Ideas You Can Play With
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Transcript of Ideas You Can Play With
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Ideas You Can Play WithPresented By:
Stephen P. Anderson@stephenanderson | #lscon
Anderson
Product
DesignStrategy aND
Stephen P.
Stephen P. Anderson
Consulting
Anderson
Product
DesignStrategy aND
Stephen P.
Stephen P. Anderson
Consulting
Anderson
Product
DesignStrategy aND
Stephen P.
Stephen P. Anderson
Consulting
…While employed at Kansas City Film Ad Company
Launches studio: Laugh-O-Gram Films
Borrows stop motion camera from boss, to experiment w/ hand drawn (cel) animation - creates series of “Laugh-O-Grams”
1920-1923
Disney is very successful with the “Alice Comedies,” which bring live action into a cartoon.
1923-1927
Experiments with new way of syncing audio with film animation
“GET AS LARGE A LOAN AS POSSIBLE. DON'T THINK
THIRTY FIVE HUNDRED ENOUGH TRY FOR MORE OUR
FUTURE DEPENDS ON FIRST PICTURE THEREFORE AM
NOT SPARING EXPENSE” WALT DISNEY.
1928
More than 75 “Silly Symphonies” are created as a way to explore different advances sound, color, and animation
1929-1939
PAINT JARSThe Walt Disney Studios was the first to experiment with technicolor, which was first done in 1932 for "Flowers and Trees".
"The Old Mill" was the first cartoon on which Walt used the multiplane camera. This concept art was done by Gustaf Tenggren, ca. 1937.
This camera is one of the three original cameras used to achieve depth in animated films.
UNDER WATER CAMERAThe first film to use an underwater camera was Walt's third live action film-20,000 Leagues Under the Sea.
…the bleeding edge guerilla technology arm of The Walt Disney Company.”
We're honoring Walt Disney's legacy of innovation by researching novel technologies and deploying them on a global scale.”
“
“
http://www.disneyresearch.com/project/botanicus-interacticus-interactive-plant-technology/
http://www.disneyresearch.com/project/touche-touch-and-gesture-sensing-for-the-real-world/
http://www.disneyresearch.com/project/touche-touch-and-gesture-sensing-for-the-real-world/
http://www.disneyresearch.com/project/teslatouch/
“What’s the application?”
Q: Where do new ideas come from?
Q: Where do new ideas come from?
A: The intersection of fields, disciplines, or cultures.
Q: Where do new ideas come from?
A: The intersection of fields, disciplines, or cultures.
New TechnologySensor-Laded Devices, Smart Objects,
Wearables, The Internet of Things
Q: Where do new ideas come from?
A: The intersection of fields, disciplines, or cultures.
New TechnologySensor-Laded Devices, Smart Objects,
Wearables, The Internet of ThingsLearning
Psychology, Cognitive Neuroscience, Sense-Making, Education
Q: Where do new ideas come from?
A: The intersection of fields, disciplines, or cultures.
New TechnologySensor-Laded Devices, Smart Objects,
Wearables, The Internet of ThingsLearning
Psychology, Cognitive Neuroscience, Sense-Making, Education
?
Q: Where do new ideas come from?
A: The intersection of fields, disciplines, or cultures.
New TechnologySensor-Laded Devices, Smart Objects,
Wearables, The Internet of ThingsLearning
Psychology, Cognitive Neuroscience, Sense-Making, Education
We learn through...1 self-directed learning
(and well-framed challenges)
is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)
2 visual imagery aids in comprehension (and recall), reveals patterns and relationships
3 conceptual metaphors (and narratives)
accelerate comprehension of new ideas through a rich set of cognitive associations
4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries
5 immediate feedback loops allow us to auto-correct and learn from mistakes
6 embodied cognition (and multi-sensory experiences)
enable us to learn with the whole body
7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories
The jockey offers a piece of sugar to his horse before jumping into the saddle, the coachman beats his horse that he may respond to the signs given by the reins; and, yet, neither of these runs so superbly as the free horse of the plains.
–M A R I A M O N T E S S O R I
There are NO badges, leaderboards, rewards, levels, missions…
There are NO badges, leaderboards, rewards, levels, missions…
There are NO badges, leaderboards, rewards, levels, missions…
There are NO badges, leaderboards, rewards, levels, missions…
There are NO badges, leaderboards, rewards, levels, missions…
There are NO badges, leaderboards, rewards, levels, missions…
There are NO badges, leaderboards, rewards, levels, missions…
There are NO badges, leaderboards, rewards, levels, missions…
…we have prepared the environment and the materials
–M A R I A M O N T E S S O R I
How can we reframe learning environment, using…
Challenges
Curiosity
Control
Fantasy
Competition
Cooperation
Recognition
Self-Expression
We learn through...1 self-directed learning
(and well-framed challenges)
is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)
2 visual imagery aids in comprehension (and recall), reveals patterns and relationships
3 conceptual metaphors (and narratives)
accelerate comprehension of new ideas through a rich set of cognitive associations
4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries
5 immediate feedback loops allow us to auto-correct and learn from mistakes
6 embodied cognition (and multi-sensory experiences)
enable us to learn with the whole body
7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories
ICONIC MEMORY
WORKING MEMORY
LONG-TERM MEMORY
!"#$%&'%&$()$*+%+('$,-'$!"#$%&'$.+,/$("0$.-1&#'%$-'2$%"304&$2+5&#&',&%666
?
ICONOGRAPHYSHAPE
(COLOR)
PLACEMENT
SIZE ROTATION
OUTLINE OR SOLID
TEXTURE
OPACITY
PERSPECTIVE
COLOR INTENSITY
IF OUTLINE, THICKNESS OF STROKE
OVERLAY
OVERLAP
JOIN
ASPECT RATIO
ETC!
Subtle differences are significant.SUBTLE DIFFERENCES ARE SIGNIFICANT.
?
ICONOGRAPHYSHAPE
(COLOR)
PLACEMENT
SIZE ROTATION
OUTLINE OR SOLID
TEXTURE
OPACITY
PERSPECTIVE
COLOR INTENSITY
IF OUTLINE, THICKNESS OF STROKE
OVERLAY
OVERLAP
JOIN
ASPECT RATIO
ETC!
Subtle differences are significant.SUBTLE DIFFERENCES ARE SIGNIFICANT.
?
ICONOGRAPHYSHAPE
(COLOR)
PLACEMENT
SIZE ROTATION
OUTLINE OR SOLID
TEXTURE
OPACITY
PERSPECTIVE
COLOR INTENSITY
IF OUTLINE, THICKNESS OF STROKE
OVERLAY
OVERLAP
JOIN
ASPECT RATIO
ETC!
Subtle differences are significant.SUBTLE DIFFERENCES ARE SIGNIFICANT.
“SMALL DATA” PROBLEMS
We learn through...1 self-directed learning
(and well-framed challenges)
is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)
2 visual imagery aids in comprehension (and recall), reveals patterns and relationships
3 conceptual metaphors (and narratives)
accelerate comprehension of new ideas through a rich set of cognitive associations
4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries
5 immediate feedback loops allow us to auto-correct and learn from mistakes
6 embodied cognition (and multi-sensory experiences)
enable us to learn with the whole body
7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories
ICONIC MEMORY
WORKING MEMORY
LONG-TERM MEMORY
!"#$%&'%&$()$*+%+('$,-'$!"#$%&'$.+,/$("0$.-1&#'%$-'2$%"304&$2+5&#&',&%666
7(',&.0"-4$8&0-.9(#%$-+2$+'$"'2&#%0-'2+':6
Pharmaceutical Deductible$250/pp ?
Family Deductible
Individual Deductible
Drowning in a Sea of Deductiblesamount of money that the insured must pay before any benefits from the health insurance policy can be used.
The Blue Sky of BenefitsFinally, something good!
Co-payments
The co-payment is a fixed amount that the insured is required to pay at the time of service. It is usually required for basic doctor visits and when purchasing prescription medications.
Office Visits
Co-insurance
This is usually a percentage amount that is the insured's responsibility. A common co-insurance split is 80/20. This means that the insurance company will pay 80% of the procedure and the insured is required to pay the other 20%.
Individual Deductible
Prescriptions
$10/ $35 / $45 Emergencies and Specialists
Gabe-endo, Elijah’s oral surgery, Erin’s wrist, chiropractor, x-rays
80/20
90/10
100%
$10/ $45 / $55
Plan C Plan D Plan EPlan A Plan B
HIGH RISK(low monthly costs / high premium)
LOW RISK(high monthly costs / low premiums)
MONTHLY COST:
$793WHAT IF…?
SCENARIO 1
SCENARIO 2
SCENARIO 3
$2,500
$750
We learn through...1 self-directed learning
(and well-framed challenges)
is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)
2 visual imagery aids in comprehension (and recall), reveals patterns and relationships
3 conceptual metaphors (and narratives)
accelerate comprehension of new ideas through a rich set of cognitive associations
4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries
5 immediate feedback loops allow us to auto-correct and learn from mistakes
6 embodied cognition (and multi-sensory experiences)
enable us to learn with the whole body
7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories
Play is the answer to how anything new comes about.
– J E A N P I A G E T
We learn through...1 self-directed learning
(and well-framed challenges)
is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)
2 visual imagery aids in comprehension (and recall), reveals patterns and relationships
3 conceptual metaphors (and narratives)
accelerate comprehension of new ideas through a rich set of cognitive associations
4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries
5 immediate feedback loops allow us to auto-correct and learn from mistakes
6 embodied cognition (and multi-sensory experiences)
enable us to learn with the whole body
7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories
We learn through...1 self-directed learning
(and well-framed challenges)
is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)
2 visual imagery aids in comprehension (and recall), reveals patterns and relationships
3 conceptual metaphors (and narratives)
accelerate comprehension of new ideas through a rich set of cognitive associations
4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries
5 immediate feedback loops allow us to auto-correct and learn from mistakes
6 embodied cognition (and multi-sensory experiences)
enable us to learn with the whole body
7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories
Thinking, then doing.
MONTESSORI?
“pick up the pencil”
A Walk Through the Solar System
http://www.airspacemag.com/space-exploration/A-Walk-Through-the-Solar-System.html#
http://solarsystem.nasa.gov/yss/display.cfm?ThemeID=1&Tab=Featured%20Activity
By rearranging the board, the player acquired information that was otherwise difficult to perceive. Although she could have acquired this information by mentally simulating the move, it was simpler and faster to physically carry out the move and then reverse it. More importantly, the problem space is now partly in the head and partly in the world, with interaction linking and blending these two spaces together.
Interacting with the environment—in this example, rearranging it to address an immediate epistemic need—can generate insight into a problem by treating the environment as a resource for reducing cognitive complexity. Instead of relying exclusively on an internal representation, the player creates, and operates on, an external representation of the problem space. Thus, interaction creates both physical and informational changes in the environment. The player can then leverage these informational changes to simplify cognitively complex tasks.”
— KARL FAST, “Interaction and the epistemic potential of digital libraries”
“
Read this!
http://www.springerlink.com/content/4755373gw24g00l8/?MUD=MP
By rearranging the board, the player acquired information that was otherwise difficult to perceive. Although she could have acquired this information by mentally simulating the move, it was simpler and faster to physically carry out the move and then reverse it. More importantly, the problem space is now partly in the head and partly in the world, with interaction linking and blending these two spaces together.
Interacting with the environment—in this example, rearranging it to address an immediate epistemic need—can generate insight into a problem by treating the environment as a resource for reducing cognitive complexity. Instead of relying exclusively on an internal representation, the player creates, and operates on, an external representation of the problem space. Thus, interaction creates both physical and informational changes in the environment. The player can then leverage these informational changes to simplify cognitively complex tasks.”
— KARL FAST, “Interaction and the epistemic potential of digital libraries”
“
Thinking, then doing.
Thinking, then doing.
Thinking through doing.
Thinking, then doing.
Thinking through doing.
PRAGMATIC
VS
EPISTEMIC ACTIONS(Actions that use the world to improve cognition)
(Actions performed to bring one physically closer to a goal)
We learn through...1 self-directed learning
(and well-framed challenges)
is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)
2 visual imagery aids in comprehension (and recall), reveals patterns and relationships
3 conceptual metaphors (and narratives)
accelerate comprehension of new ideas through a rich set of cognitive associations
4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries
5 immediate feedback loops allow us to auto-correct and learn from mistakes
6 embodied cognition (and multi-sensory experiences)
enable us to learn with the whole body
7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories
Q: Where do new ideas come from?
A: The intersection of fields, disciplines, or cultures.
New TechnologySensor-Laded Devices, Smart Objects,
Wearables, The Internet of ThingsLearning
Psychology, Cognitive Neuroscience, Sense-Making, Education
Q: Where do new ideas come from?
A: The intersection of fields, disciplines, or cultures.
New TechnologySensor-Laded Devices, Smart Objects,
Wearables, The Internet of ThingsLearning
Psychology, Cognitive Neuroscience, Sense-Making, Education
Let’s start with what’s already familiar…
https://www.youtube.com/watch?v=jRGLkj-PsCc&playnext=1&list=PL61C1FA48D599E306&feature=results_video
http://www.reactable.com/products/live/
http://www.misfitwearables.com/
It’s Magic!
Senseg
Tactus Technologies
http://www.chrisharrison.net/index.php/Research/TapSense
Changes in how we interact…
touchscreenkeyboard/mouse kaboom!
LUMOback sensor and mobile app.
Worn around the waist, the thin sensor band gently vibrates when you slouch from your lower back. The LUMOback sensor sends gentle vibrations when you slouch backwards with your lower back, reminding you to sit or stand up straight.
Using the latest Bluetooth technology, LUMOback tracks your movements wirelessly and gives you feedback through a smart device.
http://lumoback.com/
HAPIfork works by monitoring the exact time you start and end your meal, the amount of servings you take per minute, and how long you take to eat each serving.
The fork measures the intervals between bringing the fork from your plate to your mouth and back again, and then sends a gentle vibration your way when you're eating too fast.
When you're done eating, data is transmitted from the fork to your HAPIfork account, either via Bluetooth or by connecting the fork to your computer via USB.
http://www.hapilabs.com/products-hapifork.asp
The really far out stuff…
http://www.spicytec.com/2011/05/music-can-be-touched.html
http://pinterest.com/stephenpa/smart-objects/
http://www.zebraimaging.com/products/print-a-hologram
Your Future Robotic Hand Will Be Able To Detect Everything From Abnormal Breast Lumps To Enlarged Lymph Nodes
http://www.fastcoexist.com/1680406/your-future-robotic-hand-will-be-able-to-detect-everything-from-abnormal-breast-lumps-to-enl#6
Q: Where do new ideas come from?
A: The intersection of fields, disciplines, or cultures.
New TechnologySensor-Laded Devices, Smart Objects,
Wearables, The Internet of ThingsLearning
Psychology, Cognitive Neuroscience, Sense-Making, Education
Q: Where do new ideas come from?
A: The intersection of fields, disciplines, or cultures.
New TechnologySensor-Laded Devices, Smart Objects,
Wearables, The Internet of ThingsLearning
Psychology, Cognitive Neuroscience, Sense-Making, Education
?
http://motionmathgames.com/
Motion Math has turned math into a physical activity.”
“
http://www.creativitypost.com/education/teaching_without_words
STMath
“The approach to teaching without words that I’m proposing makes heavy use of interactivity and instant informative feedback.”
http://www.creativitypost.com/education/teaching_without_words
STMath
GameDesk
https://www.youtube.com/watch?feature=player_embedded&v=CCp_9304j3Q
NOTtechnology for technology’s sake.
Is it a manipulative?
Is it a manipulative?
Is it something you can interact with?
Is it a manipulative?
Is it something you can interact with?
Does it supports self-directed learning?
Is it a manipulative?
Is it something you can interact with?
Does it supports self-directed learning?
Does it provide immediate feedback, helping the student auto-correct errors?
Is it a manipulative?
Is it something you can interact with?
Does it supports self-directed learning?
Does it provide immediate feedback, helping the student auto-correct errors?
Is it a manipulative?
Is it something you can interact with?
Does it supports self-directed learning?
Does it provide immediate feedback, helping the student auto-correct errors?
Is it a manipulative?
Is it something you can interact with?
Does it supports self-directed learning?
Does it provide immediate feedback, helping the student auto-correct errors?
IDEA!
+
Is it a manipulative?
Is it something you can interact with?
Does it supports self-directed learning?
Does it provide immediate feedback, helping the student auto-correct errors?
IDEA!
+
Is it a manipulative?
Is it something you can interact with?
Does it supports self-directed learning?
Does it provide immediate feedback, helping the student auto-correct errors?
IDEA!
IDEA!
IDEA!
IDEA!
1
1 1
21
1 3
31 1
32
32+
-
!
"
32+
-
!
"
32 + = 5
= 5+ 41
= 6+ 42
+ 43
= 95
To Be Continued…
Q: Where do new ideas come from?
A: The intersection of fields, disciplines, or cultures.
New TechnologySensor-Laded Devices, Smart Objects,
Wearables, The Internet of ThingsLearning
Psychology, Cognitive Neuroscience, Sense-Making,
?
Around here, we don't look backwards for very long. We keep moving forward, opening up new doors and doing new things, because we're curious... and curiosity keeps leading us down new paths.
What are you curious about?
What do you want to know more about by this time next year?
Thank you!
Stephen P. [email protected]
slideshare.net/stephenpa
getmentalnotes.com
www.slideshare.net/stephenpa