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Dan R.D.

Predicting future technology: ask the children, study urges [06Jun11] - 0 views

  • a new study conducted and released by Latitude, a technology research consultancy, published in collaboration with ReadWriteWeb. The study’s main takeaway message: “kids are predicting that the future of media and technology lies in better integrating digital experiences with real-world places and activities. They’re also suggesting that more intuitive, human-like interactions with devices, such as those provided by fluid interfaces or robots, are a key area for development.”
  • Researchers scored the kids’ inventions on the presence of specific technology themes, such as type of interface, degree of interactivity, physical-digital convergence and user’s desired end-goal.
  • The Digital vs. Physical Divide is Disappearing: Children today don’t neatly divide their virtual interactions from their experiences of the “real world.” For them, these two realms continue to converge as technologies become more interactive, portable, connected and integrated.
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  • “They naturally think about a future in which traditionally ‘online’ interactions make their way into the physical world, and vice versa – a concept already playing out in augmented reality, transmedia storytelling, the Internet of Things, and other recent tech developments.”
  • Why Aren’t Computers More Human? The majority of kids (77%) imagined technologies with more intuitive modes of input (e.g., verbal, gestural, and even telepathic), often capable of human-level responsiveness, suggesting that robots with networking functionality and real-time, natural language processing, could be promising areas of opportunity for companies in education, entertainment, and other industries
  • Technology Improves and Empowers: Instant access to people, information and possibilities reinforces young users’ confidence and interest in self-development. One-third of kids invented technologies that would empower them by fostering knowledge or otherwise “adult” skills, such as speaking a different language or learning how to cook.
Dan R.D.

Don Draper needs to re-brand infrastructure for the internet era [30Jun11] - 0 views

  • The cool kids of today - yes, the same kids who will be voting in the 2012 election - don't want to talk about infrastructure. Instead, they want to talk about mobile devices, crowdsourcing real-time data and collaborating via high-tech RFID sensors. They don't want to think about massive government expenditures and cheap bank loans for new construction projects. They think about cool ways for The Internet of Things to empower everyday citizens.
Marc-Alexandre Gagnon

CES 2012's Big Sleeper: Near Field Communications - Mobility - Mobile business - Inform... - 0 views

  • NFC, the technology running behind Google Wallet and many mobile e-commerce applications, lurks in many of the smartphones on display at CES. But mobile commerce isn't the only reason that NFC deserves your attention.
  • the most potentially disruptive technology has so far gotten precious little coverage. I'm talking about Near Field Communications or NFC. Didn't get your pulse pumping? What if I told you that NFC is the technology behind Google Wallet and every other mobile e-commerce technology, and that it's likely to be built into a good many of the higher end smartphones shown at CES? If you believe industry watchers, there'll be about a half billion phones sold with the technology between now and 2015.
  • NFC can be used for a lot of things, and payment is just one of them. The close proximity technology can also be used to see specs and other details on retail items. As stores like Best Buy move to compete with Amazon on price, you can bet that this technology will be used to replace the pimply faced kid who actually knows a surprising amount about whatever it is he's selling. It could also be used to assure the lowest prices for price conscious consumers.
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  • There are non-retail uses too. This could finally be the technology that lets us exchange business card info without the card. You could pay tolls or get information from governmental agencies. Wouldn't it be nice if Mount Rushmore told you all about its sculptor Gutzon Borglum, or that it took 12 years to complete?
  • Of course the first concern for such communications is security, and there's plenty to worry about with NFC--not the least of which is that the standard doesn't presently encrypt transmissions. Nonetheless, all the major phone, credit card, and carrier vendors and a good number of governments are setting to trial the technology in 2012. NFC is one to watch.
Marc-Alexandre Gagnon

Commerce Weekly: Chasing down abandoned shopping carts - O'Reilly Radar [10Nov11] - 0 views

  • Inviting customers back to their carts
  • Only three out of every 10 online shopping carts actually make it to checkout, according to email marketing vendor Listrak. That's 70% of carts lying abandoned in the virtual corridors of ecommerce. Listrak wants to improve those numbers. It's one of several vendors offering "shopping cart abandonment solutions" — essentially, programs to follow up with shoppers who've left the store and ask them, "Haven't you forgotten something?"
  • Retailers would love to close more of those sales: Listrak estimates $18 billion lost in sales to U.S. retailers every year. A Forrester study last May found that 89% of consumers had abandoned a shopping cart at least once. Forrester's authors attributed that high rate to growing user sophistication: as shoppers become more experienced online, they are more likely to comparison shop even as they move toward checkout. Other industry observers offer a simpler explanation: shoppers are shocked at high shipping costs. A 2006 study by Goecart blamed comparison shopping, high shipping costs, and plain old running out of time as the leading causes of abandonment.
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  • Listrak sampled Internet Retailer's Top 1000 online retailers, loading up carts and then abandoning them ("Hey you kids! Knock it off!") to see who would follow up. Only 14.6% sent a follow-up email, and fewer still sent a second or third email which, Listrak's CEO Ross Kramer told Internet Retailer, is where about half of the revenue comes from. Among Listrak's suggestions to retailers: get the shopper's email address first.
  • Intuit cuts payment rate for AT&T subscribers Intuit announced a partnership with AT&T for its GoPayment mobile payment solution, which competes with Square. Like Square, Intuit offers a free card-swiping attachment that plugs into the audio jack of an iPhone, iPad, Android or Blackberry device, allowing anyone to collect credit card payments. Intuit's basic rate of 2.7% slightly undercuts Square's 2.75%, but AT&T customers will pay even less (1.7%). Intuit originally charged customers $175 for the swiper dongle, but last January, in a bid to compete with Square, it began offering the dongle for free. Still, Intuit has struggled to gain the visibility that Square founder Jack Dorsey and COO Keith Rabois and high-profile investors like Richard Branson have brought to Square. This week's deal with AT&T is a reminder that Intuit is serious about GoPayment, which may actually offer more to merchants since it integrates with QuickBooks, its bookkeeping package that also targets small businesses.
  • PayPal embraces NFC (just a little) PayPal has made something of a point of not jumping on the NFC bandwagon, emphasizing the technology-agnostic nature of its mobile payments platform. Demonstrations at PayPal's recent Innovate conference emphasized payment options like PayPal's Empty Hand system, which lets you buy things with only your mobile number and a PIN. Still, NFC seems an inevitable part of the payments picture in the years ahead, and this week, PayPal delivered the peer-to-peer NFC payment technology that it promised last July. Shimone Samuel, Product Experience Manager for PayPal Mobile Applications, wrote on the PayPal blog that the technology for NFC P2P is included in version 3.0 of PayPal's Android app. No need for it in the iOS app yet, obviously, since the most recent iPhone upgrade disappointingly didn't include support for NFC. As we noted back in July, in practice, the transfer of funds through PayPal's NFC system isn't substantially different from what was already possible using Bump, which sends the transfer through servers in the cloud rather than wirelessly between the mobiles. But the NFC system will let PayPal developers acquire experience with NFC wireless transfers, which should serve them well as NFC-enabled point-of-sale terminals begin to show up next year and beyond.
Dan R.D.

Facebook users share what's on their mind: the top trends for 2009 - 0 views

  • Not very impressive, if these are the trends occupying the Facebook public mind. BTW (by the way) FML stands for (Fuck My Life). What can that be about? It’s #2 and I’ve never heard of it! It does not sound very positive. Is it the equivalent of whining? It’s a genuine question.Amplify’d from www.independent.co.ukTop Status Trends of 2009:1. Facebook ApplicationsSpecific words: Farmville, Farm Town, Social Living2. FMLSpecific word: FML3. Swine FluSpecific words: Flu, Swine Flu, H1N14. Celebrity DeathsSpecific words: Michael Jackson, Patrick Swayze, Billy Mays5. FamilySpecific words: Family, Mom, Dad, Son, Daughter, Kids6. MoviesSpecific words: New Moon, Transformers, Star Trek, The Hangover, Paranormal Activity and Harry Potter7. SportsSpecific words: Steelers, Yankees8. Health CareSpecific words: Health Care, No one should have to…9. FBSpecific words: FB, FB Friends, News Feed10. TwitterSpecific words: Twitter, RT11. YearsSpecific words: 2008, 2009, 201012. Lady GagaSpecific words: Gaga, Poker Face13. YardSpecific word: Yard14. ReligionSpecific words: Easter, Lord, God15. ISpecific words: I, isFacebook Memology ranks the most commonly used phrases or words in people’s status updates in 2009 and compares them to the trends seen in 2008.Read more at www.independent.co.uk
D'coda Dcoda

PRACTICE Marketing: Real World Multiplayer Serious Game [18May11] - 0 views

  • Developed for McGraw Hill Higher Education Education UK, PRACTICE Marketing is a 3D turn-based Serious Game intended to teach college kids the principles of product marketing and competition. In the game, players are able to fully experience the seven underlying principles upon which to base marketing strategy and efforts: Image, Differentiation, Repeat Business, Ease of Doing Business, Networking, Likeability, and Emotion. Gameplay You’ve been selected to manage a company’s new entry into the backpack market. Your first step in the game is to create a strong product that appeals to a specific market segment and price it appropriately.
  • You are upfront presented with the info you need to analyze the market, provided by market research, who has narrowed the backpack market down to five potential segments for you to consider targeting, selecting the one that looks the most promising.
  • Once you have selected a target market, you can use the backpack builder to design a pack that meets the needs of its particular demographic.
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  • Before you put it the market you have to set a competitive price.
  • Then you have to negotiate distribution agreements with retail channels and pick how the bag is marketed and advertised.
  • At the end of each turn, you can review and submit your marketing decisions and then see your quarterly /yearly P&L (Profit &Loss) data, market trends and positioning, competitors’ data and customers’ feedback, among several other results.
D'coda Dcoda

YellowBrck Launches New Free Location-Based Social Network Mobile App for Moms & Dads [... - 0 views

  • at http://www.yellowbrck.com. Email PDF Print New York, NY (PRWEB) May 12, 2011 YellowBrck is a new location-based social network mobile application created for moms and dads on the go. By downloading the free YellowBrck iPhone/iPad app in the App Store, parents can easily share their activities and locations with friends and other parents, as well as score special savings incentives from retailers. YellowBrck was created as a way to connect parents, help them share tips on ways to keep their children entertained, and learn about the latest family spots and events nationwide. By checking into YellowBrck on a regular basis, users are able to earn discounts and rewards from their favorite retailers. YellowBrck empha
  • is a new location-based social network mobile application created for moms and dads on the go. By downloading the free YellowBrck iPhone/iPad app in the App Store, parents can easily share their activities and locations with friends and other parents, as well as score special savings incentives from retailers. YellowBrck was created as a way to connect parents, help them share tips on ways to keep their children entertained, and learn about the latest family spots and events nationwide. By checking into YellowBrck on a regular basis, users are able to earn discounts and rewards from their favorite retailers. YellowBrck emphasizes the social aspect, allowing parents to meet up with nearby parents, keep tabs on what activities their friends are doing, and discover family-friendly places in their neighborhood. An impromptu playdate at the park or a last-minute trip to the museum is easily shared on YellowBrck for others to join in. Parents are also able to check-in for everyday tasks pre-listed on the app, including potty training and getting dressed, with the chance to “win” virtual stickers and real world savings from online and brick & mortar retailers, including Totsy, Ecomom, Dapple, Abe’s Market, Torly Kid, and many more.
D'coda Dcoda

Gupta: Cell phones, brain tumors and a wired earpiece [20May11] - 0 views

  • Do cell phones cause brain cancer? It may be too early to say for sure. The latency period or time between exposure and recognition of a tumor is around 20 years, sometimes longer. And, cell phone use in the U.S. has been popular for only  around 15 years. Back in 1996, there were 34 million cell phone users. Today there are 9-10 times as many. Keeping that in mind, it is worth taking a more detailed look at the results of Interphone, a multinational study designed to try to  answer this question. The headline from this study was there was little or no evidence to show an association between cell phones and cancer. Though, if you went to the appendix of the study, which interestingly was available only online, you found something unsettling. The data showed people who used a cell phone 10 years or more doubled the risk of developing a glioma, a type of brain tumor. And, across the board – most of the studies that have shown an increased risk are from Scandinavia, a place where cell phones have been popular since the early 1990s. For these reasons, the whole issue of latency could become increasingly important.
  • Cell phones use non-ionizing radiation, which is very different from the ionizing radiation of X-rays, which everyone agrees are harmful. Non-ionizing radiation won’t strip electrons or bust up DNA. It's more like very low power microwaves. Short term, these microwaves are likely harmless, but long term could be a different story. Anyway, who likes the idea of a microwave, even a low-powered one, next to their head all day?
  • And, what about kids?
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  • they actually have thinner skulls than adults, and will probably be using cell phones longer than I ever wil
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    Discusses issue of cellphones causing brain cancer & ways to avoid
Dan R.D.

Google+: It's more of a suburban parents thing [14Aug11] - 0 views

  • In a blog post on its site, the brains at Experian Hitwise claim startling information: there is one subsection of society where Google+ is gaining affection.
  • This subsection might be described as "miserable married people, stuck at home in the 'burbs with children." Naturally, Experian Hitwise doesn't describe them that way. It calls them the "Kids and Cabernet" group--"prosperous, middle-aged married couples living child-focused lives in affluent suburbs."
  • The study contrasts another societal subgroup--"Colleges and Cafes"--which appears to be gaining some disaffection for Google's new social-networking foray.
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  • My own entirely unscientific analysis suggests this: Although it does have its amusing elements, Google+ is more complicated than Facebook. Some people enjoy more complicated things. Many, though, are desperate for the world to lay everything neatly for them on a plate, so that they don't have to try too hard.
Dan R.D.

Do We Really Need an Android-Powered Fridge? [23Aug11] - 0 views

  • The worst thing about the Samsung RF4289HARS isn't that for $3,500, you get a little Android LCD touch-screen embedded above the ice maker whose 9 apps you can't even update. It's that it represents a missed opportunity. Samsung seems to be hell-bent on making all its appliances "smart" in the dumbest way possible. From users returning their "smart" TVs because their apps make them unusable to, well, gilded fridges that Tweet, the company seems to be designing from the perspective of "what can we cram into this device?" rather than "how can we enhance the experience of our users?" A really smart fridge, part of the Internet of Things, would know when you put that lettuce in the crisper, so it could alert you when it was about to become inedible. It would tweet its current temperature so you know when your kid failed to close the door all the way. A really smart fridge probably doesn't even have a display -- far better to control it from any other internet-connected device.
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.
  • Motivating Gen Yers
  • Multitasking. Provide more than one task to accomplish at a time, but without overwhelming them.
  • Collaboration. Create work teams or partners to work with, where appropriate.
  • 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.

Teenagers would rather lose TV than internet or mobile - survey [25Oct11] - 0 views

  • Young British teenagers would be less worried at being deprived of television than losing access to the internet or their mobile phones, as attachment to the medium slides among the young, according to new research from Ofcom.
  • On average, they watch 17 hours 37 minutes per week, up from 15 hours 37 minutes in 2007.Internet use has also become pervasive, with 95% of 12- to 15-year-olds having internet access at home through a computer. But the research by the communications watchdog also points to a "digital divide", in which only 80% of children in lower socioeconomic groups have access to the internet at home, compared to 98% in the richest ones.
  • The annual survey was carried out in spring with 1,717 in-home interviews, and focused on attitudes to communications technology by parents and children. It found that 28% of children aged 12 to 15 said they would most miss their mobile, and 25% would most miss the internet if deprived of them – compared to only 18% citing television. A year ago mobile was the most desired, while TV was level-pegging with the internet at 24%.
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  • "The research also shows that parents and children are increasingly aware of how to be safe when using the internet," said Ofcom's Richards. "But risks do remain. Better understanding – amongst parents as well as their children – is the key to helping people to manage content and communications, enabling them to enjoy the benefits of media use while protecting themselves from the potential risks."
Marc-Alexandre Gagnon

Gamification - Richard Baxter at Distilled's SearchLove - State of Search [25Oct11] - 0 views

  • Get Glue:
  • In their first three months, 1 million users, 100 million data points and shipped out thousands and thousands of stickers. Amazing, but how on earth are they making profit? Because it’s an advertising platform and collecting information on demographics, popularity, etc. and providing the entertainment industry with amazing data – sold.
  • SEOmoz
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  • “The point system has dramatically improved engagement + contribution on Moz. We’ve grown community content 200%+ in the past 24 months.”
  • Step 1: You need points.
  • But points are meaningless without a leader board.
  • Step 2: You need a leaderboard to get people’s competitive spirit out and allow them to compare and be compared against others.
  • Salesforce does the same with Nitro by gamifying real life. Sales guys get stats to see what they’re doing well, awards them with points and badges but it also lets them compare to others.
  • We can also use game mechanics to help people learn how to use our products – Richard mentions Ribbon Hero 2 where clippy teaches you how to use Microsoft Office products. Rather than having him jump up when it thinks you need help (as was the case back in the day) you have challenges to help clippy fix his CV, etc. Your userbase is having fun and you’re helping them learn about your product.
  • Encourage users to hand over data - it makes us smarter marketers.
  • Who does this? LinkedIn with the goals and “profile completeness” – SEOmoz does the same thing.
  • Badges?
  • Rich doesn’t know that Foursquare should work but the beauty of it is that does. Rich thinks this has to do with velocity and the fact that it makes quite boring stuff exciting and PR worthy – not knowing when a reward is coming and the fact that they come almost at random is what Rich feels makes this work.
  • Virtual Currency/Goods
  • If you have a crappy product it really doesn’t matter.
  • What could we do/take away from this?
  • Gamification for Good – IMOK, a checkin platform for kids. Connected just from one phone to the other and checking in lets the parent know they’re ok.
  • Reward with Status- top contributors in Webmaster forums will get flown out to Google and learn all sorts of things.
  • Create signups/sales with loss aversion
  • Help people drive their business
  • Generate Reviews- badge and point system for heavy users?
  • Increase signups
  • Reward for Gifting
  • Reward for Uplaoding Content
  • Generate links
  • Increase social shares
  • Motivate internally to do the same - get your inhouse team to answer FAQ type questions and reward them for their interaction and points.
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