The document proposes three ideas to encourage people to be more active and reduce stress from prolonged sitting:
1. A mobile app that simulates climbing famous tall structures to motivate users to climb stairs in real life.
2. A mobile app and online community for tracking walking progress, distance, and time spent exercising to see achievements over time.
3. An alternate reality game using technology to immerse people in storylines requiring light physical activity like biking or only stepping on grass to reduce stress in a fun way.
The document proposes three ideas to encourage people to be more active and reduce stress from prolonged sitting:
1. A mobile app that simulates climbing famous tall structures to motivate users to climb stairs in real life.
2. A mobile app and online community for tracking walking progress, distance, and time spent exercising to see achievements over time.
3. An alternate reality game using technology to immerse people in storylines requiring light outdoor physical activity like biking to reduce post-class sitting stress.
Experiential entertainment making a sense eventtfinalDerek Woodgate
油
The document discusses plans for creating a "sense event" that uses augmented environments, immersive technologies, and multi-sensory engagement to create intense interactive experiences. It describes building sensation into experiences through full immersion, seamless engagement across senses, and opportunities for creation. Potential venues and spaces are envisioned, including areas for music, social interaction, games, and imagination. The goal is to design an adaptive event that stimulates the senses, emotions, and imagination.
Animaps is an online mapping tool that allows users to create interactive maps that can be animated over time. It provides a versatile means of communicating information through maps by allowing users to add markers, images, and timelines to maps. Teachers can use Animaps to bring subjects like history to life by creating animated maps that trace the development of something like the modern piano. Animaps can be used for educational, business, personal, and news purposes. It is a free, easy to use tool that allows users to share maps online.
This document discusses remote story mapping and compares it to local story mapping. Remote story mapping allows for more collaborators but can be more complicated due to tools and increased distractions. It is also faster to complete individual functions remotely but local story mapping allows for better creative control and a more casual discussion. Both approaches require embracing ambiguity and having fun.
Playground Lessons for crafting richer customer experienceEdward Bothma
油
At the recent Omni-Channel banking conference held in Johannesburg, Effective Intelligence speaker Edward Bothma discussed ways business can use simple playground psychology to better understand consumer demands for richer customer experience.
Winning with Shoppers Today: Understanding How People Shop
All across the industry, retailers and brands are asking, How do I effectively market to shoppers today? Its a good question to ask. Effective marketing begins by understanding people and their behavior. How and why do people shop the way that they do?
Meet todays shopper. PeopleShop takes a close look at more than 13,000 shoppers across Europe and North America to better understand shopper behaviors and motivations. Shopping journeys have become much more complex. Emerging channels have shifted shopping patterns. Consumer segments, such as Latinos, have become much more dominant and therefore important.
This presentation provides an in-depth understanding of:
揃 How shoppers think and act differently in different countries
揃 The six important shopper archetypes and how their shopping needs and channels vary
揃 How shopping behavior varies depending on the category and the risk/reward associated with a purchase in the category
揃 Latino shoppers, the importance of this group and how to effectively influence their purchases
揃 Shopper journeys today, trends in online and offline shopping, and how to effectively reach shoppers across channels
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
Human Factors and Background of Immersive Design
Designing the whole experience
Theories of perception
Creating hierarchy in 3D
Human centered
Expecting the unexpected
Figure-ground
Location, location, location
Getting emotional
Control is overrated
This document provides the names and student IDs of five group members for a project on postdigital topics. It also includes an agenda for their presentation covering five topics: postdigital body and generation; geocaching at Stob Burg; Pok辿mon Go and virtual reality; a VR experience at the Tate Modern; and postdigital emotions depicted in an episode of Black Mirror.
In this lecture, I explain the origins of Experience Design and discuss the concept of experience from a cultural-historical perspective. I also present four design approaches: linear, a-mazing, theatrical, and total. These approaches do not apply solely to digital channels, in fact, all of them emphasize to consider spaces, activities and things equally.
Audio recording from the lecture http://multimidia.usabilidoido.com.br/podcasts/experience_design_broad_view.mp3
The document provides an overview of non-textual interfaces such as virtual reality (VR), augmented reality (AR), and mixed reality (MR). It discusses different realities on a virtuality continuum and guidelines for designing experiences for immersion and presence. Perceptual models and processes that can influence user behavior and experience are also covered, including mental models, neuro-linguistic processing, and the NLP communication model. Design considerations are outlined for VR communication, different realities, immersion, and presence. Modalities like visual displays, audio, haptics, and motion are described.
Calongne vr simulations games ctu doctoral july 2017Cynthia Calongne
油
Two virtual reality, virtual worlds, games and simulation research workshops at the Colorado Technical University Doctoral Symposium July 12-13, 2017 hosted by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse.
This document discusses using 3D virtual environments like Second Life to enhance online learning and virtual collaboration. It introduces the concepts of Web 3.0, immersive worlds, and the zone of proximal flow. An innovation management eCourse is described that uses Second Life to promote skills like entrepreneurship, reduce costs of virtual collaboration, and enhance communication. The document concludes that future immersive worlds will integrate virtual and augmented reality to provide multisensory, personalized experiences that create strong memories.
Metaverse is a new digital revolution that combines the physical and digital world to form an immersive and augmented metaverse world. In the seminal books - "The Experience Economy" and "Infinite Possibility", the authors provided a completely new way of thinking about customer experiences for offering distinctive customer experiences that can lead to increased customer allegiance and a more profitable bottom line through premium value propositions. The authors predicted "Converging Multiverse into Metaverse" to form a physical and digital converged world that augments each other and can be used for creating Experience Economy. In this webinar, systematic methodologies, frameworks, strategies for designing sustainable metaverse experiences that can support the multi trillion-dollar experience economy through leveraging unique metaverse experiences will be discussed.
Agenda:
1. Metaverse Applications
2. Designing Experiences 101
3. Metaverse User Experiences for Potential Applications
4. Designing Sustainable Metaverse Experiences
Intended Participants
The participants will be metaverse experts, XR UX professionals, and experience designers.
This document provides an agenda and overview for a post-summit session on using technology to tell stories. The agenda includes introductions, activities on installation art and transmedia storytelling, and discussions on implications for the classroom. Quotes throughout emphasize how technology allows for new forms of storytelling and participatory culture. The goal is to teach digital literacy skills and scaffold creative projects that have students exploring memory, building worlds, and cultivating collective intelligence through immersive stories.
Weve brought together industry experts to talk about creating virtual experiences that surprise, delight and engage. Well go beyond the conceptual and give you practical hands-on tips that you can walk away with and implement immediately.
The document provides guidance on designing an augmented reality concept by outlining key elements to consider such as scope, narrative, media, interaction, and gameplay. It recommends investigating locations, sketching ideas, and determining the story and target audience before linking multimedia like audio, video, photos and text to physical locations. The document also gives examples of different types of interactions, gameplay mechanics, and elements that can be incorporated into the augmented reality concept.
Does Virtual Reality Augment Human Creativity?worldoftravel
油
This document discusses whether virtual reality can augment human creativity or if it confines people to virtual worlds. It provides background on VR, describing it as an immersive virtual environment created with computer modeling. The document outlines VR's history and applications. It examines existing methods for using VR to enhance creativity in areas like education, visualization, and communication. Factors like environment, skills, and motivation are discussed as influencing creativity. The potential for VR and metaverses to inspire imagination and virtual interactions is explored, along with concerns about isolating people from real worlds. The conclusion is that VR can enhance creativity by improving visualization, simulation, and virtual collaboration and interactions.
Mobile Learning Academy - creating a great concept7scenes
油
The document provides guidance on creating a mobile learning concept, including investigating locations, sketching ideas, determining scope, crafting a narrative, linking media like audio and video to locations, encouraging interaction between players, establishing gameplay rules, and considering additional elements like physical objects. It recommends starting by taking photos at locations and sketching concepts before using software, and provides contact information for further support.
This document provides an overview of intelligent user interfaces and mixed realities. It discusses virtual reality (VR), augmented reality (AR), and mixed reality (MR), comparing different experiences and defining key concepts like immersion and presence. The document outlines design guidelines for VR communication and different realities, including how to avoid the uncanny valley. It also discusses perceptual models, modalities, and challenges of designing the Internet of Things for mixed realities.
The keynote document summarizes Robert Pratten's views on transmedia storytelling and experiences. It discusses how emotion and empowering advocates are more important than just adding more content. It also presents examples of two interactive transmedia stories ("Lowlifes" and "101 Ways to Die") that engaged audiences through personalized interactions without a marketing budget. The document advocates for designing participatory transmedia stories that provide meaningful choices and interactions for audiences.
Keynote presentation to the Transmedia Living Lab, Madrid sponsored by Telefonica.
The presentation introduces a methodology for participatory storytelling and illustrates with examples from my work a
Importance of Visual Effects in Virtual Reality.pptxMotion Edits
油
Elevate Your VR Experience - Discover the crucial role of visual effects in enhancing the immersion and realism of virtual reality environments.
Hire a skilled VFX artist to create stunning visual effects for your projects.
This document discusses various concepts related to user experience design including time, matter, space, experience, artifacts, mechanics, transportation, media, story, persona, empathy, map, motivation, flow, capacity, opportunity, intervention, consolidation, mystery, sensuality, intimacy, meaning, on/off switches, in-game experiences, switchboards, and user journeys. It also mentions someone named Niels van Maaren in relation to these concepts.
This 3 sentence document discusses how emotions rather than reasons lead to action and defines lovemarks as brands that people feel loyal to not just because of quality or service but because of an emotional connection that inspires love, trust and intimacy. It suggests that for brands to be truly great, they must create emotional connections that inspire love and loyalty in customers rather than just satisfy them rationally.
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Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
Human Factors and Background of Immersive Design
Designing the whole experience
Theories of perception
Creating hierarchy in 3D
Human centered
Expecting the unexpected
Figure-ground
Location, location, location
Getting emotional
Control is overrated
This document provides the names and student IDs of five group members for a project on postdigital topics. It also includes an agenda for their presentation covering five topics: postdigital body and generation; geocaching at Stob Burg; Pok辿mon Go and virtual reality; a VR experience at the Tate Modern; and postdigital emotions depicted in an episode of Black Mirror.
In this lecture, I explain the origins of Experience Design and discuss the concept of experience from a cultural-historical perspective. I also present four design approaches: linear, a-mazing, theatrical, and total. These approaches do not apply solely to digital channels, in fact, all of them emphasize to consider spaces, activities and things equally.
Audio recording from the lecture http://multimidia.usabilidoido.com.br/podcasts/experience_design_broad_view.mp3
The document provides an overview of non-textual interfaces such as virtual reality (VR), augmented reality (AR), and mixed reality (MR). It discusses different realities on a virtuality continuum and guidelines for designing experiences for immersion and presence. Perceptual models and processes that can influence user behavior and experience are also covered, including mental models, neuro-linguistic processing, and the NLP communication model. Design considerations are outlined for VR communication, different realities, immersion, and presence. Modalities like visual displays, audio, haptics, and motion are described.
Calongne vr simulations games ctu doctoral july 2017Cynthia Calongne
油
Two virtual reality, virtual worlds, games and simulation research workshops at the Colorado Technical University Doctoral Symposium July 12-13, 2017 hosted by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse.
This document discusses using 3D virtual environments like Second Life to enhance online learning and virtual collaboration. It introduces the concepts of Web 3.0, immersive worlds, and the zone of proximal flow. An innovation management eCourse is described that uses Second Life to promote skills like entrepreneurship, reduce costs of virtual collaboration, and enhance communication. The document concludes that future immersive worlds will integrate virtual and augmented reality to provide multisensory, personalized experiences that create strong memories.
Metaverse is a new digital revolution that combines the physical and digital world to form an immersive and augmented metaverse world. In the seminal books - "The Experience Economy" and "Infinite Possibility", the authors provided a completely new way of thinking about customer experiences for offering distinctive customer experiences that can lead to increased customer allegiance and a more profitable bottom line through premium value propositions. The authors predicted "Converging Multiverse into Metaverse" to form a physical and digital converged world that augments each other and can be used for creating Experience Economy. In this webinar, systematic methodologies, frameworks, strategies for designing sustainable metaverse experiences that can support the multi trillion-dollar experience economy through leveraging unique metaverse experiences will be discussed.
Agenda:
1. Metaverse Applications
2. Designing Experiences 101
3. Metaverse User Experiences for Potential Applications
4. Designing Sustainable Metaverse Experiences
Intended Participants
The participants will be metaverse experts, XR UX professionals, and experience designers.
This document provides an agenda and overview for a post-summit session on using technology to tell stories. The agenda includes introductions, activities on installation art and transmedia storytelling, and discussions on implications for the classroom. Quotes throughout emphasize how technology allows for new forms of storytelling and participatory culture. The goal is to teach digital literacy skills and scaffold creative projects that have students exploring memory, building worlds, and cultivating collective intelligence through immersive stories.
Weve brought together industry experts to talk about creating virtual experiences that surprise, delight and engage. Well go beyond the conceptual and give you practical hands-on tips that you can walk away with and implement immediately.
The document provides guidance on designing an augmented reality concept by outlining key elements to consider such as scope, narrative, media, interaction, and gameplay. It recommends investigating locations, sketching ideas, and determining the story and target audience before linking multimedia like audio, video, photos and text to physical locations. The document also gives examples of different types of interactions, gameplay mechanics, and elements that can be incorporated into the augmented reality concept.
Does Virtual Reality Augment Human Creativity?worldoftravel
油
This document discusses whether virtual reality can augment human creativity or if it confines people to virtual worlds. It provides background on VR, describing it as an immersive virtual environment created with computer modeling. The document outlines VR's history and applications. It examines existing methods for using VR to enhance creativity in areas like education, visualization, and communication. Factors like environment, skills, and motivation are discussed as influencing creativity. The potential for VR and metaverses to inspire imagination and virtual interactions is explored, along with concerns about isolating people from real worlds. The conclusion is that VR can enhance creativity by improving visualization, simulation, and virtual collaboration and interactions.
Mobile Learning Academy - creating a great concept7scenes
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The document provides guidance on creating a mobile learning concept, including investigating locations, sketching ideas, determining scope, crafting a narrative, linking media like audio and video to locations, encouraging interaction between players, establishing gameplay rules, and considering additional elements like physical objects. It recommends starting by taking photos at locations and sketching concepts before using software, and provides contact information for further support.
This document provides an overview of intelligent user interfaces and mixed realities. It discusses virtual reality (VR), augmented reality (AR), and mixed reality (MR), comparing different experiences and defining key concepts like immersion and presence. The document outlines design guidelines for VR communication and different realities, including how to avoid the uncanny valley. It also discusses perceptual models, modalities, and challenges of designing the Internet of Things for mixed realities.
The keynote document summarizes Robert Pratten's views on transmedia storytelling and experiences. It discusses how emotion and empowering advocates are more important than just adding more content. It also presents examples of two interactive transmedia stories ("Lowlifes" and "101 Ways to Die") that engaged audiences through personalized interactions without a marketing budget. The document advocates for designing participatory transmedia stories that provide meaningful choices and interactions for audiences.
Keynote presentation to the Transmedia Living Lab, Madrid sponsored by Telefonica.
The presentation introduces a methodology for participatory storytelling and illustrates with examples from my work a
Importance of Visual Effects in Virtual Reality.pptxMotion Edits
油
Elevate Your VR Experience - Discover the crucial role of visual effects in enhancing the immersion and realism of virtual reality environments.
Hire a skilled VFX artist to create stunning visual effects for your projects.
This document discusses various concepts related to user experience design including time, matter, space, experience, artifacts, mechanics, transportation, media, story, persona, empathy, map, motivation, flow, capacity, opportunity, intervention, consolidation, mystery, sensuality, intimacy, meaning, on/off switches, in-game experiences, switchboards, and user journeys. It also mentions someone named Niels van Maaren in relation to these concepts.
This 3 sentence document discusses how emotions rather than reasons lead to action and defines lovemarks as brands that people feel loyal to not just because of quality or service but because of an emotional connection that inspires love, trust and intimacy. It suggests that for brands to be truly great, they must create emotional connections that inspire love and loyalty in customers rather than just satisfy them rationally.
The document discusses customer journey mapping and touchpoint analysis. It provides examples of touchpoints across the pre-purchase, purchase, and post-purchase customer experience. It also shows how to map touchpoints onto a wheel diagram and select high impact touchpoints to prioritize. The goal is to understand the customer experience holistically from their perspective rather than from individual departmental processes.
The document discusses using the Touch Point Wheel model to map out and prioritize a company's brand and communication activities from the customer's perspective. It explains that the model places customer touchpoints across three stages: pre-purchase experience, purchase experience, and post-purchase experience. The workshop then has participants select high impact touchpoints to create alignment and action plans around improving specific touchpoints.
L湛dica didactica (Report finale residenza Diego Alatorre Go_Innovation a Casa...Casa Netural
油
Go_Innovation is a special residency for social innovator held by Netural Coop in Gorizia, European Capital of Culture 2025.
L炭dica did叩ctica / Play to Connect is a provocation to think outside the box, a methodology to board uncomfortable topics in a respectful and joyful manner and an excuse to discuss unconventional solutions to contemporary challenges, where play is seen as an attitude and game design as a metaphor of creativity by which to imagine, experiment and learn about our surroundings.
Casa Netural residency in Gorizia offered Diego an opportunity to test the ideas that he has been developing over the past years and to enrich them by looking at them from a different and complementary perspective. In other words to put theory into practice.
Along the 4 weeks that he lived in Gorizia he realized how mature and innovative his own understanding of the ludic phenomenon, as most people he connected with, found the value of his research, but what was amazing for him is how much his project was fed back from completely different and complementary perspectives.
Along these days he crafter four game ideas, with different levels of complexity and currently in different stages of development. These are described in the final report.
\\
Industrial Designer by CIDI UNAM and Master in Science of Design for Interaction by TU Delft, Diego ALatorre is currently doing a PhD in Contemporary Studies at the Center for Interdisciplinary Studies of Coimbra University.
His research explores the role of games in education: from a multimodal literacy perspective, he explores the creative process of writers, scientists, designers, artists, teachers and reflective players to learn how to critically read the world and creatively write.
Go_Innovation is a project designed and coordinated by Netural Coop Impresa Sociale within the framework of A THOUSAND YEARS OF HISTORY AT THE CENTER OF EUROPE: CASTLE BORGO CROCEVIA OF PEOPLES AND CULTURES, funded by PNRR - Next Generation EU, for the PNRR pilot project M1C3 Measure 2 Investment 2.1 line A - CUP F88F220000007
Volodymyr Zelensky Thank You America Shirtrobintex21
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What is 3D Visualization? A Simple Guide for BeginnersZealous Services
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Explore how 3D visualization transforms ideas into reality from architectural designs to product concepts. This guide dives into its wide-ranging applications, essential tools, and step-by-step processes, making it easy for both beginners and professionals to master. Whether youre creating immersive environments, crafting product prototypes, or enhancing customer experiences, 3D visualization bridges the gap between imagination and execution. Perfect for designers, marketers, and innovators alike discover how this powerful technology brings your concepts to life with stunning precision and creativity. Lets step into the future of design!
Looking to revolutionize agriculture with cutting-edge technology? Our Smart Farming Technology Pitch Deck is designed to help you present your innovative ideas with clarity and impact!
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Transform your space into a sanctuary with SPL Interiors where comfort meet...SPL Interiors
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A bedroom is more than just a place to sleep; it's where you find comfort and a sense of peace. It's the room that feels like a hug after a busy day. The bed, soft and inviting, is where you can sink into relaxation, with pillows that cradle your head and blankets that make you feel cozy and safe. It's a place where you can let go of the world and just be.
You might have a dresser or a closet, a place to tuck away clothes and personal items, but its also where you keep the little things that make you feel at homelike a favorite book on the nightstand or a candle that smells like calm. Soft lighting adds warmth, and windows let in just enough natural light during the day to keep things bright but not too harsh.
Decor adds that personal touchwhether its a plant in the corner, art on the walls, or a rug that feels nice underfoot. Its where you can get away from everything, to recharge or reflect, and to make the space feel completely yours. A bedroom is the ultimate safe haven, designed for comfort, rest, and a sense of belonging.
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The Business Administration Presentation provides a comprehensive exploration of the core concepts, functions, and importance of business administration in modern organizations. It highlights the key principles of managing business operations, strategic decision-making, and organizational leadership, offering a clear understanding of how businesses operate and thrive in competitive markets.
APPROPRIATETECHNOLOGIES FOR URBAN AND RURAL HOUSINGJIT KUMAR GUPTA
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. Construction technology has genesis in Interplay of-- design, manpower, money, machinery, material, resources, software, quality, durability, environment, ecology
-- Technology used during construction helps push Construction industry forward,
-- for driving advancement / innovations/ increased efficiency in construction
New Technologies--Modular construction, Prefab const , Robotics, drone, Artificial intelligence, 3D printing, Augmented Reality, Virtual Reality etc.,
--Technology Empowers people to work smarter/ more efficiently.
-- Technology Changing ways industry thinks, looks and operate at --production / construction.- From Construction to Production of Buildings involving making Building parts of a project off-site, to exact specifications and to Mass-produce pieces -- used repeatedly; taking Construction productivity to new level- overcoming labour shortages - increasing speed of construction,- making construction economical,
- promoting time- efficiencyMaking buildings cost effective- Making construction safe
- Addressing complicated /difficult situation -helping industry addressing larger challenges. Technology remains key to address major challenges & adapt to future.- making buildings lean, compact, smart,
Cost-effective, Timeefficient, Energy efficient, Material- efficient, Qualitative, Healthy, Durable, Eco-friendly, Sustainable
8. Reality
Staging the richest of experiences
Really fully engages the five senses
Enraptures the whole body
Captivates the mind
Involves the physical world
Bonds with fellow members
12. Augmented Reality
Enhancing the world around us
Overlaying our experience with digital
information constructed to enhance, extend,
edit or amend the way we experience the real
world
16. Alternate Reality
Creating an alternate view of the real world
Uses reality as a digital playground via a
superimposed, virtual narrative feed
ARG (alternate reality games)
GPS games
Geocaching
18. Physical Virtuality
Takes an experience in a virtual place and then
realizes it in the real world
Online design experience (3D-printing)
First you dream it, then you build it (or
execute it)
22. Mirorred Virtuality
Absorbing the real world into the virtual
Creates a virtual expression of reality as it
actually happens.
Providing a particular birds eye view
30. Wrap-up: Present new insight
Your High Impact Touchpoints
Intervention / Consolidation via Time-Space-Matter
Added Mechanics to optimize emotional response
31. Literature
Innovation
101 Design Methods Vijay Kumar isbn 9781118083468
Customer journey/touchpoints
De conversation manager S.van Belleghem isbn 9789081516327
Touchpoints
Building the brand driven business S. Davis & M. Dunn isbn 9780787962555
Digital realms
Infinite possibility B.J. Pine & K. Korn isbn 9781605095639
Games
Reality is broken J. McGonigal isbn 9780099540281
Why ILove Bees:Acase, Study in Collective Intelligence Gaming, Jane McGonigal -> PDF
Motivations for Play in Online Games, Nick Yee -> PDF