For all our accumulated information there's a clear absence of understanding. Are sensemaking tools the next big thing?
(Keynote give at Big Design 12: http://bigdesignevents.com/sessions/to-boldly-go-from-information-to-understanding )
Three examples of companies that have success by having a focus on "service", an introduction to service design and tactics for how you can have a focus on "service" in your business.
Euro IA Closing Plenary - What I'm Curious About…Stephen Anderson
What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
What's Your Perception Strategy? (Why It's NOT All About Content)Stephen Anderson
If we focus too much on content, we ignore what we know about how our associative brain comes to makes sense new information. Think about how many people respond before reading past the first sentence of an email, or how a magazine article doesn't get the same reaction when displayed in HTML. Or consider how knowing the author of a publication influences your judgement of that content.
Picking up from the session Stephen P. Anderson gave last year on "The Stories We Construct" (a biological look at the narratives that influence behavior), this session focuses on how we come to perceive—and respond to— information. From phantom limbs to magicians fooling our senses, Stephen proposes a model that makes sense of how we truly experience information. Practical? You'll leave with a deep understanding of everything UX is about and an awareness of common practices that don't account for this knowledge.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
Three examples of companies that have success by having a focus on "service", an introduction to service design and tactics for how you can have a focus on "service" in your business.
Euro IA Closing Plenary - What I'm Curious About…Stephen Anderson
What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
What's Your Perception Strategy? (Why It's NOT All About Content)Stephen Anderson
If we focus too much on content, we ignore what we know about how our associative brain comes to makes sense new information. Think about how many people respond before reading past the first sentence of an email, or how a magazine article doesn't get the same reaction when displayed in HTML. Or consider how knowing the author of a publication influences your judgement of that content.
Picking up from the session Stephen P. Anderson gave last year on "The Stories We Construct" (a biological look at the narratives that influence behavior), this session focuses on how we come to perceive—and respond to— information. From phantom limbs to magicians fooling our senses, Stephen proposes a model that makes sense of how we truly experience information. Practical? You'll leave with a deep understanding of everything UX is about and an awareness of common practices that don't account for this knowledge.
What Board Games can Teach Us about Designing ExperiencesStephen Anderson
There’s a reason so many board gamers show up UX events. The same skills that make us great information wranglers are the same things that make board games like Catan, Pandemic and yes, even Exploding Kittens so appealing! It should come as no surprise that we’ve seen prominent UX leaders cross over into board game design (Matt Leacock, Dirk Knemeyer).
If we scratch beneath the surface, there’s a set of shared skills (and struggles) common to these different professions. Specifically: the spatial arrangement of information, visual encoding of information, creating designed spaces, a systems view, playtesting / user testing, competing tensions, triggering emotional responses, and many more.
Okay, so what? Sure, it’s kind of neat that we have so much in common. But how might this change what I do at $largecompany? Here’s the honest truth: The game design profession is just a little bit farther down the road than us, and we have a lot to learn from this group if we can look past the superficial differences. We talk about designing for emotions, but let’s face it, game designers are actually winning at this. Processes? We talk about lean and agile, but game designers have mastered playtesting (and the design to playtest ratio should make us embarrassed at how little we actually iterate with users). And there’s plenty more. I’m confident that if we can look our our own profession through the lens of game design, we’ll see plenty of glaring opportunities for improvement, and a few tricks we might pick up, as well.
Ready access to information is great. But many times there is confusing information, too much data, or too many options to make sense of. People can easily become frustrated or disengage if they can’t connect with the content presented to them. Nowhere is this more true than the healthcare space, where everything from personal health management charts to health insurance options-- the things that should put people at ease-- are the most overwhelming. More to the point, it isn’t enough to simply help people understand information; if we want real behavior change, people must be emotionally engaged by the information presented to them.
In this session, Speaker Stephen P. Anderson will share several examples of how we can take forms, lists and other kinds of information-- in paper or digital formats-- and redesign them to help people make informed choices and connect emotionally with the information being presented.
The most successful property management professionals are effectively using investment cash flow analysis to better manage the growth of their business. Leonard Baron, real estate professor and writer for Zillow, will break it down and share his straightforward rental property cash flow metrics so your business can become a cash cow.
Designing Dashboards & Data Visualisations in Web Apps Des Traynor
Supporting blog post : http://blog.intercom.io/data-visualisation-in-web-apps/
I have given variations of this presentation at conferences such as MIX11, MidwestUX, ReMix. You can find a video recording of it at http://channel9.msdn.com/Events/MIX/MIX11/OPN04
For all the attention given to design and UX in recent years, here’s the truth: Most companies are not set up to truly deliver an experience. Consider the rich, nuanced experiences we’ve come to expect from more mature mediums like film or game design. These experiences makes us feel, in deep and profound ways. But pulling this off requires a constant orchestration of things at the systems-level and a laser focus on incredibly fine emotional details. And speaking frankly, things like “feelings” “experiences” and “emotions” — these are intangible things. Businesses are trained to prioritize, quantify, and measure tangible things, that promise a clear payoff. We pit belief–about what will create a great customer experience— against data. Is there a reconciliation between these two mindsets?
In this session on design leadership, speaker Stephen P. Anderson will share his experiences, both as a consultant and as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share a model — adapted from game design — that offers to balance theses kinds of “art and science” issues, promising to bring together cross-functional teams and reconcile competing interests. Taking cues from game design, this new model will give you a constructive way to think about everything from designing for emotional needs to tracking key metrics to discerning between “little e” experiences and the “Big E” experience. Walk away with a framework you can use to balance what’s right for the business with what’s right for the customer.
Place in Space (AKA "How to Design A Concept Model")Stephen Anderson
“How do you create a concept model?”
It's a simple question without a simple answer. As wranglers of information, we routinely create visual artifacts to make sense of difficult subjects. Think service blueprints. Site maps. Clusters of sticky notes on walls. Venn diagrams. These are all external representations created to organize our understanding—concept models. And in team settings, these models allow us to communicate and collaborate; master these visual thinking skills and you can effectively frame the conversation. For as long as we’ve organized things into stacks (“my pile, your pile”) or into some continuum (letterforms carved into a clay tablet, sorting kids by height), we’ve used the *spatial* arrangement of things to assign meaning. Consciously or not, we're tapping into a powerful visual language to help us and others understand difficult concepts. But, what is this language we're using? And can it be taught?
In this session, speaker and author Stephen P. Anderson will share the fundamental elements behind every visual representation. Much like there’s a grammar behind the written word, there’s a grammar behind the visual display of information; once understood, you can easily create clear and concise visual representations of thought.
Best of all, this same approach extends into other kinds of external representations, such as custom data visualizations or novel interfaces. And, as we move into a connected world, where information is distributed into the physical environments around us, we can prepare now by having a fundamental vocabulary to describe this arrangement of information.
Whether on the page or screen, or in the physical space around us, understanding how to derive (and convey) meaning through the arrangement of information is and will become an essential skill for anyone designing information.
More Related Content
Similar to To Boldly Go… From Information to Understanding
Ready access to information is great. But many times there is confusing information, too much data, or too many options to make sense of. People can easily become frustrated or disengage if they can’t connect with the content presented to them. Nowhere is this more true than the healthcare space, where everything from personal health management charts to health insurance options-- the things that should put people at ease-- are the most overwhelming. More to the point, it isn’t enough to simply help people understand information; if we want real behavior change, people must be emotionally engaged by the information presented to them.
In this session, Speaker Stephen P. Anderson will share several examples of how we can take forms, lists and other kinds of information-- in paper or digital formats-- and redesign them to help people make informed choices and connect emotionally with the information being presented.
The most successful property management professionals are effectively using investment cash flow analysis to better manage the growth of their business. Leonard Baron, real estate professor and writer for Zillow, will break it down and share his straightforward rental property cash flow metrics so your business can become a cash cow.
Designing Dashboards & Data Visualisations in Web Apps Des Traynor
Supporting blog post : http://blog.intercom.io/data-visualisation-in-web-apps/
I have given variations of this presentation at conferences such as MIX11, MidwestUX, ReMix. You can find a video recording of it at http://channel9.msdn.com/Events/MIX/MIX11/OPN04
For all the attention given to design and UX in recent years, here’s the truth: Most companies are not set up to truly deliver an experience. Consider the rich, nuanced experiences we’ve come to expect from more mature mediums like film or game design. These experiences makes us feel, in deep and profound ways. But pulling this off requires a constant orchestration of things at the systems-level and a laser focus on incredibly fine emotional details. And speaking frankly, things like “feelings” “experiences” and “emotions” — these are intangible things. Businesses are trained to prioritize, quantify, and measure tangible things, that promise a clear payoff. We pit belief–about what will create a great customer experience— against data. Is there a reconciliation between these two mindsets?
In this session on design leadership, speaker Stephen P. Anderson will share his experiences, both as a consultant and as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share a model — adapted from game design — that offers to balance theses kinds of “art and science” issues, promising to bring together cross-functional teams and reconcile competing interests. Taking cues from game design, this new model will give you a constructive way to think about everything from designing for emotional needs to tracking key metrics to discerning between “little e” experiences and the “Big E” experience. Walk away with a framework you can use to balance what’s right for the business with what’s right for the customer.
Place in Space (AKA "How to Design A Concept Model")Stephen Anderson
“How do you create a concept model?”
It's a simple question without a simple answer. As wranglers of information, we routinely create visual artifacts to make sense of difficult subjects. Think service blueprints. Site maps. Clusters of sticky notes on walls. Venn diagrams. These are all external representations created to organize our understanding—concept models. And in team settings, these models allow us to communicate and collaborate; master these visual thinking skills and you can effectively frame the conversation. For as long as we’ve organized things into stacks (“my pile, your pile”) or into some continuum (letterforms carved into a clay tablet, sorting kids by height), we’ve used the *spatial* arrangement of things to assign meaning. Consciously or not, we're tapping into a powerful visual language to help us and others understand difficult concepts. But, what is this language we're using? And can it be taught?
In this session, speaker and author Stephen P. Anderson will share the fundamental elements behind every visual representation. Much like there’s a grammar behind the written word, there’s a grammar behind the visual display of information; once understood, you can easily create clear and concise visual representations of thought.
Best of all, this same approach extends into other kinds of external representations, such as custom data visualizations or novel interfaces. And, as we move into a connected world, where information is distributed into the physical environments around us, we can prepare now by having a fundamental vocabulary to describe this arrangement of information.
Whether on the page or screen, or in the physical space around us, understanding how to derive (and convey) meaning through the arrangement of information is and will become an essential skill for anyone designing information.
For all of the hype around “user experience” it often feels like we struggle with what it means to actually craft an experience. We build and ship products that are perfectly fine. We make things that are usable, attractive, responsive, reliable and whatever else has come to be expected. And yet, there’s something missing. Something intangible. It’s not obvious what’s missing, until we contrast our own work against other mediums more established than our own: Film. Game design. Storytelling. Advertising… These mediums know how to make us feel, in deep and profound ways. So how do we do the same? Are there processes we can change, or things we can do to create memorable and meaningful experiences? And who has reached this level of emotional engagement? In this session, Stephen P. Anderson will explore the subtle, but critical ways we can level up our work, bringing a depth and richness to the experiences we shape.
We all enjoy well-designed, well-crafted experiences, but all too often our development processes (Agile, Lean) and organizational cultures seem to pit deadlines and quick iterations against a thoughtful attention to details. Sacrificing quality on the altar of quick is a dangerous mistake, especially as the bar for “good enough” continues to rise in 2015.
We see an ever increasing attention to detail, specifically when it comes the careful use of animation, typography, communications with customers, and creating all-around frictionless experiences. This attention to detail isn’t limited to Apple anymore. Instead, we’re seeing this across industries—companies like Uber, Square, Virgin, and Nest are sweating the details to dominate their competition through design.
So, what does it take for a company to consistently deliver great customer experiences? And what exactly does it mean to be a “design-driven” company?
Speaker Stephen P. Anderson will share his experiences, both as a consultant and now as part of an executive team, trying to balance the needs of the business with needs of the customer. He’ll share the tools and processes he uses to reconcile “getting it done” with “getting it done right,” showing how you can create a culture that values both shipping and quality experiences. He’ll explore what craftsmanship looks like for (mostly) digital experiences, with numerous examples of companies and products that are raising the bar for UX professionals.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
The Architecture of Understanding (World IA Day Chicago Keynote)Stephen Anderson
Keynote for World IA Day, answering the question "When, Where and How does Understanding occur?" Specifically, this talk discussed (1) interactions (and embodiement) (2) how new technology is changing the "information environments" we design for, and (3) a bit about perceptions and cognition.
It’s easy to solve the wrong problems. Good design relentlessly questions assumptions and reframes the problem to be solved. We know this, and yet, HOW to actually reframe a problem is missing from our conversations.
In this session, Stephen P. Anderson will share tips that have helped him cut through the noise of requests and requirements, to focus on the real problem(s) to be solved. Specifically, you’ll pick up ways to see a problem from different perspectives, ways to ask why, how to draw upon seemingly unrelated experiences, how to separate real from perceived constraints, and most importantly, ways to keep yourself in check, so as not to solve the wrong problem (or if you do, you do so intentionally, for a strategic purpose!).
Whether you’re designing strategies or screens, you’re sure to pick up a few new mental hacks that you’ll no doubt use on a daily basis.
How are stories constructed? // The things we buy, the decisions we make, how we spend our time— stories govern all these actions. But how are these stories constructed? Specifically, what have we learned about how our brains make sense of and integrate new information?
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
To be good user experience folks, we need to crack open some psych 101 textbooks, learn what motivates people and then bake these ideas into our designs.
What do rock bands have to do with management? Groups and organizations, just like musicians, don’t all work and behave in the same way. In this presentation, I to the music industry to describe four organizational archetypes—each with a different set of values and way of working. By understanding each of these work cultures, the culture you work in, and the work style that best fits you personally, we can make sense of the conflicts we face at work and become more effective at our job, whether we’re employees, managers or—rock stars!
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
6. How do we make sense of
complex information
information?
7.
8.
9. USER EXPERIENCE
THE EXPERIENCE ECONOMY
DESIGNING FOR EXPERIENCES
BRAND EXPERIENCES
EXPERIENCE DESIGN STRATEGY
CUSTOMER EXPERIENCE MANAGEMENT
EXPERIENTIAL MARKETING
WHAT CREATES A GREAT EXPERIENCE…?
11. COMPANY
SPACE
communications layer
presentation
layer
The ‘thing’
itself
perceptions
PERSONAL
SPACE
12. COMPANY
SPACE EM
PH
AS
S IS ON IS O
EMPHA BR
AND N
ECT communications layer BUI
DIR G LD
AGIN ING
M ESS
presentation
layer
The ‘thing’
itself
RATIONAL EMOTIONAL
perceptions
AP
PE
TO AL
RE S TO
AS A LS
ON PE S
AP T ION
E MO
PERSONAL
SPACE
19. The Blue Sky of Benefits
Finally, something good!
Drowning in a Sea of Deductibles
amount of money that the insured must pay before any
benefits from the health insurance policy can be used.
20. The Blue Sky of Benefits
Finally, something good! Co-insurance
This is usually a percentage amount that is the
Co-payments insured's responsibility. A common co-insurance
split is 80/20. This means that the insurance
The co-payment is a fixed amount that company will pay 80% of the procedure and the
the insured is required to pay at the time insured is required to pay the other 20%.
of service. It is usually required for
basic doctor visits and when purchasing 100%
prescription medications.
90/10
$10/ $45 / $55 80/20
$10/ $35 / $45 Emergencies and
Specialists
Office Visits Prescriptions Endocrinologist, oral surgery, broken wrist,
chiropractor, x-rays
Pharmaceutical
Deductible
$250/pp ?
Individual
Deductible
Drowning in a Sea of Deductibles
amount of money that the insured must pay before any
benefits from the health insurance policy can be used.
Family
Deductible
23. In addition to the down payment, you'll also have to pay
closing costs -- miscellaneous fees charged by those involved with
the home sale (such as your lender for processing the loan, the title
company for handling the paperwork, a surveyor, local government
offices for recording the deed, etc.). The amount varies, but could
be, say, $6000 on a $130,000 house. The range is all over the map
-- from 1 to 8% of the price of the home, though more typically
2-3%. These costs are significant -- especially after you've already
had to come up with a lot of cash for the down payment.
24. In addition to the down payment, you'll also have to pay
closing costs -- miscellaneous fees charged by those involved with
the home sale (such as your lender for processing the loan, the title
company for handling the paperwork, a surveyor, local government
offices for recording the deed, etc.). The amount varies, but could
ome
of the price of the h
be, say, $6000 on a $130,000 house. The range is all over the map
8%
the map --These costs 1 to
from are significant -- especially after you've already
-- from 1 to 8% of the price of the home, though more typically
r
The range is all ove 2-3%.
had to come up with a lot of cash for the down payment.
35. Information is cheap.
Understanding is expensive.
–K ARL F AST | “Interaction and the epistemic potential of digital libraries”
Read this!
http://www.springerlink.com/content/4755373gw24g00l8/?MUD=MP
36. AN EXERCISE!
LIST SOME THINGS YOU
Q| (OR YOUR
FIND
CUSTOMERS
CONFUSING
/CLIENTS)
37. AN EXERCISE!
LIST SOME THINGS YOU
Q| (OR YOUR
FIND
CUSTOMERS
CONFUSING
/CLIENTS)
• My AT&T phone bill
• The world of artisan cheese
s
• IP addresses, domain names,
hosting, email, URLs/U
RIs, etc.
• Playing the “rewards points”
game
w/ Hotels, Airlines Cr
edit Cards
• Understanding international sh
ipping
opt
ions across carriers
38. AN EXERCISE!
LIST SOME THINGS YOU
Q| (OR YOUR
FIND
CUSTOMERS
CONFUSING
/CLIENTS)
• My AT&T phone bill
• The world of artisan cheese
s
• IP addresses, domain names,
hosting, email, URLs/U
RIs, etc.
• Playing the “rewards points”
game
w/ Hotels, Airlines Cr
edit Cards
• Understanding international sh
ipping
opt
ions across carriers
• YOUR TURN!
46. 1. “TEMPERANCE. Eat not to dullness; drink not to elevation.”
2. “SILENCE. Speak not but what may benefit others or yourself; avoid trifling conversation.”
3. “ORDER. Let all your things have their places; let each part of your business have its time.”
4. “RESOLUTION. Resolve to perform what you ought; perform without fail what you resolve.”
5. “FRUGALITY. Make no expense but to do good to others or yourself; i.e., waste nothing.”
6. “INDUSTRY. Lose no time; be always employ’d in something useful; cut off all unnecessary actions.”
7. “SINCERITY. Use no hurtful deceit; think innocently and justly, and, if you speak, speak accordingly.”
8. “JUSTICE. Wrong none by doing injuries, or omitting the benefits that are your duty.”
9. “MODERATION. Avoid extremes; forbear resenting injuries so much as you think they deserve.”
10. “CLEANLINESS. Tolerate no uncleanliness in body, cloaths, or habitation.”
11. “TRANQUILLITY. Be not disturbed at trifles, or at accidents common or unavoidable.”
12. “CHASTITY. Rarely use venery but for health or offspring, never to dullness, weakness, or the injury of
your own or another’s peace or reputation.”
13. “HUMILITY. Imitate Jesus and Socrates.”
47. 20 hours of video uploaded to YouTube every minute
50 million tweets per day
72.9 products ordered on amazon per second
700 billion minutes spend on FaceBook each month
2.9 emails sent per second
28,000 MMS messages are sent every second
http://www.brainpickings.org/index.php/2012/01/10/network-michael-rigley/
48. 20 hours of video uploaded to YouTube every minute
50 million tweets per day
72.9 products ordered on amazon per second
700 billion minutes spend on FaceBook each month
…cell phone companies record much of the
2.9 emails sent permetadata that travels with them, like location,
second
identity of the receiver, amount of data transferred,
and the cost of the transmission. The average user
28,000 MMS messages are sent every second
has 736 pieces of this personal data collected every
day, and different service providers retain this
information for anywhere between 12 and 60
months.
http://www.brainpickings.org/index.php/2012/01/10/network-michael-rigley/
53. Fish Oil Makes You Smarter
Here is an example of pure self-experimentation.
Tim lundeen gave himself a cognitive test of 100
simple math problems, every day for 130 days.
On day 80, he started taking double his normal
dose of DHA (from fish oil), and his time to
complete the math problems decreased. See the
chart to right.
http://quantifiedself.com/2011/01/results-of-the-buttermind-experiment/
61. Between people and machines,
over 2.5 quintillion* bytes of
data are created daily.
*That’s 2,500,000,000,000,000,000!!
http://www.overloadstories.com/2012/05/bigdata/
62. CREDIT CARD PROCESSING
RED LIGHT CAMERAS
Between people and machines,
TOLLTAGS
over 2.5 quintillion* bytes of EMAIL
data are created daily. SMS
UPLOADED PHOTOS & VIDEOS
*That’s 2,500,000,000,000,000,000!!
TWEETS, FB UPDATES
WEB PAGES/BLOG POSTS
ANALYTICS
SEARCH QUERIES
CLIMATOLOGICAL INFORMATION
STORING HUMAN GENOME
MORE SELF REPORTING DEVICES
GOVERNMENT HEALTH DATA
ONLINE LEARNING AND STUDENT
ASSESSMENTS
APIS
MORE D
http://www.overloadstories.com/2012/05/bigdata/
68. WORKING YOUR BRAIN
MEMORY
UNDERSTANDING
JUDGEMENT
RELATIONSHIPS
69. Short-term memory is
where the real work of
sense-making takes place
WORKING YOUR BRAIN
MEMORY
UNDERSTANDING
JUDGEMENT
RELATIONSHIPS
Short-term memory has
a limited amount space.
84. All this begs the question:
“Why?”
For what purpose(s) are we
collecting, organizing, and
managing all this information?
85. A RCISE!
N EXEIS SENTENCE:
TH
COMPLETE AND CONSUME
Q|“AS HUMA NS, WE COLLECT …”
INFORMATIO N IN ORDER TO
86. A RCISE!
N EXEIS SENTENCE:
TH
COMPLETE AND CONSUME
Q| “AS HUMA NS, WE COLLECT …”
INFORMATIO N IN ORDER TO
make sense of the world and our place in it
...to increase/deepen our understanding. be better humans.
...to better understand our interests, beliefs and the world around us
teach, grow personally or record events do- with intent
affect change in ourselves or our environment
make sense of future information by comparison/integration
keep us learning and exploring our world
87. A RCISE!
N EXEIS SENTENCE:
TH
COMPLETE AND CONSUME
Q| “AS HUMA NS, WE COLLECT …”
INFORMATIO N IN ORDER TO
make sense of the world and our place in it
...to increase/deepen our understanding. be better humans.
...to better understand our interests, beliefs and the world around us
teach, grow personally or record events do- with intent
affect change in ourselves or our environment
make sense of future information by comparison/integration
keep us learning and exploring our world
How are we doing at designing
for these real human needs?
92. The Blue Sky of Benefits
Finally, something good! Co-insurance
This is usually a percentage amount that is the
Co-payments insured's responsibility. A common co-insurance
split is 80/20. This means that the insurance
The co-payment is a fixed amount that company will pay 80% of the procedure and the
the insured is required to pay at the time insured is required to pay the other 20%.
of service. It is usually required for
basic doctor visits and when purchasing 100%
prescription medications.
90/10
$10/ $45 / $55 80/20
$10/ $35 / $45 Emergencies and
Specialists
Office Visits Prescriptions Endocrinologist, oral surgery, broken wrist,
chiropractor, x-rays
Pharmaceutical
Deductible
$250/pp ?
Individual
Deductible
Drowning in a Sea of Deductibles
amount of money that the insured must pay before any
benefits from the health insurance policy can be used.
Family
Deductible
102. March 2010
Overall, your performance improved. However, while you did better
(+21% increase!) following up on new opportunities, you didn’t
have as many Wins this month (-14%) as in previous months
NOTE: ACES ARE HIGH!
213 73 64 53 38 12
Leads Contacted Contacts Qualified Interviews Proposals Written Sales Closed! Closed & Paid
Wow. This was 112% While 73 isn’t a bad Text commenting on Text commenting on Text commenting on Text commenting on
of your target. Good number, at 32% it’s this performance this performance this performance this performance
job!! below last months
average of 45%.
VIEW PIPELINE DETAILS FOR MARCH 2010
How does this compare?
My Peers: Previous Months
Leads Contacted Contacts Qualified Interviews Proposals Written Sales Closed! Closed & Paid
106. THERE’S SOMETHING MISSING FROM ALL OF THESE...
RELATIONSHIPS!
INCLUDING PROCESSES, PROPORTIONS & CHANGES OVE
R TIME
107. The initial stages of digital library development
have concentrated on accumulating, organizing,
managing, preserving, and facilitating access to
information The next stage in the evolution of
information.
digital libraries is transforming them from
searchable repositories to knowledge environments
environments.
–K ARL F AST
108. The initial stages of digital library development
have concentrated on accumulating, organizing,
managing, preserving, and facilitating access to
information. The next stage in the evolution of
digital libraries is transforming them from
searchable repositories to knowledge environments
environments.
–K ARL F AST
109. The initial stages of digital library development
have concentrated on accumulating, organizing,
managing, preserving, and facilitating access to
information. The next stage in the evolution of
digital libraries is transforming them from
searchable repositories to knowledge environments.
–K ARL F AST
134. HEARING Short-term memory is where
the real work of sense-making
TASTE
takes place
SMELL
TOUCH
SENSORY ORGANS SHORT-TERM LONG-TERM MEMORY
MEMORY
UNDERSTANDING
JUDGEMENT
RELATIONSHIPS
BALANCE
PAIN
TIME
Short-term memory has a
TEMPERATURE
AND
MORE!
limited amount space.
135. HEARING Short-term memory is where
the real work of sense-making
TASTE
takes place
SMELL
TOUCH
SENSORY ORGANS SHORT-TERM LONG-TERM MEMORY
MEMORY
UNDERSTANDING
PRE-ATTENTIVE PROCESSING JUDGEMENT
RELATIONSHIPS
BALANCE
PAIN
TIME
Short-term memory has a
TEMPERATURE
AND
MORE!
limited amount space.
136. HEARING Short-term memory is where
the real work of sense-making
TASTE
takes place
SMELL
TOUCH
SENSORY ORGANS SHORT-TERM LONG-TERM MEMORY
MEMORY
UNDERSTANDING UNDERSTANDING
PRE-ATTENTIVE PROCESSING JUDGEMENT
RELATIONSHIPS
BALANCE
PAIN
TIME
Short-term memory has a
TEMPERATURE
AND
MORE!
limited amount space.
137. HEARING Short-term memory is where
the real work of sense-making
TASTE
takes place
SMELL
TOUCH
SENSORY ORGANS SHORT-TERM LONG-TERM MEMORY
MEMORY
UNDERSTANDING UNDERSTANDING
PRE-ATTENTIVE PROCESSING JUDGEMENT
RELATIONSHIPS RELATIONSHIPS
BALANCE
PAIN
TIME
Short-term memory has a
TEMPERATURE
AND
MORE!
limited amount space.
140. A skateboarder holds on to the
merry-go-round pictured to the
right. The platform of the
merry-go-round has a 7-foot
radius and makes a complete
turn every 6 seconds. The
skateboarder lets go at the 2
o'clock position in the picture,
at which time she is 30 feet
from the padded wall. How
long will it take the
skateboarder to hit the wall?
http://worrydream.com/#!/SimulationAsAPracticalTool
146. There are three basic interactions:
Conversing: Navigating:
Manipulating:
conveying intended moving from one
touching, grasping, or
actions through location or piece of
handling visually
language (i.e., the information to
perceptible aspects (i.e.,
mouth and talking). another (i.e., the feet
the hands and handling).
and walking).
adapted from Karl Fast
“Interaction and the epistemic
potential of digital libraries”
167. “Message of Love from the Dolpins”
(Message d’Amour des Dauphins)
If you look at the vase you’ll probably agree
that it depicts a man holding and kissing a
woman from behind. What if I told you that
the image in fact depicts a number of
dolphins?
In fact it depicts both - it’s all a matter of how
your brain interprets it. Kids, who are
“inexperienced” tend to see the dolphins.
Grownups tend to see the loving couple, Some
grownups can’t even see the dolphins if they
try really hard.
It’s all about what the brain expects and
knows. If you know how to see a certain
pattern, you’re more likely to see that pattern.
168.
169. HEARING
TASTE
SMELL
TOUCH
SENSORY ORGANS SHORT-TERM LONG-TERM MEMORY
MEMORY
UNDERSTANDING UNDERSTANDING
PRE-ATTENTIVE PROCESSING JUDGEMENT
RELATIONSHIPS RELATIONSHIPS
BALANCE
PAIN
TIME
TEMPERATURE
AND
MORE!
170. HEARING
TASTE
SMELL
TOUCH
METAPHORS /SCHEMA
SENSORY ORGANS SHORT-TERM LONG-TERM MEMORY
MEMORY
UNDERSTANDING UNDERSTANDING
PRE-ATTENTIVE PROCESSING JUDGEMENT
RELATIONSHIPS RELATIONSHIPS
BALANCE
PAIN SEMIOTICS
TIME
TEMPERATURE
AND
MORE!
171. HEARING
TASTE
SMELL
TOUCH
METAPHORS /SCHEMA
SENSORY ORGANS SHORT-TERM LONG-TERM MEMORY
MEMORY
UNDERSTANDING UNDERSTANDING
PRE-ATTENTIVE PROCESSING JUDGEMENT
RELATIONSHIPS RELATIONSHIPS
BALANCE
PAIN SEMIOTICS
TIME
TEMPERATURE
AND
MORE!
172. HEARING
TASTE
SMELL
TOUCH
METAPHORS /SCHEMA
SENSORY ORGANS SHORT-TERM LONG-TERM MEMORY
MEMORY
UNDERSTANDING UNDERSTANDING
PRE-ATTENTIVE PROCESSING JUDGEMENT
RELATIONSHIPS RELATIONSHIPS
BALANCE
PAIN SEMIOTICS
TIME
TEMPERATURE
AND
MORE!
173. The Blue Sky of Benefits
Finally, something good! Co-insurance
This is usually a percentage amount that is the
Co-payments insured's responsibility. A common co-insurance
split is 80/20. This means that the insurance
The co-payment is a fixed amount that company will pay 80% of the procedure and the
the insured is required to pay at the time insured is required to pay the other 20%.
of service. It is usually required for
basic doctor visits and when purchasing 100%
prescription medications.
90/10
$10/ $45 / $55 80/20
$10/ $35 / $45 Emergencies and
Specialists
Office Visits Prescriptions Endocrinologist, oral surgery, broken wrist,
chiropractor, x-rays
Pharmaceutical
Deductible
$250/pp ?
Individual
Deductible
Drowning in a Sea of Deductibles
amount of money that the insured must pay before any
benefits from the health insurance policy can be used.
Family
Deductible
184. Aesthetic Perceived Semiotics/ Conceptual Narratives
Associations Affordances Iconography Metaphor & Stories
(shapes, colors, movement) (shadows, reflections, etc.)
What do all these have in common?
185. Aesthetic Perceived Semiotics/ Conceptual Narratives
Associations Affordances Iconography Metaphor & Stories
(shapes, colors, movement) (shadows, reflections, etc.)
What do all these have in common?
189. 3 FORCES RELATED TO INFORMATION
LIMITED WAYS
ABUNDANCE OF
(BIOLOGICALLY) CRUD* TOOLS
INFORMATION
TO RESPOND
VISUAL-
PATTERN
PERCEPTUAL INTERACTION
RECOGNITION
PROCESSING
3 CONSIDERATIONS RELATED TO UNDERSTANDING