hey friends today i am back at the lake linae antique mall to check out some used props from disney world and bean park memorabilia and see what they actually have for sale it's gotten very busy down here and because of that more vendors have started opening up boots that actually sell disney and universal and halloween horror nights props and memorabilia so i'm excited to see what they got let's go do this and one of the vendors actually that i just recently spoke to told me that she just came back from california with a whole bunch of disney land stuff which makes me so excited the first thing that i actually see is this crystal palace scrim this is actually the scrim that they put in front of the restaurant when they did its refurbishment take a look at that that is priceless it is huge even has the menu right down here that is a one-of-a-kind piece oh and if you look over here you might notice this wallpaper because it's pretty familiar it's the original wallpaper from the grand floridian and you can actually buy rolls of it unopened like this one she uses to actually decorate the booth but 295 for a gigantic roll of the grand floridian wallpaper this will cover your whole house and when i talk about the grand floridian wallpaper like it is not a small thing of wallpaper like i said you can cover your whole entire you can turn your house into the grand floridian it even has all of the different characters actually on the wallpaper if you've never noticed that before one of my personal favorite things i actually own one of these this is a grand floridian pillow they actually put these in the rooms on the bed just like that 60 for this decorative pillow another really really good deal are these cast costumes right here she's only asking a dollar a piece and there are tons i'm not sure where all of them are if you guys don't let me know in the comments but i think this is beaches and cream and uh i'm not sure what this one this one might be starbucks no that's not starbucks i don't know but for a dollar that's amazing another amazing thing is the disneyland props these are just a couple of them this is a basket that they actually use on the disneyland sign and then these are disneyland market house window displays i think that's really cool because you don't get to see much disneyland stuff and there's a lot of it here today on the other side we have this whole entire wall of signs and christmas ornaments and this is actually all from disneyland i think that's pretty amazing you can see you got some california adventure posters and then right here this is a actual lantern from the tree in the grand californian i love that that's one of my favorite resorts you can also get the light fixtures from the grand californian but if you do like christmas tree ornaments and you're more of a west coast person how about the birdhouses that are actually on the grand floridian resort christmas tree that is amazing this thing's huge like you need to have a big tree to put this on here or it's gonna fall over $150 one of the coolest things i've seen actually is this picture you guys might be familiar with universal studios right now they're doing a lot of retro merchandise but this one right here is literally the original this was from actually 1990 temper moat universal studios florida opening like this is an original poster $175 i really think that's worth it also take a look at the retro wall disney world banner i actually put this in the videos before never really talked about it though and over on this side they actually have more costumes and these are a lot from animal kingdom i recognize these ones immediately i like these ones they're very festive and fun one of the things that i've actually been collecting and taking a liking to is all of the all-star movie resort photos these are like hung in the rooms this one is from all-star music and it's with donald's $65 for that bad boy i think i've shown this one before but the difference is is there are four of them here now so there's plenty of opportunity to come get one and then take a look at this disney's yacht club resort this one is huge this used to go above the actual couches in the rooms themselves i like that another really amazing rare thing is this actual award this is an award that they actually give out to cast members that volunteer and you can see it says celebrate volunteers and just look at all of the amazing detail in it you needed to have almost a million hours of volunteering to actually receive this this is a super rare thing and then right here this is from port aleens oh wow i love port aleens it has hidden mickeys in it i think it's a shower corn or a room separator that's only $75 some other cool things are these little merchandise stands you would see these actually posting all of their different t-shirts and hats i just like them because of their mickey and they seem pretty sturdy because they're solid another really interesting cool thing i found is this snow white display base and take a look at the front of it that is so awesome $75 for that little piece of history right there we also got some more halloween horonite props including the scare actor dining experience sign this one right here is for $100 it's a pretty big sign some more Jurassic world stuff and then tons of the halloween horonite cups and different things that they actually sold for five bucks five dollars for the landyards and the cups are well three bucks that's pretty cool these are actually super awesome because these are the actual chairs for the bibbidi-bobbidi boutique i like that and they're actually very sturdy oh and they swivel if you're a big fan of the little mermaid they have an amazing 10 year old anniversary pin set but down here they actually have a piece from the little mermaid rooms at the art of animation that's awesome that's the headboard for the bed and the light actually would go in there $240 for a headboard that's not too bad and then over here they have a headboard from beach club this one's $175 and this one is very sturdy this is made a solid wood right here and i just like the way it looks the resort stuff is always awesome but also the disney like theme park in park use props i absolutely love if it's just from a merchandise location or if it's actually from an attraction i go crazy for that stuff these right here are little flags that were hanging inside point magoo tattoo at disney's california adventure and they actually can see the signs there those are really nifty and like i said in park stuff is what i really get fancy about these are gigantic bone chairs that were actually in the back lot studio tour there's two of them and then right down here is a gun that used to throw out bubbles from a hollywood studios parade i think it was the pixar parade that's an amazing piece of history for $90 and these chairs are actually very massive and they come with big cushions you can make this into a couch if you're ever looking for a bone bone couch so the question that i definitely need to ask is because all of these bone chairs are actually in the back lot studio tour in the prop house where are they from what movie were they from because anything that was in there was actually from movies if you guys know please let me know in the comments because that is a mystery they also come with little pictures so it shows you where they were located that something that was very popular that a lot of people were asking about was this actual murphy bed insert for disney's all-star movies and it's three hundred ninety five dollars and this was against the back wall i just wanted to point that out again because i know a lot of people asked about it it's a really cool piece another really awesome piece is this actual shelf from trebettals toy and gift shop that's awesome little history i bet you there was toys on here do you think that was a toy shelf the next thing i'm going to show you right here isn't from a park or isn't from a resort but it is something very cool this is a christmas display well a disney christmas display from the disney store on fifth avenue that is amazing isn't it look at how huge it is these were in the windows and in the middle of the store super rare i have to say right next door you have a four keys banner i go above and beyond the basics that's a really cool find and for a lot of people that are obsessed with all stars like i am i'm obsessed with the all-star art this is actually a wall prop from music that's pretty huge though i don't even think it'll fit in my apartment in any of the rooms one of the things i'm about to show you is something amazing because i always remember my mom she just loves to decorate her front yard with christmas decorations and this is a disney piece that is massive and we narrowed it down to two locations but we're not sure which one and where it's from so maybe you guys might know this was either in the apcot canadian pavilion for festival the holidays or at the wilderness lodge what do you guys think i mean this is gigantic i don't know how to give you like a comparison yes i do this is huge what do you guys think was it an apcot or wilderness lodge it's 1200 but that is like that's gigantic but if that is too big you can get the little one right here three hundred dollars for this one and like i said wilderness lodge question mark apcot question mark we definitely know it's from either one of those places but where the moose is from something that is definitely from the wilderness lodge though is the actual patio furniture set this comes with two chairs and a table and it's actually 200 all together i think that's a really good price for a natural patio set but the one thing i'm excited to be walking out with is another piece of all-star music donald duck doing a little celebration do you think he's doing a grand fiesta celebration any who's that's going to do it for me if you guys actually seen anything that you liked in the store and you won't be here for a while they actually do phone orders but they won't ship so you can actually call the antique mall say hey i've seen this all-star music donald duck poster and i'd like to buy it and they'll actually run your card over the phone and then hold it and you'll have to come pick it up i wish they did ship but you know i mean that's a lot of work so hope you guys enjoyed the video i enjoyed making it we'll see you next time bye


Hi and welcome to InterGioTV. My name is Denise Wenzel and I would like to welcome you to today's Tech Talk with Bo Legier, a Director of Imagery and Remote Sensing at Esri and Peter Becker, Group Product Manager for Imagery at Esri. Welcome Bo and Peter. So hi, where are you joining us from, where? So I'm actually in Redlands, which is the headquarters for Esri, so I'm in California. Okay, Bo? And I am in the Denver, Colorado Regional Office for Esri. Great, so thanks for being our guests here at this InterGio Tech Talk. And today you have the opportunity to present your solutions or innovations or just what you want to share with us, with the InterGio visitors. So and first of all to our audience, I want to introduce our guests. So Bo Legier is Director of Imagery and Remote Sensing at Esri and his team works closely with partners and customers on their imagery data and analytics needs. And he has over 25 years of experience working with commercial and government customers to solve problems using remotely sensed data and analytics. He specializes in advanced data sources such as hyperspectral data, SAR and LiDAR. Bo enjoys working closely with customers to create solutions that bring together data sources, software and analysis to deliver insights from imagery that drive business value. And with us is also Peter Becker. He is Group Product Manager for Imagery at Esri. He joined Esri in 2005 and has over 30 years of experience in the geospatial and remote sensing industry. He has focused on Esri's imagery technology and scaling these capabilities in the cloud but also has extensive knowledge and experience in the many facets of applying imagery to mapping and GIS. So please explain so why image data and especially remote sensing data find their way into the GIS systems, GIS systems at all and for which applications does it make sense and I don't know, who wants to start, Bo or Peter? I'll go first, let me take that first. So a couple of things on that, I mean first, a lot of people consider GIS really the analysis of vector data and it really isn't, it's really the analysis of all forms of geospatial data both in place and time. Remote sensing really takes lots of aspect, it's not only the optical imagery but it's lidar and radar and all forms of data which is sensed and really it still is the primary source of needing all spatial data. So in the past we've really seen, we've seen people have seen GIS and remote sensing as being really two different disciplines which are typically used, different tools and different environments and they really did not benefit from each other. The GIS people would typically only see imagery as a background and the remote sensing users would really only see imagery with really very little context about the spatial extents and the influence of other layers that might have in the analysis they're doing. And I still, amazingly that I still sometimes see users doing remote sensing as a single data source without actually using the other layers to provide that context and explanation. So in our GIS we've really removed this distinction across the board, you know our primary desktop application which is ArcGIS Pro is really designed for GIS professionals but by that we mean across the board both people doing vector data but also a lot of imagery data and we've really added extensive capabilities for processing and advanced analysis of all forms of imagery. So I mean you know the interfaces tools work both with the vector and the imagery in a single environment and provide really a unified experience. And similar on the servers and the servers perform the processing of both types of data. They handle the massive volumes of both vector and raster data simultaneously and you know a lot of the more advanced image analysis actually involves the use of a lot of vector data such as the location of plot boundaries or roads or streams and things like that. So the integration of this data is critical for different analysis and we're also seeing you know a lot of the outputs of image analysis actually being vectors. If we take you know the AI and deep learning as an example where you know massive volumes of imagery are now being processed and analyzed within ArcGIS and the majority of the output of that is actually vectors that also then need to be further analyzed to really extract that useful information. So it really gets you know the value of GIS is really of performing the processing analysis on both remote sensing and the vector data combined. So I've mentioned sort of the higher end professional desktop analysis applications but this also goes you know to the same thing as I said on the servers but if we look into how these applications are becoming available to most people they're becoming available in web applications or in field applications and that's also an area where we see that while in the past people have really looked at a web application and seen just sort of imagery as a background context we're seeing much more now is that users really wants to understand what's going on behind the data so the ability to integrate that imagery and remote sensing data sources into those web applications is really allowing a much more dynamic applications for users to go anywhere in the world look and really understand the interactions that are happening between these different sources and that's really where the technology that we have is very powerful in being able to not only display sort of static data but also really work in dynamic environments enabling the users to interact with processing literally in real time with the processing performed on potentially massive amounts compute in the background so really it's the fact that the integration of the remote sensing data and the GIS data into a complete platform is really opening up a lot of new capabilities that were previously sort of siloed into different areas hope that helps a little bit. It helps a little bit. Do you have anything to add Bo at the moment about these applications? No, I don't know not at the moment. Okay. But I will later. Okay so let's go a little bit deeper because the issues of sustainability and climate change affect all of us and what can data from remote sensing do for the climate protection and the sustainability. Just explain this to us and give some examples. Okay, I'll take this one as well for the time being. So yeah, I mean, Esri is really dedicated to understanding the environment. I mean, we really work incessantly to, you know, essentially measure and model the world and allow us to really understand what's what's taking place and geospatial technology is really critical to understanding the world. You know, it's really only through understanding what we have can we hope to really hope to change what we're doing in the future and see where we're going. So I mentioned before, you know, we provide the tools to take the billions of measurements, you know, manage those measurements, share them, refine them to create products to help understanding. You know, perform the analysis on them and then enable those results to be visualized and shared to others for them to understand. So this includes the sort of processing of petabytes of imagery and remote sensing data that can then be directly analyzed and used for different analysis. So the tools that we provide, you know, work on the management of the data, the dissemination of the data, the processing of the data, the analysis of the data and the visualization and exploitation of the data. And when we look at, you know, sustainability and the issues of climate change, it's important to really understand time. You know, time has really become the critical dimension and much of the work that we've been doing over the years is really to help work with time. We've added a lot of tools, for example, for working with multidimensional data. This has been able to take the huge amounts of scientific data that's being created and enable us to visualize and analyze it to really understand the trends that are going on within the earth. So this is taking not only scientific data sets and looking at the trends and those, but also taking remote sensing data and what sometimes people refer to as analytical ready data, which really stacks of data sets such as Landsat and Sentinel and being able to look through those and analyze those four different trends for these trends. So we really need to, you know, to enable sustainability, we really need to understand where we are in where we are now. But more importantly, or just as importantly, we need to understand where we wear. So this aspect of being able to take all this data that we've been collected over the last 40 or literally 100 years, being able to look at that, identify the trend where we wear, identify where we are, and therefore we can predict better for where we are in the future. So these are really the tools that we are working on to analyze these data, understand the data sets. And it's not really about doing all the work. It's really about providing those tools that really allow the world, so many people, literally millions of people in the world who use RIS, as we technology, to take those tools, work with them to help us understand these problems and then share those with a wider community to understand where we are and where we're going. So really it's really the combination of all those, including also providing access to that data sources to enable that analysis to be performed. So that's sort of how we play in that whole sphere. Thank you very much for that overview. This is really interesting. And let's go to the other topic, trend topic of our time, which is smart cities. And it's all about the creating of digital images, digital twins of the cities to understand them better and to guide processes and citizens in them to put urban planning just in a better, understandable environment for everybody to participate or to create. So what can that remote sensing or those images achieve in this environment? How can they help with the urban planning or just the participation or just give us those examples, please, or go into that topic deeper with us? Oh, yeah, I'm going to take this one. So, yeah, smart cities is definitely a trending topic. And really to understand smart cities, you have to understand, you know, what is driving this movement and it's really being driven by the digital transformation of city and regional planning. And that starts with the actual planning and doing that in a digital way, doing that in three dimensions and building models of what your city should be or is or would like to be or some additions that could happen there. And in that case, you know, we embrace technologies that allow for this type of urban planning and also 3D modeling. We have products such as our city engine product and our RTS urban product that do that. They embrace the planning aspect of the digital transformation that the city's desire to get to this end goal of smart cities. Now, once you have done that planning, that's when the remote sensing and imagery can come in to get a visualization to derive information from the city as it is built and as it exists. And this is where you bring in, you know, aerial collections. Sometimes those aerial collections are flown by drones. Some are flown by aircraft with very capable high altitude cameras. And those remote sensing data sources can be used to create realistic three-dimensional models that are the form that we're talking about are 3D meshes. Once it can be put onto a web app or a map or into a planning solution and you can actually see the as-built city, these are models that we build either on the very local scale at a site level from drones, from our site scan and drone to map products or on a city scale from our shore product line. And these data are highly accurate. They are visibly accurate. And a lot of the times they create or they contain the attribution that feeds directly into the GIS planning function. So this feels natural for an urban planner who's used to using a GIS to do this, but sometimes only in two dimensions. Now the nice thing about remotely sensed data sources is they come in various forms and there are other forms of imagery that are not flown overhead that could be driven on the streets with cameras mounted in cars and taking imagery in 360 degrees, you know, from all angles, a camera literally going in a circle above a car. And this provides that on the ground detail and we call that oriented imagery. And that integrates perfectly into a GIS and it adds another dimension to the smart city, to the digital twin instead of just the highly accurate 3D model of the building. Now you have the street view of the building or you have the ground features, the street furniture, things that can be captured from one of these cars and we add location to that data or we take the location from that data and put it onto a map. And another source that we can also bring in is LiDAR. LiDAR has been around for quite a while. LiDAR can be taken from the aircraft, it can be derived from drones and it provides yet another source that can be either, that can be used to model buildings, that can be used to accurately map the ground and the features on the ground. So all of these combined into a, you know, the smart city experience. Again, it starts with planning and goes to the capture of that environment as built and it's all enabled by technology that exists today inside of the GIS. Thank you for these examples how GIS or imagery is used to help or to build smart cities. And just to summarize and illustrate how can organizations use GIS to address the current challenges like climate change and sustainability or just once again, how is GIS used to help to build smart cities? Okay, so I mean let's have a look at the, you know, ever increasing so-called natural disasters that seem to be, you know, that are happening in the world and unfortunately increasing all the time.  You know, we have to realize that the world is changing and, you know, these disasters are going to continue more and more as we move forward. And to do that we really need to prepare ourselves and what we mean by prepare ourselves is not just to build things to try and ward off these issues but really to try and model them because they will keep coming. So, you know, we really need to plan for what to do in the case of these events. You know, where should people be evacuated? What happens after the events? How do people get compensated for their losses and helped? And this really, to do this we really is a spatial problem. We really need to ensure that we have really good models of our environment. We need to understand where these assets are. We need to be able to model what happens when these effects.  Where are the electricity? Where are the schools? Where are the hospitals? These are all spatial problems that need to be solved. But they need to be solved together. It's not about solving individual problems of where a particular asset is. The real value comes into bringing these multiple assets together. And this is really where the GIS comes into its own. It's the ability to bring the data sources from within your own organization but then also to bring information from other organizations. So, in other words, to collaborate with organizations within a city so this information comes together to create this real living model of the environment which in a way is this digital twin that we can then really use to understand and plan what could happen and what we should do to better prepare ourselves against it. So, you know, the key thing is the way that the GIS technology now can bring together these different sources and really enable us to understand and better prepare and plan and hopefully also understand what we can do to really change the course and really create sustainable economies that humanity can continue to grow appropriately but still ensure that nature is taken into account because otherwise it will consume us. So, I don't know, do we also want to talk about how exactly does integration of image data and remote sensing data into GIS work exactly? So, you have some concrete solutions you want to explain to us or to the audience to introduce visitors right now? Yeah, I'll take that and I'll talk about some solutions. The integration of imagery data and remote sensing data in the GIS really starts with a base map in most cases. So, a lot of the times the first exposure that a GIS user has to imagery data is a high resolution imagery base map that can be brought into the GIS and is most often provided with the GIS. That provides some context, some location context, what do things look like at a certain date, a kind of baseline of knowledge and information. Now that is often just the beginning and for most customers that's not appropriate for what they want to do with their solution. Often they want to create new information, vector-based information as Peter really dug into in the beginning of this talk. They wanted to arrive new vectors from data that is current or that is richer in its content. And in that case we bring in other sources. So, let's say for an example you wanted to get a view of an agricultural field. Well, you want to get a view of an agricultural field either now or very recently and you would want to bring in additional data and the GIS, our GIS is built to connect the data sources that are either served on the web or can be obtained and served locally. And then the solution involves applying an analytic to that data and deriving vector content and that is the simplest manner. That analytic can be very simplistic or it can be very complex. It can use image science technologies or it can use artificial intelligence and machine learning to derive features that are trained and can be extracted with high accuracy and high reliability. So, these types of solutions, this is kind of your standard GIS workflow but you can go deeper and take that two-dimensional problem and turn it into three dimensions and bring in lighter content and bring in the elevation aspect of a problem because elevation is critical to a lot of problems such as modeling water flow and other hydrologic phenomenon or just looking at a landscape and predicting its impact in a natural disaster and that's where you really want to bring in content that is not just two dimensions, it goes into the third dimension and reverting back to my earlier conversation about smart cities, a lot of the times you want a fully immersive 3D environment and that is bringing in more and more imaging and remote sensing content that goes way beyond just the baseline, base map. So, the imagery in GIS really just sometimes starts at the simplistic bring an image as a background to your analysis but a lot of times goes much deeper than that and it involves deriving additional, more timely, more advanced information from those imagery sources and the key is getting that imagery data into the system and then applying and then having the right analytics to apply to it. Thank you. So last week we had a talk about the climate change and it was tracking climate change with geodata and Jürgen Schumacher from Esri, Germany was here in our talk and he referred to the living atlas of the world. So who does this atlas help and what is it exactly? Well, thank you for bringing that up. It was actually, I enjoyed that presentation earlier. So yeah, let's talk a little bit about the living atlas here. Jürgen actually mentioned it and maybe I can go a little bit more into details of what it is. Really, it is a lot of curated content that has been put together by Esri so it provides access to a lot of authoritative data sources that can be very easily integrated into all forms of applications. So these data sources can include a lot of vector data such as countries and road networks, a real-time traffic information, vegetation health. A lot of the data sets are imagery related. One of the key ones is the world imagery base map and that really is a mostly submeter resolution maintained accurate image of the world that is we keep up to date and that's used extensively. I mean, that's accessed more than a billion times a day as a base map being used in lots of applications. There are other data sets in there including, for example, Sentinel-2 data. That's all Sentinel-2 data is accessible both as top of atmosphere as well as surface reflectance that can be used. Landsat data, it includes, for example, world elevation. World elevation is a data set that's been collected from literally hundreds of data sources, organizations around the world contribute their elevation data to ArcGIS online so that it basically creates this global elevation model, which it's not a single data set, it's actually made up of lots of different data sets and if you go to the world elevation, you can go to any particular location and actually see the individual data sets that may contribute to the final results. So these data sets are not data sets necessary that as we collect, we don't go and generate those elevation data sets, for example, we collect the data sets from different areas and compile them into these sort of complete data sets which are properly attributed and documented so that they can actually be used. So yeah, in the imagery side, remote sensing side, I'd mentioned, things like the Sentinel and Landsat and the data sets like Nate. There are a large number of different data sets that we make available. We also make available different applications within the Living Atlas. Living Atlas really contains some applications that you can directly use that may help solve different problems and they also contain things like story maps. These help explain how trends have taken place. If you look at, for example, COVID and the development of COVID, you can find, for example, story maps about that. They also contain models and these are models that can be run within the ArcGIS platform or ArcGIS system, better said. So for example, these could be models to process remote sensing data. For example, pre-trained models, we've recently in the last year added to the Living Atlas about 20 pre-trained models which can be applied to perform deep learning against different data sets. So this could be to take, let's say, imagery data and extract footprints or take imagery data and extract road networks. So these are models that have been trained, curated from different sources and then made available to anybody to use directly or download from the Living Atlas. So the data sets that are there, most of them or a large number of them, can be basically free for anybody to use. Some of the data sets do require that you had a login to ArcGIS online and there are also data sets there or premium data sets which are provided by partners and we work with a lot of partners and very often help them provide their content to our customers or in some cases incorporate that content into the Living Atlas and make that available sometimes through subscriptions. So there's a lot in the Living Atlas. The best thing to do if you're interested in Living Atlas, just go and have a look, go and browse to it, just search for the Living Atlas of the world and have a look at the phenomenal collection of content that can be visualized and then integrated easily together to create different applications. So you'll see there it really fits in line with ArcGIS online which really provides that sass environment to enable you to create and bring together all these different data sources and create applications to solve real-world problems. Thank you very much for joining those ideas, those preview or insights into the Living Atlas with us. Yeah, this tech talk is also part of Intitude 2021 and maybe you also want to summarize again what you will be presenting this year, why we should go and visit Esri's booth at Intogio 2021 or also browse for the Living Atlas or just use the stage again to summarize again your great products, your imaginary works and yeah. Yeah, so at the conference this year, we actually have a hybrid booth together with one of our partners Esri Germany and we're going to be really focusing on imaging and remote sensing technologies in five video conference rooms with different topics and presentations. We are going to have staff that are doing presentations two per day on our shore technology and that's our 3D reconstruction technology that really powers the smart city trend and workflows. And on top of that, we're going to have an expo stage presentation by one of our members of our staff over in Germany named Conrad and he is going to present his vision for 3D modeling, smart cities and those workflows. So we are prepared to talk about almost any imaging or remote sensing topic but we really do have a heavy emphasis on our 3D capabilities at the conference and we invite everyone to come in and just get a demo of that or talk to one of our experts in imaging and remote sensing. We'll be there in a hybrid form. So this is it for the moment from Peter and Paul from Esri and the remote sensing and GIS live. You can also discover at Intergeo in Hanover and see you next time to the next Intergeo Tech Talk. And thank you very much. Thank you very much for having us. Okay, thank you. Have a good day.


Hello everyone. I am Mr. Praveen Yalapa Kumbar. Today we want to see transmission theory. The learning outcome of this topic is, at the end of the session, students will be able to explain the concept of transmission theory in satellite communication. The contents of these topics are first introduction, second basic transmission theory, first introduction. A satellite communication network consists of a number of earth stations which are interconnected via satellite. With the help of this satellite, we can communicate to each of the earth stations. Now the concept for this communication, the factor is the radio links. The radio links is defined as designed to deliver message at the destination with acceptable fidelity. But to deliver a large amount of information of very high quality we require and for the high quality, unacceptably high cost. So for that one, for the link design, following factors are considered. First operational frequency, if we use the frequency as low as possible then the cost will decreases. Second one is propagation effects. For this propagation effects as low as possible for this design. Third, acceptable spacecraft complexity is low as possible with design for that one. Fourth, effects of noise. As noise is very less, that will be more effective. And last one is regulatory requirements. Now this figure one, it shows the source destination radio link for the purpose of end to end link design. Here if you observe in this diagram, there are two earth stations. We can use this one earth station first one and this one is the second earth station. And with the help of this satellite path, we can communicate these two earth stations. For if I transmit the data from one earth station to another earth station, the following procedure we have to do with the help of this uplink, we can data uplink the data to this satellite. And with the help of this satellite we download that data and pass through this earth station. In this way, we can communicate from one earth station to another earth station. Now the source to destination path can be partitioned for the purpose of radio link design as the earth station satellite link or uplink. Second one is the satellite path. And third one is the satellite earth station link or downlink. Each component of the link has its individual characteristics. For example, we take an example of a mobile terminal. If we suppose I want to transmit the data towards the mobile to mobile communication, then destination earth station is a mobile terminal. And the receiver antenna size is also small. And due to that one resulting in low receiver carrier level and frequency also for this one, if you use size of antenna small, then frequency also requirement is very small. For such an application, the design of mobile terminal satellite link is critical. To optimize the overall link taking into consideration, the characteristics of each component of the link is the earth station size, cost and complexity. Basic transmission theory. Fundamental of satellite communication is defined as the power received by an earth station from a satellite transmitter. There are two approaches for this basic transmission theory. The first one is flux density. And second one is link equation. Now we see here the diagram shows flux density produced by an isotropic source. Now here in this diagram, this one is isotropic source. Isotropic source means it will transmit the data in all the directions. That is PT watts. That PT watts, which is a bombarded on this area, a meter square, which is a flux density of F that is in watts per meter square. Now from that diagram, the flux density crossing the surface of the sphere with the radius r is given by F is equal to PT by 4 pi r square. That is the flux density, the unit is watt per meter square, where PT is the hypothetical isotropic source transmitting radiofrequency power in watts. r is a distance in meters. Now the real antenna gain is defined as is a ratio of power per unit solid angle radiated in a direction theta to the average power radiated per unit solid angle. Now this real antenna gain we can define in the term of mathematical equation that is g theta is equal to P theta divided by P0 by 4 pi. Now P theta is the power radiated per unit solid angle by the antenna. P0 is the total power radiated by the antenna and g theta is the gain of the antenna at an angle theta. Now theta is the direction in which maximum power is radiated often called the boreside direction of the antenna. The boreside direction of the antenna is very much important for this design of flux density. The flux density in the direction of the antenna boreside at a distance r meter is defined as f is equal to PT gt divided by 4 pi r square that is watt per meter square. Now this product of PT gt is called as effective isotropic radiated power that is PT is the transmitted power and gt is the gain of the antenna. This figure 3 shows flux density produced by an isotropic source that is power instead of y an ideal antenna with the area a meter square. In this diagram we show the isotropic source which is radiated in all the direction that's the airp is equal to PT watts that is bombarded on this incident flux density as f watt per meter square it pass through and it will bombarded on the receiver with the help of power pr that receiving antenna with the area a meter square and gain is gr. For ideal receiving antenna with an isotropic area of a meter square that for that one collecting power is represented by pr watts is given by pr is equal to f into a that's unit is watts. Energy incident on the aperture is reflected away from the antenna and some energy is absorbed by the lossy compress. Therefore, the this radiation inefficiency is described by using the effective aperture a e is equal to n is the aperture efficiency of the antenna that is value from 50 to 75 percentage and air is a physical receiving area. Thus the power received by an real antenna is pr is equal to PT gta divided by 4 pi r square that's unit is receiving power is watts. Now here if we know the PT gt means airp a and 4 pi r square this above equation if you observe this equation is independent of the frequency. Therefore, the power received at an earth station depends only on the airp of the satellite means the product of PT gt the effective area of the earth station antenna and the distance r. The gain and area of an antenna are related by gt is equal to 4 pi a divided by lambda square where lambda is the wavelength in meters at the frequency of operation. Now substitute for this a from equation 7 into equation 6 we get pr is equal to PT gt gr divided by 4 pi r by lambda square. Now this equation 8 is known as the link equation. Now collecting the various factors we can write that equation it as power received is equal to product of airp and receiving antenna gain divided by the path loss divided by the path loss that is in watts. Now above equation the number equation number 9 in decibel the become as pr is equal to airp plus gr minus lp that is unit is dbw where airp is equal to 10 log base to 10 PT gt and the unit is dbw and gr is equal to 10 log 10 4 pi a divided by lambda square that unit is in db path loss lp is equal to 10 log base to 10 4 pi r lambda square and is equal to 20 log 10 4 pi r by lambda that is in db. This equation number 10 represents an idealized case in which there are no additional losses in the link. In practically equation 10 become as pr is equal to airp plus gr minus lp minus la minus lta minus lra and the unit of this pr is dbw where la is attenuation in atmosphere lta is losses associated with the transmitting antenna lra is losses associated with receiving antenna. Now you solve the problem based on this above equations the question is a satellite at a distance of 40 000 kilometer from a point on the earth surface radiates the power of 10 watt from an antenna with a gain of 17 db in the direction of the observer find the flux density at the receiving point and the power restored by antenna at this point with an effective area of 10 meter square. Now everyone pause the video and recall the equation of flux density okay. Now flux density f is equal to pt into gt divided by 4 pi r square now put the values into that equation we get the flux density. Now when we put the values then pt is 10 watt and gt we convert that db into normalized function that is we get 50 divided by 4 pi the r square we convert into kilometer into the meter square that is 40 000 kilometer we have to convert it the meter that we get 4 into 10 raise to 7 into square after the calculation we get 2.49 into 10 raise to minus 14 watt per square meter. Now another in this question we another we have to calculate the power restored by antenna at this point with an effective area of 10 meter square that we calculate with the help of the equation that is the power restored with an effective collecting area of 10 meter square is therefore p r is equal to 2.49 into 10 raise to minus 13 this one we got it by multiplying 10 to this f equation f that p r is equal to 2.49 into 10 raise to minus 13 that is unit is where to the references for this topic is thank you.


We've got a few more coming in, but I know we're all eager to get to lunch. I can hear the stomachs rumbling, so I know mine is as well, so I think I'll get started. And thank you all for coming. I'm very excited to be here and share what I've learned about building better, faster products with game thinking. I really appreciate your time coming here. I've come here all the way from Silicon Valley and to share what I know with you. I want to make sure you're in the right place. So have you ever felt like this? Have you ever felt you really wanted to accelerate your early design process? You wanted it to go faster. You wanted to find that thing that people want. Have you ever found it challenging to filter all the feedback coming at you from your stakeholders, from your customers, from your team? It's all coming at you, but what if it's conflicted? How do you sort it out? How do you know what to pay attention to? And have you ever found it challenging to take your big expansive idea that's going to be so great and then turn it into a stripped down, simple MVP? Raise your hand if you've ever related to those feelings. All right, well I know I have, and even though I've been designing products and games for 20 years, I still struggle with these issues whenever I'm starting a new project. We're all here for the same reason. We want to build things people want. We don't want to spend our time building what people don't want. That's a big part of what Agile and Lean is all about. Peter Drucker likes to say, there's nothing so useless that's doing efficiently what we shouldn't be doing at all. And what I'm going to show you today are some ways to prevent that and to go beyond the basics of Agile and incorporate engagement and game thinking. I'm a social game designer, an entrepreneur, and a startup and innovation team coach. I've worked on some very big products and games. Major worldwide breakthrough hits. And I've worked with some of the top brands bringing mission critical games and services to life. Today I'm going to show you how to create a product people love and come back to with game thinking. Now what exactly is game thinking? It's a combination of several key elements. First, game design, not gamification, that's something different, game design. It also includes Agile and Lean X. I'm assuming with everything I tell you today that this is on top of, this encompasses Agile, but takes it further in the design area. It also incorporates design thinking, the basics of how you iterate towards success by engaging with real user needs. And lastly, but perhaps more importantly, it incorporates systems thinking, something that's completely missing from most design thinking. But if you're building a product in the 21st century, you have to understand systems thinking. And even the basics will take you much further. And this, this combination, which I call game thinking, is your key to smarter, faster innovation. So I didn't start off knowing all of this anymore than you know all of this. I started off as an eager young programmer and designer getting into working on big systems. I started off working with eBay from when they were 30 people up through 300. And I designed a lot of their core social systems, including the reputation system. I actually redesigned that, their power seller program and the About Me pages. I then got an amazing gig working on Ultima Online, which is one of the very earliest MMOs that's pre-World of Warcraft. And again, designed and redesigned their core social systems. Along the way, I wrote a book called Community Building on the Web that amazingly, 16 years later, still popular. And that really solidified my knowledge about how to develop online web communities. One of the most popular elements was something called the community lifecycle, which described how an individual goes from being a visitor through these different stages, a novice or regular, and finally turns into a leader.  And what I did was codify it so that other people could build on that. And that led me to meeting this gentleman. Does anyone here recognize who this is? Well, this is Alex Rogopoulos, the CEO of Harmonix. And one day in my living room in Half Moon Bay on a beautiful day, we were having lunch. And Alex told me about a game they wanted to build, where normal humans, with no musical talent at all, would play plastic instruments, and feel like they were actually in a band. A lot of people told him that was crazy. A lot of people said it wouldn't work financially. And he asked me to help him bring that game to life. I did. And one of the things that confused me but that I now understand was brilliant is that we brought that game to life, initially not with our target audience, not with the party gamers and casual gamers and non-gamers that we wanted to reach, but with these very nerdy, early adopter music gamers who we had developed from Guitar Hero. That game turned into rock band. I was on the original design team. That became a worldwide breakthrough hit. It's now being redeveloped in VR. And from that experience, I learned that if you want to go after a large, addressable market, first, you need to win the hearts and minds of your early passionate customers. More on that in a moment. I went on and had great experiences working with Will Wright. I worked on three different projects with Will. He's the creator of The Sims and Sim City. And working with a crack team there at Maxis and Walnut Creek, we developed many small, high-learning, world-building experiments that focused on testing them with Will's early adopters, that early passionate market, which were simulation nerds. So many people look at The Sims and say, what a great game. But early on, we weren't building The Sims. We were doing experiments, looking to find the fun, looking to find that magic that everything else would build on. From that, I learned to focus your earliest efforts on prototyping, testing and tuning your core loop. More on that in a moment as well. Went on and was able to work on some amazing breakthroughs, including Covet Fashion, which is a sort of mixed reality fashion game on mobile, and Hapify, which is a digital mental health app that's now leading its category. I also worked with these great companies, including the New York Times on their paywall, some of Disney's games, and redesigning Netflix's onboarding experience. And along the way, I did a venture-funded startup, Photograph, which was next-generation brain games. I have a background in neuroscience, as well as being a programmer and a designer. So it seemed like a natural fit. It was very exciting. We built this beautiful game. It was award-winning. It had the most amazing first week of experience. People just loved it. I was so proud of it. And it completely failed to cross the chasm, to reach mainstream. From that painful experience, I really learned how important it is to understand where you are in this innovation curve. Again, more on that in a moment. And I learned how you don't want to just build a beautiful onboarding experience, which people love. It can be impressive. The stakeholders loved it. My VC's loved it. But it kept us from actually making that sustainable kit. So you want to scope down. You want to prototype and test your ideas uncomfortably early. Now, I don't think this is news to all of you, but I'm going to show you how to put it into a framework for driving deep-lasting engagement. So from all these experiences, I put together what I call the game-thinking toolkit, which is a bunch of very pragmatic hands-on tools that let my clients and anyone I work with or teach this toolkit to understand how to actually drive toward faster, better innovation. It includes the player's journey, which is a simplification of that customer community experience I showed you earlier. It also includes a core learning loop, which is one of the secrets of how game designers actually bring their games to life. And the game-thinking roadmap, which for anybody who's a product owner or a product manager, can save you months, even years of time when you're dealing with innovation. So this led me to an engagement with this gentleman, Renan Lachman of Play, P-L-E-Y. Play is a fast-growing Silicon Valley-based toy rental website where you can rent Lego sets and other high-end toys, and now VR and AR. So Play was successful. They had raised our Series A. They had a very fast-growing service, and they wanted to build an online community for all kinds of reasons, but they weren't sure what kind, and they wanted me to help them validate and test their ideas and make sure they were building what people wanted. So we did that using that game-thinking toolkit, and we were able to do validation, do a full pivot, build an MVP, test the MVP, and then iterate the MVP in five weeks, which was amazing. They were thrilled, and I learned the power of having a toolkit that I could use to empower an entire team rather than doing the work myself. So that toolkit is what I'm going to be talking to you a little bit about today. I'm also doing a workshop tomorrow that goes deep into this and gets all of you empowered with it. So this toolkit is based on the habits and practices of successful innovators, people that have actually shipped hits, versus the people that think they'd like to. So today I'm going to give you a little subset of that, four strategies for better, faster product design. The first is to design your product to evolve over time. The second is to find the fun in your core loop. The third is to connect with your super fans first before you reach your target market. This is part of the secret of managing feedback. And the fourth is to build out your roadmap with game thinking. Let's drill down. First of all, designing your product to evolve over time. There's nothing too mysterious about that. You just have to think about it that way. Steve Jobs likes to say, design isn't just what it looks and feels like, it's how it works. This is about how your product works. So you start by not just designing pages or designing features. You think about your customers end-to-end experience and how it evolves over time. This model here is a simplified model that comes out of game thinking. You may have been exposed already to customer journey maps and things like that, where you do all the touch points of the customer experience. That's great. That's a great thing. But that has nothing to do with actually an evolving experience. That's the backbone we're getting into here. So the first stage is discovery. Discovery is when someone hasn't yet made a commitment and they're just discovering, finding out about your product, they're deciding, is this right for me? On-boarding, that's for newbies. That's where you learn the ropes and start getting some value out of the experience and decide if you're going to keep doing it. Habit building is different. Habit building is the day 21, the day 30, the day 60 experience. What's the hit? What's the hook that pulls you back? And even more importantly, what is it that your customer is getting better at by using your product? And then mastery, something that's really missing from most of the agile and design thinking discussions. Mastery is for enthusiasts. There might be two to five percent of your customers that really go deep, master your systems, want more. They're your super fans, they're your enthusiasts. What do you have for them? Is there some way that they can leverage all the knowledge and skills they've built up using your product? Is there some way you can leverage their skills and passions? That's what designing a good mastery level is about. Let's take a look at Slack. How many of you use Slack? Awesome. So Slack, if you don't know, started as a multiplayer cooperative game called Glitch that was developed by a distributed team. And when that game failed financially, Stewart Butterfield took the tool that they had been developing for three years internally and turned it into Slack. So let's look at these stages. In Slack, discovery is really about social discovery. Yeah, it's popular enough that sometimes it's now provisioned by your IT department, but most people find out about Slack through their friends. They get pulled in or through their colleagues. You've got to check this out. That's very game-like. That's very much how people discover games. So in that sense, Slack is more like Minecraft than it is like Yammer. Onboarding is for newbies. And in Slack, onboarding happens with a friendly, helpful bot. Let me describe this to you in game terms. You come in and there's a training level where you interact in single-player mode with a bot that shows you the ropes and teaches you just enough that you can start getting value until it releases you into the multiplayer fray, a.k.a. your channel, where there's all these other people. Those of you who've ever played a console game with a training level will recognize this pattern as being very much game-like. Now, there's no gamification. There's no points or badges, but the feeling of it feels very familiar and like a game, and it's a very smart way for Slack to bring people in. On Slack, Hobbit building is really about customization. As you use the tool more and more, you peel back the onion layers of customization.  Oh, channel integrations. Oh, there's this thing I can do. Oh, I can start to customize the look. And before you know it, you're ready to launch your own channel after you're used to it, or maybe program up a bot. Maybe customize that welcome bot and even integrate your app into Slack's API. What's interesting about this is that there's a consistent through-line in Slack as you go through these stages of customization, ending with API integration. It's part of what makes Slack feel so good to use. So if you want to build something that people come back to, try to create an experience that gets better as your customers get more skilled. Easy concept to understand. Little tricky to implement in practice. But that's what the game thinking toolkit's all about. And solve a real problem for a small group of people. Get back to that in a moment. Slack didn't start as an idea. It started as an in-house tool. And they banged on their core loop. They weren't making fancy onboarding. They were developing that core loop to be useful to them internally. And that's part of why Slack seemed to come out of nowhere surprised. It was in development for a while. Second concept. Find the fun in your core loop. Now, find the fun doesn't just mean fun, fun, fun. It means find the nugget of value. Raph Koster, who's one of my dearest friends and heroes, wrote a great book called The Theory of Fun. If you've never read it, it's an easy read, very, very inspiring. And he likes to say fun is just another word for learning. I think this is a very deep concept. Here's the other thing. Fun means different things to different kinds of people. We're going to go into this in depth tomorrow in the workshop. But when you're a game designer, you learn about several different kinds of games. So when I was just starting out in gaming, there was a textbook that I read cover to cover called Rules of Play. And this was the definition of a game in the textbook. That seems pretty good. Quantifiable outcome, rules, so far so good. Turns out, that's actually a definition of zero-sum games. Here's Game Theory 101. A zero-sum game is a kind of game where we're framed as opponents. If you win, I lose, and vice versa, there is a limited resource that's going to be divided up among the winners. That's what a zero-sum game is. So head-to-head battles, any war simulation, chess, go, polo, all those games. Rank order competitions from the Olympics to the leaderboard you saw on our website yesterday. And most gambling games are zero-sum games. But there's a whole other kind of game. One thing that confused me as I started to work in gaming more was I worked on rock band, and I worked on the Sims, and those games didn't fit narrowly into this definition. There's no end state in the Sims. So I came up with my own definition to describe these hits that I was working on. A structured experience with rules and goals that's fun to play together, it's a much broader definition. Well, it turns out that's very close to the definition for a non-zero-sum game. Non-zero-sum game is a game where we're partners. We win together, we lose together. And the key thing about a non-zero-sum game that's interesting to me and should be to you is that it's not about dividing up a limited pie. A limited resource. It's about creating more abundance for everybody by banding together. It's a fundamentally different kind of interaction. So here's some examples. Playing double dutch or hopscotch on the playground. The teams that play Pictionary are playing a non-zero-sum game. They win together and lose together. The way martial arts is practiced in the United States. Everybody's encouraged to level up together and support each other. Probably the best example is charity walk. The more people that play and participate, the better everyone does. It's the opposite of a zero-sum game where the more people that play, the lower your chances of winning. So ask yourself, what kind of fun are my customers looking for? Are they interested in being partners or opponents? Don't be fooled into thinking that game means competition. Sometimes competition is exactly the right thing to introduce into your game-like experience. Sometimes it's absolutely not. And there's a whole world of other game-like experiences that you can provide that aren't zero-sum. So now let's talk about how this fits into finding the fun in your core loop.  That's the thing that leads to player delight. So let's take a look at some of the popular ways of thinking about how you build an MVP. Because a lot of what we're here for is, on the way to any great product, you need an MVP.  Everybody should build a fake landing page. I can think of 10 companies that'll build one for you and tell you that's the right MVP. But now that you know about the player's journey in those four stages, you know that that tests your discovery phase. Of your experience. So it doesn't mean it's worthless, but it has nothing to do with testing your product experience, whether that's compelling. All an MVP, all a fake landing page does is test your marketing message, which is your discovery. Now, there's something called an operant conditioning loop or skinner box. How many people here know what an operant conditioning loop is? Okay. So, an operant conditioning loop came out of BF Skinner's work in the early part of the 20th century. And it's basically behavior manipulation with rewards and routines. So there's a lot. There's a book called Hooked. There's the power of habit. They both are based on this model. This gets you closer, but it doesn't lead to player delight, player empowerment, or long-term engagement. If that's what you want, this is going to lead you into a dead end. You need skill building. You need to make your customers more awesome. That's the thing that is the core of game thinking and of creating a game-like versus a gamified experience. So let's dig in. This is a core loop, or habit building, skill building habit loop. Think of it as your day 21 experience. It's that habit stage, habit building stage of your experience. Let's take a look at how Flaks core loop works to bring this idea to life. Here it is. It starts with an engaging activity that's motivated by an internal motivator, internal trigger. And in Slack's case, the engaging activity is just reading and responding to updates. The internal trigger is not wanting to be left out. FOMO. The feedback in Slack is very simple. It's an important point. People get really caught up in progress, and that's great. But without a simple core feedback loop, you're not building on a strong foundation. And Slack has simple feedback. I've read all my responses. Now, beyond that, you can layer in progress and investment. This is how games actually come to life. And engage triggers. An engaged trigger is a trigger that kicks in once people are engaged in your product. So in Slack's case, an engaged trigger is checking your notifications once you've configured them. In something like Twitter, it would be checking your stats. It only happens once you're into it, once you've committed. And the progress and investment is really more and more customization as I told you about earlier. So remember, skill building is the thing that makes your customers more awesome. That's what they want to be. They don't want, they don't care about your features. They want to be better than they were before. They want to be empowered. And a core loop is the key to making your customers more skillful. So if you want to build long-term engagement, start with a skill building core loop. Come back to that in a moment. Third, connect with your super fans. Paul Buckeye runs Y Combinator. He knows a thing or two about startups. He likes to say try to create something just a few people really love. Even if most people don't get it right away. This is one of the biggest mistakes I see startups making. They try to get their target audience and they forget that if you're doing anything innovative, you actually have to start with a much smaller group or you get off on the wrong track. So in 1991, Jeffrey Moore wrote a book called Crossing the Chasm. A lot of people know about this. He's a marketer and he wrote this book about his experience taking the Apple hobbyist computer and turning it into a worldwide hit, Crossing the Chasm. Most people don't know that this was based on work done 30 years earlier by Everett Rogers. This gentleman, a scientist at Bell Labs. Rogers came up with something called innovation diffusion theory. This is a data driven theory based on years of research with pig farmers and kids in malls and all kinds of groups all over the world about how innovation actually spreads in culture. And what Rogers learned is that you can't reach the majority, even the early majority, without going through your early market. So if you want to cross the chasm and have a hit, start by finding and delighting a few passionate early customers. Now Will Wright knew how to do this. I learned that. I told you before. I worked with him on three different projects. And in the early days of those projects, even though we were analyzing our target market, we were testing our ideas on innovation nerds who were Will's early passionate customers. Running small high learning experiments. Alex Rogopoulos knows this too. On rock band, we were testing our earliest ideas, our core loop on these music gaming nerds, not on our core target. We moved on to testing with them later in beta, but not at first. So if you want to accelerate innovation, start by finding and delighting your super fans. A small group of very passionate high need early customers. Fourth, build out your roadmap with game thinking. How many of you are product owners or product managers in some form? So even those of you who aren't, this is useful. But if you're a product manager, this is gold. I love this quote from Frank Lloyd Wright, because I think it really sums up why so many of us are here, what we want to do. You want to make those mistakes earlier. You don't want to build stuff and then find out it was a mistake. How do you do that? Well, I already told you that skill building is the thing that makes your customers more awesome. Game thinking is a framework and a toolkit for helping your customers develop and leverage their skills. And the game thinking roadmap shows you how you can actually do this over time. Because a lot of times people will learn these tools and say, well, I can't go to the ocean, where should I start? This is the where should you start. So here on the x-axis, we have the customer's journey that what we just talked about from discovery through onboarding, habit building, and into mastery. On the y-axis, we have the developer's journey, our journey, where we start with an MVP and go through beta to ship and into expansion if we have something that's worth expanding. So what you want to do is, let me go back here, what you want to do is follow this map and start with the habit building phase. A lot of people start with onboarding. Why? It's so much easier to do pretty onboarding than to do a good habit loop. Some people start with mastery because they discovered game mechanics and think it's cool. Really bad idea. This is the way the Sims came to life, Rock Band came to life, Covet Fashion came to life, every hit I've worked on, this is how it came to life. Now, I'm not telling you about the 20 or 30 things I worked on that weren't hits. Those didn't come to life this way. That's the message I want you to get. Let's talk about Rock Band a little bit. So we spent seven months working on the core loop before we got into any of the fancy graphics that those of you who have played Rock Band are familiar with. Here's the Rock Band core loop. It's really about playing a song together. The trigger is, hey, I want it, usually it's party time. One of the things we learned during our early research is people really wanted a game that they could invite their friends over to play, like board game knife, but more active. And the simple feedback is you just get your score, but there's also a lot of feedback during the song play.  However, what I want you to take away from this is all that cool stuff, all the progress and investment stuff we didn't touch for the first seven months of the game development. All we did was work on the feedback loop to make it feel really good. It made me crazy. I was a much less experienced game designer then. I was like, I want to work on the cool stuff. I'm going to talk to our close and all this cool stuff. They said, you know, if this doesn't feel great, if this core loop doesn't feel great, nothing else matters. So that's what we're going to work on first. And they were right. Now I'm going to tell you about a product I worked on that's not a game, but very much uses these ideas. Happify. Have any of you played Happify? Looks like not. So it all started with these two entrepreneurs. Tomer and Ofer from Israel. They had come out of the gaming industry. They had sold their company and taken a class on the science of happiness which transformed them. They thought it was amazing and they wanted to bring it to the world. So naturally they said, well, let's build a game. So they came to me to help them validate and develop their ideas. We started by trying to find our passionate, high-need early adopters. We used five key discovery questions that, by the way, I'll be talking more about tomorrow in the workshop, to surface early customers. We had three hypotheses for who our early customers would be. And we honed in using these interviews. We honed in on a very specific group of high-need, passionate, early customers. Women who had recently left the workforce, had their first child and were now stay-at-home moms, over-educated, lots of skills, a little bit bored and a little bit depressed, but wanted to do something about it because they were doers. That was our early core and it turned out to work out well. Now, when we started working with these women and we honed in on them, we then tested our early ideas. We ran lots of small, high-learning experiments. And what we learned was the first ideas that the team had, Tomer and Ofer, they came out of gaming. So they had these visions of it looking like a game. A two-and-a-half de-isometric thing. So we had all these sketches. We showed them to women and they told us that looks stressful, that looks like a lot of work. And then we would ask them, well, what do you do to feel happier? What do you do to lift your mood? And you know what they said? Pinterest. I go to Pinterest. I look at ten-layer cakes I'll never build. I look at white living rooms without throw-up on them and I dream. That's what they would say. We re-architected the whole UX to look like Pinterest.  People looked at it and they said, oh, yeah, I understand that. That looks like it would be calming. That looks like it would be great. Today, HAPPify is a market leader in digital happiness with a whole host of competitors nipping at their heels and they recently released a new version that's a medical version that's getting prescribed by doctors for mental health prevention. So they, the team at HAPPify used the tools that I told you about today to reach that and to iterate their ideas before they built their MVP. And it ended up being hugely successful saving them months of time and really being the difference between shipping something they were excited about that people didn't want and shipping something they knew people would want. So, let me review. Four strategies. Design your product to evolve over time. Find the fun within your core loop first. Connect with your super fans. Test your ideas on them first before you reach your actual target audience. And build out your roadmap with game thinking. So I want to talk about you now. What would it mean to your project if you could accelerate your early product development process? What if you could 6X it or 10X it? What if you knew how to talk to exactly the right customers? What if you could say these seven people I'm going to pay attention to and the rest I'm going to ignore their feedback it's not relevant to me right now. What if you had that power? What if you could take those insights from talking to those seven people and turn them into a simple compelling MVP? What if you could do all that in a few weeks? What would that mean to your project? Are you interested? I want you to try out the ideas that you learned today. You can also go to gettingtoalpha.com We have a number of programs. Many of them are online. So they work for anyone anywhere in the world. And I also would encourage you if you can or if you're not already signed up if you're really interested in this come to the workshop tomorrow. This is a brief preview. I'm going to apply them to your project to 10X your innovation cycle and help you build a better faster product. So if you're interested in this kind of material please follow me on Twitter. I share a lot of free material. We have free webinars coming up that go deeper. You can also subscribe to Design Tips on my website and if you want to connect with me and ask me a question feel free to send me an email. I'll leave that up. So I hope this has been inspiring to you in thinking about how you can use the groundwork of Agile and build on top of it to create something that people love and want to come back to again and again. So thank you very much.


Next question is from Browell Art. Is there any value in taking glutamine? Glutamine, you know, glutamine was a huge bodybuilding supplement in the 90s, especially maybe early 2000s. So the philosophy was this. Well, first off, they had studies showing that burn victims who were given glutamine would heal faster than if they weren't given the glutamine. And so the bodybuilding community, of course, the supplement industry took that and said, oh, it helps with recovery. Oh, plus here's another selling tool. Glutamine is the most abundant amino acid found in skeletal muscle. So it must mean we can take glutamine and get all kinds of incredible results. It doesn't work that way. Glutamine does help a little bit when you're under tremendous amounts of stress, when you're teetering on overtraining. But it's pretty small. It's not really significant. If your protein intake is high, it's probably not gonna make a difference. Here's where glutamine can be beneficial. Immune and gut health function in many cases, the gut actually uses a majority of glutamine in repair. So what you find now is glutamine is more of a gut health immune supplement than it is for bodybuilding. Yeah, but is that all canceled if you're taking either a BCAA already or you're taking a protein shake? Or you're getting adequate protein? Not BCAA, because those are three other amino acids. But if you took a... Oh, that's right. Glutamine is not in the BCAA. No, it's not even essential. It's a non-essential amino acid. But if you took, if you had, for example, in gut health and immune studies, they find that whey protein is beneficial. Whey protein is naturally high in glutamine and the branched amino acids. So would it give you the same results? I would probably say yes. Here's where amino acids get kind of interesting, especially like the branched amino acids and glutamine. If your protein intake is low, then you may benefit. So who would I have supplement with amino acids? Vegans. Always. As a trainer, when I had vegan clients, because it was pretty rare that they could get their protein up pretty high unless they supplemented with protein, I would have them take branched amino acids and glutamine before and after their workouts and they would notice... So glutamine and creatine then. Yeah, creatine, glutamine, leucine, isoleucine, and valine, right? The branched amino acids. And they would notice benefits or maybe just the essential amino acids, right? Which include the branched chain ones. But if your protein intake's high, not really. Like if you're listening to this and you're working out and you're doing everything right and then you add glutamine to your supplements, you're probably not gonna notice anything. By the way, since we just had the other question right before this, if I had to compare which ones I prefer, I would lean more towards the sauna and the cold plunge than I would glutamine. Oh, right, yeah. Personally. Yeah, yeah, yeah, yeah. I would agree with that. You know what your amino acids, I like to utilize. My protein intake takes high, so I really don't supplement with too many amino acids. But I do like theanine on an empty stomach with caffeine. That's a totally different thing though. You got me to fall in love with that. I really like that. Yeah, but other than that, amino acids, if your protein intake's high, not tons of value, if it's low, then you can find some interesting things with individual amino acids happening. By the way, you can take too many, by the way. Like too many branched amino acids can cause reductions in serotonin because of the way they compete. You get depressed, right? I've heard. Yeah, because they compete with the production of serotonin, with tryptophan, I think, which is part of that creation. And so they'll find, like, I used to do this. I would drink branched amino acids all day. So I thought, oh, the more, the merrier. And I was kind of like, People are still doing that. I know. Literally, I'd have a jug of water and I'd pour my, and that was it. I'd drink it all day long. And it was kind of flat. I noticed I needed more caffeine. Then I learned about that and I was like, oh, okay. I think I'm taking too many. Hey, if you enjoyed that clip, you can find the full episode here or you can find other clips over here. And be sure to subscribe.


In the meantime, thousands of Eritrean refugees are increasingly caught in the middle of the conflict in Ethiopia's Tigray region where witnesses say the officials say forces have attacked their camps, abducted or killed some of the residents and stolen their food and possessions. The refugees are among the most vulnerable groups in the Tigray conflict which broke out in November between the region's forces and Ethiopian federal troops. It has left thousands of people dead. The refugees say they have been targeted by both sides, troops from their native Eritrea, which sent forces over the border to support Ethiopian soldiers, having accused of destroying a refugee camp and abductions. And the refugees say they have also come under attack as scapegoats from Tigrians who alleged widespread abuses by Eritrean soldiers. Hello, hope you enjoyed the news. Please do subscribe to our YouTube channel and don't forget to hit the notification button so you get notified about fresh news updates.


Hi there. My name is Abhijit Bhaduri. I work as an executive coach and I also am the author of this book, Dreamers and Unicorns, where one of the things that I've talked about is the importance of mental health in the workplace, which is going to become one of the biggest challenges we have ever faced and is probably going to be bigger than the skills challenge. And to talk about exactly this, I have Dr. Ashwin Naik, who's a dead fellow and an Ashoka fellow. He's also the founder of Vatsalya Health, which is a series of low-cost hospitals, which is available in the Tier 2, Tier 3 cities. And that's the work that I most admire him for. So, Ashwin, lovely to have you here. Thank you for joining me. And I must say that it's been such a privilege for me to partner with you in building this mental health awareness. And also, actually to start talking about well-being, moving beyond mental health. But first question that I wanted to talk about was, people talk about wellness and well-being. People talk about wellness and well-being as two separate pieces. They use it interchangeably. Is that right or is that wrong? Thank you. Thank you, Abhijit, for having me. I think this is a great conversation to have. And while the definitions themselves don't make a big difference, wellness or well-being, but it's important to figure out what is the fine distinction between these two. When we talk about wellness, it's typically associated with physical wellness and well-being is much more than physical well-being. It also includes your mental, spiritual, societal well-being, for example. Be what it may. I think the reason it is important to create this distinction now is because traditionally, organizations have focused on the physical wellness part. It's very usual over the last 10 years to see companies doing employee wellness challenges, which include yoga or marathons or fitness challenges, etc. But very recently, only very recently, organizations have started looking at the emotional well-being, which is the core element of the well-being piece. So I think that's the shift. So wellness focuses largely on the physical health side and well-being focuses on a more holistic, emotional, social, physical well-being, if you will. So that's the key difference. So one way I would remember this difference is to say when we talk about the human being, we are talking about well-being. So that's the more holistic way to do that. It just makes it easy for me to remember that difference. I also thought that you raise a very interesting point that physical well-being is just one element of well-being, but it's mental, physical, emotional, and spiritual, the four axes that you actually have to address. And when you look at that, one of the most important pieces that I have read in the recent times that more than 80% of the CEOs actually think that this has a direct impact on productivity. And even more interesting was the fact that more than 90% of the CEOs who were surveyed actually talk about the fact that they have sought out help in this particular field for themselves. What do you think is triggering this massive move towards people becoming conscious about well-being and what is driving that shift? Over the last 18 months or so, things have really shifted. We all know the way the world has changed. But if you ask today any progressive CEO what are the top three things that they think about in terms of their own organization and employees, my bet is they will say emotional well-being of their employees will be in the top three. And this not just corporate world, right? If you look at the sports world, the number of athletes who have come out and said emotional well-being is important for me, I'm going to take a pause, right? Whether it is Olympic athletes or even closer home, the cricket players. I think the conversation has tilted in the favor of accepting emotional well-being is a key component of well-being, so that's one thing. The second thing is the changing structure of work, hybrid work, remote work has also put a lot of pressure on employee well-being. And CEOs are recognizing that, that this is an important piece and we have to do whatever we can to support employee well-being. The third one is younger employees are also demanding from their employers that they want to be supported in their employee well-being journey. So I think these are some of the things that are coming together and our projection is in the future employee well-being will be a key component of what differentiates one employee, employer versus others. And the second prediction for us is that it will no longer be a benefit that companies provide, but it will be a skill that managers and leaders in the organization will be trained on and that will be considered as a core skill that they have to develop as they grow in the organization. So I think that's a big one that looking at mental health, not as a benefit that is offered that you can have an employee assistance program etc. But it's going to become a skill and I like the difference that when you start training the managers to look out for these signs then it's really something which is trainable and become part of the organization's agenda to drive this conversation. And the obvious question to then ask is, what are the big signs of trouble? What are the big signs of well-being issues that managers are trained to look out for? Right, Abhijeet, I would turn the question around a little bit and say if you are waiting for the big signs it's probably already too late. I think we have to look out for the small signs, the small signs of distress, the small signs of emotional turmoil, the small signs that managers should be trained to identify, flag, offer support and then point the person to the right resource. And it's even more important in a hybrid culture like work culture like this because it's not easy to pick up these cues. So how do we train your teams, your managers to identify these small signs becomes extremely important. And that's where I think this entire approach of building capacity, building the skills come in very handy. Yeah, I really like the way you phrased it, that it's not the big signs that you look out for because if you look out for the big signs it's probably too late. You have to look out for the small signs so that there is time enough to step in and make an intervention. So small signs could be a shift in performance, a shift in the level of engagement. You know, and one big parameter that I would sort of bring to the forefront is the dropping levels of engagement that people talk about. One of the manifestations is the great resignation, but it's not so much a shift in terms of the pay packets, etc. I mean, I think that's really a very simplistic solution that employers are looking at. There are lots of issues they should be addressing and well-being is certainly in my mind the top place to be looking out for. One other question would be that, are there organisations which are doing this well, they are like role models and what kind of organisations are these, the start-ups who are doing it, are these large organisations, are these Indian organisations, just give me a feel of what kind of organisations are working on this. Sure. I think that's an interesting question because we are seeing organisations across the board becoming very serious and committed to emotional well-being. We work with start-ups, we work with established companies, traditional organisations and also multinational. So I'll pick a few examples and just share what we do. So we work with a very fast-growing start-up and they came to us when they were hardly 20 people and they said we believe that well-being is an important component of what we offer to our teams and we want to commit and make sure that we have the systems in place. So we work with them, set up the entire program and the commitment came from the very top. The CEO himself was involved in the process but also utilised therapy counselling as a key support system and encouraged his team members as well. To the extent that about 50% of their employees utilise our services and which is a very high engagement rate considering in the global average is about 5%. And the reason they work with somebody like us is they believe that this is a key differentiator for them as an employer to attract talent. Offering well-being support is a key differentiator. The second company that we work with is a large multinational bank. They have about 4,000 employees in India and they said we are already doing enough. We have an EAP system. We have a support system for employees but we believe the only way we will move the sort of level up is if we can train our key leaders as well-being ambassadors. So we started working with about 100 of their employees 100 of their managers helped them build a well-being ambassador program where they are trained to recognise the signs that we just spoke about the small signs how to have a conversation. As a culture, we are not accustomed to having this conversation about emotional well-being. We are more used to giving suggestions Kiya, Karlova, Karlova and then things will be better. So how do you have a right conversation? What not to say and then how to point them to the right professionals. So we have trained about 100 of them and then the plan is now to train 200 more. So these 300 managers will act as a first level of contact within the organisation. I have to admit that they are not going to be a substitute for mental health practitioners but act as a first interface. The third company probably I'll share is a shipping company a traditional shipping business where 80% of employees are on ships and there's a lot of stress and tension away from home etc. And we work with that organisation to build a culture of well-being and it really started picking up steam when the CEO publicly committed that this is a key priority for us. We're going to participate and utilise the service and the shift there and this goes to your previous question the shift there was when the CEO publicly committed it moved from being a HR initiative to becoming a business initiative. So it was no longer something that the HR team had to push but the business leader were asking these questions how many people have been trained as well-being ambassadors what are we doing about emotional well-being of our team? So the entire conversation and the culture changes when the push comes from the top. Is there a measurable impact on the bottom line and productivity and all that because businesses always like to see that whatever I'm doing has a direct impact on the money in the bank. What's been your view? Yeah, I think it's too early. It's a little early for us to claim this but there are global studies to show that it has an impact on productivity and retention etc. But personally I feel that if we peg it only at retention productivity etc I think it will be a little bit of injustice. Transactional. Exactly. It becomes transactional. This will pay off probably in a medium to long term but most importantly I think these are hygiene factors. Providing well-being support at workplace is going to be the single biggest support system that you can offer considering that employees might be working anywhere across the world. I mean the entire concept of workplace is changing and how do we design this around well-being will be an important conversation. So I think from the conversation that we had today I'm taking away a couple of different things. One I think is that there is an overwhelming number of CEOs who believe that almost 80% of the CEOs in the study that I looked at actually say that it has an impact on productivity. 94% of them have actually sought help for themselves. Two, the other thing that I liked about what you said was that don't look out for the big signs because if it's a big sign of a breakdown or something then it's already too late. So when you look around and you see your loved ones you see your colleagues anywhere this is something that you need to be able to address early and it's not a benefit.  It is something which is like a skill and you train your people and you sort of build it in the organization's culture. So I hope that the work that you do Ashwin as part of money wellness I know that you're working with a number of almost 50 odd companies is that right? That's right. So thank you very much and I'm really privileged to be able to partner with you in this journey and I hope to have many more such conversations and build that awareness. Thank you for all that you've done and thank you so much for joining us here today on the Dreamers and Unicorn Show. Thank you Abhijit for having me.