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Building Mobile Web Apps the Right Way: Tips and Techniques [09May11] - 0 views

  • Here’s a quick breakdown of the big differences between desktop and mobile platforms: Mobile device hardware is smaller and generally tends to have lower hardware resources than desktops/laptops. Smaller screens bring about different design considerations and challenges. Touchscreen technology introduces new interaction concepts that differ from traditional input devices (keyboard and mouse). With a mobile device, internet connectivity is not always as reliable as a hard-wired broadband connection, which means internet connectivity is a concern and data transfer could be significantly slower. Although these sound as if they are hurdles to get over, with careful thought and consideration, there’s no reason why they should be. Touchscreen technology is exciting. The smaller screen design will really make you think about how to get the user to interact with your mobile web app in the most satisfying way possible. What we should really be doing is looking at the list of differences above and seeing opportunities to deliver our content in a different way. Building mobile web apps will be a paradigm shift from traditional web development and web design.
  • In the next sections, we will discuss development/design considerations, as well as concepts and techniques for building mobile web apps.
  • Keep File Sizes Small
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  • Dealing with Image Performance We want to try to get rid of as many images as we can. For the images we keep, we want them to be as lightweight as possible. If images are a necessity for particular parts of your mobile web app design, then there are a couple of extra steps we can use to trim off any excess fat from your files.
  • Use Adobe Fireworks for Transparent PNGs
  • Using ImageAlpha If Fireworks sounds like too much of a bother, check out ImageAlpha. Once installed, all you need to do is drag your images into its main window and then tweak the export settings to remove excess data from the images.
  • To learn more about using PNGs in web designs, see the Web Designer’s Guide to PNG Image Format.
  • Leveraging CSS3 Mobile web browsers these days are pretty advanced. Android devices use a mobile version of Google Chrome, whilst the iPhone does the same with Apple’s Safari. Some mobile devices come with mobile Opera and others allow you to install a browser of your choice such as mobile Firefox. So we’re talking about some pretty good browsers in terms of CSS3 and HTML5 feature support. CSS3 allows us to render things through code that would previously have required an image. We can use color gradients, draw rounded corners, create drop shadows, apply multiple backgrounds to HTML elements, and more — all of which can help improve performance and decrease development times.
  • If you look at a typical application interface via your smartphone, it’s almost guaranteed that you’ll find CSS3 being used.
  • By using CSS3, we can reduce data transfer — particularly images and possibly excess HTML markup. We let the browser and the device do the work to render the interface more quickly.
  • HTML Canvas If you fancy a little more work, then you can improve speed even further using the canvas element. Although using CSS gradients eradicates the loading of a physical image, that method still causes the device’s rendering engine to construct an image in the browser, which can result in a performance reduction depending on the device and browser.
  • Hardware Acceleration When it comes to mobile web apps, Apple’s mobile devices are a major consideration that we need to be aware of because of the current popularity of the iPhone and iPad. Safari 5 (on all platforms) brings hardware acceleration into the mix. If you’re not familiar with the feature, Apple describes it as follows: "Safari supports hardware acceleration on Mac and PC. With hardware acceleration, Safari can tap into graphics processing units to display computing-intensive graphics and animations, so standards like HTML5 and CSS3 can deliver rich, interactive media smoothly in the browser."
  • Be Cautious of CSS3 Rendering Performance As brilliant as CSS3 is, certain properties can slow down a web page. WebKit-based browsers, for instance, really seem to struggle with shadows in particular, so just be careful that you don’t apply too many of these to elements of your interface until the issue has been resolved.
  • Consider the Offline User Experience Finally, let’s briefly discuss HTML5 offline data storage.
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    Very useful, but visit site for complete "how-to"
Dan R.D.

Juniper Research - Counter terrorism could help augmented reality grow [14May11] - 0 views

  • We’ve already told you about Juniper Research’s bullish forecasts of the augmented reality services. According to latest figures we have from the research company, the market for mobile enterprise applications featuring augmented reality elements is expected to exceed $300 million by 2015. Among the deployments that will help this grow, Juniper points to areas as diverse as corporate utility, surgery and counter-terrorism.
  • A company called Logica is already working with the UK government on a project that could identify current and future AR capabilities, whilst evaluating them against various security and counter terrorism scenarios.
  • According to the report author Dr Windsor Holden, “It is highly likely that AR apps which would also incorporate location awareness will soon be developed for security service handhelds – if they are not already in development.”
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  • As usual, you can get more information about the report titled “Mobile Augmented Reality: Opportunities, Forecasts & Strategic Analysis 2011-2015″ from Juniper’s website.
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DOJ Wants Wireless Carriers To Collect Location Data [11May11] - 0 views

  • The Department of Justice (DOJ) is calling for laws requiring wireless carriers to store user location data that could be helpful to criminal investigations in which a person's location is critical to solving the crime. The request came, ironically enough, in the middle of a Senate hearing at which lawmakers grilled Apple and Google executives over their collection and use of location-based data from iPad, iPhone, and Android devices
  • Jason Weinstein, deputy assistant attorney general for the Criminal Division of the DOJ, Tuesday testified before the Senate Judiciary Committee's Subcommittee on Privacy, Technology and the Law that it would be useful if companies that have access to smartphone location data could provide that information lawfully to criminal investigators. The DOJ is particularly interested in the data as it pertains to investigations about cyber crimes that target mobile devices, child abductions, and others in which a mobile phone user's location is crucial, he said.
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Over 16 million US mobile subscribers used location-based check-in services in March [1... - 0 views

  • 12.7 million check-in done on smartphones in March 2011, says comScore report Nearly 17 million US mobile subscribers used location-based 'check-in' services on their phones in March 2011, found a new study by comScore.The study showed that users have done 12.7 million check-in on smartphones, representing 17.6% of the smartphone population.The check-in service users, representing 7.1% of the entire mobile population, showed a high propensity for mobile media usage, including accessing retail sites and shopping guides. They also displayed other characteristics of early adopters, including a stronger likelihood of owning a tablet device and accessing tech news, when compared to the average smartphone user.
  • The research firm said that of the 16.7 million people using check-in services on their mobile devices, 12.7 million (76.3%) did so via a smartphone device.Android accounted for the largest share of check-in service users with 36.6% checking-in from an Android device, while 33.7% of users checked in from an iPhone. Apple had the highest representation relative to its percentage of the total smartphone market.RIM accounted for 22% of check-in service users, while Microsoft, Palm and Symbian each accounted for less than 5%.The study showed that more than 95% of check-in service users used their mobile browser or applications. Nearly 62% accessed news. Check-in user behavior was also consistent with that of traditional early adopters, with 40.3% of users accessing tech news and 28.2% owning a media tablet, both significantly higher than average.
  • Further, check-in service users also showed a high propensity for accessing retail-related destinations on their mobile devices. Nearly one-third of users accessed online retail sites on their mobiles, while one-fourth accessed shopping guides.Check-in service users were also more likely to be exposed to mobile advertising, with nearly 40% recalling seeing a Web or app ad during the month, compared to just 27.5% of smartphone users.
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No Location-Based Ads Allowed in Apps - Search Engine Watch (#SEW) [05Feb11] - 0 views

  • Apple has informed iPhone/iPod Touch application developers that they can't include location-based advertising within their apps. The move has intensified rumors that Apple is planning to launch its own mobile advertising network. Google clearly seems to be the target here. Google recently acquired AdMob, one of the most popular mobile ad networks. Will Google "retaliate" by closing down options for Android developers? It doesn't seem like that type of policy would match their m.o. What's more, by owning AdMob, it's difficult to see why they would feel threatened by other competitors. Apple's move seems to be a step in the wrong direction. Developers who put out free apps generally try to get revenue from in-app advertising. Location-based advertising, while still in its infancy, is truly the key to mobile ads. If a company can know that you're in the vicinity, they could send you a coupon incentivizing you to visit their store and make a purchase. Of course, location-based advertising should always include an opt-in or opt-out policy, but privacy doesn't appear to be Apple's main concern here. Apple did acquire mobile ad network Quattro Wireless recently.
Dan R.D.

What is Coming? - The Future of Geolocation [21Apr11] - 1 views

  • Since location-based check-in app Foursquare was launched at South by Southwest in 2009, the app has seen exponential growth, reaching over 7.5 million users this year.
  • Apart from gamification through leaderboards and badges (or stickers, or pins), the motivation for users to participate in location-based networks is severely lacking.
  • 1)make it easy and 2) create value. Users want to put in less effort and receive more value.
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  • developers continue to chase after our elusive social graph to make geolocation as indispensable as microblogging and photo sharing.
  • RFID (radio-frequency identification) and NFC (near field communication) technologies are going to become much more popular as geolocation apps continue to evolve and developers look for ways to make sending and receiving location-based data easier.
  • Foursquare has already begun testing NFC check-ins and Coca-Cola used RFID at last year’s Coca-Cola Village teen camp to enable Facebook Likes and status updates to be sent with wristbands.
  • What Else Can We Expect? There are some exciting innovations emerging in geolocation already, but there’s surely much more value to be had from this technology. Some of the developments I’m most interested to see are: A collection of user-generated information about a place, like a location-based Wikipedia Mobile check-in for flights, bypassing the long check-in counter queues Mobile check-in at doctors’ offices, sending the secretary an automatic notification of your arrival Mobile identification, providing entry to adult-only venues like nightclubs (our phones are already replacing cash, so why not our photo IDs?) Digital, geotagged nightclub stamps to prove you’ve paid to get in Bookmarking for places with push notifications, so you’ll finally remember to check out that café your friend keeps recommending Interactive maps attached to promotional material (with QR codes?) so you can easily find the new pizza place that sent you coupons in the mail
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    That's a bit long as a clip, Dan.
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    yep, I know, but now I'm going to try and edit it and see if it updates the post that got syndicated into wordpress. Also, the comments that we are posting here are updating on our wordpress blog, which is pretty cool, but strange because they are appearing at the top of the post.
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Netflix Isn't Swamping the Internet [20May11] - 0 views

  • "Remember the Sandvine report from earlier this week that said Netflix gobbles up 30% of Internet traffic during peak hours? It needs clarification on a couple of important points, says blogger Kevin Fogarty. First, yes, Netflix traffic spikes during prime time, but only across the last mile. Second, ISPs underestimate what a 'normal' level of Internet use really is. 'When AT&T announced its data caps – 150GB per month for DSL users and 250GB for broadband – it called the data levels generous and said limits would only affect 2 percent of its customers. It turns out Netflix users take up an average of 40GB per month just from streaming media, according to a different Sandvine report (PDF).'"
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Mint It Yourself With a Browser-Based Bitcoin Miner [19May11] - 0 views

  • "There's a popular discussion happening at the Bitcoin forums about a new browser-based bitcoin miner released today. This lets people mine for bitcoin straight from the browser. There's talk of making an embeddable version. How long until websites start using CPU power from their users to create Bitcoin for their owners?" As Bitcoin gets more attention, I foresee malware with payloads promising to do the same thing.
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    virtual currency
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HP Advances Next-Gen Memory Technology [16May11] - 0 views

  • "HP scientists have made a small breakthrough in the development of a next-generation memory technology called memristors, which some see as a potential replacement for today's widely used flash and DRAM technologies. In a paper to be published today in the journal Nanotechnology, scientists report that they have mapped out the basic chemistry and structure of what happens inside a memristor during its electrical operation."
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Can Cloud Computing Save The American Economy? [11Jun11] - 0 views

  • picture a world where software platforms are available online and easily customizable. Picture a world where compute power is generated off site, available in quantities when and where you need it. And picture a world where information is safely stored, efficiently managed and accessible, when and where you need it. These are cloud infrastructures. The economies of scale, flexibility and efficiency they offer will not only save organizations massive amounts of capital and maintenance costs but emancipate them to apply and use information as never before. An unbelievable opportunity to raise productivity while creating unprecedented opportunities for businesses and workers.
  • Now picture a health-care system where a doctor has medical records at his fingertips, can see x-rays with the click of a mouse, is able to learn and apply the latest diagnostic and surgical technique from anywhere in the world. Think of the efficiencies in hospital supply chains, the delivery of prescription drugs, the processing of billing and insurance claims, reductions in fraud, and the application of best practices for cost controls. The capacity for improvement is endless.  As a matter of fact, these innovations are already being applied in isolated pockets. But for us to seize the opportunity before us it’s imperative that we move from isolated centers of excellence to connected systems of excellence. Pick any industry and systemic improvements like these are available.
  • A new age of innovation and technology advancement is within our grasp – an opportunity for job creation, greater productivity and economic growth. The time for cloud computing is now. We need government and industry to accelerate broad scale adoption of cloud infrastructures so we can reap the rewards of a true information based economy.
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#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.
  • “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.
  • OWNI considers itself a think tank and as describes what they do as “augmented journalism”.
  • Alastair Dant, lead interactive technologist at the Guardian, gave a run down of how news websites use interactive content.
  • 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.
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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.

What Wal-Mart Has In Store for Social Commerce [18Jun11] - 0 views

  • Wal-Mart’s social and mobile plans are starting to take shape only two months after acquiring Kosmix of Mountain View, Calif.
  • When Kosmix was purchased, it was building a database called the social genome project, which kept track of what people were interested in and what products people were talking about.
  • the executives say they are hard at work defining how the mega-retailer — with $419 billion in sales and 1.5 billion online visits a year to its Web site — will address the two very disruptive platforms: social and mobile.
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  • “There won’t be commerce without social,” he said. “Social shopping today is where online shopping was before Amazon came on the scene. The Amazon of the space has yet to be built.”
  • Rajaraman says Wal-Mart has an inherent advantage because it has 9,000 stores around the world, which generate 10.5 billion customer visits a year. It makes sense for people to use their phones in the stores to search for information about products, ask friends for advice and other social activities.
  • In the virtual world, an end-cap could be personalized email sent to you with a curated list of items that you like, similar to Gilt Groupe or Groupon. To make these recommendations, they said they will be gathering information from people’s Twitter accounts and Facebook pages — with their permission.
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Console vs. PC redux: how mobile gaming will reshape the industry (again) [15Jun11] - 0 views

  • Who cares about ancient history? If you're a gamer you should, because it's happening again. This time, though, its console gamers lobbing the same lamentations at Angry Bird players, Words With Friends addicts, and ever-sneaky Fruit Ninjas. As smartphones and tablets get more powerful, the dedicated gaming machine looks more and more quaint. Where once software supported hardware in one big, happy family, it's all becoming rather more... disjointed. For a gamer like me, that's a little troubling. If app gaming does for consoles what those consoles did to the PC scene a decade ago, a lot of big game studios are going to be in trouble, and a lot of gamers are going to be pining for the good 'ol days.
  • It's hard to tell at what point mobile gaming became a serious threat to the console scene, but surely nobody at Nintendo lost any sleep when Snake crawled its way into the hearts of many a Nokia user back in the late '90s. Then, just a few years later, Steve Jobs started comparing iPod sales to those of dedicated gaming machines. I initially thought the very notion was preposterous; that an iPod didn't hold a candle to the DS and PSP I took with me on every flight. In the ensuing months, however, I've changed my tune.
  • In recent years we haven't exactly seen a lot of innovation on the console gaming front. Sure, there was a giant rush to jump on the motion gaming bandwagon -- Microsoft with the Kinect and Sony with the Move, even Nintendo sauntering back in with the MotionPlus -- but none of those technologies have delivered the new gameplay experiences that even grizzled veterans like myself secretly hoped they might. Nor have they succeeded in whetting my appetite for something truly new. As someone whose youth was punctuated by a three-year console cycle, booting up the same 'ol hardware almost six years later feels wrong.
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  • On the portable gaming front things are moving -- but slowly. Over the past seven or so years Nintendo and Sony have both been slowly refining their portable systems of choice, but not even Nintendo's glasses-free 3D technology really qualifies as something particularly innovative. It is, after all, just another graphics technique
  • With nothing really changing it's mighty easy for the others to catch up, and of course those others are the smartphones, the iPods, and the tablets. They aren't there yet -- the Samsung Galaxy S II has a dual-core processor running at 1GHz while the Xbox 360 has 3.2Ghz spread over three cores -- but mobile devices are gaining ground quick. And, with services like OnLive, one could say that hardware no longer matters.
  • Regardless, hardware is losing its importance.
  • While we'll surely get one more generation of great dedicated gaming hardware from the big three, I have my fears that it will be the last. Sony sees the writing on the wall, with its (currently half-assed) PlayStation Suite program for devices, and Microsoft is testing the waters with Xbox Live integration on Windows Phone. It's only a matter of time before everybody's following suit -- or getting left behind. But don't worry, console gamers, because it's not all bad news. We're actually on the verge of some very interesting changes which, believe it or not, could work out for the best. Think about it: all modern phones have Bluetooth, so connecting external gaming controllers is easy -- even a keyboard and mouse. HDMI output is now more-or-less standard, and hopefully WHDI ubiquity isn't far off.
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Why Russia's Social Media Boom Is Big News for Business [19Jun11] - 0 views

  • By nearly every indicator, Russians are embracing social and digital media in ways deeper and more impactful than most other countries around the world. For those looking to do business in the former Republic, significant opportunities now exist to leverage this new wave of social adoption.
  • Consider that in the first four months after its January 2010 launch in Russia, Facebook use grew by 376%, and today more than 4.5 million people use the site regularly. Nearly three-quarters of those making the switch from homegrown social platforms such as Vkontakte (with tens of millions of members) to Facebook are under 27, signaling a generational desire to engage in global communities and interact with brands, celebrities, friends and politicians in decidedly new ways. Twitter usage, while still in its infancy in Russian, grew three-fold in 2010.
  • And while it should come as little surprise that nearly 80% of the Russian population owns a mobile device, the dramatic adoption of smartphone technology and advanced mobile usage are beginning to change the way in which businesses — and the government — communicate. According to Nielsen, Russians under 24 are the third-largest users worldwide of “advanced mobile data,” behind only China and the United States.
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  • While interesting in the macro-sense, these broad numbers paint an incomplete picture of the complex future of social and digital media in Russia. The real story behind the social revolution lies less in the initial platform adoption we are witnessing and far more in the sheer volume of engagement occurring within them.
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Virtual offices vs. virtual selves: overcoming isolation in a wired future [17Jun11] - 0 views

  • while workers want autonomy and flexibility, they also want social connection. In an interview, Yosh Beier of Collaborative Coaching summed this up, saying, “people want to have control over the where and when of their work experience, but they don’t necessarily want to isolate themselves.” How will this tension be resolved in the future?
  • Many point to technology to keep people connected across physical distance, tools “that will make the remote less remote,” in Beier’s words. He points to the mania for Foursquare in the consumer space as an example of people who are physically distant but use tech to “locate themselves.” The same is true for Facebook, which provides a virtual social connection and is a bit like a remote social gathering. Beier sees this trend of using tech to overcome the social isolation of web-enabled distance moving from consumers to web workers:
  • But instead of substituting virtual spaces for real ones (the Matrix model), some folks are focusing on substituting virtual selves for physical presence and meeting in real spaces (the Avatar model). Just look at our recent piece on robot avatars you can send to work or events in your stead and control over the Internet. Commenters on the post were skeptical, but Trevor Blackwell, CEO of Anybots (he’s also a partner in Y Combinator), which makes the robo-avatars pictured above, insisted in an interview that the idea wasn’t science fiction:
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  • People actually get a kick out of locating themselves. They want to know where their colleagues are. There will be more programs like Sococo. The idea is to have a virtual office on your screen. You see your virtual coworkers located in their “office” room, can “walk” to their room, when in the same room the mics let you talk and listen seamlessly, you have conference rooms with whiteboards, water coolers and tea kitchens for those in need of small talk, etc. People’s real location doesn’t matter, but they choose to locate themselves in respect to the virtual office so the team cohesion is supported.
  • The thing that’s far-fetched is robots with their own intelligence. Who knows if general purpose A.I. is ever going to happen? But robots that can move around in an office and be used as communication devices isn’t science fiction at all. Now we’re getting to the point where you can do it over a much larger distance because you can just do it over the internet, and the cost is low enough and reliability is high enough that it makes sense to do every day in an office. Our goal is to have 100,000 of these out there in five years.
  • Of course, both technologies boil down to an extension of video conferencing, with the likes of Sococo adding the possibility of spontaneity and easy initiation of contact, and robot avatars offering mobility and the ability to inspect locations. Still, whichever technological future you favor, there will still be a screen between you and your fellow humans.
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.

Why Location-Based Gaming Is The Next Killer App [24Jul11] - 0 views

  • The market is primed for the right game to galvanize interest in experiences that combine the real and virtual worlds. Just as FarmVille put social gaming on the map and Angry Birds brought attention to mobile gaming in general, we could see a wave of smartphone owners flood the application markets looking for similar experiences. This will present a valuable opportunity to marketers that want to foster emotional connections with their audiences, so keep a close eye on new releases and brace yourself for the next big thing in mobile gaming.
Dan R.D.

Want to See the Future of Social Business? [20Jul11] - 0 views

  • there are very few executives, only a fraction, who are actually creating next-generation social experiences for their companies like Jeff Schick. The IBM executive doesn’t just leverage social business solutions, he and his team create them. “We started well over 15 years ago. We’ve been thinking about how to better connect people with people and people with information in terms of IBM itself,” Schick says, “the idea of getting the right person over the right opportunity at the right time to yield the right result was genuinely a business imperative at IBM.”
  • At Big Blue, the company encourages the use of Twitter, Facebook, LinkedIn, and blogs to support their sales, communication, marketing and recruiting efforts.  While employee’s social interactions are not under a microscope, the experiments in social on a massive scale have led to a set of social business conduct guidelines that govern their employees’ social interactions. Schick advises that you need to establish behavior standards for employees to follow.
  • So why do they do it? Since they are both an early adopter and creator of social technologies, they’ve learned that content management, business process management, collaboration, commerce and analytics must all be combined with a social layer to create a universal and unified solution.
Dan R.D.

4 Reasons Every Online Brand Should Explore Gamification Strategies [23Sep11] - 0 views

  • So what’s making gamification so popular today? Consider these four factors.
  • 1. Consumers Want It
  • consumers are looking for new ways to entertain themselves — 40% of U.S. online adults have expressed this interest in a recent survey. What’s more, consumers want game elements everywhere. 60% of consumers play a video game online in a typical week. Consumers (especially Gen Yers) are increasingly accessing games online and on mobile devices.
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  • 2. Social Media Enhances It
  • 4. Early Starters Have Proven It
  • 3. Gamification Vendors Enable It
  • Badgeville, BigDoor and Bunchball all offer SaaS platforms with mechanics, accessible consumer tracking and data, and the ability to easily iterate a gamification strategy as needed.
  • When consumers can share achievements like badges and trophies with their social networks, it enhances the innate human motivations that games have used for generations to keep people engaged (i.e. the desire for status, access, power, etc.)
  • Recent gamification efforts from brands like Chiquita, HP and Sephora have succeeded, increasing confidence that, if applied correctly, the right gamification strategy can work.
  • How exactly does gamification help increase engagement?
  • Involvement: Gamification can foster participation by increasing site returns, new visitors and registrations through reward systems and incentivized word-of-mouth efforts.
  • Interaction: Marketers need visitors to spend time with their content and brand in order to foster engagement.
  • Intimacy: Consumers are able to connect with a brand more intimately when they’re interacting in real-time versus visiting a static brand website.
  • Influence: Word-of-mouth marketing has taken off recently, and companies have realized it can have a significant effect on brand visibility.
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