The document discusses the concept of polymathic learning design. It notes how the roles of instructional designers have expanded from formal training creation to include things like performance support, talent management, knowledge management, and social networking. It advocates for an experience design approach that focuses on the user and is responsive across different screen sizes. Key aspects of learning experience design discussed include understanding design elements and principles, applying research and best practices, leveraging tools, and designing for the user experience rather than just the content.
Learning Experience Design (ATD 2016 ICE W316)Chan Lee
The document discusses learning experience design and learner behaviors based on a presentation by Jay Chon and Chan Lee. Some key points:
- Learners expect immersive, on-demand learning experiences like popular apps, but learning experiences are often lacking.
- Mobile apps see much higher engagement than mobile web. Learning needs a mobile presence.
- Popular apps are social, entertainment, or utility focused. Learning does not feature highly.
- Data from 400+ companies shows mobile learners spend more time and are more engaged than web learners.
- Experience design should understand learner personas, map the learning journey, and define metrics for improvement.
Designing for All Screens: ATD ICE 2016Sean Bengry
Through building various online learning solutions, and more recently addressing the mobile learner, it has been imperative to maintain a consistent theme across our entire experience. We didn't just guess; in fact, to deliver good design, we had to synthesize a group of design and cognitive systems, such as graphic, multimedia, instructional, user-interface, and user-experience. Why? Because all of these matter when designing and developing learning experiences, and all have different considerations dependent on device or screen size. This session will help you to consider all aspects of learning experience design, and to follow best practices and guidelines to achieve a unified instructional brand and theme across all learning experiences, no matter the screen size or intent. We will show you firsthand the many experiences we've developed that all share a common thread (something we call "Polymathic Learning Experience Design") while, at the same time, are designed specifically for each device category. When learners touch any experience within your ecosystem, you want them to experience something meaningful and contextual, making their learning journey seamless and design as invisible as possible. A holistic design to learning experience is powerful and necessary.
Making Learning Accessible - The iPad and Supporting Students who Struggle wi...Spectronics
1) The document discusses how the iPad can help support students who struggle with literacy. It highlights apps and tools that can be used to make learning more accessible for these students.
2) Universal Design for Learning principles are presented as a framework for ensuring classrooms are inclusive for all students. This involves providing multiple means of representation, action and expression, and engagement.
3) The SAMR model is introduced as a way to evaluate how technology integrates with tasks, ranging from substitution to redefinition of activities.
Revivify is a voice-based tool that aims to educate users without requiring visual interaction. It utilizes free and open technologies like Python, JavaScript, and voice APIs to provide knowledge through entirely vocal means. By removing the need for visual learning techniques like Braille, Revivify has the potential to significantly reduce the time and effort required for visually impaired people to gain knowledge.
Idea to prototype: An Ideation Pathway for studentsRamneek Kalra
This presentation was shared under IEEE Inspire India School Seminar in Kerala Schools.
Topic of Contents:
- Problem Statement/Idea
- Process of Idea to Prototype
- Available Resources
- Ready to showcase?
For more presentations like this, explore my Slideshare profile.
An Overview of Prototyping Software (NYU/IDEO)Joshua Wexler
The document outlines the Ideation Framework, which is a process for developing ideas through envisioning, prototyping, and evaluating stages. It uses Raphi, a student entrepreneur with an idea for a study habits mobile app, as an example. The framework walks through developing problem statements, inspiration, personas, narratives, and paper prototypes to envision the idea. It stresses getting early feedback through prototyping and validation to clarify ideas and determine what is valuable before further development.
8 Examples of Transforming Lessons Through the SAMR ModelKelly Walsh
The document provides 8 examples of lessons that have been transformed through each level of the SAMR model (substitution, augmentation, modification, and redefinition). It explains that the examples were either borrowed from other teachers or created by the author. The examples are meant to help teachers understand how they can leverage technology to make lessons more interactive, collaborative, and engaging by applying the different levels of SAMR.
Anthony Ali is a senior graphic designer and photographer in Singapore with over 5 years of experience. He graduated from Universitas Tarumanagara in 2014 with a Bachelor's degree in Design and Visual Communication. Since 2015, he has worked at Oxygen Studio Designs, where he was promoted to senior designer within his first year. His responsibilities include supervising other designers, handling his own projects, and conducting photography shoots. He has experience working with both government and private sector clients on various print and digital materials.
Learning Experience Design (ATD 2016 ICE W316)Chan Lee
The document discusses learning experience design and learner behaviors based on a presentation by Jay Chon and Chan Lee. Some key points:
- Learners expect immersive, on-demand learning experiences like popular apps, but learning experiences are often lacking.
- Mobile apps see much higher engagement than mobile web. Learning needs a mobile presence.
- Popular apps are social, entertainment, or utility focused. Learning does not feature highly.
- Data from 400+ companies shows mobile learners spend more time and are more engaged than web learners.
- Experience design should understand learner personas, map the learning journey, and define metrics for improvement.
Designing for All Screens: ATD ICE 2016Sean Bengry
Through building various online learning solutions, and more recently addressing the mobile learner, it has been imperative to maintain a consistent theme across our entire experience. We didn't just guess; in fact, to deliver good design, we had to synthesize a group of design and cognitive systems, such as graphic, multimedia, instructional, user-interface, and user-experience. Why? Because all of these matter when designing and developing learning experiences, and all have different considerations dependent on device or screen size. This session will help you to consider all aspects of learning experience design, and to follow best practices and guidelines to achieve a unified instructional brand and theme across all learning experiences, no matter the screen size or intent. We will show you firsthand the many experiences we've developed that all share a common thread (something we call "Polymathic Learning Experience Design") while, at the same time, are designed specifically for each device category. When learners touch any experience within your ecosystem, you want them to experience something meaningful and contextual, making their learning journey seamless and design as invisible as possible. A holistic design to learning experience is powerful and necessary.
Making Learning Accessible - The iPad and Supporting Students who Struggle wi...Spectronics
1) The document discusses how the iPad can help support students who struggle with literacy. It highlights apps and tools that can be used to make learning more accessible for these students.
2) Universal Design for Learning principles are presented as a framework for ensuring classrooms are inclusive for all students. This involves providing multiple means of representation, action and expression, and engagement.
3) The SAMR model is introduced as a way to evaluate how technology integrates with tasks, ranging from substitution to redefinition of activities.
Revivify is a voice-based tool that aims to educate users without requiring visual interaction. It utilizes free and open technologies like Python, JavaScript, and voice APIs to provide knowledge through entirely vocal means. By removing the need for visual learning techniques like Braille, Revivify has the potential to significantly reduce the time and effort required for visually impaired people to gain knowledge.
Idea to prototype: An Ideation Pathway for studentsRamneek Kalra
This presentation was shared under IEEE Inspire India School Seminar in Kerala Schools.
Topic of Contents:
- Problem Statement/Idea
- Process of Idea to Prototype
- Available Resources
- Ready to showcase?
For more presentations like this, explore my Slideshare profile.
An Overview of Prototyping Software (NYU/IDEO)Joshua Wexler
The document outlines the Ideation Framework, which is a process for developing ideas through envisioning, prototyping, and evaluating stages. It uses Raphi, a student entrepreneur with an idea for a study habits mobile app, as an example. The framework walks through developing problem statements, inspiration, personas, narratives, and paper prototypes to envision the idea. It stresses getting early feedback through prototyping and validation to clarify ideas and determine what is valuable before further development.
8 Examples of Transforming Lessons Through the SAMR ModelKelly Walsh
The document provides 8 examples of lessons that have been transformed through each level of the SAMR model (substitution, augmentation, modification, and redefinition). It explains that the examples were either borrowed from other teachers or created by the author. The examples are meant to help teachers understand how they can leverage technology to make lessons more interactive, collaborative, and engaging by applying the different levels of SAMR.
Anthony Ali is a senior graphic designer and photographer in Singapore with over 5 years of experience. He graduated from Universitas Tarumanagara in 2014 with a Bachelor's degree in Design and Visual Communication. Since 2015, he has worked at Oxygen Studio Designs, where he was promoted to senior designer within his first year. His responsibilities include supervising other designers, handling his own projects, and conducting photography shoots. He has experience working with both government and private sector clients on various print and digital materials.
1) Students will interview important people in their lives about topics like age, interests, and pet peeves then create an iMovie to share the interview experience and responses.
2) In groups of three, students will pick a problem to address by designing an app, going through the design cycle steps of validating the problem, researching other successful apps, and creating a design specification document.
3) Students will then build a prototype using a wireframing tool, create a marketing campaign, and present their app prototype at a "Tech Crunch Disrupt" event on November 1st.
More than 29% of organizations have not audited the skills of their learning and development (L&D) team against current needs, and 56% say their L&D staff lack skills for technology-enabled training. While learning technologies are being used more, the pace of change is slower than expected. Skills in L&D teams often do not match strategic priorities. There is a need to identify the skills required for L&D teams to effectively support digital learning and close the digital skills gap.
Introduction to the iPad in the Special Education ClassroomSpectronics
1) The document summarizes a presentation about introducing iPads in special education classrooms.
2) It discusses how iPads can be transparent tools for students using the UDL framework of representation, action and expression, and engagement.
3) The SAMR model is presented as a way to evaluate how technology in the classroom enables, engages, and empowers students rather than just substituting paper-based tasks.
This document summarizes the key learnings from a student's semester in an English 2311 Technical Writing course. The student learned about rhetoric and how to apply rhetorical factors like audience and purpose. They improved their writing skills and learned the importance of simplicity. Design and collaboration skills were strengthened through group projects. Ethics and cultural considerations were also covered to prepare the student for a career in advertising. Technology skills increased through assignments using tools like Marvel.com. Overall, the student felt it was a valuable learning experience that will help with future presentations and technical writing.
Based on her 5 years as a UX leader at Citrix, Julie explains how to drive better product design through cultural transformation. See how she helped build design culture for designers and non-designers across different continents.
Empathy is at the heart of design thinking according to Tim Brown, CEO of IDEO. Design thinking involves empathizing, defining problems, ideating solutions, prototyping ideas, and testing them. For consumer businesses, practicing design thinking in an era of globalization can be challenging. Tansalink is building a platform to help businesses empathize with target customers globally. Their goal is to create a solution that enhances design thinking abilities for consumer companies operating worldwide.
The document describes a selection process for ideas to address the problem of new university graduates needing better practical skills preparation for their first job. The most practical idea selected was to provide standardized practical skills training modules across all major industries through universities. A prototype of a practical skills app and a practical skills development portal were created and feedback was gathered. Feedback noted positives like gamification elements but also issues like confusing layouts. Next steps would involve reworking the prototypes based on the feedback and doing additional testing.
This document discusses bringing service design in-house through trainings and project-based support. It outlines different formats for trainings, such as intensive workshops, integrated workshops, and workshops combined with consulting. For project-based support, an integrated model is recommended where external consultants work closely with internal teams. Content for trainings should include user research, personas, and service blueprints. Atmosphere, providing takeaway artifacts, and properly aligning timing are key factors for successful learning.
Designing and Driving UX Careers: A Framework for Empowering UX Teams (Ian Sw...Rosenfeld Media
Ian Swinson: "Designing and Driving UX Careers: A Framework for Empowering UX Teams"
Enterprise UX 2016 • June 8, 2016 • San Antonio, TX, USA
http://2016.enterpriseux.net
UX STRAT Online 2021 Presentation by Paul-Jervis Heath, Modern HumanUX STRAT
Modern Human is an award-winning design consultancy that designs products, services, and environments using emerging technologies like machine learning and computer vision. They help clients apply these technologies through design. The document describes Modern Human's work designing a privacy-sensitive computer vision product and interface that uses existing cameras and machine learning to gain insights from spaces. It outlines their process of starting with a technical prototype, redesigning the user experience and interface with an ontology and lexicon of recognition, and simplifying it to three main screens (Insight, Space, Device) for editing detection zones and floor plans.
The core of innovation: Empathy and Experiment伯方 蘇
This is a talk for IT Next 2015 by HC, Joe and Kaba.
Whether it's radical innovation or incremental innovation you are looking for, empathy and experiment are always the core of what you need to do. And the space and culture are also very important for making the magic happen. The USER model, User & Empathy, Space & culture, Experiment and Repeat, is the way we think could really foster innovation.
Using User Research and Co-Creation for Disruptive InnovationDesignit
This document discusses the use of user research and co-creation for disruptive innovation. It argues that while user research and co-creation have been useful tools, they may not be well-suited for radical innovation. It explores mixing the generative and evaluative aspects of user research and having researchers and designers work more collaboratively. It also examines the benefits and challenges of co-creation, including idea generation, consensus building, and the need for creative leadership. The document concludes that user research and co-creation can provide useful maps if used to set promising destinations and plan worthwhile journeys, rather than simply finding the shortest or least resistant paths.
Experimenting with Creative Process with Qanta ShimizuFITC
The document discusses experimenting with creative processes at PARTY Creative Lab. It introduces Qanta Shimizu, the Chief Technology Officer and Creative Director of PARTY. It discusses how engineering happens not just in production, but also in presentations, direction, and prototyping. Engineering is a core factor in PARTY's new creative process. Qanta shares examples of projects where he developed prototypes and experiences to present concepts to clients and the public.
This R Programming Tutorial will unravel the complete Introduction to R, Benefits of R for Business, What is Sentiment Analysis?, Advantages & Applications of Sentiment Analysis. In addition, we will also extensively cover Data Collection & Results using Sentiment Analysis.
At the end, you'll have strong knowledge regarding Sentiment Analytics via R Programming.
PPT Agenda
✓ Introduction to R Programming
✓ R for Data Analysis
✓ What is Sentiment Analysis all about?
✓ How Sentiment Analysis works
✓ Real World Applications of R Sentiment Analysis
✓ Job Trends for R
----------
What is R Programming?
R is a programming language and software environment for statistical computing and graphics. It is widely used among statisticians and data miners for data analysis and visualization.
What is Sentiment Analysis?
Sentiment analysis is the process of computing, identifying and categorizing opinions expressed in a blurb of text in order to determine whether a user's attitude towards a particular topic or product is positive, negative, or neutral. It uses natural language processing, text analysis and computational linguistics to identify and extract subjective information from text.
----------
Sentiment Analysis has the following components:
1. Collect Data from Desired Sources
2. Remove Sentiment Neutral Words
3. Two Way Categorization
4. Results are Positive on Negative
5. Act on the Model!
----------
Applications of Predictive Analysis
1. Analytical Customer Relationship Management (CRM)
2. Clinical decision support systems
3. Customer satisfaction & retention
4. Direct marketing
5. Fraud detection
----------
Skillspeed is a live e-learning company focusing on high-technology courses. We provide live instructor led training in BIG Data & Hadoop featuring Realtime Projects, 24/7 Lifetime Support & 100% Placement Assistance.
Email: sales@skillspeed.com
Website: https://www.skillspeed.com
The most comprehensive and effective course on web designing available in India from Tekno Point - India's most reputed training company on latest in web technologies. Benefit from our experience of training over 5000 IT professionals.
Throughout the semester, the student learned about rhetoric, writing, design, collaboration, ethics, and applied technologies. The student had to focus on rhetoric and persuasive writing in a proposal for a Ford Fusion Hybrid user manual app. They also created a visual resume and career materials that emphasized design elements. The student collaborated with a group on the app and faced challenges with learning new technologies like Marvel App Creator, iMovie, and YouTube closed captioning. Overall, the student gained skills in communication, design, collaboration, and applying various technologies that they can use going forward.
1) Students will interview important people in their lives about topics like age, interests, and pet peeves then create an iMovie to share the interview experience and responses.
2) In groups of three, students will pick a problem to address by designing an app, going through the design cycle steps of validating the problem, researching other successful apps, and creating a design specification document.
3) Students will then build a prototype using a wireframing tool, create a marketing campaign, and present their app prototype at a "Tech Crunch Disrupt" event on November 1st.
More than 29% of organizations have not audited the skills of their learning and development (L&D) team against current needs, and 56% say their L&D staff lack skills for technology-enabled training. While learning technologies are being used more, the pace of change is slower than expected. Skills in L&D teams often do not match strategic priorities. There is a need to identify the skills required for L&D teams to effectively support digital learning and close the digital skills gap.
Introduction to the iPad in the Special Education ClassroomSpectronics
1) The document summarizes a presentation about introducing iPads in special education classrooms.
2) It discusses how iPads can be transparent tools for students using the UDL framework of representation, action and expression, and engagement.
3) The SAMR model is presented as a way to evaluate how technology in the classroom enables, engages, and empowers students rather than just substituting paper-based tasks.
This document summarizes the key learnings from a student's semester in an English 2311 Technical Writing course. The student learned about rhetoric and how to apply rhetorical factors like audience and purpose. They improved their writing skills and learned the importance of simplicity. Design and collaboration skills were strengthened through group projects. Ethics and cultural considerations were also covered to prepare the student for a career in advertising. Technology skills increased through assignments using tools like Marvel.com. Overall, the student felt it was a valuable learning experience that will help with future presentations and technical writing.
Based on her 5 years as a UX leader at Citrix, Julie explains how to drive better product design through cultural transformation. See how she helped build design culture for designers and non-designers across different continents.
Empathy is at the heart of design thinking according to Tim Brown, CEO of IDEO. Design thinking involves empathizing, defining problems, ideating solutions, prototyping ideas, and testing them. For consumer businesses, practicing design thinking in an era of globalization can be challenging. Tansalink is building a platform to help businesses empathize with target customers globally. Their goal is to create a solution that enhances design thinking abilities for consumer companies operating worldwide.
The document describes a selection process for ideas to address the problem of new university graduates needing better practical skills preparation for their first job. The most practical idea selected was to provide standardized practical skills training modules across all major industries through universities. A prototype of a practical skills app and a practical skills development portal were created and feedback was gathered. Feedback noted positives like gamification elements but also issues like confusing layouts. Next steps would involve reworking the prototypes based on the feedback and doing additional testing.
This document discusses bringing service design in-house through trainings and project-based support. It outlines different formats for trainings, such as intensive workshops, integrated workshops, and workshops combined with consulting. For project-based support, an integrated model is recommended where external consultants work closely with internal teams. Content for trainings should include user research, personas, and service blueprints. Atmosphere, providing takeaway artifacts, and properly aligning timing are key factors for successful learning.
Designing and Driving UX Careers: A Framework for Empowering UX Teams (Ian Sw...Rosenfeld Media
Ian Swinson: "Designing and Driving UX Careers: A Framework for Empowering UX Teams"
Enterprise UX 2016 • June 8, 2016 • San Antonio, TX, USA
http://2016.enterpriseux.net
UX STRAT Online 2021 Presentation by Paul-Jervis Heath, Modern HumanUX STRAT
Modern Human is an award-winning design consultancy that designs products, services, and environments using emerging technologies like machine learning and computer vision. They help clients apply these technologies through design. The document describes Modern Human's work designing a privacy-sensitive computer vision product and interface that uses existing cameras and machine learning to gain insights from spaces. It outlines their process of starting with a technical prototype, redesigning the user experience and interface with an ontology and lexicon of recognition, and simplifying it to three main screens (Insight, Space, Device) for editing detection zones and floor plans.
The core of innovation: Empathy and Experiment伯方 蘇
This is a talk for IT Next 2015 by HC, Joe and Kaba.
Whether it's radical innovation or incremental innovation you are looking for, empathy and experiment are always the core of what you need to do. And the space and culture are also very important for making the magic happen. The USER model, User & Empathy, Space & culture, Experiment and Repeat, is the way we think could really foster innovation.
Using User Research and Co-Creation for Disruptive InnovationDesignit
This document discusses the use of user research and co-creation for disruptive innovation. It argues that while user research and co-creation have been useful tools, they may not be well-suited for radical innovation. It explores mixing the generative and evaluative aspects of user research and having researchers and designers work more collaboratively. It also examines the benefits and challenges of co-creation, including idea generation, consensus building, and the need for creative leadership. The document concludes that user research and co-creation can provide useful maps if used to set promising destinations and plan worthwhile journeys, rather than simply finding the shortest or least resistant paths.
Experimenting with Creative Process with Qanta ShimizuFITC
The document discusses experimenting with creative processes at PARTY Creative Lab. It introduces Qanta Shimizu, the Chief Technology Officer and Creative Director of PARTY. It discusses how engineering happens not just in production, but also in presentations, direction, and prototyping. Engineering is a core factor in PARTY's new creative process. Qanta shares examples of projects where he developed prototypes and experiences to present concepts to clients and the public.
This R Programming Tutorial will unravel the complete Introduction to R, Benefits of R for Business, What is Sentiment Analysis?, Advantages & Applications of Sentiment Analysis. In addition, we will also extensively cover Data Collection & Results using Sentiment Analysis.
At the end, you'll have strong knowledge regarding Sentiment Analytics via R Programming.
PPT Agenda
✓ Introduction to R Programming
✓ R for Data Analysis
✓ What is Sentiment Analysis all about?
✓ How Sentiment Analysis works
✓ Real World Applications of R Sentiment Analysis
✓ Job Trends for R
----------
What is R Programming?
R is a programming language and software environment for statistical computing and graphics. It is widely used among statisticians and data miners for data analysis and visualization.
What is Sentiment Analysis?
Sentiment analysis is the process of computing, identifying and categorizing opinions expressed in a blurb of text in order to determine whether a user's attitude towards a particular topic or product is positive, negative, or neutral. It uses natural language processing, text analysis and computational linguistics to identify and extract subjective information from text.
----------
Sentiment Analysis has the following components:
1. Collect Data from Desired Sources
2. Remove Sentiment Neutral Words
3. Two Way Categorization
4. Results are Positive on Negative
5. Act on the Model!
----------
Applications of Predictive Analysis
1. Analytical Customer Relationship Management (CRM)
2. Clinical decision support systems
3. Customer satisfaction & retention
4. Direct marketing
5. Fraud detection
----------
Skillspeed is a live e-learning company focusing on high-technology courses. We provide live instructor led training in BIG Data & Hadoop featuring Realtime Projects, 24/7 Lifetime Support & 100% Placement Assistance.
Email: sales@skillspeed.com
Website: https://www.skillspeed.com
The most comprehensive and effective course on web designing available in India from Tekno Point - India's most reputed training company on latest in web technologies. Benefit from our experience of training over 5000 IT professionals.
Throughout the semester, the student learned about rhetoric, writing, design, collaboration, ethics, and applied technologies. The student had to focus on rhetoric and persuasive writing in a proposal for a Ford Fusion Hybrid user manual app. They also created a visual resume and career materials that emphasized design elements. The student collaborated with a group on the app and faced challenges with learning new technologies like Marvel App Creator, iMovie, and YouTube closed captioning. Overall, the student gained skills in communication, design, collaboration, and applying various technologies that they can use going forward.
DevLearn 2018 - Designing AR Experiences for Performance SupportChad Udell
While many companies are experimenting with AR in the L&D space, there are a number of businesses harnessing the power of AR for enhancing operational performance outside of the training department. How do these experiences differ, and how can you renew your department’s focus on performance by taking on more advanced AR solutions in your efforts?
In this session, you will learn practical approaches for designing effective AR experiences. You’ll discover an approach to strategic implementation of AR by forming a partnership with functional business units. You’ll also explore the difference between simple marker-based AR solutions and more advanced computer vision and machine learning–backed AR. You’ll then look at how you can integrate AR systems with operational business systems in order to maximize return on investment and realize the opportunity that AR-enabled workers represent. Finally, you’ll look at aligning measurement of business task success and AR experience usage in order to align learning and production.
This document contains the profile of MohammadFaizanAtiq, who has over 10 years of experience as a UX/UI designer and front-end developer. He has helped companies design intuitive digital solutions and experiences using human-centered design. Some of the projects he has worked on include apps for healthcare, insurance, and decentralized/blockchain domains. He is passionate about design, writing, and gaming in his free time.
A basic introduction of what we do with some examples.
We are a digital product and service design firm creating delightful user experiences. We embrace empathy, usability, meaning and style. Crafting relationships between brands and ʕ•̫͡•ʕ*̫͡*ʕ•͓͡•ʔ-̫͡-ʕ•̫͡•ʔ*̫͡*ʔ-̫͡-ʔ humans since 2015.
We are providing the following services:
Building Products and Services:
The best brand experiences are created daily throughout digital products and well planned service structures. We support your brand by analysing and carefully planning user touchpoints, on and offline.
Business and Experience Strategy:
Standing out is half way to success. We help brands define their character, style, key touchpoints with customers. Creating functional and usable products are not enough. We use design methods to co-create strategies with our clients.
Business Growth:
Outcomes matter to us. We enable better conversions, sales through improved usability, optimized customer processes, and clear, delightful communication.
Coaching your Team:
Setting up your own in-house design team requires proficient design coaches and facilitators. With an experienced team, we provide personalized training packages for firms on the verge of advancement.
Contact us at: hello@exaltinteractive.com
Synergetics India: IT consulting and Training services on .NET 4.0, SQL server 2008 BI. Awarded as the Best. NET Training Service Provider by Microsoft.
Will They Blend? - Agile, TOGAF and Enterprise ArchitectureITpreneurs
Do you offer TOGAF / EA / Agile training or consulting?
Is TOGAF really the best approach for enterprise architecture? Danny Greefhorst will provide insight into these questions by showing how agile, enterprise architecture and TOGAF relate and overlap.
Content by Danny Greefhorst
What's covered:
- The TOGAF Approach to EA
- Do Agile, EA and TOGAF Relate?
- Do Agile, EA and TOGAF Overlap?
- When to Use Which Framework
- How to Generate More Business by using Agile, EA and TOGAF
Most project managers understand that effective communication is essential to project success. And most are familiar with and use Microsoft Project. However, many project managers are not aware of the rich functional benefits that can be realized from Microsoft’s integration of its products. This webinar will expose and demonstrate why and how the application of integrated Microsoft tools can dramatically improve your communication skills and increase project delivery success.
Designing is not about pushing pixels or creating the aesthetic outer layer of a product. It is about creating innovative solutions for defined problems. Successful designs provide a solution to all different facets of a problem and are a result of numerous elaborate choices.
Making the right choices is not easy for designers in a world of rapid social and technological change. Therefore they need to team up with others that can support with their diverse knowledge and experience: Developers, business specialists, customer representatives, and users. The design process needs to be opened up to non-designers.
This talk has been given on ACE! Conference 2015 in Kraków. (aceconf.com)
Resolute Consultancy Services aims to make India a top design destination through its VLSI training program. The training covers HDL, FPGA design tools, and project management. It helps students and engineers gain skills and certification needed for high-demand jobs in the growing semiconductor industry. Resolute's hands-on learning approach and industry-recognized certification benefit both learners and their employers.
Srivani Gorantla has over 10 years of experience in technical writing and 15 years of experience in English language training, banking, school management, and market research. She has developed documentation such as online help, training materials, brochures, and websites for various companies using tools like Robohelp, HTML, and Adobe programs. Her experience includes positions as a lead technical writer, consultant, and head of human resources, training, and documentation.
The document describes VuFirst, a cloud-based video interviewing product that aims to make the candidate screening process more efficient. VuFirst allows hiring managers to send interview questions to candidates and view video responses, helping to identify suitable candidates more quickly. By reducing the number of in-person interviews, VuFirst saves time and costs for both employers and candidates compared to traditional screening methods. The document provides an overview of how VuFirst works, its benefits, pricing, the market opportunity, company milestones, and the founding team.
Models & Tags: Building User-Focused Content Models That Actually WorkSeth Maislin
Reliable, user-focused domain and content models are foundational in all information processes, from findability to reuse to security. In this session you'll learn why models are so important, and a repeatable process for creating and using them effectively. Written by Seth Maislin, Principal Consultant of Taxonomy at Earley & Associates. www.earley.com
How Product Managers and Designers Work Together by XO Group PMProduct School
Shilpi Roongta, a Product Manager, and Celine Chang, a Product Designer, discussed ways that both functions can work together to create great products. They covered personal experiences, the differences and overlaps in both roles, strategies you can use to forge a good partnership and design methodologies you can integrate into your product development process.
The document discusses intranet design strategies for corporate communications. It covers Delvinia's approach to intranet design, which includes understanding employee needs through research, observing behaviors, and analyzing findings. The document also discusses common design challenges, best practices for information architecture, interaction design, and aesthetic design. It emphasizes the importance of collaboration, adoption, measurement, planning, engagement and governance for intranet success.
Track C-2: Creativity & Design-Led Innovation in the Public Sectorscoopnewsgroup
This document summarizes the results of a survey of 175 public sector creative employees in the US and Canada about creativity in government workplaces. Key findings include:
- Respondents believe that creative communications using data insights are important for government in today's digital world.
- They feel government should be as creative as the private sector but is currently falling short.
- The top barriers to creativity are lack of training, access to the right software/technology, and risk-averse cultures.
- Advice for fostering government creativity includes leveraging technology, investing in staff training, and encouraging/rewarding creativity.
Explore the future of Learning & Development. Understand how Artificial Intelligence is revolutionizing training and development, offering new ways to scale, personalize, and innovate. Gain practical insights to boost efficiency, tailor learning experiences, and anticipate upcoming trends in L&D. This presentation is perfect for professionals looking to harness AI's potential to enhance educational outcomes. Join us to elevate your L&D strategies and prepare for the transformative shift in professional learning.
Working Digitally: Strategies for Moving L&D Forward - DevLearn 2018Sean Bengry
Digital transformation is the push for most L&D organizations. But what does it really mean? Just because you are leveraging digital technology to develop learning assets doesn’t necessarily mean you are working in a digital way. In many ways, today’s L&D is still “analog,” leveraging the latest technology but traditional methodologies and working culture. You may need to not only transform your tool set, but also your mindset and how you work.
Preparing Your Team for the Future of L&D: DevLearn 2018Sean Bengry
As the type of work your learning and development team performs expands, the skill sets of your team need to expand accordingly. In this session, you will explore the new and enhanced skills your team will require to support the future of L&D. You will examine how your existing team needs to pivot, as well as the new roles you may need to add to your team in the future.
Balancing the Art and Science of Instructional Design: LS103Sean Bengry
Presentation delivered at Learning Solutions 2016.
Sound learning theory underpins much of traditional instructional design (ID) and can greatly improve user experience, but the advent of a need-to-know-now culture is proving the art of innovation can and must work alongside the science of design. The challenge is to balance the needs of your users and the concerns of established IDs against harnessing the originality of developers who may lack a traditional background.
Destructional Design: Training 2016, Orlando, FLSean Bengry
How do you blend the art and science of instructional design to develop strong content that both engages users and targets what they need to know? Learn to weigh the business constraints of each project along a spectrum that will help you understand the power of innovation when married to sound principles of instructional design. And learn to quickly determine the variables in play for each project, understand the audience you need to reach, and decide where to focus your attention and resources along the art-science continuum.
How many of us work with a Baby Boomer, Gen X, and a Millennial?
Do you find yourself wondering “how do they find enough time to do that?”, or saying “I don’t work that way” or “… learn that way”?
With many economic factors forcing an aging workforce to continue to work, a growing Gen X moving into leadership and C-suite influencers, and millennials entering the workforce, we have to be prepared to not only work together, but capitalize on the strengths and support our weaknesses through a changing work culture.
Learning is no different. We’re all comfortable in our own way with how we gain, retain, and apply knowledge.
Yes, there is a multigenerational myth out there. People are people, no matter what age. And, there are certain traits that we exhibit at certain times in our lives, no matter which year we were born. However, because the values formed, and technology available, is different for each generation, the myth ends here.
We’re going to walkthrough why this is happening, and how to better align your learning program to meet the needs of your entire workforce, no matter the age.
The Revolution of Self-Directed LearningSean Bengry
This document discusses the shift towards self-directed learning where learners take control of their own education through understanding topics on their own, sharing what they've learned with others, and helping fellow learners when needed rather than relying solely on traditional classroom instruction. It references concepts like social learning coming before emails, remembering impactful personal learning experiences, and the 70:20:10 model of learning.
When people use the word “mLearning” or the phrase “mobile learning,” each person comes with a potentially different interpretation of what that means, based on their experience. As a learning provider, it’s imperative that you begin with the same common understanding of what that means. Because there are many different interpretations of mobile learning, the challenge is to determine how to best suit your client and align each stakeholder’s expectations. This session was given to help consider all aspects of mobile learning, and how stakeholders and learners may misinterpret intentions. This session was intended to open the mind to how others, in both the corporate and academic world, view mobile learning today, and how to align their thinking with your own.
Presented at mLearnCon 2014.
Presentation given at mLearnCon 2014, this session challenged the notion that mobile learning is a separate strategy and looked at mobile as a single piece in a greater puzzle.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
So, I’ve always had this desire to make things look good. A knack for beautiful design.
In fact, when I went into college, my goal was to become an architect, because I loved beautiful design, loved art of the possible, and loved the ability to imagine and create something that I think is beautiful.
I’m a perfectionist like that, I really am. What I had a hard time believing was that my art could be “graded”, and that there were certain aspects of creation that were objective and that I couldn’t get people to buy into my idea of beauty and art. In other words, I hated the idea that there were levels of talent in art.
I always thought that if you put the time in, art was in the eye of the beholder.
What I realized was that there were principles and elements of artistic design that you would absolutely measure against, and potentially need to explain their involvement in each piece that was created.
After a few semesters of soul-searching, I landed on the major of math education, partly because I loved the idea of designing something that I could control, and math was an objective science that allowed me to focus on the design of the delivery and execution, instead of focusing on the interpretation of the subject matter. Math, in my eyes, was black/white… it was the delivery that needed to be designed. And, my teacher education program helped me understand the nuances of design.
Not that I’m trying to date myself, but when I graduated, it was the late 90s, so sure, desktop computers were present in almost every home… and “computer labs” were becoming available in schools. Schools also began handing out laptops to each teacher, but we had to prove that we could leverage computer technology in a way that helped in the education of the kids. If you were “ok” you got a laptop. If you were really good, you got a few computers in your classroom as well.
However, I used the computer to simply organize the instruction. In other words, I wasn’t using technology in any other way other than to create efficiencies in documenting instructional and curriculum design, and alternative presentation methods. I used it to design exceptional, personal independent practice exercises (homework), but that was the extent of the design.
Around 1999-2000, I taught myself Flash and began to experiment with multimedia instruction
Around that same time I started experimenting with PowerPoint.
It wasn’t until then that adding loads of colors/animations/interactions became apparent, and there was no set of guidelines to use that suggested any type of learning implications.
It wasn’t until then that adding loads of colors/animations/interactions became apparent, and there was no set of guidelines to use that suggested any type of learning implications.
You remember this time, right? When sparkling rainbow gradients, comic sans, and spinning entrance animations polluted the many presentations that we saw.
It was the wild-west of visual learning design simply because we didn’t know.
[maybe use these sites to generate some feedback and questions--- https://infogr.am/PowerPoint-usage-and-Marketshare, http://powerpointinfo.blogspot.com/2012/02/powerpoint-usage-statistics-and-market.html]
After a several years of teaching at the high school and university level, and around 2003, I was hired at Element K (now Skillsoft) into the role of “instructional designer”.
Now, when you first hear this title, it became apparent to me that I would be designing instruction. In other words, I would be designing instructional experiences. Now, Element K at the time was building a format in which you could design both ILT and digital learning (“eLearning”, at the time) at the same time, the same structure.
My role was not only to design instructionally the experience, with assistance from senior instructional designers, but also author the content. So, in essence, because the technology was available for me to write directly into the tool that would output into the final experience, my role was to not only design the instruction but also author the content. In essence, due to technology, there were two systems of design that I had to learn… instructional and information design and architecture. The good thing was that there was research to base this on… we used research-based theory and approach by Clark and Merrill to create a unified design approach to the instructional design for both ILT and digital.
After teaching awhile as a teacher and professor, I moved to a private learning solutions company named Element K.
I started as an instructional designer, fresh off of the heals of them wondering whether or not it should be called a “technical writer”
Basically, I worked with senior instructional designers in working with the content, and designing it, molding it in a way that promoted retention. In essence, we were creating formal instructor led training for the classroom and self-paced elearning at the same time using an instructional design methodology that was a hybrid of research and practice from Ruth Clark and David Merrill.
Here is where I really started to blossom, given that the first technology I started to learn was XML and it was the technology that we were using to deploy these learning experiences.
We worked hand-in-hand with graphic designers, multimedia designers and something called a “MID” (Multimedia Instructional Designer).
Their role was to interpret what the instructional designer wanted to convey into a visual language for the graphic designer, the graphic designer would then create the overall layout of the animation or digital interaction, to create the multimedia (which, at the time, was audio + animation).
You need all of these roles to create a strong digital learning experience, however, some of them may be wrapped up into one person.
What that means is that today’s students need to be better borrower. Finding tools out in the open and adapting them to fit their particular problems. That’s made today’s programmers polymaths of sorts, able to tackle problems in new fields—big data, artificial intelligence, bioinformatics—that would have required years of specialization a few decades ago.
http://www.wired.com/2015/02/university-bans-github-homework-changes-mind/
You need all of these, but they must come in the form of talented individuals or you having enough knowledge to be dangerous
http://www.cio.com.au/article/576591/how-marketers-can-seize-mobile-moment/
“Even worse, marketers (and CIOs) have been treating mobility like a desktop extension. As a result, mobile users have to perform finger acrobatics to resize content meant for larger screens. Mobile users are on the move and looking for quick information on their mobile devices; they're not going to put with this for very long. From a technology standpoint, marketers need to put mobile first.
"Marketers who believe that responsive Web design will answer their prayers had better think again, as dynamically resized media won't address a customer's context in a mobile moment," says Forrester analyst Ryan Skinner in a report, Boost Contextual Reach with Content Marketing for Mobile.”
[Hold up your smartphone and state “this is a personal device… it just happens to be mobile”]
https://userbrain.net/blog/design-the-user
Design the User NOT the Experience
I was really inspired recently by a blog post written by a very small company called “Userbrain”
The idea behind the company is that it basically hires people to watch and “experience” your app (or other site) and records them on their first experience (walking them through a series of questions).
What would happen if we did this with our learners? What would they say when they accessed your app or site for the first time?
Don’t look at it from a different on every device perspective, instead look at what you’re trying to convey. A title? A body of text? A button? How do these look on each major screen size and why?