RubyCube user guide given to me by Pete, the founder. The style and function of apps (e.g. changing phrases from the text, etc) is the same for my apps.
Steve Glaister gave advice on how to lead a Round Table in a changing world. He emphasized that Round Tables need to be relevant to today's world and aware of how they are perceived. He also stressed that change is a journey that requires time and overcoming resistance. Leaders should question traditions and rules to ensure they still make sense. The key is to adopt practices that worked in the past, adapt them as needed today, and improve when possible.
the talk Big Ideas to Scale SME & StartupsSatheesh Kumar
油
the talk Big Ideas to scale SME & Startups on 25th Feb at Feathers, Chennai from 9' o clock onwards.
Limited seats only. Register now at http://www.thetalk.in/book-ticket.php
10% off on all registrations till 23rd Feb.
Hurry! Block your seat now.
Customer Experience Optimization and ManagementErik Snyder
油
Being able to deliver a superior customer experience is now the defining competitive advantage of successful companies. But how do you get started on delivering that experience? And how will you know when you're doing it right? In this presentation, I provide an introduction to customer experience management and explain why online reviews are an invaluable asset (or your worst nightmare).
Originally presented at Aggregate Conference 2014
際際滷 deck from the BrightGen Summer 14 Salesforce Release Highlights Webinar. A recording of this is available at : http://www.brightgen.com/BlogArticleBG?id=kA213000000P8cUCAS
Evaluation Part 4 and 5: Audience Identification and AppealMatt Goodman
油
1) The target audience for the film is professional office workers aged 13-18 years old and white males in Europe aged 23-35 years old who have just finished university.
2) Secondary audiences include university educated men looking for a mental challenge.
3) The filmmakers researched their ideas by getting feedback from people in the target age groups.
4) They aimed to appeal to the audience by including mystery codes, different lighting to denote different characters, and an earthquake effect to keep the audience engaged.
An auditing firm discovered discrepancies in Wilson Chemicals' accounting practices in 1984, revealing that Joseph Okono, a manager, had spent 贈50,000 on bribes to streamline procedures in Western Africa. This uncovered illegal activity poses a major problem for Wilson Chemicals, as they risk facing legal issues or having to close operations in Western Africa if Okono's actions are discovered. The case study will examine Wilson Chemicals' existing situation and provide recommendations on how to address the moral and legal risks stemming from Okono's bribery in Western Africa.
This webinar covered the new features in the Salesforce Spring 16 release, including work orders, the Lightning Experience user interface, enhancements to Service Cloud features like Live Agent and Omni-Channel, updates to Chatter and Files, expanded capabilities for Communities, and improvements to the development platform. The presentation provided overviews and demos of the new functionality, with a focus on how each update relates to common sales, service, and development tasks. Attendees were invited to ask questions about using the new Spring 16 features.
Facebook has 8.8 million users in Bangladesh, with 79% being men and 21% women. The majority of users (69%) speak English and 30% speak Bengali. Most users are between the ages of 15-25 (24%) and 25-35 (24%). The most popular interests among users are all technology (34%), business and industry (26%), and shopping and fashion (21%). Regarding relationship status, 75% of users are single, 15% are married, 2% are engaged, and 8% are in a relationship. The document provides demographic and interest information about Facebook users in Bangladesh as of December 2014.
This document discusses several apps that target social skills, sentence structure, speech, and narrative skills. Conversation Builder and Social Adventures help children learn conversation skills and social behaviors. Social Skill Builder uses videos to promote social learning for those with autism or other deficits. Rainbow Sentences, Tense Builder, and Sentence Ninja target sentence structure skills using visual cues and games. Propositions Journey, Auditory Memory Ride, and Language Builder address speech skills like prepositions and auditory memory. The Surprise, Speech Journal, and Story Pals provide opportunities for narrative development through storytelling, writing, and comprehension activities.
The document discusses several apps to help with social skills, sentence structure, speech, and narrative skills. Conversation Builder and Social Adventures help children learn conversation skills and social behaviors. Social Skill Builder uses videos to teach social skills to children with autism or language deficits. Rainbow Sentences and Tense Builder use visual cues and videos to teach sentence structure and verb tenses. Propositions Journey, Auditory Memory Ride, and Language Builder address speech skills like prepositions, auditory memory, and vocabulary. The Surprise, Speech Journal, and Story Pals can be used to develop narrative skills through storytelling, writing, and comprehension activities.
This document provides a mini-proposal for an app called "Chore...Chump? Champ!" that aims to motivate children to complete chores through gamification. The app would allow caregivers to assign chores to children and track their completion through a points system. Children could view their progress against friends. Key features include using photos in the app, required discussions between caregivers and children about behavior, and ways for caregivers to connect and give advice. The target audiences are caregivers of children ages 6-10 and children in that age range. The app would be marketed through parenting and children's blogs and social media.
This document provides a list of 19 apps that are under $5 each and can help children with autism improve skills in the areas of communication and language, organization and motivation, and following routines and instructions. The apps are organized into those three categories. For each app, a brief description is given of its features and price. The document encourages sharing other app recommendations on social media. It provides information on how to learn more about the book that was the source of the app list.
The document describes a case study for a proposed reading app called KidScriptz aimed at students ages 6-8. The app would allow students to roleplay scripts from grade-level books alone or with others to improve reading fluency, expression, and comprehension. The case study outlines the problem of declining reading skills due to the pandemic, and proposes the app as a solution to make reading fun, interactive, and collaborative. It describes the roles and 6-week timeframe for UX research, design, prototyping, and usability testing of the app.
The document describes a case study for a proposed reading app called KidScriptz aimed at students ages 6-8. The app would allow students to roleplay scripts from grade-level books alone or with others to improve reading fluency, expression, and comprehension. The designer conducted user research, created paper wireframes, developed high-fidelity digital prototypes, and tested them with a 7-year-old niece. Based on testing feedback, the designer iterated the design to add accessibility features, simplify navigation, and incorporate incentives to invite friends. The designer believes key engaging features are customizing characters and settings but that further iterations could improve accessibility for struggling readers.
This is the presentation that explains our app, GlobalShare and why it would be a good idea to take forward in the Apps for Good competition, as it solves a genuine problem in society.
Regards,
Callidus Forem
Charles dushek of global childrens opportunities associationCharles Dushek
油
This document summarizes a proposed educational project called "Children Learning to Read to Learn". The project would develop an interactive educational software system that teaches early-age children reading and general knowledge using iPads/tablets. The system would present story texts alongside animated visuals to teach both reading skills and topic knowledge. It aims to help children learn at their own pace in multiple languages. The system would track each child's performance data to help teachers identify strengths and weaknesses. The project is seeking input and volunteers to further develop the technical aspects and educational content of the proposed system.
The document reviews the Jump Start Advanced Preschool instructional CD. It summarizes that the software is designed to educate children ages 2 to 4 in a fun way through interactive activities and games. It uses different media like audio and visuals together to teach concepts. The software balances education and entertainment to keep children engaged while learning letters, numbers, shapes, music and art. It also discusses that localizing the software for the Philippines would just require translating it to Filipino and changing characters to native animals to make it more culturally relevant for Filipino learners.
This is the presentation that explains our app, GlobalShare and why it would be a good idea to take forward in the Apps for Good competition, as it solves a genuine problem in society.
Regards,
Callidus Forem
Cupcake Digital is dedicated to developing educational apps for preschool and elementary-aged children that help them learn through play. Their apps feature stories, activities, and creative opportunities, and are designed to address specific Common Core standards. They also provide downloadable activity sheets to reinforce learning offline. This document provides an overview of how Cupcake Digital's apps can help prepare children for kindergarten and support Common Core instruction in areas like vocabulary, English language arts, and math.
This document summarizes several educational apps:
- Khan Academy provides personalized practice for students across K-12 subjects and allows teachers to track student progress.
- GoNoodle engages students in learning through interactive dance and movement games while reinforcing teaching standards.
- Socratic uses AI and teacher-created lessons to support learning in various subjects with additional visuals and guidance.
- Prodigy makes math learning fun through games, adventures and prizes for students with parental tools to track progress.
An auditing firm discovered discrepancies in Wilson Chemicals' accounting practices in 1984, revealing that Joseph Okono, a manager, had spent 贈50,000 on bribes to streamline procedures in Western Africa. This uncovered illegal activity poses a major problem for Wilson Chemicals, as they risk facing legal issues or having to close operations in Western Africa if Okono's actions are discovered. The case study will examine Wilson Chemicals' existing situation and provide recommendations on how to address the moral and legal risks stemming from Okono's bribery in Western Africa.
This webinar covered the new features in the Salesforce Spring 16 release, including work orders, the Lightning Experience user interface, enhancements to Service Cloud features like Live Agent and Omni-Channel, updates to Chatter and Files, expanded capabilities for Communities, and improvements to the development platform. The presentation provided overviews and demos of the new functionality, with a focus on how each update relates to common sales, service, and development tasks. Attendees were invited to ask questions about using the new Spring 16 features.
Facebook has 8.8 million users in Bangladesh, with 79% being men and 21% women. The majority of users (69%) speak English and 30% speak Bengali. Most users are between the ages of 15-25 (24%) and 25-35 (24%). The most popular interests among users are all technology (34%), business and industry (26%), and shopping and fashion (21%). Regarding relationship status, 75% of users are single, 15% are married, 2% are engaged, and 8% are in a relationship. The document provides demographic and interest information about Facebook users in Bangladesh as of December 2014.
This document discusses several apps that target social skills, sentence structure, speech, and narrative skills. Conversation Builder and Social Adventures help children learn conversation skills and social behaviors. Social Skill Builder uses videos to promote social learning for those with autism or other deficits. Rainbow Sentences, Tense Builder, and Sentence Ninja target sentence structure skills using visual cues and games. Propositions Journey, Auditory Memory Ride, and Language Builder address speech skills like prepositions and auditory memory. The Surprise, Speech Journal, and Story Pals provide opportunities for narrative development through storytelling, writing, and comprehension activities.
The document discusses several apps to help with social skills, sentence structure, speech, and narrative skills. Conversation Builder and Social Adventures help children learn conversation skills and social behaviors. Social Skill Builder uses videos to teach social skills to children with autism or language deficits. Rainbow Sentences and Tense Builder use visual cues and videos to teach sentence structure and verb tenses. Propositions Journey, Auditory Memory Ride, and Language Builder address speech skills like prepositions, auditory memory, and vocabulary. The Surprise, Speech Journal, and Story Pals can be used to develop narrative skills through storytelling, writing, and comprehension activities.
This document provides a mini-proposal for an app called "Chore...Chump? Champ!" that aims to motivate children to complete chores through gamification. The app would allow caregivers to assign chores to children and track their completion through a points system. Children could view their progress against friends. Key features include using photos in the app, required discussions between caregivers and children about behavior, and ways for caregivers to connect and give advice. The target audiences are caregivers of children ages 6-10 and children in that age range. The app would be marketed through parenting and children's blogs and social media.
This document provides a list of 19 apps that are under $5 each and can help children with autism improve skills in the areas of communication and language, organization and motivation, and following routines and instructions. The apps are organized into those three categories. For each app, a brief description is given of its features and price. The document encourages sharing other app recommendations on social media. It provides information on how to learn more about the book that was the source of the app list.
The document describes a case study for a proposed reading app called KidScriptz aimed at students ages 6-8. The app would allow students to roleplay scripts from grade-level books alone or with others to improve reading fluency, expression, and comprehension. The case study outlines the problem of declining reading skills due to the pandemic, and proposes the app as a solution to make reading fun, interactive, and collaborative. It describes the roles and 6-week timeframe for UX research, design, prototyping, and usability testing of the app.
The document describes a case study for a proposed reading app called KidScriptz aimed at students ages 6-8. The app would allow students to roleplay scripts from grade-level books alone or with others to improve reading fluency, expression, and comprehension. The designer conducted user research, created paper wireframes, developed high-fidelity digital prototypes, and tested them with a 7-year-old niece. Based on testing feedback, the designer iterated the design to add accessibility features, simplify navigation, and incorporate incentives to invite friends. The designer believes key engaging features are customizing characters and settings but that further iterations could improve accessibility for struggling readers.
This is the presentation that explains our app, GlobalShare and why it would be a good idea to take forward in the Apps for Good competition, as it solves a genuine problem in society.
Regards,
Callidus Forem
Charles dushek of global childrens opportunities associationCharles Dushek
油
This document summarizes a proposed educational project called "Children Learning to Read to Learn". The project would develop an interactive educational software system that teaches early-age children reading and general knowledge using iPads/tablets. The system would present story texts alongside animated visuals to teach both reading skills and topic knowledge. It aims to help children learn at their own pace in multiple languages. The system would track each child's performance data to help teachers identify strengths and weaknesses. The project is seeking input and volunteers to further develop the technical aspects and educational content of the proposed system.
The document reviews the Jump Start Advanced Preschool instructional CD. It summarizes that the software is designed to educate children ages 2 to 4 in a fun way through interactive activities and games. It uses different media like audio and visuals together to teach concepts. The software balances education and entertainment to keep children engaged while learning letters, numbers, shapes, music and art. It also discusses that localizing the software for the Philippines would just require translating it to Filipino and changing characters to native animals to make it more culturally relevant for Filipino learners.
This is the presentation that explains our app, GlobalShare and why it would be a good idea to take forward in the Apps for Good competition, as it solves a genuine problem in society.
Regards,
Callidus Forem
Cupcake Digital is dedicated to developing educational apps for preschool and elementary-aged children that help them learn through play. Their apps feature stories, activities, and creative opportunities, and are designed to address specific Common Core standards. They also provide downloadable activity sheets to reinforce learning offline. This document provides an overview of how Cupcake Digital's apps can help prepare children for kindergarten and support Common Core instruction in areas like vocabulary, English language arts, and math.
This document summarizes several educational apps:
- Khan Academy provides personalized practice for students across K-12 subjects and allows teachers to track student progress.
- GoNoodle engages students in learning through interactive dance and movement games while reinforcing teaching standards.
- Socratic uses AI and teacher-created lessons to support learning in various subjects with additional visuals and guidance.
- Prodigy makes math learning fun through games, adventures and prizes for students with parental tools to track progress.
Bitsboard is an educational app that offers games, lessons, quizzes and videos on a wide variety of subjects. It encourages higher-level thinking skills like remembering, understanding, applying and creating. The app is well organized and easy to use. User information is kept private between Bitsboard users. Skills taught can be applied to different curriculums. The app provides instructions for individual features and games.
The document discusses several educational apps and websites that could be used in the classroom:
- Duolingo is a free language learning app available online and on mobile devices that teaches through visual, verbal, and auditory exercises that increase in difficulty based on the user's skills.
- Story Jumper is a website that allows students to create and illustrate their own stories and have them printed as books. It can be used to develop imagination and is appropriate for different ages.
- Edmodo is a social network for education that allows students, teachers, and parents to access class materials and communicate in one place using smartphones, laptops, or tablets.
- Kidblog is an app for blogging in the
Wordle is an online tool that allows users to generate word clouds from input text. The clouds display words from the text in different sizes based on how frequently they appear, with more common words shown larger. Users can customize the clouds with different fonts, layouts, and color schemes. Wordle images can be freely used and shared. The tool can engage students and help visualize key themes and ideas from passages.
The document describes a proposed random fact app that aims to provide educational and entertaining facts to users of all ages. Some key features and benefits mentioned include:
- Providing random facts on various topics to defeat boredom and help with learning.
- Allowing the user to select an age range to receive age-appropriate facts.
- Having different categories like education and recreation.
- Being accessible anytime through mobile devices.
Helping Children with Visual Impairments Explore, Learn and Communicate Using...Julie Johnson
油
This is the slide from the webinar presentation I did via Assistive Technology Coalition on December 5 about incorporating the iPad as a learning tool into a child with visual impairment's daily routine.
The document describes several educational apps for use in K-12 classrooms, including:
- Science 360 for iPad - Provides science videos and newsfeeds to supplement lessons.
- The Elements - An interactive periodic table app with element information and games.
- Pocket Universe - Allows viewing stars and planets through the device camera.
- Frog Dissection - A virtual frog dissection replacement with step-by-step instructions.
- Britannica - A trusted search engine with information in various formats.
For each app, a brief description of the features and educational benefits is provided.
Pass it Back! Kid Apps on Grown-Up DevicesNina Walia
油
The "pass-back effect" -- when parents hand their mobile device to kids in the backseat or whenever they're on-the-go -- creates unique challenges to optimize kid-friendly mobile apps and educational opportunities within the constraints of devices designed for grown-ups. Kids' media industry pros discuss challenges & solutions for this diverse & growing niche audience.
Presented at SXSW Interactive 2010.
Download Link Below
https://tinyurl.com/536bhrn7
Download a free trial of AutoCAD LT for Windows or Mac. Learn how to create 2D drawings with free AutoCAD LT tutorials and learning resources.
JAIN ARCHITECTURE AND BUDDHIST - Copy.pptprakriti123
油
Jain and Buddhist architecture have distinct characteristics, yet they share some similarities due to their origins in ancient India. Here's an overview of both:
Jain Architecture
Jain architecture reflects the religion's emphasis on asceticism, simplicity, and non-violence. Some key features include:
1. Rock-Cut Caves:
Early Jain architecture included rock-cut caves, similar to Buddhist caves.
Examples: Udayagiri and Khandagiri Caves (Odisha), Ellora Jain Caves (Maharashtra).
2. Temples:
Built using marble or sandstone with intricate carvings.
Often located on hilltops.
Temples follow the Nagara style (North India) or Dravidian style (South India).
Examples: Dilwara Temples (Rajasthan), Ranakpur Temple (Rajasthan), Palitana Temples (Gujarat).
3. Manastambha (Pillars of Honor):
Tall, free-standing pillars, often found in temple complexes.
Symbolize Jain spiritual ideals.
4. Towering Shikharas (Spires):
Unlike Hindu temples, Jain spires are often clustered and highly decorative.
Buddhist Architecture
Buddhist architecture evolved from simple stupas to grand monasteries and temples.
1. Stupas:
Dome-shaped structures containing relics of the Buddha.
Example: Sanchi Stupa (Madhya Pradesh).
2. Rock-Cut Caves:
Monasteries and chaitya halls carved into mountains.
Examples: Ajanta and Ellora Caves, Karla and Bhaja Caves (Maharashtra).
3. Viharas (Monasteries):
Simple living quarters for monks, later developed into grand structures.
Example: Nalanda and Vikramshila Universities.
4. Pagodas (in later periods):
Tall, multi-tiered structures found in China, Japan, and Southeast Asia.
Promoting Sustainable Development of Hill Areas --Issues and OptionsJIT KUMAR GUPTA
油
Managing and Rationalising Indias Hill Areas Growth and Development ; Hill areas are known to be different and distinct from plain areas of any country, because of its unique diversity, physiography, structure, topography, morphology, flora, fauna, herbs, fruits, vegetation, bio-diversity, climate, culture, heritage, fragility, vulnerability, nature, natural resource, views, quality of life, lakes, glaciers, mobility, infrastructure, built structures etc. Occupying 17% geographical areas and housing 11% national population, hill areas occupy unique space and importance in the growth story of India, as a nation.
Despite distinct character, role , relevance and importance of rational planned development of hill areas, its overall / integrated development and management has been marginalized. With priority and resources going to the plain areas of the country, hill areas are being subjected to large unplanned, irrational and sub-standard growth and development. Accordingly, hill areas are fast becoming hotbeds of vulnerability, both natural and manmade, facing large number of challenges in terms of earthquakes, landslides and flooding, leading to massive loss of human life, animals, infrastructure, built environment and property. Current scenario of irrational, unplanned and haphazard development in hill areas can be, primarily and essentially, attributed to the absence of adequately trained manpower in the art and science of planning, development and management of the hill areas and giving low priority to rationalising development of hill areas. Having special and specific features, hill areas pose different/unique challenges in planning and development and accordingly need different skill-sets, understanding, expertise and approach to its planning and development. Unfortunately, despite having large area and housing large population, no institution in the country offers specialized course in the planning, development , construction and management of hill areas. It is time for Government of India and hill states of India, to ask all IITs/Nits/SPAs and other private universities, located in the hill states to run dedicate specialized courses for the planning, development and management of hill areas. In addition, Government of India, must enact a law and Constitute a High Powered National, Hill Area Planning and Development Authority , on the pattern of NCR Delhi , comprising of representatives of Government of India, hill states and experts from the related fields, under the overall Chairmanship of Minister-in Charge Hill States with Ministers of hill states, Chief Secretaries of Hill States as members , to define the agenda and roadmap for the integrated growth and development of hill states of the country. The Authority should be mandated to prepare the Regional plan of the entire Himalayan Region and provide framework for the states to draw its own Regional Plan. This would help in not only ensuring integrated growth
Attract Project - SOIL SKIN, The SOILSKIN project aims to create renewable ga...BarusRa
油
AUTHORS: Barbara Rakovsk叩, So鍖a Mazzucchelli Pompeu de Toledo, Xaneva Elorriaga George
FUTURE TECHNOLOGIES FOR SUSTAINABLE FASHION 2024
The SOILSKIN project aims to create renewable garments integrated with biotechnological components. Inspired by post-earth roamers forced to endure aridity, the wool-cotton blend textile used for the body of our dress is temperature adaptable, sustainable to cultivate and acts as a carbon sink. The design features a 3D printed corset and medieval-style gorget with a degrad辿 coloring, representing desiccation cracks due to global warming. This armour reflects UV rays, but also represents the aestheticization of climate change in dystopian narratives. In our futuristic imagining, the hands-on ritual of ripping and immersing the fabric will not only stimulate ecological restoration, but revive humanity's empathy for the planet's thirst.
Today
what does K means in ABC segmentation of product for demand forecasting
In ABC segmentation for demand forecasting, the addition of K represents the incorporation of Kraljic's Matrix principles. Kraljic's Matrix is a procurement strategy tool used to categorize products based on supply risk and impact on business profitability. When applied to ABC segmentation, the "K" factors in supply-side considerations alongside demand patterns.
Heres a brief overview:
A-category items (high-priority): Products with high demand and significant revenue contribution. They might also be strategic in terms of procurement and could fall under strategic items in Kraljic's Matrix.
B-category items (medium-priority): Moderate demand and revenue impact. Typically classified as leverage or bottleneck items in Kraljic's Matrix.
C-category items (low-priority): Low demand and revenue contribution. These often overlap with routine items in the matrix.
Integrating the "K" concept ensures that both demand patterns and supply risk are optimized, leading to better forecasting and inventory decisions. It's particularly useful in industries with fluctuating supply chain dynamics. Does this concept align with what you're exploring in your preparations?
for which kind of product to check forecast accuracy we should use MSE not MAPE in demand planning
Mean Squared Error (MSE) is preferred over Mean Absolute Percentage Error (MAPE) for products with low or intermittent demand2. Here's why:
MAPE can become unreliable when actual demand values are close to zero, as it calculates errors in percentage terms. For example, if the forecast predicts 2 units but actual demand is 1 unit, the error percentage becomes disproportionately high.
MSE, on the other hand, focuses on the magnitude of errors without scaling them to percentages. It is particularly useful for products with sporadic or unpredictable demand patterns, where absolute error values provide a clearer picture of forecast accuracy.
This approach ensures that forecasting models remain robust even for niche or irregularly sold items. Does this align with your experience in demand planning?
mape formula
The formula for Mean Absolute Percentage Error (MAPE) is:
=
1
Actual
Forecast
Actual
100
Where:
Actual = Observed or real value
Forecast = Predicted value
n = Total number of observations.
It calculates the average percentage error between forecasts and actual values, making it a widely used metric in demand planning. It works best when actual values are not close to zero, as the percentage can become skewed in such cases.
Does this help clarify its usage in your analysis?
difference between BIAS and MAPE
BIAS and MAPE are both metrics used to evaluate forecast accuracy, but they serve distinct purposes:
BIAS:
Definition: Measures the tendency of forecasts to consistently over-predict or under-predict demand.
Formula:
=
(
Forecast
Actual
)
Key Insight:
Positi
1. mobile app suite for social language development
product overview
息2013 rubycube, Inc. all rights reserved
2. the company
rubycube designs and develops mobile apps for
children with high functioning autism and ADHD.
The initial suite of apps storysmart is designed
for elementary school-aged children (6-12) with
social and pragmatic language deficits which are
most common in children with autism spectrum
disorder (ASD) and ADD/ADHD.
rubycubes core focus lies at the intersection of
technology, therapy and design; to create apps
that help children to better understand social
expectations and engage more successfully in
social settings.
storysmart apps
storysmart apps are both a recreational and
therapeutic activity for elementary-school aged
children along with their parents, therapists,
teachers and caregivers - to help children
develop skills such as social communication,
social cognition, critical thinking and narrative
skills. These are skills that are underdeveloped in
children on the autism spectrum, and in children
with other neuropsychological differences such
as ADHD. storysmart apps have been developed
as an engaging and humorous way to build these
critical skills.
storysmart apps are designed to assist children
who struggle with:
social language and communication
impulse control/self-control
anxiety
sensory overload
taking another perspective
attention deficits
being flexible
keeping thoughts inside their head
(versus blurting them out)
skills targeted:
social communication
social cognition
critical thinking
narrative skills
contextual understanding
reading comprehension
3. how the apps work
There are six apps in the storysmart
suite, each presenting a different
and engaging story about children
navigating their world - at home,
at school, on vacation, as part of a
team and working in groups. Each
story depicts a primary character
within these settings who makes
unexpected or inappropriate
choices while interacting with
others. The app user has the ability
to modify those parts of the story,
effecting positive outcomes where
those unexpected words, actions,
situations or behaviors exist.
By requiring the user to focus on
details of the story and its contextual
cues, the user builds an awareness of
social expectations.
users navigate between stories by swiping
the cube in any direction
users need to comprehend the details in the story in order
to make the best choices and achieve positive outcomes
4. assessing the situation
The primary task is for the user to
complete the story by successfully
modifying all of the unexpected
components to expected ones. To
do so, the user needs to assess the
context of the situation in order to
make an appropriate choice. The
choices include more than one
appropriate option, so the user has
multiple paths by which he/she can
appropriately resolve the situation.
Each choice the user makes,
positive or negative, is followed by
feedback in the form of their own
recorded voice a happy sound
or a sad sound.
real-time feedback
When the user completes the
appropriate choice selections
for the page, there is additional
positive feedback the story
character pops up from the bottom
of the screen and waves or gives a
thumbs up! The user then continues
through the story, modifying the
various choices, with feedback
given for each choice.
storysmarts multi-sensory
platform allows children to
learn by navigating the stories
independently or with the help of
a teacher, parent, or therapist.
when users make a choice, they
hear their own recorded voice
as auditory reinforcement
when expected choices have been made, a second layer
of positive feedback is presented
Yay!!!
5. features
storysmart provides an array of features
designed to engage the user through
multiple modalities. The apps include
voiceover, animated graphics and auditory
feedback which provide language
processing support.
Features include:
user personalization
add user name, language
preferences and audio recording
(played as feedback throughout
the story)
menu tab to display the story menu
(you can easily hide this menu for a
clutter-free experience)
story controls (functions left to right):
gear
show app settings panel
home
go to home screen
book
go to story table of contents
speaker
play voiceover narration
down arrow
hide page menu
microphone
record your own reading of
the story
small microphone
listen to your recording
magnifying glass
hide/show text hints (in blue)
question mark
show help screen
(defines the page menu items)
A
B
A
B
C
C
story menu enlarged
6. more features
app controls (functions left to right):
user identity
set up a new user, edit user
preferences or delete user
home
go to the home screen
globe
set language preferences
musical notes
turn background music on/off
letter A
toggle font between serif
and sans serif
mail
send user feedback to rubycube
people
information for parents and
caregivers about the apps
rubycube logo
go to rubycubeapps.com
question mark
show help screen
(defines the page menu items)
story modification on every page
user can choose to modify the text
from a popup list with several, often
nuanced options with more than one
appropriate answer
difficulty control
users can hide the story hints
(blue text) for a greater challenge
D
E
F
D
E
F
7. ...and more features
page swipe control
users can swipe right or left for
easy navigation through the story
story narration
users can choose to have the story
read to them at any time, even after
they modify the text
multi-lingual support
in 2014, storysmart will introduce
spanish language support
in-line help
users can tap on the help icon to
reveal descriptions of story controls
and app settings
G
H
I
J
G
H
I J
8. the storysmart difference
social communication development
storysmart apps are designed to present
real-world situations for children, complete
with expected and unexpected situations and
behaviors. The primary goal of the storysmart
apps is to raise the users awareness of social
expectations and to stimulate critical thinking skills
to achieve the best outcomes in those settings.
proactive learning environment
storysmart apps present a learning environment
whereby the user can actively modify parts of
the story the characters words, actions and
behaviors to correct whats unexpected and
achieve the best possible outcomes.
actions, words and behaviors demonstrated
storysmart provides a variety of familiar social
scenarios in which hundreds of unexpected
choices occur, each one visually demonstrated to
reinforce the consequences of those choices. As
the user freely modifies each choice, the visuals
change to reflect and provide context for the new
choice. They can literally see the effects of their
choices.
personalized audio feedback
In addition to visual reinforcement, the users own
sounds are played as feedback after each choice is
made both positive and negative. This provides a
humorous and personal auditory reinforcement of
the choices the user makes.
multiple paths to positive outcomes
storysmart apps give the user multiple paths
by which they can appropriately resolve social
situations instead of choosing from a set with a
single correct answer. There is more than one way
to achieve the expected outcome, just like real life.
nuanced choices/contextual awareness
storysmart apps provide a menu of phrases
which the user can modify with existing phrases.
Some phrases will seem appropriate, but may be
out of context with that situation. The user needs
to attend to contextual cues in order to interpret
those choices and select one that best fits. The
app also provides controls to adjust the level of
challenge for the user.
multi-sensory feedback
The stories are presented several ways - as text
for the user to read; as audio for the user to
listen to; and as animated scenes which visually
demonstrate the actions and setting. Users can
also record themselves reading the stories and
play the recording back at any point during the
experience. Approaching narratives through
multiple modalities has been shown to significantly
aid in comprehension.
engaging, not overstimulating
Stories are accompanied by animated graphics
which reinforce the context of each setting and are
designed not to visually overwhelm the user. The
music is designed to have a calming effect and to
keep the user engaged in the activity.
clutter-free interface for visual thinkers
The storysmart app interface is specifically
designed to facilitate the learning experience by
minimizing clutter on the screen. App controls and
navigation can be hidden during use which enables
the user to stay focused on the content.
9. the rubycube story
Jennifer and Pete Minnelli have a ten-year-old
daughter with the diagnosis of High Functioning
Autism, ADHD and anxiety. Despite Jennifers
expertise in treating children like Ruby, advocating
for an appropriately individualized education plan
for her has proven very challenging. They have
encountered multiple school professionals without
knowledge of how to educate Ruby despite
her high intelligence and motivation to do well.
Children like Ruby have gifts and talents to offer
the world with their creative ideas and unique
perspectives.
Through efforts to place Ruby in the right
educational setting they became keenly aware of
the role technology is playing in the assistance
and education of children, particularly those with
ASD. However, they have become very frustrated
with the lack of mobile apps available for children
with social language impairments. This frustration,
combined with their professional and personal
experience, has driven the design and development
of storysmart apps. They believe storysmart
holds strong promise for individuals with autism
to learn critical social language skills that will help
them function more happily, independently and
successfully in their communities.
company bios
Jennifer Minnelli, M.S., CCC-SLP
Jennifer is a Speech Language Pathologist who
has worked with children with special needs
for the past 15 years. Her career has spanned a
variety of settings, including Neonatal Intensive
Care Unit, Early Intervention Centers, Private
Outpatient Clinics, Preschool classrooms and
Elementary School classrooms. In addition to her
time at rubycube she works as a clinician at Duke
University Medical Center in acute care pediatrics
and outpatient pediatrics.
Pete Minnelli
Pete is a trained designer with over twenty years
of experience in design and brand development
for a wide range of products and services. For
the past ten years he has been president of
brandsavior, a creative services company which
offers an array of branding, design and marketing
services. Pete is a visual thinker, able to convey
complex concepts in simple and compelling visual
schemes for diverse audiences.
contact
Pete Minnelli
pete@rubycubeapps.com
919.412.8926
rubycubeapps.com
息2013 rubycube, Inc. all rights reserved