The document provides tips for creating effective PowerPoint slides, including:
1. Use outlines and a logical slide structure with 4-5 bullet points per slide in a large, easy-to-read font.
2. Use color carefully for emphasis but not decoration, and choose a simple background that does not distract.
3. Include graphs sparingly when visuals aid understanding, and ensure they are clearly labeled and formatted legibly.
4. Proofread slides thoroughly for spelling and grammar mistakes.
Paul Coulton discusses designing services for people that are usable, useful, and tell a good story. He emphasizes stimulating the senses, making services desirable, providing context and opportunities for uniqueness, and easing development.
The document discusses challenges and opportunities for developing mobile applications and provides details on hands-on sessions for mobile application development workshops. It also includes instructions for a dice game to design a mobile application concept based on random selections for phone technology, focus area, and target demographic.
This document discusses social television and second screening behavior. It notes that average UK users now spend 1 day per month online and 40% of tweets come from mobile devices. Charts show data on tweet volumes related to a television show, with peaks occurring during commercial breaks, performances, and voting announcements. The tweets often comment on and debate the performances in real-time.
This document discusses emerging technologies in mobile brain-computer interfaces and augmented reality. It explores how electroencephalography and electromyography can be used for mobile interaction beyond touchscreens. It also examines current and upcoming technologies like NeuroSky brainwave sensors, Emotiv brain-computer interface caps, and mobile augmented reality. The document defines augmented reality and discusses key challenges like estimating the camera's position and orientation relative to the real world scene, and approaches to address these challenges including vision-based, sensor-based, marker-based and markerless methods.
This document provides information about sound basics for video recording. It discusses different types of microphones like boom mics, lavalier mics, and shotgun mics. It provides several tips for quality sound recording such as using an external microphone, getting close to sound sources, recording continuous audio, and monitoring audio levels. It also outlines the roles of a sound engineer which include setting up equipment, monitoring sound, managing grips, and taking down equipment. Equipment needed for quality sound includes a shotgun mic, batteries, boom pole, cables, and camera that accepts XLR connections.
The document provides tips for creating effective PowerPoint slides, including:
1. Use outlines and a logical slide structure with 4-5 bullet points per slide in a large, easy-to-read font.
2. Use color carefully for emphasis but not decoration, and choose a simple background that does not distract.
3. Include graphs sparingly when visuals aid understanding, and ensure they are clearly labeled and formatted legibly.
4. Proofread slides thoroughly for spelling and grammar mistakes.
Paul Coulton discusses designing services for people that are usable, useful, and tell a good story. He emphasizes stimulating the senses, making services desirable, providing context and opportunities for uniqueness, and easing development.
The document discusses challenges and opportunities for developing mobile applications and provides details on hands-on sessions for mobile application development workshops. It also includes instructions for a dice game to design a mobile application concept based on random selections for phone technology, focus area, and target demographic.
This document discusses social television and second screening behavior. It notes that average UK users now spend 1 day per month online and 40% of tweets come from mobile devices. Charts show data on tweet volumes related to a television show, with peaks occurring during commercial breaks, performances, and voting announcements. The tweets often comment on and debate the performances in real-time.
This document discusses emerging technologies in mobile brain-computer interfaces and augmented reality. It explores how electroencephalography and electromyography can be used for mobile interaction beyond touchscreens. It also examines current and upcoming technologies like NeuroSky brainwave sensors, Emotiv brain-computer interface caps, and mobile augmented reality. The document defines augmented reality and discusses key challenges like estimating the camera's position and orientation relative to the real world scene, and approaches to address these challenges including vision-based, sensor-based, marker-based and markerless methods.
This document provides information about sound basics for video recording. It discusses different types of microphones like boom mics, lavalier mics, and shotgun mics. It provides several tips for quality sound recording such as using an external microphone, getting close to sound sources, recording continuous audio, and monitoring audio levels. It also outlines the roles of a sound engineer which include setting up equipment, monitoring sound, managing grips, and taking down equipment. Equipment needed for quality sound includes a shotgun mic, batteries, boom pole, cables, and camera that accepts XLR connections.
Presentation exploring Science Fictions technologies relating to death as Design Fictions at Furures of End of Life Symposium held at Lancaster University Jan 2016
Social media has evolved significantly from its early origins. It began with basic bulletin boards and blogs but now encompasses major platforms like Facebook, Twitter, YouTube and others. These platforms allow users to share content, build relationships, communicate, form groups and manage their online identity and reputation. However, major questions remain around how users' data is used and how accurately social media reflects people's real relationships and interactions offline. Overall social media has grown exponentially by fulfilling fundamental human needs for social connection while shaping how information and influence flow in society.
A rhetorical approach to gameful designPaul Coulton
This document discusses using game design principles and mechanics to change behaviors through persuasive and rhetorical means. It summarizes that rhetorical design uses rules, interactions and representations to change how users think and act, similar to how games work. The document outlines different gameful design approaches like facilitating behaviors, sparking initial motivation or signaling to existing motivated users. It argues gameful design can rehearse plausible futures or embed persuasive arguments through procedural rhetoric in rule systems. The goal is to motivate behavior change through enjoyable gameplay rather than just extrinsic rewards.
Design Fiction: Does the search for plausibility lead to deception?Paul Coulton
Paper presented at DRS 2016 and available here http://www.research.lancs.ac.uk/portal/en/publications/design-fiction(0cfe9095-7277-4e77-8004-c2a49862faab).html
Games as Speculative Design: Allowing Players to Rehearse Alternative Present...Paul Coulton
Games can be used as speculative design to allow players to consider alternate presents and plausible futures. Speculative design uses fiction without commercial constraints to prototype possible futures through design fictions. Critical games have primarily critiqued current events or games themselves. Persuasive games can influence players through procedural rhetoric and by appealing to logic, credibility, and emotions, but should avoid reductionism and promote minor behavioral changes. Games as speculative design should enable consideration of multiple plausible futures through both narrative and simulation, be developed iteratively in an interdisciplinary way, and remain free of commercial influence.
This document summarizes Linna Bikeshop's bicycle rental systems and experiments from 2012-2016. It discusses their "Kuin oma" rental service and "AirDonkey" locking system project. It also outlines other experiments including an e-bike test, popup parks, and culture tours promoting cycling. Future plans include expanding cycling routes and education across Finland, developing bicycle rental in small towns, and international collaboration.
Augmented reality combines real and virtual elements. While mobile phones provide an accessible platform, developing augmented reality applications for phones poses challenges due to limitations of phone hardware and cameras. Effective augmented reality relies on sensors or computer vision techniques to accurately track the position and orientation of the device or camera in real time. Marker-based tracking provides precise tracking but requires physical markers, while markerless tracking using natural features is more difficult but more versatile. Overall, augmented reality remains limited by the accuracy and processing capabilities of mobile phones but continues to advance.
This document discusses gamification and different types of players. It begins by defining gamification as using game mechanics to encourage engagement in activities that may otherwise be boring. It notes that not all games are fun and well-designed games are fun. The document outlines Richard Bartle's classification of player types in multiplayer games, including killers who like imposing on others, achievers focused on points/levels, socializers who use games for socializing, and explorers who like exploring the game world.
Pyöräliiton Janne Paanasen esitys Pyöräilyviikon Kyllä pyörille -seminaarissa 6.5.2024.
https://www.pyorailyviikko.fi/kylla-pyorille-ja-vaikuttajien-pyoraily-2024/
Esitys Keski-Suomi pyöräilee -seminaarikiertueella helmikuussa 2018.
https://www.jyps.fi/c99-keskustelu-ja-tiedotus/c20-tiedotteet/keski-suomi-pyorailee-seminaarikiertue
This document discusses regional development in Häme, Finland through entrepreneurship and business cooperation. It provides an overview of the Häme development program and instruments to encourage strategic regional growth. Examples are given of startup activities like the Sunshine PopUp Indoor Park pilot in Hämeenlinna and the RLABS incubators in Cape Town and Tanzania. The document also contrasts traditional long-term development approaches with new accelerated models emphasizing experimental pilots, fast results, and minimum administration. It advocates a collaborative "Do It Together" approach using digital tools to foster passion, inspiration, and mutual trust between stakeholders.
Presentation exploring Science Fictions technologies relating to death as Design Fictions at Furures of End of Life Symposium held at Lancaster University Jan 2016
Social media has evolved significantly from its early origins. It began with basic bulletin boards and blogs but now encompasses major platforms like Facebook, Twitter, YouTube and others. These platforms allow users to share content, build relationships, communicate, form groups and manage their online identity and reputation. However, major questions remain around how users' data is used and how accurately social media reflects people's real relationships and interactions offline. Overall social media has grown exponentially by fulfilling fundamental human needs for social connection while shaping how information and influence flow in society.
A rhetorical approach to gameful designPaul Coulton
This document discusses using game design principles and mechanics to change behaviors through persuasive and rhetorical means. It summarizes that rhetorical design uses rules, interactions and representations to change how users think and act, similar to how games work. The document outlines different gameful design approaches like facilitating behaviors, sparking initial motivation or signaling to existing motivated users. It argues gameful design can rehearse plausible futures or embed persuasive arguments through procedural rhetoric in rule systems. The goal is to motivate behavior change through enjoyable gameplay rather than just extrinsic rewards.
Design Fiction: Does the search for plausibility lead to deception?Paul Coulton
Paper presented at DRS 2016 and available here http://www.research.lancs.ac.uk/portal/en/publications/design-fiction(0cfe9095-7277-4e77-8004-c2a49862faab).html
Games as Speculative Design: Allowing Players to Rehearse Alternative Present...Paul Coulton
Games can be used as speculative design to allow players to consider alternate presents and plausible futures. Speculative design uses fiction without commercial constraints to prototype possible futures through design fictions. Critical games have primarily critiqued current events or games themselves. Persuasive games can influence players through procedural rhetoric and by appealing to logic, credibility, and emotions, but should avoid reductionism and promote minor behavioral changes. Games as speculative design should enable consideration of multiple plausible futures through both narrative and simulation, be developed iteratively in an interdisciplinary way, and remain free of commercial influence.
This document summarizes Linna Bikeshop's bicycle rental systems and experiments from 2012-2016. It discusses their "Kuin oma" rental service and "AirDonkey" locking system project. It also outlines other experiments including an e-bike test, popup parks, and culture tours promoting cycling. Future plans include expanding cycling routes and education across Finland, developing bicycle rental in small towns, and international collaboration.
Augmented reality combines real and virtual elements. While mobile phones provide an accessible platform, developing augmented reality applications for phones poses challenges due to limitations of phone hardware and cameras. Effective augmented reality relies on sensors or computer vision techniques to accurately track the position and orientation of the device or camera in real time. Marker-based tracking provides precise tracking but requires physical markers, while markerless tracking using natural features is more difficult but more versatile. Overall, augmented reality remains limited by the accuracy and processing capabilities of mobile phones but continues to advance.
This document discusses gamification and different types of players. It begins by defining gamification as using game mechanics to encourage engagement in activities that may otherwise be boring. It notes that not all games are fun and well-designed games are fun. The document outlines Richard Bartle's classification of player types in multiplayer games, including killers who like imposing on others, achievers focused on points/levels, socializers who use games for socializing, and explorers who like exploring the game world.
Pyöräliiton Janne Paanasen esitys Pyöräilyviikon Kyllä pyörille -seminaarissa 6.5.2024.
https://www.pyorailyviikko.fi/kylla-pyorille-ja-vaikuttajien-pyoraily-2024/
Esitys Keski-Suomi pyöräilee -seminaarikiertueella helmikuussa 2018.
https://www.jyps.fi/c99-keskustelu-ja-tiedotus/c20-tiedotteet/keski-suomi-pyorailee-seminaarikiertue
Similar to VeloFinland 2016 - Pyörän vuokrausjärjestelmistä (7)
This document discusses regional development in Häme, Finland through entrepreneurship and business cooperation. It provides an overview of the Häme development program and instruments to encourage strategic regional growth. Examples are given of startup activities like the Sunshine PopUp Indoor Park pilot in Hämeenlinna and the RLABS incubators in Cape Town and Tanzania. The document also contrasts traditional long-term development approaches with new accelerated models emphasizing experimental pilots, fast results, and minimum administration. It advocates a collaborative "Do It Together" approach using digital tools to foster passion, inspiration, and mutual trust between stakeholders.
Linnan Pyöräverstaan tarinaa ... yhteisöjä ja yhteisöllisyyttä Hämeenlinnan Verkatehtaalla esitys CMAD - Community Manager Appreciation Day tapahtumassa
New institutions for innovation are emerging globally to promote collaboration between local communities, universities, firms, and NGOs. These include living labs, development labs, fab labs, and entrepreneurial hubs. Living labs focus on involving local people in innovation, while fab labs and entrepreneurial hubs focus on startups. These new institutions are organized democratically and flexibly to enable fast development. They provide open spaces for members and partners to collaborate on projects using social media. Researching these new social systems can provide insights on how institutions can better support grassroots innovation.
1) Linna BikeShop is a startup living lab located in Hämeenlinna, Finland that began in 2010 with the goal of promoting cycling, sustainability, and community.
2) During their first year, they renovated their space, built partnerships with local schools and universities, and hosted various community events to engage stakeholders.
3) The bike shop employed local youth, collaborated on art projects, and welcomed over 30 countries worth of visitors while helping the community through donations.
This document discusses the use of social media in business and innovation sourcing. It outlines six research themes being studied by the INSCO project: 1) Collaboration practices in early product development phases, 2) Managing innovation relationships including with SMEs, 3) Practices for indirect sourcing, 4) Using demos, prototypes and pilots, 5) Collaboration with developer communities and living labs, and 6) Possibilities of crowdsourcing. The document provides examples and questions for further exploration within each theme. It also provides background information on the INSCO research approach, partners, timeline, and team.
This document provides an executive summary of the INSCO research project focusing on innovation in sourcing competencies. The research will involve case studies, development projects, and interviews to explore collaboration practices for sourcing innovative products and services. Specific areas of focus include management of innovation relationships, practices for indirect sourcing, and the use of demos and prototypes. The research will be conducted from 2011-2012 by a team from Aalto University and Oulu University working with industrial and international partners.
The document summarizes ongoing research and development in social media. It describes the INSCO project which examines collaboration practices and management of innovation-focused relationships. The project uses case studies, development projects, and benchmarking to study practices like crowdsourcing, collaboration with developer communities, and the use of demos and prototypes. The research is a joint effort between universities in Finland, South Africa, Japan, and Thailand and involves industrial partners from various sectors. The project runs from 2010 to 2012.
This document provides an agenda and overview for a two-day workshop on leading research and innovation in expert organisations. Day one will cover topics such as culture and leadership, governance models, examples from other organisations, and new ways of working supported by social media. Day two focuses on managing innovation from idea to implementation, portfolio management, reward systems, and stakeholder relationships. Examples of innovative practices from companies like IBM, Google and Lego will be presented, as well as examples from universities and open source communities. The workshop aims to provide participants with tools and examples for enhancing innovation in research centres, governments and corporations.
The document provides an agenda and overview for a two-day workshop on leading research and innovation in expert organisations. Day one will cover themes such as culture and leadership, governance models, examples from companies and institutions, and stakeholder relationships. Day two focuses on topics like managing innovation from idea to implementation, new ways of working supported by social media, portfolio management, and reward systems. The workshop aims to provide participants with focused content and group work activities on open innovation practices using examples from companies like IBM, Google, Lego and Philips.
The document discusses pushing past limits and boundaries of perception and knowledge. It encourages questioning assumptions and being open-minded towards people, ideas, and experiences from other cultures or outside one's normal way of thinking. Quotes are provided that promote exploring the unknown and having an inquisitive mind.
This document discusses different types of problems including problematic problems, complex contradictions, muddy messes, dilemmas, and paradoxes. It notes that problems are often perceived incorrectly due to biases, assumptions, and limited perspectives. Different approaches are needed to address different problem types, such as applying rational problem solving for clear problems, negotiation for contradictions, and exploring dilemmas interactively with stakeholders. True problems cannot be ignored, while non-problems or perceived problems may not require solutions.
The document discusses Plato's Allegory of the Cave, which tells the story of prisoners chained in a cave who can only see shadows on the cave wall and mistake them for reality. It describes how one prisoner is freed and sees the true world outside, but would struggle to explain this reality to the other prisoners. The allegory represents Plato's view that true knowledge comes from understanding the form of good, rather than relying on the senses. It also illustrates how philosophy can lead to enlightenment and escaping ignorance. The document then analyzes different interpretations and applications of the allegory.
The document discusses how new technologies like social media and Web 2.0 are supporting professional development through examples of their use. It provides examples of new ways of working using social media, including open source software development and virtual working environments. It also summarizes the 12 principles of Web 2.0 collaboration and how they can enhance networking, sharing, and professional development.
9. Muita kokeiluita
● Sunshine PopUp Sisäpuisto
Hämeenlinnassa
○ Tapahtumia
○ Tietoa pyöräreiteistä & pyöräilystä
● Kulttuurikierrokset Tampereella,
Näsijärvellä & Pyhäjärvellä -
○ Michel Faas & Jarno Jokela - Eat
Tampere, Ekokumppanit &
Tampereen kaupunki
● Joogamatkat & pyöräily -
○ Katariina From &
Emmi Naukkarinen
- Slow Mondo -
10. Tulevaisuuden unelmia
● Pyöräreitit, kartat & opasteet kautta koko Suomen
● Polkupyörä yrittäjyys nousuun & koulutuksen kehittäminen
○ Pyörämekaanikkokoulutus
(vrt. Uusi Seelanti & Tanska)
○ Pyörämatkailu (vrt. Saksa & Italia)
● Pikku kaupunkien & kylien
pyörävuokrausjärjestelmien kehittäminen
● Kansainvälistyminen - yhteistyö Tansaniaan
● Osuuskuntatoimintamalli
- Haluatko mukaan? - Ota yhteyttä!