473,496 papers on Academia.edu
Shahbaz Nihal
is at the digital library at university, browsing research journals.
Fri 20 November at 10:40 PM
Irina Meketa
illicit cooperative schemes
Fri 20 November at 10:15 PM
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People who have Design for Social Innovation as a research interest
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- Actor Network Theory
- Ethnography
- Sensory Neuroscience
- Organisational Change
- Communication
- Complexity Theory
- Computer Science
- Computer Supported Cooperative Work (CSCW)
- Critical Pedagogy
- Design
- Computer Aided Design
- Design and Emotion
- Design education
- Design for Social Innovation
- Design Methods
- Design practice
- Digital Media, Device, and Software Interface Design
- All Pervading Digitalization--all products, careers, organizations, services are digital and software dominated--a direction of evolution today
- Brain Module Self Assembly Models of Human Emotion, Thought, Action, Relating Phenomena
- Designing Designing--designs for social processes by which designers design
- Emotion Relation Transparency--can digital designs transmit full personalness, care, emotion, humanity without male, machine, abstraction distortions
- Green Design--goals, means, persons, policies, economics, evolution, competitors
- Libraries of Social Indexing Function Routines as Design Material for Digital Systems and Web Nets
- Open Systems, Copylefts, Capability Democratizations--designers and designing and designs by everyone, users, customers, clients
- Self Assembling Software Applications--from populations of self-knowing functional agents
- The Social Life of Information (Brown, Duguid)--social practices assumed in info systems and design decisions
- Participatory Design
- Sustainability / Sustainable Design
- Tacit Knowledge
- Digital Humanities
- Digital Media
- Diversity
- Ecosystems Ecology
- Education
- Emotional intelligence
- Environment
- Environmental Studies
- Ethnic Studies
- Eye tracking
- Film Studies
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Gender Studies
- Geography
- Globalization
- Print Culture
- Postcolonial Studies
- History of Technology
- Human-Animal Relations
- Human Values
- Informatics
- Intellectual Property
- Internet science
- Learning and Teaching
- Library Science
- Literacy
- Literary Theory
- Mentoring
- Multimedia
- Narrative
- Natural Resources
- Open Access
- Organizational Culture
- Critical Theory
- Frankfurt School
- Martin Heidegger
- Constructivism
- Educational Policy
- Political Ecology
- Popular Culture
- Popular Education
- Portfolio studies
- Poststructuralism
- Practice theory
- Praxis
- Emotion
- Social Interaction
- Research Methodology
- Science Communication
- Self-Organization
- Serious Games
- Social Networking
- Social Policy
- Social Research Methods and Methodology
- Cultural Sociology
- Cultural Studies
- Power (social)
- Global Social Change
- Sociology of Emotion
- Sociology of Knowledge
- Sociology of Language
- Sustainability
- Technology
- User Experience (UX)
- Visual Studies
- Water
- Web Design
- Abstract Layout/Mapping Alternative Regimes for Website Design--regularize operators applied, operands operated on, path topologies used, etc.
- Access Efficiencies--similar functions similar enactments, similar outcomes similar enactments, etc.
- Accessibility
- Artfulness Measures for Site Designs--attention catching, long recall, emotively rich recall, associatively rich recall,
- Brain Module Trade-Off Constraints on Site Designs--the interest-liking trade-off (we dislike what interests us, the unfamiliar and vv.)
- Cognitive and Social Psych of Web Site Alternative Patternings--fractal, recursive, decompositions, ant "use" trailings,
- Design-by-User Website Interfaces--patterns of use by algorithm tweak design dimensions, genetic competitions among alternative design means
- Economics of Website Design Genres--view traffic, click thru traffic, profit per visit, profit per click thru, etc.
- Kinds of Accessibility/Usability--emotional, namings, implications, associations, remindings, correlational
- Location, Location, Location--the contextuality of website value, webbing factors, network hubs, weak ties
- Scale, Level, and Power Law Phenomena in Web Site Design
- Social Dynamics in Site Design--trends, fashions, thefts/borrowings, innovation from copying errors, designed inventions, idea blends, scale changes
- Structural Cognition Traits of Web Access--alternative point counts, namings, orderings
- Usability
- Web Site Design Measures--bushy-ness, muscle memory page carryover, verbal memory page carryover, etc.
- Web Site Types--for individual access, for group access, for interactive contact, for 1-directional contact,
(More)
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- Virtual Worlds
- Language and Social Interaction
- Virtual Worlds
- Autonomous Cognitive Agents
- Expert Systems
- Natural Language Processing
- Reinforcement Learning
- Robotics
- Human-Computer Interaction for Games
- Virtual Worlds
- Human Computer Interaction
- Software Engineering
- Design for Social Innovation
- Game Design
- Interaction Design
- Virtual Worlds
- Software Engineering
- Experimental games
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- Multiplayer Online Games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- Relation Between Creation Practices and Innovation Practices
- The Economics, Politics, Anthro, PolySci, Media, Communication etc. of Innovation
- Game Theory
- Game Theory
- Models of Innovation
- The Culture of Technologies, Interfaces, Inventions, and Innovation Processes
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- Biotechnology
- Design
- Design and Emotion
- Design for Social Innovation
- Design History
- Design Management
- Design Methods
- Design practice
- Design Semantics
- Design Theory
- Design, Ethics, and Responsibility
- Digital Media, Device, and Software Interface Design
- All Pervading Digitalization--all products, careers, organizations, services are digital and software dominated--a direction of evolution today
- Automating Design Novelty--via interpolating/extrapolatilng among dimensions of difference, etc.
- Brain Module Self Assembly Models of Human Emotion, Thought, Action, Relating Phenomena
- Darwinian Evolution Design--events, mass workshops, classes, software factories
- Design Sneakinesses--unplanned second order effects of designs
- Designing Designing--designs for social processes by which designers design
- Designs of Deployment Processes--how events, ideas, people, funds, etc. flow over social, technical, and other webs/nets
- Emotion Relation Transparency--can digital designs transmit full personalness, care, emotion, humanity without male, machine, abstraction distortions
- Green Design--goals, means, persons, policies, economics, evolution, competitors
- Open Systems, Copylefts, Capability Democratizations--designers and designing and designs by everyone, users, customers, clients
- Science of Flawed/Failed Designs--from excess testicularities, attentional competitions, requirements politics, immediacy erosions of morale, etc.
- Self Assembling Software Applications--from populations of self-knowing functional agents
- Self Extinguishing Designs and Designers--designing for systems whose requirements and potential capabilities continually evolve (& accelerate)
- Social Automata Re-engineerings, Re-structurings, En-toolings of Common Social Phenomena: meetings, discussions, referrals, visitation tours
- Solving System, Link, Reference, Interface "Bushyness": via regularizations, fractalizations, orderings, self indexing mechanisms
- The Social Life of Information (Brown, Duguid)--social practices assumed in info systems and design decisions
- The Universe/Reality is Digital--quantum info as automaton reality showing underneath analog calculus smoothing models in history (Wolfram, Sibel, others)
- World Changers--a passion beyond money, designing to change the world not enhance personal lifestyles
- Industrial Design
- Participatory Design
- Service Design
- Sustainability / Sustainable Design
(More)
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- Anarchist Studies
- Drama In Education
- Experimental Media Arts
- Typography
- Buddhist Studies
- Entrepreneurship
- Colonialism
- Computer-mediated communcation
- Computer Science
- Computer Supported Cooperative Work (CSCW)
- Computers in graphic design
- Design
- Diffusion of Innovations
- Digital Culture
- Digital Curation
- Digital Media
- Drama
- Embodiment
- English
- Native American Studies
- Experimental games
- Graphic Design
- Postcolonial Studies
- Human Factors
- Human Information Interaction
- Information Communication Technology
- Information Society
- Intermedia
- Academic Writing
- Ecoliteracy
- Science Fiction
- English Literature
- Logo Design
- Martial arts
- Mathematics
- Media Design
- Writing for Performance
- Applied Philosophy
- Ethics
- Cross-Cultural Psychology
- Race and Ethnicity
- Indigenous Religions
- Serious Games
- Cultural Studies
- Blending, Fusing, Mixing Various Culture Types
- Cultural Memory
- Culture Types--cultures of: eras, genders, organizations, technologies, interfaces, events, nations, places, practices, foods, careers, occupations
- Subcultures
- Technoculture
- The Culture of Technologies and Interfaces
- Theory of What Is a Culture and What a Culture Does
- Using Cultures--honestly/dishonestly, wittingly/unwittingly etc.
- Storytelling
- Synaesthesia
- Tabletop, Multitouch
- Web 2.0
- Tibetan Studies
- User Experience (UX)
- User-Generated Content
- Video games and learning
- Web Design
- Design-by-User Website Interfaces--patterns of use by algorithm tweak design dimensions, genetic competitions among alternative design means
- Impact of Interface Design
- Kinds of Accessibility/Usability--emotional, namings, implications, associations, remindings, correlational
- Social Dynamics in Site Design--trends, fashions, thefts/borrowings, innovation from copying errors, designed inventions, idea blends, scale changes
- Usability
(More)
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- Indigenous Studies
- Art
- Attractor Theory
- Buddhist Studies
- Business
- Change Leadership
- Collaboration
- Global media
- Information Theory
- Intercultural Communication
- International Communication
- Interpersonal Communication
- Language and Social Interaction
- Television Studies
- New Media
- Organizational Communication
- Performance Studies
- PR and Advertising
- Professional Communication
- Publishing
- Rhetoric
- Community Development
- Community Engagement & Participation
- Community Organizing
- Computer Science
- Computer Supported Cooperative Work (CSCW)
- Corporate Social Responsibility
- Creative Problem Solving
- Creativity And Consciousness
- Cultural Science
- Cultural Theory
- Cybernetics
- Decision Sciences
- Computer Aided Design
- Design and Emotion
- Design for Social Innovation
- Design Theory
- Design, Ethics, and Responsibility
- Game Design
- Sustainability / Sustainable Design
- Tacit Knowledge
- Dispute Resolution
- Diversity
- E Commerce
- Edgar Morin
- Active Learning
- Adult Education
- Career Guidance Counseling
- Coaching
- Distance Education
- E-learning
- Educational Technology
- Higher Education
- Information & Communication Technology
- Inquiry Based Learning
- Instructional Design
- Instructional Systems Technology
- Knowledge Management
- Career Effects: undermining sharing info, use sneakily worth determination difficulty
- Cognitive Competitiveness--benchmarks, systems, response effects, capability evolution
- Compiling Knowledge: across types, formats, genres, validities, etc.
- Creation Paradoxes: self limiting of diversity as it decays to familiarity
- Creativity--Knowledge Invention & Discovery
- Knowledge Deployment & Distributions
- Knowledge sharing
- Modelling Knowledge Coordination
- Organizational Learning Processes
- SME
- Technical Systems (IT, web, etc.) for Managing Knowledge
- Learning Sciences
- Lifelong Learning
- Scholarship of Teaching and Learning
- Transformative Learning
- Embodiment
- Emerging Economies
- Emotional intelligence
- Self-Organization
- Alchemy
- Human Information Interaction
- Illustration
- Innovation Ecosystems and Their Dynamics
- Innovation Policy
- Theory of Relation Between Innovation and Creativity
- Internet science
- Management Learning
- Information Theory
- Media Design
- Mindfulness
- Mobile Technology
- Music
- Narrative and interpretation
- Online Instruction
- Open Access
- Organizational Culture
- Organizational Theory
- Applied Buddhism
- Performing Arts
- Personal Development Planning (PDP)
- Business Ethics
- Computer Ethics
- Physics
- Peace and Conflict Studies
- Cognitive Modeling
- Decision Making
- Embodied Cognition
- Learning & Memory
- Metacognition
- Selective Attention
- Situated Cognition
- Sustained Attention
- Design and Emotion
- History Of Emotions
- Psychotherapy and Counseling
- Theory of mind
- Public Address
- Reflective Practice
- Spirituality
- Service Learning
- Services Marketing and Management
- The Social Web
- Sociology of Emotion
- Sociology of Knowledge
- Strategic Studies
- Sustainability
- Systems Thinking
- Transdisciplinarity
- Travel Writing
- User Experience (UX)
- Values
(More)
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- Animation
- Architecture
- Art
- Business
- Language and Social Interaction
- New Media
- PR and Advertising
- Propaganda
- Computer Science
- Design Creativity
- Design and Emotion
- Design education
- Design for Social Innovation
- Design Management
- Design Methods
- Digital Media, Device, and Software Interface Design
- All Pervading Digitalization--all products, careers, organizations, services are digital and software dominated--a direction of evolution today
- Automating Design Novelty--via interpolating/extrapolatilng among dimensions of difference, etc.
- Becoming a Designer--the social science & career & economic dynamics of
- Brain Module Self Assembly Models of Human Emotion, Thought, Action, Relating Phenomena
- Darwinian Evolution Design--events, mass workshops, classes, software factories
- Design Sneakinesses--unplanned second order effects of designs
- Designing Designing--designs for social processes by which designers design
- Designs of Deployment Processes--how events, ideas, people, funds, etc. flow over social, technical, and other webs/nets
- Digital Tech Re-framings of World Poverty--person-at-a-time delivery of "development", micro-institution and viral development digitally web enabled, micro-charity
- Emotion Relation Transparency--can digital designs transmit full personalness, care, emotion, humanity without male, machine, abstraction distortions
- Invent Events--mass workshops where many parallel workshops whose product combine invent, patent, discover, design
- Libraries of Social Indexing Function Routines as Design Material for Digital Systems and Web Nets
- Open Systems, Copylefts, Capability Democratizations--designers and designing and designs by everyone, users, customers, clients
- Science of Flawed/Failed Designs--from excess testicularities, attentional competitions, requirements politics, immediacy erosions of morale, etc.
- Self Assembling Software Applications--from populations of self-knowing functional agents
- Self Extinguishing Designs and Designers--designing for systems whose requirements and potential capabilities continually evolve (& accelerate)
- Social Automata Re-engineerings, Re-structurings, En-toolings of Common Social Phenomena: meetings, discussions, referrals, visitation tours
- Solving System, Link, Reference, Interface "Bushyness": via regularizations, fractalizations, orderings, self indexing mechanisms
- The Social Life of Information (Brown, Duguid)--social practices assumed in info systems and design decisions
- Thrillilng Audiences/Customers of Designs--social sciences of
- World Changers--a passion beyond money, designing to change the world not enhance personal lifestyles
- Ergonomics
- Event design
- Participatory Design
- E Commerce
- E-learning
- Engineering
- Excellence Science
- Face and Facework Theory
- Conflicts Between Creation Practices and Innovation Practices
- Dialectic Innovation--opposings of innovations that spawn new innovations
- Embedding Degree of Innovations within Communities of Practice
- Fluid Self-Organizing Coalition versus "Champion" Models of Innovation
- Idea Wave and Global Cascade Processes of Innovation
- Innovation as Mere Self Image Sprucing--national and gender cultures drivers of innovation exaggeration
- Innovation Ecosystems and Their Dynamics
- Innovation Errors--assuming it is one thing and erecting one envt. to support it for example
- Innovation Noise--nearly worthless continual innovation activities and persons wasting time and resources and publishings
- Innovation Studied in Particular Domains--art, science, politics, porno, cooking, theology, etc.
- Innovation Studied with Particular Research Methods or Data Source Types
- Innovation Study outside of Business, Economics, and Commercial Fields
- Inter-level, Emergence, and Power Law Aspects of Innovation
- Inverse U Functions of Innovating--undoing worth of prior innovations by later innovations (innovation noise)
- Investigating the Petty Levels of Innovation that Famous Corporations Settle For
- Measures of the Level of Innovativeness and Impact of Particular Innovations
- Models of Innovation Types and Processes
- Ownerless Big Innovations--innovation without creators, inventors, heroic males, or other individualizations and Western culture myths
- Relation Between Creation Practices and Innovation Practices
- Social Revolutions, Disease Outbreaks, Mass Hysterias and Other Unusual Examples of Innovation Dynamics
- Technology Cluster Theory and Practice--Silicon Valley and its imitations/replications
- The Dependence of Innovation on Huge Non-Innovation Practices and Dynamics
- The Economics, Politics, Anthro, PolySci, Media, Communication etc. of Innovation
- The Femininity of Creativity and Innovation--how centuries of male dominance makes nearly all innovations feminize work systems
- The Showmanship and Sincerity of Innovation
- The Study Loop--measures of degree of use of innovation research by creators and innovators
- Theory of Innovation Posings--people/organizations working to "look like" they are innovative without actually being so
- Theory of Relation Between Innovation and Creativity
- International Studies
- E-learning
- Multimedia
- Political Science
- Psychology
- Social Sciences
- Blogs
- E-learning
- Innovation
- Web 2.0
- Theatre Studies
- Web Design
- Abstract Layout/Mapping Alternative Regimes for Website Design--regularize operators applied, operands operated on, path topologies used, etc.
- Access Efficiencies--similar functions similar enactments, similar outcomes similar enactments, etc.
- Accessibility
- Artfulness Measures for Site Designs--attention catching, long recall, emotively rich recall, associatively rich recall,
- Brain Module Trade-Off Constraints on Site Designs--the interest-liking trade-off (we dislike what interests us, the unfamiliar and vv.)
- Cognitive and Social Psych of Web Site Alternative Patternings--fractal, recursive, decompositions, ant "use" trailings,
- Coincident Memory Systems in Site Designs--muscle memory, verbal memory, association memory, remindings
- Design-by-User Website Interfaces--patterns of use by algorithm tweak design dimensions, genetic competitions among alternative design means
- Economics of Website Design Genres--view traffic, click thru traffic, profit per visit, profit per click thru, etc.
- Kinds of Accessibility/Usability--emotional, namings, implications, associations, remindings, correlational
- Location, Location, Location--the contextuality of website value, webbing factors, network hubs, weak ties
- Scale, Level, and Power Law Phenomena in Web Site Design
- Social Dynamics in Site Design--trends, fashions, thefts/borrowings, innovation from copying errors, designed inventions, idea blends, scale changes
- Structural Cognition Traits of Web Access--alternative point counts, namings, orderings
- Usability
- Web Site Design Measures--bushy-ness, muscle memory page carryover, verbal memory page carryover, etc.
- Web Site Types--for individual access, for group access, for interactive contact, for 1-directional contact,
(More)
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