Timi will share… | Social Business Strategy

…analysis on social business, interactive media, games, e-democracy, poetry, food, passions

4 core issues of info flow in a networked society

danah boyd’s talk at web2expo overflows w/ insights! I don’t care what others said about her presentation. Ok, I wasn’t there, but even if she wasn’t at her best, and if she just read her presentation, I think if you really paid some attention, you’d still appreciate it very much.

I guess it’s kinda relevant to ‘Stimulation’, one of  the four core issues she highlighted. What we focus our attention on isn’t necessarily the best information or content. Sure, presentation skills are important in conveying the message, but I do think we are all too impatient and focus too much on speed and packaging rather than content. Insight has to be eye-candy, too for most people to start payng attention. This might be the internet era, but the age-old issue still persists: we judge too quickly based on what we immediately perceive without trying to look deeper or LISTEN first.

Below is an overview of the 4 core issues of info flow in a networked society, which form part of danah boyd’s presentation, “Streams of Content, Limited Attention: The Flow of Information through Social Media”:

1. Democratisation – democratising certain types of access isn’t equivalent to democratising attention. It doesn’t mean that you can get your voice heard that everyone will listen. Attention is brokered by many factors other than accessibility.
2. Stimulation – attention isn’t always given to the ‘best’ content but to the most ‘emotional’. eg. gossip, violence, sex. Over-stimulation can lead to a numbing or desensitation of society, and thus disconnection, which of course goes against the principles and values of networks.
3. Homophily – we connect to those most like us, but with this connection comes an innate exclusion of those least like us. On one hand we’re building tribes, but also we’re excluding other world views. This can potentially stunt the growth and expansion of our doxa.
4. Power - networked structures of consumption are also configured by power.  In a distribution-focused mdoel, access is power. But in a network, access alone isn’t power. Command of attention/traffic, influence gives rise to power of info-brokers, not just to the content creators.

Filed under: Digital worlds, Ideas, Social / online media analysis, , , , ,

Eve Online’s new expansion: Dominion

Eve Online is huge. And I don’t only mean the universe it has spawned, but the waves it created that now  reverberate loudly through the spaces of massively multiplayer online role-playing games. Eve is a player-driven, persistent world that culminates in an unscripted and emergent experience. Dominion focuses on the end-play: the conquest of territories –  the carving of your own space in this vast universe, which requires all the struggle, conflict, alliance and strategy you can muster. War, conquest and continued dominion.

Filed under: Digital worlds, Ideas, ,

Social business design: is your company ready for it?

The latest slides on social business design by the Dachis Group addressing core principles, structures, processes and values.

Filed under: Culture, Ideas, Social / online media analysis,

Experiential Economy: Social Media Business

Online Communities Strategist and Goddess of the Social Media workshop, Laurel Papworth, shares the first episode in her series on Experiential Economy , which she defines as “the shift from commodities and service to selling experiences.”  In this podcast she talks about how  large social networks below earn revenue from real world events: Awards NuffnangFriendster Pinoy EventMySpace Australia Secret Shows

Check out her matrix on monetizing social networks:

social media monetization models by laura papworth

social media monetization models by laura papworth

Filed under: Digital worlds, Ideas, Social / online media analysis, , , , ,

Playing for change: “One Love”

Amazing and powerful rendition of Bob Marley’s ‘One Love’ by musicians around the world. So moving, so hopeful! Learn more their site: http://playingforchange.com/

Filed under: Culture, Digital worlds, Ideas, ,

An overview of online social tools for fund-raising

Tropical storm Ondoy (international code name: Ketsana) wreaked havoc on the Philippines  last week that reverberated beyond its shores. Every Filipino, whether at home or abroad, had someone to worry about. Though tragic, it was an authentic national experience that brought together Filipnos from across the globe and revived the spirit of ‘bayanihan’ — that Filipino concept for a community coming together to perform a heroic act. ‘Bayan’ means country or town, ‘bayani’, hero. This collective heroism tumbled like a flood — but instead of a deluge of destruction, a torrent of selfless deeds engulfed the land . The spirit of bayanihan literally saved physical bodies from raging waters and lifted hearts drenched and weighed down by suffering borne of natural catastrophe and dereliction of duty.

What I felt

As someone living abroad, I felt the waves of despair pass through me even after having sent a modest donation to the Philippine National Red Cross. Like many other friends who couldn’t help directly with relief efforts on the ground, I felt that the money I sent was not enough. But inspired by tales of bayanihan, I decided to focus on what I could do from where I was, and what I could do good. If providing immediate relief to the displaced and homeless is something I can’t accomplish on a larger scale by myself, I can at least try to help with the rehabilitation efforts to come. Help is needed right at this very moment, but even more will be needed when the flood subsides and the mud is lifted from our streets and houses.

What you and I can do

If  microblogging via Facebook and Twitter enhanced the collection, reporting, sharing and coordinate of crucial information for rescue and relief operation; if you were amazed by how bayanihan in combination with the social web empowered you to become an information and services hub — I invite you to try out what you and your network can accomplish wtih ‘micro-philanthropy’.

Each one of those FB and Twitter users who broadcasted relevant information, relayed latest news, expressed sympathy for the victims or admiration for the bayanihan spirit is a potential donor and/or a potential fund-raiser. Read the rest of this entry »

Filed under: Digital worlds, Ideas, Philippines, Social / online media analysis, , , , , ,

Comments take center stage with Google SideWiki

Most of you have probably been in a conversation with clients or colleagues where they profess to like the concept of user reviews and comments but don’t want to enable that for their websites for fear of negative responses. You then say that the users are already talking about your brand anyway whether you approve of it or not, and that it’s better to join the conversation (whether positive or negative) then to simply ignore it. Well, with Google SideWiki, users will be able to comment on any page of your site whether you like it or not. Heck, even your competitors can join in. With Google sharing the API for this, who knows what other type of content will be developed.

Google SideWiki, “…allows you to contribute helpful information next to any webpage. Google Sidewiki appears as a browser sidebar, where you can read and write entries along the side of the page.”

Comments has become increasingly dynamic as an online social discourse. It’s something that has taken place in the back alley, but has evolved to become a charged terrain in the social web landscape. This is where the lively and passionate discussions take place, and in many occassions, has taken a life of its own than what the original article, question or proposition intended. The coming of J-S Echo (which turns static pages into live streams of comments, tweets, diggs and more) and Google SideWiki are examples of comments asserting its place in the foreground of the social web landscape.

What does this mean for users? A shift of a large part of website ownership from soley corporations/organisations to consumers. The ability to leave useful information for the next user to find; to affirm or challenge any product / brand proposition; to make the content of your site richer; to direct the conversation according to what’s important for them. Naturally, not every user will leave relevant comments. Jeremiah Owyang advices Google to make sure that content created in this sidebar “… look more like Wikipedia than YouTube comments.”

What does this mean for corporations? Less control over the message of you site. You say one thing and users might say the opposite. Or they can agree and verify your claims and raise your trustworthiness levels. They can go on and discuss by themselves and help each other out  if your site doesn’t provide the info that they need (thereby excluding you in the conversation). Competitors might even contradict you directly or offer alternatives linking to their own sites. Your site will change to become less of a coporate / company website and more of a social conversation platform for questions, feedback, and ideas. Will you be a co-owner of this new social platform?

Take-away

1. Doing the basics right is more important than ever. Users don’t only have the option to talk about you on their blogs or tweets, but they can take their opinions right to your doorstep and into your home. So make sure you have the usability and design basics right like logical info structure and clear user journeys, interesting content, good design, a clear proposition.

2. Whereas conversations have turned outward from your website with the proliferation of social tools, the SideWiki may potentially be one way of getting you back in the centre of these conversations. To leverage this potential, you need solid social strategy.

The need to develop social strategy is now more important than ever. It was never  about the tools to begin with, but the impact of these social technologies on your organisation. Coversations will take place right inside your homes. How can you be the perfect host? How can you listen attentively, surface relevant points, take negative comments in stride, present your side of the story, win the crowd’s favour or at the very least, make them listen to what you’re saying? Your organisation needs to be prepared to accomodate this change: to have the means to converse, aggregate this kind of content, anlayse it, feed it back to your product/service life cycles, and act on it.

Filed under: Digital worlds, Ideas, Social / online media analysis, , , ,

GoWeb3D apps for Layar Reality Browser

Ah, so this was what my Twitter buddy , @delchoness has been up to. Dave Elchoness is a leading designer and developer of Layar mobile augmented reality and virtual worlds. He’s a co-founder of GoWeb3D. In this video he shows the different apps they’ve done using the Layar Reality Browser. For users (in this case, for US residents/visitors), that means getting the different benefits of the AR medium.

I wonder what he will do next when Layar goes 3D in November? I also look forward to self-publishing capability for AR/ That would be very interesting for both business and individuals. I can imagine location-based games getting a boost from this. Imagine leaving clues / info / messages that only friends or players can access. Of course the issue of how to filter noise and clutter from the message needs to be addressed. I don’t want AR landscape to become like a metropolis full of gigantic billboards.

Filed under: Digital worlds, Ideas, User experience, , ,

16 Top Augmented Reality Business Models (Gary Hayes)

A great article by Gary Hayes that gives a good overview of the current categorisation of the Augmented Reality apps and the potential for business adaptation. There are lots of AR video in the complete post, plus a longer explanation of each model. You can also link to Flickr for a larger version of the AR Business Models chart. I leaned a great deal of it and gave my musings on AR more structure so want to share it with you.

Some excerpts:

But before going onto my list (which is of course non-exhaustive) here are the basic types of Augmented Reality from a slightly technical perspective but which we can apply to commercial and marketing applications. My presentations and paper have much more detail with specific case studies of each.

  1. Surface – The most understandable form of ‘reality that is augmented’ would be screens, floors, walls etc that respond to the touch of people in them providing them with virtual real time information or collaboration
  2. Pattern – The AR system performs simple pattern recognition on a shape, marker (usually on a framed card in the real world scene) or face and replaces it with a static or moving element e.g: a 3D model, info, audio, video stream or loop etc: You view the ‘items’ in the scene with you
  3. Outline – This is where your hand, eye or body outline is picked up and seamlessly ‘merged’ with the virtual elements. Simple example where you can pick up a 3D object that doesn’t exist because the system is tracking your hand outline.
  4. Location – Based on detailed GPS or triangulation location & position/view of the camera/device the AR system can overlay information precisely over buildings or people as you move through real space.
  5. Hologram – Using ‘smoke & spinning mirrors’ literally in some cases, virtual or real items are ‘projected’ into the physical space you are in and can be interactive with based on cameras tracking real world impulses e.g: hand gestures or audio signals

Before the more detailed list I embed my summary flickr chart whose purpose is to try to categorise types of business orientated augmented reality apps so to identify opportunities. The graph places 16 on axes of commercial value (likely revenue or marketing potential) vs adoption (scale of popularity vs a niche, client user base). It is a starting document to aid classification of this emerging commercial sector that I hope you find useful. The AR types, color key linked to each model is suggestive only. (Click on image for enlargement over at my flickr pages)

16 Augmented Reality Business Models

Posted via web from Timi will share…

Filed under: Digital worlds, Ideas, User experience,

Zugara’s Augmented Reality & Motion Capture Shopping App

What I find interesting about this app is the use of motion capture to provide a more seamless interaction / experience. The user isn’t tied to the reference point (the paper where AR code’s printed). It’s a more natural way of interacting with the product. I like the social element as well (sharing w/ friends). I wonder how you can improve the emotional interface though. Perhaps the user can get a 360 degrees view of it (view it from the side or back) or store it in a digital closet of sorts. Mixing and matching related products will also be interesting here.

Posted via web from Timi will share…

Filed under: Digital worlds, Ideas, User experience,

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analyst, poet, dream-dweller. a.k.a. 'delunna'

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