This document discusses the changing role of designers as digital technologies and ubiquitous computing become more prevalent. It notes that designers now must understand how people will interact with and experience technologies, as passive actions can now have unintended consequences. As sensors and data collection become more common, designers' work involves making invisible data flows understandable to users. The interconnected nature of digital technologies means that adding a network connection can significantly change any medium.
This document discusses the evolution of mobile phones over the past decade from basic call and text devices to multifunctional computers capable of a wide range of tasks. It notes that phones have taken on many functions previously performed by standalone devices like cameras and music players. The document argues that designers must understand how data and technologies intersect and shape people's lives in order to help the public navigate emerging technologies and their implications.
1) Mobile phones and social networking are changing how people communicate and share information about themselves, with more personal details becoming publicly available through mobile than ever before.
2) Three changes to the mobile ecosystem - open mobile browsers, open operating systems, and generous data plans - are enabling a new wave of innovation as entrepreneurs experiment with new ways of using social networking behaviors in mobile conversations.
3) Many of the greatest changes in communication will come from integrating social networking features like threaded conversations across call, text, and messaging platforms on mobile.
This document summarizes a presentation about designing effective mobile user experiences. It discusses understanding the context and needs of users, who are humans holding mobile devices in various situations rather than just interacting with the devices. Case studies demonstrate mapping user journeys and designing interfaces based on familiar concepts and behaviors ("memes") that have spread widely. Testing mobile designs with real users on actual devices is emphasized over desktop simulations, as mobile users appreciate experimenting with interfaces. The overall message is that good mobile design prioritizes the human experience over the technical capabilities of devices.
IE Application Question J: "How do you imagine social interaction within 10 years, taking into consideration the impact of technology on human relations?"
Why put pen to paper when you can text? Who needs a booth when your
phone is in your pocket? And why drive into the office when you can email?
Technology allows one to be connected to colleagues without ever
seeing them—or does it?
Phonebooths and Mailboxes is a discussion about new technologies. Consider how quickly the cell phone replaced the pager, how quickly the fax machine was replaced by email. Mobile technology now signals one of the biggest transformations within the modern office. Shifts in work-styles have been and will only continue to be so monumental that Steve Delfino had to ask the question: is the office going the way of the phonebooth and the mailbox?
The document discusses research into consumer behavior and technology usage. It notes the increasing number of connected devices in homes today. The role of research is to understand consumers' needs, attitudes, behaviors and how they are affected by their feelings about technology. While devices have converged technologically, consumer behavior has fragmented across different screens. People attach different values and purposes to TVs, computers, phones and tablets. Successful strategies understand these differences rather than treating all screens the same.
- Infrastructure will define the growth of Wi-Fi services and the internet is changing social life, so there is a need to improve Wi-Fi access to compensate for these changes and keep people connected.
- Research in Milan found that existing public Wi-Fi services are underused even when free, due to poor design, lack of communication about the services, and an offer that does not match user needs in different locations and times.
- Users have diverse needs for bandwidth, content, and purposes of use that are not adequately addressed by current one-size-fits-all models, leading to disconnects in the user experience of public Wi-Fi. Tailoring offers to different user types could help overcome this.
This document discusses the evolution of mobile phones over the past decade from basic call and text devices to multifunctional computers capable of a wide range of tasks. It notes that phones have taken on many functions previously performed by standalone devices like cameras and music players. The document argues that designers must understand how data and technologies intersect and shape people's lives in order to help the public navigate emerging technologies and their implications.
1) Mobile phones and social networking are changing how people communicate and share information about themselves, with more personal details becoming publicly available through mobile than ever before.
2) Three changes to the mobile ecosystem - open mobile browsers, open operating systems, and generous data plans - are enabling a new wave of innovation as entrepreneurs experiment with new ways of using social networking behaviors in mobile conversations.
3) Many of the greatest changes in communication will come from integrating social networking features like threaded conversations across call, text, and messaging platforms on mobile.
This document summarizes a presentation about designing effective mobile user experiences. It discusses understanding the context and needs of users, who are humans holding mobile devices in various situations rather than just interacting with the devices. Case studies demonstrate mapping user journeys and designing interfaces based on familiar concepts and behaviors ("memes") that have spread widely. Testing mobile designs with real users on actual devices is emphasized over desktop simulations, as mobile users appreciate experimenting with interfaces. The overall message is that good mobile design prioritizes the human experience over the technical capabilities of devices.
IE Application Question J: "How do you imagine social interaction within 10 years, taking into consideration the impact of technology on human relations?"
Why put pen to paper when you can text? Who needs a booth when your
phone is in your pocket? And why drive into the office when you can email?
Technology allows one to be connected to colleagues without ever
seeing them—or does it?
Phonebooths and Mailboxes is a discussion about new technologies. Consider how quickly the cell phone replaced the pager, how quickly the fax machine was replaced by email. Mobile technology now signals one of the biggest transformations within the modern office. Shifts in work-styles have been and will only continue to be so monumental that Steve Delfino had to ask the question: is the office going the way of the phonebooth and the mailbox?
The document discusses research into consumer behavior and technology usage. It notes the increasing number of connected devices in homes today. The role of research is to understand consumers' needs, attitudes, behaviors and how they are affected by their feelings about technology. While devices have converged technologically, consumer behavior has fragmented across different screens. People attach different values and purposes to TVs, computers, phones and tablets. Successful strategies understand these differences rather than treating all screens the same.
- Infrastructure will define the growth of Wi-Fi services and the internet is changing social life, so there is a need to improve Wi-Fi access to compensate for these changes and keep people connected.
- Research in Milan found that existing public Wi-Fi services are underused even when free, due to poor design, lack of communication about the services, and an offer that does not match user needs in different locations and times.
- Users have diverse needs for bandwidth, content, and purposes of use that are not adequately addressed by current one-size-fits-all models, leading to disconnects in the user experience of public Wi-Fi. Tailoring offers to different user types could help overcome this.
This report collects insights from several recent projects with a view to exploring how consumers are starting to think about the world as an internet of things. Ericsson ConsumerLab gains its knowledge through a global consumer research program based on interviews with 100,000 individuals each year, in more than 40 countries and 15 megacities – statistically representing the views of 1.1 billion people.
The document discusses how the internet and digital technologies have influenced urban public spaces and social interactions. It explores how people from different demographics utilize free public Wi-Fi networks in Milan and how their needs vary. Through on-site observations and interviews, it identifies different types of public space users and how internet access factors into their activities in the city.
Urban computing extends traditional computing by incorporating many more sensors and outputs in public spaces. It utilizes ubiquitous connectivity, computing power, and data collection to infer context like location, time of day, and activities. This allows for new interactive experiences that respond to a person's surroundings, behaviors, and needs in both private and public spheres. However, challenges remain around privacy, intention recognition, and developing new forms of media beyond screens. Urban computing has the potential to change how people act and think by making information and interactions more contextually relevant.
The document provides a summary of social media innovations from October 2016 in We Are Social's "Curiosity Stop" newsletter. It profiles four main social trends - Conscious Community, Wearable Social, The Internet of Social Things, and innovations On The Horizon. Specific innovations highlighted include Sit With Us (app helping kids find lunch tables), Nextdoor (app encouraging neighbors to connect), Wi-Favela (using graffiti to provide wifi to favelas), Moment (wearable communicating through vibration), Martini Smart Cube (cube in drinks notifying bars for refills), and YouTube's new Community feature allowing more social engagement between creators and viewers. The document concludes by introducing We Are Social as a global agency focused
City State - Toronto Open Data Workshop Ignite PresentationMatthew Milan
Matthew works for a design strategy firm and gives an Ignite talk about open city data. He argues that for a city to think like the web, it needs to embrace open data flowing in two directions, with citizens both accessing and contributing information. His vision is for an application that enables a "read/write city" where residents can start collecting and sharing local data, similar to how information is shared on the internet. He maintains that true open data must allow for bidirectional information flows in order to transform cities into platforms that harness the potential of shared knowledge.
Implications of the near and far futureJon McMillan
1) The near future will see communicators focus on using communication to directly help solve command issues through the DICE model of defining problems, ideating solutions, creating content, and evaluating effects. New publishing and content tools will be introduced.
2) In the far future, artificial intelligence will be ubiquitous and able to generate content from data through machine learning. Sensors will collect vast amounts of data about everything.
3) Navy communicators will need to instruct AI systems on what important information to extract and share from massive datasets, and tell stories to teach, motivate and inspire as machines perform more repetitive tasks. The ability to find and share stories will remain important.
This document provides an overview of several major virtual worlds oriented towards kids, tweens, and teens (KT&T). It summarizes each world's key features, user base size, target age range, and approach to branding and marketing. The top virtual worlds for KT&T include Club Penguin, Webkinz World, Whyville, Gaia Online, and Neopets, with a combined user base of over 100 million accounts. These worlds integrate gaming, education, and social networking to engage youth audiences. The document also outlines several newer virtual worlds gaining popularity in this space.
The document summarizes 15 technology trends that will emerge in 2014 according to experts at frog design, including: increased mainstream adoption of anonymous social platforms; proliferation of drone technology; growing popularity of "Faraday zones" that allow digital disconnect; rise of Chinese internet giant WeChat; advancements in brain-computer interfaces allowing mind control; increased integration of augmented reality technologies; emergence of self-driving cars; combining sensors and internet connectivity in new areas like art; improved data collection and analytics; reimagining of craft and customization; disruption of pricing models for premium products; expansion of on-demand services; increased user ownership of personal data; workplace quantification; and renewed focus on PCs for productivity.
How not to be Shit!* Talk from a 'digital conversations' meet up in London. All about how there's a lot of rubbish made in digital agencies, but we might just be on the verge of something better. With slide notes added on screen
*contains mild swearing.
My speech to a group of local television broadcasters blends practical suggestions with an overview of broad trends in the future of television, expressed as a series of questions
The Shift from a Disconnected to a Hyper-Connected WorldAdNerds
Technology has become an integral part of everyone's life now. Advertisers can reach out to consumers in totally different ways now. This is the time to start questioning the ways you've always been campaigning. And to start looking for alternative and better ways to communicate with consumers whose communication habits have fundamentally changed.
The document discusses the evolution of social media from early forms of online communication to modern social networking sites. It describes how the internet and new technologies enabled people to socialize and share content online. Key factors in the rise of social media included the development of Web 2.0 technologies that allowed free and open collaboration online, as well as the proliferation of broadband access and smartphones. The document then examines how a typical user may engage with social media throughout the day by checking various sites, sharing content, and interacting with contacts. It also explores how brands can effectively participate in social media conversations.
The document discusses various online communities that exist outside of traditional social networks like Facebook. It describes communities that formed on Usenet forums and mailing lists in the past and more recent communities that exist on mobile apps, games, and photo sharing sites. Many of these communities are private or invisible to search engines but still engage millions of users in discussions. The document advocates observing what people find interesting in various communities and creating spaces where people can communicate privately and using separate identities and profiles to encourage participation.
The document discusses how advances in computing and technology are changing our lives in profound ways. Genetics is one area that has been transformed, as the cost of genome sequencing has plummeted from millions to just over $1000, allowing many people to access their genetic information through services like 23andMe. This ubiquitous availability of genetics data will lead to more individualized medicine and also reveals unexpected insights about people's traits and predispositions. The future will remain confusing as technology continues to revolutionize every aspect of life at an ever-accelerating pace.
This report collects insights from several recent projects with a view to exploring how consumers are starting to think about the world as an internet of things. Ericsson ConsumerLab gains its knowledge through a global consumer research program based on interviews with 100,000 individuals each year, in more than 40 countries and 15 megacities – statistically representing the views of 1.1 billion people.
The document discusses how the internet and digital technologies have influenced urban public spaces and social interactions. It explores how people from different demographics utilize free public Wi-Fi networks in Milan and how their needs vary. Through on-site observations and interviews, it identifies different types of public space users and how internet access factors into their activities in the city.
Urban computing extends traditional computing by incorporating many more sensors and outputs in public spaces. It utilizes ubiquitous connectivity, computing power, and data collection to infer context like location, time of day, and activities. This allows for new interactive experiences that respond to a person's surroundings, behaviors, and needs in both private and public spheres. However, challenges remain around privacy, intention recognition, and developing new forms of media beyond screens. Urban computing has the potential to change how people act and think by making information and interactions more contextually relevant.
The document provides a summary of social media innovations from October 2016 in We Are Social's "Curiosity Stop" newsletter. It profiles four main social trends - Conscious Community, Wearable Social, The Internet of Social Things, and innovations On The Horizon. Specific innovations highlighted include Sit With Us (app helping kids find lunch tables), Nextdoor (app encouraging neighbors to connect), Wi-Favela (using graffiti to provide wifi to favelas), Moment (wearable communicating through vibration), Martini Smart Cube (cube in drinks notifying bars for refills), and YouTube's new Community feature allowing more social engagement between creators and viewers. The document concludes by introducing We Are Social as a global agency focused
City State - Toronto Open Data Workshop Ignite PresentationMatthew Milan
Matthew works for a design strategy firm and gives an Ignite talk about open city data. He argues that for a city to think like the web, it needs to embrace open data flowing in two directions, with citizens both accessing and contributing information. His vision is for an application that enables a "read/write city" where residents can start collecting and sharing local data, similar to how information is shared on the internet. He maintains that true open data must allow for bidirectional information flows in order to transform cities into platforms that harness the potential of shared knowledge.
Implications of the near and far futureJon McMillan
1) The near future will see communicators focus on using communication to directly help solve command issues through the DICE model of defining problems, ideating solutions, creating content, and evaluating effects. New publishing and content tools will be introduced.
2) In the far future, artificial intelligence will be ubiquitous and able to generate content from data through machine learning. Sensors will collect vast amounts of data about everything.
3) Navy communicators will need to instruct AI systems on what important information to extract and share from massive datasets, and tell stories to teach, motivate and inspire as machines perform more repetitive tasks. The ability to find and share stories will remain important.
This document provides an overview of several major virtual worlds oriented towards kids, tweens, and teens (KT&T). It summarizes each world's key features, user base size, target age range, and approach to branding and marketing. The top virtual worlds for KT&T include Club Penguin, Webkinz World, Whyville, Gaia Online, and Neopets, with a combined user base of over 100 million accounts. These worlds integrate gaming, education, and social networking to engage youth audiences. The document also outlines several newer virtual worlds gaining popularity in this space.
The document summarizes 15 technology trends that will emerge in 2014 according to experts at frog design, including: increased mainstream adoption of anonymous social platforms; proliferation of drone technology; growing popularity of "Faraday zones" that allow digital disconnect; rise of Chinese internet giant WeChat; advancements in brain-computer interfaces allowing mind control; increased integration of augmented reality technologies; emergence of self-driving cars; combining sensors and internet connectivity in new areas like art; improved data collection and analytics; reimagining of craft and customization; disruption of pricing models for premium products; expansion of on-demand services; increased user ownership of personal data; workplace quantification; and renewed focus on PCs for productivity.
How not to be Shit!* Talk from a 'digital conversations' meet up in London. All about how there's a lot of rubbish made in digital agencies, but we might just be on the verge of something better. With slide notes added on screen
*contains mild swearing.
My speech to a group of local television broadcasters blends practical suggestions with an overview of broad trends in the future of television, expressed as a series of questions
The Shift from a Disconnected to a Hyper-Connected WorldAdNerds
Technology has become an integral part of everyone's life now. Advertisers can reach out to consumers in totally different ways now. This is the time to start questioning the ways you've always been campaigning. And to start looking for alternative and better ways to communicate with consumers whose communication habits have fundamentally changed.
The document discusses the evolution of social media from early forms of online communication to modern social networking sites. It describes how the internet and new technologies enabled people to socialize and share content online. Key factors in the rise of social media included the development of Web 2.0 technologies that allowed free and open collaboration online, as well as the proliferation of broadband access and smartphones. The document then examines how a typical user may engage with social media throughout the day by checking various sites, sharing content, and interacting with contacts. It also explores how brands can effectively participate in social media conversations.
The document discusses various online communities that exist outside of traditional social networks like Facebook. It describes communities that formed on Usenet forums and mailing lists in the past and more recent communities that exist on mobile apps, games, and photo sharing sites. Many of these communities are private or invisible to search engines but still engage millions of users in discussions. The document advocates observing what people find interesting in various communities and creating spaces where people can communicate privately and using separate identities and profiles to encourage participation.
The document discusses how advances in computing and technology are changing our lives in profound ways. Genetics is one area that has been transformed, as the cost of genome sequencing has plummeted from millions to just over $1000, allowing many people to access their genetic information through services like 23andMe. This ubiquitous availability of genetics data will lead to more individualized medicine and also reveals unexpected insights about people's traits and predispositions. The future will remain confusing as technology continues to revolutionize every aspect of life at an ever-accelerating pace.
This document discusses how authenticity and trust are built on the internet through things like personality, craftsmanship, transparency, and consistency. It provides examples of companies and organizations that have built trust by showing their humanity and processes, such as government websites openly sharing code on GitHub, Icelandic tourism campaigns run by locals on social media, and insurance companies directly interacting with customers on Twitter through named representatives. Authenticity comes from having a story, provenance, and avoiding facelessness, while trust develops over time through quality products, services, and interactions that feel genuine.
This document discusses various microorganisms involved in fermentation processes that produce foods. It begins by introducing brewer's yeast and baker's yeast as forms of Saccharomyces cerevisiae used in beer and bread production. It then discusses various bacteria and molds used in fermenting foods like cheese, chocolate, vinegar, yogurt, natto and more. A significant portion discusses SCOBYs or symbiotic cultures of bacteria and yeast used to produce kombucha, vinegar mother, ginger beer and sourdough. The document concludes by discussing lambic beers produced through spontaneous fermentation with wild yeasts and noting how many other foods also involve microbial fermentation.
El documento proporciona información sobre el origen y producción del queso. Explica que los quesos se originaron hace unos 10,000 años cuando el hombre empezó a domesticar animales lecheros. Luego describe las principales razas de vacas, ovejas y cabras lecheras en Francia y cómo los factores como la alimentación, clima y estación afectan la calidad de la leche. Finalmente resume brevemente cómo la leche se transforma en queso, mantequilla o crema.
This document provides reference information for the Blume Jewelry Collection, including descriptions of the materials used and brief comments for each piece. It describes 16 different jewelry collections (e.g. Shine, FindBalance, Grace, etc.) and lists various necklaces, bracelets, earrings, and embellishments within each collection along with their materials and a one or two sentence thought about the piece. At the end is contact information for the independent demonstrator.
Preparing and training teachers to use technology in their classrooms: Educat...Dr. Mariam Abdelmalak
This document discusses preparing teachers to use technology in their classrooms through educational technology courses. It outlines some problems, such as teachers' limited use of technology despite increased access. This is partly due to a lack of understanding how to integrate technology into instruction. The solution proposed is providing better technology training for pre-service and in-service teachers. A learner-centered framework is recommended to make courses more meaningful by orienting content to students' needs and interests and giving students more control over their learning. Implications of this framework include designing technology courses based on students' priorities and engaging students in their own learning.
DOI: 10.21276/ijlssr.2016.2.4.4
ABSTRACT- Microorganisms are the important factors in the degradation of the toxic substances in our environment.
Petrol and diesel oil is one of the complex mixtures which cannot be easily degraded. The Bacillus cereus was involved in
the degradation of oil during which the complex toxic substances were detoxified by the production of biosurfactants. In
our study we have identified that the biosurfactant producing Bacillus cereus have a high potential for hydrocarbon
degradation. The Bacillus cereus was isolated from hydrocarbon contaminated soil and identified based on morphology
and biochemical test according to the Bergey’s manual of systematic bacteriology. The maximum hydrocarbon degrading
biosurfactant producing Bacillus cereus was obtained by qualitative and quantitative methods. In optimization studies, the
best results observed for Bacillus cereus were, Olive oil as the suitable carbon source, Sodium nitrate as the best Nitrogen
source and Optimum pH is 7 and Optimum temperature is 37°C. The ability of these isolates to degrade hydrocarbons and
survive in the oil contaminated soil is attributed to the development of resistance by mutation on the plasmid. It is also
clearly evident that the specific gene was responsible for the production of biosurfactant and the degradation process.
According to the results from the present study the Bacillus cereus has high potential for hydrocarbon degradation and can
be used especially for Microbial Enhanced Oil Recovery and bioremediation of hydrocarbons in near future.
Key-words- Bacillus cereus, Biosurfactant, Hydrocarbon, Biodegradation, Plasmid DNA
Tiny familiar robots discusses how the Internet of Things allows digital information to be connected to physical objects. This changes how stories are told and economies are built using data. It also influences decisions about ourselves and the environment. Various methods are described for associating digital content with objects, from early coded methods to QR codes, RFID, barcodes, and bespoke devices. How data from connected objects can help understand issues like the environment and inform future policy. The digital lives of these objects and how they provide information about online interactions are also discussed.
Labs.Redweb - Agency Briefing: The Internet Of Things David Burton
The good, the bad, & the ugly of the Internet of Things
An agency briefing on the latest area of investigation for Redweb Labs: The Internet of Things
Our view from the starting blocks and the questions and issues we've lined up to be investigated further over the coming months
The Internet of Things, an Agency Briefing 2014Redweb Ltd
The document provides a brain dump of the research done over 4 weeks exploring the Internet of Things (IoT). It discusses how IoT has been enabled by low-cost sensors, ubiquitous connectivity, and digital processes. However, the focus should be on how IoT relates to and provides value for people. It outlines several areas that will be explored over the next few months, including wearables, personal data capture, behavior change through awareness, location-based services, smart environments, and privacy and ownership concerns. The next steps outlined are to make experiments answering questions about IoT concepts while aiming for frictionless, invisible, and memorable experiences.
In the same way as the web is quickly extending onto the mobile platform, we are starting to see the web moving further into the physical world. Many emerging technologies are beginning to offer physical-world inputs and outputs; multi-touch iPhones, gestural Wii controllers, RFID-driven museum interfaces, QR-coded magazines and GPS-enabled mobile phones.
These technologies have been used to create very useful services that interact with the web such as Plazes, Nokia Sports Tracker, Wattson, Tikitag and Nike Plus. But the technologies themselves often overshadow the user-experience and so far designers haven’t had language or patterns to express new ideas for these interfaces.
This talk will focus on a number of design directions for new physical interfaces. We will discuss various ideas around presence, location, context awareness, peripheral interaction as well as haptics and tangible interfaces. How do these interactions work with the web? What are the potentials and problems, and what kinds of design approaches are needed?
Social media and challenges ahead by Petter WarnsbergDina El-sofy
The document provides biographical information about an individual who is a digital media explorer, educator, and lecturer. He is involved with Hyper Island, where he helped develop their Master Class concept and now works to advance it. When not working with Hyper Island, he holds a position as a Senior Lecturer in Digital Media at Kingston University near London. His background includes founding an agency called SWEDE. The document then discusses the various online profiles and digital footprints the individual has through sites like Twitter, Flickr, LinkedIn, and Amazon that provide information about his interests, connections, and purchase history.
The document discusses the emerging field of the Internet of Things and how it is changing our relationship with physical objects and the stories we tell. As physical objects become connected to the internet through technologies like RFID, it allows digital content and information to be attached to real-world items. This leads to new ways of telling stories and sharing data about objects and environments. It also enables the creation of new economies and products built on top of data gathered from networked devices and sensors in the world around us.
The future of technology will see an exponential growth in processing power and connectivity as predicted by Moore's Law. By 2040, the internet will have the equivalent processing power of 4 billion human brains. Everything will be connected through sensors and the internet, creating an "internet of things" where devices and the physical environment are optimized through constant data collection and analysis. However, attention and media will become increasingly scarce resources, requiring brands to earn attention and media through valuable contributions rather than paid promotions.
Ubiquity: smart people, smart places, smart organisationsDaisy Group
BBC futurist, Tom Cheesewright, talks ubiquitous computing and how it is affecting people, places and organisations across the world. This is the speech Tom gave at Daisy Communications' flagship event 'Daisy Wired? 2014'.
- The document discusses Leandro Agrò's background and experience in digital design, directing, and innovation over 15+ years. It highlights some of the companies and roles he has had, including co-founding several startups.
- It also briefly profiles some of Agrò's areas of focus and expertise, such as virtual/augmented reality, internet of things, second screens, health technologies, and more. The document provides an overview of Agrò's innovative work and vision at the intersection of technology and design.
This document discusses the design of products for an "internet of things" where physical objects are connected to the internet and can be identified by computers. It summarizes different levels of user experience in designing such products, including tangible interactions with physical interfaces, connectivity and sharing of data between objects and services, and visualization and reflection on collected usage data over time. Examples discussed include RFID-enabled objects, sensors in devices like the iPhone for tracking activity, and products that connect physical usage and data to online social networks and services.
This document discusses several tech trends predicted for 2012, as summarized by frogs from different disciplines. The trends include:
1) Connected cities where computing overlays the physical world and uses context to empower users.
2) Taking computers out of computing through voice recognition and gesture control for more natural interactions.
3) Quantified selves through open data aggregation and insights from merged health and lifestyle data.
4) The reductive social network focusing on intimacy rather than large networks and data deluge.
5) Convergence causing specialization as general devices drive dedicated devices to higher quality.
Three things that will change the world and five things you can do about it.Erik Arvedson
Technology is changing the world faster than ever. And people too are changing faster than ever. This presentation describes three main trends that will change the world in the coming years and five strategies to meet the challenges.
Pay with a tweet to download it, just go to this page: http://www.paywithatweet.com/pay/?id=4d985d768181e3cf58a2000dcbcf00d8
Gilbane 2013 Boston - Are You Prepared to Create Content for the Internet of ...Christopher Carter
What are the principles that should guide your decisions when creating content for the internet of things? What types of content, where to place it, and how it should interact with the end-users?
The document discusses the rise of touchscreen devices and designing interfaces for touch. It notes that tablet ownership in the US has grown rapidly, reaching 42% of US adults by January 2014. It argues that web designers must now consider how pixels feel to the touch, not just how they look visually, as touch has become a mainstream way of interacting with devices. It discusses common grips for holding touchscreen phones and the need to design interfaces that are comfortable to use while holding the device.
My talk from Playful 11 in London where I argue we all might be cyborgs already. I talk about how we cognitively project ourselves to our surroundings and possessions, and why everything will be about software, designed behaviour and superpowers.
Sixth Sense is a wearable technology that augments the physical world with digital information. It consists of a camera, projector, and mirror connected to a mobile phone. The camera tracks hand gestures and objects, sending this data to the phone. The phone processes the data and the projector projects the resulting digital information onto surfaces through the mirror. This bridges the gap between the digital and physical worlds, allowing users to interact with digital information via natural hand gestures.
A topline look at Augmented Reality. Why should bra more
A topline look at Augmented Reality. Why should brands be getting ready now and why 2011 will be the killer year for mobile AR advertising. We have a whole bunch of more detailed stuff on this. We are very excited by what could be achieved in the coming year, AR is a whole new channel with little or no rules. philip@t7flondon.co.uk
1) The internet provides access to vast amounts of information but also poses challenges for content creators to stand out.
2) Creators must act quickly as online platforms and standards are constantly changing, and they need to identify gaps and solve problems with their content.
3) Craigslist is an example of a successful big idea because it solved the problem of classified ads simply and works well on any device.
The document discusses key concepts related to the Internet of Things (IoT). It describes IoT as connecting everyday physical objects to the internet through sensors and software. This allows objects to collect and exchange data. The document outlines some challenges with IoT, such as privacy, security, standards and regulation. It emphasizes the importance of collaborative and multistakeholder approaches to address these challenges.
Similar to London IA: Urbicomp & the new new media. (20)
The document discusses 35 different ways that people can find their location, ranging from traditional methods like using maps, compasses, and asking others, to more modern techniques like GPS, cell phone tower triangulation, WiFi positioning, and Bluetooth beacons. It emphasizes that no single technology provides a complete solution and recommends using multiple location finding methods tailored to each situation and user needs. Emerging approaches discussed include dead reckoning using sensors, WiFi positioning, and inferring location from nearby people and connected devices.
The document mentions pirates and scalpels, bookcamp/papercamp in London, Chris Heathcote, anti-mega.com, light reading for pleasure, wallpaper, area codes, whether something is cool or not, something that is nearly a map, the term "mook", virtual and QR codes, the years 2009 and 2008, keeping one's eyes open, curating, RSPCB, dog ears in books, cutting and copying, the German word "zuhanden", superfutures, scaling things, reading from back to front, marginal and personal notes, consulting a notebook or little black book, the cities of Barcelona and Paris, pirates, traceurs, pretending to interact with something normally or more normally
the abstract pointillist powerpoint toolkitantimega
This document discusses various shapes and graphical elements that could be used in data visualization tools, including points, lines, networks, and basic geometric shapes like circles, triangles, and pyramids. It references an "abstract pointillist powerpoint toolkit" and mentions concepts like fragments, social circles, and exponential and linear functions that could be represented visually.
This document discusses the growth of ubiquitous media as physical sizes disappear and virtual sizes grow quickly, raising questions about the kinds of media being consumed, the size of connections, the cost of internet, and the impacts on mobile and social aspects. It also references anti-mega.com.
The document discusses issues around sharing personal data and metadata online, including privacy concerns and the need for a new social etiquette. It mentions broadcasting one's location, data fuzziness, and privacy issues. The document was created by Chris Heathcote and references his website anti-mega.com.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
1. Urbicomp &
new new media.
Chris Heathcote / @antimega
London IA, April 2011
1
2. The specialist designer.
2
How many people here are called an IA at work? What about a designer? I find it hard to
describe what I do any more, if I say I’m a designer, people want to know what I’ve made, and
I haven’t made anything for years. I spend a lot of time ghostwriting for an idiot-savant
tunafish at the moment.
3. makes calls
3
I’ve worked on pretty much every different design aspect of mobile phones in the last 8
years. When I started, this was the model to get. It was amazing. No visible antenna!
4. makes calls
colour screen
takes photos
4
Within months, this phone had come out. It had a colour screen! It had a camera! I was living
in the future. This totally changed what a phone was, and what it could be. I remember
spending a lot of time working with a company to put various ways of photo sharing in the
silicon of a couple of models of phones - this was the only way to add functionality.
5. makes calls
colour screen
takes photos
browse web
5
And soon, this came out. It could browse the web. (just). This totally changed what a phone
was, and what it could be.
6. makes calls record video
colour screen listen to radio
takes photos Facebook
browse web run apps
play games
write email
play music
video call
knows where it is
6
And they just kept on changing. In less than a decade we went from a phone that magically
had no wires to mundane Star Trek.
7. makes calls record video
colour screen listen to radio
takes photos Facebook
browse web run apps
play games be your tickets
write email be your keys
play music pay for things
video call
knows where it is
7
(and it’s not stopping, yet)
8. Designer, engineer,
anthropologist,
sociologist.
8
I think the role of designer has changed as much as the products. Designers have to
understand what stuff is available, they need to know some of how it works, how people will
use it, and how it will fit into their daily life. Interaction design has time as its medium, and
experience design has emotion.
I counted 26 different ways I can communicate with people with this iPhone. That’s illogical,
but each fulfils a slightly different role, and humans are great at understanding just the right
way to communicate with the right person in the right context. It’s pretty impossible to
design holistically, or design as an individual, these days.
9. A thing.
An action causes a
reaction.
9
But at least it’s still a thing. It’s an understandable object. This used to often be what most
designers cared about. And then, it was all about interaction - objects would respond.
10. Things happen...
other things happen...
something happens to you.
10
But we’re entering a weirder world now. We’re now able to collect large amounts of
information, piece together lots of different data and then act on it. Actions can be displaced
by time and space, and transmogrified into outcomes no-one would have predicted.
11. 11
Although you’re still acting on the world, it’s all quite seemingly innocuous passive actions.
The fact that doing anything can now have a reaction generates a real sense of unease.
I received this email recently. I’d been to the Tate the day before, they’d scanned my
membership card at the entrance to the exhibition.
It felt weird for two reasons: the first is that you don’t expect everything to be joined up. You
don’t think your membership card is linked to your email address. Secondly, it’s really
personal. It’s not from Tate, it’s from Jessica Morgan. It’s addressed to me.
12. 12
Another example. TfL mine Oyster data to see what routes you frequently use, and email you
if there are long-term engineering works.
13. 13
Lovely, bless ‘em, but even the mode change from web browsing to web mail feels freaky.
14. 14
and more customer relationship management. It’s something I’m fascinated by - for example
many good restaurants keep details of everything you ate and drank, and sometimes even
attach your photo or Google you before you arrive.
15. A world of sensors and
the sensed.
15
So we’re in a world of sensors, where all kinds of things can be sensed and reacted upon.
16. 16
This is a Japanese vending machine. It looks the same as many others, but it’s actually a 47
inch touch screen. It’s got a camera built in, recognises age and gender, and tailors drink
suggestions accordingly.
Using the same technology, there’s also a digital screen network that changes the ads
presented based on who’s walking past.
Pretty much all screens will have a camera built in - they’re really cheap. But how does it
change the relationship between people and public space?
17. Adding a network
connection changes any
medium.
17
Even media we’ve had centuries to perfect and understand suddenly changes when you plug
the Internet into it.
18. 18
Even something like a receipt can change when you add a network connection. This is from a
project by Dentsu London and BERG exploring incidental media. Print can be fast. Live data,
the news, the weather could be included... the purpose of the receipt can be changed.
19. 19
Similarly, what happens if a TV gets a network connection? Why isn’t the ticker made up of
information important to you?
20. Design is about wrangling
invisible ows of data.
20
personal data, private data, friends data, public data, urban data. They’re unseen and
intangible, and it’s our job as designers to both instantiate them - make them real - and
make them understandable.
21. 40p o a latte.
21
The cliche of ubiquitous computing is that as you walk past a starbucks, your phone will
vibrate with a coupon for 40p off a latte. It’s an unscalable, unsustainable example, but lets
unpick what could be going on.
First off - what ratted on you? Your Nike+ talking shoes, using a credit card nearby, your car
number plate being recognised, your phone reporting your location, or your Oyster card
informing the system that you’ve just come out of Oxford Circus tube?
Next, why you? Maybe your credit card or Foursquare checkins told them you prefer Cafe
Nero. Your age and gender are mixed with your home address’ purchasing profile, plus your
social standing from Facebook and Twitter.
And why now? The store has lower sales this hour than normal - in fact there’s no queue. You
didn’t take them up on the offer last time - they’d only offered 20p off - but you really want
a coffee, and as you enter the store, the barista greets you by name, as your details and
photo have popped up on her till.
That’s a lot of work to sell a latte.
22. Magic is an awful lot of
hard work behind-the-
scenes.
22
To appear effortless in real-time takes a lot of work. Computing is cheap, thankfully.
23. 23
This has been going on for a while. This is an extract from the ACORN database, which
classifies every postcode in the UK. It’s used to make decisions on your credit, the advertising
that appears around you, the offers you’ll be given.
Was spun out of the Great Universal home shopping business - they also had their own home
delivery network, a vertically integrated business before it was cool.
24. ANPR.
24
And Governments love these kinds of large databases. The UK Automatic Numberplate
Recognition system stitches together over 10 thousand CCTV cameras operated by various
councils and government authorities, and stores over 15 million number plate reads a day.
It’s designed to 'deny criminals the use of the road'.
25. 25
Supposedly Brazil is working on a system that can identify people and will be portable by
2014. I know it’s not possible now, but what about in 2 cycles of Moore’s Law? Is this a case
of creating design fiction to make it happen?
26. How do we take back
control and make urban
computing work for us?
26
I’m interested in how this stuff changes our daily life, and I’m particularly interested in the
very mundane daily uses.
27. A car that knows where
the nearest free parking
space is to your
destination.
27
I think of a car as a big mobile phone you sit in. It has many of the same capabilities and
characteristics (other than moving at 90 miles an hour). This seems like an easy problem -
after all nearly every car has GPS in now.
28. 28
But how do you know if a space is free? Well, modern carparks now have parking guidance
systems.
29. 29
Again, not a new thing - this has been a little bit of future urban computing installed for the
last 30 years (photos from Swarco, a traffic solutions company).
30. 30
But now the resolution is changing. Rather than just a count in and out of the carpark, every
parking spot has a sensor and light above it. It detects if the space is free, and sends that
information to the central computer, that knows where every space is, and can direct cars
accordingly.
This is large scale informatics - Westfield London has 4500 spaces, Heathrow Terminal 5 has
3800. Some also incorporate number plate reading cameras, so if you can’t remember where
you parked you car, they can find it.
This data is only useful to us, however, if it’s networked, and available in real-time - and
you’re car has mobile connectivity and a way of interpreting and presenting the data.
31. Food that texts you when
it’s going out of date.
31
OK, another example. Your shopping basket can answer back. Again, we’re nearly there with
this...
32. 32
Supermarkets have to know when food goes out of date for stock control. Ocado provide this
information on paper, on your receipt.
But what if you could choose to receive a text message each day? Or if your shopping had a
Twitter account?
33. It’s about being relevant,
in the right place, at the
right moment.
Personal computing.
33
34. We have places we
naturally put our stu .
Keys, wallet, phone.
34
Jan Chipchase did a lot of work looking at centres of gravity - how and where people store
their essential stuff, when mobile and at home.
35. What’s the equivalent for
data?
35
No-one’s really cracked the ability to display the relevant, contextual data you need. The
closest we are now is a mobile phone with an app for each different need. Dentsu’s incidental
media film showed some ideas of how data can inhabit different contexts. How do we place
the data where it’s used?
36. 36
How can data pervade our home? EDF and Tinker created a project called Homesense to look
at how people could wrangle data and electronics themselves to create useful urban
computing interventions in the home.
One of the best examples is Russell Davies’ bikemap. It displays the availability of TfL bikes
near his home. That’s all. It’s hyperpersonalised, and it changes the way you use urban
infrastructure. What’s also interesting is the homeliness of it, and how it has to look like a
finished product.
37. 37
This is DisplayCabinet, a (slightly smoke and mirrors) demo Ben Bashford, Tim Burrell-Saward
and Dan Williams made for the Pachube Hack Day. It identifies your personal objects via RFID
and displays relevant information around them. I’m really interested in what can be done with
pico and nano projectors, especially in the home. Dust off those ergonomics books, there’s
lots to be done.
38. Mundanecomp and the
new DIY.
Arduino, Processing, Python, Pachube,
OpenFrameworks, Cinder...
38
You can think of a million ways to improve household products and objects. Why does my
washing machine beep when it’s finished rather than text me?
So these are our new tools and materials. Do designers need to know this stuff? Well, yes, we
have to know our tools and materials intimately. And it’s only people like us that will abstract
away the difficulty to make useful products and services for others.