designing Celebrating NOOKA: "Designing Time" Book By www.core77.com Published On :: The work of long-time Core77-fave NOOKA—founded by Matthew Waldman—is the subject of a newly-released book, Designing Time, a lavish and time-travel-y chronicle of the brand's evolution and its efforts to make us rethink how we perceive the formal intersection of time and design. "The Future Should Not Look Like the Past" offers a deep dive into NOOKA's journey, from its inception to its impact on the design landscape. Established in the late 1990s, NOOKA was a pioneer in creating timepieces that employed a unique visual language, "making the concept of time more intuitive and accessible." The brand's partnership with Seiko marked the beginning of a new era in watch design, introducing passive intelligent interfaces that enriched the user experience.With ambitions ahead of their time, Waldman's vision was "to promote a universal language through design that transcends cultural and geopolitical boundaries." He created a shorthand for the concept—Mindstyle—which "merges interface design with lifestyle aspirations, aiming to foster a better future."Inside the BookSpanning 200+ pages, Designing Time is an absolute treasure trove for design enthusiasts, and an incredible pleasure to meander through. It features an array of content—including sketches, renders, and photographs—accompanied by inside stories and process images of unrealized projects. (Always some of the most ambitious!) The book not only highlights NOOKA's groundbreaking products (such as the iconic STRIP belt and futuristic sunglasses), but also delves into the brand's cultural impact during the 2000s. Anyone in the design world at that time will be taking a very enjoyable trip down memory lane with this thing.Launched on Kickstarter Japan in 2022, the book quickly reached its funding goal, reflecting the enduring interest in NOOKA's innovative approach. The first print run sold out, and a second edition [Hard cover only] is set to ship in November 2024, so more of us will be able to get ouir hands on one.Find more info here: https://www.nooka.com/nooka-book/ Full Article Fashion Design|Fashion-Design Watches|Watches Design News|design-news
designing Data acquisition: designing the user interface By www.engineeringtalk.com Published On :: Windmill Software Technical Director Graham Collins offers guidance on designing the look and feel of a data acquisition and control system. Full Article
designing Designing the user interface: process mimics, HMIs By www.processingtalk.com Published On :: how do you communicate with your plant instrumentation? How do you see and control what's happening. Windmill lets you design your user interface Full Article
designing Designing the user interface By www.qa-talk.com Published On :: Graphics, views, backgrounds and styles associated with data acquisition software can be controlled through the use of packages that allow the design and implementation of user interfaces. Full Article
designing Designing the user interface By www.cimtalk.com Published On :: How do you communicate with your data acquisition system? See and control what's happening? Read this technical article for all the tips. Full Article
designing 7 Questions to Ask Before Designing a Logo By www.small-business-software.net Published On :: Mon, 5 Oct 2015 13:52:47 -0400 Attempting to be creative when it will not come to you naturally can be an excercise in futility. Traditional means of conjuring those creative impulses, like taking a walk in the park, can often spur creativity, but getting a better idea of what a business needs can be an even more effective way to divine logo inspiration. When working with a business, it is important to gain a sense of what the business is about and what role the logo will play in the clients business and marketing plans. To make this process simpler, we have compiled 7 questions to consider asking a client before commencing logo design: 7 Questions to Ask Before Designing a Logo Full Article
designing 5 Tips to Consider When Designing (or Redesigning) Your Organizational Structure By www.small-business-software.net Published On :: Mon, 1 Oct 2018 09:21:21 -0400 It is not a one-time undertaking but an ongoing process that must be revisited throughout the life of any business. In fact, nearly half of all CEOs launch a company reorganization during their first two years on the job. complete article Full Article
designing 6 Tips for Designing Effective M-Learning Apps for Your Corporate Training By www.corporatetrainingelearningblog.com Published On :: Tue, 15 Dec 2015 18:41:00 -0500 Mobile learning makes everything a little easier. Schedules are more navigable, and you don’t have to plan for an instructor to deliver real-life training. This new standard changes the playing field. With the advent of mobile training, employees are able to learn from anywhere, and have easy access to information if they need to look something up. As long as the app is designed properly, you’ll get more from mobile learning than you ever could from traditional training.1. Know what you want to coverIt’s useless to have a corporate training app just for the sake of having one. If the information is too general, no one is gaining anything. If it’s too specific, employees may lose sight of the big picture. Break down the elements of your training into blocks. Each block should have a main point that shows its relationship with smaller points. Breaking things into thorough but bite sized pieces is the best way to go.2. Figure out how you’re making it availableWhat platforms do you need to reach with your app? If everyone has a company phone, you’ll want to design your training app specifically for that platform. If your employees use their personal phones, you’ll have to adapt your app for a variety of platforms. The content should read the same on every app. While there may be some aesthetic differences, the key is to make everything cohesive across the board. Everyone should have access to the same info. 3. Add some social elementsThe only downside to m-learning is that users typically work within the apps independently. You’re losing the element of discussion you could get at a face-to-face training table. Discussions promote knowledge and are necessary for exchanging ideas. People may have questions and no one to answer them. Work social elements into your app to build a sense of community among employees and instructors. 4. Create video contentThere’s more to mobile learning apps than fun graphics and comical sound effects. Working video content into your training app can help people understand complex processes, such as how to work certain pieces of equipment or software that may be pertinent to their jobs. Whether you want to utilize videos of real people or cartoon animation, having a moving representation of what you’re trying to explain will help visual learners perfect their knowledge. 5. Let the learner become the instructorRole playing exercises are common in corporate training, especially when it comes to customer service situations. We use these techniques because they work by giving everyone a chance to showcase and strengthen what they’re best at. Utilizing features such as user submitted quizzes and polls in your app is great for engagement, and it allows everyone to showcase just how much they know. 6. Encourage feedbackIf your app isn’t working for someone, they may not speak up – and that’s especially true if they believe everyone else understands it just fine. Always seek feedback from your employees about how your mobile learning programs are working for them. If you find people are having difficulty, it may be time to redesign the interface or simplify the information. People are willing to tell you how they want to learn, as long as you’re willing to listen.It can seem overwhelming and confusing at first to throw away a traditional method in favor of an innovation, but the results are worth it. Once you implement mobile learning in your workplace, you’ll never want to go back to training the old way. Guest Blog Contributor By-line:Monique Craig is interested in digital marketing and branding. She’s part of the team at Oneflare [https://www.oneflare.com.au/], Australia’s online marketplace for local service providers. Full Article
designing Designing a garden retreat at home? By www.thehindu.com Published On :: Fri, 06 Sep 2024 16:19:16 +0530 Popular Delhi brand Cottons and Satins brings its elegant upholstery with floral and animal motifs to Chennai’s Khader Nawaz Khan Road Full Article Homes and gardens
designing Designing a Law Firm Logo By thedesigninspiration.com Published On :: Thu, 07 Jan 2021 20:07:57 +0000 Thinking about starting a law firm? Whether you are a lawyer for investment fraud claim or a personal injury attorney, you will definitely need a logo. A good logo is among the core elements of your law firm’s visual branding. It matches a business with its products or services to potential customers. When you create […] The post Designing a Law Firm Logo appeared first on The Design Inspiration. Full Article Articles
designing Designing a Network and Systems Computing Curriculum: The Stakeholders and the Issues By Published On :: Full Article
designing Redesigning an Introductory Programming Course to Facilitate Effective Student Learning: A Case Study By Published On :: 2020-08-28 Aim/Purpose: This study reports the outcome of how a first pilot semester introductory programming course was designed to provide tangible evidence in support of the concept of Student Ownership of Learning (SOL) and how the outcomes of this programming course facilitate effective student learning. Background: Many instructors want to create or redesign their courses to strengthen the relationship between teaching and learning; however, the researchers of this study believe that the concept of Student Ownership of Learning (SOL) connects to student engagement and achievement in the classroom setting. The researchers redesigned the introductory programming course to include valuable teaching methods to increase Student Ownership of Learning and constructive approaches such as making students design an authentic mobile app project as individuals, partners, or within teams. The high quality of students’ projects positioned them as consultants to the university IT department. Methodology: This paper employs a case study design to construct a qualitative research method as it relates to the phenomenon of the study’s goals and lived experiences of students in the redesigned introductory programming course. The redesigned course was marketed to students as a new course with detailed description and elements that were different from the traditional computer science introductory programming course requirement. The redesigned introductory programming course was offered in two sections: one section with 14 registered students and the other section with 15 registered students. One faculty member instructed both sections of the course. A total of 29 students signed up for the newly redesigned introductory programming course, more than in previous semesters, but two students dropped out within the first two weeks of the redesigned course making a total of 27 students. The redesigned coursework was divided into two parts of the semester. The first part of the semester detailed description and elements of the coursework including a redesigned approach with preparation for class, a quiz, and doing homework in class, which gives students control of decisions whenever possible; and working with each other, either with a partner or in a team. The second part of the semester focuses on students designing a non-trivial working mobile app and presenting their developing mobile app at a significant public competition at the end of the semester. Students developed significantly complex mobile apps and incorporated more complex functionality in their apps. Both Management Information System (MIS) major students and Computer Science major students were in the same course despite the fact that MIS students had never taken a programming course before; however, the Computer Science students had taken at least one course of programming. Contribution: This study provides a practical guide for faculty members in Information Technology programs and other faculty members in non-Computer Science programs to create or redesign an introductory course that increases student engagement and achievement in the classroom based on the concept of Student Ownership of Learning (SOL). This study also deepens the discussion in curriculum and instruction on the value to explore issues that departments or programs should consider when establishing coursework or academic programs. Findings: This study found two goals evidently in support to increase Student Ownership of Learning (SOL). The first goal (Increase their ownership of learning SOL) showed that students found value in the course contents and took control of their learning; therefore, the faculty no longer had to point out how important different programming concepts were. The students recognized their own learning gap and were excited when shown a programming concept that addressed the gap. For example, student comments were met with “boy, we can really use this in our app” instead of comments about how complex they were. The coursework produced a desired outcome for students as they would get the knowledge needed to make the best app that they could. The second goal (Develop a positive attitude toward the course) showed positive results as students developed a more positive attitude towards the course. Student actions in the classroom strongly reflected a positive attitude. Attendance was almost 100% during the semester even though no points for attendance were given. Further evidence of Student Ownership of Learning and self-identity was students’ extensive use of the terminology and concept of the course when talking to others, especially during the public competition. Students were also incorporating their learning into their identities. For example, teams became known by their app such as the Game team, the Recipe team, and the Parking team. One team even made team t-shirts. Another exciting reflection of the Student Ownership of Learning which occurred was the learning students did by themselves. Recommendations for Practitioners: Practitioners can share best practices with faculty in different departments, programs, universities, and educational consultants to cultivate the best solution for Student Ownership of Learning based on student engagement and achievement in the classroom setting. Recommendation for Researchers: Researchers can explore different perspectives with scholars and practitioners in various disciplinary fields of study to create or redesign courses and programs to reflect Student Ownership of Learning (SOL). Impact on Society: Student Ownership of Learning is relevant for faculty and universities to incorporate in the creation or redesigning of coursework in academic programs. Readers can gain an understanding that student engagement and achievement are two important drivers of Student Ownership of Learning (SOL) in the classroom setting. Future Research: Practitioners and researchers could follow-up in the future with a study to provide more understanding and updated research information from different research samples and hypotheses on Student Ownership of Learning (SOL). Full Article
designing Designing Digital Portfolios for Technology Support Students By Published On :: Full Article
designing Proposal of an Instructional Design for Teaching the Requirement Process for Designing Information Systems By Published On :: Full Article
designing A Classification Schema for Designing Augmented Reality Experiences By Published On :: 2022-05-09 Aim/Purpose: Designing augmented reality (AR) experiences for education, health or entertainment involves multidisciplinary teams making design decisions across several areas. The goal of this paper is to present a classification schema that describes the design choices when constructing an AR interactive experience. Background: Existing extended reality schema often focuses on single dimensions of an AR experience, with limited attention to design choices. These schemata, combined with an analysis of a diverse range of AR applications, form the basis for the schema synthesized in this paper. Methodology: An extensive literature review and scoring of existing classifications were completed to enable a definition of seven design dimensions. To validate the design dimensions, the literature was mapped to the seven-design choice to represent opportunities when designing AR iterative experiences. Contribution: The classification scheme of seven dimensions can be applied to communicating design considerations and alternative design scenarios where teams of domain specialists need to collaborate to build AR experiences for a defined purpose. Findings: The dimensions of nature of reality, location (setting), feedback, objects, concepts explored, participant presence and interactive agency, and style describe features common to most AR experiences. Classification within each dimension facilitates ideation for novel experiences and proximity to neighbours recommends feasible implementation strategies. Recommendations for Practitioners: To support professionals, this paper presents a comprehensive classification schema and design rationale for AR. When designing an AR experience, the schema serves as a design template and is intended to ensure comprehensive discussion and decision making across the spectrum of design choices. Recommendations for Researchers: The classification schema presents a standardized and complete framework for the review of literature and AR applications that other researchers will benefit from to more readily identify relevant related work. Impact on Society: The potential of AR has not been fully realized. The classification scheme presented in this paper provides opportunities to deliberately design and evaluate novel forms of AR experience. Future Research: The classification schema can be extended to include explicit support for the design of virtual and extended reality applications. Full Article
designing A Framework for Designing Nursing Knowledge Management Systems By Published On :: Full Article
designing Designing an ‘Electronic Village’ of Local Interest on Tourism: The eKoNES Framework By Published On :: Full Article
designing Designing a Self-Assessment Item Repository: An Authentic Project in Higher Education By Published On :: Full Article
designing Teaching, Designing, and Sharing: A Context for Learning Objects By Published On :: Full Article
designing Designing Online Information Aggregation and Prediction Markets for MBA Courses By Published On :: Full Article
designing Can Designing Self-Representations through Creative Computing Promote an Incremental View of Intelligence and Enhance Creativity among At-Risk Youth? By Published On :: 2016-12-26 Creative computing is one of the rapidly growing educational trends around the world. Previous studies have shown that creative computing can empower disadvantaged children and youth. At-risk youth tend to hold a negative view of self and perceive their abilities as inferior compared to “normative” pupils. The Implicit Theories of Intelligence approach (ITI; Dweck, 1999, 2008) suggests a way of changing beliefs regarding one’s abilities. This paper reports findings from an experiment that explores the impact of a short intervention among at-risk youth and “normative” high-school students on (1) changing ITI from being perceived as fixed (entity view of intelligence) to more flexible (incremental view of intelligence) and (2) the quality of digital self-representations programmed though a creative computing app. The participants were 117 Israeli youth aged 14-17, half of whom were at-risk youth. The participants were randomly assigned to the experimental and control conditions. The experimental group watched a video of a lecture regarding brain plasticity that emphasized flexibility and the potential of human intelligence to be cultivated. The control group watched a neutral lecture about brain-functioning and creativity. Following the intervention, all of the participants watched screencasts of basic training for the Scratch programming app, designed artifacts that digitally represented themselves five years later and reported their ITI. The results showed more incremental ITI in the experimental group compared to the control group and among normative students compared to at-risk youth. In contrast to the research hypothesis, the Scratch projects of the at-risk youth, especially in the experimental condition, were rated by neutral judges as being more creative, more aesthetically designed, and more clearly conveying their message. The results suggest that creative computing combined with the ITI intervention is a way of developing creativity, especially among at-risk youth. Increasing the number of youths who hold incremental views of intelligence and developing computational thinking may contribute to their empowerment and well-being, improve learning and promote creativity. Full Article
designing The Importance of Addressing Accepted Training Needs When Designing Electronic Information Literacy Training By Published On :: Full Article
designing Designing to Inform: Toward Conceptualizing Practitioner Audiences for Socio-technical Artifacts in Design Science Research in the Information Systems Discipline By Published On :: 2015-08-02 This paper identifies areas in the design science research (DSR) subfield of the information systems (IS) discipline where a more detailed consideration of practitioner audiences of socio-technical design artifacts could improve current IS DSR research practice and proposes an initial conceptualization of these audiences. The consequences of not considering artifact audiences are identified through a critical appraisal of the current informing science lenses in the IS DSR literature. There are specific shortcomings in four areas: 1) treating practice stakeholders as a too homogeneous group, 2) not explicitly distinguishing between social and technical parts of socio-technical artifacts, 3) neglecting implications of the artifact abstraction level, and 4) a lack of explicit consideration of a dynamic or evolutionary fitness perspective of socio-technical artifacts. The findings not only pave the way for future research to further improve the conceptualization of artifact audiences, in order to improve the informing power – and thus, impact on practice and research relevance – of IS DSR projects; they can also help to bridge the theory-practice gap in other disciplines (e.g. computer science, engineering, or policy-oriented sociology) that seek to produce social and/or technical artifacts of practical relevance. Full Article
designing Challenges in Designing Curriculum for Trans-Disciplinary Education: On Cases of Designing Concentration on Informing Science and Master Program on Data Science By Published On :: 2019-04-19 Aim/Purpose: The growing complexity of the business environment and business processes as well as the Big Data phenomenon has an impact on every area of human activity nowadays. This new reality challenges the effectiveness of traditional narrowly oriented professional education. New areas of competences emerged as a synergy of multiple knowledge areas – transdisciplines. Informing Science and Data Science are just the first two such new areas we may identify as transdisciplines. Universities are facing the challenge to educate students for those new realities. Background: The purpose of the paper is to share the authors’ experience in designing curriculum for training bachelor students in Informing Science as a concentration within an Information Brokerage major, and a master program on Data Science. Methodology: Designing curriculum for transdisciplines requires diverse expertise obtained by both academia and industries and passed through several stages - identifying objectives, conceptualizing curriculum models, identifying content, and development pedagogical priorities. Contribution: Sharing our experience acquired in designing transdiscipline programs will contribute to a transition from a narrow professional education towards addressing 21st-century challenges. Findings: Analytical skills, combined with training in all categories of so-called “soft skills”, are essential in preparing students for a successful career in a transdiciplinary area of activities. Recommendations for Practitioners: Establishing a working environment encouraging not only sharing but close cooperation is essential nowadays. Recommendations for Researchers: There are two aspects of training professionals capable of succeeding in a transdisciplinary environment: encouraging mutual respect and developing out-of-box thinking. Impact on Society: The transition of higher education in a way to meet current challenges. Future Research The next steps in this research are to collect feedback regarding the professional careers of students graduating in these two programs and to adjust the curriculum accordingly. Full Article
designing Designing a method to model the socio-technical systems By www.inderscience.com Published On :: 2024-07-29T23:20:50-05:00 To capture the complexity and diversity of systems with both technical and social features, modelling methods are needed that similarly provide various tools and concepts. Study of developed methods shows that despite all of their advantages and strengths, there is a need for a method that with a holistic approach integrates perspectives, strengths and tools of the developed methods and models with different aspects of socio-technical systems. The main aim of the current study is to design a method for modelling complex socio-technical systems. To achieve this goal, it is necessary to design a method that is based on creativity and existing knowledge base. Therefore, design science research is used as a research strategy to design proposed method. For the first time, design science research in the field of operations research has been used to design a modelling method. This study also presents new tools and concepts for modelling socio-technical systems. Full Article
designing Wife of 49ers FB Kyle Juszczyk becomes designing star thanks to Taylor Swift By www.boston.com Published On :: Tue, 16 Jan 2024 23:53:07 +0000 Kristin Juszczyk designed Taylor Swift's custom Chiefs jacket for Saturday's wild-card game. And the internet loved it. The post Wife of 49ers FB Kyle Juszczyk becomes designing star thanks to Taylor Swift appeared first on Boston.com. Full Article Sports Entertainment Fashion NFL Taylor Swift
designing Linking biodiversity, ecosystem services and human well-being: Three challenges for designing research for sustainability By www.eubon.eu Published On :: Tue, 08 Dec 2015 15:05:18 +0200 Full Article Events
designing Designing a “Green” and “Smart” Home By www.sdmmag.com Published On :: Wed, 21 Mar 2012 15:12:00 -0400 Brent Street runs through a diverse, tree-lined neighborhood in Dorchester, Mass. At 81 Brent Street stands a three-story, traditional New England home. However, its basic design is the only traditional thing about the home, which is adorned with 30 solar panels on its roof, native and drought-tolerant plants and trees in its yard, and a home automation system fit for the Jetson’s. Full Article
designing Designing safer mine blasts: NIOSH releases software By www.safetyandhealthmagazine.com Published On :: Wed, 07 Aug 2019 00:00:00 -0400 Washington — In an effort to mitigate the risk of post-blast ground falls in underground mines, NIOSH has developed an online software tool intended to help mining engineers develop safe and efficient designs for controlled blasting operations. Full Article
designing Redesigning work for health: New toolkit offers alternatives to wellness programs By www.safetyandhealthmagazine.com Published On :: Wed, 08 Dec 2021 00:00:00 -0500 Boston — Rather than provide worker wellness programs aimed at changing individual behaviors, employers should focus on reshaping work conditions that are the root cause of stress-related health problems, say researchers from a pair of Boston universities. Full Article
designing Designer Vern Yip Shares Thoughts on Redesigning His N.Y. Home By www.floortrendsmag.com Published On :: Wed, 01 Oct 2014 00:00:00 -0400 What happens when a designer redesigns his own home? Floor Trends was invited to the New York City apartment of nationally known interior design Vern Yip to find out. Full Article
designing Greener Distilleries: Designing, Procuring and Building for an Eco-Friendly Future By www.foodengineeringmag.com Published On :: Thu, 16 Mar 2023 08:00:00 -0400 Changing the way that distilleries use resources is a great start, but the increased market for spirits means that green techniques must be factored into initial facility designs, as companies aim to raise their production capacity. Full Article
designing Designing inclusive playgrounds in Switzerland: why is it so complex? By ezproxy.scu.edu.au Published On :: Thu, 01 Jun 2023 00:00:00 -0400 Children's Geographies; 06/01/2023(AN 164286256); ISSN: 14733285Academic Search Premier Full Article SWITZERLAND PLAYGROUND design & construction UNIVERSAL design SOCIAL integration CHILDREN with disabilities INTERPERSONAL relations FOCUS groups
designing Designing public playgrounds for inclusion: a scoping review of grey literature guidelines for Universal Design. By ezproxy.scu.edu.au Published On :: Thu, 01 Jun 2023 00:00:00 -0400 Children's Geographies; 06/01/2023(AN 164286252); ISSN: 14733285Academic Search Premier Full Article PLAYGROUNDS PLAYGROUND design & construction UNIVERSAL design GREY literature SOCIAL participation
designing Designing and making a separate leisure space: exploring the geographies of children with disabilities. By ezproxy.scu.edu.au Published On :: Fri, 01 Dec 2023 00:00:00 -0500 Children's Geographies; 12/01/2023(AN 174964059); ISSN: 14733285Academic Search Premier Full Article SWEDEN GEOGRAPHY CHILDREN with disabilities PUBLIC spaces CHILDREN with learning disabilities LEISURE
designing Designing Delight: The Artful Cakes of Yip.Studio and A.R.D Bakery By design-milk.com Published On :: Tue, 29 Oct 2024 15:00:45 +0000 Two extraordinary cake artists – Alison Dunlop of A.R.D Bakery and Amy Yip of Yip.Studio – are redefining what it means to bake a cake. Full Article Art Lifestyle Main A.R.D Bakery Alison Dunlop Amy Yip cakes food food design Taste Taste:Work:Shop TJ Girard Yip.Studio
designing Designing for Gen Z: What do digital natives really want in a mobile app? By www.retailtechnologyreview.com Published On :: As digital natives, Gen Z - those aged 10 to 25 - have been surrounded by technology, social media, mobile devices, and the internet their entire lives. Full Article Mobile Computers Critical Issues
designing Designing Learning Experiences with Attention to Students’ Backgrounds Can Attract Underrepresented Groups to Computing By Published On :: Mon, 11 Jan 2021 05:00:00 GMT Learning experiences in computing that are designed with attention to K-12 students’ interests, identities, and backgrounds may attract underrepresented groups to computing better than learning experiences that mimic current professional computing practices and culture do, says a new report from the National Academies of Sciences, Engineering, and Medicine. Full Article
designing Designing COVID-19 Vaccine Requirements and Incentive Programs — New Expert Consultation By Published On :: Thu, 24 Mar 2022 04:00:00 GMT Vaccination mandates and requirements can be effective in increasing COVID-19 vaccination rates, but their success depends on being targeted and on building trust, says a new rapid expert consultation, which also outlines considerations for using incentives to promote booster uptake. Full Article
designing 5 steps to consider when designing a wastewater system By www.pmmag.com Published On :: Wed, 16 Aug 2023 00:00:00 -0400 designing a wastewater system requires careful consideration of a range of factors to ensure efficient and compliant operation. Full Article
designing Designing Clarity 03 – Did Apple just Disrupt Healthcare? By designsojourn.com Published On :: Thu, 08 Oct 2020 07:28:05 +0000 Did Apple just disrupt Healthcare? More specifically, Health Tech? I would say Healthcare is one of those industries ripe for innovation disruption. It is a mature industry lead by large slow-moving organisations, that have been around forever. They have built their equivalent of the Great... The post Designing Clarity 03 – Did Apple just Disrupt Healthcare? appeared first on Design Sojourn. Please click above if you cannot see this post. Full Article Design Clarity Podcasts Design Leadership design led innovation design-thinking healthcare innovation
designing Lens International Design Conference 2022 Keynote: Redesigning Design By designsojourn.com Published On :: Wed, 10 Aug 2022 14:43:45 +0000 I am honoured to be invited by Shih Chien University College of Design to give a keynote speech during their Lens International Design Conference 2022 on January 7th 2022. In the conference The Lens, design is interpreted as a multi-perspective lens that transforms all elements... The post Lens International Design Conference 2022 Keynote: Redesigning Design appeared first on Design Sojourn. Please click above if you cannot see this post. Full Article About Design Sojourn Articles Design Leadership Design design led innovation design strategy design-management design-thinking innovation risk-management strategy
designing Designing a Chic Striped Business Card with Photoshop By sharebrain.info Published On :: Fri, 03 Aug 2012 06:14:00 +0000 If you want a simple yet chic and sophisticated approach on your business card design, then this is the tutorial for you. You will learn how to design your own chic and striped style business card using Adobe Photoshop.....View and Vote Full Article Photoshop
designing Designing a Halftone Business Card By sharebrain.info Published On :: Fri, 03 Aug 2012 11:09:00 +0000 In this tutorial, you will learn how to create a simple colorful halftone business card quickly using Adobe Photoshop. With more than ample resources from the Internet and Photoshop, you can easily come up with pretty impressive designs in no time at all. Incoming search terms:name card simple colorfulView and Vote Full Article Tutorials
designing Designing Houses for People with Brain Injury By www.brainline.org Published On :: Tue, 18 Feb 2014 00:00:00 EST Specific accessibility adaptations in the home depend on the person's specific impairments from TBI. Full Article
designing Ben Dunkle on designing icons for WordPress [video] By wpcult.com Published On :: Tue, 22 Oct 2024 06:08:52 +0000 I know many people attendedWordCamp 2009, in fact I believe there were 700 plus attendees. Well not every one showed up at the development day which was held at the Automattic office on pier 38. WordCamp Development day was a BarCamp style event, and I was able to record a couple of the conversations. Here is a recording from Ben Dunkle (designer of the WordPress admin icons in 2.7+) The post Ben Dunkle on designing icons for WordPress [video] appeared first on WPCult. Full Article Themes WordCamp WordCampSF You Tube
designing Designing For Gen Z: Expectations And UX Guidelines By smashingmagazine.com Published On :: Wed, 30 Oct 2024 09:00:00 GMT There are many myths revolving around Gen Z and how they use tech. Time to take a look at actual behavior patterns that go beyond heavy use of social media. Part of [Smart Interface Design Patterns](https://smart-interface-design-patterns.com) by yours truly. Full Article
designing Crafting a Symbol that Resonates with Your Identity by Designing a Logo Online By dailyblogtips.com Published On :: Tue, 12 Mar 2024 15:24:09 +0000 The post Crafting a Symbol that Resonates with Your Identity by Designing a Logo Online appeared first on DailyBlogTips.com. Full Article Web Design Marketing
designing A5: 'Not blue, a bit random, and not too Scottish': Designing a Web site the hard way.....? By www.ukoln.ac.uk Published On :: 2006-06-14 Debbie Nicholson, Web Support Officer, University of Essex will show how putting quality measures in place can prevent getting a brief for a Web design job that reads "not blue, a bit random, and not too Scottish". Don't laugh, this actually happened! This hands on session will get participants thinking about how they can introduce quality assurance procedures within the web design process. It will cover establishing a 'quality loop', creating measurable standards and will introduce ways to enable clients to be better informed about what they want from their new Web site. Full Article