Design ethnography tries to uncover user needs and find new opportunities. These slides explain how one can use activity theory to frame the study. Part of the Design Thinking course at PUCPR.
The field of "green technology" encompasses a continuously evolving group of methods and materials, from techniques for generating energy to non-toxic cleaning products.
Green Technology is the development and application of products, equipment, and systems used to conserve the natural environment and resources, which minimizes and reduces the negative impact of human activities.
It minimizes the degradation of the environment;
It has a zero or low greenhouse gas (GHG) emission;
It is safe for use and promotes a healthy and improved environment for all forms of life;
It conserves the use of energy and natural resources; and
It promotes the use of renewable resources.
This document discusses green technology and its goals. Green technology, also called environmental technology, applies environmental science and green chemistry to monitor the environment and reduce the negative human impact. It includes electronic devices that promote sustainable resource management. The goals of green technology are to reduce waste and consumption, recycle materials, renew resources through treatments, and take responsibility to conserve energy and water. The document outlines various branches of green technology such as green chemistry, green energy from renewable sources, green IT, green buildings, and green nanotechnology.
The document discusses various sources of energy, dividing them into conventional and renewable sources. Conventional sources include natural gas, coal, and petroleum, which are finite and release greenhouse gases. Renewable sources like solar, wind, hydropower, biomass, tidal, geothermal and biofuels are unlimited and do not significantly contribute to global warming. Both sources have advantages and disadvantages - conventional sources provide reliable energy but are depleting and polluting, while renewable sources are sustainable but currently more expensive and difficult to implement on a large scale.
Green technology encompasses methods and materials for more sustainable energy generation, pollution reduction, and green building practices. It aims to meet society's needs indefinitely without damaging resources by innovating alternatives to fossil fuels and chemical-intensive processes. Key aspects include source reduction to cut waste and pollution, developing renewable energy and efficiency solutions, using non-toxic materials in green building and chemistry, and sustainably meeting needs over generations.
Resources are materials found in nature that are used by living things. There are three main types of resources: renewable resources like plants and animals that can be replaced during a human lifetime, reusable resources like air and water that can be used over and over, and non-renewable resources such as coal, soil, and metals that cannot be replaced during a human lifetime.
Renewable sources of energy
WHAT is renewable energy?
WHY renewable energy?
TYPES of renewable energy.
Potential of renewable energy.
This is a non-animated version.
For animated version of the ppt contact: ajay.jakhar41@gmail.com
This document discusses mineral resources and mining. It begins by defining mineral resources and providing an overview of India's national mineral scenario. It then lists some of the major metal reserves around the world and their common uses. The document estimates the life expectancies of various mineral resources based on reserve size and usage rates. It also outlines where in India certain key minerals like iron, coal, copper, etc. are located. The effects of different types of mining like surface and underground on the environment are discussed. The document concludes with a case study on mining and its impacts in Udaipur, India.
The field of "green technology" encompasses a continuously evolving group of methods and materials, from techniques for generating energy to non-toxic cleaning products.
Green Technology is the development and application of products, equipment, and systems used to conserve the natural environment and resources, which minimizes and reduces the negative impact of human activities.
It minimizes the degradation of the environment;
It has a zero or low greenhouse gas (GHG) emission;
It is safe for use and promotes a healthy and improved environment for all forms of life;
It conserves the use of energy and natural resources; and
It promotes the use of renewable resources.
This document discusses green technology and its goals. Green technology, also called environmental technology, applies environmental science and green chemistry to monitor the environment and reduce the negative human impact. It includes electronic devices that promote sustainable resource management. The goals of green technology are to reduce waste and consumption, recycle materials, renew resources through treatments, and take responsibility to conserve energy and water. The document outlines various branches of green technology such as green chemistry, green energy from renewable sources, green IT, green buildings, and green nanotechnology.
The document discusses various sources of energy, dividing them into conventional and renewable sources. Conventional sources include natural gas, coal, and petroleum, which are finite and release greenhouse gases. Renewable sources like solar, wind, hydropower, biomass, tidal, geothermal and biofuels are unlimited and do not significantly contribute to global warming. Both sources have advantages and disadvantages - conventional sources provide reliable energy but are depleting and polluting, while renewable sources are sustainable but currently more expensive and difficult to implement on a large scale.
Green technology encompasses methods and materials for more sustainable energy generation, pollution reduction, and green building practices. It aims to meet society's needs indefinitely without damaging resources by innovating alternatives to fossil fuels and chemical-intensive processes. Key aspects include source reduction to cut waste and pollution, developing renewable energy and efficiency solutions, using non-toxic materials in green building and chemistry, and sustainably meeting needs over generations.
Resources are materials found in nature that are used by living things. There are three main types of resources: renewable resources like plants and animals that can be replaced during a human lifetime, reusable resources like air and water that can be used over and over, and non-renewable resources such as coal, soil, and metals that cannot be replaced during a human lifetime.
Renewable sources of energy
WHAT is renewable energy?
WHY renewable energy?
TYPES of renewable energy.
Potential of renewable energy.
This is a non-animated version.
For animated version of the ppt contact: ajay.jakhar41@gmail.com
This document discusses mineral resources and mining. It begins by defining mineral resources and providing an overview of India's national mineral scenario. It then lists some of the major metal reserves around the world and their common uses. The document estimates the life expectancies of various mineral resources based on reserve size and usage rates. It also outlines where in India certain key minerals like iron, coal, copper, etc. are located. The effects of different types of mining like surface and underground on the environment are discussed. The document concludes with a case study on mining and its impacts in Udaipur, India.
This document provides information and tips for creating a more sustainable office environment. It discusses reducing waste in areas like computer usage, printing, lunch habits, and transportation. Specific tips include putting monitors on sleep mode, printing double-sided, avoiding single-use items and bottled water for lunch, and carpooling or teleworking when possible. The document also covers improving recycling habits for paper, food containers, electronics, and other items. Purchasing choices like using recycled paper and bulk items with less packaging are also addressed. The overall message is that small sustainable actions multiplied across many individuals can positively impact the environment, health, and future generations.
The document summarizes Catherine Michelle Rose's PhD thesis from Stanford University on formulating product end-of-life strategies. It discusses her research on design for environment and the hierarchy of end-of-life strategies from reuse to recycling to disposal. The document also explains Philips Consumer Electronics' process for environmental impact analysis of products, which involves life cycle assessment tools to examine impacts across a product's entire lifecycle.
The document describes Novel Engineering, a process where students identify problems in novels and design solutions. Students first analyze the novel to identify a problem, then collaborate to design a solution which they engineer and test. The process impacts higher-level thinking and adds rigor through peer collaboration. It involves 6 steps: 1) identifying a problem in the novel, 2) creating an empathy map, 3) sketching a solution, 4) peer reviewing and revising the sketch, 5) building and testing the solution, and 6) presenting. Content areas like reading, math, and science can be integrated. Standards are used to guide development and data is collected to assess student learning. Templates and rubrics provide guidance and structure for students.
The document discusses different types of energy sources and their associated waste emissions. Coal produces carbon dioxide, sulfur dioxide, nitrogen oxides, and mercury compounds. Natural gas produces less emissions than coal or oil but can leak methane. Oil produces methane and requires natural gas burning. Nuclear energy emits fossil fuels from uranium and harms aquatic life from water use. Hydropower releases methane and nitrous oxide from vegetation decomposition and affects river life. Biomass burns create ash and emit nitrogen oxides, sulfur dioxide, and carbon dioxide.
The document discusses concepts related to environmental management and sustainable development. It defines sustainable development as meeting present needs without compromising future generations' ability to meet their needs. Environmental management aims to control human impact on the environment to preserve resources and improve human welfare now and in the future. It involves planning, resource conservation, evaluation, legislation, and administration to support sustainable development.
This document summarizes different sources of energy, including their generation processes and advantages/limitations. It divides sources into conventional and non-conventional categories. Conventional sources like coal are non-renewable and cause pollution, while non-conventional sources like solar, wind and hydropower are renewable but have limitations around availability and storage. The document also explains generation of specific sources like thermal power from fossil fuels, hydroelectricity from water flow, and nuclear energy from atomic fission. Overall it provides an overview of major energy sources and their basic functioning.
Green energy - The sustainable energy source of the future 01262016Tony Green
Today we primarily use fossil fuels to heat and power our homes and fuel our cars. It’s convenient to use coal, oil, and natural gas for meeting our energy needs, but we have a limited supply of these fuels on the Earth. We’re using them much more rapidly than they are being created. Eventually, they will run out.
This document discusses various renewable energy sources including sunlight, wind, rain, geothermal heat, biomass, and hydropower. It notes that about 18% of global energy comes from renewables. Modern renewable technologies like wind power, solar power, geothermal energy, and ocean energy provided around 0.8% of final energy consumption globally. The document outlines different renewable energy technologies and provides facts about topics like wind power capacity, Brazil's renewable energy program, and Kenya's solar panel adoption rate. It also discusses various solar energy applications and conversion methods, as well as specific renewable sources like geothermal, biofuel, and biomass energy.
1) The document discusses various renewable energy sources including hydroelectric, wind, solar, tidal/wave, geothermal, and biomass energies.
2) It provides details on how each type of renewable energy is harnessed and converted into electricity through different technologies like solar panels, wind turbines, hydroelectric dams, etc.
3) The document also discusses Kerala's significant potential for renewable energy generation from hydroelectric, wind, and solar sources though only a fraction of that potential has been tapped so far.
This document provides an overview of renewable energy sources including wind, solar, biomass, geothermal, and hydroelectric energy. It discusses that renewable energy comes from natural resources like sunlight, wind, tides, rain, and geothermal heat. The document then summarizes different renewable technologies like wind turbines, solar photovoltaics, biofuels, and geothermal power plants. It also provides brief histories and applications of these renewable energy sources.
Energy and Environmental Pollution Unit viAyub Shaikh
The document discusses various topics related to energy and environmental pollution. It begins by defining energy and describing the different forms of energy. It then discusses renewable and non-renewable energy sources such as solar, wind, hydroelectric, geothermal, biomass, and nuclear energy. The document also covers different types of pollution including air, water, land, and noise pollution. It provides examples of sources for each type of pollution and their impacts on the environment and human health. Control measures are suggested to mitigate pollution.
The document discusses green technology and its importance. It defines green technology as environmentally friendly technology that aims to preserve natural resources and protect the environment. It explains that green technology is needed to slow global warming, preserve resources for future generations, and provide clean energy sources. The goals of green technology are outlined as reduce, recycle, refuse, renew, and take responsibility. Examples are given for each goal, such as reducing waste and energy consumption, recycling materials, refusing single-use plastic, developing renewable energy sources, and conserving resources. While green technology can help the environment, the document notes that changing technologies takes time and increased public awareness.
The document discusses science, technology, and engineering. It defines science as the study of natural phenomena through research and experimentation. Technology is the practical application of scientific knowledge for commercial purposes. Engineering involves applying math and science to design, create, and produce tools and systems to solve human problems. The document then provides examples of scientific discoveries and technological developments over time in various fields like physics, medicine, transportation, and computing.
This seminar report discusses green technology and its goals. Green technology aims to conserve natural resources and the environment through sustainable practices like rethinking resource usage, recycling waste, renewing energy sources, reducing consumption and taking responsibility. The report outlines different types of green technology including green energy, green building, green purchasing, green chemistry and green nanotechnology. It provides examples like how green buildings can save on energy and water usage. The conclusion is that while green technology has challenges, continued efforts are needed to address issues like global warming and energy shortages through solutions offered by green technology.
Design and the Environment - Sustainable DesignVirtu Institute
This document discusses sustainable graphic design. It defines sustainable design and explains how graphic designers can approach it. Some key points include:
- Sustainable graphic design considers the full life cycle of products from design to disposal, including factors like material sourcing, production processes, distribution and recyclability.
- Designers are encouraged to choose materials like paper, inks and packaging that have less environmental impact, for example using recycled content or materials that are less resource-intensive.
- The document provides examples of sustainable practices from companies like IKEA and Lego that consider reducing waste and promoting recyclability throughout their design and production systems.
The presentation had all the type of green energy resources and their use. I hope the presentation should be beneficial to all those, who had their intrest in Green Energy.
This document discusses various alternative energy resources including biofuels, wind, solar, geothermal, and hydroelectric energy. It provides details on each type of alternative energy resource, such as how biofuels are made from plants, how wind turbines convert kinetic wind energy to electricity, and how solar panels and collectors capture energy from the sun. It also outlines some disadvantages of different alternative energy sources like how biofuels require food crops and wind turbines can kill birds. The overall document serves to educate about alternative energy resources and their benefits as substitutes for non-renewable fossil fuels.
Historical evolution of the design object, from construction materials to emergent performances. It presents a coherent theory of use value, cocreation, experience design and more. This is the first slide of the Design Thinking course given by Frederick van Amstel at PUCPR.
O documento discute o uso de jogos de projetar para planejamento colaborativo. Esses jogos são ferramentas que usam regras simples, colaboração e criatividade para mapear desafios, prioridades e possíveis soluções entre stakeholders. Exemplos demonstram como jogos ajudaram equipes médicas a entender perspectivas diferentes e melhorar indicadores de desempenho em um hospital.
This document provides information and tips for creating a more sustainable office environment. It discusses reducing waste in areas like computer usage, printing, lunch habits, and transportation. Specific tips include putting monitors on sleep mode, printing double-sided, avoiding single-use items and bottled water for lunch, and carpooling or teleworking when possible. The document also covers improving recycling habits for paper, food containers, electronics, and other items. Purchasing choices like using recycled paper and bulk items with less packaging are also addressed. The overall message is that small sustainable actions multiplied across many individuals can positively impact the environment, health, and future generations.
The document summarizes Catherine Michelle Rose's PhD thesis from Stanford University on formulating product end-of-life strategies. It discusses her research on design for environment and the hierarchy of end-of-life strategies from reuse to recycling to disposal. The document also explains Philips Consumer Electronics' process for environmental impact analysis of products, which involves life cycle assessment tools to examine impacts across a product's entire lifecycle.
The document describes Novel Engineering, a process where students identify problems in novels and design solutions. Students first analyze the novel to identify a problem, then collaborate to design a solution which they engineer and test. The process impacts higher-level thinking and adds rigor through peer collaboration. It involves 6 steps: 1) identifying a problem in the novel, 2) creating an empathy map, 3) sketching a solution, 4) peer reviewing and revising the sketch, 5) building and testing the solution, and 6) presenting. Content areas like reading, math, and science can be integrated. Standards are used to guide development and data is collected to assess student learning. Templates and rubrics provide guidance and structure for students.
The document discusses different types of energy sources and their associated waste emissions. Coal produces carbon dioxide, sulfur dioxide, nitrogen oxides, and mercury compounds. Natural gas produces less emissions than coal or oil but can leak methane. Oil produces methane and requires natural gas burning. Nuclear energy emits fossil fuels from uranium and harms aquatic life from water use. Hydropower releases methane and nitrous oxide from vegetation decomposition and affects river life. Biomass burns create ash and emit nitrogen oxides, sulfur dioxide, and carbon dioxide.
The document discusses concepts related to environmental management and sustainable development. It defines sustainable development as meeting present needs without compromising future generations' ability to meet their needs. Environmental management aims to control human impact on the environment to preserve resources and improve human welfare now and in the future. It involves planning, resource conservation, evaluation, legislation, and administration to support sustainable development.
This document summarizes different sources of energy, including their generation processes and advantages/limitations. It divides sources into conventional and non-conventional categories. Conventional sources like coal are non-renewable and cause pollution, while non-conventional sources like solar, wind and hydropower are renewable but have limitations around availability and storage. The document also explains generation of specific sources like thermal power from fossil fuels, hydroelectricity from water flow, and nuclear energy from atomic fission. Overall it provides an overview of major energy sources and their basic functioning.
Green energy - The sustainable energy source of the future 01262016Tony Green
Today we primarily use fossil fuels to heat and power our homes and fuel our cars. It’s convenient to use coal, oil, and natural gas for meeting our energy needs, but we have a limited supply of these fuels on the Earth. We’re using them much more rapidly than they are being created. Eventually, they will run out.
This document discusses various renewable energy sources including sunlight, wind, rain, geothermal heat, biomass, and hydropower. It notes that about 18% of global energy comes from renewables. Modern renewable technologies like wind power, solar power, geothermal energy, and ocean energy provided around 0.8% of final energy consumption globally. The document outlines different renewable energy technologies and provides facts about topics like wind power capacity, Brazil's renewable energy program, and Kenya's solar panel adoption rate. It also discusses various solar energy applications and conversion methods, as well as specific renewable sources like geothermal, biofuel, and biomass energy.
1) The document discusses various renewable energy sources including hydroelectric, wind, solar, tidal/wave, geothermal, and biomass energies.
2) It provides details on how each type of renewable energy is harnessed and converted into electricity through different technologies like solar panels, wind turbines, hydroelectric dams, etc.
3) The document also discusses Kerala's significant potential for renewable energy generation from hydroelectric, wind, and solar sources though only a fraction of that potential has been tapped so far.
This document provides an overview of renewable energy sources including wind, solar, biomass, geothermal, and hydroelectric energy. It discusses that renewable energy comes from natural resources like sunlight, wind, tides, rain, and geothermal heat. The document then summarizes different renewable technologies like wind turbines, solar photovoltaics, biofuels, and geothermal power plants. It also provides brief histories and applications of these renewable energy sources.
Energy and Environmental Pollution Unit viAyub Shaikh
The document discusses various topics related to energy and environmental pollution. It begins by defining energy and describing the different forms of energy. It then discusses renewable and non-renewable energy sources such as solar, wind, hydroelectric, geothermal, biomass, and nuclear energy. The document also covers different types of pollution including air, water, land, and noise pollution. It provides examples of sources for each type of pollution and their impacts on the environment and human health. Control measures are suggested to mitigate pollution.
The document discusses green technology and its importance. It defines green technology as environmentally friendly technology that aims to preserve natural resources and protect the environment. It explains that green technology is needed to slow global warming, preserve resources for future generations, and provide clean energy sources. The goals of green technology are outlined as reduce, recycle, refuse, renew, and take responsibility. Examples are given for each goal, such as reducing waste and energy consumption, recycling materials, refusing single-use plastic, developing renewable energy sources, and conserving resources. While green technology can help the environment, the document notes that changing technologies takes time and increased public awareness.
The document discusses science, technology, and engineering. It defines science as the study of natural phenomena through research and experimentation. Technology is the practical application of scientific knowledge for commercial purposes. Engineering involves applying math and science to design, create, and produce tools and systems to solve human problems. The document then provides examples of scientific discoveries and technological developments over time in various fields like physics, medicine, transportation, and computing.
This seminar report discusses green technology and its goals. Green technology aims to conserve natural resources and the environment through sustainable practices like rethinking resource usage, recycling waste, renewing energy sources, reducing consumption and taking responsibility. The report outlines different types of green technology including green energy, green building, green purchasing, green chemistry and green nanotechnology. It provides examples like how green buildings can save on energy and water usage. The conclusion is that while green technology has challenges, continued efforts are needed to address issues like global warming and energy shortages through solutions offered by green technology.
Design and the Environment - Sustainable DesignVirtu Institute
This document discusses sustainable graphic design. It defines sustainable design and explains how graphic designers can approach it. Some key points include:
- Sustainable graphic design considers the full life cycle of products from design to disposal, including factors like material sourcing, production processes, distribution and recyclability.
- Designers are encouraged to choose materials like paper, inks and packaging that have less environmental impact, for example using recycled content or materials that are less resource-intensive.
- The document provides examples of sustainable practices from companies like IKEA and Lego that consider reducing waste and promoting recyclability throughout their design and production systems.
The presentation had all the type of green energy resources and their use. I hope the presentation should be beneficial to all those, who had their intrest in Green Energy.
This document discusses various alternative energy resources including biofuels, wind, solar, geothermal, and hydroelectric energy. It provides details on each type of alternative energy resource, such as how biofuels are made from plants, how wind turbines convert kinetic wind energy to electricity, and how solar panels and collectors capture energy from the sun. It also outlines some disadvantages of different alternative energy sources like how biofuels require food crops and wind turbines can kill birds. The overall document serves to educate about alternative energy resources and their benefits as substitutes for non-renewable fossil fuels.
Historical evolution of the design object, from construction materials to emergent performances. It presents a coherent theory of use value, cocreation, experience design and more. This is the first slide of the Design Thinking course given by Frederick van Amstel at PUCPR.
O documento discute o uso de jogos de projetar para planejamento colaborativo. Esses jogos são ferramentas que usam regras simples, colaboração e criatividade para mapear desafios, prioridades e possíveis soluções entre stakeholders. Exemplos demonstram como jogos ajudaram equipes médicas a entender perspectivas diferentes e melhorar indicadores de desempenho em um hospital.
O documento discute como a etnografia pode ser usada no design e apresenta a Teoria da Atividade como uma lente teórica para análise etnográfica. A Teoria da Atividade examina como as pessoas se envolvem em atividades mediadas culturalmente e como esses sistemas de atividade são construídos socialmente. A etnografia no design busca gerar insights sobre as necessidades e experiências dos usuários através de observações no contexto natural de uso.
These slides explains how design activity can expand its object from construction materials to emergent performances. This is part of the lectures on Design Thinking from PUCPR.
Systematic, intuitive and expansive design thinkingUTFPR
This document discusses three types of design thinking: systematic, intuitive, and expansive.
Systematic design thinking involves defining requirements up front, designing separate and interconnected components, and making decisions based on quantitative data. Intuitive design thinking stems from inspiration and involves refining conceptual sketches through alternatives and models. Expansive design thinking emphasizes developing empathy, collaboration across disciplines, and holistic visions that consider social and technical factors.
The document provides examples of where each type is commonly used and schools that teach expansive design thinking, such as Stanford's d.School, which aims to spread IDEO's particular approach and uses flexible spaces, prototyping tools, and activities like posting notes to enable collaboration.
É possível projetar interações? Na história da Arquitetura e do Design diversos projetos tentaram projetar o que as pessoas fazem num determinado espaço ou ambiente. Muitos desses projetos falharam devido aos contra-projetos dos usuários. Nesta palestra, são apresentadas quatro maneiras para aproximar o projeto do designer/arquiteto do contra-projeto do usuário: o projeto determinístico, o aberto, o participativo e o livre.
O pensamento projetual expansivo demonstrou ser uma abordagem bastante prática para estimular estudantes da Engenharia Eletrônica, Engenharia de Produção, Farmácia, Medicina, Design de Produto e Design Digital a buscar a inovação na Saúde. A pesquisa com usuários e os materiais de cocriação foram essenciais para estabelecer a base da colaboração.
O ubercapitalismo, também conhecido como economia compartilhada, consumo colaborativo, é apresentado como um contexto para o design de negócios, uma abordagem humanista para criar novos negócios. Slides do programa de empreendedorismo PIBEP da PUCPR.
O documento discute o design participativo no governo e como ele pode promover a democracia através da inclusão de cidadãos nos processos de tomada de decisão. Ele explora como a participação social pode ocorrer, os desafios enfrentados e formatos promissores como ficção projetual, jogos e teatro do oprimido.
Pesquisa exploratória de oportunidades para inovaçãoUTFPR
O documento discute métodos de pesquisa exploratória para identificar oportunidades de inovação, enfatizando a importância de observar sem hipóteses preconcebidas e de olhar além das aparências. Também fornece dicas sobre onde e o que procurar, como aprofundar a análise e métodos rápidos de pesquisa.
O documento discute os desafios para o desenvolvimento do Vale do Pinhão em Curitiba, proposto como polo de inovação tecnológica. Apresenta um breve histórico do tema na política municipal e mapeia as características do ecossistema local de startups. Por fim, sugere incentivar a colaboração entre atores locais e a abordagem de problemas sociais, além de facilitar a mobilidade para promover encontros que estimulem novas ideias.
This document discusses igniting change by building a culture of innovation. It identifies barriers to innovation like bureaucracy and being reactive. Tools are presented to help organizations embrace change through collaboration, creativity, and rapid prototyping. These include design thinking, business modeling, and exercises. The goals are to inspire a culture of high performers ready to seize opportunities and ignite change rather than just manage it.
This document provides an overview of practical ethnography and how it can be used for product and service innovation. It defines ethnography as an immersive method that involves observing and interviewing people, often within a particular culture or context, over an extended period of time. The document outlines how companies can employ ethnographers and use ethnography to better understand customer needs and behaviors in order to develop more effective products and services. It provides examples of companies that have successfully used ethnography to innovate, and explains the key steps and benefits of a corporate ethnography process.
This document provides an introduction to ethnography for experience design. It discusses how ethnography can help designers better understand context, emotion, and behavior to create more compelling designs that connect with users. Ethnography is defined as a qualitative research method that aims to learn and interpret cultural phenomena from the perspective of cultural groups in their natural settings. It focuses on patterns of everyday life and systems of meanings to understand decision making. The document encourages applying ethnography's principles of natural settings, members' point of view, and holistic description to design work.
Pós graduação em Design de Interação Faber-Ludens/Fisam/UnC 2009UTFPR
O curso de pós-graduação em Design de Interação dura 2 anos com 360 horas presenciais e tem como objetivo capacitar profissionais para pesquisar e desenvolver projetos interativos com foco humanista. O curso prepara alunos para atuar em áreas como tecnologia, publicidade, educação a distância, games e produtos eletrônicos.
Apresentação do Capítulo I do livro "Design de Interação - Além da Interação Humano Computador" no grupo de estudos de design de interação do Instituto Atlântico, Fortaleza / CE.
O documento discute a história e aplicações da gamificação no ambiente de trabalho, desde os primórdios na União Soviética até usos atuais. Apresenta problemas do trabalho capitalista e socialista, origens da gamificação, tipos de jogos organizacionais, e como a gamificação pode ser usada para resolver conflitos de motivações por meio de mapeamento de partes interessadas e empatia.
Activity theory is a framework that analyzes human behavior in context. It views human activities as being composed of three levels - activities, actions, and operations. Activities are goal-directed and motivated. Actions are purposeful behaviors aimed at goals. Operations are automatic behaviors. Activity theory was developed by Soviet psychologists like Leontyev and Vygotsky who were interested in understanding human consciousness in social contexts using tools and artifacts. It looks at how subjects, objects, tools, rules, community, and division of labor interact within human activity systems. Modern activity theorists like Engstrom and Nardi apply it to fields like organizational learning and human-computer interaction.
This document discusses how today's youth, often referred to as "digital natives", interact with and learn through digital technologies in ways that are very different than previous generations. It notes that digital natives read blogs instead of newspapers, meet each other online first before in person, get their music online and illegally, and are more likely to communicate through instant messages than phone calls. Their social lives and civic activities are heavily mediated through digital tools. The document suggests educators need to understand these generational differences and how digital natives' skills developed through technologies could be better supported in education.
Ethnography is a qualitative research method that involves observing and interviewing people in their natural environments to understand their behaviors and cultural beliefs. It generates large amounts of narrative, visual, and audio data. Ethnographic research aims to provide deep insights into people that can be used to inform product and program design, ensuring they meet user needs. It is especially useful early in the design process to avoid potential issues. The results of ethnography go beyond data to include knowledge transfer materials like photos, quotes, and testimonials.
Studying young people’s online social practices - Combining virtual ethnography, participant observation, online conversations and questionnaire data.
Guest lecture by Malene Charlotte Larsen, Assistant Professor at Aalborg University, at the PhD course: Mixed Methods Research: Theory and Practice, AAU, Jan 31 2013
This presentation discusses using mobile technology for field learning activities and multimodal presentations. It offers background on mobile learning and then transitions into activities and sequences for teachers and learners to begin conducting their own field research in the Humanities. It is intended to transform habitus for learners, to make connections through mobile technology, and to compose meaning in multimodal ways.
Do Intelligent Machines, Natural or Artificial, Really Need Emotions?Aaron Sloman
(Updated on 14 Jan 2014 -- with substantial revisions.)
Many people believe that emotions are required for intelligence. I argue that this is mostly based on (a) wishful thinking and (b) a failure adequately to analyse the variety of types of affective states and processes that can arise in different sorts of architectures produced by biological evolution or required for artificial systems. This work is a development of ideas presented by Herbert Simon in the 1960s in his 'Motivational and emotional controls of cognition'.
The document discusses the library resources and services available at Emma. It provides an overview of the physical and digital tools offered, including print books, databases, eBooks, and research guides. It also discusses the library's focus on bringing 21st century information literacy skills to students, including teaching them how to effectively evaluate sources and conduct research. Examples are given of past successful classroom collaborations between teachers and the librarian to incorporate information literacy instruction. Ideas are proposed for expanding these efforts in the upcoming school year, such as creating subject guides over the summer and demonstrating resources during classroom visits.
This presentation gives you a short introduction to online ethnography, the history of the methodology and a few tips and tricks about ethics and everyday practises.
This is a presentation that I gave that 2011 RISE University day at the University of Texas - a one day event held on the UT campus for undergraduate and graduate entrepreneurs and entrepreneurs-to-be.
New, Better Human Beings? The Role of Values in Futures Studiesanita rubin
Flechtheim believed futurology could create a better future by solving problems, eliminating hunger/misery, fighting exploitation, democratizing society, and creating "Homo Humanus." His insights were that some problems are global, systems thinking is needed, understanding the present affects the future, and research requires normativity. Predictability, transformability, and desirability are three dimensions in approaching the future regarding values. Technocratic futures studies focused on predictions while humanistic studies emphasized alternative futures and values. Different knowledge interests in futures studies aim at technical, practical, critical, or intuitive understanding.
This document discusses the key social science disciplines and their focus areas. It defines sociology as the study of relationships among humans and groups living together in societies. Anthropology is described as the study of the origins, physical and cultural development of humans and their societies. Psychology is portrayed as the study of human behavior and thought processes. The document outlines economics as the study of production, distribution and consumption of resources, goods and services. Political science is presented as the study of organizations developed to make rules and laws for societies. Geography is characterized as the study of the distribution of physical environmental features and how people use the land and its resources.
From artificially intelligent systems towards real thinking tools and human s...Jorn Bettin
In an increasingly software and data-intensive human world, the objective of human-scale computing is to improve filtering, collaboration, thinking, and learning:
1. between humans,
2. between humans and software systems,
3. and between software systems.
This objective is another way of stating the goal of developing a 'language and interaction style' that is better than any formal or informal language reliant on linear syntax.
The document summarizes the career path and work of an anthropologist who founded a research consultancy applying anthropological methods to business problems. It describes some of the consultancy's projects in media, technology and organizations. It argues that anthropology is moving beyond academic and NGO settings into "unbound" applications in commercial and other sectors, using ethnography to provide novel insights and solutions for clients.
The document discusses the importance of social and political education for young people. It emphasizes seeing familiar things in a new light by examining social systems and structures. The curriculum should include contested ideas and emphasize using data to understand the world in order to change it, not just interpret it. Students should practice collecting and analyzing data, and reflecting on how to take informed action to address issues they identify.
Women&Technologies: Research and Innovation. Nell'ambito del prestigioso WCC, (World Computer Congress), una conferenza nella conferenza dedicata alle donne e alle tecnologie, con un particolare focus su ricerca e innovazione. Presentazione per l'intervento a distanza di Nik Nailah Binti Abdullah (Information Systems Architecture Research Division, National Institute of Informatics, Tokyo, Japan), intitolato "Art and Affective Computing: Holistic approach"
The document proposes developing an interactive digital media system called TOTeM (Tales of Things: Electronic Memory) to create culturally responsive environments. It will analyze movement data using motion tracking and light projections to explore reflections in mirrors. The research questions examine the role of digital media in culturally responsive environments and how to develop methods to integrate cultural responsiveness. Ideas for the TOTeM object include a memory wall, table, tagging system, and machine for sharing past stories. The methodology discusses using cultural probes like questionnaires to collect memories and stories associated with objects from participants in their communities.
This document discusses several key concepts in information architecture and understanding systems. It addresses issues like fragmentation in websites, findability of resources, and the relationship between information and culture. It also discusses categories as cornerstones of cognition, connections in different domains like the mind and web, and consequences over time. Finally, it emphasizes understanding the critical details and interfaces that matter in systems and how information architecture has continued evolving.
English translation of the presentation on Ken Wilber’s Integral framework I created and gave in April 2009 for the top-management of one large Moscow company (upon a friendly request from its owners).
Oppression is not just an isolated phenomenon that involves two persons: oppressor and oppressed. Oppression is a systemic contradiction that spreads through cascading effects. One oppression relation can affect another, generating the possibility for the same person to be both an oppressor and an oppressed in different relations. This presentation examines cascading oppression in and through design, drawing inspiration from Theater of the Oppressed practice.
This guest lecture was hosted by Deǧer Özkaramanlı in the ID5541 - Workshop / Design Competitions: Climate Action in Kenya, TUDelft.
Inteligência artificial e o trabalho de designUTFPR
Este documento discute como a inteligência artificial está afetando o trabalho de design. Ele descreve como as primeiras ferramentas de IA tentaram tornar o design acessível a leigos, mas depois mudaram para se concentrar em designers profissionais. Também discute como as IA generativas agora podem sintetizar imagens originais e como as IA conversacionais podem gerar diversos tipos de texto.
The design object is the motive behind any design project. More often than not, design projects aims at supporting the expansion another activity's object, but this is challenging task. Here follows a series of tactics to expand design objects: 1) Investigate the motives behind the object; 2) Create a provocative solution 3) Import an instrument from another activity 4) Promote the confrontation of interests
5) Share the object among multiple activities 6) Make a contradiction visible.
Creating possibilities for service design innovationUTFPR
Service design is the practice of designing networks of people, places and technologies. However, not every aspect of a service can be designed since it relies a lot on people. See how it is possible to create possibilities for organization transformation through service design.
I have developed for my Design Thinking course a comprehensive explanation on how design can be part of big transformations in society. Instead of making changes to society, as in the paradigm of “social impact”, I teach my students to discover transformations already in course, understand them, and support them. The concept of contradiction is key to my approach: a unite of opposing forces struggling for dominance. Contradiction cannot be solved like a problem, but the struggle eventually produces a third force which transforms society. Contradiction-driven design is my practical approach to produce third forces which can transform society beyond the current dualisms.
Design expansivo: pensar o possível para fazer o impossívelUTFPR
Design Expansivo é pensar o possível para fazer o impossível, assumindo todas as contradições que isso implica. Isso não é pensar fora da caixa e nem fazer mais com menos. Isso é metacriatividade, ou seja, criar a criatividade para incluir as contradições do mundo afim de transformá-las. Para isso, é preciso acolher o fazer pelo pensar e o pensar pelo fazer, rejeitando o fazer pelo fazer e o pensar pelo pensar. No Design Expansivo, pensar e fazer não são fins em si mesmo. Pensar e fazer são meios para transformar a realidade, ainda que isso pareça impossível. Repensando o capital e refazendo a caixa, é possível, então, fazer o impossível.
Metacriatividade: criatividade sobre criatividadeUTFPR
Muitas pessoas julgam não terem talento para a criatividade, porém, isso se deve, em partes, ao julgamento feito por outras pessoas. Conscientizar-se da metacriatividade é uma forma de libertar-se desses julgamentos e treinar o corpo para recriar a cria-atividade. Através da produção de cria-espaços alternativos, é possível refazer os modos de fazer o novo, de novo.
Gestão do conhecimento na pesquisa de experiênciasUTFPR
O documento discute a gestão do conhecimento na pesquisa de experiências de usuários. Ele argumenta que a consciência, e não o conhecimento, gera novos conhecimentos, e que a pesquisa de experiências promove encontros entre designers e usuários para diversificar o conhecimento sobre ambos os grupos.
A inteligência artificial é capaz de criar? Se todos puderem fazer arte assim tão facilmente, então a arte deixará de ser algo especial? O surrealismo já fazia esse debate há 100 anos atrás, utilizando jogos de criatividade, muitos deles baseados no automatismo. Esses jogos surrealistas funcionam de maneira parecida com as inteligências artificiais contemporâneas que geram arte. Jogá-los hoje em dia é uma maneira de aprender como funciona a inteligência artificial e como ela pode ser usada criticamente. Se o viés da inteligência artificial é automatizar o trabalho criativo, utilizá-la para aprender a criar novas inteligências artificiais é subverter seu viés.
El hacer como quehacer: notas para un diseño libreUTFPR
En América Latina, la colonialidad del hacer nos impide valorar lo que ya hemos hecho y, a partir de ahí, hacer lo que hay que hacer. A menudo preferimos importar el diseño europeo en lugar de construir sobre gambiarras y otras formas populares de diseño. En Brasil, sin embargo, la resistencia a la colonialidad del hacer ha llevado al desarrollo de un enfoque de diseño llamado diseño libre, que incorpora formas populares de diseño. Esta charla muestra ejemplos de diseño libre que exploran la antropofagia, la pluriversalidad y la monstruosidad como formas de combatir la colonialidad del hacer.
O documento discute a posicionalidade do cria-corpo e como os privilégios influenciam a criatividade. Apresenta a noção de privilégio e como ele estabelece padrões de acesso. Propõe uma atividade criativa com lixo para que os estudantes expressem seus próprios privilégios e falta deles através de autorretratos.
Pensamento visual expansivo é uma forma de pensar em que se produzem imagens mentais, verbais e gráficas que ajudam a expandir o conhecimento. Como estão situadas entre aquilo que se sabe e aquilo que não se sabe, as imagens expansivas são propositadamente vagas, abertas e inacabadas.
O segredo do que criar, como criar e onde criar já foram revelados por diversas fontes no design. O segredo que se mantém guardado a sete chaves é: quem pode ser criativo? Para desconstruir o privilégio em torno do gênio criativo, são apresentados três conceitos: cria-corpo, cria-espaço e cria-atividade. Estes conceitos se entrelaçam para justificar porque qualquer pessoa pode estar criativa em um espaço compartilhado por várias pessoas diferentes e diversas.
Por que pesquisar e não somente fazer design?UTFPR
Por que se esforçar em fazer design como se fosse uma ciência, se design costuma ser reduzido a uma forma ou técnica? Porque isso é fundamental para romper com a divisão entre trabalho intelectual e trabalho manual, entre trabalho de projetar e trabalho de usar, entre teoria e prática. Pesquisando design, é possível contribuir para a libertação do povo oprimido, desde que quem pesquisa se identifique e desenvolva projetos com o seu povo.
Making work visible in the theater of service designUTFPR
Capitalist service design is grounded on a theater metaphor that guides service designers to make work invisible, away from customer scrutiny and public accountability. Because of this theater metaphor, service design contributes to hiding the extreme work exploitation that digital service workers undergo, generating a situation in which workers can only reclaim their visibility through striking. If service design wants to contribute to making work visible and recognized, it needs another theater metaphor. This talk presents Theater of the Oppressed as an alternative metaphor and methodology for a critical Service Design practice.
Oppression is systemic as it is reproduced across social groups, generating complex patterns of domination. By their token, designers reproduce oppression when they try to save the oppressed from oppression through system thinking or any innovative approach. To change systemic oppression, designers may better think and make things with the oppressed, by the oppressed, for the oppressed.
This talk was part of the Royal College of Art Symposium on Design and Systemic Change, organized by Product Design students.
O documento descreve a criação da rede "Design & Opressão" por estudantes e professores universitários para discutir os escritos de Paulo Freire e projetar contra a opressão. A rede realizou grupos de estudos online, lives, artigos e experimentos com teatro para incluir mais de 600 pessoas. Em 2021, foi fundado o Laboratório de Design contra a Opressão para dar continuidade aos projetos da rede de enfrentar opressões por meio do design.
O papel da teoria na pesquisa de experiênciasUTFPR
Tanto designers quanto usuários produzem teorias sobre suas experiências. O problema é que nem sempre essas teorias são reconhecidas como teorias. A pesquisa de experiências coleta teorias dos usuários, triangula com teorias científicas, tentando formar novas teorias da experiência. Projetos de design desenvolvidos a partir de teorias da experiência fortes podem gerar práticas de experiência únicas e memoráveis.
La colonialidad del hacer se refiere a las relaciones internacionales de producción que sobrevaloran el trabajo intelectual en los países desarrollados y subvaloran el trabajo manual en los países subdesarrollados. Al garantizar esta desigualdad de valor a través de la ideología, la política y las estrategias de mercado, los países desarrollados se diseñan a sí mismos a partir del hacer de los subdesarrollados. La disciplina del diseño desempeña un papel fundamental en el mantenimiento de la colonialidad del hacer, estableciendo jerarquías entre las formas de diseñar la existencia en el mundo. La forma de diseñar de las poblaciones colonizadas se considera mala, incompleta, pintoresca, manual o una forma de hacer sin diseño. La forma de proyectar de las élites coloniales e imperialistas, en contraste, se considera buena, innovadora e intelectual, o un proyecto sin hacer. Esta jerarquía sirve para justificar la división geopolítica entre las naciones que diseñan y las que hacen. La investigación sobre los diseños del Sur y diseños otros ha demostrado que los modos de diseño de los oprimidos no son inferiores, sino que son equialtervalentes a los modos de diseño de los opresores. Esto significa que no necesitan ni deben ser sustituidos en el proceso de descolonización. Basta con que estas formas de proyectar se desarrollen de forma autónoma, desde sus propias matrices culturales, para que manifiesten su potencial liberador. Para ello, es fundamental que haya un proceso democrático de metaestructuración, infraestructuración y hibridación de las formas de diseñar. Propuestas académicas como el Diseño Autónomo, el Diseño Libre y el Diseño Participativo son tan útiles para este fin como propuestas populares como la antropofagia, la gambiarra, el mutirão y la festa. En esta conferencia se presentarán ejemplos de colectivos brasileños que se han apropiado de prácticas de diseño o han reconocido sus prácticas como prácticas de diseño para liberarse de la colonialidad del hacer.
Problematizando a experiência do usuário (ExU)UTFPR
O documento discute a importância de problematizar a experiência do usuário (ExU) ao invés de simplesmente adotar abordagens estrangeiras. Ele propõe que traduzir UX como ExU reconhece a experiência de outros grupos sociais. Também apresenta a metodologia do Duplo Diamante para problematizar a ExU, começando por uma representação metafórica e definindo perguntas de pesquisa.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
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.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
3. Key ethnographic concepts
• Ethnocentrism (judging other cultures from yours)
• The Other (appreciating different people)
• Estrangement (looking from distance)
• Representation (implications of describing people)
• Point of view (taking different perspectives)
• Bias (avoid framing reality as you’d like to be)
4. Ethnography moved from the exotic to the familiar. Hilaine
Yaccoub do ethnography in one of Rio de Janeiro’s favela.
5. Design ethnographies try to uncover user needs and find new
opportunities. Jan Chipchase studied phone usage for Nokia.
13. The role of theory in
ethnography
• Some researchers are against starting from them
to avoid bias
• I prefer to start with a theory because it leads to:
• Focused observations
• Simpler data analysis
• Knowledge cocreation (cross-studies bridge)
• There are limitations (bias, jumping too soon to
conclusions, distorting data to fit the framework)
14. Common theories used in
design ethnography
• Activity Theory (which is the focus here)
• Actor-Network Theory
• Cognitive Engineering (mental models)
• etc...
16. Mediation
Stimulus Response
Everything you do is mediated by a socially constructed sign
Sign
Stimulus-response direct relationships do not exist in human
behavior due to symbolic mediation
17. Social construction of signs
1.The baby waves his
hand randomly
2. The mother
believing he wants the
toy brings a nearby
toy
3. The baby learns the
meaning of the
pointing sign
32. Activity inquiry guide
• What is the activity?
• Where does it take place?
• Who are the people carrying it on?
• What are they trying to transform?
• What is the expected result from transformation?
• What are the instruments used?
• How do people divide work?
• How do they control and regulate work?
• How do they form a community?
35. The big picture
Mothers, nurses and
doctors
Baby’s
health
Healthy
baby
Baby warmer
Baby care team Monitoring,
evaluating,
spiritual support
Sterile environment
Stable temperature
42. Activity’s rules
handoff chain for the SEO case.
PREVIOUS REPORT
ACCOUNT MANAGER
EMAILS SEO SPECIALIST
WITH QUESTIONS
SEO SPECIALIST
IMs WITH OTHER
SPECIALIST
ACCOUNT MANAGER
EMAILS CLIENT FINAL
DRAFT OF REPORT +
COVER EMAIL
SEO SPECIALIST
GENERATES
DRAFT REPORT
SEO SPECIALIST
EMAILS CUSTOMER
RE CUSTOMER
SPECIFICS
ACCOUNT MANAGER
AND SEO MEET WITH
CLIENT, PRESENT
POWERPOINT SLIDES
SEO SPECIALIST
EMAILS REPORT
TO ACCOUNT
MANAGER
SEO SPECIALIST
TALKS WITH OTHER
SPECIALIST
ACCOUNT
MANAGER TALKS
WITH SPECIALIST
Workflow diagram Decision diagram (algorithm)
44. Return to the big picture
Mothers, nurses and
doctors
Baby’s
health
Healthy
baby
Baby warmer
Oximeter
Baby care team Monitoring,
evaluating,
spiritual support
Sterile environment
Stable temperature