How to design the fun out of things workshop Brock Dubbels
There is nothing more wondrous in software than a dancing bear. Well, maybe an evil dancing bear. In this workshop, learn to express your schadenfreude through the design of software. Learn the glorious irony in the creation of pain stations: a paradise lost complete with repetitive treadmills of grinding.
Alternatively, if you enjoy babygoats on trampolines and other "happy things, this session will provide a model for learn to design invoke play, and sustain it through interaction and feedback, and if you are evil, then take it away. We learn three aspects of discount design methods as simplified user testing, narrowed prototypes, and heuristic flow models for delivering software for impact and persuasion.
Create live action simulation, with insights on the difference between imitation and emulation, and when they are most useful. Use ethnographic methods for conducting contextual analysis, learn about data-informed models; create documentation like procedural workflows and hierarchical flow charts for the creation of your very own WAAD (work activity affinity diagram) fro creating needs, requirements and design
In this talk I will examine how the play-element of videogames is deconstructed to try to bring fun back to real life. Games are reality-broken technologies in the sense that they are rule-bound elements that constraint action. Videogames are game-mediated technologies that take advantage of ICT to create more compelling user experiences. Two modern approaches, gamification and playful design, extract the constituent elements of videogames and take them to other non-game contexts to engage users and motivate action. Examples as well as theoretical approaches from game theory and the psychology of motivation will be presented to conceptualize this new level of brokenness. I will argue that this new attempt to bring fun back to everyday activities reflects an underlying brokenness in reality. This new framework addresses the multistability of game technologies and reality.
Daden Limited is a Virtual Worlds and artificial intelligence solution provider.
Our focus is on using virtual worlds, and virtual personalities to deliver more efficient and effective enterprise systems, saving our clients money, time and carbon, and delivering better understanding and collaboration.
He is Andrew Hudson-Smith's (University College London) presentation given at the 'Mobile Apps in the Built Environment' event at The Building Centre in March, 2012 - #BEapps
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.
Presentacion Ushahidi - #redflexion Madrid Nov 2012ondula
Presentación utilizada por Emmanuel Kala para su ponencia en la jornada de #REDflexion: Mapeando para el cambio social, en International Lab, Madrid 22-Nov-2012
Resilience Thinking, Social Learning and Open Innovation PlatformsSimon Buckingham Shum
Open Educational Innovation & Incubation project: www.eadtu.eu/oeii SCORE Workshop on New Models for Education and Training Built on Open Educational Resources: http://bit.ly/ye1lQo
"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.
How to design the fun out of things workshop Brock Dubbels
There is nothing more wondrous in software than a dancing bear. Well, maybe an evil dancing bear. In this workshop, learn to express your schadenfreude through the design of software. Learn the glorious irony in the creation of pain stations: a paradise lost complete with repetitive treadmills of grinding.
Alternatively, if you enjoy babygoats on trampolines and other "happy things, this session will provide a model for learn to design invoke play, and sustain it through interaction and feedback, and if you are evil, then take it away. We learn three aspects of discount design methods as simplified user testing, narrowed prototypes, and heuristic flow models for delivering software for impact and persuasion.
Create live action simulation, with insights on the difference between imitation and emulation, and when they are most useful. Use ethnographic methods for conducting contextual analysis, learn about data-informed models; create documentation like procedural workflows and hierarchical flow charts for the creation of your very own WAAD (work activity affinity diagram) fro creating needs, requirements and design
In this talk I will examine how the play-element of videogames is deconstructed to try to bring fun back to real life. Games are reality-broken technologies in the sense that they are rule-bound elements that constraint action. Videogames are game-mediated technologies that take advantage of ICT to create more compelling user experiences. Two modern approaches, gamification and playful design, extract the constituent elements of videogames and take them to other non-game contexts to engage users and motivate action. Examples as well as theoretical approaches from game theory and the psychology of motivation will be presented to conceptualize this new level of brokenness. I will argue that this new attempt to bring fun back to everyday activities reflects an underlying brokenness in reality. This new framework addresses the multistability of game technologies and reality.
Daden Limited is a Virtual Worlds and artificial intelligence solution provider.
Our focus is on using virtual worlds, and virtual personalities to deliver more efficient and effective enterprise systems, saving our clients money, time and carbon, and delivering better understanding and collaboration.
He is Andrew Hudson-Smith's (University College London) presentation given at the 'Mobile Apps in the Built Environment' event at The Building Centre in March, 2012 - #BEapps
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.
Presentacion Ushahidi - #redflexion Madrid Nov 2012ondula
Presentación utilizada por Emmanuel Kala para su ponencia en la jornada de #REDflexion: Mapeando para el cambio social, en International Lab, Madrid 22-Nov-2012
Resilience Thinking, Social Learning and Open Innovation PlatformsSimon Buckingham Shum
Open Educational Innovation & Incubation project: www.eadtu.eu/oeii SCORE Workshop on New Models for Education and Training Built on Open Educational Resources: http://bit.ly/ye1lQo
"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.
“Moving Players Beyond Clicktavism” by Heidi J. BoisvertSeriousGamesAssoc
Heidi J. Boisvert speaks about “Moving Players Beyond Clicktavism” at the Serious Play Conference 2012
ABSTRACT:
Embodied and ambient technologies possess the ability to deeply encode us with unseen moral, social and political structures. This session will explore how game design can enhance cognitive and affective systems. By applying commercial media mechanics and persuasive narrative devices to "intelligent" user interfaces, informed by the conceptual frameworks of neuroscience, designers can better balance message with engagement and increase impact.
Through case studies of games drawn from a novel open design practice, including EEG and biometric assessment, this session will demonstrate how game-based experiences carry the potential to shape and powerfully transform not only individual attitudes and social behaviors, but also the underlying values that govern our society.
Big Data, We Have a Communication Problem
by Daniel Tunkelang
Presented on April 30, 2013 at the TTI/Vanguard Conference on Ginormous Systems
http://www.ttivanguard.com/conference/2013/ginormous.html
It's a cliché that we live in a world of Big Data. But the bottleneck in understanding data is not computational. Rather, the biggest challenge is designing technical solutions that effectively leverage human cognitive ability. Data analysis systems should augment people's capabilities rather than replace them. This argument is as old as computer science itself: in 1962, Doug Engelbart said that the goal of technology is “the enhancement of human intellect by increasing the capability of a human to approach a complex problem situation.” Algorithms extract signal from raw data, but people fill in the gaps, creating models and evaluating analyses.
Empowering people to understand data is not just a surface problem of building better interfaces and visualizations. We need to interact with data not only after performing computational analysis, but throughout the analysis process in order to improve our models and algorithms. In order to do so, we need tools and processes specifically designed to offer people transparency, guidance, and control.
Human-computer information retrieval has been revolutionizing our approach to information seeking -- no modern search engine limits users to black-box relevance ranking and ten blue links. We need to take similar steps in our analysis of big data, making people the center of the analysis process and developing the technical innovations that enable people to fulfill this role.
21st Century CIOs for 21st Century SchoolsAntonio Viva
This presentation was done on December 6th, 2008 at The Association of Boarding Schools conference in Baltimore, MD. We had a great group of 12 independent school administrators and teachers. Thanks to those who came and enjoy!
The resource wiki for this presentation is available @ http://antonioviva.pbwiki.com/21st-Century-CIOs
PLEASE NOTE: There are 3 videos that were embedded into the Keynote did not capture in the final video. Here are the links in the order of their appearance.
\"A Vision of Students Today\"
http://youtube.com/watch?v=dGCJ46vyR9o
\"The New Media Literacies\"
http://youtube.com/watch?v=pEHcGAsnBZE
\"The Networked Student\"
http://youtube.com/watch?v=XwM4ieFOotA
Description: By rethinking what we mean by technology leadership in our schools can we effectively change the landscape in order to harness this powerful new reality to improve teaching and learning? A better understanding that the role of a school CIO includes business partner, classic IT support provider, integrator, strategic thinker and educator, as well as a redefining of attributes and job description are some of the first steps schools can take to help navigate the world of technology 2.0.
For more information visit: http://antonioviva.com
Gamification: Playful Teaching for Generation-X/-Y/-Z/...Alexandru Iosup
A primer on gamification in higher education, that is, the use of elements commonly found in gaming to create and deliver higher-education units (courses).
A doctoral research project looking at adoption of 3D printing in the production of custom toys and merchandise. With thanks to Makielab and Lancaster University.
“Moving Players Beyond Clicktavism” by Heidi J. BoisvertSeriousGamesAssoc
Heidi J. Boisvert speaks about “Moving Players Beyond Clicktavism” at the Serious Play Conference 2012
ABSTRACT:
Embodied and ambient technologies possess the ability to deeply encode us with unseen moral, social and political structures. This session will explore how game design can enhance cognitive and affective systems. By applying commercial media mechanics and persuasive narrative devices to "intelligent" user interfaces, informed by the conceptual frameworks of neuroscience, designers can better balance message with engagement and increase impact.
Through case studies of games drawn from a novel open design practice, including EEG and biometric assessment, this session will demonstrate how game-based experiences carry the potential to shape and powerfully transform not only individual attitudes and social behaviors, but also the underlying values that govern our society.
Big Data, We Have a Communication Problem
by Daniel Tunkelang
Presented on April 30, 2013 at the TTI/Vanguard Conference on Ginormous Systems
http://www.ttivanguard.com/conference/2013/ginormous.html
It's a cliché that we live in a world of Big Data. But the bottleneck in understanding data is not computational. Rather, the biggest challenge is designing technical solutions that effectively leverage human cognitive ability. Data analysis systems should augment people's capabilities rather than replace them. This argument is as old as computer science itself: in 1962, Doug Engelbart said that the goal of technology is “the enhancement of human intellect by increasing the capability of a human to approach a complex problem situation.” Algorithms extract signal from raw data, but people fill in the gaps, creating models and evaluating analyses.
Empowering people to understand data is not just a surface problem of building better interfaces and visualizations. We need to interact with data not only after performing computational analysis, but throughout the analysis process in order to improve our models and algorithms. In order to do so, we need tools and processes specifically designed to offer people transparency, guidance, and control.
Human-computer information retrieval has been revolutionizing our approach to information seeking -- no modern search engine limits users to black-box relevance ranking and ten blue links. We need to take similar steps in our analysis of big data, making people the center of the analysis process and developing the technical innovations that enable people to fulfill this role.
21st Century CIOs for 21st Century SchoolsAntonio Viva
This presentation was done on December 6th, 2008 at The Association of Boarding Schools conference in Baltimore, MD. We had a great group of 12 independent school administrators and teachers. Thanks to those who came and enjoy!
The resource wiki for this presentation is available @ http://antonioviva.pbwiki.com/21st-Century-CIOs
PLEASE NOTE: There are 3 videos that were embedded into the Keynote did not capture in the final video. Here are the links in the order of their appearance.
\"A Vision of Students Today\"
http://youtube.com/watch?v=dGCJ46vyR9o
\"The New Media Literacies\"
http://youtube.com/watch?v=pEHcGAsnBZE
\"The Networked Student\"
http://youtube.com/watch?v=XwM4ieFOotA
Description: By rethinking what we mean by technology leadership in our schools can we effectively change the landscape in order to harness this powerful new reality to improve teaching and learning? A better understanding that the role of a school CIO includes business partner, classic IT support provider, integrator, strategic thinker and educator, as well as a redefining of attributes and job description are some of the first steps schools can take to help navigate the world of technology 2.0.
For more information visit: http://antonioviva.com
Gamification: Playful Teaching for Generation-X/-Y/-Z/...Alexandru Iosup
A primer on gamification in higher education, that is, the use of elements commonly found in gaming to create and deliver higher-education units (courses).
A doctoral research project looking at adoption of 3D printing in the production of custom toys and merchandise. With thanks to Makielab and Lancaster University.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
8. Darja
Gareth
Théo David
Daniel The Tait Family
Christophe
David
Thursday, 31 May 12
9. ‘...single complex system that is designed and
constructed from the ground up, and
assumes that most aspects (physical building,
Designing a smart home is difficult.
digital infrastructure, furniture, appliances)
are under the control of a single smart-home
developer.’ (Kortuem et al. 2010)
Thursday, 31 May 12
10. ‘...single complex system that is designed and
constructed from the ground up, and
assumes that most aspects (physical building,
digital infrastructure, furniture, appliances)
Atsushi Tadokoro
are under the control of a single smart-home
developer.’ (Kortuem et al. 2010)
Thursday, 31 May 12
11. ‘...single complex system that is designed and
constructed frominfrastructures & ownership
Physical the ground up, and
assumes that most aspects (physical building,
(McKensie-Mohr, ’94)
digital infrastructure, furniture, appliances)
are under the control of a single smart-home
developer.’ (Kortuem et al. 2010)
Thursday, 31 May 12
29. ...it was through games, play, techniques of
surprise and methodologies of the fantastic
that [the Surrealists] subverted academic
modes of enquiry, and undermined the
complacent certainties of the reasonable and
respectable.— Mel Gooding
Thursday, 31 May 12
31. ‘Rather than producing lists of facts about our volunteers, the
Probes encourage us to tell stories about them, much as we tell
stories about the people we know in daily life. At first, these stories
can reflect dismissive stereotypes (“she’s a dumb media wannabe”).
But stories are provisional. Our interpretations are constantly
challenged: by the returns themselves, by the differing
interpretations of colleagues, by our own changing perceptions.
Over time, the stories that emerge from the Probes are rich and
multilayered, integrating routines with aspirations, appearances with
deeper truths. They give us a feel for people, mingling observable
facts with emotional reactions.’
Thursday, 31 May 12
35. ‘On the one hand, the returns are inescapably the products of
people different from us, constantly confronting us with other
physical, conceptual, and emotional realities. On the other hand
the returns are layered with influence, ambiguity and indirection,
demanding that we see the volunteers through ourselves to make
any sense.’ This tension creates exactly the situation we believe is
valuable for design, providing new perspectives that can constrain
and open design ideas, while explicitly maintaining room for our
own interests, understandings, and preferences.
Thursday, 31 May 12