A workshop that helps people bring ideas to life through rough sketching and prototyping. This one was virtual which is slightly more difficult but also can be done face to face
The document introduces the Open Simulation Platform (OSP) which allows users to easily create and share simulations online through an open-source framework. It discusses how simulations can provide educational benefits by allowing people to learn from different experiences in a safe environment. The OSP aims to make simulation creation accessible to anyone by providing tutorials and requiring no specialized training. Examples are given of students and instructors who have used simulations created with the OSP for learning.
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.
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.
The document describes an online brainstorming event called Innovation Jam for generating and discussing ideas about the future of the internet. Participants can post new ideas, vote on existing ideas, discuss and comment on ideas, and see the most popular ideas. The goal is to collaboratively develop internet use cases that could drive growth and innovation in Ireland and to consider whether the ideas have already been tried or could form new projects.
Using your UX Super Powers for Good or Evil - Theo Mandel, PhDTheo Mandel, PhD
Using your UX Super Powers for Good or Evil - Theo Mandel, PhD, UXPA 2015 Conference.
Updated presentation on User Experience Design - from Golden Rules and Patterns, to Persuasive Design, to Evil Design and Dark Patterns.
Please share your comments, questions and examples of good vs. evil UX design. It's a great topic for discussion!
The document discusses attitudes and skills needed for effective collaborative software development. It emphasizes the importance of simplicity, emotional intelligence, openness, valuing different perspectives, continuous integration, transparency, and addressing technical debt. Maintaining momentum on projects requires finding the right balance between requisite quality and tolerance for imperfect commits. The overall message is that collaborative software development works best when individuals focus on understanding problems at a deep level and coming up with elegant, simple solutions.
This document summarizes key ideas from several presentations at the Interaction08 conference in Savannah. It discusses concepts like embracing serendipity and chance in design, learning tools from other disciplines like film storyboarding, using concept models to engage stakeholders, and the importance of prototyping at the right fidelity for an idea's maturity. One presentation emphasized controlling "chance" meetings through services like Dopplr. It also notes that interaction designers can help bridge managers and software developers.
The document discusses keeping all documentation and processes public to improve transparency and collaboration. It recommends documenting everything according to some rules: everything must be public, documented, and up to date without duplication. Public documentation acts as a solution to problems like limited information finding and lack of scaling in solutions. The document advises moving company culture to prioritize public documentation and provides lessons like allowing flexibility and that documentation takes time to master but improves code quality.
The document introduces the Open Simulation Platform (OSP) which allows users to easily create and share simulations online through an open-source framework. It discusses how simulations can provide educational benefits by allowing people to learn from different experiences in a safe environment. The OSP aims to make simulation creation accessible to anyone by providing tutorials and requiring no specialized training. Examples are given of students and instructors who have used simulations created with the OSP for learning.
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.
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.
The document describes an online brainstorming event called Innovation Jam for generating and discussing ideas about the future of the internet. Participants can post new ideas, vote on existing ideas, discuss and comment on ideas, and see the most popular ideas. The goal is to collaboratively develop internet use cases that could drive growth and innovation in Ireland and to consider whether the ideas have already been tried or could form new projects.
Using your UX Super Powers for Good or Evil - Theo Mandel, PhDTheo Mandel, PhD
Using your UX Super Powers for Good or Evil - Theo Mandel, PhD, UXPA 2015 Conference.
Updated presentation on User Experience Design - from Golden Rules and Patterns, to Persuasive Design, to Evil Design and Dark Patterns.
Please share your comments, questions and examples of good vs. evil UX design. It's a great topic for discussion!
The document discusses attitudes and skills needed for effective collaborative software development. It emphasizes the importance of simplicity, emotional intelligence, openness, valuing different perspectives, continuous integration, transparency, and addressing technical debt. Maintaining momentum on projects requires finding the right balance between requisite quality and tolerance for imperfect commits. The overall message is that collaborative software development works best when individuals focus on understanding problems at a deep level and coming up with elegant, simple solutions.
This document summarizes key ideas from several presentations at the Interaction08 conference in Savannah. It discusses concepts like embracing serendipity and chance in design, learning tools from other disciplines like film storyboarding, using concept models to engage stakeholders, and the importance of prototyping at the right fidelity for an idea's maturity. One presentation emphasized controlling "chance" meetings through services like Dopplr. It also notes that interaction designers can help bridge managers and software developers.
The document discusses keeping all documentation and processes public to improve transparency and collaboration. It recommends documenting everything according to some rules: everything must be public, documented, and up to date without duplication. Public documentation acts as a solution to problems like limited information finding and lack of scaling in solutions. The document advises moving company culture to prioritize public documentation and provides lessons like allowing flexibility and that documentation takes time to master but improves code quality.
1. Design patterns can help close the gap between educational theory and practice by describing common problems in learning environments and proven solutions.
2. Examples of design patterns provided include mathematical game pieces, which embed mathematical concepts directly into game elements, and objects to talk with, which allow learners to discuss activities using related digital artifacts.
3. The try once, refine once pattern addresses getting immediate feedback to students in a way that prevents guessing but still allows iterative learning.
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.
This document discusses graphic recording and facilitation work. It describes the process of taking a visual record of meetings, workshops, or conferences through illustrations and phrases to form a visual story of what was discussed. Graphic recording can create clarity, communicate ideas directly, initiate higher-level dialogue, and collect and spread knowledge within an organization. It reduces the risk of misunderstandings and provides new perspectives. The document provides examples of how graphic recording displays can be used for large audiences at events and digital posters. It includes a quote from a satisfied client praising the skill of converting workshop conclusions into powerful illustrations.
Wireframing in full ((stereo)) Why interactivity is a winnerWolf Becvar
Interactivity is on the go offering so many advantages, so why would you still stick to old-fashioned techniques and clumsy tools when you are about the concept THE next website. This session will bring you the advantages of functional wireframing using the latest version of HotGloo.
The document introduces Innobox, a toolkit created by Verke to help organizations develop innovations in youth work. Innobox contains exercises to help groups identify problems in youth work, generate solutions, and develop ideas. It encourages creative thinking through warm-up activities and considering how to make ideas more exciting. The session demonstrated some exercises, such as combining random objects to spark new ideas. Innobox aims to enable organizations to create new approaches or improve existing ones in youth work.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
1) The document discusses how the University of York Library has used various user experience (UX) techniques like ethnographic observation and interviews to better understand user needs and behaviors.
2) Some changes implemented based on UX findings include installing hot water taps, changing hours, and adding blankets - aimed at improving the small details of user experience.
3) The presentation encourages other libraries, archives and museums to try incorporating UX techniques like behavioral mapping and cognitive interviews to inform design changes that enhance services for users.
The document discusses extracting design patterns from case studies and stories of success. It explains that practitioners are often too close to their own stories to identify the key elements of success, and outlines questions to ask cases to help identify patterns. It also discusses refining patterns by finding more examples and exceptions, linking patterns to related patterns, and ensuring patterns have clear contexts, problems and solutions. The goal is to collect and share knowledge about successful designs through patterns.
Andrew Levy, Sr. Manager, Talent Brand and Social Media, Autodesk
We live in a post-employment brand world—the stories others tell of us are our brand. We no longer trust marketing. In a hot talent market like today, transparency and access are the most important ways to build trust and interest in your company. Andrew will discuss ways to encourage and enable employees and prospective candidates to do the storytelling for you, engage with your talent community, and make real changes internally based on the real world’s engagement with your talent brand. Attendees will learn how to encourage transparent communications across all levels of the organization, as marketing messages no longer work as well as they once did --and how employee and applicant generated content and social communications are most trusted and important in the post employment brand environment. Check out the best of Talent Connect: http://bit.ly/1MBqz6m
This document is a lecture on grid systems and modular design. It discusses the history and uses of grid systems in graphic design, architecture, and page layout. Some key points include:
- Grid systems provide order, consistency and flexibility in design by establishing a set of guidelines.
- Early uses of grids can be seen in manuscripts and Greek temples, while graphic designers like Wim Crouwel and Josef Müller-Brockmann popularized grids in the mid-20th century.
- Effective grids divide space into columns and rows to form a modular structure. Common module sizes are based on factors of 12 to allow for flexibility.
- Negative space and variation within the grid help make designs visually
An introduction to ergonomics for mobile UX (Ux in the City)Neil Turner
Presented at UX in the City 2016. The presentation covers why it’s so important to consider the ergonomics of a design, how we hold our devices, what our physical constraints are and how you can use this information to design digital experiences that not only look great, but feel great as well.
The document describes a high school design workshop hosted by Prof. Tom Klinkowstein of Hofstra University. The workshop aims to teach students about different design disciplines like architectural, fashion, graphic and product design. It includes exercises for students to envision new types of design careers by creating a composition combining a hyphenated design job title, a selfie, and an image from an indie film to suggest an unexpected purpose for design. The goal is for students to explore designing solutions for the future and how they can shape their own future through design.
Why People Check Their Tech at the Wrong Times (and the Simple Trick to Stop It)Nir Eyal
Chances are you've witnessed and even took active part in a lot of indiscriminate gadget use.
But staying silent about bad technology habits is making things worse for all of us.
We need to develop social antibodies, defenses against new harmful behaviors, or else we'll end up serving technology instead of it serving us.
If we don’t build social antibodies, the disease of distraction will become the new normal.
To do this, we need to find out who's to blame for our distraction and what we need to do about it.
Read the whole blog post at: http://www.nirandfar.com/2016/03/why-people-check-their-phones-at-the-wrong-times.html
Let’s be honest, information is to be found everywhere – as it always has. So, it should come as no surprise that information architecture has also been around since the dawn of time. This is often forgotten in our enthusiasm for electronic media. I hope to make you think more about what makes a good information architect and what pitfalls we should avoid.
This was my closing keynote at World Information Architecture Day (WIAD) in Ghent, Belgium.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
Interaction designers aim to make technology intuitive and easy to use. Their goal is to prevent user frustration by ensuring products function as expected. The presentation discusses interaction design through an example of redesigning a microwave user interface. It encourages brainstorming ideas, sketching prototypes, and testing designs with others. The key is an iterative process of researching user needs, exploring solutions, testing, and refining designs.
The document discusses how design thinking and scrum can be combined for product development. It proposes that the design thinking process can be used to generate product backlog items for scrum, with users' needs and proposed solutions identified through design thinking activities like empathy interviews and prototyping. The document outlines one approach where design thinking teams focus on understanding user needs and developing prototypes, while scrum teams work on building solutions. It suggests the teams could be interdisciplinary and that the product owner communicates between the teams.
This document discusses effective e-learning design. It lists several principles of learning such as the modality principle, cognitive load theory, and the coherence principle. It notes that using too many words and pictures without coherence can overload learners. It also advises focusing on improving analysis and design skills to create useful learning experiences for users.
Whether it's for your company or your own professional development (or ideally both), everyone should have a technology roadmap. Unfortunately there is no easy path to pre-made wisdom here, but this talk opines on some ideas and approaches to help formulate a roadmap that is relevant, pragmatic and importantly, able to be communicated to others.
Presented at Mastering SAP Technologies 2016
The Difference Between Your Project Succeeding or Burning To A Crisp Is Actua...Alan Quayle
The Difference Between Your Project Succeeding or Burning To A Crisp Is Actually You.
Dan Jenkins, Founder at Nimble Ape & Director at CommCon Events
TADSummit EMEA Americas 2020
For far too long Open Source projects have been getting in their own way; with no marketing budget to shout the loudest it’s always an uphill battle to get their fair share of the marketplace. But ultimately, we as Open Source project owners and maintainers are the problem.
We need to start thinking about Open Source projects as Products and Services that need to be promoted in their own right. It’s no longer good enough to just have a project website with a wiki and a download link. It’s up to us to sell our love for our creations and make others see the advantages of using them. We need to get out of our own way and show the world what Open Source can do for them and right now we’re failing. Join us to find out what you can do to get out of your own way and succeed.
Zero Adoption: Lessons Learned From Failing at Open SourceMemi Beltrame
I'd love to tell you a story about how the software I created helped my community. Sadly, I can't: nothing I built ever found an audience. This talk is about how I failed to reach a community, about why it doesn't matter - or rather: what I learned from being stuck in an open source team of one.
For years I was convinced that the success of an open source project was determined by the usefulness of the software. My imaginary blueprint of open sourcing was:
Build something useful
Open source it
Everybody wins
It turns out that it is much harder than that.
This talk is about how I built several tools that would help the UX community to deliver awesome products with a great experience, while never finding an audience for the tools. We'll look at all the mistakes one can make and what to do instead to build a thriving community.
And even if you don't find an audience: Zero adoption does not mean zero value. We'll look at how there is great benefit in building and publishing things, if not for others then for yourselves.
Playing (and working) Alone, Together: 10 Digital Collaborative Tools and Pla...Willem van der Horst
An overview of my experience of 10 different collaborative virtual, visual, management, productivity, and gaming tools and platforms. Thoughts about how best to use video conferencing, tips for setup, strengths and debatable points about different tools. (I am not associated or paid by the products, brands, or companies mentioned in this deck, these are my personal and professional points of view).
1. Design patterns can help close the gap between educational theory and practice by describing common problems in learning environments and proven solutions.
2. Examples of design patterns provided include mathematical game pieces, which embed mathematical concepts directly into game elements, and objects to talk with, which allow learners to discuss activities using related digital artifacts.
3. The try once, refine once pattern addresses getting immediate feedback to students in a way that prevents guessing but still allows iterative learning.
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.
This document discusses graphic recording and facilitation work. It describes the process of taking a visual record of meetings, workshops, or conferences through illustrations and phrases to form a visual story of what was discussed. Graphic recording can create clarity, communicate ideas directly, initiate higher-level dialogue, and collect and spread knowledge within an organization. It reduces the risk of misunderstandings and provides new perspectives. The document provides examples of how graphic recording displays can be used for large audiences at events and digital posters. It includes a quote from a satisfied client praising the skill of converting workshop conclusions into powerful illustrations.
Wireframing in full ((stereo)) Why interactivity is a winnerWolf Becvar
Interactivity is on the go offering so many advantages, so why would you still stick to old-fashioned techniques and clumsy tools when you are about the concept THE next website. This session will bring you the advantages of functional wireframing using the latest version of HotGloo.
The document introduces Innobox, a toolkit created by Verke to help organizations develop innovations in youth work. Innobox contains exercises to help groups identify problems in youth work, generate solutions, and develop ideas. It encourages creative thinking through warm-up activities and considering how to make ideas more exciting. The session demonstrated some exercises, such as combining random objects to spark new ideas. Innobox aims to enable organizations to create new approaches or improve existing ones in youth work.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
1) The document discusses how the University of York Library has used various user experience (UX) techniques like ethnographic observation and interviews to better understand user needs and behaviors.
2) Some changes implemented based on UX findings include installing hot water taps, changing hours, and adding blankets - aimed at improving the small details of user experience.
3) The presentation encourages other libraries, archives and museums to try incorporating UX techniques like behavioral mapping and cognitive interviews to inform design changes that enhance services for users.
The document discusses extracting design patterns from case studies and stories of success. It explains that practitioners are often too close to their own stories to identify the key elements of success, and outlines questions to ask cases to help identify patterns. It also discusses refining patterns by finding more examples and exceptions, linking patterns to related patterns, and ensuring patterns have clear contexts, problems and solutions. The goal is to collect and share knowledge about successful designs through patterns.
Andrew Levy, Sr. Manager, Talent Brand and Social Media, Autodesk
We live in a post-employment brand world—the stories others tell of us are our brand. We no longer trust marketing. In a hot talent market like today, transparency and access are the most important ways to build trust and interest in your company. Andrew will discuss ways to encourage and enable employees and prospective candidates to do the storytelling for you, engage with your talent community, and make real changes internally based on the real world’s engagement with your talent brand. Attendees will learn how to encourage transparent communications across all levels of the organization, as marketing messages no longer work as well as they once did --and how employee and applicant generated content and social communications are most trusted and important in the post employment brand environment. Check out the best of Talent Connect: http://bit.ly/1MBqz6m
This document is a lecture on grid systems and modular design. It discusses the history and uses of grid systems in graphic design, architecture, and page layout. Some key points include:
- Grid systems provide order, consistency and flexibility in design by establishing a set of guidelines.
- Early uses of grids can be seen in manuscripts and Greek temples, while graphic designers like Wim Crouwel and Josef Müller-Brockmann popularized grids in the mid-20th century.
- Effective grids divide space into columns and rows to form a modular structure. Common module sizes are based on factors of 12 to allow for flexibility.
- Negative space and variation within the grid help make designs visually
An introduction to ergonomics for mobile UX (Ux in the City)Neil Turner
Presented at UX in the City 2016. The presentation covers why it’s so important to consider the ergonomics of a design, how we hold our devices, what our physical constraints are and how you can use this information to design digital experiences that not only look great, but feel great as well.
The document describes a high school design workshop hosted by Prof. Tom Klinkowstein of Hofstra University. The workshop aims to teach students about different design disciplines like architectural, fashion, graphic and product design. It includes exercises for students to envision new types of design careers by creating a composition combining a hyphenated design job title, a selfie, and an image from an indie film to suggest an unexpected purpose for design. The goal is for students to explore designing solutions for the future and how they can shape their own future through design.
Why People Check Their Tech at the Wrong Times (and the Simple Trick to Stop It)Nir Eyal
Chances are you've witnessed and even took active part in a lot of indiscriminate gadget use.
But staying silent about bad technology habits is making things worse for all of us.
We need to develop social antibodies, defenses against new harmful behaviors, or else we'll end up serving technology instead of it serving us.
If we don’t build social antibodies, the disease of distraction will become the new normal.
To do this, we need to find out who's to blame for our distraction and what we need to do about it.
Read the whole blog post at: http://www.nirandfar.com/2016/03/why-people-check-their-phones-at-the-wrong-times.html
Let’s be honest, information is to be found everywhere – as it always has. So, it should come as no surprise that information architecture has also been around since the dawn of time. This is often forgotten in our enthusiasm for electronic media. I hope to make you think more about what makes a good information architect and what pitfalls we should avoid.
This was my closing keynote at World Information Architecture Day (WIAD) in Ghent, Belgium.
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
Interaction designers aim to make technology intuitive and easy to use. Their goal is to prevent user frustration by ensuring products function as expected. The presentation discusses interaction design through an example of redesigning a microwave user interface. It encourages brainstorming ideas, sketching prototypes, and testing designs with others. The key is an iterative process of researching user needs, exploring solutions, testing, and refining designs.
The document discusses how design thinking and scrum can be combined for product development. It proposes that the design thinking process can be used to generate product backlog items for scrum, with users' needs and proposed solutions identified through design thinking activities like empathy interviews and prototyping. The document outlines one approach where design thinking teams focus on understanding user needs and developing prototypes, while scrum teams work on building solutions. It suggests the teams could be interdisciplinary and that the product owner communicates between the teams.
This document discusses effective e-learning design. It lists several principles of learning such as the modality principle, cognitive load theory, and the coherence principle. It notes that using too many words and pictures without coherence can overload learners. It also advises focusing on improving analysis and design skills to create useful learning experiences for users.
Whether it's for your company or your own professional development (or ideally both), everyone should have a technology roadmap. Unfortunately there is no easy path to pre-made wisdom here, but this talk opines on some ideas and approaches to help formulate a roadmap that is relevant, pragmatic and importantly, able to be communicated to others.
Presented at Mastering SAP Technologies 2016
The Difference Between Your Project Succeeding or Burning To A Crisp Is Actua...Alan Quayle
The Difference Between Your Project Succeeding or Burning To A Crisp Is Actually You.
Dan Jenkins, Founder at Nimble Ape & Director at CommCon Events
TADSummit EMEA Americas 2020
For far too long Open Source projects have been getting in their own way; with no marketing budget to shout the loudest it’s always an uphill battle to get their fair share of the marketplace. But ultimately, we as Open Source project owners and maintainers are the problem.
We need to start thinking about Open Source projects as Products and Services that need to be promoted in their own right. It’s no longer good enough to just have a project website with a wiki and a download link. It’s up to us to sell our love for our creations and make others see the advantages of using them. We need to get out of our own way and show the world what Open Source can do for them and right now we’re failing. Join us to find out what you can do to get out of your own way and succeed.
Zero Adoption: Lessons Learned From Failing at Open SourceMemi Beltrame
I'd love to tell you a story about how the software I created helped my community. Sadly, I can't: nothing I built ever found an audience. This talk is about how I failed to reach a community, about why it doesn't matter - or rather: what I learned from being stuck in an open source team of one.
For years I was convinced that the success of an open source project was determined by the usefulness of the software. My imaginary blueprint of open sourcing was:
Build something useful
Open source it
Everybody wins
It turns out that it is much harder than that.
This talk is about how I built several tools that would help the UX community to deliver awesome products with a great experience, while never finding an audience for the tools. We'll look at all the mistakes one can make and what to do instead to build a thriving community.
And even if you don't find an audience: Zero adoption does not mean zero value. We'll look at how there is great benefit in building and publishing things, if not for others then for yourselves.
Playing (and working) Alone, Together: 10 Digital Collaborative Tools and Pla...Willem van der Horst
An overview of my experience of 10 different collaborative virtual, visual, management, productivity, and gaming tools and platforms. Thoughts about how best to use video conferencing, tips for setup, strengths and debatable points about different tools. (I am not associated or paid by the products, brands, or companies mentioned in this deck, these are my personal and professional points of view).
Enterprise 2.0 refers to the use of social software platforms for collaboration within and between companies. It utilizes many of the technologies and principles of Web 2.0 applied to business contexts. Enterprise 2.0 aims to improve knowledge management, collaboration, and business agility through more participatory and transparent work practices that leverage the collective wisdom of networks.
We're all Designers: Encouraging Collaboration in Design Without Forming a Co...Catt Small
Product design and development often involves many people of different roles who enter and leave at different parts of a project. However, this can cause communication problems and responses that sound like "you're the designer", "that'll take too much time", or "that's not my job" when people attempt to collaborate.
In this talk, Catt discussed methods used to cross silos in order to speed up the design and development process while also building camaraderie, agency, and transparency. She also discussed ways to encourage teams that may be reluctant to change and ways to get upper management on board with a more collaborative design process.
Remote collaboration is important for any line of work where people are divided by time and space, but the need is expanded in a creative industry where there is an increased requirement of collaboration, communication, and execution of ideas.
When you work for a creative agency with colleagues and clients around the country (and developers around the world), how can you improve and streamline the creative collaboration process?
When going into the development of a software product, a possible source of mistake is the incorrect evaluation of the complexity that lies behind an idea , as well as a clutter coming from the massive amounts of technologies enabled. This presentation explains a possible way to deal with such issues.
This document provides an overview of H5P content types. It begins by explaining that H5P is a free and open-source framework for creating interactive HTML5 content. There are almost 40 content types available, including interactive videos and images, interactive presentations, and quizzes. It then demonstrates some simple content types like drag and drop, fill in the blanks, and marking words. The document concludes by discussing how to create and add H5P content to Moodle, and provides examples of using interactive video and summary tasks.
Designing Moblin For Netbooks (with notes)Nick Richards
Talk given at the Gran Canaria Desktop Summit, July 2009. For a version without notes go here:
http://www.slideshare.net/nedrichards/designing-moblin-for-netbooks
Tieto ped2018 allhumansarenaturalborndesign hinkersSean McGuire
1) Design Thinking is a workshop-based approach that uses visualization, prototyping and other techniques to generate new ideas and solutions. It focuses on understanding human needs and experiences rather than making assumptions.
2) The document describes the benefits of using Design Thinking for projects, such as reducing waste, improving teamwork, allowing all ideas to be heard, and creating documentation of the results.
3) It provides an example of a Design Thinking workshop where participants identified relevant IT trends, generated and visualized ideas, selected one idea to develop, and created a clickable prototype within 5 hours to test the solution concept.
The document discusses the challenges of distributed agile development. It argues that agile practices assume co-location of teams, while distributed development involves physical separation. This separation increases communication barriers and misunderstandings. Truly successful distributed agile requires practices like cross-functional teams, frequent demonstrations, shared environments and culture, and regular face-to-face meetings to overcome these challenges.
Episode 245: How Customer Experience Starts with AccessibilityWorkology
Sometimes the business case might get in the way of just doing the right thing. This happens a lot in my opinion when we are looking at accessibility and diversity and inclusion efforts. We often get caught up in the ROI of doing something instead of doing it because it’s the right thing. It’s not so much about the ROI as it is with being a good citizen of the universe and making your business and workplace accessible.
This episode of the Workology Podcast is part of our Future of Work series powered by PEAT, the Partnership on Employment & Accessible Technology. In honor of the 30th anniversary of the Americans with Disabilities Act this year, we’re investigating what the next 30 years will look like for people with disabilities at work, and the potential of emerging technologies to make workplaces more inclusive and accessible. Today, I’m joined by Ted Drake.
EventStorming was born as a massively in-person workshop to discover and model complex businesses and design event-driven software. But the old ways are no longer viable. After one year of experiments and discoveries in a forced-remote setting we know a lot more about what is still working and what is not.
Is your nonprofit looking to incorporate more design thinking in its projects? Are you confused about what a design thinking approach entails? This recording will help you learn the ins and outs of design thinking.
The document discusses lessons learned from transitioning collaborative modelling practices like EventStorming to remote formats. It describes how the author initially stopped all in-person workshops and trainings due to COVID-19. Through experimentation with online tools over 18 months, the author discovered both challenges and opportunities of the remote format. Some key lessons included the outsized impact of digital divides, the importance of asynchronous contributions alongside synchronous sessions, and the ability to leave modelling sessions permanently visible and accessible online. The author outlines various formats and how they may be used remotely or in hybrid formats going forward.
"Startups, comment gérer une équipe de développeurs" par Laurent CerveauTheFamily
The document discusses various topics related to developing a technology product, including hiring an engineering team, creating a product, technical development challenges, and setting up processes. It provides advice on tuning your setup by considering human resources, available technologies, tools, and processes. It discusses common pitfalls and emphasizes focusing on users and testing. Technical concepts discussed include infrastructure, programming languages, servers, APIs, storage, desktop development, and mobile development.
Agile Development Overview (with a bit about builds)David Benjamin
I gave this presentation to our dev team when i started at Hannan IT back in October. Its a quick run through the Agile basics, with a bit of extra discussion on continuous integration.
I experimented here with scripting in two tangential sections in the hopes that it would avoid many more spontaneous tangents. It worked!
ETUG is an educational technology user group in BC that has existed since 1994. It provides professional development opportunities like workshops and an innovation award. Members include post-secondary educators and staff. ETUG aims to enhance teaching and learning through technology. In the past, ETUG communicated through various means like workshops, newsletters, and online discussions. Moving forward, ETUG is focusing on improving communication channels, better understanding member needs, tracking membership, and selecting projects that can be successfully executed.
Similaire à Rapid Prototyping - Bringing an idea to Life (20)
A paper on the Dawn of the Digital Era in PNG. New Infrastructure including the Coral Sea Cable and the Kumul Domestic Cable network will see capacity increase 1000 fold. The people of PNG have a voracious appetite for digital technology especially mobile phones and social media however around 85% of the population have access to electricity. Business can play a positive role in leveraging the new infrastructure and helping the people of PNG build their digital capacity throughout society.
What does innovation mean? This presentation looks at how large businesses can overcome self imposed red tape and create opportunities for Innovation. It also looks at what leaders can do to drive successful innovation and the methods you can use.
Thoughts for Food - Megatrends, Business and Technologypeter williams
Slides from a presentation I did at the South Australian Food Summit put on by Food SA. The presentation looks at the long term mega trends and how people across the supply chain can take advantage of technology, together with some thoughts and resources.
Talk i did at the Summer School for Qld Department of Health about taking the Core to the Edge. You sort of had to e there to make sense of it but the crowd liked it
Stepping Up to the Digital World - ASFA 2014peter williams
A presentation I delivered to Trustees of Superannuation Funds in Australia at ASFA 2014. Covers digital disruption, cloud, mobile, social, data, personalisation, innovation and embracing edges
I wrote this a few years ago when I did the Great Brain Debate. At the time there was a strong view that young people were shallow, narrow and disconnected. I didn't, and still don't believe it. I thought i would write down what i did believe.
A presentation I did on behalf of Salesforce.com for their Cloud Executive Series. It covers four immutable trends of clomosoda:cloud mobile social and data. The underlying message that the pace of change is increasing and Institutions are not keeping pace with customers and employees. It also covers opportunities with crowds and development communities with a number of real life examples. It includes results from a recent survey of HR people across Australian organisations to highlight the current attitudes to Social Media and seeks to break the myth that Social reduces productivity when the reality is that it can significantly increase it.
This document provides an overview of the need for a national eHealth strategy in Australia. It notes that the current healthcare system is fragmented and unable to cope with future challenges. A national eHealth system could help create a more integrated system by allowing electronic sharing of health information between clinicians and patients. However, the system requires significant investment in technologies and changes to privacy laws and standards. The document calls for a long-term, coordinated national approach to implement eHealth over 10 years.
My view of why open government makes sense and how to do it, Include how we built www.builditback.org presented at Victorian Public Service Innovation Forum #vpsif10
Flowerdale was destroyed on Black Saturday in 2009, with 13 deaths and 224 homes lost. Locals had to recover without external assistance in the first few days. Since then, the Flowerdale community has come together to rebuild in a sustainable way, developing a vision and community plan with support from organizations. Their model of community-led recovery while thinking long-term and using networks is presented as one others can learn from.
The document discusses the evolution of government from Government 1.0 to Government 2.0. Government 1.0 focused on publishing information online, while Government 2.0 aims to more fully utilize user-generated content, open source collaboration, and social media tools. However, governments face challenges in adopting these new approaches due to cultural differences from the top-down, closed models of the past. The document argues governments should embrace more open and participatory models of Government 2.0 to engage citizens and crowdsource ideas.
Best practices for project execution and deliveryCLIVE MINCHIN
A select set of project management best practices to keep your project on-track, on-cost and aligned to scope. Many firms have don't have the necessary skills, diligence, methods and oversight of their projects; this leads to slippage, higher costs and longer timeframes. Often firms have a history of projects that simply failed to move the needle. These best practices will help your firm avoid these pitfalls but they require fortitude to apply.
Discover timeless style with the 2022 Vintage Roman Numerals Men's Ring. Crafted from premium stainless steel, this 6mm wide ring embodies elegance and durability. Perfect as a gift, it seamlessly blends classic Roman numeral detailing with modern sophistication, making it an ideal accessory for any occasion.
https://rb.gy/usj1a2
Storytelling is an incredibly valuable tool to share data and information. To get the most impact from stories there are a number of key ingredients. These are based on science and human nature. Using these elements in a story you can deliver information impactfully, ensure action and drive change.
SATTA MATKA SATTA FAST RESULT KALYAN TOP MATKA RESULT KALYAN SATTA MATKA FAST RESULT MILAN RATAN RAJDHANI MAIN BAZAR MATKA FAST TIPS RESULT MATKA CHART JODI CHART PANEL CHART FREE FIX GAME SATTAMATKA ! MATKA MOBI SATTA 143 spboss.in TOP NO1 RESULT FULL RATE MATKA ONLINE GAME PLAY BY APP SPBOSS
Building Your Employer Brand with Social MediaLuanWise
Presented at The Global HR Summit, 6th June 2024
In this keynote, Luan Wise will provide invaluable insights to elevate your employer brand on social media platforms including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok. You'll learn how compelling content can authentically showcase your company culture, values, and employee experiences to support your talent acquisition and retention objectives. Additionally, you'll understand the power of employee advocacy to amplify reach and engagement – helping to position your organization as an employer of choice in today's competitive talent landscape.
Top mailing list providers in the USA.pptxJeremyPeirce1
Discover the top mailing list providers in the USA, offering targeted lists, segmentation, and analytics to optimize your marketing campaigns and drive engagement.
Navigating the world of forex trading can be challenging, especially for beginners. To help you make an informed decision, we have comprehensively compared the best forex brokers in India for 2024. This article, reviewed by Top Forex Brokers Review, will cover featured award winners, the best forex brokers, featured offers, the best copy trading platforms, the best forex brokers for beginners, the best MetaTrader brokers, and recently updated reviews. We will focus on FP Markets, Black Bull, EightCap, IC Markets, and Octa.
The Genesis of BriansClub.cm Famous Dark WEb PlatformSabaaSudozai
BriansClub.cm, a famous platform on the dark web, has become one of the most infamous carding marketplaces, specializing in the sale of stolen credit card data.
Digital Marketing with a Focus on Sustainabilitysssourabhsharma
Digital Marketing best practices including influencer marketing, content creators, and omnichannel marketing for Sustainable Brands at the Sustainable Cosmetics Summit 2024 in New York
HOW TO START UP A COMPANY A STEP-BY-STEP GUIDE.pdf46adnanshahzad
How to Start Up a Company: A Step-by-Step Guide Starting a company is an exciting adventure that combines creativity, strategy, and hard work. It can seem overwhelming at first, but with the right guidance, anyone can transform a great idea into a successful business. Let's dive into how to start up a company, from the initial spark of an idea to securing funding and launching your startup.
Introduction
Have you ever dreamed of turning your innovative idea into a thriving business? Starting a company involves numerous steps and decisions, but don't worry—we're here to help. Whether you're exploring how to start a startup company or wondering how to start up a small business, this guide will walk you through the process, step by step.
At Techbox Square, in Singapore, we're not just creative web designers and developers, we're the driving force behind your brand identity. Contact us today.
Structural Design Process: Step-by-Step Guide for BuildingsChandresh Chudasama
The structural design process is explained: Follow our step-by-step guide to understand building design intricacies and ensure structural integrity. Learn how to build wonderful buildings with the help of our detailed information. Learn how to create structures with durability and reliability and also gain insights on ways of managing structures.
IMPACT Silver is a pure silver zinc producer with over $260 million in revenue since 2008 and a large 100% owned 210km Mexico land package - 2024 catalysts includes new 14% grade zinc Plomosas mine and 20,000m of fully funded exploration drilling.
Event Report - SAP Sapphire 2024 Orlando - lots of innovation and old challengesHolger Mueller
Holger Mueller of Constellation Research shares his key takeaways from SAP's Sapphire confernece, held in Orlando, June 3rd till 5th 2024, in the Orange Convention Center.
The 10 Most Influential Leaders Guiding Corporate Evolution, 2024.pdfthesiliconleaders
In the recent edition, The 10 Most Influential Leaders Guiding Corporate Evolution, 2024, The Silicon Leaders magazine gladly features Dejan Štancer, President of the Global Chamber of Business Leaders (GCBL), along with other leaders.