The document discusses the professionalization of web design. It summarizes research interviewing 31 web designers about their work. It finds that web designers take pride in their craft and see accessibility as a key part of professionalism. They work hard to continuously learn and improve through podcasts, blogs, conferences and networking with other designers. While this professionalization can encourage high standards, the document calls for more research on how it may also exclude some groups and what the political and economic implications are.
This document discusses the use of design methods in public and social innovation. It notes that there has been a large push over the last decade to apply design thinking to public services. However, it also notes some criticisms of design methods. The document examines the strengths of design, such as understanding user experiences, ideation, rapid prototyping and visualization. It also discusses some weaknesses, such as high costs, lack of implementation skills, and failure to learn from other fields. Overall, it argues that design has potential to contribute when used as part of multidisciplinary teams that can address its limitations and learn from other approaches to innovation.
Andrea is the Chief Designer at Cornwall Council with responsibility for service design and innovation. In this talk Andrea will discuss the challenges and successes of engaging a Local Authority in design practices. Having directed the multi award-winning social enterprise ‘Designs of the Time’ (Dott Cornwall) for two years, Andrea will also consider the value of design as a way of encouraging new approaches to local government innovation.
This document provides guidance for design firms interested in doing social impact work. It discusses establishing focus by choosing intended areas of social impact, partner types, and project offerings. This will increase the likelihood of working on impactful projects and conserving resources. The document also emphasizes demonstrating value to unfamiliar clients, targeting transformational change, and addressing implementation gaps to maximize impact. Overall, it offers best practices for design firms to effectively engage in social impact work.
art2art is an online art exchange program that allows two groups to collaboratively create, share, discuss, and remix artworks over the internet. Group A creates an original artwork and posts it online. Group B then views this artwork and creates a response artwork of their own to post in return. The groups take turns creating and responding to each other's artworks. The goal is to encourage meaningful dialogue and lasting connections between participating groups through this ongoing creative process.
Work life innovation the role of networked technologiesDr Lendy Spires
This document discusses how networked technologies are enabling innovation in work-life balance. It is the fourth in a series exploring geographically distributed work. The document has two parts: Part 1 examines how technologies currently impact work and personal lives, as well as innovation processes. It provides examples like Smart Work Centers and Active Collaboration Rooms. Part 2 will discuss emerging technologies like cloud computing, connected devices, and collaboration platforms that are enabling new ways of working and living in a distributed manner. The document argues these technologies are driving open innovation and helping organizations, communities, and individuals achieve new outcomes.
Social Tech in Product Development | 2012 3DCIC ConferenceLifecycle Insights
Social technologies can be used in product development for ideation and detailed design by facilitating collaboration between internal teams and external partners. While prior attempts to use social media for work failed to provide the right context, new social technologies offer cloud-based collaboration platforms specifically designed for professional networks working on shared projects. These tools make collaboration more accessible and trackable compared to traditional methods. However, changing collaboration presents challenges as methods of collaboration are rarely documented and enforced like business processes.
"L'espressione latina dramatis personae, tradotta alla lettera, significa maschere del dramma e quindi è usata per indicare i personaggi."
"In user-centered design and marketing, personas are fictional characters created to represent the different user types that might use a site, brand, or product in a similar way.
Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may also be used as part of a user-centered design process for designing software and are also considered a part of interaction design (IxD), having been used in industrial design and more recently for online marketing purposes.
A user persona is a representation of the goals and behavior of a hypothesized group of users. In most cases, personas are synthesized from data collected from interviews with users. They are captured in 1–2 page descriptions that include behavior patterns, goals, skills, attitudes, and environment, with a few fictional personal details to make the persona a realistic character. For each product, more than one persona is usually created, but one persona should always be the primary focus for the design."
(Wikipedia)
This document discusses the use of design methods in public and social innovation. It notes that there has been a large push over the last decade to apply design thinking to public services. However, it also notes some criticisms of design methods. The document examines the strengths of design, such as understanding user experiences, ideation, rapid prototyping and visualization. It also discusses some weaknesses, such as high costs, lack of implementation skills, and failure to learn from other fields. Overall, it argues that design has potential to contribute when used as part of multidisciplinary teams that can address its limitations and learn from other approaches to innovation.
Andrea is the Chief Designer at Cornwall Council with responsibility for service design and innovation. In this talk Andrea will discuss the challenges and successes of engaging a Local Authority in design practices. Having directed the multi award-winning social enterprise ‘Designs of the Time’ (Dott Cornwall) for two years, Andrea will also consider the value of design as a way of encouraging new approaches to local government innovation.
This document provides guidance for design firms interested in doing social impact work. It discusses establishing focus by choosing intended areas of social impact, partner types, and project offerings. This will increase the likelihood of working on impactful projects and conserving resources. The document also emphasizes demonstrating value to unfamiliar clients, targeting transformational change, and addressing implementation gaps to maximize impact. Overall, it offers best practices for design firms to effectively engage in social impact work.
art2art is an online art exchange program that allows two groups to collaboratively create, share, discuss, and remix artworks over the internet. Group A creates an original artwork and posts it online. Group B then views this artwork and creates a response artwork of their own to post in return. The groups take turns creating and responding to each other's artworks. The goal is to encourage meaningful dialogue and lasting connections between participating groups through this ongoing creative process.
Work life innovation the role of networked technologiesDr Lendy Spires
This document discusses how networked technologies are enabling innovation in work-life balance. It is the fourth in a series exploring geographically distributed work. The document has two parts: Part 1 examines how technologies currently impact work and personal lives, as well as innovation processes. It provides examples like Smart Work Centers and Active Collaboration Rooms. Part 2 will discuss emerging technologies like cloud computing, connected devices, and collaboration platforms that are enabling new ways of working and living in a distributed manner. The document argues these technologies are driving open innovation and helping organizations, communities, and individuals achieve new outcomes.
Social Tech in Product Development | 2012 3DCIC ConferenceLifecycle Insights
Social technologies can be used in product development for ideation and detailed design by facilitating collaboration between internal teams and external partners. While prior attempts to use social media for work failed to provide the right context, new social technologies offer cloud-based collaboration platforms specifically designed for professional networks working on shared projects. These tools make collaboration more accessible and trackable compared to traditional methods. However, changing collaboration presents challenges as methods of collaboration are rarely documented and enforced like business processes.
"L'espressione latina dramatis personae, tradotta alla lettera, significa maschere del dramma e quindi è usata per indicare i personaggi."
"In user-centered design and marketing, personas are fictional characters created to represent the different user types that might use a site, brand, or product in a similar way.
Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may also be used as part of a user-centered design process for designing software and are also considered a part of interaction design (IxD), having been used in industrial design and more recently for online marketing purposes.
A user persona is a representation of the goals and behavior of a hypothesized group of users. In most cases, personas are synthesized from data collected from interviews with users. They are captured in 1–2 page descriptions that include behavior patterns, goals, skills, attitudes, and environment, with a few fictional personal details to make the persona a realistic character. For each product, more than one persona is usually created, but one persona should always be the primary focus for the design."
(Wikipedia)
The very nature of work, the way we work and where we work is changing. Businesses are reducing real estate, maximising the use of the space they have, increasing work from home and expecting their employees to adopt new practices from hot desking to unified communications. The need to collaborate with colleagues has never been greater, the pace of business has never been faster, and the pressures to be more productive are ever increasing. This white paper explores the drivers, need for change and case studies behind the technology solutions that are being deployed today to deliver collaborative solutions that fundamentally and permanently change the way we work.
The document discusses emerging technologies like big data, ambient technology, and voice/gesture interfaces. It notes that search engines are starting to act like intelligent agents that proactively provide contextual information. It also discusses issues around data privacy as data collection from various sources becomes ubiquitous. The end of privacy is debated as data about people's lives is increasingly public. The rise of big data and walled gardens threatens the open web. New interfaces like voice and gesture will also shape technology alongside robots.
Enterprise 2.0 - Efficient Collaboration and Knowledge ExchangeAcando Consulting
How to enable dispersed teams to coordinate their actions to achieve their goals and how to enable an organization to harness its collective intelligence - with the use of social software and principles of social media.
Are You Designing for engagement or interaction?Patrizia Bertini
Do you want to influence actions or do you want to involve emotionally?
How do you decide if you need to focus on interaction or engagement?
And what are the differences between engagement and interaction?
PRESENTED ON 12TH OCT 2016 @ MEXDESIGN16
The document summarizes a paper about Cloudworks, a social networking tool for sharing learning designs. It was created to address challenges in getting teachers to share innovative teaching practices. The tool is based on principles of object-oriented social networking, where users are connected through shared "social objects" like designs. This approach aims to encourage user participation and contribution through a user-generated culture of sharing, as seen on sites like Flickr and YouTube. The document outlines the theoretical basis for considering learning designs as social objects and the framework used to guide Cloudworks' development.
Service design futures - how to create 'sociable services'Andrea Cooper
Service design is changing, but how? here's some ideas from a talk I gave at the Institute for Government to Chief Executives of London Local Authorities.
Coworking and corporates - The next step in the New World of WorkJean-Yves Huwart
This document discusses how and why corporates are embracing coworking spaces. It outlines three main reasons that corporates use coworking: 1) to promote innovation and become a future-proof company, 2) to boost employee engagement and company culture, and 3) to rebrand and become a more attractive employer. It then provides examples of different corporate coworking models, such as opening coworking spaces in offices, membership models, and accelerator programs. It concludes by outlining what coworking operators can offer corporates, including space, creative environments, work methods, skills training, and using the Coworking Grid to align space design with organizational goals.
Hotels are increasingly incorporating coworking spaces to attract more business travelers and remote workers. Some hotels have opened dedicated coworking spaces, while others have turned underutilized areas like business centers into more vibrant coworking lounges. This allows hotels to build community among guests, increase repeat visits and loyalty program enrollment. It also boosts revenues from meetings and events. One consulting group proposes designing pop-up coworking spaces in hotel lobbies to test the concept and measure customer feedback.
The original 'Double Diamond' design methodbank Andrea Cooper
The orginal Double Diamond methodbank from 2003/4 created by http://cartlidgelevene.co.uk/ with Matt and George for the Design Council. Note, its not a double diamond!
Louis Suarez Potts - Community Matters Copu2009Mario B.
This document discusses what makes a successful open source software community and how to constitute such a community. It argues that an open source community depends on the enthusiasm of its members, which cannot be fabricated but must be enabled by a supportive environment. It advocates for regional communities to bring flexibility in accommodating social and cultural differences around the world. Successful communities require both the spirit of community among members as well as political infrastructure like governance structures and communication mechanisms. Qualities like leadership, perceived project value, and context can also influence a community's success.
Service Design Drinks started off into their 5th year. This edition discussed one of the most important services – education.
Our own Manuel – who recently co-organised a summit on the future of education – shed light on educational services in Germany with focus on digital tools. He presented a study, discuss today’s challenges and potential approaches to them.
To fit the topic the event took place at the ‘Evangelische Schule Berlin Zentrum’, known for its application of design thinking in the classroom.
The document discusses Nomatik Coworking, a service by Conjunctured Consulting Group that brings coworking experiences to organizations. Nomatik Coworking hosts "pop-up coworking" events that allow companies to access talented freelancers through temporary coworking spaces. These events provide opportunities for collaboration, innovation, and potentially hiring new talent. The document outlines the benefits of pop-up coworking and Conjunctured's process for facilitating connections between guests using software called SerendipityMachine.
Corporate Coworking - Leveraging Coworking to Increase Innovation in your Company.
Corporate coworking is the application of the principles of the global
coworking movement in corporate environments. In building communities
grounded in trust, openness, autonomy, and creativity, coworking spaces
have become some of the most innovative work environments in the world!
Through our proprietary program, OpenWork delivers the coworking
experience to companies seeking to ‘open up their cultural operating system’
to become more creative and innovative
This document discusses authorship and control in generative design. It provides context on generative design as a method that uses algorithms or rules to create outputs. Control can come from variables within the system that users can manipulate. Interaction design has combined with generative design, involving users in the authorship process. The document examines how generative design can give audiences more control over the design, challenging the designer's sole authority. It references theorists like Roland Barthes who argued that meaning comes from an artwork's interpreters, not just its creator. The document also outlines the author's interest in understanding the relationship between designers and users, and how two exhibitions influenced their interest in generative and interactive design.
Carlos Torres-Cervantes Visual Design Portfolio 2021catmadethat
Carlos Alberto Torres-Cervantes is a 3D visual artist and designer who graduated from NC State University with a Master's in Architecture and Bachelor's in Industrial Design. He has work experience in architecture firms in North Carolina designing residential projects and creating 3D models, plans, and presentations. He also has experience in graphic design, creating promotional materials, illustrations, and logos for various clients. His areas of expertise include 3D modeling, animation, graphic design, illustration, architecture, and industrial design.
How the web changes the organisation of business - and the business of organi...david cushman
The document discusses how the web and technologies like 3D printing are changing business and organization. It argues that the future will be more self-organized, with people coming together in groups to solve problems and create solutions. The role of organizations will be to act as platforms that bring people together and help discover collective solutions, rather than being the direct makers of products. It suggests organizations transition to platform thinking by becoming more open and focusing on understanding shared purposes to support and empower groups of people seeking to create positive change.
Eco Events PR Group helps event planners reduce their carbon footprint and promote their green efforts through strategic social media campaigns and community initiatives like tree planting. They measure emissions, implement reduction tactics, and pitch green stories to media to increase attendance and encourage participation in local greening activities. This gives attendees a sense of accomplishment while supporting the community and ensuring they return in future years.
This document discusses establishing an optimal framework for collaborative design processes. It examines how playing, learning, and working have blurred together with new technologies and can inform each other. Several case studies are presented that explore using crowdsourcing tools for collaborative urban design projects. The goal of the research is to analyze different size design projects and determine an optimal allocation of resources and workflow based on the project scope and use of collaborative technologies.
This document discusses moving from user-centric design of online communities towards community-centric design. It notes that online communities now reach 70% of the global online audience and are blurring the lines between producers and users through participation, sharing, and co-creation. However, most user-generated content comes from only 1% of community members. Living labs are proposed as a way to involve more community members in innovation processes by exposing them to new solutions in familiar contexts over medium-to-long term studies. The challenges of community-centric design are also discussed.
This document provides an annotated bibliography for a project on how data can change the world through the work of the Open Knowledge Foundation. The bibliography lists 7 sources that helped the author understand key concepts related to creative industries, design, data, technology, and open knowledge. These sources provided context on topics like defining creative industries, understanding design management processes, analyzing how creativity can generate money, and recognizing how technological innovations are hidden within certain creative fields. The primary source was the Open Knowledge Foundation website, which helped the author learn about the organization and informed the questions for an interview conducted as part of the project.
The very nature of work, the way we work and where we work is changing. Businesses are reducing real estate, maximising the use of the space they have, increasing work from home and expecting their employees to adopt new practices from hot desking to unified communications. The need to collaborate with colleagues has never been greater, the pace of business has never been faster, and the pressures to be more productive are ever increasing. This white paper explores the drivers, need for change and case studies behind the technology solutions that are being deployed today to deliver collaborative solutions that fundamentally and permanently change the way we work.
The document discusses emerging technologies like big data, ambient technology, and voice/gesture interfaces. It notes that search engines are starting to act like intelligent agents that proactively provide contextual information. It also discusses issues around data privacy as data collection from various sources becomes ubiquitous. The end of privacy is debated as data about people's lives is increasingly public. The rise of big data and walled gardens threatens the open web. New interfaces like voice and gesture will also shape technology alongside robots.
Enterprise 2.0 - Efficient Collaboration and Knowledge ExchangeAcando Consulting
How to enable dispersed teams to coordinate their actions to achieve their goals and how to enable an organization to harness its collective intelligence - with the use of social software and principles of social media.
Are You Designing for engagement or interaction?Patrizia Bertini
Do you want to influence actions or do you want to involve emotionally?
How do you decide if you need to focus on interaction or engagement?
And what are the differences between engagement and interaction?
PRESENTED ON 12TH OCT 2016 @ MEXDESIGN16
The document summarizes a paper about Cloudworks, a social networking tool for sharing learning designs. It was created to address challenges in getting teachers to share innovative teaching practices. The tool is based on principles of object-oriented social networking, where users are connected through shared "social objects" like designs. This approach aims to encourage user participation and contribution through a user-generated culture of sharing, as seen on sites like Flickr and YouTube. The document outlines the theoretical basis for considering learning designs as social objects and the framework used to guide Cloudworks' development.
Service design futures - how to create 'sociable services'Andrea Cooper
Service design is changing, but how? here's some ideas from a talk I gave at the Institute for Government to Chief Executives of London Local Authorities.
Coworking and corporates - The next step in the New World of WorkJean-Yves Huwart
This document discusses how and why corporates are embracing coworking spaces. It outlines three main reasons that corporates use coworking: 1) to promote innovation and become a future-proof company, 2) to boost employee engagement and company culture, and 3) to rebrand and become a more attractive employer. It then provides examples of different corporate coworking models, such as opening coworking spaces in offices, membership models, and accelerator programs. It concludes by outlining what coworking operators can offer corporates, including space, creative environments, work methods, skills training, and using the Coworking Grid to align space design with organizational goals.
Hotels are increasingly incorporating coworking spaces to attract more business travelers and remote workers. Some hotels have opened dedicated coworking spaces, while others have turned underutilized areas like business centers into more vibrant coworking lounges. This allows hotels to build community among guests, increase repeat visits and loyalty program enrollment. It also boosts revenues from meetings and events. One consulting group proposes designing pop-up coworking spaces in hotel lobbies to test the concept and measure customer feedback.
The original 'Double Diamond' design methodbank Andrea Cooper
The orginal Double Diamond methodbank from 2003/4 created by http://cartlidgelevene.co.uk/ with Matt and George for the Design Council. Note, its not a double diamond!
Louis Suarez Potts - Community Matters Copu2009Mario B.
This document discusses what makes a successful open source software community and how to constitute such a community. It argues that an open source community depends on the enthusiasm of its members, which cannot be fabricated but must be enabled by a supportive environment. It advocates for regional communities to bring flexibility in accommodating social and cultural differences around the world. Successful communities require both the spirit of community among members as well as political infrastructure like governance structures and communication mechanisms. Qualities like leadership, perceived project value, and context can also influence a community's success.
Service Design Drinks started off into their 5th year. This edition discussed one of the most important services – education.
Our own Manuel – who recently co-organised a summit on the future of education – shed light on educational services in Germany with focus on digital tools. He presented a study, discuss today’s challenges and potential approaches to them.
To fit the topic the event took place at the ‘Evangelische Schule Berlin Zentrum’, known for its application of design thinking in the classroom.
The document discusses Nomatik Coworking, a service by Conjunctured Consulting Group that brings coworking experiences to organizations. Nomatik Coworking hosts "pop-up coworking" events that allow companies to access talented freelancers through temporary coworking spaces. These events provide opportunities for collaboration, innovation, and potentially hiring new talent. The document outlines the benefits of pop-up coworking and Conjunctured's process for facilitating connections between guests using software called SerendipityMachine.
Corporate Coworking - Leveraging Coworking to Increase Innovation in your Company.
Corporate coworking is the application of the principles of the global
coworking movement in corporate environments. In building communities
grounded in trust, openness, autonomy, and creativity, coworking spaces
have become some of the most innovative work environments in the world!
Through our proprietary program, OpenWork delivers the coworking
experience to companies seeking to ‘open up their cultural operating system’
to become more creative and innovative
This document discusses authorship and control in generative design. It provides context on generative design as a method that uses algorithms or rules to create outputs. Control can come from variables within the system that users can manipulate. Interaction design has combined with generative design, involving users in the authorship process. The document examines how generative design can give audiences more control over the design, challenging the designer's sole authority. It references theorists like Roland Barthes who argued that meaning comes from an artwork's interpreters, not just its creator. The document also outlines the author's interest in understanding the relationship between designers and users, and how two exhibitions influenced their interest in generative and interactive design.
Carlos Torres-Cervantes Visual Design Portfolio 2021catmadethat
Carlos Alberto Torres-Cervantes is a 3D visual artist and designer who graduated from NC State University with a Master's in Architecture and Bachelor's in Industrial Design. He has work experience in architecture firms in North Carolina designing residential projects and creating 3D models, plans, and presentations. He also has experience in graphic design, creating promotional materials, illustrations, and logos for various clients. His areas of expertise include 3D modeling, animation, graphic design, illustration, architecture, and industrial design.
How the web changes the organisation of business - and the business of organi...david cushman
The document discusses how the web and technologies like 3D printing are changing business and organization. It argues that the future will be more self-organized, with people coming together in groups to solve problems and create solutions. The role of organizations will be to act as platforms that bring people together and help discover collective solutions, rather than being the direct makers of products. It suggests organizations transition to platform thinking by becoming more open and focusing on understanding shared purposes to support and empower groups of people seeking to create positive change.
Eco Events PR Group helps event planners reduce their carbon footprint and promote their green efforts through strategic social media campaigns and community initiatives like tree planting. They measure emissions, implement reduction tactics, and pitch green stories to media to increase attendance and encourage participation in local greening activities. This gives attendees a sense of accomplishment while supporting the community and ensuring they return in future years.
This document discusses establishing an optimal framework for collaborative design processes. It examines how playing, learning, and working have blurred together with new technologies and can inform each other. Several case studies are presented that explore using crowdsourcing tools for collaborative urban design projects. The goal of the research is to analyze different size design projects and determine an optimal allocation of resources and workflow based on the project scope and use of collaborative technologies.
This document discusses moving from user-centric design of online communities towards community-centric design. It notes that online communities now reach 70% of the global online audience and are blurring the lines between producers and users through participation, sharing, and co-creation. However, most user-generated content comes from only 1% of community members. Living labs are proposed as a way to involve more community members in innovation processes by exposing them to new solutions in familiar contexts over medium-to-long term studies. The challenges of community-centric design are also discussed.
This document provides an annotated bibliography for a project on how data can change the world through the work of the Open Knowledge Foundation. The bibliography lists 7 sources that helped the author understand key concepts related to creative industries, design, data, technology, and open knowledge. These sources provided context on topics like defining creative industries, understanding design management processes, analyzing how creativity can generate money, and recognizing how technological innovations are hidden within certain creative fields. The primary source was the Open Knowledge Foundation website, which helped the author learn about the organization and informed the questions for an interview conducted as part of the project.
Presentation held at the 10th Scandinavian Workshop on E-Government, Oslo, February 5-6, 2013.
The presentation was based on the discussion paper Social media in public sector innovation, available here: http://www.academia.edu/2496809/Social_media_in_public_sector_innovation
Personal dashboards for individual learning and project awareness in social s...Wolfgang Reinhardt
The document discusses the concept and implementation of personal dashboards within the eCopSoft collaborative development environment. It aims to enhance awareness, learning, and coordination for developers working on multiple projects. There are three types of dashboards proposed: 1) a community dashboard, 2) a project dashboard, and 3) a my-eCopSoft dashboard for individual users. The dashboards will combine and display data from different eCopSoft tools and projects through customizable "pods". This will provide developers with an integrated view of their work across multiple teams and contexts.
This document provides an overview of collaborative work and the future of collaboration. It discusses how collaboration is no longer defined by people working together in the same physical space due to new technologies that allow remote collaboration. The document also outlines eight principles for successful collaboration and discusses how emerging technologies like videoconferencing, unified communication tools, and interactive surfaces will change the nature of collaborative work. Early adopters in companies are already experimenting with new collaborative environments and technologies.
Collaboration can be defined as the process whereby people work together. Traditionally this also meant being together, at the same time and place. Now, with new technology, connectivity and the ‘death of distance’, collaboration is being redefined as the experience of people working together, sharing ideas, data and analysis to develop collective solutions. What has changed is that people no longer need to sit together in the same space to undertake collaborative work.
A Rambling Talk on Interaction Design Industry TrendsTing-Han Chen
This document summarizes Daniel Chen's talk on interaction design industry trends. Chen defines the interaction design industry as fields that employ interaction design thinking and techniques as a core value, where interaction design plays a critical role. He identifies 17 emerging fields that could be considered part of the interaction design industry, including interactive exhibitions, art, products, games, home appliances, and more. Chen notes the interaction design industry is broad and ill-defined, but many domains are incorporating interaction design. The future of the industry may include new interaction design-driven businesses, more entrepreneurship, and growth of service design and user experience consulting.
The document discusses knowledge management and how Web 2.0 tools can be used to share, innovate, reuse, collaborate and learn. It describes how knowledge exists everywhere and is impacted by different generations currently in the workforce. Web 2.0 allows knowledge to be decentralized, distributed and dynamic. Tools like blogs, wikis and social networking can help connect people and spread knowledge in new ways.
The next generation of collaborative work will be defined by a shift from information handling to interaction management and socialization. Social software seems an unlikely example for enterprise collaboration initially, but networks allow tapping into collective coworker knowledge better than previous approaches. Communities form organically in social networks, connections are stronger, and adoption is faster due to ease of use. While past technologies like groupware and portals improved collaboration, social software facilitates user-driven interaction and knowledge-sharing.
Social Media: Delivering for Project Management?Trevor Roberts
Presentation given to Projekt Management Austria conference, PMA Focus, on 18th October 2012.
<br />
Abstract:
Social media offers us new ways of communicating and new ways of connecting with people. An important part of project management is effective communication, so at first glance social media should be able to help us deliver our projects. But is this really the case? Do the methods of social media, and the ethos behind it, really assist us in bringing in projects on time, on budget, at the required quality? Can tweets really help deliver a project?
At first glance, the worlds of project management and social media would appear to be very far apart. The ethos of each can seem to be in direct opposition to the other, leading to strong questions as to how they can ever hope to be used together.
For example, project management is traditionally formal and defined - it deals with the assignment of work, monitoring and control of that work, and rigid reporting routes. Social media, by contrast, is designed to allow conversations, information sharing, and collaboration with self-selecting groups.
The truth is, while project management can have its formal structures, it is also at its heart about effective communication. In the past we have used strict methods of delivering this communication to ensure it is timely, accurate, and effective - but couldn't the tools of social media, which is all about communication - allow us to improve on this?
This talk will look at the new possibilities provided by social media, and try to understand how, and if, they can be brought together with project management to provide effective tools. We will look at the different technologies that exist under the social media banner, such as blogs, Twitter, and business networking like LinkedIn, and try to define if they are really offering improvements to the way we currently work, or if they instead present revolutionary changes that require a wholesale re-evaluation of how we manage our projects.
By the end of this talk, I hope to enable you to make sensible judgements about which social media tools you can start using right now to improve your project management, and to answer the important question: is social media really delivering what project management needs?
Ems - Summer I ’11 - T101 Lecture 9: Peter Blank on the Changing Nature of WorkLindsayEms
This document discusses the changing nature of work in the media industry and provides advice for future media workers. It outlines four types of media professionals: networkers, managers, DIYers, and creative designers. It emphasizes the importance of social networks and connections for career success. The key takeaways are to build friendships, set goals with deadlines, and keep an eye out for business opportunities.
Web 2.0 focuses on application services rather than software. Unlike technologies introduced in the 1990s, application services do not require users to load software and instead reside on the web. The article discusses trends associated with Web 2.0 like focusing on niche or "long tail" markets, enabling user-generated content, and providing services that can be accessed from any device via the web rather than requiring specific software. These trends are shaping how e-learning is developing, with a focus on short, on-demand microcontent and leveraging user-generated content and multiple media types.
The document discusses models for the stages of growth in integrating social media and web technologies into business activities. It summarizes Earl's model of six stages from external communications to transformation. It also describes a social enterprise model with stages from external communications to social enterprise/Enterprise 2.0. Finally, it discusses how social enterprises and sustainable communications can evolve together from external communications to enterprise-wide as companies mature through the stages of social business.
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.
This document discusses the changing nature of work in the media industry and provides advice for future media workers. It outlines four types of media professionals - Networkers, (Project) Managers, DIY'ers, and Creative Designers. It emphasizes the importance of social networks and connections for gaining competitive advantages. It recommends that future media workers go out and make friends, set goals with deadlines, and keep their eyes open for business opportunities by leveraging their networks.
Montressa L. Washington gave a presentation on using crowdsourcing, collaboration and Web 2.0 tools to enhance project management. She discussed how Enterprise 2.0 allows for new collaboration patterns through tools like wikis, blogs and social networks. Examples were given of how crowdsourcing, collaboration and social media can be used in project management, such as using ideation platforms for crowdsourcing ideas and online communities to facilitate collaboration. Web 2.0 tools like social bookmarks and profiles can also help with knowledge sharing and finding expertise.
The document discusses social collaboration using HyperOffice Social. It introduces social collaboration as applying social media concepts to core business problems like collaboration. HyperOffice Social achieves a balance between collaboration tools and social media by combining their benefits, allowing structured business data and conversations while encouraging sharing. The software's features include social messaging, activity walls, and attaching business documents and records to conversations for context.
Co-Creation with Lead Users on the Digital Research Platform www.dieNEONauten.deNicolas Loose
This is the presentation I held at the General Online research Conference in Düsseldorf on March 16th 2011. #gor11
Some great thoughts are taken from Christian Crumlish and Erin Malone whose social design patterns are truly inspiring for everyone who conducts qualitative digital research with communities.
A great thanks also goes to Eric von Hippel, who made his publications downloadable at http://web.mit.edu/evhippel/www/
The document discusses 1) key questions PR practitioners have about using social media and how academics can contribute, 2) background on teaching online PR and participatory action research, and 3) a model of online PR involving different levels of engagement from basic digital PR to fully utilizing social media. It advocates for participatory action research where academics and practitioners collaborate to solve problems and transfer knowledge in both directions. Some challenges to this approach include issues of time, teams, roles and maintaining close collaboration between groups.
This document is a thesis submitted and defended on March 17, 2014 by Raphaëlle Laubie for the degree of Doctor in Business Administration from Paris-Dauphine University. The thesis examines the determinants of online collective action in patient communities, using the case study of Patients 2.0. The thesis contains an introduction, literature review on relevant topics such as system usage, social behaviors, group dynamics and collective action. It then describes the research design using semi-structured interviews and critical realism. The results identify driving forces like utilitarian, social and hedonic values, and restraining forces like cost values. The conclusion discusses the contributions and limitations of understanding online collective action in virtual patient communities.
Medicine 2.0_Harvard Medical School_Raphaelle Laubie_09152012 Raphaëlle Laubie
This document presents an expectancy-value model of patients' participation in virtual communities. It combines the Motivation-Opportunity-Ability model and Expectancy-Value Theory to examine how social value, hedonic value, utilitarian value, and cost determine patients' desires for online collective action. A mixed-methods study was conducted with interviews and a quantitative survey of French cancer and autism communities. Results found that social value, utilitarian value, and hedonic value positively influenced participation, while costs had a negative influence. The study aims to help improve social media adoption models for health and inform platform design.
The document summarizes Wanda Orlikowski's 2000 paper that proposes a "practice lens" for examining how technologies are enacted in organizational settings. It suggests technologies and their use are continually evolving through human interaction rather than being static artifacts. An empirical example examines how the Lotus Notes software was used differently by various user groups in an organization, enacting multiple "technologies-in-practice." The practice lens views human agency as ongoingly constituting the structures around a technology through its recurrent use.
This document discusses common misconceptions about grounded theory. It notes that grounded theory is not:
1) An excuse to ignore existing literature. Researchers should have knowledge of prior research and define a research question before entering the field.
2) Presentation of raw data without analysis. Grounded theory requires constant analysis between data collection and coding to develop theoretical categories.
3) Theory testing, content analysis, or simple word counts. Grounded theory is used to develop fresh understandings, not make claims about objective reality.
4) Routine application of formulaic techniques to data. Qualitative software alone is not enough; interpretation is required to develop meaningful categories.
5) Perfect or easy.
The document discusses power as the basis for organized action according to authors Crozier and Friedberg. It outlines that power exists in relationships between actors and is developed through exchange. An actor's power comes from the opportunities and freedom of action available to them within a relationship. Organizations can help regulate power relationships by reducing uncertainties and establishing rules and structures to govern conduct. Expertise, management of environmental uncertainties, control of information flows, and use of rules are identified as sources of power for organizations. Actors can employ strategies like diversifying relationships and controlling the time factor to influence power dynamics.
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This presentation is a curated compilation of PowerPoint diagrams and templates designed to illustrate 20 different digital transformation frameworks and models. These frameworks are based on recent industry trends and best practices, ensuring that the content remains relevant and up-to-date.
Key highlights include Microsoft's Digital Transformation Framework, which focuses on driving innovation and efficiency, and McKinsey's Ten Guiding Principles, which provide strategic insights for successful digital transformation. Additionally, Forrester's framework emphasizes enhancing customer experiences and modernizing IT infrastructure, while IDC's MaturityScape helps assess and develop organizational digital maturity. MIT's framework explores cutting-edge strategies for achieving digital success.
These materials are perfect for enhancing your business or classroom presentations, offering visual aids to supplement your insights. Please note that while comprehensive, these slides are intended as supplementary resources and may not be complete for standalone instructional purposes.
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2. KENNEDY, HELEN
Principal Lecturer in Interactive Media in the School
of Social Sciences, Media and Cultural Studies at the
University of East London.
Researching new media in/equalities,
Interested in collaborative new media production,
her current research on Inclusive New Media Design
focuses on new media design and production
practices
She has published articles and edited a book on the
subjects of gender, technology, in/equality and
virtual identity.
Her interactive media practice includes a range of
collaborative projects, on which she has worked as
project manager, website builder and programmer.
Net work: the professionalization of web design
Kennedy Helen
2
3. ISSUE
Paper is a call for research response to Gill’s 2002 paper invoking that new
media workers are rarely studied:
- What they feel about their work
- What works mean to them
INMD (Inclusive New Media Design)’s panel of 31 designers (13 w and 18 m):
- web designer
- web developer
- digital content producer
- creative director
- information architect
Net work: the professionalization of web design
Kennedy Helen
3
4. LITERATURE INPUTS: CHARACTERISTICS OF W
Intense passion for their work (web professionals) mainly explains but the
pleasurable activity (Gill, 2007; Christopherson, 2004; Kennedy, 2009. Neff at
al., 2005)
Importance of creativity: (Florida, 2003)
- work practices
- lifestyles
What Ross (2003) calls “the industrialisation of bohemia’’:
- uneven project based working patterns (up to 80-hour weeks)
- flexibility and adaptibility
Characteristics of these working patterns:
- freedom and autonomy (Leadbeater,and Oakley, 1999) (+)
- heterarchical organisations (Writtel et al., 2002) (+)
- ‘corrosion of character’ due to the lack of stability (Sennett, 1998) (-)
- individualization of work implying an increased sense of risk (Deuze, 2007;
Sennett, 1998, 2006) (-)
Net work: the professionalization of web design
Kennedy Helen
4
5. LITERATURE INPUTS: STRATEGIES
Because precarity and affect are linked (Ehrenstein, 2007), strategies have to
be developed:
- Mobilisation of experience
- Networking
matter of culture (Castell, 1996)
core competence of new media work
With network characteristics:
- is a matrix of fleeting and dynamic encounters, a response to the
transient and disembedded conditions of late capitalism (Wittel, 2001) (+)
- replacement of hierarchies with loose networks at work is indicative
of increased ambiguity and other ills in work today (Sennett, 2006) (-)
With limits, it doesn’t apply to all media work
Net work: the professionalization of web design
Kennedy Helen
5
6. ON PROFESSIONALISM IN NEW MEDIA WORK
Professionalism in new media work with relationship between policy and work
Identity (Christopherson, 2004) :
- in old media (television and film), workers defined themselves as
professionals – ‘occupational groups that are self-governing’ (2004: 551),
- recent economic and regulatory changes mean that old and new media
workers alike are increasingly entrepreneurial – that is, ‘self-investors’
whose ‘career goal is success as an independent contractor, not in full-
time, long-term employment’ (2004: 552)
‘new media work is more appropriately characterized as entrepreneurial than
as professional’
Web evangelist Molly Holzschlag defines this new professionalism as follows:
‘The essence of this new professionalism isn’t about being perfect at what we
do. It’s being able to say: Hey, I don’t know that. Let me go find out. This
new professionalism means taking responsibility for the education of
ourselves and each other. (2005)’
Net work: the professionalization of web design
Kennedy Helen
6
7. ON PROFESSIONALISM IN NEW MEDIA WORK
Accessibility
#1 Accessibility as a necessary component of the project of
being a good web professional.
Commitment to web accessibility for groups of people
with a wide range of disabilities is striking (‘turn’
Building an towards professionalism)
accessible
Ten years ago, it was common to believe that designing
web, for an accessibly limited creativity. Number of web designers
audience as and developers are increasingly committed to
accessibility as an integral part of their work.
broad as
possible Accessibility no longer hinders creativity – instead,
creativity is mobilized as a means to come up with
accessible design solutions
Net work: the professionalization of web design
Kennedy Helen
7
8. ON PROFESSIONALISM IN NEW MEDIA WORK
Keeping up
#2 Research participants testimonies:
I listen to a lot of podcasts on my mobile.…I tend to listen to them when I’m
washing up, walking or doing other things that I need to do, but don’t need to
think about.
The effort (Timothy, self-employed web developer)
I’ve got an iPhone and use that to send and receive emails, and subscribe to
that they podcasts.… I update Twitter regularly using Hahlo and have even blog posted
from my iPhone. I have gReader bookmarked where I read rss feeds.… I follow
make to many in the standards community who are already using Twitter to share
information, link to blog posts, etc. The reactions are immediate and there has
keep up been some interesting debate
on Twitter, all in 140-letter posts!
with their (Gregory, self-employed web designer)
New professionalism of web workers is the
trade ability to acknowledge and take responsibility for gaps
in knowledge (Holzschlag, 2005)
Net work: the professionalization of web design
Kennedy Helen
8
9. ON PROFESSIONALISM IN NEW MEDIA WORK
Keeping up
#2 Therefore web workers are ‘always on’, and according to
Ross (2003) ‘such workstyles suck’ and is working as ‘like
being paid for a hobby’ (Gill, 2007)
The effort Probably the main reason I love the industry I work in so much is the
communication aspect, so that anyone anywhere can communicate with anyone
that they else because of this brilliant tool. And every day that excites me and it excites
me how different people use it and the new things and the new ideas people
make to are coming up with.
Underpinning all that, my interest in usability and accessibility is trying to
keep up make sure that anyone, on any device, with any ability, can use that
communication tool, because I think it would be a grave shame if we didn’t
with their make sure that it was open to everyone.
(Gregory, self-employed web designer)
trade What comes first for this web worker, passion or
professionalism? The two items are tightly linked.
Net work: the professionalization of web design
Kennedy Helen
9
10. ON PROFESSIONALISM IN NEW MEDIA WORK
A serious craft
One of the things that Sennett (2006) laments in the
#3 postmodern culture of the new capitalism is the shift
from depth to surface
What counts In web design the flexible worker and the craftsperson,
are not opposites. Thus it is possible to be simultaneously
at work an adaptable, entrepreneur-like labourer in
today is the contemporary flexible organizations, a craftsperson and
a professional.
deeper skills
of the Craftspersonship and flexibility are both intricately
bound up with professionalism, as caring about realizing
craftsperson the craft of web design well, which in turn means being
flexible and adaptable, and keeping up to date with new
developments.
Net work: the professionalization of web design
Kennedy Helen
10
11. ON PROFESSIONALISM IN NEW MEDIA WORK
Networking practices
Is Networking important in web designers work?
Networking is important when you think about being active in your industry.
But if you’re active in the industry and you’re putting stuff out and you’re out
#4 there being known for what you’re doing then that’s really important.…It does
depend on how you define networking.
(Paul, creative director, independent web design agency)
Networking Sharing experiences are the ‘best thing’ about the
workshops, and many participants shared what they
practices is learnt in them, by discussing, sharing physical resources,
sharing or blogging about the project.
Participation in networking/sharing practices is
voluntary, self-managed and self-regulated. By opening
up their code for feedback from others, web designers
assume individual responsibility for maintaining high,
professional standards.
Net work: the professionalization of web design
Kennedy Helen
11
12. CALL FOR RESEARCH
Questions that remained unanswered:
- Is the professionalization of web design a form of control, and if so, who is
controlling what?
- Are its ethical codes – of web standards and of accessibility –
a means of excluding outsiders?
- If so, who is getting excluded when web designers talk about good and bad
web design practice?
- What does it mean, then, ideologically, to talk about web design as
professionalized and professionalizing, and what are the consequences for
web audiences, especially disabled ones?
- It is laudable that accessibility and inclusion form part of a sense of
professionalism among web designers, but what are the full political and
economic implications of this?
Addressing these questions will contribute to our understanding of the labour
and politics of web design.
Net work: the professionalization of web design
Kennedy Helen
12
13. Net work: the professionalization of web design
Kennedy Helen
Personal Branding raphaelle.laubie@orange.fr
fr.linkedin.com/in/raphaellelaubie
facebook.com/raphaelle.laubie
twitter.com/RaphaelleLAUBIE
Raphaëlle LAUBIE
13