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The Past and Future of Experience Design

Boxes and Arrows

Ten years ago, when I wrote The Making of a Discipline: The Making of a Title, 2002, there was a big debate on: Is experience design about online and mobile interfaces or is it something more? Weren’t her customers learning something about creating experiences for others? Perhaps they would have branded us cowards.

Design 98
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Digital Twins: what it is, how it works, and the advantages of this technology

mjvinnovation

What Digital Twins Technology is and How It Works. Originally, this term was coined by Dr. Michael Grieves in 2002. So, what is this technology? Lessons are learned and opportunities are discovered within the virtual environment that can be applied to the physical world – ultimately, to transform your business.

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Third Place and the Starbucks empire: the user experience at the heart of strategy

mjvinnovation

In 2002, in his book Celebrating the Third Place , Oldenburg classified the “popular coffee shop chain” as a facsimile of a third space, citing its “high volume and fast turnover operations that present an institutional environment at an intimate level.”. Then customers started asking for places to sit and more food options.

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IA Summit 09 - Plenary

Boxes and Arrows

. | “Preview&# :[link] | “Keynote&# :[link] | Day 1 | Day 2 | Day 3 | Closing Plenary | The IA Summit Closing Plenary Jesse James Garrett is a noted figure in the IA community, not only for his ground breaking book Elements of User Experience, but for the essay that galvanized the community in 2002, “IA Recon&# :[link].

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Innovation Networks – Needed Now More Than Ever

The Inovo Group

New technologies, tools and systems make innovation networks more possible and more influential than ever. Networks form naturally – they emerge from the innate human desire for connection, communication, learning and sharing. Cultivating Communities of Practice ; Harvard Business Review Press; January 8, 2002. Buchanen, M.

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Become proactive instead of reactive with Future Designs

mjvinnovation

Scenarios are stories about society, technology, and issues emerging in a specific future setting. They are narrative descriptions of what that future is like, including it’s social, technological, economical, environmental and political aspects, what we refer to as the STEEP framework. I hope we’ve learned the lesson.

Design 59
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Can Technology Reinvent Education?

Harvard Business Review

Editor's note: This post is part of a three-week series examining educational innovation and technology, published in partnership with the Advanced Leadership Initiative at Harvard University. What are the critical levers for change that could be enhanced through technology? But there's more.