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Pedro Gonçalves

Planned Facebook Ads Go Big But Less Social - And Users Will Hate Them - ReadWrite - 0 views

  • Facebook users will sit still for ads that, per current reports, will take over your desktop screen and run for 15 seconds, up to three times a day per user. What are the odds of that? 
  • Initially, the 15-second autoplay ads will appear on Facebook's desktop site; the social network is still working to bring them to its mobile app as well.
  • Facebook is expected to offer four daily "slots" for its video ads, each targeting a very large demographic: Women over 30 Women under 30 Men over 30 Men under 30
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  • Facebook will cap the ads so that no user will see an ad more than three times in a day. It is still unclear if advertising executives will want to cut down the typical 30-second television ad to fit Facebook's 15-second guideline, or if they'd create new ads especially for Facebook.
  • What Facebook can't yet promise, of course, is whether its billion users will actually sit through — or even tolerate — such intrusive ads, even just once.
  • Consumer surveys reveal that television advertising stands above all others in terms of influencing purchase decisions. 
  • Even amongst college students, for example, who are likely to be very social media savvy, television advertising is clearly the most influential of all.
Pedro Gonçalves

With New App, LinkedIn Makes First Foray Into Advertising On Smartphones | Fast Company... - 0 views

  • the company launched a similar sponsored content pilot for its desktop and tablet apps. Participating brands can promote their status updates so they appear in feeds of users who aren’t following them, much like a promoted post works on Facebook.
  • LinkedIn's 200 million users are increasingly logging in through their mobile devices.
  • Marketing Solutions, the name LinkedIn gives its group of advertising products, accounts for less than a third of the company's revenue. Recruiting products make most of the money--almost twice as much as ads
Pedro Gonçalves

"Glanceable" Design - A Primer - The Deutsch Blog - 0 views

  • Glanceable design is really quite a simple idea. People are increasingly overwhelmed by the amount of information they need to process on a daily basis. So why not create simple “glanceable” interfaces that let them see their most important data at a glance, with little or no interaction required.
  • glanceable displays should “convey minimum and specific information in a way that is designed to exploit the ‘preattentive’ processing ability of the human brain.”
Pedro Gonçalves

A Facebook Fan Is Worth $174, Researcher Says - 0 views

  • A Facebook fan is worth $174 to a brand, up 28% since 2010, according to Syncapse, a social media marketing firm.
  • Sycapse isn't the first to try to put a value on a Facebook fan. Another social media agency, SocialCode, claimed in 2011 that a Facebook fan was worth $10 — a far cry from Syncapse's figure.
Pedro Gonçalves

The Infinite Grid · An A List Apart Article - 0 views

  • Creating a layout is like doing a jigsaw puzzle; you have a bunch of pieces and you have to figure out how they should fit together.
  • designing native layouts for the web—whatever the device—we need to shed the notion that we create layouts from a canvas in. We need to flip it on its head, and create layouts from the content out.
  • When designing from the canvas in, the canvas dimensions are the constant on which the whole grid is anchored. Everything is sized and positioned relative to them. Designing from the content out means finding a constant in your content—be it the ideal measure of a paragraph or the dimensions of an ad unit—and building your grid out from there to fill the space available.
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  • Fluid layouts are often compared to water, but water isn’t always fluid. H2O has three different states, and depending on the temperature can be a solid, liquid, or gas, transitioning seamlessly from one to another at specific points (0ºC, 100ºC). An infinite grid also has multiple states (single column, multi-column, etc.), and should transition as seamlessly as possible between them at specific breakpoints as well. For example, just as ice is an appropriate state for water when the temperature is low, a single-column layout may be the appropriate state for an infinite grid on smaller devices. Water’s state change is caused by the rearrangement of its molecules. When an infinite grid changes state, we rearrange its components.
  • Each state in a responsive layout tends to be made up of the same components, such as an image gallery or navigation menu. However, as Ethan Marcotte recently outlined, the form these components take can vary dramatically between one state and another, usually involving a change in one or more of the following attributes: Hierarchy: What’s its order and prominence in the layout? Density: How much detail do you show? Interaction: Should it be a list of links or a dropdown? A carousel or a group of images? Width: Is it fixed (a specific width), flexible (set with max-width), or fractional (set with percentages)?
  • Absolute units like pixels effectively give a layout a sell-by date, locking it to a finite resolution range in which it will “work.” Proportional units (ems, rems, and percentages) enable you to define the important relationships between elements, and are a crucial first step on the road to resolution independence.
  • Pixels size an element relative to a particular resolution Ems size an element relative to its font size; large rems size it relative to the document’s base font size Percentages size an element relative to its container VH and VW units size an element relative to the viewport
  • lets say my largest state is 75em wide (any larger and the white space starts to dwarf the content), and my smallest is 34em (any smaller and the measure is less than optimal). In the largest state it makes sense for my navigation to be a horizontal list (interaction) at the top (hierarchy), but in the smallest state it might make more sense to move it to the bottom of the layout (hierarchy), or collapse it into a show/hide list (interaction). Designing these independently of one another helps you be more objective about what is best for each state, rather than stretching a one-size-fits-all solution across every state.
  • Just like water changes to steam when its molecules get too far apart, one state should change to another when the relationships between its components begin to break down, such as when the measure is getting too wide, or the left-aligned logo is getting so far from the right-aligned menu that the visual connection between them is broken.
  • The number of states you require will depend on how much your layout changes from one extreme to the other. For example, my smallest state has a single column with a collapsed menu, and my largest state has three columns and an expanded menu. However neither state looks quite right between 34em and 53em, so I’ve added an “in-between” state which maintains the smallest state’s single column article, but expands the menu and divides the footer into three columns to make the most of the space available. This smooths out the transition from one extreme to another quite nicely.
  • With each state change, remember to reconsider the hierarchy, density, interaction, and width of each component
  • the goal is to make the most of the space available, relative to your content, to maximize readability and presentation.
Pedro Gonçalves

Hover is dead, long live hover | Feature | .net magazine - 0 views

  • Right now, we're at a turning point. Whatever we do it’ll be wrong, either in the short term or the long term. Looking to the future and not using hover will cause pain to the majority of users today or cause pain to the increasing touchscreen user base. Offering hover interactions to only those using desktop/laptops we could consider to be a progressive enhancement. But what about hybrid devices like the Microsoft Surface that offer both touch and mouse/keyboard? Can we accurately know what input method is being used? Simple media queries are not enough to know what interaction is possible.
  • We want our designs to be device agnostic. If we build a website we want to do the minimum to make sure it works across device. We can tweak designs at different sizes to meet needs but changing an interaction style by device seems like old-fashioned thinking.
Pedro Gonçalves

10 Developer Tips To Build A Responsive Website [Infographic] - ReadWrite - 0 views

  • “We are now looking at how we display and order content differently from screen size to screen size,” said Jeff Moriarty, Boston Globe VP of digital properties in an interview last year. “This ‘responsive content’ concept is emerging and we are starting to see in data that users want different types of content depending on their context and the device they are on. We have to now think about how content performs differently from the biggest screens to the smallest, how that content is organized and even how headlines are written from platform to platform.”
  • The first thing to think of when building a responsive site is simplicity.
  • some website builders may over-design for the desktop, making some websites fun to play with but absolutely impossible to navigate.
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  • focus around content and avoid the pitfalls that certain aspects of websites can create.
Pedro Gonçalves

Why Brands Should Be Human on Social Media - 0 views

  • when a user comes across your Twitter handle or Facebook feed, she doesn't suddenly transform into a "professional-only" mode that consumes, filters and reacts to content based 100% on her company and career. No, her professional persona may take center stage, but her entire thought process is also influenced by the less apparent parts of her personality: the fact that she's a parent, enjoys rock climbing, is coming off a rough week or lives in a city. As marketers, we need to embrace this fundamental nature of user behavior; namely, that people act, engage, and respond not solely as professionals, but as nuanced human beings.
  • If connection needs to take place at a human level, then our brands must also become human
  • Being a humanized brand means learning the art of authenticity. It means being genuine, being passionate about whatever it is your brand is and does. Just like in everyday life, people respond most to others who are perceptibly and consistently real. And that's why it's an art, not a formula. Authenticity, in the long run, can't be manufactured or faked.
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  • Being human in social media, then, involves identifying all aspects of that personality — even the less obvious or less corporate ones — and embracing them as a whole. From there, the surface symptoms we referenced at the beginning of the column — tone, language, aesthetics — will be easier to define.
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

Internet Ad Revenues Top $36 Billion in 2012, Study Says - 0 views

  • Total digital ad revenue is now on the verge of passing broadcast television to become the top media source in the U.S. for ad revenue.
  • Mobile ad revenue more than doubled from the previous year to $3.4 billion from $1.6 billion, the second year in a row that mobile ad revenue has experienced triple-digit growth. Digital video revenue increased by 29% in 2012 to $2.3 billion and search ad revenue increased by 14% to $16.9 billion.
  • Search ad revenue still accounts for nearly half of all digital ad revenues, but it's share ticked down slightly last year while the share from mobile ads increased from 5% in 2011 to 9% in 2012.
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  • Internet ad revenues in the U.S. increased by 15% in 2012 to $36.6 billion, driven by significant year-over-year increases in revenue for mobile, search and digital video ads,
Pedro Gonçalves

Rádios: quebra de faturação acentua-se - 0 views

  • Cerca de 82 por cento das rádios portuguesas registam uma quebra de desempenho económico, sendo que numa em cada cinco essa quebra é da ordem dos 50 por cento.
  • primeira vez houve rádios que assinalaram uma descida de 50 por cento. As que apontaram uma quebra entre os 20 e os 50 por cento constituíram 39 por cento da amostra, sendo que o ano passado esse valor era de 60 por cento.
  • em 2012 haviam sido dispensadas 24 pessoas, número que subiu entretanto para 45. No que respeita ao número de pessoas com vínculo à rádio desceu de 146 para 136, enquanto o de colaboradores sem vínculo subiu, de 427 para 497.
Pedro Gonçalves

Teens Increasingly Use Smartphones as Their Primary Door to the Internet | Adweek - 0 views

  • 37 percent of kids 12-17 owned a smartphone in 2012, up from 23 percent the year before. Moreover, one fourth of teens use the cell as their primary way of accessing the Internet, and among smartphone owners, that figure rises to 50 percent. (Only 15 percent of adults can say the same.)
Pedro Gonçalves

Cultural factors in web design | Feature | .net magazine - 0 views

  • Some cultures are High Context. This means most communication is simply understood rather than explicitly stated. These cultures have a much higher tolerance for ambiguity and understatement. You could say that, in a High Context culture, the responsibility for understanding rests with the listener and it’s left to them to divine deeper meaning from the conversation or statements coming at them.
  • Low Context cultures, on the other hand, are much more explicit and often rely on directness and true feelings to communicate.
  • In these types of cultures, the responsibility for understanding is on the speaker to convey their ideas clearly and without ambiguity.
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  • High Power Distance societies tolerate a high level of authority in their leaders, and their orders are often unquestioned. Symbols of this power are important. On the other hand, Low Power Distance societies have bosses that are much closer to their employees in power levels, and instructions can be debated or challenged.
  • Slow Messaging cultures are more easygoing about the speed at which messages and information travel. Fast Messaging cultures demand that information travels quickly and efficiently.
  • I propose we use cultural variables to show the appropriate content for specific groups of users in the same way that we use media queries to show content according to viewports or breakpoints.
  • How do we make our fellow humans comfortable with our interfaces and site? Start using cultural queries in our designs.
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