Digital Donor Engagement: Make it engaging. Make it easy. Make it theirs.Kaitlin Carpenter
Tips for nonprofits to grow digital donor engagement by making their digital campaigns engaging, making actions easy, and making the cause belong to the donors.
Originally delivered at the America's Charities 2014 Membership Assembly as part of the "The New Age of Digital Donor Engagement" panel on May 15, 2014.
I designed this presentation as a thought starter for groups of people who believe work gets done via well defined rules, hierarchies and the ability to refer to the best practice database. This presentation challenges all that and encourages the audience to rethink how work really gets done.
This is an "in person presentation". I'm happy to share the hand out notes as well if anyone is interested.
I'm from Melbourne, Australia.
Museums Go Mobile: Start designing the service, not the websiteFrankly, Green + Webb
Guardian Culture Professionals article here - http://www.theguardian.com/culture-professionals-network/culture-professionals-blog/2014/may/16/mobile-museums-design-services-websites
The truth is that mobile isn't working for museums in the way we imagined. It's not the silver bullet. We've made apps that haven't been downloaded. We created handheld guides that don't get used and the perennial question of can mobile deliver pre- and post- visits still hangs in the air. So it is time to right mobile off? Or, perhaps now is the right time to think about mobile in a different way.
What do our visitors needs and behaviours show us about how they think and use our museums? How can we interpret these to design services that are truly transformative? What tools and processes can we use to make mobile a fully integrated part of the service offered by a museum?
Taking a look at what happens when we stop designing a mobile products and start using mobile as tool in the design for a whole service.
Digital Donor Engagement: Make it engaging. Make it easy. Make it theirs.Kaitlin Carpenter
Tips for nonprofits to grow digital donor engagement by making their digital campaigns engaging, making actions easy, and making the cause belong to the donors.
Originally delivered at the America's Charities 2014 Membership Assembly as part of the "The New Age of Digital Donor Engagement" panel on May 15, 2014.
I designed this presentation as a thought starter for groups of people who believe work gets done via well defined rules, hierarchies and the ability to refer to the best practice database. This presentation challenges all that and encourages the audience to rethink how work really gets done.
This is an "in person presentation". I'm happy to share the hand out notes as well if anyone is interested.
I'm from Melbourne, Australia.
Museums Go Mobile: Start designing the service, not the websiteFrankly, Green + Webb
Guardian Culture Professionals article here - http://www.theguardian.com/culture-professionals-network/culture-professionals-blog/2014/may/16/mobile-museums-design-services-websites
The truth is that mobile isn't working for museums in the way we imagined. It's not the silver bullet. We've made apps that haven't been downloaded. We created handheld guides that don't get used and the perennial question of can mobile deliver pre- and post- visits still hangs in the air. So it is time to right mobile off? Or, perhaps now is the right time to think about mobile in a different way.
What do our visitors needs and behaviours show us about how they think and use our museums? How can we interpret these to design services that are truly transformative? What tools and processes can we use to make mobile a fully integrated part of the service offered by a museum?
Taking a look at what happens when we stop designing a mobile products and start using mobile as tool in the design for a whole service.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
Video games are considered to be played by teen-aged boys, considered to create more violent and depressive person, socially isolated human being. and above all, video games supposedly are just a waste of your time because you cant learn anything from it.
Well, lets bust these myths about gaming, gamers and games.
Shown at the Researchers' Night, Israel, 2016.
Video games and simulations with statistics, visual examples and research by Colorado Technical University doctoral students on game design hosted by Dr. Cynthia Calongne.
Features highlights from Jane McGonigal's Spring 2014 CTU Keynote Address and research, her ISTE EPIC Leadership game with Peggy Sheehy. Dr. Andrew Stricker's games at Air University, Dr. Fil Arenas and Dr. Tony Cook, the Mars Expedition Strategy Challenge with Mike McCrocklin and Jeanne Holm, and Will Wright's Bar Karma.
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
This talk shares insights identifying common qualities of games that may promote teen thriving with positive psychology practices. iThrive utilized a two-tiered approach to find these qualities and create a road map for developers to design for positive psychology practices. Experts at a series of think tanks, lead by McDonald, deconstructed the positive psychology concepts into guidelines for positive psychology constructs, both in terms of what systems and features might help and harm the promotion of these practices in players. A semester’s long study with design students, lead by Rusch, revealed that games with the strongest positive psychology components were those that had the most emotional impact, and few game features. Insights from both investigations will be shared, including exemplar games that align with a set of positive psychology practices; the common qualities those games share; and design tips for creating products that can support teen thriving.
Positive psychology practices promote positive youth development, but how can these practices be embedded in games? Drawing from insights collected from industry experts and game design students engaged in a semester-long study, we constructed a road map of the qualities of games that might lead to positive psychology habits.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
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
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
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!
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
1. Social Media &Web Design
Reality is Broken:Why Games Make Us
Better and How They Can Change the World
CraigSocial Media&Web Design
2. Research from theWeb
“These gamers aren’t rejecting reality
entirely. They have jobs, goals, school-
work, families, commitments,and real lives
that they care about.But as they devote
more and more of their free time to game
worlds, the real world increasingly feels
like it’s missing something.”
Social Media&Web Design Craig
http://www.iftf.org/our-work/people-technology/games/reality-is-broken-book-launch/
4. Social Media&Web Design Craig
Excerpt Answer on Quora
“Weather you become smarter
or not by playing video games
is dependent on the video game
and your own knowledge….”
5. Social Media&Web Design Craig
Excerpt Answer on Quora
“Increase eye-hand coordination
Increase the ability to focus
Increases alertness
Increases the ability to spot things
are out of place and small details
And lower stress”
7. Social Media&Web Design Craig
Excerpt Answer on Quora
“Yes and no.
Physically, games will improve
reaction time, reflexes, hand-eye
coordination, dexterity,social
ability if playing multiplayer (albeit
your vocabulary may reduce to 4
letter words),etc..”
8. Social Media&Web Design Craig
Excerpt Answer on Quora
“Emotionally, you will be entranced
if the game is engrossing and will be
oblivious to the real world around
you. If you play a lot, you may
become addicted in which case your
relationship can be affected.”
9. Social Media&Web Design Craig
Excerpt Answer on Quora
“Some games offer moral dilemmas
in which you have to choose
between two difficult options.This
would allow you to make better
decisions in real-life scenarios.”
10. Social Media&Web Design Craig
Draft Proposal or Service Description
“A game that helps the users to overcome
difficulty in real life by repetitively
experiencing it in virtual reality.”