A document discusses a communication device installed in subway stations, outlining the initial concept ideas and design process which included multiple design revisions and a story to explain the purpose to users.
This document discusses a communication device concept for night life use. It includes sections on the concept design and storyboards to illustrate the concept. The concept and storyboards provide a high-level overview of how the communication device would function for people during nightlife activities.
This document discusses the design of a communication device to help users find needed information. It presents two concepts and stories related to the device's design and how it could help users. The document evaluates different approaches for creating a concise and helpful user experience with the communication tool.
This document discusses user testing conducted on paper prototypes and concept wireframes for an iterative design process. Interviews were performed with users to gather feedback on initial paper prototypes. Following this, concept wireframes were created and a mobile prototype was developed to continue refining the design based on user input.
Process Involved in Planning and Conduct of Diabetes Clinical TrialArka Moitra
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Mr. Arka Moitra presented on his internship project at Novo Nordisk India Pvt Ltd involving planning and conducting diabetes clinical trials. He was involved in customizing informed consent documents for Indian regulations, translating documents, preparing ethics committee submissions, and conducting site monitoring visits. The presentation described the process for planning diabetes clinical trials including identifying investigators based on prescribing patterns and monitoring blood sugar levels through diaries. It also outlined the key activities of site monitoring visits such as verifying data and drug accountability.
The document summarizes insights from patient surveys about clinical trial participation and provides recommendations for improving enrollment. It discusses what patients think about trials based on aggregated survey results, including perceived barriers and expectations. It also outlines how to develop a recruitment strategy using these insights, such as determining difficulty level and shaping education plans. The goal is to apply patient attitude data to better approach and retain participants.
The document discusses strategies for effectively recruiting and retaining clinical trial participants based on focus group research. It identifies participants' key information needs, concerns, and motivations and barriers to participation. Addressing potential side effects, providing user-friendly study information for families, and maintaining ongoing communication are important. Participants want expenses covered and expect updates, resources, and a supportive community experience. Barriers include distance, inflexible hours, and burdensome visits. Tailoring the experience to individual needs and building rapport with empathetic staff is critical to recruitment and retention.
The student summarized their major studio work over 4 weeks. In the first week, they mapped their identity and relationships. They explored self-discovery and how they connect with peers. In the second week, they designed 5 communications within constraints. They explored how people interact in cities. In the third week, they designed a musical controller from junk which challenged them with electronics. In the fourth week, they designed an electric car and strategies to conquer the industry, looking at diverse perspectives and customization possibilities. They reflected on learning collaboration, problem-solving, and critical design skills.
This document describes three scenarios involving wearable technologies used in public spaces:
1. An urban Twitter shirt that displays tweets from the local area in real-time to encourage public participation and interaction.
2. An anonymity helmet with face covering to protect identities during protests in areas with surveillance cameras.
3. A mobile router that allows users to broadcast and discuss messages by changing the public WiFi network name in a cafe.
This document summarizes Basak Haznedaroglu's thesis midterm review. It discusses two prototype experiments - EYECONTACT, which aimed to examine lost physical interactions but failed due to usability issues, and LOOK AROUND ARapp, which aimed to transform public data into conversation.
It also discusses findings about wireless internet use in urban spaces, such as that the majority of Wi-Fi users communicate with remotely located social ties. Additionally, it covers works like Yellow Chair and Wifiti that invited strangers to use shared technology resources, aiming to increase cultural and ideological diversity with familiar urban technologies. The document closes by thanking the audience and asking for any questions.
This document discusses how technology and wireless internet use is influencing social interaction in urban public spaces. It explores how ubiquitous computing and wireless connectivity are shaping human behavior. Some key points discussed include how the majority of Wi-Fi users connect to communicate with others not physically present, how this can lead to less exposure to diverse opinions, and how certain art projects have tried to use technology to force communication between strangers in public. The document proposes exploring further the social and cultural implications of ubiquitous computing on cities and ways that urban computing could be leveraged to promote communication through sharing personal and public data.
The document discusses how technology and wireless internet use in urban public spaces can influence both privatism and social participation. It provides examples of projects like Yellow Chair and Umbrellas.net that used technology to encourage communication between strangers in public. The document raises questions about how to use ubiquitous computing and urban spaces to create organic communication opportunities without relying on devices like phones or watches. It explores the social and cultural implications of ubiquitous computing in cities and ways to design for communication through unexpected connections.
The document discusses how technology impacts social interaction in urban spaces and proposes exploring how wearable devices could measure galvanic skin response to create a mobile application that maps individuals who are excited or feel connected to encourage communication between strangers and reduce isolation. It aims to understand how technology shapes identity and relationships while exploring how to use technology to serendipitously connect people in public.
The document proposes a handheld museum guide with three components: Learn, Share, and Find. Learn allows users to access information about exhibits. Share enables users to leave comments and media tags. Find visualizes user activity and communication within the museum in real-time to help users locate popular exhibits.
Social Development Theory was developed by Soviet psychologist Lev Vygotsky. He believed that social interaction and culture play a key role in cognitive development. Vygotsky focused on how language and interactions with more knowledgeable others in a child's zone of proximal development can aid learning. Some strategies that implement his ideas include scaffolding, reciprocal teaching, and guided instruction where students work together and share problem solving approaches. While it is not specific to any subject, Social Development Theory emphasizes how social and cultural experiences shape thinking skills and understanding through interactions between peers and more experienced individuals.
This document discusses the design of a new registration website for New School students. The website aims to allow students to view their schedule and class list on a single page without needing to navigate to different pages. It also aims to let students create a list of classes they want to register for in order to streamline the registration process. Flow charts documenting the website links and interactions are included.
1) Many people are unaware that there are multiple elevators in the building, causing long lines to form at only one or two elevators.
2) People frequently switch between elevators to see which line is shorter, causing congestion.
3) Signage is needed to inform people of elevator locations and current floor positions.
4) Some elevators do not stop at all floors but people in long lines cannot see this, causing frustration.
This is my 7 in 7 project that I made for my interaction studio.
I designed 7 different objects in & days and tried to explore a different angle in each one and experimented a lot.
This document outlines the design process for an "emotionBox" installation meant to study facial expressions and emotional contagion. It discusses goals of enhancing nonverbal communication and investigating whether emotions are contagious. Several prototypes were created and tested, with feedback incorporated into subsequent iterations. The final result elicited strong emotional reactions from participants who found it an intense experience. Future work could involve implementing the experiments on an online platform.
This document discusses the concept and initial design ideas for a new communication device aimed at working people. It covers early design stages and iterations as well as a story or narrative related to the device's purpose and intended users. The document explores the device from an conceptual and design perspective.
this is my assignment for the major studio, involving 5 different design under the theme "communication devices within the city for city people though multiple sense"
The document describes the design process of a final code project meant to have a fun and social content. The initial ideas involved creating emotional statements and interacting with them. The concept evolved to focus on the idea that everyone has a story and struggles with problems. An early prototype involved an interactive city map where individual problems were located. The design uses color coding to visualize people's problems, with red circles representing huge complications. Since the game involves mental activities and issues, the designer implemented brain cells that become more dense for large problems but dissolve and change color as they are solved. Scoring is visualized rather than numerical, with the player's circle of power and self-esteem growing bigger when helping others.
The document summarizes the design process for an animatic called "splotch". It begins with a story concept based on a flipbook that tells the tale of aliens. The concept involves hand sketches and real images combined to create a simple but dynamic atmosphere depicting an adventure that addresses social issues. The animator drew inspiration from an Oscar-winning animated short and a filmmaker known for combining realistic visuals and sketches.
During a field trip, the author took pictures of everyday life, rituals, and the simplicity of the outside world to gain a deeper understanding of meanings often taken for granted. The dynamism and feelings of hope experienced while surrounded by buildings inspired reflections on life as a journey with excitement and awareness of the outside world. The field trip experience reinforced the importance of looking, seeing, exploring, and expressing oneself to truly live.
The document discusses designing concepts around everyday life and viewing life as a journey of experiences. It encourages people to open their eyes to the simple yet meaningful world around them and to look, see, come closer to, and explore their environment in order to truly live. The concepts involve transforming perspectives and providing boxes full of new feelings and experiences to represent the new journeys of living.
This document describes three scenarios involving wearable technologies used in public spaces:
1. An urban Twitter shirt that displays tweets from the local area in real-time to encourage public participation and interaction.
2. An anonymity helmet with face covering to protect identities during protests in areas with surveillance cameras.
3. A mobile router that allows users to broadcast and discuss messages by changing the public WiFi network name in a cafe.
This document summarizes Basak Haznedaroglu's thesis midterm review. It discusses two prototype experiments - EYECONTACT, which aimed to examine lost physical interactions but failed due to usability issues, and LOOK AROUND ARapp, which aimed to transform public data into conversation.
It also discusses findings about wireless internet use in urban spaces, such as that the majority of Wi-Fi users communicate with remotely located social ties. Additionally, it covers works like Yellow Chair and Wifiti that invited strangers to use shared technology resources, aiming to increase cultural and ideological diversity with familiar urban technologies. The document closes by thanking the audience and asking for any questions.
This document discusses how technology and wireless internet use is influencing social interaction in urban public spaces. It explores how ubiquitous computing and wireless connectivity are shaping human behavior. Some key points discussed include how the majority of Wi-Fi users connect to communicate with others not physically present, how this can lead to less exposure to diverse opinions, and how certain art projects have tried to use technology to force communication between strangers in public. The document proposes exploring further the social and cultural implications of ubiquitous computing on cities and ways that urban computing could be leveraged to promote communication through sharing personal and public data.
The document discusses how technology and wireless internet use in urban public spaces can influence both privatism and social participation. It provides examples of projects like Yellow Chair and Umbrellas.net that used technology to encourage communication between strangers in public. The document raises questions about how to use ubiquitous computing and urban spaces to create organic communication opportunities without relying on devices like phones or watches. It explores the social and cultural implications of ubiquitous computing in cities and ways to design for communication through unexpected connections.
The document discusses how technology impacts social interaction in urban spaces and proposes exploring how wearable devices could measure galvanic skin response to create a mobile application that maps individuals who are excited or feel connected to encourage communication between strangers and reduce isolation. It aims to understand how technology shapes identity and relationships while exploring how to use technology to serendipitously connect people in public.
The document proposes a handheld museum guide with three components: Learn, Share, and Find. Learn allows users to access information about exhibits. Share enables users to leave comments and media tags. Find visualizes user activity and communication within the museum in real-time to help users locate popular exhibits.
Social Development Theory was developed by Soviet psychologist Lev Vygotsky. He believed that social interaction and culture play a key role in cognitive development. Vygotsky focused on how language and interactions with more knowledgeable others in a child's zone of proximal development can aid learning. Some strategies that implement his ideas include scaffolding, reciprocal teaching, and guided instruction where students work together and share problem solving approaches. While it is not specific to any subject, Social Development Theory emphasizes how social and cultural experiences shape thinking skills and understanding through interactions between peers and more experienced individuals.
This document discusses the design of a new registration website for New School students. The website aims to allow students to view their schedule and class list on a single page without needing to navigate to different pages. It also aims to let students create a list of classes they want to register for in order to streamline the registration process. Flow charts documenting the website links and interactions are included.
1) Many people are unaware that there are multiple elevators in the building, causing long lines to form at only one or two elevators.
2) People frequently switch between elevators to see which line is shorter, causing congestion.
3) Signage is needed to inform people of elevator locations and current floor positions.
4) Some elevators do not stop at all floors but people in long lines cannot see this, causing frustration.
This is my 7 in 7 project that I made for my interaction studio.
I designed 7 different objects in & days and tried to explore a different angle in each one and experimented a lot.
This document outlines the design process for an "emotionBox" installation meant to study facial expressions and emotional contagion. It discusses goals of enhancing nonverbal communication and investigating whether emotions are contagious. Several prototypes were created and tested, with feedback incorporated into subsequent iterations. The final result elicited strong emotional reactions from participants who found it an intense experience. Future work could involve implementing the experiments on an online platform.
This document discusses the concept and initial design ideas for a new communication device aimed at working people. It covers early design stages and iterations as well as a story or narrative related to the device's purpose and intended users. The document explores the device from an conceptual and design perspective.
this is my assignment for the major studio, involving 5 different design under the theme "communication devices within the city for city people though multiple sense"
The document describes the design process of a final code project meant to have a fun and social content. The initial ideas involved creating emotional statements and interacting with them. The concept evolved to focus on the idea that everyone has a story and struggles with problems. An early prototype involved an interactive city map where individual problems were located. The design uses color coding to visualize people's problems, with red circles representing huge complications. Since the game involves mental activities and issues, the designer implemented brain cells that become more dense for large problems but dissolve and change color as they are solved. Scoring is visualized rather than numerical, with the player's circle of power and self-esteem growing bigger when helping others.
The document summarizes the design process for an animatic called "splotch". It begins with a story concept based on a flipbook that tells the tale of aliens. The concept involves hand sketches and real images combined to create a simple but dynamic atmosphere depicting an adventure that addresses social issues. The animator drew inspiration from an Oscar-winning animated short and a filmmaker known for combining realistic visuals and sketches.
During a field trip, the author took pictures of everyday life, rituals, and the simplicity of the outside world to gain a deeper understanding of meanings often taken for granted. The dynamism and feelings of hope experienced while surrounded by buildings inspired reflections on life as a journey with excitement and awareness of the outside world. The field trip experience reinforced the importance of looking, seeing, exploring, and expressing oneself to truly live.
The document discusses designing concepts around everyday life and viewing life as a journey of experiences. It encourages people to open their eyes to the simple yet meaningful world around them and to look, see, come closer to, and explore their environment in order to truly live. The concepts involve transforming perspectives and providing boxes full of new feelings and experiences to represent the new journeys of living.
From Firework to Spacewalk: The Truth Behind Katy Perry’s Extraterrestrial Ru...mohammadasim74
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Katy Perry’s Cosmic Secret: Is Pop’s Superstar Really Heading to the Stars?"
Uncover the rumors, plans, and possibilities behind her potential space-bound journey.
Wendy Williams Net Worth_ A Rollercoaster Ride Through Talk Show Fame and For...voice ofarticle
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Wendy Williams. That name alone conjures up a whirlwind of images: the iconic "Hot Topics" segment, the candid interviews, and, let's be real, the sheer, unapologetic realness that made her a daytime television staple. But behind the glitz and glamour, there's a story of hard work, resilience, and, of course, the ever-fluctuating "Wendy williams net worth." It's a tale that's as captivating and unpredictable as Wendy herself. We're not just talking about cold, hard numbers here. We're talking about the journey, the highs and lows, and the sheer grit it took to build an empire.
Experience Luxury at Cloud 22 – Dubai’s Sky-High OasisCaptain Dunes
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Soak in breathtaking views at Cloud 22, Dubai’s exclusive rooftop paradise. Enjoy infinity pools, luxury lounges, and a world-class ambiance in the heart of the city.
Information of a Music Composer.... By PW.snehsoham
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Hi Everyone, This is Palash Wani. I have tried to make a Power Point Presentation about Alan Walker which is just for entertainment where people can know about him. I hope all the people would see my presentation. Thanks.
Prime Biome USA Store Experiances and Where to Buy.docxayazzaidan484
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Prime Biome is a large geographical area characterized by specific climate conditions, plants, animals, and other organisms. These ecosystems are often categorized into distinct types, such as forests, deserts, grasslands, tundras, and aquatic environments. Among these, the term "prime biome" is often used to describe the most prominent and biologically diverse ecosystems on Earth, which play a crucial role in sustaining life. In this article, we will explore the concept of prime biomes and delve into some of the most extraordinary examples found around the globe.
Convert Videos to MP3 with the Best Music Player for AndroidRocks Music Player
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Looking for the Best MP3 player with a powerful Video to MP3 converter? The Rocks Music Player is the ultimate solution for music lovers. This app not only delivers high-quality audio playback but also comes with a built-in MP4 to MP3 Player that allows you to extract audio from videos effortlessly.
As Governor Ron DeSantis nears the conclusion of his second term, Florida’s political environment is undergoing significant shifts, with speculation mounting around Casey DeSantis potentially entering the gubernatorial race. The Republican primary is already shaping up to be a competitive race, with key contenders such as Rep. Byron Donalds, Miami Mayor Francis Suarez, and Agriculture Commissioner Wilton Simpson emerging as strong candidates. Meanwhile, Democrats are also gearing up for the battle, with potential candidates like State Senator Shevrin Jones and State House Minority Leader poised to challenge Republican dominance in the state. Casey DeSantis' political visibility, policy-driven initiatives, and public support place her in a unique position, setting the stage for a compelling contest.
Visit Here: https://voiceofarticle.com/casey-desantis/
best iptv services of 2025 real reviews real choices (dezor iptv)chris move
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Finding the best IPTV services can feel like navigating a maze. With countless options popping up, making a smart choice becomes crucial. This article dives into the landscape of best IPTV 2025, providing insights based on real reviews and user experiences. We're exploring what makes a top IPTV service provider stand out, focusing on factors like reliability, content variety, and user-friendliness.