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Pedro Gonçalves

The 3 Future Waves In Design, And How To Ride Them | Co.Design | business + design - 0 views

  • The first wave: Experience design
  • The modern design challenge is to define a great experience for a consumer comprised of a range of touch points, in various cases composed of interactions with several devices, retail experiences, personal contact points, software interfaces, physical mechanisms, data, and software intelligence.
  • We are systems designers now.
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  • The second wave: The Iceberg
  • We will need to adopt new skills. Data modeling, algorithm design, voice scripting, and gesture design need to become common design practices.
  • The third wave: Organic Products
  • Today, a design team delivers a production-ready thing, something finished and ready for manufacturing and consumption. Tomorrow's designer must be prepared to ride "shotgun" with the customer and the product for the life of that product, perhaps helping to grow and adapt the product over time.
  • "Design is how it works."
  • The "it" of that quote becomes not only the experience of a single device but a composite experience made up of a multitude of touch points, defined by not only what we can see and touch but by an increasingly unseen and diverse set of features. The "it" is no longer a fixed static thing, but a growing, evolving experience that ultimately can begin to mirror our ideas of life itself--and the discipline of design must grow and evolve along with it.
Pedro Gonçalves

20 top web design and development trends for 2013 | Feature | .net magazine - 0 views

  • “If you’re designing a website and not thinking about the user experience on mobile and tablets, you’re going to disappoint a lot of users,” he warns. Designer Tom Muller thinks big brands getting on board will lead to agencies “increasingly using responsive design as a major selling point, persuading clients to future-proof digital marketing communications”. When doing so, Clearleft founder Andy Budd believes we’ll see an end to retrofitting RWD into existing products: “Instead, RWD will be a key element for a company’s mobile strategy, baked in from the start.” Because of this, Budd predicts standalone mobile-optimised sites and native apps will go into decline: “This will reduce the number of mobile apps that are website clones, and force companies to design unique mobile experiences targeted towards specific customers and behaviours.”
  • During 2012, the average site size crept over a megabyte, which designer/developer Mat Marquis describes as “pretty gross”, but he reckons there’s a trend towards “leaner, faster, more efficient websites” – and hopes it sticks. He adds: “Loosing a gigantic website onto the web isn’t much different from building a site that requires browser ‘X’: it’s putting the onus on users, for our own sakes.”
  • Designer and writer Stephanie Rieger reckons that although people now know “web design isn’t print,” they’ve “forgotten it’s actually software, and performance is therefore a critical UX factor”.
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  • Bluegg studio manager Rob Mills reckons 2013 will see a “further step in the direction of storytelling and personality on the web, achieved through a greater focus on content and an increase in the use of illustration”.
  • Apps remain big business, but some publishers continue to edge to HTML5. Redweb head of innovation David Burton reckons a larger backlash is brewing: “The gold rush is over, and there’s unrest in that apps aren’t all they promised to be. We now live in a just-in-time culture, where Google can answer anything at the drop of a hat, and we no longer need to know the answers. The app model works the old way. Do we need apps for every brand we interact with? Will we even have iPhones in five years’ time? Who knows? But one thing is certain – the internet will remain, and the clever money is on making web apps that work across all platforms, present and future.”
  • Designer/developer Dan Eden says that with “more companies focussing web efforts on mobile,” designers will feel the pressure to brush up on the subject, to the point that in 2013, “designing for desktop might be considered legacy support”. Rowley agrees projects will increasingly “focus on mobile-first regarding design, form, usability and functionality”, and Chris Lake, Econsultancy director of product development, explains this will impact on interaction, with web designers exploring natural user interface design (fingers, not cursors) and utilising gestures.
  • We’re increasingly comfortable using products that aren’t finished. It’s become acceptable to launch a work-in-progress, which is faster to market and simpler to build – and then improve it, add features, and keep people’s attention. It’s a model that works well, especially during recession. As we head into 2013, this beta model of releasing and publicly tweaking could become increasingly prevalent.“
  • “The detail matters, and can be the difference between a good experience and a great experience.” Garrett adds we’ll also see a “trend towards not looking CMS-like”, through clients demanding a site run a specific CMS but that it not look like other sites using the system.
  • “SWD is a methodology for designing websites capable of being displayed on screens with both low and high pixel densities. Like RWD, it’s a collection of ideas, techniques, and web standards.”
Pedro Gonçalves

New Defaults In Web Design - How Much Has The Web Really Changed? | Smashing Magazine - 0 views

  • Many mouseover interactions are completely dysfunctional on a touch device
  • Instead of buying a state of the art monitor, buying a cheap monitor and several low-end devices to test your work on might be a better investment.
  • Hiding content and showing it on mouseover was considered to be a decent design pattern
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  • When you hover over a menu item, a submenu appears. But apart from hovering over an item, you can also simply click on it to follow the link. Now, what should happen when you tap on the item with a touch device? Should the submenus appear, or should the link activate? Or both? Or should something else happen? On iOS, something else happens. The first time you tap a link like that, the submenu appears; in other words, the hover event fires. You have to tap a second time to actually follow the link. This is confusing, and not many people will tap a second time. On Android, the submenu appears and the link is followed simultaneously. I don’t have to explain to you that this is confusing.
  • It’s very well possible to think of complex solutions11 whereby you define different interactions for different input devices. But the better solution, I think, is to make sure that the default interaction, the activate event, just works for everybody. If you really need to, you could choose to enhance this default experience for certain users.
  • The same principle that we follow for interactions — whereby we design the activate event first and enhance it later — applies to graphic design. We should start designing the things that we know everyone will see. That’s the content. No matter how big or small a screen is and no matter how minimal the feature set of a browser, it will be able to show letters.
  • rather than pollute the page with all kinds of links to get people out of there, we should really focus on that thing in the middle. Make sure it works. Make sure it looks good. Make sure it’s readable.
  • you start by designing the relationship between the different font sizes.
  • When the typography is done, you would start designing the layout for bigger screens; you can think of this as an enhancement for people with bigger screens. And after that, when the different layouts are done, you could add the paint. And by paint, I mean color, gradients, borders, etc.
  • When I say to start with typography, I don’t mean that you aren’t allowed to think about paint at the same time. Rather, I’m trying to find the things that all of these different devices, with all of their different screen sizes and all of their different features, have in common. It just seems logical to first design this shared core thoroughly. The strange thing is that this core is often overlooked: Web professionals tend to view their own creations with top-of-the-line devices with up-to-date browsers. They see only the enhancements. The shared core with the basic experience is often invisible.
  • All of the things we created first — the navigation, the widgets, the footer — they all helped the visitor to leave the page. But the visitor probably wanted to be there! That was weird.
  • To build a responsive website that works on all kinds of screens, designing for a small screen first is easiest. It forces you to focus on what’s really important: if it doesn’t fit in this small square, it is probably not terribly important. It forces you to think better about hierarchy, about the right order of components on the page.
  • Once you’re done with the content, you can start to ask yourself whether this content needs a header. Or a logo. Or subnavigation. Does it need navigation at all? And does it really need all of those widgets? The answer to that last question is “No.” I’ve never understood what those widgets are for. I have never seen a useful widget. I have never seen a widget that’s better than white space.
  • does the logo really need to be at the top16 of every page? It could very well go in the footer on many websites
  • the option to add extra luggage to a flight booking might be most effective right there in the overview of the flight, instead of in the middle of a list of links somewhere on the left of the page.
  • does the main navigation look more important than the main content? Most of the time it shouldn’t be, and I usually consider the navigation to be footer content.
Pedro Gonçalves

9 Ways To Get The Most Out Of Design Thinking | Co.Design | business + design - 0 views

  • Design thinking, however, is a slightly murky concept that means different things to different people. At heart, though, it is about fusing the creative and open-ended with the analytical and operational
  • For us, there are two broad skill sets--strategy and design--with no buffer in between to organize them and tell them how to work together.
  • a lot of organizations take a slightly patronizing view of design and creative types, assuming they can’t really be expected to understand and manage things like budgets. We assume the opposite--that everyone can and should be a good businessperson.
Pedro Gonçalves

Experience Design Will Rule in the Post-PC Era | Forrester Blogs - 0 views

  • 77% of mobile searches take place in the home or at work where a PC is readily available. Whether you call it lazy or convenient, the simple fact is smartphones and tablets are quickly becoming the go-to computing devices for consumers.
  • In the post-PC era, customers expect companies to provide experiences aligned with their needs and abilities, in the right context, and at their moment of need.
  • Today, content is the interface and navigation is performed directly through gestures and voice commands. As a result, interactions are becoming multi-modal, engaging users through multiple senses.
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  • Adaptive. As customer interactions fragment across devices, experiences must perform reliably across an expanding interface landscape that includes PCs, laptops, smartphones, tablets, and, increasingly, TVs and cars. But just having a presence on these devices is not enough. Experiences must persist across these devices
  • Further, they need to become polymorphic, taking advantage of the connected devices that surround us to delivernew multi-device experiences that were not possible before.
  • As consumers adjust to post-PC realities, they expect companies to provide the right mix of content and functionality at the right time and right place.
  • design and customer understanding, not technology, will rule the post-PC era. In a time when you can hire a handful of engineers to build just about anything you want, value shifts from what is possible to what is desirable. 
Pedro Gonçalves

Facebook's top 10 social design secrets | Feature | .net magazine - 0 views

  • One of the most common mistakes made when designing social applications is focusing immediately on rich, heavyweight interactions rather than lightweight ones. All the best social experiences online map closely to how offline social experiences work: offline, people build relationships slowly, one lightweight interaction at a time.
  • Every now and again we have more heavyweight interactions, such as family dinners, big nights out with friends, birthdays, anniversaries, family vacations and so on. But if we hadn’t built the relationship through many lightweight interactions over time, we’d have no interest in the heavyweight ones. The aggregation of many lightweight interactions is very powerful. It builds deep relationships, and helps people curate parts of their identity.
  • It takes months and years to build relationships with people, and they all are built on many lightweight interactions over time. And people build relationships with brands in the same way as they build relationships with people: slowly, one interaction at a time. Just as we don’t suddenly become best friends with someone, we don’t suddenly fall in love with a brand – so build products that support lightweight ways for people to interact and show the aggregations of those interactions over time.
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  • Content that is positive, informative, surprising or interesting is shared more often than content that is not, and while content that’s prominently featured is shared more often than content that is not, this is a minor factor compared with how emotionally resonant the content is.
  • It is important that social experiences are emotional, and content that arouses emotion rather than reason is supported and encouraged throughout the experience. Resist the temptation to fill experiences with factual data about people, companies or brands, and focus on how people feel about these things.
  • You can debate things in conference rooms all day long. You can run iterative, qualitative research to reduce risk. But when it comes to social design, if it isn’t public, it doesn’t exist. Building beats talking; it’s better to launch fast and grow slowly than try launching an all-singing, all-dancing extravaganza.
  • The longer things stay in meeting rooms and internal prototypes, the more competitors with public-facing products are learning about what works.
  • Launch early, learn fast, and iterate.
  • Many designers and urban planners spend a huge amount of time detailing buildings and landscapes, setting down paths for how people will move. But they often get it wrong. People will cut across the expansive lawn, laying down a muddy path through the grass. People will force their way through hedges, in the process creating fresh pathways. Rather than detailing out every last interaction, it’s better to construct the basic frameworks and then watch how people move. Then you can iterate, because you already know where the paths should be.
Pedro Gonçalves

Snow Fail: Do Readers Really Prefer Parallax Web Design? | Co.Design | business + design - 0 views

  • The parallax style has excited web developers and inspired any number of hype lists. It's also triggered a backlash among critics who feel its bells-and-whistles approach detracts from actual content. Pitchfork creative director Michael Renaud recently told the Atlantic Wire he expects people to "tire" of the trend within a year or two.
  • the parallax site was only superior in one sense--fun. None of the other survey measures indicated a significant difference in user experience between the two sites. Parallax didn't even edge the standard site in questions about visual appeal (although participants did think it looked slightly more "professional"). Frederick also discovered one critical disadvantage of parallax: test participants who suffered from motion sickness found the style disorienting.
  • Sobering as this first careful study of parallax might be to web designers, Frederick still believes it's a fad with a future. He cautions developers to think more carefully about the context in which parallax is applied. Text-heavy sites that employ parallax scrolling seem more likely to disorient users, he says. Sites that emphasize visual elements--images, infographics, or data visualizations, in particular--are probably a better fit for the style.
Pedro Gonçalves

11 Rules For Great UX Design, Adapted From An Original Mad Man | Co.Design: business + ... - 0 views

  • In a 2013 survey by Econsultancy, 55% of marketers globally are planning on increasing their digital marketing budgets this year, with 39% of them planning on reallocating existing budgets toward digital channels.
  • This is a permanent shift, not a passing trend. Products and services must deliver value while telling engaging stories through a multitude of digital devices and within a network of multiple brands, services, and platforms.
  • Marketing and product teams need to work more closely. Copywriting and story teams must collaborate with user experience teams.
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  • every product and service experience must be recognized as a contribution to the total brand image. It should be designed, maintained, and managed across platforms and over time with a central truth. Ultimately, a pattern will build through these successive experiences, and that pattern will be rooted in the core brand promise.
  • It is critical to define a sharp personality in order to create a unique experience and build a strong brand over the long term.
Pedro Gonçalves

Designing for a Responsive Web Means Starting with Type First | Design in the... - 0 views

  • differences in screen size, device resolution or text rendering don’t matter in and of themselves, but only because they influence how someone will read our content.
  • Typography carries the literal message, and its legibility and readability impacts not just the audience’s understanding of the content but how easy it is for them to hear the brand’s personality.
  • Typography’s role in imparting the implied message is just as profound, and we can see its impact most clearly on mobile devices. Here, the design is often stripped back to its simplest form. Gone are the graphics, gradients and pixel-perfect details. It is the aesthetic personality of the type and the colour palette that influences our emotional response as readers and defines the experience.
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  • Designing for our readers requires us to understand the information that they will find useful and relevant and then shape that content into a beautiful experience.
Pedro Gonçalves

Google Study: 9 in 10 Consumers Engage in Sequential Device Usage - Page 2 - 0 views

  • Digital advertisers and publishers may also want to consider using a responsive design strategy to ensure that their sites deliver consistent, high quality digital experiences across desktop and mobile channels
Pedro Gonçalves

Forrester: Responsive Design Represents Future of Multi-Touchpoint Web Design - 0 views

  • the usage of a single URL improves site analytics and SEO performance, and sites can easily be resized for new viewing formats.
  • These include longer time required to develop individual responsive pages, the need for code workarounds to account for older legacy browsers, the need for live device testing, non-compatibility with many existing e-commerce and CMS platforms, the need for a front-end rewrite, the need for a phased development approach in large enterprises, and the extra effort required to provide unique experiences for each form factor.
Pedro Gonçalves

How To Make Your Websites Faster On Mobile Devices | Smashing Mobile - 0 views

  • A recent study (PDF) found that more than 80% of people are disappointed with the experience of browsing Web on mobile devices and would use their smartphones more if the browsing experience improved.
  • A recent study (PDF) found that more than 80% of people are disappointed with the experience of browsing Web on mobile devices and would use their smartphones more if the browsing experience improved.
  • 64% of smartphone users expect websites to load in 4 seconds or less, while the average website takes more than twice that amount, at 9 seconds.
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  • On a desktop, only 20% of the time it takes to display a Web page comes from downloading files. The rest of the time is spent processing HTTP requests and loading style sheets, script files and images. It takes even longer on a smartphone because its CPU, memory and cache size are much smaller than a desktop’s.
  • Having a fast website is all about making the hard decisions and getting rid of what’s not at the core of your experience. If it doesn’t add a lot of value, remove it.
  • Reduce DependenciesFewer files to download means fewer HTTP requests and faster loading times. Reduce Image DimensionsOn top of the extra download time, precious processing power and memory are used to resize high-resolution images. Reduce Client-Side ProcessingRethinking the use of JavaScript and keeping it to a minimum are best.
Pedro Gonçalves

How to Manufacture Desire: An Intro to the Desire Engine | Nir and Far - 0 views

  • Addictive technology creates “internal triggers” which cue users without the need for marketing, messaging or any other external stimuli.  It becomes a user’s own intrinsic desire. Creating internal triggers comes from mastering the “desire engine” and its four components: trigger, action, variable reward, and commitment.
  • A company that forms strong user habits enjoys several benefits to its bottom line. For one, this type of company creates “internal triggers” in users. That is to say, users come to the site without any external prompting. Instead of relying on expensive marketing or worrying about differentiation, habit-forming companies get users to “self trigger” by attaching their services to the users’ daily routines and emotions. A cemented habit is when users subconsciously think, “I’m bored,” and instantly Facebook comes to mind. They think, “I wonder what’s going on in the world?” and before rationale thought occurs, Twitter is the answer. The first-to-mind solution wins.
  • A multi-screen world, with ad-wary consumers and a lack of ROI metrics, has rendered Don Draper’s big budget brainwashing useless to all but the biggest brands. Instead, startups manufacture desire by guiding users through a series of experiences designed to create habits
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  • The trigger is the actuator of a behavior—the spark plug in the engine. Triggers come in two types: external and internal. Habit-forming technologies start by alerting users with external triggers like an email, a link on a web site, or the app icon on a phone. By cycling continuously through successive desire engines, users begin to form internal triggers, which become attached to existing behaviors and emotions. Soon users are internally triggered every time they feel a certain way.  The internal trigger becomes part of their routine behavior and the habit is formed.
  • After the trigger comes the intended action. Here, companies leverage two pulleys of human behavior – motivation and ability. To increase the odds of a user taking the intended action, the behavior designer makes the action as easy as possible, while simultaneously boosting the user’s motivation. This phase of the desire engine draws upon the art and science of usability design to ensure that the user acts the way the designer intends.
    • Pedro Gonçalves
       
      Maybe... but how can that time be leveraged in a focused (and profitable) way?
  • Variable schedules of reward are one of the most powerful tools that companies use to hook users. Research shows that levels of dopamine surge when the brain is expecting a reward. Introducing variability multiplies the effect, creating a frenzied hunting state, which suppresses the areas of the brain associated with judgment and reason while activating the parts associated with wanting and desire. Although classic examples include slot machines and lotteries, variable rewards are prevalent in habit-forming technologies as well.
  • The exciting juxtaposition of relevant and irrelevant, tantalizing and plain, beautiful and common sets her brain’s dopamine system aflutter with the promise of reward. Now she’s spending more time on the site, hunting for the next wonderful thing to find. Before she knows it, she’s spent 45 minutes scrolling in search of her next hit.
  • What separates the desire engine from a plain vanilla feedback loop is the engine’s ability to create wanting in the user. Feedback loops are all around us, but predictable ones don’t create desire. The predictable response of your fridge light turning on when you open the door doesn’t drive you to keep opening it again and again. However, add some variability to the mix—say a different treat magically appears in your fridge every time you open it—and voila, desire is created. You’ll be opening that door like a lab rat in aSkinner box.
  • unlike a sales funnel, which has a set endpoint, the commitment phase isn’t about consumers opening up their wallets and moving on with their day. The commitment implies an action that improves the service for the next go-around.  Inviting friends, stating preferences, building virtual assets, and learning to use new features are all commitments that improve the service for the user. These commitments can be leveraged to make the trigger more engaging, the action easier, and the reward more exciting with every pass through the desire engine.
  • As Barbra enjoys endlessly scrolling the Pinterest cornucopia, she builds a desire to keep the things that delight her. By collecting items, she’ll be giving the site data about her preferences. Soon she will follow, pin, re-pin, and make other commitments, which serve to increase her ties to the site and prime her for future loops through the desire engine.
Pedro Gonçalves

Will The New York Times Redesign Lead To A New Web Standard? | Co.Design: business + in... - 0 views

  • Couldn’t the NYT just know what I’d want to read and serve that up to me via algorithm? “Hell, yeah!” Adelman responds to that last question. “The fact that we continue to reflect that organization structure is not a statement about how we think things should be consumed. It is a statement about, there are some very natural ways for people to look for things.” Those “natural” ways of looking at things really come down to, again, user expectation. While the redesign does incorporate some algorithmically suggested sections within navigation, Adelman stresses that the NYT simply can’t remove the option to predictably click on particular topics, lest their audience question the publication’s transparency.
  • “There’s an element of trust that’s important in any relationship, whether it’s with the NYT or another publication, or a tool or experience you’re accustomed to,” Adelman says. “You don’t want to feel like things are moving under your feet." They also can’t merely fill the NYT homepage with articles they think someone might like to read, because then they cease to be what they are--the world’s news, presented without assumptions or bias. “I don’t think people want a customized version of the NYT homepage. They might benefit from some amount of material focused on their interests, but people come to the NYT because they want the NYT’s take on things.”
Pedro Gonçalves

Digitaria | The Most Powerful Branding Tool You're Not Using: Pinterest - 0 views

  • I contend Pinterest as a service is best conceived of as a mood board for the company image. It isn’t a place to broadcast specifics or a way to run contests. It’s not that these are impossible, but Twitter and Facebook are better suited. Pinterest is a forum to communicate a brand’s identity, values, and personality. A place to build trust and affinity with consumers. Surprisingly, it might be the best single channel for communicating brand essence that exists today.
  • Opt for fewer, broadly categorized boards rather than many narrow ones. I have 5 boards total, and just one called "designed," instead of art, product design, graphic design, typography, advertising, and logos. Broad categories give your boards greater variety, and variety equals engagement.
  • In my experience, following people doesn't really get you followers on Pinterest. This is anecdotal, but I don't think many users do the auto-follow-back thing - that’s more of a Twitter phenomenon.
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  • Each pin is an impression. One that garners no re-pins or likes is a wasted opportunity.
  • Have a voice. In their pin descriptions, most users simply state in words what the image is already showing. Wasted copy! Express why you're pinning something, what you like about it, some cheeky comment. Pin something you don’t like, and say why! You want followers to get to know you, to engage with your personality and/or your brand.
  • Have a vision. A corollary to the previous tip. Your boards should reflect a consistent, unique visual identity. If they don’t, you may want to consider whether your brand does.
  • Post lots of content from outside Pinterest! The site tends to become an echo chamber, with most users finding everything on their boards from other boards. Be a source of fresh content to those people. The re-pin has it’s place (a strategic tool to grab someone’s attention). But really, 98% of your pins should be from external sources.
Pedro Gonçalves

Web Developers Brace For the MacBook Pro's Retina Display - 0 views

  • The new laptop, which Apple unveiled last week, already has Web designers and developers trying to figure out how they're going to create sites and Web apps that look good on the new machine without leaving the rest of the Web's population behind.
  • One of the key advantages of these high-resolution displays is their crisp, highly readable rendering of text. That particular buck stops with the Web browsers, which are much more varied on the desktop than on mobile devices. Naturally, Safari supports retina-friendly text, but Chrome is still working on it, and other browsers will presumably follow.
  • For image-heavy sites, swapping out higher-resolution images can have a substantial impact on page load, which in turn affects user experience and even search engine rankings. 
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  • To deal with this issue, Web developers can borrow from some of their tried-and-true methods. For years, websites have used browser detection to deliver different CSS stylesheets to different browsers. A similar approach is used to craft responsive designs - when sites load different layouts depending on the device being used to view it. Likewise, this sort of tactic could be used to handle graphics
  • That's exactly what they're doing at O3 World, an interactive agency based in Philadelphia. To account for different screen resolutions, they've begun creating multiple sets of graphics, which are delivered dynamically, depending on the user's screen resolution.
Pedro Gonçalves

Tumblr's Teenaged, Double-Edged Sword | TechCrunch - 0 views

  • Tumblr blogs tend to lack the glossy, professional, high-minded design of other social networking sites, including the behemoth that is Facebook and the SMS-inspired Twitter. If anything, these teenaged Tumblrs harken back to earlier web days where users built their own pages on AngelFire and Geocities, with atrocious backgrounds, upgraded cursors, and dancing GIF images galore. GIFs, in fact, are so hugely popular on Tumblr that the company even began experimenting with GIF-based ads.
  • According to Pew Internet’s study from earlier this year, 13 percent of Internet users ages 18-29 use Tumblr, while only 5 percent of those 30-49 do, 3 percent of those 50-64
  • Demographic data from Quantcast further drives home just how youthful a site Tumblr has become. 21 percent of its audience is under 18, 30 percent is 18 to 24, and 22 percent is 25 to 34
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  • Site users don’t tend to have kids of their own, make somewhere between $0 and $50,000 (66 percent do), have either no college (41 percent) or college backgrounds (48 percent), and tend to reflect a more ethnically diverse makeup.
  • Ten out of the ten top Hollywood studios advertise on Tumblr now
  • the U.S. is Tumblr’s top traffic source.
  • Tumblr’s future, for now, seems to be closely tied to its young adult demographic, their whims, and perhaps even their historical aversion to online ads. This audience has grown up connected, is often skeptical and cynical when it comes to brand advertising
  • It’s not an easy group to reach, which makes Tumblr’s revenue potential tricky to pin down. Too much or the wrong kind of advertising, and a fickle teen audience may find a new home elsewhere. Though Tumblr is now home to over 100 million blogs, if a good chunk belong to teens, it’s difficult to count that as serious traction –  today’s teens are less committed to their digital creations than adults, having already invented methods like “whitewalling” and “super-logoff” to erase and hide their Facebook pages, and are now turning to “ephemeral” messaging apps like Snapchat, which delete their communications upon viewing.
  • Tumblr will need to be careful with the results of those advertisers’ efforts. Overdone marketing messages could sour Tumblr’s most engaged users on their online hangout. Done well, however, Tumblr could endear itself to its reblog-happy user base even more, connecting aspirational imagery and content with those who are still young enough to dream they can spend their way into new feelings.
Pedro Gonçalves

Why Storytelling Is The Ultimate Weapon | Co.Create: Creativity \ Culture \ Commerce - 0 views

  • Guber argues that humans simply aren’t moved to action by “data dumps,” dense PowerPoint slides, or spreadsheets packed with figures. People are moved by emotion. The best way to emotionally connect other people to our agenda begins with “Once upon a time…”
  • Is “telling to win” just the latest fashion in a business world that is continually swept with new fads and new gurus pitching the newest can’t-miss secret to success? Or does it represent a real and deep insight into communications strategy?
  • I think it’s a real insight. I’m a literary scholar who uses science to try to understand the vast, witchy power of story in human life. Guber and his allies have arrived through experience at the same conclusions science has reached through experiment.
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  • fiction seems to be more effective at changing beliefs than writing that is specifically designed to persuade through argument and evidence.
  • Why are we putty in a storyteller’s hands? The psychologists Melanie Green and Tim Brock argue that entering fictional worlds “radically alters the way information is processed.” Green and Brock’s studies shows that the more absorbed readers are in a story, the more the story changes them. Highly absorbed readers also detected significantly fewer “false notes” in stories--inaccuracies, missteps--than less transported readers.
  • When we read dry, factual arguments, we read with our dukes up. We are critical and skeptical. But when we are absorbed in a story we drop our intellectual guard. We are moved emotionally and this seems to leave us defenseless.
  • stories can also function as Trojan Horses. The audience accepts the story because, for a human, a good story always seems like a gift. But the story is actually just a delivery system for the teller’s agenda. A story is a trick for sneaking a message into the fortified citadel of the human mind.
  • storytelling is a uniquely powerful form of persuasive jujitsu
  • we are beasts of emotion more than logic. We are creatures of story, and the process of changing one mind or the whole world must begin with “Once upon a time.”
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