This portfolio document summarizes the experience and skills of an interaction designer. It highlights experience in user-centered design, research and development fields. The portfolio contains tangible and interactive objects as well as graphic design, illustration and fine art skills. It provides examples of projects across various domains including service design, user interfaces, brainstorming tools, children's education and healthcare. The designer's role includes concept development, prototyping, user research, workshops and graphic design.
This document contains Niraj Raj Bana's design portfolio showcasing several of his projects from 2013-2015. It includes brief descriptions of projects focused on research and design, participatory design, experience design, whole body interaction, business and service design, and brain computer interaction. Each project description is 1-2 paragraphs highlighting the goals, processes, and prototype outcomes. The portfolio also includes information about Niraj Raj Bana's education and experience.
The document provides an overview of design philosophy and how design has become transformational in changing the world and people's experiences. Design is no longer just about aesthetics but can influence how people perceive and experience things. It discusses how spaces are designed to make users feel at home and how visual and spatial impacts can create emotional attachments to brands. Examples provided include exhibition design, store design, and identity design projects.
The document describes the career experiences and passions of an individual. They grew up feeling isolated but later discovered their passion for observing human behavior and interactions. This led them to explore various professional directions involving accounting, finance, branding, and entrepreneurship. Some of their projects involved helping brands understand consumers and resolving tensions. They have also utilized creative tools and strategies to help people with various needs and create new concepts. They enjoy sharing their knowledge with others through facilitation and workshops.
The document summarizes the Imagine Cup competition, which challenges students to use their ideas and technical skills to develop innovative apps and solutions. It describes the various competition categories and encourages students to form teams to bring their ideas to life using Microsoft technologies. Winning projects can receive prizes up to $50,000 and a trip to the worldwide finals to compete for a $100,000 grant. The competition aims to help students develop their entrepreneurial talents and potentially discover the next big technological breakthrough.
Belmer Negrillo has over 15 years of experience in interaction design, graphic design, and personal artistic work. His portfolio overview provides examples of projects in user experience design, branding, and visual design for clients such as Nike, eBay, and IDEO. It also outlines his academic background, areas of expertise, awards and publications, and recommendations from past employers and colleagues.
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
This document contains Niraj Raj Bana's design portfolio showcasing several of his projects from 2013-2015. It includes brief descriptions of projects focused on research and design, participatory design, experience design, whole body interaction, business and service design, and brain computer interaction. Each project description is 1-2 paragraphs highlighting the goals, processes, and prototype outcomes. The portfolio also includes information about Niraj Raj Bana's education and experience.
The document provides an overview of design philosophy and how design has become transformational in changing the world and people's experiences. Design is no longer just about aesthetics but can influence how people perceive and experience things. It discusses how spaces are designed to make users feel at home and how visual and spatial impacts can create emotional attachments to brands. Examples provided include exhibition design, store design, and identity design projects.
The document describes the career experiences and passions of an individual. They grew up feeling isolated but later discovered their passion for observing human behavior and interactions. This led them to explore various professional directions involving accounting, finance, branding, and entrepreneurship. Some of their projects involved helping brands understand consumers and resolving tensions. They have also utilized creative tools and strategies to help people with various needs and create new concepts. They enjoy sharing their knowledge with others through facilitation and workshops.
The document summarizes the Imagine Cup competition, which challenges students to use their ideas and technical skills to develop innovative apps and solutions. It describes the various competition categories and encourages students to form teams to bring their ideas to life using Microsoft technologies. Winning projects can receive prizes up to $50,000 and a trip to the worldwide finals to compete for a $100,000 grant. The competition aims to help students develop their entrepreneurial talents and potentially discover the next big technological breakthrough.
Belmer Negrillo has over 15 years of experience in interaction design, graphic design, and personal artistic work. His portfolio overview provides examples of projects in user experience design, branding, and visual design for clients such as Nike, eBay, and IDEO. It also outlines his academic background, areas of expertise, awards and publications, and recommendations from past employers and colleagues.
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
A bit more emotion, a little less emotional - future perspectives for emotion...Marco van Hout
This document discusses the emergence and future of emotion-driven design. It notes that considering emotions became more important for influencing consumer purchases and improving user experience. Emotion does not have to contradict functionality. While early modernist design emphasized simplicity and utility over emotion, modernists still designed for pleasure. Going forward, emotional design should fit personal, social and cultural contexts to make people feel positive about products that meet their goals, standards and attitudes. The future of emotion-driven design involves understanding different stakeholders' concerns across various digital screens in urban environments.
A workbook that facilitates a User Centered Design Charrette created by students in the Human Centered Design and Engineering Department at the University of Washington.
User Experience Design: A Primer for MarketersJason Brush
This document provides an overview of user experience design for marketers. It discusses how design has evolved from focusing on advertising, branding, and product design to also encompass digital experiences through websites, apps, and other interfaces. The value of companies like Uber and Airbnb that don't own assets but provide digital experiences is highlighted. User experience design is explained as an interdisciplinary practice that includes human-computer interaction, information architecture, visual design, and other areas. The design process of empathizing with users, exploring solutions, and executing prototypes is outlined. The importance of user research, prototyping, testing, and iteration is emphasized to create user-centered experiences.
This document provides an overview of interaction design. It discusses how interaction design makes digital products usable by focusing on how people interact with technology tools. The document traces the history of interaction design from early technologies like the telegraph to modern devices. It also examines interaction design's interdisciplinary roots and how designers solve problems by finding alternatives and testing prototypes. The document emphasizes that interaction design is about more than fixing issues - it is about creating new products and experiences that improve people's lives.
The document discusses "Design Drivers", which are provocative headings and imagery used to define aspirations and provide a vision for product design. Design Drivers help structure ideas generated during brainstorming and provide goals to measure designs against. They describe what is wanted from a product in an emotive way to inspire divergent thinking beyond just meeting requirements. Examples discussed include drivers for a wearable injector like "invisible beneath clothing" and for a device worn on the skin like "comfortable against the skin". Design Drivers are useful for agreeing on a design vision, establishing design direction, and keeping projects on track.
The document provides guidelines for designing consumer products for 3Com's HomeConnect product line. It outlines a minimalist design language focused on simplicity, high-tech aesthetics, and approachable forms. Core elements of the language include a high polish finish on plastic enclosures, gently flared forms, and generous corner radii. The guidelines also define color palettes, materials, form factors for different product types, and how the language can be adapted while maintaining consistency.
1) "Beans' Farm" is a community farm designed for people with intellectual disabilities (IDP). It aims to help IDP better communicate with their neighborhood and improve mutual understanding through farming activities.
2) Research was conducted on IDP to understand their needs. The system divides labor according to individuals' abilities, with IDP, volunteers, and nursing workers cultivating and harvesting crops together.
3) Produce from the farm is sold to the local community to generate income while also promoting understanding and social inclusion of IDP.
This document provides an overview of interaction design and human-computer interaction. It discusses how interaction design has evolved beyond traditional human-computer interaction to include new paradigms like ubiquitous and pervasive computing using wireless and collaborative technologies. The book aims to be up-to-date by including many examples of contemporary research. It defines interaction design as designing interactive products to support people in their everyday lives. The book includes 15 chapters that cover cognitive, social, and affective issues in interaction design and emphasize an iterative design process relying on both theory and practice. It is accompanied by a website providing additional resources, interactivities, and exercises for learning interaction design.
The document discusses human-centered design and how user experience design should be focused on understanding users and designing experiences based on how people think and work. It provides guidance on concepts like only presenting necessary information, using images over words when possible, reducing choices to minimize decision time, and providing feedback to guide desirable behaviors. The document also includes examples of good and poor UI design practices.
Whether you are an indie practitioner, agency design lead or internal designer at a large company, you have no doubt experienced difficulites selling UX activities or Experience Design as a whole to clients, partners or bosses. Beyond touting the wonderful and magical ROI UX brings to the table, there are concrete strategies you can use to get your point accross and they aren't what you think. Learn how to identify and overcome common barriers to achieving a unified approach to user centered design.
This document provides information about a spring 2012 course on personal interaction design. It introduces the course team members and structure. The course will focus on mobile devices as the platform and interaction design through a studio format. Students will complete one design brief, have four design reviews, and assessments will be based on submissions for each review. Topics covered in the class will include design thinking, interaction design, and user experience.
Selection of projects that I worked with stakeholders to develop product or service design. Projects developed in internships with companies as Play DXTR, Fydico and Mini Booster.
This document provides information about purchasing a 3Com 3C17512 switch module from Launch 3 Telecom. It describes the product, payment and shipping options, warranty, and additional services offered by Launch 3 Telecom such as repairs, maintenance contracts, equipment de-installation and recycling. Customers can purchase the 3Com 3C17512 by phone, email or online form and receive same day shipping with tracking if their order is placed by 3PM EST.
This document provides information about purchasing an Ericsson SXK 109 1293/1 U-bar adapter from Launch 3 Telecom. It lists contact information for sales and provides details about payment options, same-day shipping and tracking, warranty, and additional services offered by Launch 3 Telecom such as repair, maintenance contracts, de-installation, and recycling.
Slow Down Online Guessing Attacks with Device CookiesAnton Dedov
This document summarizes Anton Dedov's presentation on using device cookies to slow down online guessing attacks. It discusses the threats of online guessing attacks and common mitigation techniques like rate limiting and account lockouts. It then introduces device cookies as a way to distinguish known clients from unknown ones and lock out all unknown devices at once. The document provides recommendations for implementing device cookies securely, such as using strong crypto and preventing cookie leakage.
El documento describe un taller práctico sobre 10 claves para la implementación de tendencias y enfoques innovadores en el Centro Educativo Esmeraldas en Mercaderes, Cauca. El centro educativo atiende a 62 estudiantes de grados 0 a 6 y se encuentra en una zona rural agrícola. El documento discute el uso de las TIC en la enseñanza y el aprendizaje, notando que proporcionan acceso a recursos en línea que refuerzan el aprendizaje y fomentan la motivación de los estudiantes.
This document provides information about purchasing a 3Com JE015A 12-port switch from Launch 3 Telecom. It describes how to purchase the item via phone, email, or online request form. It details payment methods, same-day shipping and tracking, warranty, and additional services offered like repairs.
This poem by Carl Sandburg uses imagery of fog and a cat to represent the uncertainty and changes facing people during the early 20th century. The fog comes silently and sits overlooking the city before moving on, just as the times were changing with people losing jobs and war breaking out. Though stressful, the problems will pass quietly like the fog. The poem captures the mood of the period through its imagery.
Este documento presenta un proyecto de investigación sobre la influencia de la ética y la moral en el trabajo en equipo de la empresa Artefacta S.A. El proyecto busca comparar los conceptos de moral y ética y su impacto en el desempeño del equipo de trabajo de la empresa. El objetivo general es evaluar cómo el trabajo en equipo influye en la organización y el nivel de impacto de la ética y moral en los empleados. Algunos objetivos específicos son investigar técnicas para mejorar la comunicación en el equipo y conocer el
This document provides information about purchasing a 3Com JD008A product from Launch 3 Telecom. It describes the product, details how to purchase it by phone, email or website, discusses payment and same-day shipping options, and outlines the warranty and additional services provided by Launch 3 Telecom such as repairs, de-installation, and logistics.
Tan Ling is a 21-year-old Chinese multimedia design student from Malacca, Malaysia studying at Saito University College. Her strengths are in layout and interface design. She cites Japanese anime production company Aniplex and the anime The Millionaire Detective – Balance: UNLIMITED as influences. Through her coursework, she has learned skills in buttons/banner design, kiosk design, photography, vector art, typography, and magazine cover design.
This document summarizes Eilidh Dickson's experience in the 150-day CIID pilot program from September 2008 to February 2009. It includes reflections on courses in computational media design, physical computing, design theory, user research, and other topics. Key lessons included challenging herself technically, appreciating different approaches to design problems, and the value of prototyping and user testing. She also expressed interest in personal informatics, elderly users, work-life balance, education, and maintaining CIID's ethos in her thesis work.
A bit more emotion, a little less emotional - future perspectives for emotion...Marco van Hout
This document discusses the emergence and future of emotion-driven design. It notes that considering emotions became more important for influencing consumer purchases and improving user experience. Emotion does not have to contradict functionality. While early modernist design emphasized simplicity and utility over emotion, modernists still designed for pleasure. Going forward, emotional design should fit personal, social and cultural contexts to make people feel positive about products that meet their goals, standards and attitudes. The future of emotion-driven design involves understanding different stakeholders' concerns across various digital screens in urban environments.
A workbook that facilitates a User Centered Design Charrette created by students in the Human Centered Design and Engineering Department at the University of Washington.
User Experience Design: A Primer for MarketersJason Brush
This document provides an overview of user experience design for marketers. It discusses how design has evolved from focusing on advertising, branding, and product design to also encompass digital experiences through websites, apps, and other interfaces. The value of companies like Uber and Airbnb that don't own assets but provide digital experiences is highlighted. User experience design is explained as an interdisciplinary practice that includes human-computer interaction, information architecture, visual design, and other areas. The design process of empathizing with users, exploring solutions, and executing prototypes is outlined. The importance of user research, prototyping, testing, and iteration is emphasized to create user-centered experiences.
This document provides an overview of interaction design. It discusses how interaction design makes digital products usable by focusing on how people interact with technology tools. The document traces the history of interaction design from early technologies like the telegraph to modern devices. It also examines interaction design's interdisciplinary roots and how designers solve problems by finding alternatives and testing prototypes. The document emphasizes that interaction design is about more than fixing issues - it is about creating new products and experiences that improve people's lives.
The document discusses "Design Drivers", which are provocative headings and imagery used to define aspirations and provide a vision for product design. Design Drivers help structure ideas generated during brainstorming and provide goals to measure designs against. They describe what is wanted from a product in an emotive way to inspire divergent thinking beyond just meeting requirements. Examples discussed include drivers for a wearable injector like "invisible beneath clothing" and for a device worn on the skin like "comfortable against the skin". Design Drivers are useful for agreeing on a design vision, establishing design direction, and keeping projects on track.
The document provides guidelines for designing consumer products for 3Com's HomeConnect product line. It outlines a minimalist design language focused on simplicity, high-tech aesthetics, and approachable forms. Core elements of the language include a high polish finish on plastic enclosures, gently flared forms, and generous corner radii. The guidelines also define color palettes, materials, form factors for different product types, and how the language can be adapted while maintaining consistency.
1) "Beans' Farm" is a community farm designed for people with intellectual disabilities (IDP). It aims to help IDP better communicate with their neighborhood and improve mutual understanding through farming activities.
2) Research was conducted on IDP to understand their needs. The system divides labor according to individuals' abilities, with IDP, volunteers, and nursing workers cultivating and harvesting crops together.
3) Produce from the farm is sold to the local community to generate income while also promoting understanding and social inclusion of IDP.
This document provides an overview of interaction design and human-computer interaction. It discusses how interaction design has evolved beyond traditional human-computer interaction to include new paradigms like ubiquitous and pervasive computing using wireless and collaborative technologies. The book aims to be up-to-date by including many examples of contemporary research. It defines interaction design as designing interactive products to support people in their everyday lives. The book includes 15 chapters that cover cognitive, social, and affective issues in interaction design and emphasize an iterative design process relying on both theory and practice. It is accompanied by a website providing additional resources, interactivities, and exercises for learning interaction design.
The document discusses human-centered design and how user experience design should be focused on understanding users and designing experiences based on how people think and work. It provides guidance on concepts like only presenting necessary information, using images over words when possible, reducing choices to minimize decision time, and providing feedback to guide desirable behaviors. The document also includes examples of good and poor UI design practices.
Whether you are an indie practitioner, agency design lead or internal designer at a large company, you have no doubt experienced difficulites selling UX activities or Experience Design as a whole to clients, partners or bosses. Beyond touting the wonderful and magical ROI UX brings to the table, there are concrete strategies you can use to get your point accross and they aren't what you think. Learn how to identify and overcome common barriers to achieving a unified approach to user centered design.
This document provides information about a spring 2012 course on personal interaction design. It introduces the course team members and structure. The course will focus on mobile devices as the platform and interaction design through a studio format. Students will complete one design brief, have four design reviews, and assessments will be based on submissions for each review. Topics covered in the class will include design thinking, interaction design, and user experience.
Selection of projects that I worked with stakeholders to develop product or service design. Projects developed in internships with companies as Play DXTR, Fydico and Mini Booster.
This document provides information about purchasing a 3Com 3C17512 switch module from Launch 3 Telecom. It describes the product, payment and shipping options, warranty, and additional services offered by Launch 3 Telecom such as repairs, maintenance contracts, equipment de-installation and recycling. Customers can purchase the 3Com 3C17512 by phone, email or online form and receive same day shipping with tracking if their order is placed by 3PM EST.
This document provides information about purchasing an Ericsson SXK 109 1293/1 U-bar adapter from Launch 3 Telecom. It lists contact information for sales and provides details about payment options, same-day shipping and tracking, warranty, and additional services offered by Launch 3 Telecom such as repair, maintenance contracts, de-installation, and recycling.
Slow Down Online Guessing Attacks with Device CookiesAnton Dedov
This document summarizes Anton Dedov's presentation on using device cookies to slow down online guessing attacks. It discusses the threats of online guessing attacks and common mitigation techniques like rate limiting and account lockouts. It then introduces device cookies as a way to distinguish known clients from unknown ones and lock out all unknown devices at once. The document provides recommendations for implementing device cookies securely, such as using strong crypto and preventing cookie leakage.
El documento describe un taller práctico sobre 10 claves para la implementación de tendencias y enfoques innovadores en el Centro Educativo Esmeraldas en Mercaderes, Cauca. El centro educativo atiende a 62 estudiantes de grados 0 a 6 y se encuentra en una zona rural agrícola. El documento discute el uso de las TIC en la enseñanza y el aprendizaje, notando que proporcionan acceso a recursos en línea que refuerzan el aprendizaje y fomentan la motivación de los estudiantes.
This document provides information about purchasing a 3Com JE015A 12-port switch from Launch 3 Telecom. It describes how to purchase the item via phone, email, or online request form. It details payment methods, same-day shipping and tracking, warranty, and additional services offered like repairs.
This poem by Carl Sandburg uses imagery of fog and a cat to represent the uncertainty and changes facing people during the early 20th century. The fog comes silently and sits overlooking the city before moving on, just as the times were changing with people losing jobs and war breaking out. Though stressful, the problems will pass quietly like the fog. The poem captures the mood of the period through its imagery.
Este documento presenta un proyecto de investigación sobre la influencia de la ética y la moral en el trabajo en equipo de la empresa Artefacta S.A. El proyecto busca comparar los conceptos de moral y ética y su impacto en el desempeño del equipo de trabajo de la empresa. El objetivo general es evaluar cómo el trabajo en equipo influye en la organización y el nivel de impacto de la ética y moral en los empleados. Algunos objetivos específicos son investigar técnicas para mejorar la comunicación en el equipo y conocer el
This document provides information about purchasing a 3Com JD008A product from Launch 3 Telecom. It describes the product, details how to purchase it by phone, email or website, discusses payment and same-day shipping options, and outlines the warranty and additional services provided by Launch 3 Telecom such as repairs, de-installation, and logistics.
Tan Ling is a 21-year-old Chinese multimedia design student from Malacca, Malaysia studying at Saito University College. Her strengths are in layout and interface design. She cites Japanese anime production company Aniplex and the anime The Millionaire Detective – Balance: UNLIMITED as influences. Through her coursework, she has learned skills in buttons/banner design, kiosk design, photography, vector art, typography, and magazine cover design.
This document summarizes Eilidh Dickson's experience in the 150-day CIID pilot program from September 2008 to February 2009. It includes reflections on courses in computational media design, physical computing, design theory, user research, and other topics. Key lessons included challenging herself technically, appreciating different approaches to design problems, and the value of prototyping and user testing. She also expressed interest in personal informatics, elderly users, work-life balance, education, and maintaining CIID's ethos in her thesis work.
Haijing is an experience designer and digital advocate focused on social systems transformation. She has worked on projects involving participatory design, service design, and speculative design. One project, "Stories on Air", linked air pollution data to community stories in Harlem to empower citizens to create political change. It won an award and involved collaborators from NASA and WeAct. Haijing has extensive design experience across industries and specializes in user research, prototyping, and testing.
This document profiles Ana Ruiz as a UX designer who is passionate about understanding human behavior and designing solutions through an empathetic approach. She combines analytical thinking, problem solving skills, and collaboration. Her special skills include being a lifelong learner, reliability, prototyping, empathy, presentation skills, and determination. Her process involves user research methods like interviews and card sorting, analysis techniques like affinity mapping and heuristics, developing personas and user journeys, iteration, and usability testing to create minimal, ethical, and useful experiences.
The document provides guidance for a design project focused on creating a digital experience that motivates measurable behavior change through emotional design. Students are challenged to design a mobile app that improves personal health by targeting specific behaviors and crafting an emotional response. The deliverables include an experience map, prototype landing page, and interactive prototype to be tested with users. Examples of emotionally designed digital experiences and resources for prototyping, research and emotional design are also included.
The document summarizes two UX design projects by Neha Kulkarni. The first was redesigning the VProud.tv website to address user drop-off rates and improve navigation. The second was designing a mobile app and glove called Tone to help users reduce stress through music based on emotions detected by the glove sensors. Both projects involved extensive user research including surveys, interviews and usability testing to identify challenges and design effective solutions.
The presentation slides for my UX Masterclass July 2017 for CodeFirst:Girls. This is aimed at those new to UX and possibly new to the technology world in general.
This presentation covers personas, empathy maps, user journeys/(UI flow diagrams), prototyping and usability testing.
Kim Liu is a UX designer and researcher seeking a challenging position that emphasizes growth, feedback, and innovation. She has a background in writing and digital marketing. Her process is driven by problem-solving, iterative testing, and research while considering stakeholder needs. She has experience leading projects from research through design and testing. Key skills include prototyping, user research, and information architecture.
This document provides suggestions for using iPads in a 1st grade classroom to accommodate both individual and group use. It outlines applications that can be used for recording student reflections, creating collaborative books and stories, accessing books and learning activities, and generating QR codes for classroom directions. The goal is to gather effective iPad tools to improve student achievement. When implementing new technologies, the document recommends in-depth planning, preparation, evaluation, and reflection tailored to the specific student group.
IxD & UX Design - Personifying Digital InteractionsJayan Narayanan
Interaction design is one of the most challenging area in digital space. Especially when we understand the context of complex lifestyle we are living. It is my try to understand what is happening in the area of interaction design and how design principles & psychological approaches can help us on this area.
Originally this presentation created for present in person in front of a group of people hence you may find some gaps in continuity. I am in a process in fixing these gaps - meanwhile please let me know your views and opinion on the topic / presentation.
Malini is a PhD student researching plant genomics who joined a research institute 6 years ago. While she has taken longer than usual to complete her PhD due to her tenacity and passion for her work, she is hopeful to finish this year or next. She feels constrained by insensitive university standards but knows she must persist. After graduating, she hopes to find stable employment as a scientist but her real passion is to be an entrepreneur. The problem presented is how to help Malini build appropriate connections for a successful career as an entrepreneur.
Introduction to Ambassadors eTwinning challenges workshopRiina Vuorikari
This document summarizes a workshop on using personas and design thinking to develop strategies for engaging eTwinning participants. The workshop introduces eTwinning personas, has participants brainstorm strategies for engaging different personas, and develops an action plan or "tool kit" of best strategies. Improv activities are used to encourage collaboration. The document provides context on personas, design thinking, and improv techniques to facilitate participation and idea generation.
Visualization was selected as a tool to address the challenges of online education during the pandemic. Teams drew diagrams on paper to identify problems students face with online classes. Diagrams were refined through overlays to develop clearer designs. This allowed teams to visualize problems and find root causes more efficiently by sharing perspectives in developing insights. The visual approach helped identify what was known and unknown to guide obtaining more information to solve problems in a design thinking approach.
This chapter discusses the origin and early understandings of empathy. It questions how views of empathy may have developed differently if not for Charles Darwin's theory of natural selection and Herbert Spencer's idea of "survival of the fittest." Russian scientist Peter Kropotkin argued cooperation was more important than competition, but his views were not widely accepted until later. Modern biologists now support Kropotkin's theory and see empathy as a key factor in cooperation. Research on primates indicates empathy has evolutionary origins and allowed for cooperation within early human communities.
This document discusses concept mapping using information and communication technology (ICT). It defines concept mapping as a visual representation of knowledge using concepts and their relationships. The document then lists and describes several ICT tools that can be used for concept mapping like MindMeister, Miro, Canva, Coggle, and LucidChart. It also mentions concept mapping worksheets, games, and activities that can be used and outlines benefits of concept mapping for students such as helping to develop thinking skills, facilitating recall of information, and engaging meaningful learning.
This document discusses concept mapping using information and communication technology (ICT). It defines concept mapping as a visual representation of knowledge using concepts and their relationships. The document then lists and describes several ICT tools that can be used for concept mapping like MindMeister, Miro, Canva, Coggle, and LucidChart. It also mentions concept mapping worksheets, games, and activities that can be used and outlines benefits of concept mapping for students such as helping to develop thinking skills, facilitating recall of information, and engaging meaningful learning.
Dennis Jensen holds a master's degree in industrial design from Aalborg University. He has 5 years of experience collaborating in interdisciplinary teams on projects for real clients. His focus is on user-centered design, integrating user insights into the design process from research through prototyping. Jensen aims to think differently and take responsibility for addressing societal issues through innovative product, service, and business solutions.
Ana Amorim is an interaction designer and design strategist focused on creating meaningful, useful, and delightful experiences between people and technology. Over 2 years at IDEO she worked across industries as a designer, information architect, analyst, strategist, and project manager. She aims to build an understanding of global trends through diverse work. Her skills include concept development, storytelling, prototyping, and interface design.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Revolutionizing the Digital Landscape: Web Development Companies in Indiaamrsoftec1
Discover unparalleled creativity and technical prowess with India's leading web development companies. From custom solutions to e-commerce platforms, harness the expertise of skilled developers at competitive prices. Transform your digital presence, enhance the user experience, and propel your business to new heights with innovative solutions tailored to your needs, all from the heart of India's tech industry.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
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.
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.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Connect Conference 2022: Passive House - Economic and Environmental Solution...
Portfolio
1. I am an interaction designer
with experience in design for
research and development,
a passion for user centred
design and usability. I have
worked with stakeholders
and users in different fields
which provided me with
knowledge on how to solve
problems through design.
In this portfolio you can
find a selection of tangible
and interactive objects for
research, service design, and
user interface as well as my
skills as a graphic designer,
illustrator, and fine artist.
PORTFOLIOANA NETO
2. As my 4 week project, I presented a more user friendly
website interface being the first employee
to emphasis the importance of the webdesign
interaction. Focused in the customer’s website
feedback,Isuggestedtopresentahomepageandtwo
products page using infographics and illustrations.
I made it accessible from navigation and a more
intuitive design.
MINIBOOSTER
MiniBooster is a company engineer based that
produces intensifier products for hydraulic cylinders
Intuition
Accessibility
Optimization
3. Duringthis2monthsinternshipIillustratedastoryboardof
twoscenarios.AscenariowithandwithoutaFydicocustomer .
I worked together with the marketing team to share the
value of the product and the user experience.
FYDICO
Fydico is a start-up company that developed a
boat alarm with fiber optics technology.
I have also made a marketing and user research to
identify their customers, boat corruption, and analyse the
product feedback for improvements. With the insights I
madeadesignmappingtodefinetopicsforfurtherresearch.
4. During my 2 months internship, I had the opportunity to develop the first playful digital platform for the company.
I worked together as part of the game developer team to create a digital platformfor 6 year old children and combine a physical and digital world experience. I illustrated graphic backgrounds and
characters for games to be used in workshops has one of my tasks, as well as participated and organized workshops with children and teachers for the purpose of user testing and interviews while making
activities related with play.
Play DXTR
Play DXTR is a star-up focused in the child development using playful interactive cubes to extract the data and transform into an healthcare performance app.
The workshop
What children like to play
What children learn at school
What engages children
How children use their skills
How children use logic and critical think
Develop stories with a learn / play background
Illustrate 4 stories with static images
Illustrate exercise solutions
How children interact with the cubes
How children understand the instructions
What should be the level of difficulty in each exercise
Is the story / character engage for children
How children relate physical and digital play
Design mapping
USER
RESEARCH
DIGITAL
PROTOTYPE
USABILITY
5. Aftertheworkshop,Iprovidedanewandimproveddesignconceptstocreateastrongerconnection
with the different areas of the children’s cognitive development and play and used a design map
method (image on the bottom right).
Thegoalofthegamesweretoprovideaqualitativeandquantitativeevaluationofachild’sperformance
to their parents. I created a digital interface for an appto provide with simple information to
theusersandtohelpthemimprovetheirskillsandhaveaselfperceptionoftheirperformance(image
on top right).The information was based in the reseach made from the workshop and the company’s
goals.
Play DXTR
The app
ZOO GAME (example)
His cat just ran away into the
zoo close by! I’m afraid it’s
lost, will you come with him
to find it?
Great thanks!
Karl has to buy an
entry ticket to enter
the Zoo.
Build a man so that
Karl can buy the
entry tickets.
Very good!
Great, now that he’s inside,
let’s check the different
animals from the zoo one
by one. First Karl goes to the
turtles.
Build a turtle.
Very good!
6. SOCIALTRACE
Social Trace is a concept of an innovative
participatory method to be used in brainstorming
formechatronicstudents.Anelectronicaltoolwasused
for sketch to make the students out of their comfort
zoneandtobeinterestedinthedevice.Iusedcontinuos
sketchmimicryandleadershipbetweenalltheusersto
promote equal participation and exploration of ideas
and creativity.
Myrolewastodevelopadesignthroughresearch
device with a user and field studies background in
thenewfieldofcomputer-supportedcooperativework.
I have prepared the prototypes and used theWizard of
Oz method to simulate how I intended to work.
USER RESEARCH
Survey
Observation
Interviews
NEED FOR
COLLABORATIVE
CREATIVITY
Personas
Storyboard
Concept
Development
Prototype
USE SKETCH
DURING MECHATRONIC
STUDENTS BRAINSTORMING
INTERACTION
DESIGN
User testing
Interaction
analysis
Feedback
USABILITY
HOW MECHATRONIC
STUDENTS PERCEIVED
THE EXPERIENCE
7. GETTINGTO KNOW
THE USERS
AFRAID OF ELECTRIC SHOCK
ELECTRONICS
DEMONSTRATION
READY MADE PROTOTYPES
EXPLORE
HOW DOES IT WORK?
MOVEMENT EXPRESSIONS
GENERATING NEW IDEAS
WITH OTHER OBJECTS
PROTOTYPING
ELECTRONIC
LECTURE
CIRCUIT UNDERSTANDING
FEEDBACK
CONCEPT
DEVELOPMENT
EXPLORING MATERIALS
AND POSSIBILITIES
BETTER UNDERSTANDING THROUGH THE
MATERIALSOF HOW IT WOULDWORK
DRAWTO UNDERSTAND AND EXPRESS
INTERACTIONS AND HOW TO BUILD IT
DIFFERENT LEVEL OF COMPLEXITY
FEELING OF ACOMPLISHMENT
HAPPY TO HAVE A NEW TOY
PRESENTATION IN SCIENCE CLASS
MAKER KIDS
The project was a service design concept to teach children the basic of
mechanic and electronics in theory and practice. Already made objects were
brought to the workshop to be modified and integrated interactive actions.
My role was to guide the research process since I had experience in working with
children.Frominterviewstocreateuser groupsandplantheworkshopsweresomeof
mytasksaswellas illustrateaguideforchildrenwithvisualdescriptionsandaposter
with the insights of the process.
The results of this fun experience was a sense of proud and accomplishment for the
children and us, designers, of what the children were able to make. They presented
their projects their work in the science class some days after.
8. ORIGAMI SECRET
The project was part of a research conducted by Seunghee
Lee at the University of Tsukuba. In this project my role
was to develop and build the concept of a product that
could provide interactions and communication between
peers and parents during the pre-puberty.
Tangible objects opened to social interactions and
communication, therefor I created a prototype of a
surface where users could place those objects. Inspired by
the Japanese culture we built a board made of paper in
which children placed their origami and wrote their secrets
or answered to other users secrets. The build-make of
a tangible object created social interactions that
resulted in a natural communication development.
9. PREVENTING FALLS IN ELDERLIES
I development an app designed together with the company Manuxa and the physiotherapist in Sønderborg Kommune. We
focusedinacomplexproblem,fallsinelderliesusingco-designandparticipatorydesignmethods.Manuxaisacompany
withaprojectStrongHandoriginallycreatedforarthritispatients.Theconceptwasfocusedinreducinglonelinessandtofulfill
the feeling of being useful for someone, socialize, exercise independently and make them elderlies to exercise more often.
My rolewas to organize and make interviews and create wireframes for an app to exercise in groups, keep track of their
activities and communicate with others. I organized meetings with the stakeholders, workshops, analysed the data and
created a business plan for the online application.
10. SOCIAL LAMP
Focused in the use of new technology
as Neurosky headsets setted in a social
environment and reflect on its usability
was the aim of this project. How it would be
experienced to know what would be the other
person’s state of mind and how it influences our
behaviourweresomequestionsthatIwantedto
explore.
The shape was inspired by an organic element
as a flower and shared to only one user what
was the mind state of the user situated in from
of him. The four colour lights represented the
different mind states: attention, relaxation,
compassion and inspiration.
My role was to develop a concept using
storyboards and different handmade
sketchesoflampsdesign.Ialsocreatedarapid
prototype to have a better understanding of
how the user perceived it in terms of size and
shape but also to think of how to install the
electronics inside.
EGG MIND STATES
Aggitation
Thinking
Attention
Calm
Relaxed
Meditation
Inspiration
Compassion
Reading
DATA
IMPROVE SPEED DATES BY SHARING EMOTIONS
OTHER LAMP DESIGNS
HIDETHE EMOTION
FROMTHE OTHER
PERSON
COLOR LIGHT FOR
EACH EMOTION
DETECTED
11. TOILET BRUSH COMPANION
Aconceptofaninteractivetoiletbrushdevelopedtoimprovethe
user experience of this object. I worked as part of the concept
and product development.
My role was to develop ideas, history boards and explore
which emotions we wanted to invoke with the interactions of
the user and the product. I also helped in the development of
the design I sketched different toilet brush shapes and built a
rapid prototype to have a closer experience and exploration of
the experience.
The results indicated a fun experience with an appealing
aesthetic object that users try to avoid interact in their daily
basis. The users also showed respect for the object, as if it was
morethananobject.Althoougharelevantquestionneededtobe
considered: How to design for public and private spaces?
USERTESTING
VIDEO ANALYSIS
ANALYSE INTERACTIONS
AND EMOTIONS
HOWTODESIGN FOR
PUBLIC AND PRIVATE SPACES
FUTURE
CONSIDERATIONS
RAPID PROTOTYPE
SHAPE PERCEPTION
EMOTIONS AND MOVEMENT
10 minutes after the toilet is
being used, the brush starts to
move.
After15minofwaiting,
the brush starts to feel
anxious and moves
faster.
The user holds and uses
thebrush.Whenmoving,
the brush makes music.
When putted back, the
brush bends and thanks
the user.
Toilet companion awaits the
user.
TOILET BRUSHTIME LINE
12. DESIGN SPACE
A2weeksprojectofaconcepttoredesigntheresearchstudiointhenewuniversity
in Kolding before it opened.
My role was to plan and organize the workshops but also to create different
concepts with the users feedback. I also made a mock-up of the space that was
used for a final project.
For the workshops we explored 3 different methods:
. objects which users built their own office
.picturesinwhichtheusersusedcolourcodepenstowritewhattheyliked,whatthey
didn’t like and what they would like to have in those pictures
. theatre method in the new university in which the users placed themselves to have
a realistic idea of the space and where they would like to be placed
CO-DESIGN
USER CENTRED DESIGN
RELAXING AREAS
EXHIBITION AREAS
SILENT AREAS
PRESENCE OF NATURE
BE INVOLVED IN OTHERS PROJ
MEETING POINTS
13. SKETCHINGTRACES
Project made in collaboration with the Design Research Group at Crown Equipment Corporation. Crown is an American company that
provides lift trucks.
ThiswasaconceptofhowtoanalysevideosprovidedbyCrownusingtangibleobjects. Itwasgiventoustangibleobjectstosketchthe
forklift tracks in the videos.
My role was to test the tangible objects and provide with design improvements. A combination of visual graphics to support
communication on the video and time-line.
Users were more engaged with the material than with transcripts which opened for new insights to existed problems with the forklifts.
The solutions for the forklifts were then solved with sketches and Lego pieces.
14. THETANGIBLE BUSINESS CUBES
A concept of a tangible tool that made stakeholders reflected in their own business
and tourism.This project was made in collaboration with Mommark Marina, which had
the goal of attract more tourists during the summer.
MyrolewastomaketechnicaldesignsinIllustrator,updateablogwithallthedata,
work as a graphic designer to improve the company’s marketing design with new
flyers. I also worked as a research which I experienced other tangible tools before the
creation of the final concept.
Thecubesrepresentedpotentialelementsforbusinesshasthediversityofcustomers
and space, together with a positive business experience. The combination of the three
cubes created business strategies to have more tourist during the summer.
Strategy idea events
to attract tourists
Places Events Costumers
666
15. Do you want your baby to be cured
from autism or do you want to control
his/her life?
AUTISM CONTROLLER
The project was a concept with a strong research background
to validate a conceptual provocative product. This was a
concept within a critical design field to question the
positive and negative aspects of the device usability to detect
and prevent autism in babies.
Concept:Thedevicedetectedneuroactivityandphysiological
movements, and it showed if the baby had autism. If so, the
mother could detect and sent brain signals to recorrect the
baby’s movements in a certain social situation.
• brain computer interface headsets,
headsets that detect brain activity to
help patients with motor difficulties,
including autism in children, the sooner
is detected, the easier it is to repair
• brain to brain interface, a recent
research to control the movement
of another human through brain
signals
RESEARCH BACKGROUND
16. FABLE DE LA FONTAINE
THE WOLF AND THE DOG
I have illustrated the scenes of the fable that I
considered t o be m ore interesting. The
representation of a luxury food life with the price
of its freedom.
Illustrations to explore Adobe Illustrator with a
free topic. I have choosed the topic of a witch
with her cat and a super hero with a big city in
background.
Drawing based in a picture
17. My paintings are inspired in the
psychanalyse of the fairy tales,
which adult writters wrote stories
with children that represented
the different stages of the child’s
development. These stories were
modified and adapted to be seen
by children and accepted by the
society over the years. It lost the
provocative and controversial
part that represented the child’s
development and behaviour.
Therefor I focused my paintings
in these representations of a non-
innocent child.
TheThreeLittlePigs
Acrylic on Canvas
50x60 cm
WhenIGrowupIWouldLiketoBe...
Acrylic on Canvas
50x100 cm
LittleChocolateHouse
Acrylic on Canvas
127x38 cm
Bean’sFoot
Acrylic on Canvas
76x72 cm
PAINTINGS