Jason Haas and Vanessa Gennarelli presented to Dr. Mitchell Resnick's MAS 714 Course "Technologies for Creative Learning" at MIT Media Lab, December 6, 2011
The document describes the Sixth Sense technology, a wearable gestural interface that allows a user to augment the physical world with digital information. It consists of a camera to capture gestures, a projector to display information on surfaces, and a smartphone that processes video data and interprets gestures. The prototype demonstrates applications of using any surface as an interface by detecting color markers and translating gestures into commands to retrieve and project images and information. In conclusion, the Sixth Sense device aims to enrich human life by connecting the digital and physical worlds through this innovative gestural interface.
The document describes three screen designs for a lounge app: the home screen which displays the number of people in the lounge and identifies them, the notifications screen which alerts the user to new friends, empty lounges, and ideal atmosphere changes, and the profile screen which shows a user's photo, points, friends, and lounge usage statistics.
The Samsung SUR40 is a 40-inch touchscreen computer powered by Microsoft PixelSense technology. It uses an infrared sensor system to enable multi-touch input and can detect text and images placed on the display screen. With its ability to recognize 50 simultaneous touch points, the SUR40 is intended for social and commercial use where multiple people can interact with the device at once.
This document outlines descriptive dimensions for designing mobile media and pervasive media projects. It provides a template with 9 descriptive categories to characterize a project's activity, place, equipment, content, media mode, genre, affect, sociality, and skills. Descriptive dimensions are also defined that can be used to further describe a project, such as levels of immersion, user control, and relation to space/place.
MindPush is a completely anonymous location-based social media application that allows users to post and view messages within a half mile radius without profiles or personal details. Users can interact anonymously to get information about their immediate surroundings, provide feedback, and more. The app emphasizes privacy through anonymity and aims to facilitate social interaction based on location.
This document provides instructions for using Shamblespad, an online collaborative notetaking and editing tool, at the Yokohama 2013 Flat Classroom Conference. It can be used for brainstorming, note taking, discussions, and editing. Participants enter their name and choose a color, then use the chat function and shared notepad for real-time collaboration. Tips are provided, such as appointing a scribe and refreshing if the screen lags. Proper netiquette is important when using this public collaborative pad.
SnugBug is an inflatable sleeping solution that rolls up for storage during the day and inflates at night for sleeping. It has adjustable support and insulation, fully seals out cold, heat, and pests. The SnugBug allows for multiple sleeping postures in a space-saving design. Accessories include lights, sounds, thermo packs, and entertainment systems to enhance comfort. The Creative Thinkers team hopes users will enjoy and love their new sleeping solution.
The document describes the Sixth Sense technology, a wearable gestural interface that allows a user to augment the physical world with digital information. It consists of a camera to capture gestures, a projector to display information on surfaces, and a smartphone that processes video data and interprets gestures. The prototype demonstrates applications of using any surface as an interface by detecting color markers and translating gestures into commands to retrieve and project images and information. In conclusion, the Sixth Sense device aims to enrich human life by connecting the digital and physical worlds through this innovative gestural interface.
The document describes three screen designs for a lounge app: the home screen which displays the number of people in the lounge and identifies them, the notifications screen which alerts the user to new friends, empty lounges, and ideal atmosphere changes, and the profile screen which shows a user's photo, points, friends, and lounge usage statistics.
The Samsung SUR40 is a 40-inch touchscreen computer powered by Microsoft PixelSense technology. It uses an infrared sensor system to enable multi-touch input and can detect text and images placed on the display screen. With its ability to recognize 50 simultaneous touch points, the SUR40 is intended for social and commercial use where multiple people can interact with the device at once.
This document outlines descriptive dimensions for designing mobile media and pervasive media projects. It provides a template with 9 descriptive categories to characterize a project's activity, place, equipment, content, media mode, genre, affect, sociality, and skills. Descriptive dimensions are also defined that can be used to further describe a project, such as levels of immersion, user control, and relation to space/place.
MindPush is a completely anonymous location-based social media application that allows users to post and view messages within a half mile radius without profiles or personal details. Users can interact anonymously to get information about their immediate surroundings, provide feedback, and more. The app emphasizes privacy through anonymity and aims to facilitate social interaction based on location.
This document provides instructions for using Shamblespad, an online collaborative notetaking and editing tool, at the Yokohama 2013 Flat Classroom Conference. It can be used for brainstorming, note taking, discussions, and editing. Participants enter their name and choose a color, then use the chat function and shared notepad for real-time collaboration. Tips are provided, such as appointing a scribe and refreshing if the screen lags. Proper netiquette is important when using this public collaborative pad.
SnugBug is an inflatable sleeping solution that rolls up for storage during the day and inflates at night for sleeping. It has adjustable support and insulation, fully seals out cold, heat, and pests. The SnugBug allows for multiple sleeping postures in a space-saving design. Accessories include lights, sounds, thermo packs, and entertainment systems to enhance comfort. The Creative Thinkers team hopes users will enjoy and love their new sleeping solution.
Responsive Design Is Overrated: Developing context-aware UX for fun and profitHusani Oakley
ย
Here's a presentation I gave at Digital Dallas on going beyond responsive design - and using other signals to tweak content and functionality.
(Digital Dallas, December 10th 2013)
Future Storyworlds: Presentation to ARGfest 2012 in TorontoRobert Pratten
ย
This document discusses building pervasive entertainment platforms and transmedia storytelling. It introduces Conducttr, a transmedia production tool that allows for personalized, cross-platform experiences without coding. Conducttr manages content, control layers, and audiences. It can broadcast messages and personalize experiences based on individual or group variables. Examples discussed include an alien encounter game and the transmedia story "Lowlifes." Metrics are shown for "Lowlifes" that demonstrate how social media engagement can drive sales. The document also outlines models for audience participation and applying transmedia and gaming principles to the story "Mask of the Red Death."
Attendees at the Impact event can use Foursquare to check in at different event locations, find tips and information from other attendees at each location, and receive an exclusive button after checking into 3 locations. A QR code is provided to learn more about using Foursquare at the event.
The document introduces the Taposรฉ app, which allows for powerful creativity and content creation on mobile devices. It explains how to use various tools like the pencil, eraser, highlighter, and media features to write, draw, edit photos and videos. Finally, it discusses how to organize content into folders, share journals with others, and find community support on the Taposรฉ website.
The document discusses a mobile app called "my places, my friends" that leverages a user's social network to provide personalized local recommendations of places to go based on where a user's friends have been and places liked by similar users. The app allows users to see where friends are in real time, tell friends their location, and have real-time conversations. It is currently available on iPhone, Android and via a website, with over 450,000 mobile users globally, and plans for a full global launch by the end of February 2010.
The document provides an overview of the features and functionality of the Taposรฉ app, which allows users to create and organize journals, take notes, add media like images and video, use drawing and writing tools, and share or collaborate on journals with others. Key features highlighted include swiping to navigate panels, using tools like pencil and eraser, zooming, and organizing journals into folders. The document encourages users to try out Taposรฉ themselves and provides a link to join community discussions.
The document describes the interior design of a FabLab. It aims to show, share, create, discover, experience freedom and manufacture with imagination and free access to knowledge. The space includes a reception area, employees zone, waiting and rest zone. It uses white, orange and light grey colors across three levels. Spotlights and beech wood and white MDF materials provide lighting and surfaces. The desk table design emphasizes dynamism, rhythm and movement.
This document provides a template for creating an empathy map with 4 categories: Say, Do, Think, Feel. An empathy map is a tool used to understand experiences from another person's perspective by considering what they say, do, think and feel.
This document discusses different stakeholders in open source software communities and their motivations. It notes that wetware, or the people involved, define open source projects more than the code itself. Stakeholders include sponsors, core contributors, other contributors, ecosystem partners, and end users, all of whom participate and contribute for different reasons. Alignment of vision, methods, leadership, and priorities is important for community health and sustainability.
The document summarizes renovations and additions to the Quincy Public Library building from 2012. Key points include expanding the children's area, adding a teen zone, improving study and meeting spaces, and implementing new technology like self-checkout kiosks and wireless access. Private donations supported many of the upgrades to better serve the community.
The document discusses various aspects of artificial intelligence for home automation including routine recognition, person recognition, voice control, the Nest thermostat, robotics like ASIMO, and the future of these technologies. Routine recognition allows a smart home to learn common routines like morning, afternoon, and evening activities. Person recognition identifies individuals through biometrics to tailor the home environment and detect strangers. Voice control is currently used through mobile apps but may be integrated directly. The Nest thermostat self-learns temperature preferences over time. ASIMO is designed to assist humans and its abilities could continue to be developed.
Ethnography is a research method that can help designers better understand people and create more compelling designs. It involves observing people in their natural environments to develop empathy and insight into their behaviors, values and needs. The systematic process of ethnography includes defining problems, identifying study participants, collecting qualitative data through observation and interviews, analyzing the data for insights, and sharing those insights with designers to inspire new solutions. When applied throughout the design process, ethnography can lead to products and experiences that have deeper meaning and better connect with users.
Minecraft was created in 2009 by Markus Persson and has since become the best-selling video game of all time, with over 60 million copies sold across all platforms. The game spurred a massive fan community on YouTube and Twitch, with Minecraft videos accumulating over 47 billion views on YouTube, 99.4% of which are fan-made tutorials, playthroughs, and parodies. Microsoft acquired Minecraft from Mojang in 2014 for $2.5 billion. The game has become a cultural phenomenon and is used in schools through a modified educational version that allows for student-led learning.
The document discusses thoughtless acts and their implications for design. It presents a methodology for understanding thoughtless acts by examining how they relate to human cognition, emotion, memory, culture, trends, ability, habit, personality, and environment. The goal is to enable designers to realize these connections viscerally so they can better inform the design of proportions, form, space, sound, color, texture, vibrations, smell, touch, and temperature.
The document discusses strategies for user-generated content (UGC) platforms, including curating high-quality content, providing users with content tools and templates, interweaving helpful content, making resources engaging, focusing on real-world applications, and implementing quality assurance processes like community review. The overall message is about guiding users and communities to create valuable UGC through best practices, resources, and governance.
This document discusses badges and P2PU's badge system. It provides background on P2PU and badges, describes the current badge ecosystem including the different types of badges, and outlines plans to test and improve the badge system through empirical research and usability testing. The future sections discusses finishing the plan for the next iteration of the badge system and a phased deployment approach.
This document summarizes three different open online learning experiences called flavors of learning: 1) A gentle introduction to Python by Steve Carson, 2) Creative learning community by Natalie Rusk, 3) Play with your music by S. Alexander Ruthmann. The experiences leveraged existing resources without a centralized platform or teachers. They explored using email lists, WordPress, and Google+ for communication. The experiences faced challenges with student data distribution and reliance on project timelines but had success with affordability, openness, and learner-defined success. Improvements for the future include new collaboration tools and more flexible, project-based structures.
How can your students use Badges in the classroom? P2PU has built a learner-centered platform for your classroom community to give feedback to each other and recognize skills.
Peer 2 Peer University has a different take on measurement: we see assessment and learning as one loop, with peers constantly giving feedback to each other and learning in that process.
As such, we've build a very different kind of assessment platform: our Badges enable feedback and conversations. This presentation will walk through our platform and present a use case in how Youth Voices Summer Program used Badges for learners to assess each other.
The document discusses strategies for generating user-generated content (UGC) through peer learning. It describes Peer 2 Peer University, which has 67,000 users in 550 courses relying entirely on UGC. The author advocates shining a light on exemplary contributors, providing sample content, developing helpful inline resources, and establishing community safeguards for quality assurance. Readers are challenged to design a platform combining their talents that facilitates UGC using these strategies.
This document discusses the importance of design research and strategy. It provides examples of guerrilla design research techniques people can use without large budgets. These include observing analogous environments to understand user behaviors, roles, and relationships. The document recommends identifying patterns in the data and translating observations into insights that guide product development. It then gives an example of how to apply these techniques by observing a skate park to develop an understanding of how skills are taught, mentored, and developed among users that could inform the design of a mobile social networking app.
Responsive Design Is Overrated: Developing context-aware UX for fun and profitHusani Oakley
ย
Here's a presentation I gave at Digital Dallas on going beyond responsive design - and using other signals to tweak content and functionality.
(Digital Dallas, December 10th 2013)
Future Storyworlds: Presentation to ARGfest 2012 in TorontoRobert Pratten
ย
This document discusses building pervasive entertainment platforms and transmedia storytelling. It introduces Conducttr, a transmedia production tool that allows for personalized, cross-platform experiences without coding. Conducttr manages content, control layers, and audiences. It can broadcast messages and personalize experiences based on individual or group variables. Examples discussed include an alien encounter game and the transmedia story "Lowlifes." Metrics are shown for "Lowlifes" that demonstrate how social media engagement can drive sales. The document also outlines models for audience participation and applying transmedia and gaming principles to the story "Mask of the Red Death."
Attendees at the Impact event can use Foursquare to check in at different event locations, find tips and information from other attendees at each location, and receive an exclusive button after checking into 3 locations. A QR code is provided to learn more about using Foursquare at the event.
The document introduces the Taposรฉ app, which allows for powerful creativity and content creation on mobile devices. It explains how to use various tools like the pencil, eraser, highlighter, and media features to write, draw, edit photos and videos. Finally, it discusses how to organize content into folders, share journals with others, and find community support on the Taposรฉ website.
The document discusses a mobile app called "my places, my friends" that leverages a user's social network to provide personalized local recommendations of places to go based on where a user's friends have been and places liked by similar users. The app allows users to see where friends are in real time, tell friends their location, and have real-time conversations. It is currently available on iPhone, Android and via a website, with over 450,000 mobile users globally, and plans for a full global launch by the end of February 2010.
The document provides an overview of the features and functionality of the Taposรฉ app, which allows users to create and organize journals, take notes, add media like images and video, use drawing and writing tools, and share or collaborate on journals with others. Key features highlighted include swiping to navigate panels, using tools like pencil and eraser, zooming, and organizing journals into folders. The document encourages users to try out Taposรฉ themselves and provides a link to join community discussions.
The document describes the interior design of a FabLab. It aims to show, share, create, discover, experience freedom and manufacture with imagination and free access to knowledge. The space includes a reception area, employees zone, waiting and rest zone. It uses white, orange and light grey colors across three levels. Spotlights and beech wood and white MDF materials provide lighting and surfaces. The desk table design emphasizes dynamism, rhythm and movement.
This document provides a template for creating an empathy map with 4 categories: Say, Do, Think, Feel. An empathy map is a tool used to understand experiences from another person's perspective by considering what they say, do, think and feel.
This document discusses different stakeholders in open source software communities and their motivations. It notes that wetware, or the people involved, define open source projects more than the code itself. Stakeholders include sponsors, core contributors, other contributors, ecosystem partners, and end users, all of whom participate and contribute for different reasons. Alignment of vision, methods, leadership, and priorities is important for community health and sustainability.
The document summarizes renovations and additions to the Quincy Public Library building from 2012. Key points include expanding the children's area, adding a teen zone, improving study and meeting spaces, and implementing new technology like self-checkout kiosks and wireless access. Private donations supported many of the upgrades to better serve the community.
The document discusses various aspects of artificial intelligence for home automation including routine recognition, person recognition, voice control, the Nest thermostat, robotics like ASIMO, and the future of these technologies. Routine recognition allows a smart home to learn common routines like morning, afternoon, and evening activities. Person recognition identifies individuals through biometrics to tailor the home environment and detect strangers. Voice control is currently used through mobile apps but may be integrated directly. The Nest thermostat self-learns temperature preferences over time. ASIMO is designed to assist humans and its abilities could continue to be developed.
Ethnography is a research method that can help designers better understand people and create more compelling designs. It involves observing people in their natural environments to develop empathy and insight into their behaviors, values and needs. The systematic process of ethnography includes defining problems, identifying study participants, collecting qualitative data through observation and interviews, analyzing the data for insights, and sharing those insights with designers to inspire new solutions. When applied throughout the design process, ethnography can lead to products and experiences that have deeper meaning and better connect with users.
Minecraft was created in 2009 by Markus Persson and has since become the best-selling video game of all time, with over 60 million copies sold across all platforms. The game spurred a massive fan community on YouTube and Twitch, with Minecraft videos accumulating over 47 billion views on YouTube, 99.4% of which are fan-made tutorials, playthroughs, and parodies. Microsoft acquired Minecraft from Mojang in 2014 for $2.5 billion. The game has become a cultural phenomenon and is used in schools through a modified educational version that allows for student-led learning.
The document discusses thoughtless acts and their implications for design. It presents a methodology for understanding thoughtless acts by examining how they relate to human cognition, emotion, memory, culture, trends, ability, habit, personality, and environment. The goal is to enable designers to realize these connections viscerally so they can better inform the design of proportions, form, space, sound, color, texture, vibrations, smell, touch, and temperature.
The document discusses strategies for user-generated content (UGC) platforms, including curating high-quality content, providing users with content tools and templates, interweaving helpful content, making resources engaging, focusing on real-world applications, and implementing quality assurance processes like community review. The overall message is about guiding users and communities to create valuable UGC through best practices, resources, and governance.
This document discusses badges and P2PU's badge system. It provides background on P2PU and badges, describes the current badge ecosystem including the different types of badges, and outlines plans to test and improve the badge system through empirical research and usability testing. The future sections discusses finishing the plan for the next iteration of the badge system and a phased deployment approach.
This document summarizes three different open online learning experiences called flavors of learning: 1) A gentle introduction to Python by Steve Carson, 2) Creative learning community by Natalie Rusk, 3) Play with your music by S. Alexander Ruthmann. The experiences leveraged existing resources without a centralized platform or teachers. They explored using email lists, WordPress, and Google+ for communication. The experiences faced challenges with student data distribution and reliance on project timelines but had success with affordability, openness, and learner-defined success. Improvements for the future include new collaboration tools and more flexible, project-based structures.
How can your students use Badges in the classroom? P2PU has built a learner-centered platform for your classroom community to give feedback to each other and recognize skills.
Peer 2 Peer University has a different take on measurement: we see assessment and learning as one loop, with peers constantly giving feedback to each other and learning in that process.
As such, we've build a very different kind of assessment platform: our Badges enable feedback and conversations. This presentation will walk through our platform and present a use case in how Youth Voices Summer Program used Badges for learners to assess each other.
The document discusses strategies for generating user-generated content (UGC) through peer learning. It describes Peer 2 Peer University, which has 67,000 users in 550 courses relying entirely on UGC. The author advocates shining a light on exemplary contributors, providing sample content, developing helpful inline resources, and establishing community safeguards for quality assurance. Readers are challenged to design a platform combining their talents that facilitates UGC using these strategies.
This document discusses the importance of design research and strategy. It provides examples of guerrilla design research techniques people can use without large budgets. These include observing analogous environments to understand user behaviors, roles, and relationships. The document recommends identifying patterns in the data and translating observations into insights that guide product development. It then gives an example of how to apply these techniques by observing a skate park to develop an understanding of how skills are taught, mentored, and developed among users that could inform the design of a mobile social networking app.
Design Research (is not Market Research)Joyce Chou
ย
The document discusses the differences between design research and market research. It explains that design research is used to encourage disruptive innovation before creating new products by getting outside assumptions and understanding customer perspectives. The document provides examples of design research methods like interviews, shadowing customers, and analyzing object usage to understand needs. It also discusses synthesizing findings by organizing data into themes, frameworks and personas to guide new product development.
1) The document discusses how open source software communities involve different stakeholders known as "wetware", including sponsors, core contributors, other contributors, ecosystem partners, and end users, who each have different motivations and expectations.
2) Successful communities require alignment around goals, development processes, and leadership, as well as considering the priorities and needs of end users.
3) The interests of sponsors, who contribute resources, need to be understood and balanced with other stakeholders for the community to thrive over the long run.
This document provides an overview of a tangible interaction design course. It discusses key concepts like movement, form, expression, function, material, and metaphor. It also covers various techniques for studying movement like Laban Movement Analysis. Students learn basics of tangible interaction design and are assigned projects to design tangible products that express movement through their form and interaction. The document outlines the course schedule and provides references for further reading on topics like simplicity in interaction design and the role of metaphor. Studio activities involve observing products for different movement qualities, sketching movements, and making physical models of music players to analyze according to movement principles.
This document discusses the need for technology in schools to enhance student learning. It outlines a technology wishlist including devices like laptops, projectors, and smartboards. The document then discusses how technology can support different learning styles based on Gardner's theory of multiple intelligences and constructivist learning theory by allowing students to learn through doing and making real-world connections. It provides examples of how different technologies can engage different intelligences, such as using podcasts, blogs and wikis for verbal learners or science tools and sensors for naturalists. The document concludes that technology can aid both student learning and teacher productivity when used appropriately.
Creating effective mobile learning in the social age - mLearnCon 2014 by Juli...Julian Stodd
ย
The Social Age is a time of great change, in how we work and how we learn. To design effective mobile learning, we have to understand these new realities and ensure that what we design fits within the constraints and evolved behaviours that have emerged. These are the slides from the session i ran at mLearnCon 2014 in San Diego with the eLearning Guild.
VSMM 2016 Keynote: Using AR and VR to create Empathic ExperiencesMark Billinghurst
ย
Keynote talk given by Mark Billinghurst at the VSMM 2016 conference on October 19th 2016.This talk was about how AR and VR can be used to create Empathic Computing experiences.
Designing for Immersive Worlds: Enhancing Experience to Accelerate LearningNiki Lambropoulos PhD
ย
The document discusses designing immersive worlds to enhance learning experiences. It summarizes research showing how reaching learners, engagement, purposefulness, feedback, and experience can accelerate learning. An example of using a learning management system, 3D virtual world, and project-based learning for an innovation management course is provided. Key aspects of an engaging user/learner experience are identified as having a clear purpose, a sense of presence and connection with others, being in a state of flow, and engaging learners through their senses, actions, emotions, cognition, and creativity. Immersive worlds are proposed as a way to enhance these aspects of experience online.
This document discusses transitioning a traditional school library to a dynamic learning commons. It outlines why the transition is needed to better support student and faculty needs in the digital age. Key aspects of the transition include going bookless, providing curated learning resources, and transforming the space into an active learning environment instead of a quiet study space. The transition process at one school took place from 2007 to 2011 and involved changes to staffing, technology, space design, and priorities to make the library a more collaborative and student-centered learning commons.
Usability and User Experience Training Seminarlabecvar
ย
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
The document introduces the Metronet Information Literacy Initiative, which aims to teach skills for finding, evaluating, and using information responsibly. Metronet is a library system serving Minnesota that focuses on continuing education. The initiative promotes 21st century skills like communication, collaboration, and problem solving using both traditional and new technologies. Information literacy is described as the ability to recognize information needs and locate, evaluate, and apply information effectively, which is key to success in academics, careers, and lifelong learning.
The document introduces Metronet's Information Literacy Initiative, which aims to teach skills for finding, evaluating, and using information effectively. Metronet is a library system serving Minnesota that is committed to information literacy. The initiative focuses on activities like History Day and 21st century skills. It discusses how information literacy, research, classrooms, and libraries have evolved from print-based to incorporating more digital tools and user-generated content for collaboration. The goals are to improve productivity, manage information, and expand reach through communication and creation.
The document introduces the Metronet Information Literacy Initiative (MILI), which aims to promote information literacy skills among students. MILI will focus on teaching the research process, identifying reliable resources, and promoting responsible use of information. It will encourage collaboration between libraries and teachers to incorporate these skills into classroom instruction. MILI will provide guidance on using new tools and the research process to develop assignments that encourage 21st century skills over simply repeating information. The goals are to help students conduct effective research and evaluate information critically and ethically.
The document proposes developing an interactive digital media system called TOTeM (Tales of Things: Electronic Memory) to create culturally responsive environments. It will analyze movement data using motion tracking and light projections to explore reflections in mirrors. The research questions examine the role of digital media in culturally responsive environments and how to develop methods to integrate cultural responsiveness. Ideas for the TOTeM object include a memory wall, table, tagging system, and machine for sharing past stories. The methodology discusses using cultural probes like questionnaires to collect memories and stories associated with objects from participants in their communities.
This document provides an agenda and overview for a post-summit session on using technology to tell stories. The agenda includes introductions, activities on installation art and transmedia storytelling, and discussions on implications for the classroom. Quotes throughout emphasize how technology allows for new forms of storytelling and participatory culture. The goal is to teach digital literacy skills and scaffold creative projects that have students exploring memory, building worlds, and cultivating collective intelligence through immersive stories.
Designing for Serendipity: Discovery & Personalization in ARDAQRI
ย
This document discusses using augmented reality as a tool for navigation and discovery. It proposes combining dynamic personalization with unplanned serendipity. It outlines some discovery mechanisms like place-based discovery and unplanned access to curated content. The design challenge is to create space for serendipity by determining what content is appropriate and how it is distributed, balancing expert curation with personalization, and incorporating ties to physical spaces. Serendipity matters because only unexpected connections can drive great innovations that make a positive difference.
This document summarizes work on collective intelligence initiatives including two prototypes: 1) A news aggregator and scanning system for the Korea GCCSR situation room, and 2) A news aggregator, early warning system scanning, and situational awareness tool for Kuwait's PMO. It then discusses roots of futures methodologies and obstacles to considering soft factors like human meaning and purpose. Finally, it outlines methods and tools for cultivating collective intelligence including storytelling, serious games, and self-organizing community-based economic development.
Soft side futures methodologies mp p cmeeting-smFrank Catanzaro
ย
This document summarizes work on collective intelligence initiatives including two prototypes: 1) A news aggregator and scanning system for the Korea GCCSR situation room, and 2) A news aggregator, early warning system scanning, and situational awareness tool for Kuwait's PMO EWS. It then discusses roots of futures methodologies and obstacles to considering soft factors like human meaning and purpose. Finally, it outlines methods and tools for cultivating collective intelligence including storytelling, serious games, and self-organizing community-based economic development.
Similar to Reflection: Old Skool and New Skool (20)
This document summarizes Vanessa Genarelli's research on coworking spaces. It begins with an introduction to coworking and its origins in 2005. The research questions examine if coworking spaces can expand human potential and which interaction design principles nurture excellent work. Research methods included interviews and site visits to coworking spaces on the East Coast. Key findings discussed recruitment differences between spaces, the importance of onboarding and socialization, the impact of space design on mixing and sharing, and different approaches to discipline and governance and their correlation to culture and sustainability. The discussion examines relationships between emergent culture, mixed desks for skills learning, and low dismissal rates.
My slides for our group presentation for Open Education Week with Karen Fasimpaur and Jane Park. Full presentation at http://www.slideshare.net/kfasimpaur/p2-pu-openedwk2013
The document outlines design priorities and user flows for a badge system called Badges.p2pu.org, including creating badges, applying for badges, reviewing badge applications, and adding badges to courses on p2pu.org. It provides wireframes and user scenarios to illustrate the badge creation process and giving/receiving feedback to earn badges for completed projects.
Formative Evaluation for Educational Product DevelopmentVanessa Gennarelli
ย
This document discusses formative evaluation for educational product development. Formative evaluation involves testing an educational product with users during development to inform the product's direction. It can be conducted at any time during development. Some key methods discussed include interviews, think-aloud protocols, focus groups, questionnaires, and click-testing. Conducting formative evaluation with target users for around a week can help identify usability issues, measure user appeal and engagement, and test user comprehension to improve the educational product.
The document provides guidance on creating courses on the P2PU platform, noting that P2PU courses consist of conversations, activities, and projects. It recommends including interesting projects for learners to accomplish and ways for them to work together and give each other feedback. The document also highlights improvements to the course creation process and user experience, including in-line help, smooth content entry, and markdown support. Learners are directed to the new course creation site and a discussion forum to ask questions and provide feedback to a P2PU representative.
P2PU courses are online learning experiences that involve tasks completed within a set timeframe. Courses have discussions and are facilitated. Challenges are less structured, allow self-paced learning, and use badges for assessment. Both involve projects and skills development. Future plans are to unify courses and challenges into a single learning experience.
This document summarizes research from interviews and usability testing on the process of creating courses on the P2PU platform. Key findings include that users iterate a lot when developing courses, with over 70% visiting P2PU over 20 times. Collaborative tools like Etherpad are popular for drafting content. Recommendations focus on improving the in-platform editing and creation process to better support collaboration and iterative development. Next steps include additional user testing and integrating the findings with other platform initiatives.
The document summarizes user research testing done on the P2PU homepage. Key findings include:
1) Labeling of elements like "featured courses" and "course covers" needed more clarity.
2) The activity feed was often mistaken for Twitter and seen as irrelevant on the homepage.
3) In an annotation test, users were confused by the "Find" vs. "Create" flows and wanted to see courses first before being prompted to create.
4) Future tests should focus questions individually and stagger multiple small tests.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
ย
(๐๐๐ ๐๐๐) (๐๐๐ฌ๐ฌ๐จ๐ง ๐)-๐๐ซ๐๐ฅ๐ข๐ฆ๐ฌ
๐๐ข๐ฌ๐๐ฎ๐ฌ๐ฌ ๐ญ๐ก๐ ๐๐๐ ๐๐ฎ๐ซ๐ซ๐ข๐๐ฎ๐ฅ๐ฎ๐ฆ ๐ข๐ง ๐ญ๐ก๐ ๐๐ก๐ข๐ฅ๐ข๐ฉ๐ฉ๐ข๐ง๐๐ฌ:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
๐๐ฑ๐ฉ๐ฅ๐๐ข๐ง ๐ญ๐ก๐ ๐๐๐ญ๐ฎ๐ซ๐ ๐๐ง๐ ๐๐๐จ๐ฉ๐ ๐จ๐ ๐๐ง ๐๐ง๐ญ๐ซ๐๐ฉ๐ซ๐๐ง๐๐ฎ๐ซ:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the bodyโs response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
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Ivรกn Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
7. FourSquare
โข Location-based social networking for mobile devices
โข Users check in to their location, share with friends,
unlock badges
โข FourSquare can push information to your mobile
8. Amazonโs Highlighting
Feature
โข Amazonโs ereader
allows users to
highlight and share
passages
โข โPopular Highlightsโ
feature shows what
other users have
highlighted
โข Amazon keeps
record of your
highlights and notes
12. Activity
โข Choose 2 tools
โข What are the qualities of each platform that could allow for or
prompt reflection?
โข How would one use them for reflection in their everyday lives?
โข Weโll take 15 minutes
OLD SKOOL NEW SKOOL
โข Journal โข FourSquare
โข Gazebo โข Social highlighting
โข Meditation Bells โข Wordle
โข Tarot Cards โข Stretching software
โข Sand Mandalas โข Eportfolios
13. Reflection Ideas
โข History channel--when
folks check in, historical
facts are pushed to them.
โข FourSquare reminds you
what you were doing 1
year ago today.