Наважитись на 6-12 місячну подорож, для якої в українській мові навіть немає терміну – складно.
В "Gap year" вирушає більша частина австралійських учнів до вступу в університети, також багато західноєвропейських студентів та дорослих під час академвідпустки у навчанні або перерв у роботі. Деякі британські та американські компанії навіть стимулюють своїх працівників залишити країну на довгий термін, звільняють, а потім приймають назад на те ж місце.
"Gap year" буває лише раз в житті. Він не обов'язково повинен тривати рік. Комусь може вистачити 6-ти місяців, а хтось залишається на 2 роки, або зовсім не повертається жити у рідну країну, знайшовши кращі можливості за кордоном.
"Gap year" – не туризм, не "дауншифтінг", не відпочинок під пальмами на одному з пляжів Таїланду, це глибоке занурення у світ і самого себе, погляд на глобальні можливості не зі слів чергового блогера-автостопщика чи спікера-мандрівника у коворкінгу, а власними очима, на особистому досвіді.
"Gap year" не є дорогим задоволенням. За вартість звичайного двотижневого туру можна організувати півтора-два місяці такої подорожі, а за умов кращого планування, виділяючи час на волонтерство чи тимчасове працевлаштування – і усі шість місяців.
Для "Gap Year" абсолютно неважлий вік – ви щойно закінчили школу, дотягуєте третій курс університету, 5 років працюєте на дорослих роботах, чи за якийсь десяток плануєте на пенсію. В "Gap year" можна відправитись коли завгодно і для кожного ця подорож буде особливою і важливою. Єдине, що гарантовано – якщо ви наважитесь, ваше життя більше ніколи не буде таким, як до цього.
Про що ця зустріч? Про саму ідею, про підготовку, планування, можливості, роботу в подорожах, бюджет, волонтерство, нюанси працевлаштування, ризики, безпеку, про стилі і витрати, спорядження, досвід десятків інших людей, як змінилось їх життя, маршрути - прикладі трьох континентів.
Telegram channel https://t.me/gapyear_ua
MAKING THE COOLEST (NOT SO) LITTLE CAPITAL WEBSITE EVEN COOLERUX New Zealand 2015
Speaker: Rebecca Klee
WellingtonNZ.com is one of New Zealand’s most successful visitor destination websites, keeping visitors and locals in the know on what to see and do.
Last year WellingtonNZ.com was relaunched with a new look and feel, and the scope shifted from tourism-focused to becoming a single hub for those wanting to visit, work, study or do business in Wellington.
Since the relaunch, Positively Wellington Tourism have continued to collaborate with local design agency DNA, as well as stakeholders Grow Wellington and Wellington City Council, in order to enhance the various distinct, but overlapping user journeys of this increased audience.
Rebecca will present some of the key challenges and discoveries from recent projects making the coolest (not so) little capital website even cooler.
The document outlines the process of synthesizing research findings from generative user research. It discusses moving from individual analysis of raw data to collaborative synthesis of themes and patterns. Key steps include identifying early themes in debrief discussions, individual analysis through annotating transcripts and videos, collaborative analysis by presenting "case studies" of research participants and clustering findings on a whiteboard, and refining insights into higher-level themes and opportunities.
Speaker: Caroline Jarrett
To help us get the best out of this tricky research method, Caroline will describe the Survey Octopus, a friendly creature that helps her to tackle all the issues that may lie between 'What we want to ask, and who we want to ask', and a solid, reliable number that can be used to make decisions.
Along the way, we'll encounter the key concept in survey methodology, Total Survey Error, and the various types of error that can affect your survey.
Donna Spencer
In this presentation, Donna will talk about the questions that she's been asked over and over again in her 15 years of information architecture work. And she won’t only talk about the questions...she'll answer them too!
Information architecture work is full of counterintuitive ideas and outcomes that can't be predicted ahead of time.
Amongst other things, she'll introduce and answer these questions.
"Is it OK to put things in more than one place?"
"Why can't we just arrange it according to our audiences?"
"Can't we just put a map on the page and use that?"
"Why do we need to do this? Doesn't everyone just search?"
"Can't we design the site and then pour the IA in afterwards?"
"Why do you need to spend so much time looking at the content?"
"But in the card sort, users said they wanted 14 categories..."
And her personal favourite: "Can't we just write some FAQs?"
Speaker: DAN SZUC
People face frustrations in work today that are fundamentally getting in the way of our ability to deliver on meaningful work. Corporate structures are badly designed and projects often prevent people from being able to do their best. Businesses are left confused after being fed a constant flow of buzzwords like ‘innovation’, ‘user experience’, ‘design thinking’, and ‘creativity’, and projects are not designed or staged to enable people to practise fundamental skills (skills that help us facilitate delightful and fulfilling experiences for people).
Dan will confront the fundamental issues project teams face, and then share his solutions for designing successful projects.
A COMMUNITY, NOT A LIBRARY: DESIGN PATTERNS FOR GOVERNMENT SERVICESUX New Zealand 2015
Workshop lead by Caroline Jarret
As a designer, how do you know that what you’re doing represents best practice? If you’ve got many designers working on services for the same website, how do you help them to share and improve their practice?
Caroline, the world’s foremost expert on online forms, will give you an insider’s take on how the UK Government Digital Service (GDS) uses design patterns to deal with these challenges. She’s part of the team that creates design patterns for the GOV.UK website as a way to ensure consistency across services, and to share data from extensive user research with other designers — a must for people working on a website that gets 12 million visitors a week.
Come to the workshop to find out:
what design patterns are, and how they ensure consistency across services
how design patterns are used in practice by designers and across teams
what design patterns can and can’t do, and pitfalls to avoid
how to source, create, and implement design patterns for your own work.
Along the way, Caroline will give you insights into how they created the first versions of the patterns, the tools and approaches they use to introduce, implement, and update the patterns, and what went well (and not so well) along the way.
You’ll also learn why the primary value of design patterns is the conversation they create, and hear about the community they set up that continues to actively discuss, challenge, and update the patterns to this day.
About the UK Government Digital Service:
GDS pioneered the global movement towards simplifying and centralising online government services, primarily through GOV.UK. As the site has grown, so has the design team – from a few people in a room to dozens of designers across multiple government departments.
Now, their website GOV.UK is now home to over 330 departments and organisations, and is saving the government an estimated £62 million per year.
Yes, My tuatara loves to cha-cha: Improv, creativity and designUX New Zealand 2015
Speaker: Steve Portigal
Improv is not ‘stand-up comedy’ but a series of games that offer huge degrees of freedom within a set of constraints. During improv, we bring out quickly-understood-and-communicated rules of culture that are implicit, not explicit.
Design and improv have important similarities. Both practices involve collaboration and brainstorming; an emphasis on breakthrough thinking; in-the-moment aspects and ‘Aha!’ moments; a balance of process, structure, and unfettered creativity; an enormous unspoken interaction; and the need to learn upon reflection.
Playing with improv can help us to be more mindful of the power of listening, to create a more collaborative work culture, to develop our own creativity, and to warm up teammates and clients in workshops and design sessions.
In this interactive presentation, you’ll learn about improv, listening, and creativity, and how each supports the others. No tuatara's will be harmed.
Наважитись на 6-12 місячну подорож, для якої в українській мові навіть немає терміну – складно.
В "Gap year" вирушає більша частина австралійських учнів до вступу в університети, також багато західноєвропейських студентів та дорослих під час академвідпустки у навчанні або перерв у роботі. Деякі британські та американські компанії навіть стимулюють своїх працівників залишити країну на довгий термін, звільняють, а потім приймають назад на те ж місце.
"Gap year" буває лише раз в житті. Він не обов'язково повинен тривати рік. Комусь може вистачити 6-ти місяців, а хтось залишається на 2 роки, або зовсім не повертається жити у рідну країну, знайшовши кращі можливості за кордоном.
"Gap year" – не туризм, не "дауншифтінг", не відпочинок під пальмами на одному з пляжів Таїланду, це глибоке занурення у світ і самого себе, погляд на глобальні можливості не зі слів чергового блогера-автостопщика чи спікера-мандрівника у коворкінгу, а власними очима, на особистому досвіді.
"Gap year" не є дорогим задоволенням. За вартість звичайного двотижневого туру можна організувати півтора-два місяці такої подорожі, а за умов кращого планування, виділяючи час на волонтерство чи тимчасове працевлаштування – і усі шість місяців.
Для "Gap Year" абсолютно неважлий вік – ви щойно закінчили школу, дотягуєте третій курс університету, 5 років працюєте на дорослих роботах, чи за якийсь десяток плануєте на пенсію. В "Gap year" можна відправитись коли завгодно і для кожного ця подорож буде особливою і важливою. Єдине, що гарантовано – якщо ви наважитесь, ваше життя більше ніколи не буде таким, як до цього.
Про що ця зустріч? Про саму ідею, про підготовку, планування, можливості, роботу в подорожах, бюджет, волонтерство, нюанси працевлаштування, ризики, безпеку, про стилі і витрати, спорядження, досвід десятків інших людей, як змінилось їх життя, маршрути - прикладі трьох континентів.
Telegram channel https://t.me/gapyear_ua
MAKING THE COOLEST (NOT SO) LITTLE CAPITAL WEBSITE EVEN COOLERUX New Zealand 2015
Speaker: Rebecca Klee
WellingtonNZ.com is one of New Zealand’s most successful visitor destination websites, keeping visitors and locals in the know on what to see and do.
Last year WellingtonNZ.com was relaunched with a new look and feel, and the scope shifted from tourism-focused to becoming a single hub for those wanting to visit, work, study or do business in Wellington.
Since the relaunch, Positively Wellington Tourism have continued to collaborate with local design agency DNA, as well as stakeholders Grow Wellington and Wellington City Council, in order to enhance the various distinct, but overlapping user journeys of this increased audience.
Rebecca will present some of the key challenges and discoveries from recent projects making the coolest (not so) little capital website even cooler.
The document outlines the process of synthesizing research findings from generative user research. It discusses moving from individual analysis of raw data to collaborative synthesis of themes and patterns. Key steps include identifying early themes in debrief discussions, individual analysis through annotating transcripts and videos, collaborative analysis by presenting "case studies" of research participants and clustering findings on a whiteboard, and refining insights into higher-level themes and opportunities.
Speaker: Caroline Jarrett
To help us get the best out of this tricky research method, Caroline will describe the Survey Octopus, a friendly creature that helps her to tackle all the issues that may lie between 'What we want to ask, and who we want to ask', and a solid, reliable number that can be used to make decisions.
Along the way, we'll encounter the key concept in survey methodology, Total Survey Error, and the various types of error that can affect your survey.
Donna Spencer
In this presentation, Donna will talk about the questions that she's been asked over and over again in her 15 years of information architecture work. And she won’t only talk about the questions...she'll answer them too!
Information architecture work is full of counterintuitive ideas and outcomes that can't be predicted ahead of time.
Amongst other things, she'll introduce and answer these questions.
"Is it OK to put things in more than one place?"
"Why can't we just arrange it according to our audiences?"
"Can't we just put a map on the page and use that?"
"Why do we need to do this? Doesn't everyone just search?"
"Can't we design the site and then pour the IA in afterwards?"
"Why do you need to spend so much time looking at the content?"
"But in the card sort, users said they wanted 14 categories..."
And her personal favourite: "Can't we just write some FAQs?"
Speaker: DAN SZUC
People face frustrations in work today that are fundamentally getting in the way of our ability to deliver on meaningful work. Corporate structures are badly designed and projects often prevent people from being able to do their best. Businesses are left confused after being fed a constant flow of buzzwords like ‘innovation’, ‘user experience’, ‘design thinking’, and ‘creativity’, and projects are not designed or staged to enable people to practise fundamental skills (skills that help us facilitate delightful and fulfilling experiences for people).
Dan will confront the fundamental issues project teams face, and then share his solutions for designing successful projects.
A COMMUNITY, NOT A LIBRARY: DESIGN PATTERNS FOR GOVERNMENT SERVICESUX New Zealand 2015
Workshop lead by Caroline Jarret
As a designer, how do you know that what you’re doing represents best practice? If you’ve got many designers working on services for the same website, how do you help them to share and improve their practice?
Caroline, the world’s foremost expert on online forms, will give you an insider’s take on how the UK Government Digital Service (GDS) uses design patterns to deal with these challenges. She’s part of the team that creates design patterns for the GOV.UK website as a way to ensure consistency across services, and to share data from extensive user research with other designers — a must for people working on a website that gets 12 million visitors a week.
Come to the workshop to find out:
what design patterns are, and how they ensure consistency across services
how design patterns are used in practice by designers and across teams
what design patterns can and can’t do, and pitfalls to avoid
how to source, create, and implement design patterns for your own work.
Along the way, Caroline will give you insights into how they created the first versions of the patterns, the tools and approaches they use to introduce, implement, and update the patterns, and what went well (and not so well) along the way.
You’ll also learn why the primary value of design patterns is the conversation they create, and hear about the community they set up that continues to actively discuss, challenge, and update the patterns to this day.
About the UK Government Digital Service:
GDS pioneered the global movement towards simplifying and centralising online government services, primarily through GOV.UK. As the site has grown, so has the design team – from a few people in a room to dozens of designers across multiple government departments.
Now, their website GOV.UK is now home to over 330 departments and organisations, and is saving the government an estimated £62 million per year.
Yes, My tuatara loves to cha-cha: Improv, creativity and designUX New Zealand 2015
Speaker: Steve Portigal
Improv is not ‘stand-up comedy’ but a series of games that offer huge degrees of freedom within a set of constraints. During improv, we bring out quickly-understood-and-communicated rules of culture that are implicit, not explicit.
Design and improv have important similarities. Both practices involve collaboration and brainstorming; an emphasis on breakthrough thinking; in-the-moment aspects and ‘Aha!’ moments; a balance of process, structure, and unfettered creativity; an enormous unspoken interaction; and the need to learn upon reflection.
Playing with improv can help us to be more mindful of the power of listening, to create a more collaborative work culture, to develop our own creativity, and to warm up teammates and clients in workshops and design sessions.
In this interactive presentation, you’ll learn about improv, listening, and creativity, and how each supports the others. No tuatara's will be harmed.
Author: Dr. Chandra Harrison
In a case study about change Chandra will take you on a journey of how focusing on user needs, applying agile methods and eating a liberal dose of jaffas (the sweets - just for clarity) helped rebuild the website to be fit for purpose (although it's unlikely to ever be famous).
WHAT DOES A TRULY INSPIRATIONAL DESIGN TEAM LEADER LOOK LIKE?UX New Zealand 2015
We’ve all had managers/bosses/supervisors/people who tell us what to do at that place where they keep our pay cheques, but what does a truly inspirational design team leader look like? Those of us who are managers now- what can we do better? And for those of us (like me) with certified minion status- what kind of leader do we want to be when we grow up? I had the privilege of working for one of these magical creatures once and I’d like to share with you what I learned from that experience.
The document summarizes the key components of the vocal mechanism. It includes diagrams and images of the larynx, vocal cords, and windpipe to illustrate how sound is produced when air passes through the vocal cords. The summary highlights that three body regions including the larynx and vocal cords work together to enable voice and discusses how vocal cords vibrate to create different vocal pitches and tones.
Speaker: Adam Polansky
Public speaking isn’t just for big rooms with a podium and microphone.
Sometimes it’s just you and five, ten, maybe twenty people, who might be your clients or stakeholders or project team members. Any time you address a group, you need to get your message across and know you'll be understood, and so prep and practice are always important. But when you’re speaking close-up there are different things to think about and opportunities you don’t have in a conference hall.
You’ll leave the workshop with a set of tools to prepare for and deliver a great presentation to clients, peers, or execs.
During the workshop, we’ll talk about how to:
- prepare a presentation with long or short notice
- manage your delivery and the room dynamics
- speak successfully to executives
- keep the conversation alive after the meeting
- give a pitch (yes, we’ll even talk about that)
This session will set you up to own the room the next time you have to present.
Author : Lou Rosenfeld
You may have spent the early years of your UX career fighting off a bad case of impostor syndrome. Well, bad news: as your career advances, there's a good chance that it'll return. That's because your day-to-day work diet will increasingly forgo the red meat of research and design for a dog's breakfast of odd tasks and miscellaneous activities that you'd never imagined existed.
Lou Rosenfeld, who's been around a while and has done some things, feels this pain. He's not sure if what he does is UX. That's his problem. But there's a very good chance that, should you live long enough, Lord willing, it will be yours some day too. Join Lou for a look at what it means—or could mean—to "practice UX" at the far edges of your career and in strange settings that a little time at General Assembly or in grad school don't prepare you for.
The document discusses different types of "design-o-saurs" that exist in government, including bureaucrats represented by ankylosaurus who resist change, contractors represented by pterosaurs who only care about completing tasks, and developers represented by devotitan who want to restructure everything. It suggests that designers, represented by coelophysis, can help make public services better if they collaborate with each other and involve users instead of treating them as a separate entity.
The document discusses various topics related to digital experience design including human-centered design, optimal experience and usability, embracing change, and the importance of desirability, viability, and feasibility. It also references using a welcome letter to start a fire, drinking from a fire hydrant requiring a delicate touch, and different being awesome. The document concludes by thanking the reader and providing a website URL.
We all agreed something needed to change, but did this mean we needed to work soooo closely together?
This is the story of how dev and UX were thrown together and how it nearly killed us both. But little by little we changed and learned about each other. Through interviews with designers and devs, and real life examples, we’ll talk about what worked, what failed spectacularly, and what we’re doing today.
“I love working with you more and more each day. Except for yesterday, yesterday you were pretty annoying.”
Author: Dr. Chandra Harrison
In a case study about change Chandra will take you on a journey of how focusing on user needs, applying agile methods and eating a liberal dose of jaffas (the sweets - just for clarity) helped rebuild the website to be fit for purpose (although it's unlikely to ever be famous).
WHAT DOES A TRULY INSPIRATIONAL DESIGN TEAM LEADER LOOK LIKE?UX New Zealand 2015
We’ve all had managers/bosses/supervisors/people who tell us what to do at that place where they keep our pay cheques, but what does a truly inspirational design team leader look like? Those of us who are managers now- what can we do better? And for those of us (like me) with certified minion status- what kind of leader do we want to be when we grow up? I had the privilege of working for one of these magical creatures once and I’d like to share with you what I learned from that experience.
The document summarizes the key components of the vocal mechanism. It includes diagrams and images of the larynx, vocal cords, and windpipe to illustrate how sound is produced when air passes through the vocal cords. The summary highlights that three body regions including the larynx and vocal cords work together to enable voice and discusses how vocal cords vibrate to create different vocal pitches and tones.
Speaker: Adam Polansky
Public speaking isn’t just for big rooms with a podium and microphone.
Sometimes it’s just you and five, ten, maybe twenty people, who might be your clients or stakeholders or project team members. Any time you address a group, you need to get your message across and know you'll be understood, and so prep and practice are always important. But when you’re speaking close-up there are different things to think about and opportunities you don’t have in a conference hall.
You’ll leave the workshop with a set of tools to prepare for and deliver a great presentation to clients, peers, or execs.
During the workshop, we’ll talk about how to:
- prepare a presentation with long or short notice
- manage your delivery and the room dynamics
- speak successfully to executives
- keep the conversation alive after the meeting
- give a pitch (yes, we’ll even talk about that)
This session will set you up to own the room the next time you have to present.
Author : Lou Rosenfeld
You may have spent the early years of your UX career fighting off a bad case of impostor syndrome. Well, bad news: as your career advances, there's a good chance that it'll return. That's because your day-to-day work diet will increasingly forgo the red meat of research and design for a dog's breakfast of odd tasks and miscellaneous activities that you'd never imagined existed.
Lou Rosenfeld, who's been around a while and has done some things, feels this pain. He's not sure if what he does is UX. That's his problem. But there's a very good chance that, should you live long enough, Lord willing, it will be yours some day too. Join Lou for a look at what it means—or could mean—to "practice UX" at the far edges of your career and in strange settings that a little time at General Assembly or in grad school don't prepare you for.
The document discusses different types of "design-o-saurs" that exist in government, including bureaucrats represented by ankylosaurus who resist change, contractors represented by pterosaurs who only care about completing tasks, and developers represented by devotitan who want to restructure everything. It suggests that designers, represented by coelophysis, can help make public services better if they collaborate with each other and involve users instead of treating them as a separate entity.
The document discusses various topics related to digital experience design including human-centered design, optimal experience and usability, embracing change, and the importance of desirability, viability, and feasibility. It also references using a welcome letter to start a fire, drinking from a fire hydrant requiring a delicate touch, and different being awesome. The document concludes by thanking the reader and providing a website URL.
We all agreed something needed to change, but did this mean we needed to work soooo closely together?
This is the story of how dev and UX were thrown together and how it nearly killed us both. But little by little we changed and learned about each other. Through interviews with designers and devs, and real life examples, we’ll talk about what worked, what failed spectacularly, and what we’re doing today.
“I love working with you more and more each day. Except for yesterday, yesterday you were pretty annoying.”
3. Молодше
15 років
15.6%
15-65 років
68.4%
Старше 65
16.0%
ВІКОВЕ НАСЕЛЕННЯ ГРУЗІЇ У
ПРОЦЕНТНОМУ СПІВВІДНОШЕННІ НА 2015
РІК
В абсолютних цифрах:
695 742 – молодше 15 років (чоловіків: 372 219;
жінок: 323 523)
3 037 741 – від 16 до 65 (чоловіків: 1 466 062; жінок:
1 571 679)
713 575 – старше 65 років (чоловіків: 284 256;
жінок: 429 275)
4.
5.
6. Розмір мінімальної заробітньої плати (на
2014 рік):
• Для працездатного чоловіка– 89,7 $
• Для середньостатистичного споживача – 79,4 $
• Для середньої сім’ї – 150,4 $
Прожитковий мінімум (на 2014 рік)
• Для працездатного чоловіка– 89,8 $
• Для середньостатистичного споживача – 79,5 $
• Для середньої сім’ї – 150,6 $
7.
8. ВВП на 2014 рік – більше 16.5 млрд. доларів США
17.4%
17.1%
10.5%
9.9%
9.2%
7.3%
28.6%
Структура ВВП Грузії за 2014 рік
торгівля
Промисловість
транспорт і зв'язок
апарат управління
с/г і риболовля
будівництво
інше
9. Сукупний зовнішній борг країни на 2013 рік становить $ 13 400 000 000 – це приблизно
70% від ВВП. З цієї суми власне державний борг набагато менше - $ 4 200 000 000, менше
30% від обсягу сукупного боргу
845000000
483000000
355000000
327000000
207700000
Світовий банк МВФ ЄБРР Азіатський банк розвитку Європейський
інвестиційний банк
Обсяги наданих коштів від найбільших кредиторів, євро
0
50
100
150
200
250
300
350
400
Німеччина Росія Японія Франція Туреччина
Обсяг боргів перед іншими країнами, млн.дол. США
10. В 2013 році обсяг експорту збільшився на
22% - 4,96 млрд.дол. США
0
100
200
300
400
500
600
Легкові
автомобілі
Феросплави Мідна руда і
концентрати
Лісові горіхи Вино Мінеральна
вода
Ефірний спирт і
спиртні напої
Ліки Сталева
арматура
Обсяг реекспорту в Грузії в 2014 р., млн.дол. США
11. В 2014 році обсяг імпорту зріс на 7% -
8,59 млрд. дол. США
0
100
200
300
400
500
600
700
800
900
1000
Нафта і
нафтопродукти
Легкові автомобілі Вуглеводны Лікувальні засоби Телефони і інша
техніка
Мідна руда і
концентрати
Пшениця Сигарети Металоконструкції
з чорного металу
Обсяг імпорту в Грузію, млн.дол.США
12. 0
0.5
1
1.5
2
2.5
Турція Азербайджан Росія Китай Україна Німеччина Арменія США Японія ЄС Країни СНД
Торговий оборот Грузії з іншими країнами, млрд.дол.США
Імпорт Експорт
14. Демпінг – це продаж товарів на зовнішніх ринках за цінами
значно нижчими від внутрішніх.
Походження терміна “демпінг” часто приписують Джейкобу
Вайнеру(1926), який припустив, що при максимізації прибутку
ціни на внутрішньому ринку повинні бути вищі, ніж на
експортних, по тій простій причині, що внутрішній ринок, як
правило, надає більш комфортні умови національним
виробникам.
Антидемпінгові мита - різновид митних зборів; мита,
покликані протидіяти ввезення в країну товарів за
заниженими цінами, тобто за цінами нижче "нормальної
вартості" цих товарів.
15. У 1947 р. було прийнято Генеральну Угоду з Тарифів і
Торгівлі (General Agreement on Tariffs and Trade (ГАТТ),
у 1967 p. – Антидемпінговий кодекс
17. Перший антидемпінговий закон у США був принятий в 1921
р.
Антидемпінгове практика в Японії в цілому відповідає
положенням ГАТТ.
В середині 50-х років антидемпінгове законодавство
з’явилось в Австрії, Німеччині, Греції.
18. В 1967 році був прийнятий Міжнародний
антидемпінговий кодекс.
У 1994 році знову було піднято питання про реформу Міжнародного
антидемпінгового кодексу. Ініціатором стала Республіка Корея.
19. В Україні антидемпінгове мито застосовується
відповідно до Закону України «Про захист
національного товаровиробника від демпінгового
імпорту»: