meant to help with my Design Studies lessons to undergraduate students at NABA, Media Design and Multimedia Arts School, Milan. These slides are supposed to come with a live commentary for the class, so sorry if you wish to have more explicit context and liaisons. Please see referred sources to this purpose.
This document discusses techniques for participatory design in user experience projects. It describes methods such as diary studies, collages, role playing, paper prototyping, and card sorting that actively engage stakeholders in the design process. The document also provides examples of how these techniques were applied in projects such as designing a student homepage and election workshops. The overall message is that participatory design approaches can provide deeper insights by allowing users to help shape the design through activities and tell their own stories.
Design practice for innovation: How might we use creative design approaches t...Penny Hagen
Design practice for innovation involves using creative design approaches to co-create value with users. The design process provides ways to work with users to reframe problems and identify new opportunities. It also offers ways to generate, envision, explore and test ideas with users to evaluate their potential impact and value early in the process. Prototyping allows moving ideas from abstract concepts to tangible representations to facilitate collaboration, testing and refinement.
Doing Co-design: What, why, with whom and howPenny Hagen
Talk presented by Penny Hagen and Natalie Rowland for UX Australia 2013 in Melbourne.
In co-design those impacted by the proposed design are actively involved as partners in the design process. Co-design is being used in government, community and health sectors to extend traditional consultation methods and increase program reach and impact. Co-design approaches are also being used by corporates to engage internal stakeholders and customers, identify new service opportunities and improve existing ones. But what is it, why do it and how?
When ‘doing’ co-design, the role of the designer becomes one of facilitator: enabling participation, designing the right triggers, questions and scaffolds in which meaningful and effective participation can occur. Getting this right can be challenging and raise a few interesting questions along the way.
In this presentation we will share our approach to co-design developed over the last eight years working with a range of organisations in Australia and New Zealand. The presentation will draw upon case studies such as the design of HIV testing services with Australian men, the design of service strategies and mental health programs with young people and mental health professionals and an organisational wide co-design training for program for librarians, aimed at preparing them to become co-designers themselves.
The presentation will cover the key principles and framework we apply in designing co-design workshops, favourite activities for involving and priming groups of people for productive participation as well as tips and considerations for doing co-design in dynamic, sensitive and political situations.
We will also explore questions raised by co-design such as:
How creative can ‘users’ be?
What level of influence do ‘users’ have?
What happens to the expertise of the ‘designer’?
How far can we/should we take it?
How do you know when you (or the organisation you are working with) are ready adopt a co-design approach?
This document discusses various system design tools that can be used to design a database schema and generate code artifacts from it. It describes using JDeveloper to design an ER diagram, SchemaSpy to generate schema diagrams from the database, and MyEclipse to generate DTOs, DAOs and other code artifacts from the database schema. It also discusses using Ant scripts to automatically refactor the generated code artifacts.
SARATHKUMAR. E is a 23-year-old civil engineer from India currently working as a structural engineer in Dubai. He has a Bachelor's degree in civil engineering and has work experience designing steel and offshore structures using software like ETABS, Staad Pro, and SAFE. Some of his personal projects include analyzing industrial waste water and proposing a municipal solid waste management system.
Design theory - Lecture 04: Design Expertise / Design Thinking / Key conceptsBas Leurs
This document discusses key concepts related to design expertise and design thinking. It begins by outlining different modes of thinking including abductive, deductive, and inductive reasoning. It then discusses the differences between experts and novices in design problem solving, noting that experts employ breadth-first, generative reasoning while novices use depth-first, deductive reasoning. The document also examines different levels of design expertise from novice to expert. Overall, the document provides an overview of design thinking and problem solving approaches used by designers at different stages of expertise.
Design Theory - Lecture 03: Design as Learning / Methods & ToolsBas Leurs
This document discusses design methods and tools that can be used in the design process. It covers several learning theories related to design like Kolb's experiential learning cycle, Schön's reflection-in-action and reflection-on-action, and Argyris and Schön's single and double loop learning. It also discusses sensemaking in design. The document then discusses various design methods like prototyping, sketching, and using CAD models. It emphasizes that prototyping allows designers to learn through making and that sketching is an important tool for visualizing ideas.
Netural School - Design thinking for social innovationCasa Netural
La Netural School è la scuola di formazione orizzontale tra i soci di Casa Netural, spazio di coworking e coliving a Matera. Le slide sono state create da Dominika Majewska.
Final Destination: Creating a better afterlife for our digital treasures.Melissa Falconett
The document discusses designing digital services and products to better support users navigating death and loss. It notes that death is a universal human experience that will impact users and their relationships over time, so services should be designed to accommodate this. The document advocates embracing difficult conversations about death, balancing individual and community needs after death, and allowing flexibility for how digital content is accessed and shared after someone passes away.
Design Theory - Lecture 02: Design processes & Problem solvingBas Leurs
This document provides an overview of design processes and problem solving. It discusses various models of design processes, including linear and iterative processes. It also examines the nature of design problems and how designers approach problem solving. The document highlights that design problems often have no single clear solution and require intuition and experimentation to develop potential concepts and solutions.
Open Prototyping - An early stage process modelDrew Hemment
An early stage process model for open prototyping – Version 1.0.
FutureEverything has developed a model we call open prototyping. Our labs create concepts and prototypes that spark imagination and ask questions about the implications of new technology. Ideas can then be demonstrated at the scale of a city through our festival.
Open prototyping is to develop and test a concept or process through input of external contributors. Our projects are open to many contributors and also are often made with a public audience in mind. They benefit from the co-creation of many external contributors and the interface to a real public.
Read blog post http://futureeverything.org/news/open-prototyping-alpha
FutureEverything and University of Dundee
The document discusses using systems thinking and service design approaches to develop interventions for issues related to healthy aging and aging in place. It outlines capturing information about the problem space through participatory methods to create a "holon" representation. Translating the holon into systems thinking concepts provides understanding of the system properties to inform design interventions. Considering products as byproducts of service design allows designing services without constraints of preexisting products. An example of meal services for older adults highlights current issues and opportunities for technological or social support solutions.
In this workshop we introduce the concept of Social Usability and we will make people use a very hands-on way to use it to design and analyse systems, not necessarily digital.
This is the workshop we did at LIFT13 on Feb 8th.
The document discusses how focusing on people and creating prototypes is a powerful approach to problem solving. It describes how the speaker realized solutions don't always have to be products, and that designers have the tools to identify problems and define any kind of solution, including experiences. The document advocates observing people, especially extreme users, and building quick, iterative prototypes to learn and improve ideas. It argues this approach allows designers to work on any kind of problem in areas like education, government services, and living conditions.
The document outlines an agenda for a workshop on prototyping interaction experiences. The agenda includes an introduction, conceptualization sessions to identify problems, create concepts and scenarios, theory on prototyping techniques, hands-on prototyping sessions, testing prototypes with users, developing service scenarios, and concluding presentations from teams. The goal is for participants to learn how to prototype concepts through an iterative process involving ideation, modeling, testing, and refining ideas based on user feedback.
This document provides an agenda for a two-day urban data science bootcamp workshop in Amsterdam. The workshop will use design thinking techniques to help identify problems in the city that could be addressed through quantitative and data-driven approaches. Participants will be split into multidisciplinary teams to take part in co-creation sessions, analyze use cases, and brainstorm potential data sources and analytical techniques. The goal is to empathize with users, define problems clearly, and explore how to turn issues into opportunities for improvement.
Deliverables that Clarify, Focus, and Improve DesignBen Peachey
A talk given at the 2002 Annual Conference of the Usability Professionals' Association
Authors: Richard Fulcher, Bryce Glass, Matt Leacock
"The representations we choose for UI design affect both how we think about the design and how others understand it. Concept maps, wireframes, storyboards, and flow-maps speak to different audiences at different stages of the development cycle. This presentation provides examples of these documents and a toolkit for producing them."
source, examples and resources can be found at: http://leacock.com/deliverables/
Redesigning the Drupal Issue Queue (Codename Prairie: a Social Architecture P...leisa reichelt
The document discusses redesigning the Drupal issue queue to make it more effective, findable, and inclusive. It proposes benchmarking the current system, defining the problem space, exploring solutions through an open and collaborative process, and rapidly implementing a new system approach that supports modes of participation and planning. The goal is to encourage productive collaboration online like at Drupal conferences through a social architecture project called "Prairie" that measures success based on community satisfaction.
Building Design Knowledge: Creating and Disseminating Design Precedentcolin gray
An invited lecture at Iowa State University on October 9, 2014. This talk focused on the role of design precedent and knowledge-building within the instructional design community, with specific guidance on preparing design cases for publication in the International Journal of Designs for Learning.
CityVerve Design Principles and ProcessDrew Hemment
CityVerve Design Principles and Process, Briefing Document, 27 July 2016
A briefing document for participants in CityVerve detailing human centred design principles and process proposed in the project.
Authors: Drew Hemment, Simone Carrier, Matt Skinner
CityVerve Human Centred Design InductionDrew Hemment
CityVerve Human Centred Design, Induction Workshop, 27 July 2016
Selection of slides from the Human Centred Design induction workshop for project teams with whom FutureEverything will be working in CityVerve.
Authors: Drew Hemment, Simone Carrier, Matt Skinner
Hi, this (very short) deck is mainly meant to help with my Design Studies lessons to undergraduate students at NABA, Media Design and Multimedia Arts School, Milan. These slides are supposed to come with a live commentary for the class, so sorry if you wish to have more explicit context and liaisons. Please see referred sources to this purpose.
This document discusses techniques for participatory design in user experience projects. It describes methods such as diary studies, collages, role playing, paper prototyping, and card sorting that actively engage stakeholders in the design process. The document also provides examples of how these techniques were applied in projects such as designing a student homepage and election workshops. The overall message is that participatory design approaches can provide deeper insights by allowing users to help shape the design through activities and tell their own stories.
Design practice for innovation: How might we use creative design approaches t...Penny Hagen
Design practice for innovation involves using creative design approaches to co-create value with users. The design process provides ways to work with users to reframe problems and identify new opportunities. It also offers ways to generate, envision, explore and test ideas with users to evaluate their potential impact and value early in the process. Prototyping allows moving ideas from abstract concepts to tangible representations to facilitate collaboration, testing and refinement.
Doing Co-design: What, why, with whom and howPenny Hagen
Talk presented by Penny Hagen and Natalie Rowland for UX Australia 2013 in Melbourne.
In co-design those impacted by the proposed design are actively involved as partners in the design process. Co-design is being used in government, community and health sectors to extend traditional consultation methods and increase program reach and impact. Co-design approaches are also being used by corporates to engage internal stakeholders and customers, identify new service opportunities and improve existing ones. But what is it, why do it and how?
When ‘doing’ co-design, the role of the designer becomes one of facilitator: enabling participation, designing the right triggers, questions and scaffolds in which meaningful and effective participation can occur. Getting this right can be challenging and raise a few interesting questions along the way.
In this presentation we will share our approach to co-design developed over the last eight years working with a range of organisations in Australia and New Zealand. The presentation will draw upon case studies such as the design of HIV testing services with Australian men, the design of service strategies and mental health programs with young people and mental health professionals and an organisational wide co-design training for program for librarians, aimed at preparing them to become co-designers themselves.
The presentation will cover the key principles and framework we apply in designing co-design workshops, favourite activities for involving and priming groups of people for productive participation as well as tips and considerations for doing co-design in dynamic, sensitive and political situations.
We will also explore questions raised by co-design such as:
How creative can ‘users’ be?
What level of influence do ‘users’ have?
What happens to the expertise of the ‘designer’?
How far can we/should we take it?
How do you know when you (or the organisation you are working with) are ready adopt a co-design approach?
This document discusses various system design tools that can be used to design a database schema and generate code artifacts from it. It describes using JDeveloper to design an ER diagram, SchemaSpy to generate schema diagrams from the database, and MyEclipse to generate DTOs, DAOs and other code artifacts from the database schema. It also discusses using Ant scripts to automatically refactor the generated code artifacts.
SARATHKUMAR. E is a 23-year-old civil engineer from India currently working as a structural engineer in Dubai. He has a Bachelor's degree in civil engineering and has work experience designing steel and offshore structures using software like ETABS, Staad Pro, and SAFE. Some of his personal projects include analyzing industrial waste water and proposing a municipal solid waste management system.
The document provides information about traveling by air, including airport procedures and useful phrases. It begins with discussing the benefits of air travel such as saving time and enjoying scenery. It then provides translations of common terms like "boarding pass" and "customs declaration." Further sections outline what to do upon arrival at the airport like checking in luggage and getting a boarding pass. Useful phrases for buying tickets, checking in, and on the airplane are listed. Finally, it discusses airport procedures like arriving one hour before international flights. In summary, the document presents information for traveling by air through defining terms, explaining airport processes, and providing example dialogs.
Este documento describe el fenómeno de la nitración en plantas de extracción de cobre por solvente (SX) y los esfuerzos para mitigarlo. Explica cómo la nitración causa problemas operacionales al impedir la transferencia de cobre. Detalla estudios sobre extractantes resistentes a la nitración como Acorga NR y el uso de ácido sulfámico para eliminar iones nitrónio. También resume experiencias industriales con altos niveles de nitración y los ajustes operacionales realizados para controlarlo.
Dokumen tersebut membahas tentang pengantar literasi TIK, termasuk pengertian literasi TIK dan literasi informasi, komponen literasi TIK, tujuan pembelajaran literasi TIK, peran TIK dalam pembangunan, sejarah komputer, arsitektur sistem komputer, dan internet.
Este documento propone mejoras al uso del entorno virtual WebCampus2 de la Universidad UADE para favorecer el aprendizaje de los estudiantes universitarios. Describe las herramientas de WebCampus2 y cómo los docentes y estudiantes actualmente las usan. Luego, presenta propuestas como mejorar la navegación, potenciar la comunicación y el conocimiento a través de foros, chats, blogs y wikis para aprovechar mejor las posibilidades pedagógicas de WebCampus2. Concluye que un entorno virtual solo no genera aprend
Paragraf pertama menjelaskan definisi budaya sebagai gaya hidup yang khas dari suatu kelompok, termasuk nilai, keyakinan, bahasa, seni, dan cara berkomunikasi. Budaya ditransmisikan dari generasi ke generasi melalui komunikasi, bukan genetik. Paragraf berikutnya membahas hubungan antara budaya dan etika, di mana etika dapat berbeda antarbudaya ketika terjadi konflik nilai. Paragraf terakhir menyatakan bahwa pemah
Dokumen tersebut memberikan panduan singkat tentang cara mencari informasi secara efektif dari internet. Beberapa poin penting yang dijelaskan adalah perlunya mempersiapkan kata kunci dan strategi pencarian yang tepat, mengevaluasi sumber informasi, serta memanfaatkan alat pencarian dan database ilmiah untuk mendapatkan informasi yang relevan dan terpercaya.
Este documento describe diferentes estrategias para optimizar los procesos de molienda y clasificación en una planta de procesamiento de minerales. Presenta una configuración clásica de molienda con bolas y barras, y discute el uso de un módulo SAG. Luego, analiza 10 mandamientos para mejorar la molienda convencional y 13 mandamientos adicionales para la molienda semiautógena. Finalmente, muestra cómo incrementar el nivel de llenado, la velocidad de rotación y la fineza de la alimentación puede aument
Sr. Jorge Hernández - Productividad en la industria mineraINACAP
El documento discute la importancia del desarrollo del capital humano en la minería. Explica que el capital humano, a diferencia de los recursos humanos, se valora y hace crecer constantemente mediante la inversión para retenerlo. También describe cómo el entrenamiento y la educación elevan la productividad al desarrollar nuevas habilidades. Finalmente, resume cómo la escuela INACAP forma profesionales de la minería con competencias técnicas y genéricas a través de un modelo educativo basado en competencias.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
J.B. Priestley's play "An Inspector Calls" examines social responsibility through the story of Eva Smith's death. Each member of the upper-class Birling family contributed in some way to Eva's downward spiral, whether it was Mr. Birling firing her, Sheila firing her from another job, Eric impregnating and abandoning her, or Gerald having an affair with her. By the end, the family realizes how their individual actions impacted Eva's life but Mr. Birling refuses to accept responsibility. The play leaves the audience contemplating their own social responsibilities.
El documento describe una actividad para niños que demuestra las dificultades que enfrentan los misioneros y cómo necesitan el poder de Dios para tener éxito. La actividad involucra una competencia de tirar de una soga entre un "misionero" y varios "obstáculos" representados por otros niños. A pesar de agregar más ayuda, el misionero sigue perdiendo hasta que se suma la representación del Espíritu Santo, momento en que el equipo gana. El objetivo es enseñar que los misioneros necesitan un equipo y el poder de
This document discusses participatory design and how to conduct remote participatory design sessions during the COVID-19 pandemic. Participatory design involves stakeholders in the design process to better understand their needs. It describes common participatory design activities like generative collaging to elicit ideas and reflective card sorting to evaluate concepts. When planning remote sessions, the document recommends keeping the technology simple, designing effective recruitment, considering the at-home experience by sending materials, and being flexible with logistics like shorter sessions to avoid fatigue from long video calls. The goal is to effectively engage participants remotely to gain insights through adapted participatory design activities.
Design thinking is a user-centered, creative, and collaborative methodology for solving problems. It involves cross-functional teams representing technology, business, and users. The design thinking process includes researching user needs and technological/business factors, ideating potential solutions, prototyping the top ideas, and getting feedback through iterative testing. The goal is to produce solutions that meet user needs while also considering feasibility and business objectives.
This document is a project report submitted by a group of students for their Design Engineering course. It includes sections typical of an engineering project report such as an introduction describing the team and project topic, research conducted including empathy mapping and problem definition, ideation canvases showing potential solutions, and a product development canvas outlining the proposed product. The report was submitted to fulfill the requirements for the subject of Design Engineering at the affiliated institute.
3 D Sculpting Prototypes for Credit Suisse AVP Goal & Rising Star ProgramKelly Fairbairn
This document provides information about prototyping and using 3-D sculpting to prototype organizational systems. It discusses:
1) Prototyping involves creating early versions of ideas to get feedback and refine concepts before implementing them fully. Prototypes allow ideas to be explored through doing.
2) 3-D sculpting can be used to prototype by creating a physical model of an organization using various materials. Participants discuss what elements are important to represent how the system works.
3) Reflecting on the sculpted model from different perspectives helps identify strengths, inefficiencies, and changes needed to improve the system's effectiveness and purpose. The model is iteratively adjusted to prototype alternatives.
121203CREATION & CO: USER PARTICIPATION IN DESIGNYuichi Hirose
The document discusses changes in the roles of designers, users, and clients in the design process. Traditionally, these roles were separated but they are now blending together through practices like co-creation and co-design. Users are becoming more involved in the design process by providing input, feedback, and even generating their own solutions. Designers are taking on more collaborative roles as facilitators. The relationships between all parties are opening up through methods like context mapping, where users share their experiences to inform the design process. While many industries recognize the need for changed roles, implementing user participation remains a challenge, particularly for larger companies.
Design Thinking Fundamentals - MIT ID InnovationPankaj Deshpande
Let's look at the design thinking fundamentals, that will help you gain clarity about multiple aspects, helping you facilitate more effective innovations.
For more details, visit : https://mitidinnovation.com/recreation/explaining-design-thinking-fundamentals/
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Camden Council (Design Group Project) DropboxSeb Sear
The document discusses the design process for developing a solution to engage the local community in Camden in discussions about changes to the built environment. It goes through the four phases of the design process: discover, define, develop, and deliver. In the discover phase, the team interviewed local residents to develop personas and understand their experiences. In the define phase, the team identified small business owners as their target group and used co-design methods to reframe their understanding and develop initial concepts. In the develop phase, the concepts were prototyped through low-fidelity versions to get feedback from users.
Design Thinking for Managers - Presentationranganayaki10
Design thinking is a human-centered approach to problem solving that involves understanding user needs through methods like empathy and observation. It defines problems from the user's perspective then generates creative solutions. Key aspects include empathizing with users through interviews and observation to define problems, ideating multiple solutions, and prototyping and testing ideas with users in an iterative process. This document outlines the design thinking process and common methods used at each stage to develop solutions that meet user needs.
Design Thinking: Simplified Approach with Maslow's HierarchyBluebash
Uncover the power of Digital Design Thinking fused with Maslow's Hierarchy for straightforward problem-solving. Dive into user-friendly mindsets, principles, and the EDIPT process to craft practical solutions. Gain insights into key considerations and seamless implementation tactics for successful digital innovations.
The document discusses creativity and innovation. It provides definitions of creativity from various sources, emphasizing that creativity involves generating new ideas. It then defines innovation as taking a creative idea and turning it into something of value through evaluation, testing, modification and application. Several techniques for stimulating creativity are also outlined, including brainstorming, lateral thinking, mind mapping and attribute listing.
The document provides an overview of the 5 day Design Sprint framework used by TOPdesk to solve challenges through rapid prototyping. Each day focuses on a different stage: Day 1 involves understanding the problem through research and insights; Day 2 is for divergent brainstorming of solutions; Day 3 narrows ideas through prioritization; Day 4 builds high-fidelity prototypes; Day 5 gets user feedback through testing of assumptions. Exercises are outlined for each stage to guide the process from understanding to validating a solution. The goal is to answer critical questions quickly through cross-functional collaboration and early user involvement.
A Clash of Concerns: Applying Design Thinking to Social Dilemmas Geoffrey Dorne
This document discusses two design projects that aimed to address social problems rather than user or engineering problems. Both projects used a Vision in Product design approach to first define a strategic product aim before considering the product design. The first case addressed social cohesion by aiming to increase the number of initial relationships between people from different backgrounds through contact initiatives. The second case addressed gender inequality in the workforce by aiming to make masculine and feminine qualities equally valued through a game that reframes gender stereotypes. Both cases followed a similar reasoning pattern of reframing the social problem and taking intermediate steps to define an appropriate strategic product aim, resembling a systems thinking approach.
Service Co-Design: Using Participatory Design methods to Empower Users
NEASIS&T Conference 2017
Service Design: The Holistic Experience
January 12th 2017
Are you constantly coming up short on forward-thinking ideas and prototypes that excite your test audience? Time for a new course of action - Design Thinking! Join us in this complimentary training lesson as we introduce you to the five key factors of The Design Thinking Process and show you how to begin implementing innovative and successful project solutions.
Seeing the Forest for the Trees: Visual Problem Solving as a Design and Usabi...Christina York
The document discusses using visual problem solving techniques when working with different client groups. It introduces general visualization methodologies and specific tactics for engaging stakeholders. Tactics described include "shock and awe" wallpapering, "splashing the pot" to spread out related information, and creating imperfect visuals to elicit feedback through techniques like "Where's Waldo?" The presentation emphasizes using visual deliverables to communicate outcomes to different client groups.
The document introduces the Six Thinking Hats method for aiding decision making and problem solving in digital media projects. It describes the six colored hats that represent different modes of thinking: white for information, green for ideas, yellow for benefits, black for risks, red for feelings, and blue for control and reflection. The hats can be used occasionally during meetings to request certain types of thinking or in a more systematic way by following a sequence of hats.
The document introduces the Six Thinking Hats method for aiding decision making and problem solving in digital media projects. It describes the six colored hats that represent different modes of thinking: white for information, green for ideas, yellow for benefits, black for risks, red for feelings, and blue for control and reflection. The hats can be used occasionally during meetings to request certain types of thinking or in a more systematic way by following a sequence of hats.
This document provides an overview of 27 creativity and innovation techniques organized into categories of diverging and converging techniques. It encourages the reader to try different techniques and share experiences. Techniques include brainwriting, challenging assumptions, Osborn's checklist, and biomimicry. The document emphasizes that the best way to learn techniques is through use and that passion and comfort with a technique are the real measures of its value.
Similar to New Media for the Third Sector/ Case: Naisten Linja/ Class 2 (20)
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Esta presentación la hice en el 2023 para competir por un puesto de profesora para la Universidad de Aalto, en Finlandia. El título me fue dado. Esta es la traducción, la charla original fue en inglés
Esta presentación fue una charla magistral para ILA23, el evento de diseño de interacción más importante de latinoamerica. Esta vez se hizo en La Plata, Argentina y estuvo organizada por IXDA.
La presentación identifica diferentes tipos de investigación en diseño, presentando el podcast como ejemplo. También reivindica la oralidad y la escucha al otre como manera de entendernos mejor y crear comunidad en el mundo hispano y luso parlante.
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Tejiendo creatividad: aventuras del diseño entre hilos y territorios .pdfMariana Salgado
Esta charla tuvo lugar en la Universidad del Norte, Barranquilla, Colombia. 21.9.2023.
Es sobre el trabajo de colaboración entre diseñadores colaborando con comunidades indígenas y cómo contribuye esto a mi trabajo como diseñadora en el sector público en Finlandia.
Un viaje a través de las múltiples rutas de investigación en diseño es el título de esta charla. Fue la charla magistral del 5to Encuentro de la Red Académica de diseño. 28.9. 2023 en Medellín, Colombia. En esta charla se identifican la investigación a través del diseño, sobre el diseño y para informar el diseño. Mostré proyectos diferentes en los que participé con diferentes roles en diferentes momentos.
From participation to policy: how design helps citizens shape immigration? It was the title of this presentation on the 15.9.2023, in the conference Legal Design. In this presentation, you will get a behind-the-scenes look at the real-life design work carried out for the preliminary studies of Finland's forthcoming immigration law, the Aliens Act. The project took place at the Department of Immigration within the Ministry of the Interior from 2021 to 2023, and it has been recently published and can be accessed here: https://julkaisut.valtioneuvosto.fi/handle/10024/164810. .
Throughout the process, we integrated service design approaches at both operational and strategic levels, and during this presentation I will open up about my experience as designer. My aim was to have an open and honest conversation about the challenges of using participatory practices in lawmaking, using this case study as a prime example.
I explore how design could play a pivotal role in creating a more inclusive and citizen-centered approach to shaping immigration policy.
Durante el año 2017 hicimos un trabajo de prospectiva para pensar el futuro de una asociación multicultural basada en Finlandia: Ninho. Este trabajo lo hicimos con Andrea Botero.
Este fue una de las charlas principales en el Congreso Forma, en junio 2023, La Havana, Cuba. Esta charla cuenta y analiza dos casos de diseño de políticas públicas hechos en el Ministerio del Interior, en Finlandia. Luego, propone cual puede ser el rol del diseño en la creación de leyes.
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Esta charla fue hecha en el Museo Urbano Interactivo del Tec de Monterrey, en Puebla, en junio 2023. La charla responde a la pregunta: de qué hablamos cuando hablamos de diseño feminista? Y lo hace analizando casos y entrevistas del podcast Diseño y diáspora. Esta charla precedía un panel sobre Resistencia feminista, que pueden escuchar como parte del podcast Diseño y diáspora. https://disenoydiaspora.org/434-resistencia-feminista-mexico-en-vivo-con-julieta-caballero-huelgas-ximena-garcia-ortega-regina-garcia-ortega-y-estefania-farias-guevara/
En esta charla presento el podcast Diseño y diáspora, su contenido y las prácticas alrededor de producir un podcast en diseño social. También propongo que tenemos que crear archivos para cuidar y proteger las historias de diseño de hoy. Los archivos orales de historia de diseño están en manos de podcasteres, o de empresas grandes que no prestan atención a su contenido y que pueden cambiar sus condiciones en cualquier momento.
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8vo Foro de Diseño organizado por Comaprod. https://www.comaprod.com/eventos/octavoforo/
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Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
Best Digital Marketing Strategy Build Your Online Presence 2024.pptxpavankumarpayexelsol
This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
New Media for the Third Sector/ Case: Naisten Linja/ Class 2
1. WS – Day 2
Designing new online support services for
woman that have experience violence or threat
of violence
Andrea Botero/ Mariana Salgado /Sanna Marttila
Aalto School of Arts, Design and Architecture – Media Dept.
4. Some basic vocabulary (jargon)
•Customer journey
•Touchpoint
•Front Stage (front-end) / Back
Stage (Back-end)
•Line of visibility/interaction
•Blue print
5. Customer Journey
The customer journey is a vivid, but structured
abstraction that maps the journey (time/movement) of a
person experiencing a service, togetherwith the
interactions and relations she has with objects, people,
spaces, information, etc.
Customer journeys are usually visualized through a
timeline with different temporal divisions (before-during-
after) in order to both design the service and communicate
abut it.
You can see this video about it:
http://www.youtube.com/watch?v=96gxo-AH638
6. Basic components of a customer journey (Based on Manning & Bodine 2012, p. 9)
7. Map by Mel Edwards 2012
Available in high res here: https://desonance.files.wordpress.com/2012/07/cxexample_highres_desonance.pdf
12. Touchpoints
Referred to as the “tangibles” that make up the experience
of using a service. E.g: spaces,artifacts, interfaces, people.
They can have many forms: Leaflets, bills, posters,
interfaces, cards, customer service roles
You can see this video about it:
http://www.youtube.com/watch?v=96gxo-AH638
13. Source: Clarity Group – Touchpoints of a service mapped against the customer journey
15. Blueprint
A blueprint is a visual schematic that includes the perspectives
of the person using the service AND the service provider (and
any other relevant parties that may be involved). It shows how
the different service components link into each other –
showing the different touchpoints and options customers have
to choose from and how the internal workings support those
choices. It is a tool for mapping/defining out the processes that
constitute the service.
The technique was first described by Lynn Shostack, a bank
executive, in Harvard Business Review in 1984.
See examples in:
http://www.servicedesigntools.org/tools/35
17. Extracted from the article Service Blueprinting: A practical technique for Service Innovation by Mary o Bitnet
18. Actors/Network Mapping
A social network analysis tool that uses interviews and
mapping to help people understand,visualize, discuss,and
improve situations in which many different actors influence
outcomes. It can be called Actor Map or Net-map
toolbox or Service Ecology Map.
Focus on people or organizations involved in a service.
22. Concept Map
A concept map is a diagram showing the relationships
among concepts.It is a graphical tool for organizing and
representing knowledge.
Concepts, usually represented as boxes or circles, are
connected with labeled arrows in a downward-branching
hierarchical structure.The relationship between concepts
can be articulated in linking phrases such as "gives rise to",
"results in", "is required by," or "contributes to".[1]
The technique for visualizing these relationships among
different concepts is called "concept mapping". (From
Wikipedia)
27. They are tools that could be used with clients, end-
users and other stakeholders.
They are used during the design process to explore
and negotiate and understand the challenges of a
service.
They are used in workshops together to co-design
possible future solutions.
They are used to visualize the end results.
A combination of them are usually present in the
same project.
28. - open new ways of thinking on a problem
- sparkle ideas from the team
- help you realize where the problem is
-support your critical thoughts on a certain
project/service
- bring new aspects in the discussion
- allow complex issues to be discussed.
Why?
License Some rights reserved by yish
29. Further reading
New RepresentationTechniques for Designing in a
Systemic Perspective
By Nicola Morelli and Christian Tollestrup
Communicating though Visualizations: Service
Designers on Visualizing User Research.
By Fabian Segelström
Visualities - Communication tools for (service) design
By Chiara Diana, Elena Pacentti and Roberta Tassi.
30. Exercise #3
- Review existing Naisten Linja services
- Pick one and create a customer journey / blue print map
of the service with the info we have
- Identify knowledge gaps, problems, opportunities, etc
31. Exercise # 4
- Topics:
-1) Recovery/ peer support / professional support
-2) Identification of the problem
-3) Digital Stalking
- Each group (2 people) pick one topic and start elaborating
on it
-3Pm presentation
32. Refine and elaborate ideas
6 Thinking Hats
Edward de Bono (1985)
This presentation is (shamelessly) based on a slideset found at Slideshare which we have modified.
33. • The 6 Thinking Hats is a tool for (creative)
thinking and structured group discussion.
• Each color represents one perspective, there are
6 different ones.
• The main idea is to have the group only “wear
one hat at a time” when considering a
problem/idea.
The wearing of the hat is metaphorical.
34.
35.
36.
37.
38.
39.
40. The Unique Blue Hat
The blue hat is different from the other hats because it is involved
with directing the thinking process itself. We are actually using the
blue hat wheneverwe suggest the next hat to be used.
The blue hat need not be acknowledged at every turn however there
are some points which it is often helpful i.e.,
1. At the outset of a discussion – Lets decide what we want to
think about and which hats we will use?
2. At a midpoint to restate the thinking goal – I think we are
getting away from what we wanted to talk about. Can someone
recall what we decided to talk about?
3. At the end to summarise what thinking has been done –
Think of a sentence that tells about what we have been doing
today?
41. Single Hat and Sequence Use
The hats can be used singly at any point in thinking.
In general, this is the major use. The hats are
used as a conveniencefor directing thinking and
for switching thinking.
Simple sequencesof two or three hats may be used
together for a particular purpose.
For example,
the yellow hat followed by the black hat may be
used to assess an idea.
The black hat followed by the green hat may be
used to improve a design.
42. Evaluation Sequence
To discover the positive aspects and negative
aspects of an idea. You use the yellow hat before
the black hat.
You could follow up with the green hat (new ideas)
and red hat (feelings) thinking.
43. Caution Sequence
Looking critically at situations. You are first
considering facts with the white hat.
Then use the black hat to discover difficulties.
This can be followed up with some blue hat or red
hat thinking.
45. Other Sequences
Red + White
Comparing fact and opinion
Black + Yellow + Green
Comparing and synthesising (coming up with
new ideas from the known)
White + Blue
What do we know (facts) and where are we going
(planning)
46. Task for tomorrow
• Read: Carroll, J. M. (1999). Five Reasons for Scenario-
Based Design. In Proceedings of the Thirty-Second
Annual Hawaii International Conference on System
Sciences-Volume 3 - Volume 3 (p. 3051–). Washington,
DC, USA: IEEE Computer Society. Retrieved from
http://dl.acm.org/citation.cfm?id=874070.876055
• Use the 6 thinking hats to evaluate and refine your ideas
(2)