While content creation is a top priority for most nonprofits, a huge challenge is distribution. When thinking about how to get your amazing content beyond your existing network, consider this: the top 5% of supporters in your CRM, on average, have a reach 200 times greater than your entire email file. These social media influencers not only help extend the reach of your amazing content, but expose more people to your good work. Cheryl Contee, CEO of Fission and Co-Founder of Attentive.ly, explored how to identify your influencers, the best sharable content and how to get them talking about your campaigns at #SM4NP Silicon Valley.
IU Librarians' Day | June 8, 2012
Slides from an informal informational session about the project to implement a new public interface for IUCAT, powered by Blacklight.
From this presentation, attendees will take away:
1) The concept of story and the importance of jargon-free effective storytelling to demonstrate what responsible tourism is and why it matters, and how it enhances a traveler's experience.
2) Why story is crucial in differentiating your offering, educating consumers and convincing them to act and purchase.
3) Specific social media storytelling strategies, platforms, and tools that enable exposure, engagement and brand advocacy.
Quest2Teach is a series of game-infused 3D virtual learning curricula created for teacher education. These immersive experiences provide authentic and individualized practice for teachers, designed to help them make the leap from theory to practice. In Quest2Teach, pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and professional network.
In these immersive worlds, learners create their professional avatar, play out roles, solve authentic problems, fail safely, and see the impact of their individual decisions and trajectories, while gaining experience and fluency in these theories-in-action.
The first of its kind in teacher education, Q2T was created at ASU’s Mary Lou Fulton Teachers College through a unique collaboration between our Center for Games & Impact and partner game-design studio, E-Line Media. Contact anna.arici@asu.edu for guest accounts and more information.
Do you ever feel like messaging decisions are made in a vacuum at your organization? Some simple testing can make the difference in connecting with your target audience. Learn from Marcia Silva how the Second Harvest Food Bank leveraged a small budget on Facebook Ads to test branding elements, as well as how the data helped them tighten their 2015 childhood hunger messages and improve campaign results.
Well, We've Done All This Research, Now What?Steve Portigal
One of the most persistent factors limiting the impact of user research in business is that projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. We've long heard the lament "Well, we got this report and it just sat there. We didn't know what to do with it." But design research (or ethnography, or user research, or whatever the term du jour may be) has also become standard practice, as opposed to something exceptional or innovative. That means that designers are increasingly involved in using contextual research to inform their design work. Ongoing acceptance of design research has increased the ranks of designers and others who feel comfortable conducting user research. But analysis and synthesis is a more slippery skill set, and we see how easy it is for teams to ignore (more out of frustration than anything malicious) data that doesn't immediately seem actionable. This workshop gives people the tools to take control over synthesis and ideation themselves by breaking it down into a manageable framework and process.
XÂY DỰNG VÀ ÁP DỤNG HỆ THỐNG THẺ ĐIỂM CÂN BẰNG ĐỂ ĐÁNH GIÁ HIỆU QUẢ HOẠT ĐỘ...Vy Tieu
Để giải quyết vấn đề này, Rober S. Kaplan và David P. Norton đã đƣa ra mô
hình quản trị toàn diện dựa trên phƣơng pháp hệ thống thẻ điểm cân bằng (Balanced
Scorecard – BSC). Mô hình này cho phép các tổ chức không chỉ lập kế hoạch và thực
hiện thành công chiến lƣợc mà còn hỗ trợ quản lý, kiểm tra và điều chỉnh để tối ƣu hóa
quá trình thực hiện chiến lƣợc. Mô hình này cũng chỉ ra cho doanh nghiệp cách thức
tạo ra giá trị tƣơng lai thông qua những đầu tƣ về khách hàng, nhà cung cấp, ngƣời lao
động, phƣơng thức hoạt động, kỹ thuật công nghệ và tiến trình đổi mới.
While content creation is a top priority for most nonprofits, a huge challenge is distribution. When thinking about how to get your amazing content beyond your existing network, consider this: the top 5% of supporters in your CRM, on average, have a reach 200 times greater than your entire email file. These social media influencers not only help extend the reach of your amazing content, but expose more people to your good work. Cheryl Contee, CEO of Fission and Co-Founder of Attentive.ly, explored how to identify your influencers, the best sharable content and how to get them talking about your campaigns at #SM4NP Silicon Valley.
IU Librarians' Day | June 8, 2012
Slides from an informal informational session about the project to implement a new public interface for IUCAT, powered by Blacklight.
From this presentation, attendees will take away:
1) The concept of story and the importance of jargon-free effective storytelling to demonstrate what responsible tourism is and why it matters, and how it enhances a traveler's experience.
2) Why story is crucial in differentiating your offering, educating consumers and convincing them to act and purchase.
3) Specific social media storytelling strategies, platforms, and tools that enable exposure, engagement and brand advocacy.
Quest2Teach is a series of game-infused 3D virtual learning curricula created for teacher education. These immersive experiences provide authentic and individualized practice for teachers, designed to help them make the leap from theory to practice. In Quest2Teach, pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and professional network.
In these immersive worlds, learners create their professional avatar, play out roles, solve authentic problems, fail safely, and see the impact of their individual decisions and trajectories, while gaining experience and fluency in these theories-in-action.
The first of its kind in teacher education, Q2T was created at ASU’s Mary Lou Fulton Teachers College through a unique collaboration between our Center for Games & Impact and partner game-design studio, E-Line Media. Contact anna.arici@asu.edu for guest accounts and more information.
Do you ever feel like messaging decisions are made in a vacuum at your organization? Some simple testing can make the difference in connecting with your target audience. Learn from Marcia Silva how the Second Harvest Food Bank leveraged a small budget on Facebook Ads to test branding elements, as well as how the data helped them tighten their 2015 childhood hunger messages and improve campaign results.
Well, We've Done All This Research, Now What?Steve Portigal
One of the most persistent factors limiting the impact of user research in business is that projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. We've long heard the lament "Well, we got this report and it just sat there. We didn't know what to do with it." But design research (or ethnography, or user research, or whatever the term du jour may be) has also become standard practice, as opposed to something exceptional or innovative. That means that designers are increasingly involved in using contextual research to inform their design work. Ongoing acceptance of design research has increased the ranks of designers and others who feel comfortable conducting user research. But analysis and synthesis is a more slippery skill set, and we see how easy it is for teams to ignore (more out of frustration than anything malicious) data that doesn't immediately seem actionable. This workshop gives people the tools to take control over synthesis and ideation themselves by breaking it down into a manageable framework and process.
XÂY DỰNG VÀ ÁP DỤNG HỆ THỐNG THẺ ĐIỂM CÂN BẰNG ĐỂ ĐÁNH GIÁ HIỆU QUẢ HOẠT ĐỘ...Vy Tieu
Để giải quyết vấn đề này, Rober S. Kaplan và David P. Norton đã đƣa ra mô
hình quản trị toàn diện dựa trên phƣơng pháp hệ thống thẻ điểm cân bằng (Balanced
Scorecard – BSC). Mô hình này cho phép các tổ chức không chỉ lập kế hoạch và thực
hiện thành công chiến lƣợc mà còn hỗ trợ quản lý, kiểm tra và điều chỉnh để tối ƣu hóa
quá trình thực hiện chiến lƣợc. Mô hình này cũng chỉ ra cho doanh nghiệp cách thức
tạo ra giá trị tƣơng lai thông qua những đầu tƣ về khách hàng, nhà cung cấp, ngƣời lao
động, phƣơng thức hoạt động, kỹ thuật công nghệ và tiến trình đổi mới.
3. სისტემური ბლოკი
სისტემური ბლოკი
წარმოადგენს
კომპიუტერის
უმთავრეს
პერიფერიულ
მოწყობილობას, რომე
ლზეც მიერთებულია
ყველა სხვა
პერიფერიული
მოწყობილობა. . .