Your attitude controls the quality of everything in your life, including your thoughts, feelings, and actions. Attitude is shaped by your mindset. The mind has three parts - the conscious mind which you can control, the subconscious mind which influences your behavior, and the emotional mind which impacts your feelings. Your thoughts influence your feelings and actions, so choosing positive thoughts is important for maintaining a good attitude.
The reviewer was impressed by the play S.P.A.R., finding it interesting and thought-provoking as the plot delved into abstract ideas and made the audience think in new ways. Though the set was simple, the dedicated cast performed their skits very well, mesmerizing the audience with some unexpected surprises. The reviewer wishes the performers good luck in their upcoming competition.
This document provides instructions for a game called "The Cemetery" which is played outdoors by 12-20 players divided into two equal teams. The objective is to throw a soft ball and hit opponents from the opposing team before the ball hits the ground to eliminate them, with eliminated players going to the cemetery area at the back of the court, and the game ending when all players on one team have been eliminated.
1) The document discusses improvisation games and their benefits for building presence, teamwork, listening skills, and performance.
2) Improvisation games get participants out of their heads and into the present moment by shutting off the rational mind and allowing greater intuition.
3) They develop skills and techniques through play while having fun, in a way that feels natural and allows spontaneity. This readies participants to communicate effectively on an intuitive level.
This short document discusses creating art and emphasizes that art is unique and should have no substitutes. It was written by Lor3nzo in 2011 and includes a copyright notice and URL for Lor3nzo's art website.
A major snowstorm hit Duxbury, Massachusetts on December 19th-20th, 2009, dumping over 20 inches of snow. The heavy snowfall caused widespread power outages as trees and branches fell under the weight of the snow, taking down power lines. Residents spent several days digging out from the large amounts of snow and waiting for power to be restored.
The document discusses the importance of diversity and inclusion in the workplace. It notes that a diverse workforce leads to better problem solving and decision making by bringing in a variety of perspectives. The document recommends that companies implement diversity training for all employees and promote a culture of inclusion to reap the benefits of diversity.
This recipe describes how to make an Italian-style bagel and lox sandwich. The ingredients include an everything bagel, ricotta cheese, olive oil, onions, capers, and lox or smoked salmon. The ricotta, olive oil, onions, and capers are spread on the bagel and topped with slices of lox for a unique take on the traditional bagel and lox combination.
Your attitude controls the quality of everything in your life, including your thoughts, feelings, and actions. Attitude is shaped by your mindset. The mind has three parts - the conscious mind which you can control, the subconscious mind which influences your behavior, and the emotional mind which impacts your feelings. Your thoughts influence your feelings and actions, so choosing positive thoughts is important for maintaining a good attitude.
The reviewer was impressed by the play S.P.A.R., finding it interesting and thought-provoking as the plot delved into abstract ideas and made the audience think in new ways. Though the set was simple, the dedicated cast performed their skits very well, mesmerizing the audience with some unexpected surprises. The reviewer wishes the performers good luck in their upcoming competition.
This document provides instructions for a game called "The Cemetery" which is played outdoors by 12-20 players divided into two equal teams. The objective is to throw a soft ball and hit opponents from the opposing team before the ball hits the ground to eliminate them, with eliminated players going to the cemetery area at the back of the court, and the game ending when all players on one team have been eliminated.
1) The document discusses improvisation games and their benefits for building presence, teamwork, listening skills, and performance.
2) Improvisation games get participants out of their heads and into the present moment by shutting off the rational mind and allowing greater intuition.
3) They develop skills and techniques through play while having fun, in a way that feels natural and allows spontaneity. This readies participants to communicate effectively on an intuitive level.
This short document discusses creating art and emphasizes that art is unique and should have no substitutes. It was written by Lor3nzo in 2011 and includes a copyright notice and URL for Lor3nzo's art website.
A major snowstorm hit Duxbury, Massachusetts on December 19th-20th, 2009, dumping over 20 inches of snow. The heavy snowfall caused widespread power outages as trees and branches fell under the weight of the snow, taking down power lines. Residents spent several days digging out from the large amounts of snow and waiting for power to be restored.
The document discusses the importance of diversity and inclusion in the workplace. It notes that a diverse workforce leads to better problem solving and decision making by bringing in a variety of perspectives. The document recommends that companies implement diversity training for all employees and promote a culture of inclusion to reap the benefits of diversity.
This recipe describes how to make an Italian-style bagel and lox sandwich. The ingredients include an everything bagel, ricotta cheese, olive oil, onions, capers, and lox or smoked salmon. The ricotta, olive oil, onions, and capers are spread on the bagel and topped with slices of lox for a unique take on the traditional bagel and lox combination.
This document discusses play as a competitive advantage for adults and companies. It defines play as recreational activity done purely for enjoyment without goals or rules. The benefits of play include improved problem solving, creativity, stress relief, social skills, and mental well-being. However, modern culture values productivity and deemphasizes unstructured play for adults. The document argues that embracing play can provide advantages in today's fast-paced world by fostering innovation, flexibility, collaboration and bold ideas. Embracing playful approaches may help individuals and companies compete more successfully.
How to design inner play in a study narrative? Eva Den Heijer
Workshop at the Serious Play Conference in Montreal July 10-12 2019 seriousplay-montreal.com UNIVERSITÉ DU QUÉBEC À MONTRÉAL /UNIVERSITY OF QUEBEC IN MONTREAL
This document is a paper about the importance of play throughout life. It discusses how play helps with development, finding happiness and purpose, and maintaining social connections. It provides definitions of play from researchers, describing it as spontaneous, intrinsically pleasurable activity without visible goals. The document also discusses the "play state", an altered state of consciousness where one loses sense of time and self while fully engaged. Finally, it argues that play is necessary for humans as our natural desire is for happiness, and play is what makes us happy.
Our always-on culture places a premium on productivity; we spare less and less time for pursuits that don’t have specific goals attached. The paradox is that to compete successfully, we need to embrace play. So increasingly, adults will seek to balance out their busy lives with more unstructured time.
Play is a voluntary activity done for its own enjoyment without serious consequences or obligations. It allows freedom in deciding time, space, and rules. While children develop skills through play, adults may use play to temporarily escape responsibilities. Professional sport differs in having constraints on time and space as well as external pressures, rewards, and high seriousness rather than play's spontaneity and intrinsic enjoyment.
This document discusses the benefits of play for adults in competitive environments. It defines play as voluntary, intrinsically rewarding activities done for their own sake without goals or rules. The document outlines several benefits of play, including improved learning, stress relief, and social connections. However, many adults feel they do not make time for unstructured play. The document argues that embracing play can help people and companies stay nimble and innovative in today's fast-paced world, providing a competitive advantage. Experts interviewed for the document emphasize that play has no end point or purpose other than enjoyment.
This document discusses how magicians are able to fool audiences through exploiting human perception and cognitive biases. It explains that magicians are able to direct attention away from crucial moments through misdirection, illusion, and exploiting principles of perception like continuity and expectancy. The document also discusses how culture and past experiences shape individual frames of reference that influence perception. Magicians are able to manipulate these frames to make impossible feats seem possible.
The document discusses how games use conditioning principles to influence player behavior. It explains that reinforcement and punishment are two tools used in operant conditioning that can encourage or discourage certain actions. Games provide rewards to reinforce behaviors and punish players through consequences like withering crops if actions aren't taken in time. These conditioning methods aim to get players engaged and returning day after day through techniques like social elements, levels, unlockable items, and dopamine release from anticipating and achieving rewards. The document argues that games blur the lines between fiction and reality and effectively condition players using stimuli and responses.
The document discusses the concepts of transactional analysis as introduced in Eric Berne's influential book Games People Play. It provides an example of the "If It Weren't For You" game played in a marriage, where the wife complains about her domineering husband's restrictions but those restrictions actually prevent her from confronting unconscious fears. The document examines common psychological roles in games including Victim, Rescuer and Persecutor that people switch between. It aims to highlight how recognizing the games people play can help end problematic relationship patterns.
Connecting Ethical Choices in Games to Moral FrameworksGabriel Recchia
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
How To Leverage The Power of Other People To Make Your Dreams Come TrueGeorge Hutton
http://mindpersuasion.com/products/
Most people think about esoteric concepts and ideas when doing any kind of "Law of Attraction" type meditations. However, in order to maximize your results, it's best to stay grounded, and involve as many people as you can in the creation process. To learn more, please visit http://mindpersuasion.com
The document discusses using social gaming at events to engage attendees. It describes how gaming can improve events by supporting business objectives and stakeholders while helping alleviate boredom. Gaming fosters community and innovation by creating a fun, safe space that promotes learning, problem-solving, emotional engagement and competition. Different types of games and mechanics are presented, along with ideas for games like earning CECs/CEUs, incorporating CSR activities, geocaching and augmented reality. The overall message is that gaming can enhance events by improving engagement and experiences for attendees.
This document provides an overview of a workshop titled "An Exploration Within The World’s of Mind". The workshop will be limited to 15 committed participants and involve homework assignments before and after. It will explore concepts like the mind, body, spirit, and soul. Participants will examine models of how the mind operates and have a closed eye meditation. The goal is to understand how we create our emotions and train our minds from ego to soul. There is no fee to participate but applicants must be willing to commit fully to the workshop and follow up sessions.
Joys of Absence: Emotion, Emotion Display, and Interaction Tension in Video G...Sebastian Deterding
Paper presented at Foundations of Digital Games 2015: While Erving Goffman’s work on frames has found broad adoption in game research, his sociological theory of gameplay enjoyment as “euphoric ease” has not been probed, although it is one of the few theories of gameplay enjoyment focusing what is absent in gameplay. Because spontaneous and socially demanded emotional involvement often align in gameplay, Goffman holds, it lacks the effortful self-regulation of conduct and emotion typical for everyday life. This paper presents an empirical grounding of Goffman’s theory, drawing on a qualitative interview study on social norms of emotion regulation in video game play. Data suggests that the absence of active emotional self-control may indeed be a hygiene factor of game enjoyment most strongly found in solitary gameplay, afforded by a socio-material setting licensing the display of gaming-typical emotions, and shielding form potentially disapproving onlookers.
This document discusses how attention shapes conscious experience. It argues that attention affects not just appearances but the underlying phenomenal structure of experience. The document first examines what conscious experience is and how it involves subjective perspectives and appearances. It then considers whether attention only affects appearances or also influences the holistic phenomenal structure. The document concludes that attention structures the relative prominence of different aspects of experience, shaping its underlying phenomenal character beyond just appearances.
The document discusses creating alternate realities through ubiquitous games that improve quality of life. It suggests that future technologies will focus on increasing happiness and that game designers can hack reality by designing games that provide pleasure, engagement, and meaning for players. The document outlines different types of happiness and calls on readers to use their skills and resources to innovate happiness technologies.
"The Homecoming" is an initiative to address the developing needs of children channelizing their energies to the fullest by means of holistic activities.
We offer fun and relaxation workshops/sessions by means means of play and games, music and dance, art and craft, yoga and meditation and mindfulness, which better equips children to deal with real world challenges. We are one of the pioneers in giving back to mankind what mother nature has already in store for us.
Website: https://thehomecoming.org/
Email Id: info@thehomecoming.org
Like our Facebook Page:
 https://www.facebook.com/dhomecoming/
Follow Us on Instagram:
 https://www.instagram.com/dhomecoming/
Subscribe to YouTube Channel:
https://www.youtube.com/channel/UCrltzGHmUShldediAPXcG2A/
Whats app number and telecalling number: +91-7090709020
Game is a constant part of human nature and can be seen in almost every facet of civilisation: war, religion, politics, sports and arts.
It is an intrinsically motivated and transformational experience.
How can we add elements of play in order to make our users feel empathy, be motivated and easily understand our products?
The document discusses game design theory and player psychology. It introduces the concepts of "fun" being tied to learning new patterns and mastery, and how boredom occurs when there are no new patterns to learn. It also discusses Bartle's player archetypes of achievers, socializers, explorers and killers, and how game design can aim to satisfy different personality types. Massively multiplayer online games are noted as providing opportunities to engage in familiar activities like hunting, socializing or achieving goals.
1. The document discusses theories of fun and player archetypes from the book "Theory of Fun" by Raph Koster. It describes how learning, pattern recognition, and mastery make games fun for our brains.
2. It introduces Bartle's player archetypes of achievers, socializers, explorers, and killers (imposers) and how game design can aim to satisfy different personality types.
3. Massively multiplayer online games attract a variety of players with different motivations for playing, from achievement to socializing to exploration or player-killing. Good games aim to balance gameplay across these archetypes.
This short document promotes creating art instead of bombs. It contains the phrases "Art Loves Life. Life Loves Art." and encourages making art rather than bombs. The document includes copyright information for Lor3nzo as the creator.
Seth Godin's ChangeThis Manifesto for his 2010 book "Linchpin. Are you Indispensable?"
Copyright info
The copyright of this work belongs to the author (Seth Godin), who is solely responsible for the content.
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs License. To view a copy of this license, visit Creative Commons or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA.
This document discusses play as a competitive advantage for adults and companies. It defines play as recreational activity done purely for enjoyment without goals or rules. The benefits of play include improved problem solving, creativity, stress relief, social skills, and mental well-being. However, modern culture values productivity and deemphasizes unstructured play for adults. The document argues that embracing play can provide advantages in today's fast-paced world by fostering innovation, flexibility, collaboration and bold ideas. Embracing playful approaches may help individuals and companies compete more successfully.
How to design inner play in a study narrative? Eva Den Heijer
Workshop at the Serious Play Conference in Montreal July 10-12 2019 seriousplay-montreal.com UNIVERSITÉ DU QUÉBEC À MONTRÉAL /UNIVERSITY OF QUEBEC IN MONTREAL
This document is a paper about the importance of play throughout life. It discusses how play helps with development, finding happiness and purpose, and maintaining social connections. It provides definitions of play from researchers, describing it as spontaneous, intrinsically pleasurable activity without visible goals. The document also discusses the "play state", an altered state of consciousness where one loses sense of time and self while fully engaged. Finally, it argues that play is necessary for humans as our natural desire is for happiness, and play is what makes us happy.
Our always-on culture places a premium on productivity; we spare less and less time for pursuits that don’t have specific goals attached. The paradox is that to compete successfully, we need to embrace play. So increasingly, adults will seek to balance out their busy lives with more unstructured time.
Play is a voluntary activity done for its own enjoyment without serious consequences or obligations. It allows freedom in deciding time, space, and rules. While children develop skills through play, adults may use play to temporarily escape responsibilities. Professional sport differs in having constraints on time and space as well as external pressures, rewards, and high seriousness rather than play's spontaneity and intrinsic enjoyment.
This document discusses the benefits of play for adults in competitive environments. It defines play as voluntary, intrinsically rewarding activities done for their own sake without goals or rules. The document outlines several benefits of play, including improved learning, stress relief, and social connections. However, many adults feel they do not make time for unstructured play. The document argues that embracing play can help people and companies stay nimble and innovative in today's fast-paced world, providing a competitive advantage. Experts interviewed for the document emphasize that play has no end point or purpose other than enjoyment.
This document discusses how magicians are able to fool audiences through exploiting human perception and cognitive biases. It explains that magicians are able to direct attention away from crucial moments through misdirection, illusion, and exploiting principles of perception like continuity and expectancy. The document also discusses how culture and past experiences shape individual frames of reference that influence perception. Magicians are able to manipulate these frames to make impossible feats seem possible.
The document discusses how games use conditioning principles to influence player behavior. It explains that reinforcement and punishment are two tools used in operant conditioning that can encourage or discourage certain actions. Games provide rewards to reinforce behaviors and punish players through consequences like withering crops if actions aren't taken in time. These conditioning methods aim to get players engaged and returning day after day through techniques like social elements, levels, unlockable items, and dopamine release from anticipating and achieving rewards. The document argues that games blur the lines between fiction and reality and effectively condition players using stimuli and responses.
The document discusses the concepts of transactional analysis as introduced in Eric Berne's influential book Games People Play. It provides an example of the "If It Weren't For You" game played in a marriage, where the wife complains about her domineering husband's restrictions but those restrictions actually prevent her from confronting unconscious fears. The document examines common psychological roles in games including Victim, Rescuer and Persecutor that people switch between. It aims to highlight how recognizing the games people play can help end problematic relationship patterns.
Connecting Ethical Choices in Games to Moral FrameworksGabriel Recchia
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
How To Leverage The Power of Other People To Make Your Dreams Come TrueGeorge Hutton
http://mindpersuasion.com/products/
Most people think about esoteric concepts and ideas when doing any kind of "Law of Attraction" type meditations. However, in order to maximize your results, it's best to stay grounded, and involve as many people as you can in the creation process. To learn more, please visit http://mindpersuasion.com
The document discusses using social gaming at events to engage attendees. It describes how gaming can improve events by supporting business objectives and stakeholders while helping alleviate boredom. Gaming fosters community and innovation by creating a fun, safe space that promotes learning, problem-solving, emotional engagement and competition. Different types of games and mechanics are presented, along with ideas for games like earning CECs/CEUs, incorporating CSR activities, geocaching and augmented reality. The overall message is that gaming can enhance events by improving engagement and experiences for attendees.
This document provides an overview of a workshop titled "An Exploration Within The World’s of Mind". The workshop will be limited to 15 committed participants and involve homework assignments before and after. It will explore concepts like the mind, body, spirit, and soul. Participants will examine models of how the mind operates and have a closed eye meditation. The goal is to understand how we create our emotions and train our minds from ego to soul. There is no fee to participate but applicants must be willing to commit fully to the workshop and follow up sessions.
Joys of Absence: Emotion, Emotion Display, and Interaction Tension in Video G...Sebastian Deterding
Paper presented at Foundations of Digital Games 2015: While Erving Goffman’s work on frames has found broad adoption in game research, his sociological theory of gameplay enjoyment as “euphoric ease” has not been probed, although it is one of the few theories of gameplay enjoyment focusing what is absent in gameplay. Because spontaneous and socially demanded emotional involvement often align in gameplay, Goffman holds, it lacks the effortful self-regulation of conduct and emotion typical for everyday life. This paper presents an empirical grounding of Goffman’s theory, drawing on a qualitative interview study on social norms of emotion regulation in video game play. Data suggests that the absence of active emotional self-control may indeed be a hygiene factor of game enjoyment most strongly found in solitary gameplay, afforded by a socio-material setting licensing the display of gaming-typical emotions, and shielding form potentially disapproving onlookers.
This document discusses how attention shapes conscious experience. It argues that attention affects not just appearances but the underlying phenomenal structure of experience. The document first examines what conscious experience is and how it involves subjective perspectives and appearances. It then considers whether attention only affects appearances or also influences the holistic phenomenal structure. The document concludes that attention structures the relative prominence of different aspects of experience, shaping its underlying phenomenal character beyond just appearances.
The document discusses creating alternate realities through ubiquitous games that improve quality of life. It suggests that future technologies will focus on increasing happiness and that game designers can hack reality by designing games that provide pleasure, engagement, and meaning for players. The document outlines different types of happiness and calls on readers to use their skills and resources to innovate happiness technologies.
"The Homecoming" is an initiative to address the developing needs of children channelizing their energies to the fullest by means of holistic activities.
We offer fun and relaxation workshops/sessions by means means of play and games, music and dance, art and craft, yoga and meditation and mindfulness, which better equips children to deal with real world challenges. We are one of the pioneers in giving back to mankind what mother nature has already in store for us.
Website: https://thehomecoming.org/
Email Id: info@thehomecoming.org
Like our Facebook Page:
 https://www.facebook.com/dhomecoming/
Follow Us on Instagram:
 https://www.instagram.com/dhomecoming/
Subscribe to YouTube Channel:
https://www.youtube.com/channel/UCrltzGHmUShldediAPXcG2A/
Whats app number and telecalling number: +91-7090709020
Game is a constant part of human nature and can be seen in almost every facet of civilisation: war, religion, politics, sports and arts.
It is an intrinsically motivated and transformational experience.
How can we add elements of play in order to make our users feel empathy, be motivated and easily understand our products?
The document discusses game design theory and player psychology. It introduces the concepts of "fun" being tied to learning new patterns and mastery, and how boredom occurs when there are no new patterns to learn. It also discusses Bartle's player archetypes of achievers, socializers, explorers and killers, and how game design can aim to satisfy different personality types. Massively multiplayer online games are noted as providing opportunities to engage in familiar activities like hunting, socializing or achieving goals.
1. The document discusses theories of fun and player archetypes from the book "Theory of Fun" by Raph Koster. It describes how learning, pattern recognition, and mastery make games fun for our brains.
2. It introduces Bartle's player archetypes of achievers, socializers, explorers, and killers (imposers) and how game design can aim to satisfy different personality types.
3. Massively multiplayer online games attract a variety of players with different motivations for playing, from achievement to socializing to exploration or player-killing. Good games aim to balance gameplay across these archetypes.
This short document promotes creating art instead of bombs. It contains the phrases "Art Loves Life. Life Loves Art." and encourages making art rather than bombs. The document includes copyright information for Lor3nzo as the creator.
Seth Godin's ChangeThis Manifesto for his 2010 book "Linchpin. Are you Indispensable?"
Copyright info
The copyright of this work belongs to the author (Seth Godin), who is solely responsible for the content.
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs License. To view a copy of this license, visit Creative Commons or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA.
This short document presents different perspectives on a small web project created by Joy of Branding. It includes a copyright notice for Joy of Branding and indicates that it marks the end of the perspectives discussed.
A snowstorm hit Duxbury, Massachusetts from December 19th to the 20th in 2008. The storm brought heavy snowfall to the area. The video provided a look at the snowstorm and its effects on Duxbury from December 19th to 20th, 2008.
The small, scraggly Christmas tree that Charlie Brown chose in the classic 1965 animated film "A Charlie Brown Christmas" was put to the test during a December 2007 snowstorm in Duxbury, Massachusetts. Despite its poor appearance, the tree survived the heavy snowfall, standing tall as snow accumulated on its branches, demonstrating that even a small, imperfect tree can withstand harsh weather conditions.
This document discusses turning ideas into reality by starting a business. It suggests developing an idea, making it a reality by creating a business plan, and engaging in business activities to generate money. The overall message is about how to transform ideas into practical realities through entrepreneurship and starting a business.
This document discusses turning ideas into reality by starting a business. It suggests developing an idea, making it a reality by creating a business plan, and engaging in business activities to generate money. The overall message is about transforming ideas into real businesses.
How much is your start-up worth? How much capital can you raise? How much equity will you have to give up? What will investor be looking at? What is too little? What is too much?
5 slides, quick and dirty job, far from perfect, but a good starting point.
FEEDBACK WELCOME
The document discusses developing an ideas strategy that includes tactics for business and creativity. It focuses on creating an overarching strategy with supporting tactics that blend business objectives with artistic goals.
1. Markets are now conversations between networked individuals rather than demographic sectors. Companies need to join these conversations to understand their markets and create genuine relationships.
2. Intranets enable similar conversations between employees that could benefit companies if they overcome their fears and legalistic rules to encourage open knowledge sharing.
3. Smart companies will help the conversations between their internal and external networks intersect rather than try to control them, as these conversations want to directly engage with each other and the company.
LA HUG - Video Testimonials with Chynna Morgan - June 2024Lital Barkan
Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
We will dig deeper into:
1. How to capture video testimonials that convert from your audience 🎥
2. How to leverage your testimonials to boost your sales 💲
3. How you can capture more CRM data to understand your audience better through video testimonials. 📊
Best practices for project execution and deliveryCLIVE MINCHIN
A select set of project management best practices to keep your project on-track, on-cost and aligned to scope. Many firms have don't have the necessary skills, diligence, methods and oversight of their projects; this leads to slippage, higher costs and longer timeframes. Often firms have a history of projects that simply failed to move the needle. These best practices will help your firm avoid these pitfalls but they require fortitude to apply.
Industrial Tech SW: Category Renewal and CreationChristian Dahlen
Every industrial revolution has created a new set of categories and a new set of players.
Multiple new technologies have emerged, but Samsara and C3.ai are only two companies which have gone public so far.
Manufacturing startups constitute the largest pipeline share of unicorns and IPO candidates in the SF Bay Area, and software startups dominate in Germany.
Company Valuation webinar series - Tuesday, 4 June 2024FelixPerez547899
This session provided an update as to the latest valuation data in the UK and then delved into a discussion on the upcoming election and the impacts on valuation. We finished, as always with a Q&A
The 10 Most Influential Leaders Guiding Corporate Evolution, 2024.pdfthesiliconleaders
In the recent edition, The 10 Most Influential Leaders Guiding Corporate Evolution, 2024, The Silicon Leaders magazine gladly features Dejan Štancer, President of the Global Chamber of Business Leaders (GCBL), along with other leaders.
Part 2 Deep Dive: Navigating the 2024 Slowdownjeffkluth1
Introduction
The global retail industry has weathered numerous storms, with the financial crisis of 2008 serving as a poignant reminder of the sector's resilience and adaptability. However, as we navigate the complex landscape of 2024, retailers face a unique set of challenges that demand innovative strategies and a fundamental shift in mindset. This white paper contrasts the impact of the 2008 recession on the retail sector with the current headwinds retailers are grappling with, while offering a comprehensive roadmap for success in this new paradigm.
Structural Design Process: Step-by-Step Guide for BuildingsChandresh Chudasama
The structural design process is explained: Follow our step-by-step guide to understand building design intricacies and ensure structural integrity. Learn how to build wonderful buildings with the help of our detailed information. Learn how to create structures with durability and reliability and also gain insights on ways of managing structures.
Navigating the world of forex trading can be challenging, especially for beginners. To help you make an informed decision, we have comprehensively compared the best forex brokers in India for 2024. This article, reviewed by Top Forex Brokers Review, will cover featured award winners, the best forex brokers, featured offers, the best copy trading platforms, the best forex brokers for beginners, the best MetaTrader brokers, and recently updated reviews. We will focus on FP Markets, Black Bull, EightCap, IC Markets, and Octa.
Unveiling the Dynamic Personalities, Key Dates, and Horoscope Insights: Gemin...my Pandit
Explore the fascinating world of the Gemini Zodiac Sign. Discover the unique personality traits, key dates, and horoscope insights of Gemini individuals. Learn how their sociable, communicative nature and boundless curiosity make them the dynamic explorers of the zodiac. Dive into the duality of the Gemini sign and understand their intellectual and adventurous spirit.
Anny Serafina Love - Letter of Recommendation by Kellen Harkins, MS.AnnySerafinaLove
This letter, written by Kellen Harkins, Course Director at Full Sail University, commends Anny Love's exemplary performance in the Video Sharing Platforms class. It highlights her dedication, willingness to challenge herself, and exceptional skills in production, editing, and marketing across various video platforms like YouTube, TikTok, and Instagram.
Understanding User Needs and Satisfying ThemAggregage
https://www.productmanagementtoday.com/frs/26903918/understanding-user-needs-and-satisfying-them
We know we want to create products which our customers find to be valuable. Whether we label it as customer-centric or product-led depends on how long we've been doing product management. There are three challenges we face when doing this. The obvious challenge is figuring out what our users need; the non-obvious challenges are in creating a shared understanding of those needs and in sensing if what we're doing is meeting those needs.
In this webinar, we won't focus on the research methods for discovering user-needs. We will focus on synthesis of the needs we discover, communication and alignment tools, and how we operationalize addressing those needs.
Industry expert Scott Sehlhorst will:
• Introduce a taxonomy for user goals with real world examples
• Present the Onion Diagram, a tool for contextualizing task-level goals
• Illustrate how customer journey maps capture activity-level and task-level goals
• Demonstrate the best approach to selection and prioritization of user-goals to address
• Highlight the crucial benchmarks, observable changes, in ensuring fulfillment of customer needs
2. A brief excerpt from Stuart
Brown's book:
play
How It Shapes the Brain,
Opens the Imagination,
And Invigorates the Soul
3. Apparently
purposeless (done for
its own sake)
Voluntary
Inherent attraction
Freedom from time
Diminished
consciousness of
self
Improvisational potential
Continuation
desire
4. What do these mean? As I explained to the
engineers, the first quality of play that sets it
off from other activities is its apparent
purposelessness. Play activities don’t
seem to have any survival value. They don’t
help in getting money or food. They are not
done for their practical value. Play is done
for its own sake. That’s why some people
think of it as a waste of time. It is also
voluntary - it is not obligatory or required
by duty.
5. Play also has inherent
attraction. It’s fun. It
makes you feel good. It
provides psychological
arousal (that’s how
behavioral scientists say that
something is exciting). It is a
cure for boredom.
6. Play provides freedom from time. When we
are fully engaged in play, we lose a sense of the
passage of time. We also experience
diminished consciousness of self. We stop
worrying about whether we look good or
awkward, smart or stupid We stop thinking
about the fact that we are thinking. In
imaginative play, we can even be a different self.
We are fully in the moment, in the zone. We are
experiencing what the psychologist Mihaly
Csikszentmihalyi calls “flow”.
7. Another hallmark of play is that it has improvisational
potential. We aren’t locked into a rigid way of doing things.
We are open to serendipity, to chance. We are willing to include
seemingly irrelevant elements into our play. The act of play
itself may be outside of ‘normal’ activities. The result is that we
stumble upon new behaviors, thoughts, strategies, movements,
or ways of being. We see things in a different way and have
fresh insights. For example, an artist or engineer at the beach
might have new ideas about their work while building a sand
castle. A kid playing tea party might come to understand that
good manners and social convictions can provide safety and
power rather than being something imposed merely to make her
feel uncomfortable. These insights weren’t the reason they
played, but they arroved as the result of it. You never really
know what’s going to happen when you play.
8. Last, play provide a continuation
desire. We desire to keep doing it, and
the pleasure of the experience drives
that desire. We find ways to keep it
going. If something threatens to stop
the fun, we improvise new rules or
conditions so that the play doesn’t have
to end. And when it’s over, we want to
do it again.
9. These properties are what make play,
for me, the essence of freedom. The
things that most tie you down or
constrain you - the need to be practical,
to follow established rules, to please
others, to make good use of time, all
wrapped up in a self-conscious guilt -
are eliminated. Play is its own reward,
its own reason for being.
10. I also showed the engineers a framework
for play devised by Scott Eberle, an
intellectual historian of play and vice
president for interpretation at the Strong
National Museum of Play in Rochester, New
York. Eberle feels that most people go
through a six-step process they play. While
neither he nor I believe that every player
goes through exactly these steps in this
order, I think it’s useful to think of play in
this way. Eberle says that play involves:
11. - Anticipation, waiting with
expectation, wondering what will
happen, curiosity, a little anxiety,
perhaps because there is a slight
uncertainty or risk involved (can we hit
the baseball and get safely on base?),
although the risk cannot be so great that
it overwhelms the fun. This leads to . . .
13. - Pleasure, a good
feeling, like the pleasure
we feel at the unexpected
twist in the punch line of
a good joke. Next we have
...
14. - Understanding, the acquisition of new knowledge, a
synthesizing of distinct and separate concept, an incorporation of
idea that are previously foreign, leading to . . .
15. - Strength, the mastery that comes
from constructive experience and
understanding, the empowerment of
coming through a scary experience
unscathed, of knowing more about how
the world works. Ultimately, this results
in . . .
16. - Poise, grace, contentment,
composure, and a sense of balance in
life.