In this presentation, I share some of my research during my MA Design Practice at Northumbria University when I was investigating on Creating Innovative Design Software Solutions within Collaborative/Distributed Design Environments [...]
This document provides an overview of an interaction design master studio course taught by Dave Malouf. It includes exercises focused on exploring different interaction paradigms like how many actions can be performed with a single button. It also discusses foundations of interaction design like time, metaphor, abstraction, motion and negative space. Students are encouraged to experiment with different media and materials to design interactions.
This document provides an introduction to a course on user experience (UX) design. It includes biographies of the instructor and teaching assistant. It outlines the weekly topics to be covered in the course, including strategy, scope, structure, unique contexts, visual design, and a final project. It discusses grading criteria, software/books recommended, and concludes with introducing the concept of UX and usability testing as homework.
This document discusses the challenges of human-centered research in human-computer interaction (HCI). It notes that while humans are complicated and unpredictable, they are also interesting. It explores how HCI studies people, including through fieldwork and co-design. Challenges include sustaining participation over time and balancing stakeholder interests. While new technologies make interaction seamless, humans still matter and HCI must consider social consequences. The document calls for acknowledging pitfalls and bias, and critiquing views of AI as human-less.
Pattern Languages for Public Problem Solving: Seven Seeds for Theory and Prac...Douglas Schuler
This is my keynote presentation at the 2014 PURPLSOC Preparatory Workshop at the University of the Danube in Austria. PURPLSOC is an acronym for the Pursuit of Pattern Languages for Societal Change. I discussed seven "seeds" (or concepts) for working with pattern languages that would be useful in developing more equitable, peaceful, and sustainable futures.
Habilidades lingüísticas daniel cassany...Nohemi M.
El documento describe las habilidades lingüísticas fundamentales para la comunicación, que incluyen hablar, escribir, escuchar y leer. Estas habilidades se clasifican según si son orales o escritas, y si tienen un papel receptivo o productivo en la comunicación. Además, las macrohabilidades combinan la comprensión lectora con la expresión oral y permiten desarrollar una comprensión global del texto e inferir significados de palabras desconocidas.
công ty chuyên sản xuất in thêu mũ nón du lịch, tai bèo, quảng cáo và các loại đồng phục bảo hộ lao động, áo thun, cờ lễ hội, cờ công ty theo yêu cầu của khách hàng gần xa
El documento describe 5 ángulos básicos para tomar fotografías: el ángulo normal muestra el sujeto de forma natural; el ángulo picado logra una sensación de vulnerabilidad y se usa en niños y objetos pequeños; el ángulo cenital enfoca el objeto y muestra más el entorno; el ángulo contrapicado produce una sensación de superioridad y se usa en edificios; y el ángulo nadir incrementa la sensación de superioridad y hace ver todo de forma enorme.
This document provides an overview of an interaction design master studio course taught by Dave Malouf. It includes exercises focused on exploring different interaction paradigms like how many actions can be performed with a single button. It also discusses foundations of interaction design like time, metaphor, abstraction, motion and negative space. Students are encouraged to experiment with different media and materials to design interactions.
This document provides an introduction to a course on user experience (UX) design. It includes biographies of the instructor and teaching assistant. It outlines the weekly topics to be covered in the course, including strategy, scope, structure, unique contexts, visual design, and a final project. It discusses grading criteria, software/books recommended, and concludes with introducing the concept of UX and usability testing as homework.
This document discusses the challenges of human-centered research in human-computer interaction (HCI). It notes that while humans are complicated and unpredictable, they are also interesting. It explores how HCI studies people, including through fieldwork and co-design. Challenges include sustaining participation over time and balancing stakeholder interests. While new technologies make interaction seamless, humans still matter and HCI must consider social consequences. The document calls for acknowledging pitfalls and bias, and critiquing views of AI as human-less.
Pattern Languages for Public Problem Solving: Seven Seeds for Theory and Prac...Douglas Schuler
This is my keynote presentation at the 2014 PURPLSOC Preparatory Workshop at the University of the Danube in Austria. PURPLSOC is an acronym for the Pursuit of Pattern Languages for Societal Change. I discussed seven "seeds" (or concepts) for working with pattern languages that would be useful in developing more equitable, peaceful, and sustainable futures.
Habilidades lingüísticas daniel cassany...Nohemi M.
El documento describe las habilidades lingüísticas fundamentales para la comunicación, que incluyen hablar, escribir, escuchar y leer. Estas habilidades se clasifican según si son orales o escritas, y si tienen un papel receptivo o productivo en la comunicación. Además, las macrohabilidades combinan la comprensión lectora con la expresión oral y permiten desarrollar una comprensión global del texto e inferir significados de palabras desconocidas.
công ty chuyên sản xuất in thêu mũ nón du lịch, tai bèo, quảng cáo và các loại đồng phục bảo hộ lao động, áo thun, cờ lễ hội, cờ công ty theo yêu cầu của khách hàng gần xa
El documento describe 5 ángulos básicos para tomar fotografías: el ángulo normal muestra el sujeto de forma natural; el ángulo picado logra una sensación de vulnerabilidad y se usa en niños y objetos pequeños; el ángulo cenital enfoca el objeto y muestra más el entorno; el ángulo contrapicado produce una sensación de superioridad y se usa en edificios; y el ángulo nadir incrementa la sensación de superioridad y hace ver todo de forma enorme.
The document discusses common mistakes made when constructing sentences, such as not properly conjugating auxiliary verbs with the subject and tense. It notes that auxiliary verbs like "is", "are", "am", "was", "were", and "will" must match the subject and tense, whether the sentence is affirmative or negative. Examples are provided like "They bought a new car, didn’t they?" and "Don’t go to miss the lesson, will you?" to illustrate proper auxiliary verb usage.
Lalit Singh has completed the requirements to be recognized as an Android Certified Application Engineer. The certificate was issued on Nov. 19, 2015 and can be verified by visiting www.androidatc.com/_transcript.php with the Android ATC ID of ATC1001122.
Los principales símbolos patrios del Perú son la bandera, el escudo y el himno nacional. La bandera peruana consta de tres franjas verticales rojas y blancas. El escudo nacional muestra una vicuña, un árbol de quina y una cornucopia derramando monedas de oro. El himno nacional, adoptado en 1821, expresa el fervor patriótico de los peruanos por la independencia. Otros símbolos incluyen la escarapela con los colores de la bandera.
The Ennis Hall Art Gallery is displaying paintings and drawings by artist Ken Procter in an exhibition called "Journeys". The retrospective spans 30 years of Procter's work and shows his artistic evolution and exploration through varied themes and styles. Procter's works are influenced by Eastern and Western landscape painters and feature nature as the dominant theme along with symbolism and spirituality. The exhibition runs from August 17 to September 11, 2015 and includes over 90 of Procter's works, showcasing his unique representations of nature through line, shadow, and geometric and organic forms.
Mariiijo García se siente hermosa y no le importa lo que las personas envidiosas digan de ella. Ella no necesita ser como otras para sentirse bella y no necesita llamar la atención gritando o saltando.
Máy xịt rửa xe cho tiệm rửa xe chuyên nghiệp cho các tiệm rửa xe máy. Ưu điểm giá thành rẻ, lượng nước lớn.
Chi tiết: http://mayruaxegiare.com/san-pham/may-xit-rua-xe-hl45/
HYH Systems provides medical transcription and other business process outsourcing services to hospitals, clinics, and medical practices. It offers transcription turnaround times as quick as 1-2 hours for STAT reports. Services include medical transcription, medical records processing, and custom website development. Rates are as low as 8-12 cents per line and the company aims to reduce clients' costs by up to 40% compared to traditional vendors.
El documento habla sobre el diseño editorial y la diagramación. La diagramación se encarga de organizar contenidos escritos, visuales y en algunos casos audiovisuales en medios impresos y electrónicos como libros, revistas y periódicos. Organiza estos contenidos usando elementos como la direccionalidad, las tensiones, las jerarquías visuales y el ritmo.
The present work establishes a plausible case for achieving a modelled process of lipid and biogas production, via Spirulina cultivation, lipid solvent extraction and biogas production from the remaining fraction, mainly formed by carbohydrates and proteins. The pathway is based on own laboratory data described and presented here from cultivation experiments of the algae and analysis of its content. The cultivation has been then modelled in order to up-scale it to an industrial process.
The document discusses how creative communications and design are transforming government agencies by helping them redefine exceptional customer experiences. A survey found that 91% of public sector creatives agree that creative industries have changed more in the last 5 years than the last 50, and that creative/design communications are critical. The document provides examples of how government agencies like the U.S. Navy and Marine Corps are using Adobe Creative Cloud tools to produce innovative communications products and digital publications. It also discusses how creativity can help agencies better serve constituents and attract/retain top talent.
The document discusses the animation development process including hardware and software requirements as well as production phases. It outlines the necessary hardware of PCs, Macs, and graphic workstations. It also describes 2D and 3D animation software levels from elementary to master. The production phases include pre-production (idea, storyline, design), production (character sheets, props, compositing), and post-production (editing, distribution).
From Virtual Museums to Peacebuilding: Creating and Using Linked KnowledgeCraig Knoblock
Companies, such as Google and Microsoft, are building web-scale linked knowledge bases for the purpose of indexing and searching the Web, but these efforts do not address the problem of building accurate, fine-grained, deep knowledge bases for specific application domains. We are developing an integration framework, called Karma, which supports the rapid, end-to-end construction of such linked knowledge bases. In this talk I will describe machine-learning techniques for mapping new data sources to a domain model and linking the data across sources. I will also present several applications of this technology, including building virtual museums and integrating data sources for peacebuilding.
Aon plc reported strong financial results for the fourth quarter and full year of 2016. Some key highlights include:
- Organic revenue growth of 3% in both segments for the fourth quarter driven by growth across regions and businesses.
- Record operating margins of 26.2% for Risk Solutions and 20.8% for HR Solutions in the fourth quarter due to organic revenue growth and expense discipline.
- Double digit earnings growth of 13% for the fourth quarter and 7% for the full year 2016 driven by strong operating performance and capital management initiatives.
- Record free cash flow of $2.1 billion for 2016, a 22% increase over 2015, demonstrating effective cash generation.
Este documento presenta una discusión sobre la enseñanza de las matemáticas en la escuela. Explora preguntas sobre qué significa aprender y enseñar matemáticas, qué conocimientos y estrategias son más efectivas, y los principios y fines que deben guiar la enseñanza. También propone alternativas a la ejercitación escrita de algoritmos, como rompecabezas, cuentos y juegos, para desarrollar mejor el pensamiento de los estudiantes.
This is an introduction workshop to Designing Interactions / Experiences module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
This is the 3rd (third) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In it we discuss the general mechanics of Interpreting the data collected during Contextual Inquiry interviews
The document discusses common mistakes made when constructing sentences, such as not properly conjugating auxiliary verbs with the subject and tense. It notes that auxiliary verbs like "is", "are", "am", "was", "were", and "will" must match the subject and tense, whether the sentence is affirmative or negative. Examples are provided like "They bought a new car, didn’t they?" and "Don’t go to miss the lesson, will you?" to illustrate proper auxiliary verb usage.
Lalit Singh has completed the requirements to be recognized as an Android Certified Application Engineer. The certificate was issued on Nov. 19, 2015 and can be verified by visiting www.androidatc.com/_transcript.php with the Android ATC ID of ATC1001122.
Los principales símbolos patrios del Perú son la bandera, el escudo y el himno nacional. La bandera peruana consta de tres franjas verticales rojas y blancas. El escudo nacional muestra una vicuña, un árbol de quina y una cornucopia derramando monedas de oro. El himno nacional, adoptado en 1821, expresa el fervor patriótico de los peruanos por la independencia. Otros símbolos incluyen la escarapela con los colores de la bandera.
The Ennis Hall Art Gallery is displaying paintings and drawings by artist Ken Procter in an exhibition called "Journeys". The retrospective spans 30 years of Procter's work and shows his artistic evolution and exploration through varied themes and styles. Procter's works are influenced by Eastern and Western landscape painters and feature nature as the dominant theme along with symbolism and spirituality. The exhibition runs from August 17 to September 11, 2015 and includes over 90 of Procter's works, showcasing his unique representations of nature through line, shadow, and geometric and organic forms.
Mariiijo García se siente hermosa y no le importa lo que las personas envidiosas digan de ella. Ella no necesita ser como otras para sentirse bella y no necesita llamar la atención gritando o saltando.
Máy xịt rửa xe cho tiệm rửa xe chuyên nghiệp cho các tiệm rửa xe máy. Ưu điểm giá thành rẻ, lượng nước lớn.
Chi tiết: http://mayruaxegiare.com/san-pham/may-xit-rua-xe-hl45/
HYH Systems provides medical transcription and other business process outsourcing services to hospitals, clinics, and medical practices. It offers transcription turnaround times as quick as 1-2 hours for STAT reports. Services include medical transcription, medical records processing, and custom website development. Rates are as low as 8-12 cents per line and the company aims to reduce clients' costs by up to 40% compared to traditional vendors.
El documento habla sobre el diseño editorial y la diagramación. La diagramación se encarga de organizar contenidos escritos, visuales y en algunos casos audiovisuales en medios impresos y electrónicos como libros, revistas y periódicos. Organiza estos contenidos usando elementos como la direccionalidad, las tensiones, las jerarquías visuales y el ritmo.
The present work establishes a plausible case for achieving a modelled process of lipid and biogas production, via Spirulina cultivation, lipid solvent extraction and biogas production from the remaining fraction, mainly formed by carbohydrates and proteins. The pathway is based on own laboratory data described and presented here from cultivation experiments of the algae and analysis of its content. The cultivation has been then modelled in order to up-scale it to an industrial process.
The document discusses how creative communications and design are transforming government agencies by helping them redefine exceptional customer experiences. A survey found that 91% of public sector creatives agree that creative industries have changed more in the last 5 years than the last 50, and that creative/design communications are critical. The document provides examples of how government agencies like the U.S. Navy and Marine Corps are using Adobe Creative Cloud tools to produce innovative communications products and digital publications. It also discusses how creativity can help agencies better serve constituents and attract/retain top talent.
The document discusses the animation development process including hardware and software requirements as well as production phases. It outlines the necessary hardware of PCs, Macs, and graphic workstations. It also describes 2D and 3D animation software levels from elementary to master. The production phases include pre-production (idea, storyline, design), production (character sheets, props, compositing), and post-production (editing, distribution).
From Virtual Museums to Peacebuilding: Creating and Using Linked KnowledgeCraig Knoblock
Companies, such as Google and Microsoft, are building web-scale linked knowledge bases for the purpose of indexing and searching the Web, but these efforts do not address the problem of building accurate, fine-grained, deep knowledge bases for specific application domains. We are developing an integration framework, called Karma, which supports the rapid, end-to-end construction of such linked knowledge bases. In this talk I will describe machine-learning techniques for mapping new data sources to a domain model and linking the data across sources. I will also present several applications of this technology, including building virtual museums and integrating data sources for peacebuilding.
Aon plc reported strong financial results for the fourth quarter and full year of 2016. Some key highlights include:
- Organic revenue growth of 3% in both segments for the fourth quarter driven by growth across regions and businesses.
- Record operating margins of 26.2% for Risk Solutions and 20.8% for HR Solutions in the fourth quarter due to organic revenue growth and expense discipline.
- Double digit earnings growth of 13% for the fourth quarter and 7% for the full year 2016 driven by strong operating performance and capital management initiatives.
- Record free cash flow of $2.1 billion for 2016, a 22% increase over 2015, demonstrating effective cash generation.
Este documento presenta una discusión sobre la enseñanza de las matemáticas en la escuela. Explora preguntas sobre qué significa aprender y enseñar matemáticas, qué conocimientos y estrategias son más efectivas, y los principios y fines que deben guiar la enseñanza. También propone alternativas a la ejercitación escrita de algoritmos, como rompecabezas, cuentos y juegos, para desarrollar mejor el pensamiento de los estudiantes.
This is an introduction workshop to Designing Interactions / Experiences module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
This is the 3rd (third) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In it we discuss the general mechanics of Interpreting the data collected during Contextual Inquiry interviews
The document outlines the process and goals for Assignment 3 of a design course. It involves generating collaborative ideas and scenarios for improving a local bodega. The process involves brainstorming, developing an affinity map and mental map to organize ideas, building a draft scenario, gathering feedback on the scenario from community stakeholders, and revising the scenario based on that feedback. Tools mentioned include brainstorming, affinity mapping, concept mapping, scenario building with posters and cards, and directed interviews. The outcomes are a final scenario poster and presentation outlining the methods used.
The document outlines the process and goals for Assignment 3 of a design course. It involves generating collaborative ideas and scenarios for improving a local bodega. The process involves brainstorming, developing an affinity map and mental map to organize ideas, building a draft scenario, gathering feedback on the scenario from community members, and revising the scenario based on that feedback. Tools mentioned include brainstorming, affinity mapping, concept mapping, scenario building with posters and cards, and directed interviews. The outcomes are a final scenario poster and presentation explaining the methods used.
Design for debate, an introduction to design fiction and my research topic (T...Max Mollon
Mollon, M. (2013 Mar. 19th). Design for debate, an introduction to my research topic. Presented at Pôle supérieur de design, DSAA Interaction Design program, Villefontaine (38), France. – http://www.designvillefontaine.com/
Manuela Aguirre, Natalia Agudelo, Jonathan Romm.
When designers facilitate for generative emergence within large‐scale networks, we think it is important to place special attention to the predesign phases where all stakeholders of the network are together. In complex social systems such as societies planning to receive new influxes of migration or partnering institutions coming together to envision and implement future health services, this is even more challenging. The design field is heading towards these types of domains characterized as polarized environments, with social tensions, conflicting agendas and power inequalities. To facilitate networked collaboration in these landscapes, key considerations to discovery phases like value cocreation of possibilities are important. Here is where many actors come together as cross functional teams (Clatworthy, 2013) and cocreate value by exploring opportunities and desired futures.
Jeremy Fuksa
HOW TO BE
CREATIVE.
(OR: HOW CAN I POSSIBLY DO JUSTICE TO THIS SUBJECT IN ONE HOUR?)
PRESENTED WITH LOVING CARE BY
JEREMY FUKSA: CREATIVE GENERALIST
Design Thinking in a Graduate Design Studio: Personal and Pedagogical Factorscolin gray
The document discusses factors that affect the development of design thinking in first year graduate design students based on interviews with students and faculty in a Human-Computer Interaction design program. Key factors identified include challenges with group work, culture shock, developing an identity as a designer, giving and receiving critique, and being influenced by peers' work. The study provides new insights into the student experience in design education and opportunities to enhance design pedagogy.
Design thinking for Education, AUW Session 1Stefanie Panke
The document provides information about design thinking, including its origins at Stanford University in 2005. It discusses design thinking as a problem-solving method for wicked problems that involves analyzing, synthesizing, diverging and generating insights from different domains. The document outlines a design thinking cycle that participants can work through, including defining the problem, finding ideas and getting feedback, iterating based on feedback, and implementing a prototype. It prompts participants to work through this cycle by designing a surprise for a partner to receive, gathering information about the partner, sketching and developing ideas, and creating a prototype for the partner to interact with.
The document provides an overview of the author's experiences using design thinking in educational settings. It describes several design thinking workshops conducted at universities in Germany between 2013-2019. The workshops focused on topics like website redesign, course design, learning spaces, and social inclusion. Design thinking activities included brainstorming solutions with LEGOs, creating customer journey maps, and prototyping ideas. Student feedback indicated benefits like increased empathy and reduced biases, but also potential challenges like frustration and shallow ideas.
Design is a visual problem-solving process. Effective design gets and holds attention, is memorable, and achieves goals through visual rather than verbal thinking. Design brings ideas to life by planning how to solve problems and inspire improvement through forms and styles that can elicit emotional responses from different people in subjective ways.
Creative Drive In Workshop: "Crossing Borders with Information DesignItamar Medeiros
This document outlines Itamar Medeiros' experience and work in information design over many years, including living in China from 2005-2012. It provides examples of Medeiros' blog posts on design, technology, and culture topics with a focus on visual communication issues in China. The document also references various other information design works and theorists.
Say Cheese!? - Does Dutch Design equal Emotional Design?Marco van Hout
Dutch design focuses on emotional design by prioritizing human interaction and experience over technology. It aims to create meaningful engagement and connections between people and products to make designs more sustainable. Dutch culture emphasizes openness, experimentation, and consensus building, which facilitates emotional design's goal of integrating user emotions into the design process. As a result, Dutch design can be characterized as emotional design that goes "beyond design" by considering human, social, and environmental impacts.
The document discusses collective creativity and its importance. It notes that individual creativity scores have been declining while collective creativity is becoming more important. It argues that research should focus more on exploring how collective creativity works and how to facilitate it. Collective creativity involves social and physical spaces, tools/materials, and can be seen in areas like civic problem solving, designing shared work spaces, and children's play that incorporates making and hacking.
This document describes a design workshop focused on civic engagement and empowerment. The workshop uses dialogic methods like World Cafe and Open Space to have participants discover current examples of community-led services, brainstorm new service possibilities for their neighborhood, and design one idea in small groups. Structured dialogue techniques aim to resolve groupthink and elicit root causes and interconnections to find consensus among diverse stakeholders. The goal is for citizens to co-create new community services to fill needs once expected of government.
Design Thinking For Educational Technology Stefanie Panke
The document provides an overview of design thinking. It discusses what design thinking is, how it can be used to solve "wicked problems", and some related approaches like LEGO Serious Play and participatory design. It also shares examples of design thinking workshops conducted at universities in Germany to redesign websites and develop curricula. Participants provided positive feedback on the creativity and cross-disciplinary nature of design thinking, though some noted it lacks ways to further develop ideas.
Design thinking has gained attention as a way to solve innovation problems. It builds on concepts of designerly thinking and pragmatism. At its core, design thinking is a pragmatic approach to innovation that emphasizes uncertainty, contingency, and consequences of ideas. It should not be seen as a linear process but rather a way of looking at problems. Design thinking involves iterative phases of inspiration, ideation, and implementation to transform unstable situations through collective inquiry and rapid prototyping. While lacking academic rigor, design thinking's philosophical roots in pragmatism position it as a framework for embracing uncertainty in the creative process.
Similar to "Creativity & Design in Collaborative/Distributed Environments" talk at Social Media Week 2012 (20)
Information Architecture & Way-finding (User Interaction Design at Raffles D...Itamar Medeiros
This document outlines the key topics from a lecture on information architecture and way-finding. It introduces concepts like interfaces, navigation, content, and information architecture. It discusses how organizing digital content and functionality intuitively through information architecture is important so users can find what they need. The document also covers way-finding principles from the physical world and how they can aid online navigation through the use of visual cues and memorable landmarks. Students are assigned homework to analyze websites' navigation and create posters explaining key terms.
Information Architecture & Content Organization (User Interaction Design at...Itamar Medeiros
This is part II of principles of
creating a sensible, comprehensible,
memorable and convenient organization of the content and the tasks to be performed on their interactive product.
This document outlines principles of elegance and simplicity in interface design. It discusses balancing function and design, and prioritizing approachability, recognizability, and immediacy. The key principles are elegance through careful selection and refinement of elements, and simplicity through minimizing components to their essential roles. Techniques for achieving this include reduction of elements to their essence, regularizing remaining elements, and combining elements for maximum leverage.
We need to create a shared understanding of what problems we are trying to solve, what strategic choices we are trying to make, and what questions we are trying to answer before we can choose what tools, frameworks, and methods are more practical to facilitate the discussions required to answer these questions.
If you’ve ever worked with teams trying to solve complex problems, at some point in your career seen them jump too quickly into solutions, seen decisions being made only on assumptions (that ended up being wrong), or not being clear what problem they were trying to solve in the first place
In this session at UX India 2021, we dive on Problem Framing and Reframing, with useful tips to:
- Ensure you’re solving the right problems.
- Raise the awareness around decision biases that prevent us from digging deeper.
- Look outside the frame before considering the details.
- Use lateral thinking to disrupt stagnant thought sequences.
- Challenge you to reframe problems
Is your team on the same page when it comes to design strategy? Is there a greater alignment with what your design team wants to achieve with the business it represents? In this presentation “Helping teams paddle in the same direction through Design Strategy”, I talked about some key questions you should ask your team to help you challenge the notion of being aligned on a proper design direction.
A clear and meaningful vision of the future to which a business is aspiring will help guides actions and decisions. In this chat on Clubhouse, Jonathan Sun and I talked about The Importance of Vision for Product Design, and discussed how to facilitate discussions around creating experience Vision.
Myself and Luis Medeiros moderated a discussion on Clubhouse around the topic of Problem Framing and Reframing, with useful tips on how to write better problem statements, how to ensure you’re solving the right problems, and raise the awareness of decision biases.
"Look, Listen, and Maybe Speak" at UX Poland 2015Itamar Medeiros
The document discusses reflection-in-action and reflective practice. It encourages observing surroundings without judgment to understand experiences. It suggests documenting observations without immediate analysis, and discussing observations with others to gain additional perspectives beyond direct statements. Reflective listening is highlighted as a way to hear implied meanings and feelings beyond the literal words.
The document introduces Edward De Bono's Six Thinking Hats framework for facilitating feedback and brainstorming meetings. It explains that the framework divides thinking into six "hats" - blue for moderation, red for emotions, white for facts, green for ideas, yellow for benefits, and black for caution. It then provides examples of how to structure a meeting using the hats, such as starting with blue hat sharing, then moving to red hat reactions, and cycling through the other hats to generate and critique ideas. The document concludes by offering contact information for questions about implementing Six Thinking Hats.
Tinker Tailor Soldier Spy: Twists & Turns of Working in Global Design TeamsItamar Medeiros
This document discusses the challenges of collaborative design in distributed teams. It explores how tools, processes, artifacts, and people influence global collaboration. Effective collaboration requires developing shared understanding through cognitive synchronization, managing interdependent tasks, and negotiating perspectives. While technologies can help, the human factors like trust, commitment and clear roles are also critical to navigating the "twists and turns" of distributed design work.
This is the 5th (fifth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss the different design artifacts typically produced during the ideation stage
This document provides an overview of a course on information design and interaction. The course covers design thinking, information design, and user experience design over 12 weeks. Key topics include visualizing data, dashboards, diagrams, storytelling techniques, and turning insights into prototypes. The document also discusses information design principles and how various visualization techniques can help communicate with stakeholders and facilitate decision making.
Designing Interactions / Experiences: Reflection in ActionItamar Medeiros
This is the explanation of the Reflection-in-Action component of the completion criteria of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
Voltando às Origens: Conversa com alunos da UPFE / UNICAPItamar Medeiros
Conversa com alunos de Design sobre varios topics:
- Design na UFPE
- Estórias da China
- Vida do Brasileiro no Exterior
- Design em Times Distribuídos
- Pesquisa em Creatividade em Ambientes Distribuídos
Information Architecture and Content OrganizationItamar Medeiros
Students will understand principles of
creating sensible, comprehensible,
memorable, and convenient organization
of the content and the tasks to be
performed on their interactive product
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.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
"Creativity & Design in Collaborative/Distributed Environments" talk at Social Media Week 2012
1. Creativity & Design in
Collaborative/Distributed
Environments
by Itamar Medeiros
2. Creativity & Design in
Collaborative/Distributed
Environments
Outline
The Formula for Creativity
Creativity Levels
The Creative Types and Their Creative Processes
Supporting Creative Processes
Creativity and Design in Collaborative /
Distributed Environments
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Introduction » Learning Objectives and Outline
3. Living in China since 2005
Medeiros, I., (2010), Shanghai Walking Tours: The Bund,
retrieved 25 October 2011 from http://www.flickr.com/photos/china-
designative/5061811354/in/photostream/
4. Living in China since 2005 with my wife, Fabiane
Medeiros, I., (2010), Shanghai Walking Tours: The Bund,
retrieved 25 October 2011 from http://www.flickr.com/photos/china-
designative/5061811354/in/photostream/
6. Local Coordinator for the Interaction Design Association (ixDA) in Shanghai
IxDA, (2010), Facilitating Local Gathering for the Interaction Design Association
(IxDA) in Shanghai in An evening of conversation about Design, Interaction, Work and
Life with Marc Rettig, retrieved 25 October 2011 from
http://www.ixda.org/local/event/25395
7. Chronicler of all things Design, Technology & Culture
Medeiros, I., (2006-2011), { design@tive } Thoughts on Design, Technology and Culture,
retrieved 18 September 2012 from http://designative.info
8. Chronicler of all things Design, Technology & Culture
Medeiros, I. (2010), Visual Communication in China: “You are here” in
{ design@tive } thoughts on Design, Technology & Culture, retrieved September 1st , 2011
from http://designative.info/2010/11/18/visual-communication-in-china-you-are-here/
9. Chronicler of all things Design, Technology & Culture
Medeiros, I. (2010), Chinglish: Toilet Seats in China are “for weak only” in
{ design@tive } thoughts on Design, Technology & Culture, retrieved September 1st , 2011 from
http://designative.info/2010/04/05/chinglish-toilet-seats-in-china-are-for-weak-only/
10. Introduction:
Collect / Create / Relate / Donate
Collect Create
i @
Learn from previous Explore, compose,
experiences and evaluate
possible solutions
Relate Donate
Consult with peers
and mentors
^ : Disseminating
results
Shneiderman, B. (February 1999), Creating Creativity for Everyone: User Interfaces for
Supporting Innovation, ACM Transactions on Computer-Human Interaction 7, 1 (March 2000),
114-138.
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Introduction » Collect / Create / Relate / Donate
11. The formula for Creativity
If we’re trying to create tools and/or services that
allow people to be creative, we must find out about
the way think and create.
Tognazzini, B. (2003), First Principles of Interaction Design, Ask Tog,
retrieved August 31st, 2011 from http://www.asktog.com/basics/firstPrinciples.html
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » The Formula for Creativity
12. Dubberly, H. (2005), “how do you design?” retrieved on June 1st, 2010
http://www.dubberly.com/articles/how-do-you-design.html
13. Dubberly, H. (2005), “how do you design?” retrieved on June 1st, 2010
http://www.dubberly.com/articles/how-do-you-design.html
14. Dubberly, H. (2005), “how do you design?” retrieved on June 1st, 2010
http://www.dubberly.com/articles/how-do-you-design.html
15. Dubberly, H. (2005), “how do you design?” retrieved on June 1st, 2010
http://www.dubberly.com/articles/how-do-you-design.html
16. Dubberly, H. (2005), “how do you design?” retrieved on June 1st, 2010
http://www.dubberly.com/articles/how-do-you-design.html
17. Dubberly, H. (2005), “how do you design?” retrieved on June 1st, 2010
http://www.dubberly.com/articles/how-do-you-design.html
18. Clark Publishing. (2011), “Add Some Bunch to Your Playbook” retrieved on July 21st, 2011
http://www.gridironstrategies.com/articles.php?id=85
19. Creativity Levels
Let’s talk about creativity in three different levels:
Revolutionary
Impromptu
Evolutionary
Tognazzini, B. (2003), First Principles of Interaction Design, Ask Tog,
retrieved August 31st, 2011 from http://www.asktog.com/basics/firstPrinciples.html
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Creativity Levels
20. Creativity Levels:
Revolutionary | 革新
Associated with great breakthroughs and paradigm-
shifting innovations, revolutionary events and a small
number of Nobel Prize candidates.
Kuhn, T. S., (1996), The Structure of Scientific Revolutions: 3rd Edition,
University of Chicago Press, Chicago
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Creativity Levels » Revolutionary
21. Wikipedia, 2011, “Albert Eistein in Popular Culture”, retrieved on July 5th, 2011,
http://en.wikipedia.org/wiki/Albert_Einstein_in_popular_culture
22. Creativity Levels:
Impromptu | 即兴
Made or done without previous preparation: an
impromptu address to the unexpected crowds; suddenly
or hastily prepared, made, etc.: an impromptu dinner.
improvised; having the character of an improvisation.
Dictionary.com, (2011), “Impromptu”, retrieved July 5th, 2011
http://dictionary.reference.com/browse/impromptu
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Creativity Levels » Impropmtu
23. Jazz in Photo, 2011, “John Coltrane in 65”, retrieved on July 5th, 2011,
http://jazzinphoto.wordpress.com/2009/03/12/john-coltrane-france-65-2/
24. Creativity Levels:
Evolutionary | 演化
Associated with useful evolutionary contributions
that refine and apply existing paradigms.
Basalla, G., (1988). The Evolution of Technology, Cambridge Univ. Press, UK.
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Creativity Levels » Evolutionary
25. Wikipedia, 2011, “Thomas Edison”, retrieved on July 5th, 2011,
http://en.wikipedia.org/wiki/Thomas_edison
26. The Creative Types and
Their Creative Processes
Let’s talk about three different creative types:
Inspirational
Structural
Situational
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Creative Types and Their Creative Processes
27. The Creative Types:
Inspirational | 灵感大师
Emphasis in the remarkable "Aha!" moments in which
a dramatic breakthrough magically appears
de Bono, E., (1998). Six Thinking Hats, Back Bay Books; 2 edition
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Creative Types » Inspirational
28. Their Creative Processes:
Inspirational | 灵感大师
Promote techniques for brainstorming, free
association, lateral thinking and divergence.
de Bono, E., (1998). Six Thinking Hats, Back Bay Books; 2 edition
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Their Creative Processes » Inspirational
29. Getty Images, 2011, “Man wearing toga with an idea”, retrieved on July 5th, 2011,
http://www.gettyimages.com/detail/78463079/Comstock-Images
30. The Creative Types:
Structural | 规划专家
Understanding the Problem, Devising a Plan, Carrying
it out, Evaluate
Mayer, R. E ,(1992). Thinking, Problem Solving, Cognition: 2nd Edition,
W. H. Freeman, New York
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Creative Types » Structural
31. Their Creative Processes:
Structural | 规划专家
Emphasizes on more orderly approaches. Stress the
importance of studying previous work and using
methodical techniques to explore the possible
solutions exhaustively.
Mayer, R. E ,(1992). Thinking, Problem Solving, Cognition: 2nd Edition,
W. H. Freeman, New York
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Their Creative Processes » Structural
32. HAAP Media Ltd (2011), “Prove it!”, retrieved July 5th, 2011,
http://www.sxc.hu/photo/475768
33. The Creative Types:
Situational | 传道先驱
Emphasizes the social and intellectual context as a
key part of the creative process, embedded in a
community of practice with changing standards.
Csikszentmihalyi, M., (1996), Creativity: Flow and the Psychology of Discovery and Invention,
HarperCollins, New York
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Creative Types » Situational
34. Their Creative Processes:
Situational | 传道先驱
Accessing previous work in the domain, consulting
with members of the field, and disseminating of
results to interested members of the field
Csikszentmihalyi, M., (1996), Creativity: Flow and the Psychology of Discovery and Invention,
HarperCollins, New York
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Their Creative Processes » Situational
35. Zardoya, C., 2011, “Social Network”, retrieved on May 9th, 2010,
http://www.flickr.com/photos/carloszardoya/5466335755/
36. Great breakthroughs and paradigm-
shifting innovations, revolutionary events Made or done without previous
and a small number of Nobel Prize preparation; improvised; having the Useful evolutionary contributions that
candidates. character of an improvisation. refine and apply existing paradigms.
REVOLUTIONARY | 革新 IMPROMPTU | 即兴 EVOLUTIONARY | 演化
37. Emphasis in the remarkable "Aha!" Emphasizes on more orderly
moments in which a dramatic approaches. Stress the importance Emphasizes the social and
breakthrough magically appears; of studying previous work and intellectual context as a key part
promote techniques for using methodical techniques to of the creative process, embedded
brainstorming, free association, explore the possible solutions in a community of practice with
lateral thinking and divergence. exhaustively. changing standards.
INSPIRATIONAL | 灵感大师 STRUCTURAL | 规划专家 SITUATIONAL | 传道先驱
38. Supporting Creative Processes
A Four-Phase Framework to assist the design of tools
that support creativity by professor Ben Shneiderman,
University of Maryland
Shneiderman, B. (February 1999), Creating Creativity for Everyone: User Interfaces for
Supporting Innovation, ACM Transactions on Computer-Human Interaction 7, 1 (March
2000), 114-138.
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Supporting Creative Processes
39. • Thinking by free
association
• Searching/brows
ing through
• Exploring solutions
digital libraries
• Composing
• Visualizing
artifacts
Data/Processes
• Reviewing versions
COLLECT CREATE
(收集) (创造)
DONATE RELATE
(传播) (沟通)
• Disseminating • Consulting with
results Peers
Shneiderman, B. (February 1999), Creating Creativity for Everyone: User Interfaces for
Supporting Innovation, ACM Transactions on Computer-Human Interaction 7, 1 (March
2000), 114-138.
40. Creativity Supporting Businesses:
Products
Getty Images., 2011, “Shopping cart's speed creates rainbow motion blur in supermarket aisle”,
retrieved 25 September 2012 from http://www.gettyimages.com/detail/photo/shopping-carts-
speed-creates-rainbow-motion-blur-in-royalty-free-image/125142380
41. Supporting Creative Processes:
Create | 创造
Explore, compose, and evaluate possible solutions
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Supporting Creative Processes » Create
50. Autodesk, Inc. (2012), Creating Your First iOS App,
retrieved 25 September 2012 from
http://www.instructables.com/id/Creating-your-first-iOS-app/
51. Supporting Creative Processes:
Relate | 沟通
Consult with peers and mentors at early, middle, and
late stages
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Supporting Creative Processes » Relate
52. Crampton, T., 2010, “Infographic of Social Media Equivalents in China”,
retrieved 25 September 2012 from
http://www.thomascrampton.com/china/social-media-china/
55. Automattic Inc, (2011), Online survey software - conduct your
customer surveys and polls with Polldaddy, retrieved 25 September
2012 from http://polldaddy.com/
56. ConceptShare, Inc. (2011), Online Collaboration Software for Creative
Teams | ConceptShare, retrieved 25 September 2012 from
http://www.conceptshare.com/
58. Supporting Creative Processes:
Donate | 传播
Disseminate the results and contribute to the
libraries
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Collect » Supporting Creative Processes » Donate
59.
60. Creative Commons .org (2012), Creative Commons, retrieved
25 September 2012 from http://creativecommons.org/
61. Autodesk Inc, (2012), OnliDiscover Autodesk PLM 360, retrieved
25 September 2012 from http://www.autodeskplm360.com/discover/
62. • Thinking by free
association
• Searching/brows
ing through
• Exploring solutions
digital libraries
• Composing
• Visualizing
artifacts
Data/Processes
• Reviewing versions
COLLECT CREATE
(收集) (创造)
DONATE RELATE
(传播) (沟通)
• Disseminating • Consulting with
results Peers
Shneiderman, B. (February 1999), Creating Creativity for Everyone: User Interfaces for
Supporting Innovation, ACM Transactions on Computer-Human Interaction 7, 1 (March
2000), 114-138.
63. Creativity Supporting Businesses:
Organizations
Getty Images., 2011, “Two men shaking hands on world map, patterned paved area”,
retrieved 25 September 2012 from http://www.gettyimages.com/detail/photo/two-men-shaking-
hands-on-world-map-high-res-stock-photography/925001-116
64. Medeiros, I. (2012),Collaborative vs. Distributed Design in Distinction Award in MA Design Practice,
retrieved 25 September 2012 from http://designative.info/project/distinction-award-in-the-ma-design-
practice/
Autodesk Inc, (2012), OnliDiscover Autodesk PLM 360, retrieved
25 September 2012 from http://www.autodeskplm360.com/discover/
65. Medeiros, I. (2012), Managing Multiple Perspectives in Distinction Award in MA Design Practice, retrieved
25 September 2012 from http://designative.info/project/distinction-award-in-the-ma-design-practice/
Autodesk Inc, (2012), OnliDiscover Autodesk PLM 360, retrieved
25 September 2012 from http://www.autodeskplm360.com/discover/
66. Medeiros, I. (2012), Managing Task Interdependencies in Distinction Award in MA Design Practice,
retrieved 25 September 2012 from http://designative.info/project/distinction-award-in-the-ma-design-
practice/
67. Our Creative Processes
Let’s stop for a minute and ask ourselves:
How creative our customers wish to be?
What kind of creative process our products are
supporting?
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Relate » Our Creative Processes
68. Our Creative Processes:
Exercise
Let’s try to map your current product / service
characteristics into these 4 (four) areas:
1. How does it allow your customers to learn from
other customers’ previous experiences?
2. How does it allow your customers to explore,
compose and evaluate solutions to their problems?
3. How does it allow your customers to relate their
experiences with that of other customers?
4. How does it allow your customers to contribute
with something valueable to other customers?
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Create » Our Creative Processes » Exercise
69. COLLECT (收集) CREATE (创造)
Learn from previous works stored in libraries Explore, compose, and evaluate possible solutions
Disseminate the results and contribute to the libraries Consult with peers and mentors at early, middle, and late stages
DONATE (传播) RELATE (沟通)
70. Our Organizational Structures
Let’s stop for a minute and ask ourselves:
What are the challenges and opportunities to
enhancing our current organizations’ creative
processes?
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Relate » Our Organizational Structures
71. Our Organizational Structures:
Exercise
Let’s try to map your organization structure into
these 2 (two) perspectives:
1. What aspects of your operations could benefit for
better Managing Task Interdependencies?
2. What aspects of your operations require
Establishing Common Grounds and
Negotiation Mechanisms
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Create » Our Organizational Structures » Exercise
72. DISTRIBUTED DESIGN COLLABORATIVE DESIGN
Managing Task Interpendencies Managing Multiple Perspectives
Coordinating Processes Establishing Common Grounds and Negotiation Mechanisms
73. Donate:
Disseminating Results
Why don’t you share (if you can) the aspects of your
product / service / organizational structure you’re not
happy with:
1. What aspects would you change?
2. How would that improve it to make it more
“creative”?
Itamar Medeiros
http://designative.info/
itamar.medeiros@designative.info
You can find this talk at: http://wp.me/p6F0o-2k9
{ Creativity & Design in Collaborative/Distributed Environments }
You are at: Donate » Disseminating Results