Introduction to Design Thinking and finding True Love
This document provides an introduction to design thinking and discusses finding true love. It outlines the design thinking process, which involves defining problems from a human-centered perspective, diverging to generate many potential solutions, converging to prototype and refine ideas, and implementing solutions to observe outcomes and further refine. While discussing true love, the document acknowledges that the author has not found true love and its definition may be unclear or even non-existent.
What's makes the difference between good and great design? Or for that matter, between good and great designers?
I don't pretend to know the answer. I've been designing for 10+ years and I still don't consider myself a great designer. What this presentation offers, however, are a few principles I've learned along the path to becoming a great designer.
The document outlines an agenda for a design thinking workshop with Wayne Chung and Rax Liu, including an introduction to design thinking, its process involving understanding people, defining problems, ideating solutions, prototyping, and testing, and a discussion of its human-centered and experimental mindsets. Key thinkers in design like John Heskett, Tim Brown, and IDEO are referenced in explaining design thinking's problem-solving approach.
Immerse, Imagine, Invent, Articulate: A framework for disruptive innovation
What new product or service could you invent that would completely change your customers’ lives? How could you disrupt your entire sector?
This practical workshop takes you through an innovation process, helping you to identify the clichés that exist in your sector and giving you the tools and time to redefine them. The workshop provides techniques to disrupt those clichés, generate genuine customer insights, turn opportunities into ideas through proven ideation methods, create a coherent concept and then articulate that concept.
The workshop shows you how to realise a new product or service through a lean process of prototyping and iteration and we discuss case studies each step of the way.
Find out why focus groups are not design research. Find out why the average brainstorm gives ideation a bad name and find out how to make your own innovation processes have tangible business outcomes.
This workshop was ran at UX Cambridge in September 2013 and will be running again at the J. Boye conference in Århus, Denmark in November 2013.
This is the 5th (fifth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss the different design artifacts typically produced during the ideation stage
The document describes 24 creativity exercises that involve activities like making an ideas wall, doing brainstorming, trying different approaches to solve a problem, drawing circles and writing new product/service ideas, doing the opposite of traditions, finding new uses for objects, copying other teams' ideas, setting constraints, imagining problems from others' perspectives, connecting dots/boxes, counting squares, time traveling mentally to past/future solutions, taking a bus/shower, standing/sitting in unusual places, playing with toys, questioning everything like a child, taking small risks, and imagining an attractive date to boost creativity.
The document discusses key concepts from Day 1 of a creativity and design training, including that creativity needs diversity of perspectives, it can come from anyone, and it requires iteration and feedback. It also lists possible actions participants could take, such as seeking ideas from different departments, creating a fun work environment, and reframing problems and questions. Questions from participants are also included, such as how to evaluate ideas, free oneself from constraints, and sell creative ideas.
DIY UX: Give Your Users an Upgrade (Without Calling In a Pro)
Have you fallen in love with your solution and forgotten the original problem? Are you certain that your product actually makes people’s lives better? Not every company can hire someone like me to help you listen to your users, so you’re gonna have to learn how to do some of this stuff yourself. I’ll show you techniques to find out who your users are, what they really need and how to go about giving it to them in an easy to use and pleasurable way. And it doesn’t have to bankrupt you or kill your release date.
Scott Berkun gave a presentation on why designers fail and what can be done about it. Some of the key points he discussed included:
- All designers fail 95% of the time, both with designs that never make it past the drawing board as well as failures in implemented designs.
- Common reasons why designers fail include setting the wrong goals, failing to meet goals, and having designs that never had a chance of success due to external factors.
- To address failure, designers need to own their mistakes, study why failures occur and common failure situations, and identify ways to avoid or mitigate failures.
He then discussed specific psychological, skill-based, and organizational reasons for design failures and took a survey
This document summarizes the key discussions and activities from Day 2 of an Institute on Asian Consumer Insight event focused on creativity and design. It includes:
- A discussion of questions from Day 1 around developing and exercising creativity.
- An activity on reframing resistance to change in a positive light.
- An exploration of growth mindset and how intelligence and personal traits can change.
- Activities focused on reframing problems as "wicked" problems, asking powerful questions, and exploring participants' creative selves.
The document concludes with sharing of exemplary reports, and an individual reflection activity to identify key lessons and next action steps.
In this workshop we introduce the concept of Social Usability and we will make people use a very hands-on way to use it to design and analyse systems, not necessarily digital.
This is the workshop we did at LIFT13 on Feb 8th.
How does a designer fit into an organization as a leader alongside their client service, project management, and financial management peers? Or, as happens in many cases, how does a solo designer, studio owner, or in-house group determines that fine balance between the health of the studio from an operational perspective and nurturing a strong creative vision that guides both the client work and the studio culture?
Introduction to Design Thinking and finding True Lovecoleman yee
This document provides an introduction to design thinking and discusses finding true love. It outlines the design thinking process, which involves defining problems from a human-centered perspective, diverging to generate many potential solutions, converging to prototype and refine ideas, and implementing solutions to observe outcomes and further refine. While discussing true love, the document acknowledges that the author has not found true love and its definition may be unclear or even non-existent.
What's makes the difference between good and great design? Or for that matter, between good and great designers?
I don't pretend to know the answer. I've been designing for 10+ years and I still don't consider myself a great designer. What this presentation offers, however, are a few principles I've learned along the path to becoming a great designer.
The document outlines an agenda for a design thinking workshop with Wayne Chung and Rax Liu, including an introduction to design thinking, its process involving understanding people, defining problems, ideating solutions, prototyping, and testing, and a discussion of its human-centered and experimental mindsets. Key thinkers in design like John Heskett, Tim Brown, and IDEO are referenced in explaining design thinking's problem-solving approach.
Immerse, Imagine, Invent, Articulate: A framework for disruptive innovationPaulJervisHeath
What new product or service could you invent that would completely change your customers’ lives? How could you disrupt your entire sector?
This practical workshop takes you through an innovation process, helping you to identify the clichés that exist in your sector and giving you the tools and time to redefine them. The workshop provides techniques to disrupt those clichés, generate genuine customer insights, turn opportunities into ideas through proven ideation methods, create a coherent concept and then articulate that concept.
The workshop shows you how to realise a new product or service through a lean process of prototyping and iteration and we discuss case studies each step of the way.
Find out why focus groups are not design research. Find out why the average brainstorm gives ideation a bad name and find out how to make your own innovation processes have tangible business outcomes.
This workshop was ran at UX Cambridge in September 2013 and will be running again at the J. Boye conference in Århus, Denmark in November 2013.
This is the 5th (fifth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss the different design artifacts typically produced during the ideation stage
The document describes 24 creativity exercises that involve activities like making an ideas wall, doing brainstorming, trying different approaches to solve a problem, drawing circles and writing new product/service ideas, doing the opposite of traditions, finding new uses for objects, copying other teams' ideas, setting constraints, imagining problems from others' perspectives, connecting dots/boxes, counting squares, time traveling mentally to past/future solutions, taking a bus/shower, standing/sitting in unusual places, playing with toys, questioning everything like a child, taking small risks, and imagining an attractive date to boost creativity.
The document discusses key concepts from Day 1 of a creativity and design training, including that creativity needs diversity of perspectives, it can come from anyone, and it requires iteration and feedback. It also lists possible actions participants could take, such as seeking ideas from different departments, creating a fun work environment, and reframing problems and questions. Questions from participants are also included, such as how to evaluate ideas, free oneself from constraints, and sell creative ideas.
DIY UX: Give Your Users an Upgrade (Without Calling In a Pro)Whitney Hess
Have you fallen in love with your solution and forgotten the original problem? Are you certain that your product actually makes people’s lives better? Not every company can hire someone like me to help you listen to your users, so you’re gonna have to learn how to do some of this stuff yourself. I’ll show you techniques to find out who your users are, what they really need and how to go about giving it to them in an easy to use and pleasurable way. And it doesn’t have to bankrupt you or kill your release date.
Why designers fail and what to do about itguest2b0958f
Scott Berkun gave a presentation on why designers fail and what can be done about it. Some of the key points he discussed included:
- All designers fail 95% of the time, both with designs that never make it past the drawing board as well as failures in implemented designs.
- Common reasons why designers fail include setting the wrong goals, failing to meet goals, and having designs that never had a chance of success due to external factors.
- To address failure, designers need to own their mistakes, study why failures occur and common failure situations, and identify ways to avoid or mitigate failures.
He then discussed specific psychological, skill-based, and organizational reasons for design failures and took a survey
Introductory lecture on Design Thinking given by Mark Billinghurst as part of the HITD 201 course taught at the University of Canterbury. Taught on December 9th 2013
How do you extend a product vision statement such that it remains aspirational but is specific enough to clarify intention and make difficult decisions easy? Enter "Design Tenets"
Lego Serious Play & Business Model CanvasJan Peeters
I made a report on the Lego Serious Play workshop I organized together with Flanders DC. We used the Lego Serious Play method to deliver a business model canvas for an innovative carpet.
Design thinking for Education, AUW Session 1Stefanie Panke
The document provides information about design thinking, including its origins at Stanford University in 2005. It discusses design thinking as a problem-solving method for wicked problems that involves analyzing, synthesizing, diverging and generating insights from different domains. The document outlines a design thinking cycle that participants can work through, including defining the problem, finding ideas and getting feedback, iterating based on feedback, and implementing a prototype. It prompts participants to work through this cycle by designing a surprise for a partner to receive, gathering information about the partner, sketching and developing ideas, and creating a prototype for the partner to interact with.
Design Principles: The Philosophy of UXWhitney Hess
The visual principles of harmony, unity, contrast, emphasis, variety, balance, proportion, repetition, texture and movement (and others) are widely recognized and practiced, even when they aren’t formally articulated. But creating a good design doesn’t automatically mean creating a good experience.
In order for us to cultivate positive experiences for our users, we need to establish a set of guiding principles for experience design. Guiding principles are the broad philosophy or fundamental beliefs that steer an organization, team or individual’s decision making, irrespective of the project goals, constraints, or resources.
Whitney will share a universally-applicable set of experience design principles that we should all strive to follow, and will explore how you can create and use your own guiding principles to take your site or product to the next level.
This document discusses how to develop creative ideas into successful products or solutions. It suggests that after generating many creative ideas, teams must focus on evaluating and selecting the best few to develop further. Prototyping and gathering feedback are important parts of this process to manage uncertainty, learn about ideas, and gain support for changes. While creativity is important, successfully executing ideas into real solutions requires focusing resources on the most promising concepts and iterating them over time through prototyping and testing.
Design thinking is an iterative process that involves empathizing with users, defining problems from their perspective, ideating solutions, prototyping ideas, and testing prototypes with users. It focuses on understanding user needs through observation and interviews to identify root problems. Potential solutions are then explored through brainstorming techniques and low-fidelity prototyping before gathering user feedback through testing techniques like card sorting and the "Wizard of Oz" method to further refine solutions. The goal is to generate a wide range of ideas and learn through iterative prototyping and user testing.
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
This document provides information for students in the Bachelor of Creative Technologies Studio II course. It outlines the course codes, lecturers, and theme of designing an artefact for the speculative future scenario of the year 2076 that addresses potential social, economic, political and environmental issues related to the "Internet of Future Things". It details the required readings which explore speculative and alternative futures design approaches. The document emphasizes an iterative design process with a focus on informed, critical and creative practice and full effort from students to generate diverse outcomes for their final projects.
Art, Science, Design, Engineering: Four Creative HatsR. Sosa
This talk is an introduction to cross-disciplinary thinking based on my academic, professional, and personal experience in the last two decades. The matrix is from Rich Gold's book "The Plenitude", which provides a great way of looking at (and challenging) the similarities and differences between the ways of thinking across disciplines.
The document discusses various perspectives on design innovation and sustainability. It questions current consumerist paradigms and desires more sustainable approaches. Some key ideas discussed include: challenging current consumer needs and desires; teaching children to grow their own food to change perspectives on consumption; moving away from an economically development model based on environmental degradation in Mexico; raising awareness of over-consumption and its impacts; considering cultural dimensions in sustainable design; and combining social causes with aesthetics in design.
Third day of the Design & Creativity module at Nanyang Technological University. Institute on Asian Consumer Insights. This is the "How?" day, includes the sketching activity and the challenge to do something new. Cultivate ambiguity, rethink the role of failure, and think about "innovative diversity" in your organisation.
Participatory collaborative research practiceR. Sosa
The document discusses the concept of "conviviality" as proposed by Ivan Illich. It defines conviviality as autonomous and creative interaction between individuals, and between individuals and their environment, in contrast to conditioned responses to external demands. It presents conviviality as the realization of individual freedom through personal interdependence, and an intrinsic ethical value.
I found this slide deck from 2011 and I am surprised how relevant these ideas are five years on. I'm also happy to see that more authors from business and academia are building refreshing approaches to creativity, way more useful and evidence-based than what the old books and courses on creativity used to do (the "nine dot problem" is one example of silly creativity exercises)
10 Signs You Have a Culture of Inquiry - #CultureCodeWarren Berger
In today's world of exponential change, innovative companies must have a Culture of Inquiry. Here's a checklist to see whether your company has this questioning culture... or not. #CultureCode
Einstein Fusion: 10 Celebrities Who Have a Little Einstein Inside ThemWarren Berger
This document profiles 10 celebrities who demonstrate a passion for curiosity and questioning like Albert Einstein. It describes how Benedict Cumberbatch holds sign with provocative questions, how Kanye West questions boundaries in music and art, and how Laura Linney asks "why" about every detail in movie scripts. It provides examples of how Muhammad Ali, Matt Damon, Louis C.K., Key & Peele, Richard Sherman, Claire Danes, and Beyoncé show curiosity through their work and interests. The document encourages visiting websites that promote questioning and challenging assumptions.
Leer: “Diseño participativo: una alternativa para el desarrollo de productos con enfoque humanista”
María Alejandra Gómez Gómez y Martha Patricia Ramírez Riaño
Diseño y Sociedad. Revista de Investigación en Diseño, No. 5, 2007
http://www.disenoysociedad.uniandes.edu.co/index.php/dys/article/view/120/116
Dr. Ricardo Sosa sosa.ricardo@gmail.com
Designing user interfaces based on evidenceR. Sosa
1hr intro to basic concepts of interface and interaction design, aimed at year one students designing UI and control panels as part of their design projects.
Experiences and open challenges teaching designR. Sosa
This document summarizes a workshop on teaching design that included 12 activities over 6 hours. It covered topics such as defining and evaluating design, problem framing in teams, cultivating awareness, and design reviews. The workshop referenced over 30 papers on design pedagogy topics like studio learning, cross-disciplinary design, design methods/teams, and assessments. The document also lists the author's experiences teaching design at various universities since 1999 and concludes with reflections on defining and evaluating design through case studies and criteria.
This very short document appears to be a web address for a site called "biotech-weblog.com" with two phrases below it - "Not like this" and "More like this" - possibly referring to types of content on the site. The document provides no other context or details.
This document provides an overview of concepts related to creativity and design. It discusses product design basics like form, function and aesthetics. It emphasizes integrating creative ideas into consumer-appealing product designs. Cutting-edge product design issues and examining designs in an Asian cultural context are also covered. The document references various online resources on topics like idea execution, concept evaluation, prototyping, global design, lean design, rapid manufacturing, sustainability, open innovation, universal design, crowdsourcing and bio-inspired design.
Revised and updated slides for the first day of the Creativity and Design module at the Institute on Asian Consumer Insight, Nanyang Technological University 2016
El documento presenta varias teorías sobre la innovación, incluyendo que la innovación ocurre cuando se redefinen problemas existentes, que las empresas necesitan dar libertad para tolerar el riesgo y la experimentación, y que la innovación causa mejoras de orden de magnitud en lugar de cambios graduales. También incluye preguntas sobre un posible diseño de producto nuevo, como los materiales, procesos de fabricación, comunicación del producto y usuarios previstos.
An introduction based on various authors and projects to explain the role of multi-agent simulation and in particular the importance of visual representations in this area. Used in the Masters of Arts in Multimedia Design at Universidad del Azuay, Ecuador. March 2009
The document discusses several key ideas about design including:
1) Design involves creating relationships between objects, their surroundings, and living things to solve problems.
2) Objects have both functional and emotional characteristics that go beyond just being physical entities.
3) Understanding society, metaphors, and meanings helps designers connect with users when innovating or designing new objects.
This document contains a list of 30 website URLs related to topics like creativity, innovation, design, business, and technology. The websites include sources for learning new skills like growing square watermelons or visual presentation tools like Prezi. Also listed are sites focused on cutting edge innovation, design, and trends in business and technology.
ARC 211: American Diversity and Design: Yifan Hu一凡 胡
This document contains a student's responses to discussion questions for an American Diversity and Design course. The student introduces themselves and discusses their major in economics and future interest in game design. They found the separate topics in the course to provide unique perspectives, such as how architecture influences human and natural relationships. The student provides thoughtful responses to questions about various designs and how they were impacted by diversity or social changes. They analyze photographs, products, buildings and more through the lenses of communication, industrialization, and planning.
Arc 211:american diversity and design:zijing yeZijing Ye
- The student took an American Diversity and Design course and found it changed their perspective on design. They realized design can benefit people in many ways beyond new inventions.
- The student is from China and is studying accounting. They chose this class to fulfill a diversity requirement and to learn more about architecture, which interests them. The class improved their critical thinking and ability to express opinions.
This document discusses the importance of acknowledgement pages in thesis writing. It recommends only including major contributors like advisors, professors, and classmates who significantly helped with research, experiments, or writing. For academics, full names and titles should be used, while only first names are needed for friends to protect identities. The document also provides guidance on listing contributors from academia versus family/friends and how to structure acknowledgement pages.
ARC 211: American Diversity and Design: Ben Swart Benjamin Swart
This document contains a student's responses to online discussion questions for a course on American Diversity and Design. In the responses, the student discusses topics like the impact of designing for disabilities on general design, innovations in the U.S. that impacted society, how designs have been impacted by diversity groups, examples of images that changed public perception, and how manufacturing processes may change in the future. The student provides thoughtful analyses of these topics and cites relevant examples to support their points.
This document provides an overview of John Chin's lecture on usability testing. It introduces John Chin and his background in user experience design. It then covers various topics related to planning and conducting usability tests, including determining the project lifecycle stage, defining research questions, choosing appropriate prototypes, and methods for recording test sessions. The document aims to provide guidance to practitioners on best practices for planning and executing effective usability studies.
This document provides an overview of approaches for early stage interaction design projects, from developing initial ideas to creating paper prototypes. It discusses developing personas to represent target users and creating scenarios to illustrate how a user might interact with a concept. The document gives examples of a persona template and provides resources for learning more about personas, scenarios, and other user-centered design techniques.
The document provides information about Unit 43 - Use Office Equipment. It discusses the different types of office equipment like computers, telephones, printers, and photocopiers. It explains how each type of equipment is used and the importance of following organizational instructions and health and safety procedures when using office equipment.
This document provides an overview of a workshop on digital identity and citizenship. It discusses three perspectives on digital footprints - the individual, educator, and professional perspectives. For each, it provides examples and prompts reflection on issues around managing digital identities. The document emphasizes that digital tools reduce complexity and content lives on permanently, so thoughtful decisions require time and knowledge. It aims to help participants design a responsible "digital tattoo" that balances personal and professional obligations.
Your ideas are really beautiful only inside your head, every time you try to share your idea the other person don't get it.
I want to teach you how to:
- generate many creative ideas
- share your ideas with others
- verify if they are valid
- get feedback on them properly
- present them
- create prototype of your application in a minute
If you are interested in the topics covered, further reading may include:
"Sketching User Experiences" by Bill Buxton
"Design is a Job" by Mike Monteiro
Assignment x Through reviewing the Olympic Messaging Syste.docxedmondpburgess27164
Assignment x
Through reviewing the Olympic Messaging System's system design methodology, the authors will
provide advice on when particular methodologies would be used and how long they would take. The
methodologies they focus on are the following: early focus on users and tasks, empirical measurement,
and iterative design. There is a fourth principle introduced later on, which they call the “Integrated
Usability Design”.
The authors utilized a huge amount of ideas in their pursuit of the design principles. They printed
scenarios of the interfaces, performed early iterative tests of user guides, preformed early simulations
and early demonstrations, made sure to have a representative for the Olympians, took tours of the
Olympic Village sites and had interviews with Olympians themselves, made oversea tests of the
Family/Friends interface, used a hallway and storefront technique, performed a prototype tests. They
also used unusual techniques such as a “Try to destroy it” test and a win a bear contest. Of course, all
of these ideas had a purpose.
Following the principles may have required more work in the beginning, but they greatly reduced the
work later on. The use of printed scenarios was helpful in showing the first definition of system
functions, the user interface, and hard to imagine deep system organizations. The scenarios also
identified conflicts that a list of functions could not do, allowed people to criticize where their
comments had most impact and changes could be made before code was written. Basically, it helped
them make decisions that were still being debated.
The early user guides were helpful in identifying issues and problems in system organization. When the
developers were performing early simulations, they utilized a Voice Toolkit that allowed them to debug
the user interface, conduct informal user experiments for the interfaces for both major user groups, and
provide demonstrations to raise comments from people. These early simulations also helped to develop
help messages and revealed how much a user should know to use the system.
Hallway methodology was an easy way to get participants for informal experiments, it was enjoyable,
accelerated the rate of progress, and other group members got a better feel for where their work fit in.
The prototype test performed in Yorktown was useful in debugging the system and user interfaces. It
also helped them fine tune of what was implemented in the OMS so far. The contest was useful in
displaying the usability for everyone and caught bugs as well. On the “try to destroy it” test, they were
able to figure how reliable the system was. The final prototype test they performed was useful in
learning how to interface OMS with the Los Angeles telephone network. All in all, the OMS was very
exportable.
The principles are worth following, but there are some consequences. It was sometimes
psychologically difficult .
Arc211 American Diversity and Design William IlligWilliam Illig
The production line developed by Henry Ford had many social consequences for US society. It standardized products and made them more affordable, establishing a new "social norm" of middle-class ownership of consumer goods like cars. This grew businesses and markets. While assembly lines created many jobs initially, machines have replaced more workers over time. Maurice Conti predicts future manufacturing will involve humans, robots, and AI working together harmoniously through "augmented" processes. This could change society by making people more dependent on technology or lazy if robots can design more efficiently than humans. Overall, automation may affect jobs and society significantly in coming decades.
You are to select a multinational corporation - examples include P.docxkenjordan97598
You are to select a multinational corporation - examples include P&G, GE and Lexis-Nexis, which are all local companies within driving distance. Of course, you can also select some other companies to your interest, such as Dow Chemical, McDonalds, Merck, etc. Then you will focus on that company in one overseas country/market. They may or may not already be doing business in that country.
Conduct research by reading their website, their annual report (for international aspects), or other research you can locate. You are to identify your sources of information in the form of a bibliography. The paper should be no more than 15 pages, double spaced. Your grade will be based on content and organization of thought, ideas, and structure.
Some of the course assignments are related to this final paper requirement. Therefore, it is OK to draw from the materials you submitted before - the course is designed this way, so you will not be overwhelmed towards the end of the semester. However, your write-up for this final paper is to be cohesive (rather than simply “copy and paste” from your previous assignments). You are to demonstrate your progress of assimilating and synthesizing information through the semester.
Please incorporate the following in your discussion:
1. Organization and product/service analysis
a. Description of the organization
b. Product or services “needs assessment” of the chosen overseas market/country
c. Description of the company’s products or services to meet the need
2. Global strategy formulation
a. Conduct a business risk analysis (associated with the chosen country)
i. Political
ii. Competitive
iii. Cultural
iv. Economic
v. Legal vi. Technological
vii. Demographical
b. Compare and contrast the advantages/disadvantages of various modes of entry into the global markets
c. SWOT analysis
d. Country selection
i. Market size and growth
ii. Barriers to entry
iii. Previous experience in countries and timing
3. Current event research. With Trump’s presidency, America has entered a new era regarding how to survive, compete and blossom amidst the reality of globalization. Which of Trump’s new policies is going to impact your selected company? How does his protectionism benefit or hurt your selected market/country? Is his policy going to deliver the result that he has promised? Include your latest research and integrate some of your peers’ insights from our Canvas discussions into your paper to make it a more timely report.
4. Your overall evaluation of their strategies. What suggestions might you make to improve the company’s global expansion with new products or services? If you disagree with some of their strategies, please discuss in more detail. Also, incorporate what you would do differently
Title
ABC/123 Version X
1
Topic Selection Worksheet
ENG/200 Version 3
2
University of Phoenix MaterialTopic Selection Worksheet
Complete Parts A through D below.
Part A: Topic Selection
Select a topic for yo.
Here are the key points to cover in your genre analysis of your production for Section A Question 1b:
- State the genre of your production (e.g. horror, comedy, thriller etc.)
- Identify the codes and conventions typical of this genre (e.g. for horror - scary music, dark lighting, violent scenes etc.)
- Explain how these codes and conventions are established in your production through specific examples from it
- Analyze how the mise-en-scène (sets, props, costumes, locations etc.) support and signify the genre
- Discuss any themes commonly associated with the genre that are present
- Consider if your production adheres to or subverts
The document provides guidance on addressing evaluation questions for an advanced media portfolio. It discusses four main questions: 1) How the media product uses, develops or challenges real media conventions. 2) How effective the combination of the main product and ancillary texts is. 3) What was learned from audience feedback. 4) How new media technologies were used in the construction, research, planning and evaluation stages. For each question, it provides examples of what to discuss and consider, such as comparing the work to real examples, analyzing the links between products, presenting feedback results, and outlining the technologies used at different stages. Students are encouraged to think creatively in how they address the questions and present their responses, such as through images, videos
This document provides guidance on how to structure a response to an evaluation question about the role of technology in constructing a thriller media production. It recommends:
1. Listing all technologies used beyond just cameras and editing software.
2. Assessing each technology in terms of effectiveness, benefits, and problems.
3. Considering which media theories apply, such as how new technologies allowed for better expression of media language.
4. Drafting a written response that critically discusses how technology contributed to a high-quality production.
The dry erase whiteboard was originally adopted as it provided an interactive replacement for the traditional chalkboard. However, it had some disadvantages like ink fading and erasure marks. The SMART board was then adopted as it builds upon the whiteboard's interactivity while addressing its disadvantages through features like internet access, touch capabilities, and ability to save lessons digitally. It has become widely accepted by teachers and engages students more through its various multimedia functions. The SMART board represents how future classroom technologies will continue integrating more advanced interactive digital capabilities.
This document outlines the requirements for a project on how an organization or company used digital or social media to influence others. Students must create a presentation with 3 sections: 1) information on the organization, 2) a description of how it used social media to influence others with an example, and 3) an analysis of the impact and how it could be improved. The presentation must be between 15-25 slides following specific formatting guidelines and include narration for each slide as if presenting to an audience. At least 4 sources total are required including sources for each section. Examples are provided but cannot be used by students for their project.
Service Research, Innovation, and (Safe) Practice in the Humanity-Centered AI Era
EMAC - https://www.emac-online.org/interest-groups/emac-special-interest-groups
EMAC SIG Service Marketing - https://www.linkedin.com/company/emac-sig-service-marketing/
Service Marketing Seminar - https://sites.google.com/view/service-marketing-seminar/startseite
ARC211: American Diversity and Design: MATT CUPOMatthew Cupo
This document summarizes Matt Cupo's responses to discussion questions for his American Diversity and Design course at the University at Buffalo. It discusses topics like universal design, innovations that helped diverse groups, photographs that conveyed important events, and how certain designs embraced or challenged cradle-to-cradle concepts. Matt provides analyses of these topics and relates them to concepts from the course materials. Images are included with some of the responses.
Causation is a complex topic with no comprehensive rule to determine if c causes e. There are different types of causes like background vs foreground. Productive theories see causes generating effects, while difference-making theories see causes changing outcomes. Debates about causation and ethics both involve nonlinear relationships. We cannot dismiss influencing the past just because it occurred, like we cannot change the determined future. Our understanding of causation involves both influence and patterns in events.
This document discusses the book "100 Ideas That Changed Design" by Charlotte and Peter Fiell. It provides commentary on some of the key ideas discussed in the book, including innovation, luxury, design education, design reform, morality, design rhetoric, vernacularism, Gesamtkunstwerk, ornament and crime, purity, rationalism, and new objectivity. Many of these ideas helped shape the modern design movement by focusing on simplicity, functionality, and rejecting ornamentation in favor of clean geometric forms. The document also notes some of the political influences and goals of early modern design groups.
Este documento discute la ecología de las ideas y cómo el conocimiento está enraizado en el contexto cultural y social. Argumenta que aunque el conocimiento está determinado por estas influencias, también puede haber cierto grado de autonomía e independencia del conocimiento. Identifica varios factores que pueden debilitar las determinaciones culturales e impulsar el cambio de ideas, como el diálogo cultural, la expresión de desviaciones y la existencia de un "calor cultural" con debates e intercambios de ideas.
This document summarizes key points from a lecture on virtual design. It discusses how:
1. The distinction between virtual and real is blurred, as design involves anticipating future experiences that do not yet physically exist.
2. Design exists in the relationship between virtual ideas/concepts and real, physical artifacts.
3. Designers should focus less on whether something is physical or digital, and more on how well designs enable experiences and solve problems.
Excerpts from the book: Heller, S., Talarico, L. (2009). Design School Confidential: Extraordinary Class Projects From the International Design Schools. United States: Rockport Publishers.
El documento discute los peligros de la industria cultural y la manipulación de las imágenes. Expresa preocupación por la abundancia de imágenes producidas por las industrias culturales para fines comerciales, y cómo esto puede reducir a las personas a una masa y obstaculizar la autonomía individual. También señala que los grandes conglomerados controlan los medios de comunicación y usan el marketing para suministrar productos culturales ajustados a los deseos dominantes.
El documento discute la cultura de masas desde varias perspectivas. Se argumenta que la cultura de masas surge en sociedades industriales modernas donde las masas participan en la vida pública. Sin embargo, la cultura de masas a menudo es producida por grupos económicos para ganar dinero en lugar de ofrecer experiencias críticas a las masas. Esto crea una paradoja donde las masas consumen modelos culturales burgueses pensando que son expresiones propias.
This document provides a summary of the key ideas from the book "Understanding Computers and Cognition: A New Foundation for Design" by Terry Winograd and Fernando Flores. The book brings together topics of computer technology and human existence to generate new understandings. It draws from philosophers like Heidegger, Gadamer, Maturana, and Austin to develop a new foundation for understanding cognition and designing technology based on our situatedness in social and linguistic traditions.
This document discusses bridging the gap between researchers and designers. It notes there are often misunderstandings due to differences in skills, culture, roles, languages, and mindsets between the two fields. Researchers favor an information-driven approach while designers prefer inspiration-driven work. The document provides examples of conducting light analysis directly with raw data or using a database for heavier analysis. It also discusses communicating results through presentations or by involving clients throughout the process. The goal is for both data and overall frameworks to inform conceptualization of new design ideas.
Brecht, B. (1978). Brecht on Theatre: The Development of an Aesthetic. United Kingdom: Hill and Wang.
Epic Theatre
Alienation Effect
The Instructive Theatre
Theatre and Knowledge
Experimental Theatre
Rational and Emotional
Elements of Illusion
Simulation (or Computation) and its DiscontentsR. Sosa
20+ key ideas from Sherry Turkle's 2009 book. Highly recommended.
Funny how Slideshare forces people to pick one category for a presentation. This is as much about design as it is about education, technology, etc.
Here are a few things that are missing from the abstract:
- Details about the specific board game design/activities used in the study. Just saying it uses a "board game-based approach" is vague.
- Background on previous research conducted in this area. The abstract does not establish what existing literature or gaps in knowledge the study aims to address.
- Sample size or participant demographics. Without mentioning how many parents/children will be involved, the scope of the study is unclear.
- Timeframe or duration of the study. When and for how long data will be collected is important contextual information.
- Limitations or delimitations of the research design. All studies have boundaries that should be acknowledged.
This document discusses Māori cultural practices and values known as tikanga Māori. It explains that tikanga Māori governs social interactions and relationships as well as individual identities. While tikanga focuses on correct behaviors and actions, many Māori have little knowledge of tikanga today due to past suppression and conversion to Christianity. Tikanga is based in mātauranga Māori, which is Māori knowledge and philosophy, and provides guidelines for ritual practices. Certain tikanga have changed over time through isolation and adaptation. The document then explores several key aspects of tikanga Māori including manaakitanga, te moenga rangatira, tapu
This document discusses Stephen Jay Gould's views on evolution and how it has been misinterpreted. Some key points:
1) Gould argues that evolution is not inherently progressive and that complexity has not increased over time. Most of life's history has involved simple unicellular organisms and anatomical complexity arose quickly and then changed little.
2) He criticizes the view of evolution as leading toward greater complexity and the dominance of humans. In reality, many lineages have adapted by becoming simpler over time.
3) Gould advocates for the theory of punctuated equilibrium, where species change little but are punctuated by periods of rapid speciation. This better fits the fossil record than gradualism.
Van aquí fragmentos de este libro escrito por el gran Adolfo Sánchez Vázquez y publicado en 1965 con algunas ideas que con los años se han hecho cada vez MÁS relevantes e importantes para entender el diseño. Queda mucho por hacer para conectar estas ideas y desarrollarlas, mucho ha pasado en estos 80 años.
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Exploring Writer's Studio Interior Design: A Prototype Case StudyAditi Sh.
This PowerPoint presentation delves into a comprehensive case study and prototype study of a Writer's Studio, focusing on understanding the psychology of the writer through the spaces they use. The study emphasizes the innovative concepts of flexibility and small space optimization tailored specifically for the creative process. By analyzing the spatial dynamics, ergonomic considerations, and aesthetic choices within the studio, the presentation aims to uncover how environment influences creativity and productivity. Through detailed examination and visual documentation, it explores various design strategies employed to enhance functionality without compromising on comfort and inspiration. This presentation is ideal for architects, interior designers, and anyone interested in the intersection of psychology, design, and creative workspaces. It offers insights into designing spaces that foster concentration, creativity, and overall well-being for individuals engaged in intensive writing and creative endeavors.
This PowerPoint presentation demonstrates my beginner skills in creating product showcases. It provides an overview of a specific product, showing my ability to gather key information and present it clearly. The presentation highlights my efforts to organize content logically and use basic visual aids effectively.
Mastering Web Design: Essential Principles and Techniques for Modern WebsiteswebOdoctor Inc
Dive into the dynamic world of web design with our comprehensive guide that covers everything from foundational principles to advanced techniques. Whether you're a beginner looking to understand the basics or a seasoned designer aiming to refine your skills, this article offers invaluable insights. Explore topics such as responsive design, user experience (UX) optimization, color theory, typography essentials, and the latest trends shaping the digital landscape. Gain practical knowledge and actionable tips to create visually appealing, functional, and user-friendly websites that stand out in today's competitive online environment. Perfect for designers, developers, and anyone passionate about crafting compelling web experiences, this guide equips you with the tools needed to elevate your web design proficiency to new heights.
Gender Equity in Architecture: Cultural Anthropology in Design IdeologiesAditi Sh.
This PowerPoint presentation offers a comparative analysis between a female and a male architect, focusing on their ideologies, approaches, concepts, and interpretations for a mixed-use building project. This study prompts a reconsideration of architectural inspiration and priorities, advocating for gender equity and cultural anthropology in architectural design.
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2. BRIEF: Analysis of Emerging Social Robots
1. Summarise your initial approach to the topic of Social Robotics.
• Did you have any previous awareness, knowledge, or experience with robots in general, and with social or service robots?
• What cases and ideas did you find interesting, even surprising, in your initial scoping of the theme?
2. Frame and justify your case selection.
• How did you choose? What made you decide (or change your decision)?
3. List the top 3 authoritative sources that informed your scoping of the theme, the selection of your case,
and/or the analysis of your case.
4. What is the problem?
• Copy and paste 3 messages (statements/segments) that you think the companies or the media use to define the problem or
value proposition of your case robot. Write a brief personal interpretation of your own for each of those messages.
• Copy and paste 3 images or video screenshots that you think the companies or the media use to define the problem or value
proposition of your case robot. Write a brief personal interpretation using your own words for each of those images.
5. Precedents
• How have those problems been tackled/solved before your case robot? (Non-technical solutions)
• How does your case robot relate to other technologies or consumer products?
6. Users and values
• Who are the intended users of your case robot? How are the companies or the media defining the target users?
• What assumptions about the users, beliefs, values, and behaviours are being promoted with your case robot?
3. Example: 3Doodler
But please, be original in how you do your report.
This is only one example (draft version*), there are many other ways of doing it.
* = note the notes in [brackets] as placeholders for ideas to develop for a final version of this report
5. 1. Initial approach to the topic of <3D Printing>
• I started using additive manufacturing in 2004, after a decade using CAD and 3D modelling software as a product
designer. I taught rapid prototyping between 2005 and 2011, which made me aware of two important factors
related to 3D printing: first, that the early patents for stereolithography go back to the 1980s, and second, that a lot
of what designers, artists, engineers, and amateurs create with these technologies is trivial, arbitrary, or worthless.
These two issues have made me very cynical about the so-called “3D Revolution” as portrayed by the media in
recent years. [I would add a paragraph here with some credible references to support this idea, including the in
Google Trend (www.google.com/trends) of the 3D printing fad, or some of the early articles in Fast Company and
the New York Times from around 2006. I could also mention briefly the role that the big corporations have played in
killing innovation in this industry by acquiring small firms, or other dilemmas for example those raised in the book
shown below (van den Berg et al., 2016)…]
• Having said all of that, I do see a parallel between 3D printing and Social Robotics (hence this example): they are
very likely to disrupt ‘everything’ in the future, so I think that we should make an effort to analyse and extract the
real potential value of these technologies (buried between piles of marketing hay).
www.wired.com/tag/bre-pettis
http://www.medicaldaily.com
6. 2. Frame and justify your case selection.
• I found many reasons to analyse the 3Doodler, first as an example of a ‘successful’ crowdfunding campaign;
second, naturally because of all the media coverage –most of which fails to do a critical review of the
technology and the product; and third, well, I still think that this is a really good example of a futile,
purposeless, and nonsensical tech-driven product. It puzzles me how the company, the backers, and most of
the media praise this product, when to me it’s a clear case of chindogu, which are defined as “unuseless
inventions”, which are humourous as they are simultaneously useless while pointing to a real problem
(Kawakami, K. (1995). 101 unuseless Japanese inventions: the art of Chindogu. WW Norton & Company).
• Chindogus, turns out, have been used in design and creativity education for a while as an ideation strategy, see
for example: Patton, A., & Bannerot, R. (2002). Chindogu: a problem solving strategy for transforming
uselessness into fearlessness. Paper IA, 2, 20-22. Similarly, I’d argue that 3Doodler may help us reveal what are
the real issues with the role that additive manufacturing may play in the future.
https://www.theguardian.com/technology/2015/jan/06
/3doodler-20-printing-pen-drawing-in-air-wobbleworks
7. 3. List the top 3 authoritative sources that informed your scoping of the theme, the selection of your case, and/or the analysis of your
case.
• Agrawal, H., Umapathi, U., Kovacs, R., Frohnhofen, J., Chen, H. T., Mueller, S., & Baudisch, P. (2015). Protopiper: Physically Sketching
Room-Sized Objects at Actual Scale. In Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology
(pp. 427-436). ACM.
• Sketch Furniture by FRONT (2007) Audio interview: http://www.moma.org/explore/multimedia/audios/37/856 Video:
https://youtu.be/8zP1em1dg5k
• Peng, H., Zoran, A., & Guimbretière, F. V. (2015, April). D-Coil: A Hands-on Approach to Digital 3D Models Design. In Proceedings of
the 33rd Annual ACM Conference on Human Factors in Computing Systems (pp. 1807-1815). ACM. And an older precedent: Do, E. Y.
L. (2000). Sketch that scene for me: Creating virtual worlds by freehand drawing. Proceedings of eCAADe 2000, 265-268.
• Extra: Mitra, T., & Gilbert, E. (2014). The language that gets people to give: Phrases that predict success on kickstarter. In
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing (pp. 49-61). ACM.
https://patents.google.com/?assignee=Wobbleworks+Inc
8. 4. What is the problem?
• Copy and paste 3 messages (statements/segments) that you think the companies or the media use to define the problem or value proposition of your <case product>.
Write a brief personal interpretation of your own for each of those messages.
• From 3doodler.com: “Amazing Array of Uses: Whether hobbyist or professional, the 3Doodler Create is our most versatile 3D printing pen yet. From fine art, to
DIY, maker projects, creating scale models or decorative items, the possibilities are limitless!”
• From 3doodler.com: “the 3Doodler extrudes heated plastic that cools almost instantly into a solid, stable structure. The possibilities are limited only by your
imagination. The only question remaining is #WhatWillYouCreate?”
• From http://edu.the3doodler.com/curriculum-type/principles-of-art-design/: “Students who may feel intimidated by the unstructured, open nature of the
project may have an easier time Doodling pieces flat on paper and then either joining the pieces together, or continuing to 3Doodle on the paper to create a
largely two-dimensional work.”
My readings: the first statement talks about “an amazing array” of applications, and refers to a range of users, from hobbyists to professionals. I think that this lack of
focus and definition is one of the signs of weakness in how this product was conceived, and is presented. It aims to be ‘everything’, and ends up not being nothing. When
something is sold as “limitless”, it is usually quite useless. The second statement extends this idea by placing the burden on the users: “your lack of imagination is the
problem, not our product”, which incidentally all it does is melt strands of coloured plastic. Based on experience dealing with melted polymers, their “into a solid, stable
structure” sounds very suspicious to me, and is something to pay close attention in the videos that they present. The third statement is quite revealing and suggests that
(some/a lot of) students struggle, and end up using the “amazing 3D pen” just as another 2D drawing instrument (of course, one that is very expensive!). These activities
are aimed at children above 14 years of age, and many of them reinforce my initial view that the 3Doodler is a solution looking for problems. All of the learning activities
suggested in their tutorials can be perfectly done with more traditional means and materials, such as paper, wire, or clay. I don’t really see a lot of justified problems to
tackle with the 3Doodler at this point.
9. 4. What is the problem? (part 2)
• Copy and paste 3 images or video screenshots that you think the companies or the media use to define the problem or value proposition of your case robot. Write a
brief personal interpretation using your own words for each of those images.
• These three images are taken from the 3Doodler Create video in their YouTube channel. The first image is the frame where “drawing in the air” is covered (you
can see the next frame swipping from the right), thus reinforcing my suspicion that the “heated plastic that cools almost instantly into a solid, stable structure”
is a flat lie. The second shot is the first frame of the “Fix” segment, where apparently the person glues the broken piece and immediately puts it in the remote
control. Two problems here: first, this would be achieved by using a specialised adhesive, and second, there isn’t enough time for the plastic to solidify before
the lid is placed, thus making the scene look even more fake. The third image shows a double-decker bus that someone has decided to build using a plastic
extrusor. Because of the size and geometry of the (toy?), my first reaction is of disbelief: how many hours and how much material (filaments) would be
required to build such a structure? By the way, the bus is mostly made of flat surfaces, so a sheet material would be more appropriate. Then, what is the likely
structural resistance of this bus? What is it intended to do? As a toy, too costly and fragile; as a display object, not very aesthetically accomplished, as a design
model, again too time-consuming and inadequate way to represent what can be shown in drawings, computer models, or more agile scale prototypes. What is
inside this model bus? A box? I decided to use three images from the same introductory video because at first, the video elicits curiosity and even awe from
first-time viewers. Let’s not forget that this was a very ‘successful’ crowdfunding campaign. Yet, the video is full of tricks and raises suspicion almost on every
frame. I’m left wondering: What is the (real) purpose of the 3Doodler? Who needs one? What for?
All screenshots taken from 3Doodler’s video: https://youtu.be/zqgTGCtbNLU
10. 5. Precedents
• How have those problems been tackled/solved before your case robot? (Non-technical solutions)
• Not easy to answer, as the company suggests that this product is “limitless”, so I choose to focus on the education resources that they offer:
http://edu.the3doodler.com/curriculum/ [Here I would add a long list of more traditional classroom activities from reputable learning organisations to
demonstrate how most (if not all) of these learning activities are feasible just using paper, clay, wire, and other accessible materials… even perhaps some
tutorials from the companies that sell various types of adhesives. I would talk to a couple of teachers and young people to see what I can learn from them in
terms of the current issues with making activities to support learning. This reference could inform my approach: Eisenberg, M. (2013). 3D printing for children:
What to build next?. International Journal of Child-Computer Interaction, 1(1), 7-13.]
www.exploratorium.edu www.education.com
11. 5. Precedents (part 2)
• How does your case <product> relate to other technologies or consumer products?
• [Most obvious response would be how it compares to accessible FDM printers… but, perhaps more interesting: turns out that in recent
months, a number of similar products have been launched, such as Atmosflare (atmosflare3d.com) and IDo3D (www.ido3dart.com). Also
some obvious rip-offs, such as the “YaYa 3D printing pen. Another way to look at this is to incorporate in this analysis other crafting
devices, such as the “Candy Craft Chocolate Pen” (www.skyrockettoys.com/products/candy-craft/candy-craft-chocolate-pen) and the
Bunchems. Depending on my own interests, I could also learn one or two things from studies like these two which look at how students
apply making activities in education:
• Charlesworth, C. (2007). Student use of virtual and physical modelling in design development–an experiment in 3D design education. The Design
Journal, 10(1), 35-45.
• Welch, M. (1998). Students' use of three-dimensional modelling while designing and making a solution to a technological problem. International
Journal of Technology and Design Education, 8(3), 241-260.]
www.ido3dart.com
12. 6. Users and values
• Who are the intended users of your case <product>? How are the companies or the media defining the target users?
• The original 3Doodler was aimed at “everybody” and the website talks about “hobbyists to professionals”. The hands in their videos are
all adult hands, but it’s noticeable how the logo and the range of things built looked quite childish. Interestingly, the company has
recently launched the 3Doodler Start, a pen specifically aimed at children: http://3doodlerstart.com/, which is reinforced by the copy-
cats advertised as toys. Their video tutorial (below) shows a (partial) demo of how a child uses the pen to build a 3D model by drawing in
2D, then gluing the flat parts to assemble the model. Compare the cost, time, and outcome with more conventional alternatives, such as
plywood construction sets or card fold and glue templates.
• It’s been a couple of years since the 3Doodler crowdfunding campaign, and it seems at this stage that its likely future is as a toy, which
still seems quite difficult to use, too costly, and also time-consuming. Ironically, the freedom of “limitless” possibilities seems now quite
reduced to very structured activities (step-by-step with a template), rather than their “design, invent, create” initial rhetoric. From this
angle, the 3Doodler Start seems to offer all the disadvantages of previous solutions (constrained cut-outs) with the additional burden of
a steep learning curve, costly consumables, and time-consuming processes.
www.youtube.com/watch?v=v216eiPnEbk
13. 6. Users and values (part 2)
• What assumptions about the users, beliefs, values, and behaviours are being promoted with your case <product>?
• The humorous review by “grav3yardgirl” in YouTube (below) is quite revealing, as she works for several hours to produce a fragile and
rather ugly toy following instructions given to her, after a failed initial attempt. The 3Doodler assumes that people (children?) will have
the patience to sit down for hours to gain mastery and build such kind of figurines. Studies with Lego have already shown the key
differences between open-play and structured building activities following instructions, so it’s rather unfortunate that making devices
would follow the same path of incentivising rule-following, rather than supporting creative exploration:
• Giddings, S. (2014) Bright bricks, dark play: On the impossibility of studying LEGO. In: Wolf, M. J., ed. (2014) LEGO Studies:
Examining the Building Blocks of a Transmedial Phenomenon. New York: Routledge. ISBN 9780415722872 Available from:
http://eprints.uwe.ac.uk/23392
• Moran, J. D., Sawyers, J. K., & Moore, A. J. (1988). Effects of structure in instruction and materials on preschoolers' creativity.
Home economics research journal, 17(2), 148-152.
www.youtube.com/watch?v=q2g-aI8X-wE
14. GRADING CRITERIA: Analysis of Emerging Social Robots
1. Summarise your initial approach to the topic of Social Robotics.
• Brevity and sincerity are important to respond to this question, we want to understand where you are ‘coming from’. Also,
this is a good place to share your initial scoping process in Emerging Practices this semester, what you learned and what
caught your interest. Try to connect this process to your previous knowledge and experience, share a departing point that
is significant for you.
2. Frame and justify your case selection.
• This question asks for justification of your selection, so accuracy and relevance is important here. You may compare your
case robot with other similar robots, or differentiate it from dissimilar robots, perhaps refer to the potential you see on
your case robot would be helpful.
3. List the top 3 authoritative sources that informed your scoping of the theme, the selection of your case, and/or the analysis of
your case.
• Straightforward: show us that you know what you are talking about, so avoid articles from Wikipedia, Wired, TechCrunch,
BoredPanda, etc. You can start there, but then move to the sources. For example, I first read about the “Protopiper” idea
in Gizmodo, but then looked for the authors and located their work at the Hasso-Plattner-Institut.
4. What is the problem?
• Look at the examples, the idea is to select actual statements/passages/images from companies or the media about your
case robot, and to add some informed and critical commentaries of them, breaking them apart, interpreting, evaluating
them, and trying to extract meaning from them.
5. Precedents
• This doesn’t have to be exhaustive, and it is a good idea to start shaping your analysis here based on the issues that catch
your interest in this case robot. It does help to look around for possible competing solutions, both technical (other robots,
tech devices), and non-technical too. Links to sources are fundamental.
6. Users and values
• Again, this can be difficult, and it doesn’t have to be exhaustive. As you move in the analysis, it will be shaped by your own
interests. Most companies don’t explicitly talk about their target users (many haven’t even spent the time trying to define
them), so it takes a bit of effort to ‘read between the lines’ in order to figure out who may your case robot be addressed
at. The effort is worthwhile, and you will see how companies take so many things for granted in their advertising rhetoric.
https://youtu.be/7VdjaOpY30k