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D'coda Dcoda

Future of Web - Lee Rainier predicts [28Apr10] - 0 views

  • Rainier , director of the Pew Internet & American Life Project, looks ahead and makes a lengthy prediction of where we’re headed via the internet. As tempting as it was to clip the whole thing, I’ve resisted which means you will want to follow the link to read the article.
  • Themes:Cognitive capacities will shift (memorization)New literacies will be required. Fourth “R” is retrieval… “extreme Googlers”Tech isn’t the problem; people’s inherent character traits is the issuePerformance of information markets is a big unknown especially in the age of social media and junk information … Google will improve.Innovation ecosystem will change so radically (bandwidth/processing) that it’s hard to forecastBasic trends are evident — “the internet of things” and “sensors” and “mobile” and “location-based services” and “3D” and “speech recognition” and “translation systems”Law/regulations to protect privacy even though more disclosure required“Workarounds” to provide a measure of anonymityConfidentiality and autonomy will replace yearning for anonymityRise of social media is as much a challenge to anonymity as authentication requirements. Reputation management and information responsibility will emerge. Significantly more responsive govt, biz, NFP (71%/72%) v (26/26) [responses - anonymous, not-anonymous] Tide too strong to resist – pressure for transparency is powerfulData wil be the platform for changeEfficiency and responsiveness aren’t the same thingWe’re reading and writing more than our parents – participation breeds engagementNature of writing has changed (public). Quality will get better due to feedback and flamersReading and writing will be different in 10 years; screen literacy will become importantRead more at wiredpen.com
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    long list of Pew research predictions for internet
D'coda Dcoda

Re-working Work for Virtual Teams [29Jan10] - 0 views

  • The world of work for knowledge and information workers has seen enormous shifts over the past decade, and it is something that impacts a disproportionate number of entrepreneurs.  According to the 2006 US Census, 49% of US businesses were based out of the home.  While these ranks used to be dominated by the trades (e.g. construction, electricians, plumbers, etc.), advances in technology have swelled the ranks of the home-based knowledge worker (e.g. consultants, web designers, developers, writers, etc.).This creates a whole new set of challenges when it comes to getting work done.  Because information-based work is almost never done in a vacuum, most of us work in teams.  And a large percentage of those teams can go weeks — if ever — without seeing each other face-to-face.  Making this work well sounds like it should be easy given all of today’s technology: email, Skype, ooVoo, Twitter, etc.  But, as usual, the issue that requires the most management is not the technology, it’s the people.This creates a whole new set of challenges when it comes to getting work done.  Because information-based work is almost never done in a vacuum, most of us work in teams.  And a large percentage of those teams can go weeks — if ever — without seeing each other face-to-face.  Making this work well sounds like it should be easy given all of
  • today’s technology: email, Skype, ooVoo, Twitter, etc.  But, as usual, the issue that requires the most management is not the technology, it’s the people.Becky McCray of SmallBizSurvival recently posted an article on MyVenturePad discussing this very thing.  In “6 Tips for managing a distributed workforce,” she discussed several valuable tips in successfully leading a team that is all working remotely (presumably from their homes).  In addition to some of her great tips — ranging from reading The One Minute Manager to explicitly declaring the weekend off — here are a couple more items that I’ve recently been reminded are critical to the success of a virtual team.Clarifying priorities.Rules of engagement.
  • Roles and responsibilities.Talk through assumptions.Ask, Then DecideRead more at www.workingpoint.com 
D'coda Dcoda

Virtual Teams - tips for successful meetings [13Jan10] - 0 views

  • Use your meetings for decision making and exchange of ideas rather than routine updates. Instead, email or post the updates ahead of time so people can read through them prior to the meetingMeetings should be no longer than 90 minutes.  If meetings are longer than 90 minutes offer your team members a 10 minute breakBe realistic about how many agenda items can be covered in a meetingAt the end of each meeting discuss what worked, what did not work, what could be improvedIf possible, rotate roles-scribe, timekeeper and facilitatorHave multiple presenters. The change of voice and pitch can help keep people engagedAgree to start and end on timeRead more at virtualteambuilders.wordpress.com
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    probably good for a "how to" tag
D'coda Dcoda

TELE-PRESENCE International Workshop [13Nov09] - 0 views

  • The Meaning of Being There is Related to a Specific Activation in the Brain Located in the Parahypocampus
  • Social Presence in Virtual World Surveys
  • “I’m Always Touched by Your Presence, Dear”: Combining Mediated Social Touch with Morphologically Correct Visual Feedback
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  • The Role of Realism and Anthropomorphism in the Selection of Avatars
  • Attention, Spatial Presence and Engagement: Implications for Virtual Environment Learning Platforms
  • Social And Spatial Presence: An Application to Optimize Human-Computer Interaction
  • Tangible Presence in Blended Reality Space
  • Advertising Effects through Virtual Violence
  • Presence and the Meaning of Life: Exploring (Tele)Presence Simulation Scenarios and their Implications
  • Moderating Effects of Social Presence on Behavioral Conformation in Virtual Reality Environments: A Comparison between Social Presence and Identification
  • Presence and the Victims of Cybercrime in Virtual Worlds
  • Measuring Telepresence: The Temple Presence Inventory
  • Second Life as a Learning & Teaching Environment
  • The Effect of Avatar Perception on Attributions of Source and Text Credibility
  • Self-presence Standardized: Introducing the Self-Presence Questionnaire (SPQ)
  • Image vs. Sound: A Comparison of Formal Feature Effects on Presence, Video Game Enjoyment, and Player Performance
  • The Effects of Competition on Intrinsic Motivation in Exergames and the Conditional Indirect Effects of Presence
  • Who´s there? Can a Virtual Agent Really Elicit Social Presence?
  • Presence, Participation, and Political Text-on-Television: Pilot Testing a Converged Technology
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    A list of freely available pdf's of papers presented at this conference.
D'coda Dcoda

The top 10 reasons your mobile learning strategy will fail [13Apr11] - 0 views

  • While the focus of this post is not specifically Apple or the iPad, it’s almost impossible to talk about successful mobile strategies without recognizing that the iPad has created a transitional moment for the Learning & Development world. The reasons why have been the subject of countless blog posts, but I think DreamWorks founder Jeffrey Katzenberg, in this video from TechCrunch, says it best:
  • “[The iPad] it’s the first device that actually is a reflection of me – or us. It’s so revolutionary that it’s no longer about me adapting myself to somebody else’s set of programmings or the way in which a device is going to engage. It is the reverse. It is as though I’m looking in a mirror.”
  • While it took the iPad to make learner-controlled content a reality, this level of flexibility is now the gold standard for delivery to any device, be it tablets, smart phones or any number of performance support devices.
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  • For learning organizations, the clear challenge to meet this gold standard in their frenzied rush to mLearning will be to NOT repeat the mistakes that were made in the move from classroom to on-line training.
  • here are 10 repeat offenders
  • 1. Don’t assess how mobile fits in your blended learning strategy.
  • mobile workers are not committed to any one mobile device, leveraging notebooks as much as they do smartphones and more than tablets.
  • Keep mLearning content development tactical.
  • still early days for mobile learning
  • 9. Don’t write granular content.
  • For mobile learning it’s not about rapid authoring, it’s about rapid reuse
  • 4. Forget about your classroom materials
  • 5. Build your mobile content from scratch.
  • 6. Be proprietary:
  • 7. Believe that learners really want PowerPoint on their mobile.
  • 8. Forego XML – again. If you don’t believe that open, platform-neutral XML is critical for mobile learning, I’m not going to try to convince you. Instead, take a look at this TED Talk clip from Richard Baruaniuk, the founder of Connextions.
  • Use rapid authoring tools.
  • Richard Baruaniuk
  • Richard Baruaniuk
D'coda Dcoda

#newsrw: Keep the audience interested with interactivity [27May11] - 0 views

  • Paul Bradshaw, visiting professor, City University and founder of helpmeinvestigate.com used the principal of toys to give ideas on developing the data story and explained the importance of  “future proofing the information we are gathering”, saying “that’s one of the big commercial imperatives”.
  • Conrad Quilty-Harper, data mapping reporter at the Telegraph, explained how creating maps adds to a story by using the example of a map on bike sharing schemes he created (though did not publish) using “Google Fusion Tables and a bit of javascript”. He recommends Google Maps and says the trailblazer of a news site using Google Fusion tables is the Texas Tribune.
  • My proudest example” was a live interactive Royal Wedding map which “worked brilliantly for three hours”. It showed some of the best tweets and were geolocated on the map. “We’ve got the data and we’re going to analyse it and do something with it in the future,” he said. “It tells you what people in specific locations were thinking”. The Telegraph would like to use the technology in a crisis news story, such as an earthquake or conflict.
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  • One of the Telegraph’s examples Quilty-Harper gave was a map of what the UK would look like if the 2010 election was decided by people voting under the AV. He said the Telegraph is moving away from Flash graphics, which is not supported by the iPad.
  • Alastair Dant, lead interactive technologist at the Guardian, gave a run down of how news websites use interactive content.
  • OWNI considers itself a think tank and as describes what they do as “augmented journalism”.
  • “There’s a lot of under used resource” in the UK when it comes to creating maps, Quilty-Harper explained, saying the US is ahead of the game. He gave a tip that the Met office has an amazing resource of data on weather. Federica Cocco is editor of OWNI.eu and demonstrated the power of bloggers, data journalists, activists and graphic designers working together.
  • He listed the use of photos, slideshows, the interactive timeline, maps, charts and graphics, open-ended systems or “games”, which are interactive and allow users to make choices about what should happen, for example.
  • His view of the future is one of “lots of screens” as people use phones and tablet devices and of HTML5, which provides cross browser compatibility, overcoming the current problem.
  • Dant’s three tips for making interactive content are: 1. Google Fusion Tables 2. Tableau 3. Dipity, which is for timelines.
  • A question on how interactivity affects the audience and visitor numbers resulted in Paul Bradshaw discussing how many interactive maps and graphics go viral.
  • “With interactivity you get engagement”, Bradshaw said, and people spend a lot more time on the page – five times longer in the case of the data store, Bradshaw said.
D'coda Dcoda

Contact Centers Not Prepared for Deluge of Social Media Customers - 0 views

  • Customer support rules are rapidly changing, as unprecedented numbers of customers use social media channels to express options, seek assistance and purchase products. Customers have quickly adopted Facebook, Twitter and Google, as their primary means for gathering information regarding a company’s products and services. In many cases social media customers receive support from multiple departments within a company but are isolated from the contact center. This is because the traditional contact center is generally not ready for reaching out to the social customer or will only provide secondary support when its telephone agents are free. Regardless of how companies choose to market and support their social media customers, they should apply the same basic procedures found in contact centers to positively engage their customers
  • they sho
Dan R.D.

Next year you will mostly be working on... [13Jun11] - 0 views

    • Dan R.D.
       
      So it looks like they're full of nonsense!
    • Paul Simbeck-Hampson
       
      They are
  • The future of marketing is "organic marketing", replaces interruptive tactics with customer focused ones.
  • The further disconnection from the desktop and being mobile - using mobile and cloud marketing!
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  • would focus on fostering relationships through engagement rather than sell tactics.
  • EVERYTHING'S CONNECTED.
  • optimisation, location-based services then optimisation of location based mobile services through multi-channel attribution. 
  • Focus next year is on mobile/tablet devices
  • Apps, the cloud, mobile versions, enabling everybody to easily access their digital world.
Paul Simbeck-Hampson

Home | THOUGHTStream | Fulcrum Management Solutions - 0 views

  • It is the only collaboration application that allows you to engage groups of people with the simplicity of email, the workflow of survey tools and the confidence, flexibility and documentation of a professionally facilitated process.
Dan R.D.

Terracotta warriors brought to life with iPhone app [19Jun11] - 0 views

  • SINGAPORE - With the help of an iPhone app, Singapore's Asian Civilisations Museum (ACM) has brought to life - through augmented reality (AR), location-based gaming and interactive features - its exhibition on the terracotta warriors.Said to be the world's first museum app, it resurrects characters from the story of Li Si, the prime minister and architect of the Qin Dynasty, and his son.The exhibit, which has 100 artefacts from Shaanxi, China, and includes 10 life-sized terracotta figures, spans seven interactive chapters and visitors can engage characters from each chapter in AR and gaming modes when prompted.
Dan R.D.

Tactical Social Games - Relationship Economy [24Jul11] - 0 views

  • People and businesses are spending a lot of time trying to engage people on every social platform in the universe. People put out content “betting” it will attract people to their advertisement, conversation, their offering or in lots of cases their scam.
  • To gain the currency of your conversational bet you must understand how to work them in your favor. The odds of creating conversational currency are based on the “human network” and not the “institutional network“. The difference between the two is creating “human content” vs. “institutional content“. The difference between those two is knowing how to speak in human terms. Human terms are based on an exchange of value received. If your conversations doesn’t create and give value you can “bet” the house will win. A few other things you can bet on.
  • If you try and steal peoples time and trick them into a conversation you can “bet” your not going to “get” any value back.
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  • If you think you have “knowledge to share” and people will pay for it you can bet that you’d don’t have the right knowledge.
  • Social media are games. Make the wrong bet and you loose. The only way to make the right bet is to insure the odds are in your favor.
Dan R.D.

Why are so many game developers opposed to gamification? - Quora [08Aug11] - 0 views

  • John Jainschigg, Virtual event, 3D, web, social media,...
  • I've been reading Jane McGonigal's 'Reality is Broken,' and despite my agreeing with much of her thesis, I think she omits confronting a few troublesome ideas about gamification that _some_ (by no means all) game developers find chilling. For example:
  • - The emotional complex she wants to evoke through gamification is the same potent combination of intense engagement, flow, esprit-de-corps, loop-reinforced sense of accomplishment (fiero) and surrender to a higher purpose that inflames all True Believers. I'm not sure how you can seriously talk about gamification at world-changing scales without thinking about how scary the present crop of True Believer games can be (e.g., Unbridled Capitalism, Globalization, the Tea Party, Al Quada, etc.)
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  • - The best practical example we have of enterprise gamification are the incentive systems applied to telesales, which -- bottom line -- turn people into monkey-cogs in a machine, competing for tokens of dubious value in exchange for optimal performance in generating hard revenue for the organization employing them.
  • - McGonigal is very fair about acknowledging her precursors, from Ted Castronova to Abraham Maslow. But she doesn't (I don't recall, anyway) mention Lawrence Lessig, whose line 'Code is Law' strikes me as relevant. The idea of moving governance into code is very powerful, but also profound and terrifying.
Dan R.D.

Tackable, BANG collaborate on a location-based digital newspaper [19Jul11] - 0 views

  • Last year, he co-founded (with Ed Lucero) a company called Tackable to develop his ideas, and in February, we described here Tackable’s first product: a pair of iPhone apps that Tackable envisions as the basis for a social network that “organizes media on a map.” Now Tackable has rolled out, in partnership with the newspapers of the Bay Area News Group, something much more complex and ambitious: an iPad app called TapIn BayArea, which Stangel describes as “the world’s first location-aware digital newspaper.” TapIn, at launch, is already an impressive, sophisticated product that shows potential to evolve in multiple ways. And its ability to engage users at various levels bodes well for its capacity to generate revenue.
Dan R.D.

Joint Brings Group Chat To Twitter [27Aug11] - 0 views

  • Joint essentially turns any Twitter hashtag into an IRC (Internet Relay Channel)-like chat room, which is integrated with a realtime hashtag stream from Twitter.
  • you’re trying to engage in a conversation with someone on Twitter that goes beyond a few “@ replies”, you’re either forced to DM or take the conversation elsewhere. Joint allows users to easily join a group chat, as well as discuss notable or popular hashtags. For instance, of late “#irene” has become a much-used hashtag, as Hurricane Irene is poised to hit the East Coast. Joint could become a very useful resource for people looking to easily congregate and discuss ongoing situations like hurricanes, protests, or events, live, from any location.
  • because tweeting with hashtags means that your tweets get archived and live forever on search engines, etc., many people feel uncomfortable about having public conversations (about more private issues, especially) on Twitter.
Dan R.D.

Opening government, the Chicago way [17Aug11] - 0 views

  • Cities are experimenting with releasing more public data, engaging with citizens on social networks, adopting open source software, and finding ways to use new technologies to work with their citizens. They've been doing it through the depth of the Great Recession, amidst aging infrastructure, spiraling costs and flat or falling budgets. In that context, using technology and the Internet to make government work better and cities smarter is no longer a "nice to have" ... it's become a must-have.
  • That's the kind of "citizensourcing" smarter government that Tolva is looking to tap into in Chicago.
  • "This is as much about citizens talking to the infrastructure of the city as infrastructure talking to itself," he said. "It's where urban informatics and smarter cities cross over to Gov 2.0. There are efficiencies to be gained by having both approaches. You get the best of both worlds by getting an Internet of things to grow."
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  • The most important thing that Tolva said that he has been able to change in the first months of the young administration is integrating technology into more of Chicago's governing culture. "If a policy point is being debated, and decisions are being made, people are saying 'let's go look at the data.' The people in office are new enough that they can't run on anecdotes. There's the beginning of a culture merging political sensibility with what the city is telling us."
Dan R.D.

Motivating Gen X, Gen Y Workers - Motivating Employees [10May10] - 0 views

  • Motivating Gen Xers
  • Room to grow. Offer Gen X employees clear statements of goals
  • Opportunities to make choices. Since this generation has become accustomed to "fending for themselves," provide options--options for task selection, options for challenges, options to formulate new processes, and options to develop creative yet appropriate conclusions.
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  • They can also be thought of as the "over-scheduled" generation.
  • The approximately 70 million Gen Yers came next, born in the mid to late 1970s through the late 1990s. They have often been called the "Trophy Kids" because on sports teams and in school, each child, regardless of capability, when provided a chance to contribute and perform, was often given some kind of a certificate or award just for having participated. (Recall, in contrast, how previous generations received credit only when they won.)
  • Mentoring. Strong, relationship-oriented mentorships are a great value for young employees.
  • Collaboration. Create work teams or partners to work with, where appropriate.
  • Multitasking. Provide more than one task to accomplish at a time, but without overwhelming them.
  • Motivating Gen Yers
  • Structure. Provide structure and clear guidelines, and at times, specific processes or approaches for achieving goals.
  • Technology. Encourage and allow them to use the latest technology in the work setting.
  • Challenges. Positively challenge their interests, abilities and achievements.
  • Relationship building. Create a bonding relationship with them so that they feel comfortable asking for input and direction and know they can rely on you as the authority figure when the need arises.
  • Positive reinforcement. Reward them frequently with positive feedback and citations for successful accomplishments and milestones on the road to longer-term achievements.
  • Engaged leadership. Set up specific and regular times to meet with and supervise them. Demonstrate your sincere interest in their professional growth and success.
  • Communication. Understand that they prefer using electronic means to communicate with you as opposed to face-to-face meetings.
Dan R.D.

The Power of Creativity: How Game Design Changes the Way We Think [23Sep11] - 0 views

  • Every summer, fifty fifth graders converge on Manhattan for a week-long game design camp called Mobile Quest and magic happens.
  • A game is a complex system. It is a miniature world, in many ways analogous to the world we live in. The game occurs in a space or setting. It has its own physical laws or rules. It engages people or players, who generate outcomes by making choices and taking actions. Learning occurs largely by trial and error, and through this learning a clear goal or goals emerge. There is a sense of progress, a system of feedback, incentives, reward, punishment, reputation. The only difference is that the game world has been 100 percent designed, and it is an experience players can choose to walk away from. This means game designers must capture and retain players' attention and interest quickly.
Dan R.D.

Smashing The Clock [11Dec06] - 0 views

  • At most companies, going AWOL during daylight hours would be grounds for a pink slip. Not at Best Buy. The nation's leading electronics retailer has embarked on a radical--if risky--experiment to transform a culture once known for killer hours and herd-riding bosses. The endeavor, called ROWE, for "results-only work environment," seeks to demolish decades-old business dogma that equates physical presence with productivity. The goal at Best Buy is to judge performance on output instead of hours.
  • Best Buy did not invent the post-geographic office. Tech companies have been going bedouin for several years. At IBM (IBM ), 40% of the workforce has no official office; at AT&T, a third of managers are untethered. Sun Microsystems Inc. (SUNW ) calculates that it's saved $400 million over six years in real estate costs by allowing nearly half of all employees to work anywhere they want. And this trend seems to have legs.
  • Another thing about this experiment: It wasn't imposed from the top down. It began as a covert guerrilla action that spread virally and eventually became a revolution. So secret was the operation that Chief Executive Brad Anderson only learned the details two years after it began transforming his company. Such bottom-up, stealth innovation is exactly the kind of thing Anderson encourages.
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  • But arguably no big business has smashed the clock quite so resolutely as Best Buy. The official policy for this post-face-time, location-agnostic way of working is that people are free to work wherever they want, whenever they want, as long as they get their work done.
  • So bullish are Anderson and his team on the idea that they have formed a subsidiary called CultureRx, set up to help other companies go clockless. CultureRx expects to sign up at least one large client in the coming months.
  • It seems to be working. Since the program's implementation, average voluntary turnover has fallen drastically, CultureRx says. Meanwhile, Best Buy notes that productivity is up an average 35% in departments that have switched to ROWE.
  • "It wasn't hugs and smiles," she says of Ressler's and Thompson's campaign. "Managers in the old mental model were totally irritated." In the e-learning division, many of Wells's older co-workers (read 40-year-olds; the average age at Best Buy is 36) expressed resentment over the change, insisting that work relationships are better face-to-face, not screen-to-screen. "We have people in our group who are like, `I'm not going to do it,'" says Wells, who likes to sleep in and doesn't own an alarm clock. "I'm like, `that's fine, but I'm outta here.'" In enemy circles, Ressler and Thompson are known to this day as "those two" and "the subversives."
  • `How are you going to measure this so you know you're getting the same productivity out of people?'"
  • Achen could see that not only was his team's productivity up, but engagement scores, or measuring job satisfaction and retention, were the highest in the dot-com division's history.
  • "For years I had been focused on the wrong currency," says Thompson. "I was always looking to see if people were here. I should have been looking at what they were getting done."
  • Achen says he would never go back. Orders processed by people who are not working in the office are up 13% to 18% over those who are. ROWE'ers are posting higher metrics for quality, too. Achen says he believes that's due to the new office paradox: Given the constant distractions, it sometimes feels impossible to get any work done at work.
  • But it's worth remembering that most big companies fail to grow at the rate of inflation. That's true in part because the bigger the company gets, the harder it is to get the best out of each and every employee. ROWE is one of Best Buy's answers to avoiding that fate. "The old way of managing and looking at work isn't going to work anymore," says Ressler. "We want to revolutionize the way work gets done." Admit it, you're rooting for them, too.
Marc-Alexandre Gagnon

5 Ways QR Codes Could Shake Up the 2012 Election [22Sep11] - 0 views

  • With millions of potential voters using mobile devices, strategists would be remiss to write off QR codes as a risky early-adopter consumer trend untranslatable to the political space.
  • “One of the exciting things about 2012 is that we have the opportunity to close the loop between online activities and real-world events,” he adds. “We’re seeing individuals rely on their phones, and QR codes present an optimal framework for that. There’s an opportunity for campaigns to reach out to mobile-savvy individuals and transmit a message that will lead to an activation.”
  • There is great potential in branding candidates, fundraising and collecting supporters’ data using QR technology.
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  • This cycle, QR codes could serve as an on-the-street campaign that instantly recruits supporters to rallies, speeches, visibility events and canvassing.
  • The key is to make sure the QR code allows for action – such as connecting with a supporter in another state, pledging to canvass or phone bank, engaging candidates or celebrity surrogates, or receiving cool merch.
  • Instead that canvasser could solicit $5 donations via a direct mobile QR transaction
  • QR codes could be a chance to get creative: Provide access to exclusive content, such as funny or moving videos, tweets, pics and merch from a celeb. With more codes emerging that integrate specific design art, celeb supporters will also have access to tailor-made QR images specific to their sentiments and brand identities.
  • Like past inclusion of Twitter and Facebook handles on promotional materials, by election day 2012, QR codes will be a cultural norm.
  • By regionalizing the QR code’s look and the reward, the merch turns making a statement into a measurable social action for like-minded individuals
  • QR codes could be a valuable tool for campaigns looking to tap into voting blocs once thought difficult to reach.
  •  
    5 Ways QR Codes Could Shake Up the 2012 Election: http://t.co/flQHfQzd
Dan R.D.

Gamification: 75% Psychology, 25% Technology [06Oct11] - 0 views

  • Should enterprise applications be as addictive as Angry Birds? A true believer in gamification would say yes, if you want people to actually use them.
  • [Social media is a powerful tool to connect with customers, but it can create big problems for your company if it's not done right. Learn more at 10 Social Networking Don'ts.]
  • Most of all, gamificiation is about understanding that "if you can make something more fun, and include notions of play, you can get people to do things they otherwise might not want to do."
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  • Businesses have successfully applied gamification principles to achieving goals like reducing travel expenses (Google) and improving cashier checkout performance (Target). The Google example is interesting because it "actually got people talking about how to save money on travel," whereas the more traditional corporate water cooler conversation would be about how to cheat the system, Zimmerman said.
  • "Gamification by Design" largely focuses on the psychology of engagement and ways it can be applied to business applications.
  • Gamifying an application doesn't necessarily mean adding fancy graphics and sound effects, but often it does mean keeping score and letting "players" see how they rank on a leader board--the equivalent of the high scores screen on a video game. In a business context, that might mean letting salespeople see how they rank and how close they are to achieving a goal or securing a bonus as a way of getting the competitive juices flowing.
  • On the other hand, in a traditional loyalty program you might award one point for every dollar a user spends. In a gamified system, you might want to instead provide variable, unpredictable reinforcement where participants can hit the jackpot. This is the design principle that keeps slot machine players glued to their chairs, even though they ought to know the house always wins.
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