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[http://www.narrativemedicine.org/index.html] - - public:weinreich
health_communication, storytelling - 2 | id:76601 -

"THE LEADER IN NARRATIVE BEST PRACTICES AND TEAM-BASED HEALTHCARE PROGRAMS Narrative Medicine fortifies clinical practice with the narrative competence to recognize, absorb, metabolize, interpret, and be moved by the stories of illness. Through narrative training, the Program in Narrative Medicine helps physicians, nurses, social workers, mental health professionals, chaplains, social workers, academics, and all those interested in the intersection between narrative and medicine improve the effectiveness of care by developing these skills with patients and colleagues. Our research and outreach missions are conceptualizing, evaluating, and spear-heading these ideas and practices nationally and internationally."

[http://www.modelsofimpact.co/] - - public:weinreich
cause_marketing, design, social_change, theory - 4 | id:76607 -

"Models of Impact is a strategic business-design toolkit. Our mission is to promote legacy and entrepreneurship in the social impact community by developing tools and resources that make it easy (and fun!) to design disruptive business models. Our method is comprised of a simple 4-step process: Learn, Invent, Program, and Report. Our toolkit is designed for Educators, Entrepreneurs, Designers, and Non-Profits, and is available on a "Pay-What-You-Want" basis for immediate download. This .zip file contains a series of game-based workshop curricula and brainstorm activities, a comprehensive glossary that documents 101 business models, a series of 3 maps, and a library of 98 icons."

[https://www.linkedin.com/pulse/people-love-learning-hate-training-robert-pratten] - - public:weinreich
storytelling, strategy - 2 | id:76619 -

"Real-world personalized training is the key to engagement Our key to learner engagement has been the use of real-life stories told in real-life places. This strengthens relevance and motivation and demonstrates actual on-the-job benefits. Secondly we use interactive, branching narratives that show learners the consequences of their decisions – intrinsically motivating them through autonomy and providing multiple learning pathways. Third and finally our participatory experiences focus on doing rather than just knowing – making the learner an active player in their own personalized learning journey."

[https://www.opendemocracy.net/transformation/michael-edwards/why-it-s-time-to-say-goodbye-to-doing-good-and-doing-well] - - public:weinreich
cause_marketing, inspiration, social_change - 3 | id:76620 -

"The goal of making money is making money. The goal of social change is social change. Sometimes the two meet in the middle, but usually they don’t, and that’s absolutely fine. For a new generation of Samaritans who need a financial return on their compassion, a new slogan may provide some necessary extra motivation. But the rest of us don’t have to settle for self-limiting, self-promoting and self-interested ‘solutions.’ ‘Doing good and doing well’ is no basis for social transformation. It’s time it was put to bed."

[http://www.ft.com/intl/cms/s/2/cd1722ba-8333-11e5-8e80-1574112844fd.html] - - public:weinreich
advertising, social_media, strategy - 3 | id:76631 -

What if you were to invent a way of getting light buyers to recall your brand just as they are about to choose? Ideally, it would reach millions of people who aren’t particularly thinking about your product. You’d want them to see the same thing at around the same time, so that they can talk to each other about what they’ve seen, reinforcing each other’s memories of it. You would need to sneak up on them, since they have near-zero interest in hearing from you, indeed don’t want to. You’d need a form of content requiring negligible mental effort to process: one which comes in bite-sized chunks, but which is still capable of moving and delighting. It turns out there is an app for that: the TV ad.

[https://medium.com/swlh/the-nine-states-of-design-5bfe9b3d6d85#.3bywfk7ra] - - public:weinreich
design, online_marketing - 2 | id:76644 -

“the unhappy path” — The places where users may, intentionally or not, stray from your idealized flow. As we learn to craft systems rather than pages, we must invest effort into shaping these often missed states of design and create with a component lifecycle that can support everyone."

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