6. 1920-1923
…While employed at Kansas City Film Ad Company
Borrows stop motion
camera from boss, to
experiment w/ hand
drawn (cel) animation -
creates series of
“Laugh-O-Grams”
Launches studio:
Laugh-O-Gram
Films
7. 1923-1927
Disney is very successful with the
“Alice Comedies,” which bring live
action into a cartoon.
8. 1928
Experiments with new way of
syncing audio with film animation
THINK
“GET AS LARG E A LOAN AS POSSIBLE. DON'T
R
THIRTY FIVE HU NDRED ENOUGH TRY FOR MORE OU
FUTURE DEPENDS ON FIRST PICTURE THEREFORE AM
SNEY.
NOT SPARING EXPENSE” WALT DI
9. 1929-1939
More than 75 “Silly Symphonies” are
created as a way to explore different
advances sound, color, and animation
10. PAINT JARS
The Walt Disney Studios was
the first to experiment with
technicolor, which was first
done in 1932 for "Flowers and
Trees".
11. "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.
12. UNDER WATER CAMERA
The first film to use an underwater
camera was Walt's third live action
film-20,000 Leagues Under the Sea.
13. “ …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.”
20. Q: Where do new ideas come from?
A: The intersection of fields,
disciplines, or cultures.
21. Q: Where do new ideas come from?
A: The intersection of fields,
disciplines, or cultures.
New Technology
Sensor-Laded Devices, Smart Objects,
Wearables, The Internet of Things
22. Q: Where do new ideas come from?
A: The intersection of fields,
disciplines, or cultures.
New Technology
Sensor-Laded Devices, Smart Objects,
Wearables, The Internet of Things
Learning
Psychology, Cognitive Neuroscience,
Sense-Making, Education
23. Q: Where do new ideas come from?
A: The intersection of fields,
disciplines, or cultures.
?
New Technology
Sensor-Laded Devices, Smart Objects,
Wearables, The Internet of Things
Learning
Psychology, Cognitive Neuroscience,
Sense-Making, Education
24. Q: Where do new ideas come from?
A: The intersection of fields,
disciplines, or cultures.
New Technology
Sensor-Laded Devices, Smart Objects,
Wearables, The Internet of Things
Learning
Psychology, Cognitive Neuroscience,
Sense-Making, Education
25. We learn through...
1 is the most relevant, powerful form of
self-directed learning learning (70/20/10, experiential learning, etc.)
(and well-framed challenges)
2 visual imagery aids in comprehension (and recall), reveals
patterns and relationships
3 conceptual metaphors accelerate comprehension of new ideas
through a rich set of cognitive associations
(and narratives)
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 enable us to learn with the whole body
embodied cognition
(and multi-sensory experiences)
7 humor, surprise, delight arouse the brain and are more likely to be
recalled later on; amygdala is emotional
center & index to memories
26. 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.
–MARIA MONTESSORI
27.
28.
29.
30.
31.
32.
33.
34.
35. There are NO badges, leaderboards, rewards, levels, missions…
36. There are NO badges, leaderboards, rewards, levels, missions…
37. There are NO badges, leaderboards, rewards, levels, missions…
38. There are NO badges, leaderboards, rewards, levels, missions…
39. There are NO badges, leaderboards, rewards, levels, missions…
40. There are NO badges, leaderboards, rewards, levels, missions…
41. There are NO badges, leaderboards, rewards, levels, missions…
42. There are NO badges, leaderboards, rewards, levels, missions…
44. How can we reframe learning
environment, using…
Challenges Competition
Curiosity Cooperation
Control Recognition
Fantasy Self-Expression
45. We learn through...
1 is the most relevant, powerful form of
self-directed learning learning (70/20/10, experiential learning, etc.)
(and well-framed challenges)
2 visual imagery aids in comprehension (and recall), reveals
patterns and relationships
3 conceptual metaphors accelerate comprehension of new ideas
through a rich set of cognitive associations
(and narratives)
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 enable us to learn with the whole body
embodied cognition
(and multi-sensory experiences)
7 humor, surprise, delight arouse the brain and are more likely to be
recalled later on; amygdala is emotional
center & index to memories
47. SUBTLE DIFFERENCES ARE SIGNIFICANT.
Subtle differences are significant.
SHAPE COLOR INTENSITY ICONOGRAPHY
?
(COLOR) OPACITY OVERLAY
PLACEMENT TEXTURE OVERLAP
SIZE ROTATION JOIN
OUTLINE OR SOLID PERSPECTIVE ASPECT RATIO
IF OUTLINE, THICKNESS OF STROKE ETC!
48. SUBTLE DIFFERENCES ARE SIGNIFICANT.
Subtle differences are significant.
SHAPE COLOR INTENSITY ICONOGRAPHY
?
(COLOR) OPACITY OVERLAY
PLACEMENT TEXTURE OVERLAP
SIZE ROTATION JOIN
OUTLINE OR SOLID PERSPECTIVE ASPECT RATIO
IF OUTLINE, THICKNESS OF STROKE ETC!
49. SUBTLE DIFFERENCES ARE SIGNIFICANT.
Subtle differences are significant.
SHAPE COLOR INTENSITY ICONOGRAPHY
?
(COLOR) OPACITY OVERLAY
PLACEMENT TEXTURE OVERLAP
SIZE ROTATION JOIN
OUTLINE OR SOLID PERSPECTIVE ASPECT RATIO
IF OUTLINE, THICKNESS OF STROKE ETC!
55. We learn through...
1 is the most relevant, powerful form of
self-directed learning learning (70/20/10, experiential learning, etc.)
(and well-framed challenges)
2 visual imagery aids in comprehension (and recall), reveals
patterns and relationships
3 conceptual metaphors accelerate comprehension of new ideas
through a rich set of cognitive associations
(and narratives)
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 enable us to learn with the whole body
embodied cognition
(and multi-sensory experiences)
7 humor, surprise, delight arouse the brain and are more likely to be
recalled later on; amygdala is emotional
center & index to memories
60. The Blue Sky of Benefits
Finally, something good! Co-insurance
This is usually a percentage amount that is the
Co-payments insured's responsibility. A common co-insurance
split is 80/20. This means that the insurance
The co-payment is a fixed amount that company will pay 80% of the procedure and the
the insured is required to pay at the time insured is required to pay the other 20%.
of service. It is usually required for
basic doctor visits and when purchasing 100%
prescription medications.
90/10
$10/ $45 / $55 80/20
$10/ $35 / $45 Emergencies and
Specialists
Office Visits Prescriptions Gabe-endo, Elijah’s oral surgery, Erin’s wrist,
chiropractor, x-rays
Pharmaceutical
Deductible
$250/pp ?
Individual
Deductible
Drowning in a Sea of Deductibles
amount of money that the insured must pay before any
benefits from the health insurance policy can be used.
Family
Deductible
61. Plan A Plan B Plan C Plan D Plan E
HIGH RISK
(low monthly costs /
high premium)
$750 LOW RISK
(high monthly costs /
low premiums)
MONTHLY COST:
$793
WHAT IF…?
SCENARIO 1
$2,500 SCENARIO 2
SCENARIO 3
62. We learn through...
1 is the most relevant, powerful form of
self-directed learning learning (70/20/10, experiential learning, etc.)
(and well-framed challenges)
2 visual imagery aids in comprehension (and recall), reveals
patterns and relationships
3 conceptual metaphors accelerate comprehension of new ideas
through a rich set of cognitive associations
(and narratives)
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 enable us to learn with the whole body
embodied cognition
(and multi-sensory experiences)
7 humor, surprise, delight arouse the brain and are more likely to be
recalled later on; amygdala is emotional
center & index to memories
63.
64. Play is the answer to how
anything new comes about.
–JEAN PIAGET
67. We learn through...
1 is the most relevant, powerful form of
self-directed learning learning (70/20/10, experiential learning, etc.)
(and well-framed challenges)
2 visual imagery aids in comprehension (and recall), reveals
patterns and relationships
3 conceptual metaphors accelerate comprehension of new ideas
through a rich set of cognitive associations
(and narratives)
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 enable us to learn with the whole body
embodied cognition
(and multi-sensory experiences)
7 humor, surprise, delight arouse the brain and are more likely to be
recalled later on; amygdala is emotional
center & index to memories
75. We learn through...
1 is the most relevant, powerful form of
self-directed learning learning (70/20/10, experiential learning, etc.)
(and well-framed challenges)
2 visual imagery aids in comprehension (and recall), reveals
patterns and relationships
3 conceptual metaphors accelerate comprehension of new ideas
through a rich set of cognitive associations
(and narratives)
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 enable us to learn with the whole body
embodied cognition
(and multi-sensory experiences)
7 humor, surprise, delight arouse the brain and are more likely to be
recalled later on; amygdala is emotional
center & index to memories
82. A Walk Through the Solar System
http://solarsystem.nasa.gov/yss/display.cfm?ThemeID=1&Tab=Featured%20Activity
http://www.airspacemag.com/space-exploration/A-Walk-Through-the-Solar-System.html#
83. “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”
84. “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
87. PRAGMATIC
(Actions performed to bring one physically closer to a goal)
VS
EPISTEMIC ACTIONS
(Actions that use the world to improve cognition)
Thinking, then doing.
Thinking through doing.
88. We learn through...
1 is the most relevant, powerful form of
self-directed learning learning (70/20/10, experiential learning, etc.)
(and well-framed challenges)
2 visual imagery aids in comprehension (and recall), reveals
patterns and relationships
3 conceptual metaphors accelerate comprehension of new ideas
through a rich set of cognitive associations
(and narratives)
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 enable us to learn with the whole body
embodied cognition
(and multi-sensory experiences)
7 humor, surprise, delight arouse the brain and are more likely to be
recalled later on; amygdala is emotional
center & index to memories
89. Q: Where do new ideas come from?
A: The intersection of fields,
disciplines, or cultures.
New Technology
Sensor-Laded Devices, Smart Objects,
Wearables, The Internet of Things
Learning
Psychology, Cognitive Neuroscience,
Sense-Making, Education
90. Q: Where do new ideas come from?
A: The intersection of fields,
disciplines, or cultures.
New Technology
Sensor-Laded Devices, Smart Objects,
Wearables, The Internet of Things
Learning
Psychology, Cognitive Neuroscience,
Sense-Making, Education
108. 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/
109. 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
115. 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
116. Q: Where do new ideas come from?
A: The intersection of fields,
disciplines, or cultures.
New Technology
Sensor-Laded Devices, Smart Objects,
Wearables, The Internet of Things
Learning
Psychology, Cognitive Neuroscience,
Sense-Making, Education
117. Q: Where do new ideas come from?
A: The intersection of fields,
disciplines, or cultures.
?
New Technology
Sensor-Laded Devices, Smart Objects,
Wearables, The Internet of Things
Learning
Psychology, Cognitive Neuroscience,
Sense-Making, Education
122. “The approach to teaching without
words that I’m proposing makes
heavy use of interactivity and
instant informative feedback.”
STMath
http://www.creativitypost.com/education/teaching_without_words
127. Is it a manipulative?
Is it something you
can interact with?
128. Is it a manipulative?
Is it something you
can interact with?
Does it supports self-
directed learning?
129. 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?
130. 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?
131. 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?
132. 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?
133. ID EA!
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?
134. ID EA!
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?
152. Q: Where do new ideas come from?
A: The intersection of fields,
disciplines, or cultures.
?
New Technology
Sensor-Laded Devices, Smart Objects,
Wearables, The Internet of Things
Learning
Psychology, Cognitive Neuroscience,
Sense-Making,
153.
154. 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.
155. What are you curious about?
What do you want to know more
about by this time next year?