Trends for 2011 . . . and beyond<br />19 April 2011<br />
Mobile<br />Ruth Brown<br />
Mobile statistics from TomiAhonenAlmanac 2011<br />
Mobile statistics from TomiAhonenAlmanac 2011<br />
Mobile statistics from TomiAhonenAlmanac 2011<br />
Mobile statistics from TomiAhonenAlmanac 2011<br />
Apple.com<br />
What themes are we seeing?  <br />
Local  <br />Social  <br />Money  <br />
Local  <br />Neerlife.com<br />
Social  <br />
Runkeeper.com<br />
Runkeeper.com<br />
$16 billion in 2010<br />$46 billion in 2012<br />$214 billion in 2015<br />Money  <br />According to Aiteresearch directo...
http://blog.gazelle.com/page/2/<br />SELECTA NFC<br />
So what next?<br />Breath, relax, you are in good company<br />Get a strategy (channel and/or mobile)<br />
Courtesy of Metlink<br />
Courtesy of Metlink<br />
So what next?<br />Breath, relax, you are in good company<br />Get a strategy (channel and/or mobile)<br />Start with a mo...
The changing face of shopping<br />Seven trends to look for this year<br />Martin Bulmer<br />
http://replay.web.archive.org/20090915023822/http://www.harveynorman.co.nz/<br />
http://www.harveynorman.co.nz/<br />
Excellent service through social media  <br />Trend 1<br />
www.facebook.com/HarveyNormanNZ <br />www.twitter.com/harveynormanNZ<br />
Social commerce  <br />Trend 2<br />
http://www.gojane.com/<br />
http://www.gojane.com/<br />
http://www.gojane.com/<br />
http://www.turntonetworks.com/<br />
GoJane sales not through TurnTo<br />GoJane sales through TurnTo<br />March 2011<br />http://www.turntonetworks.com/<br />
Co - creation  <br />Trend 3<br />
http://www.streetshirts.co.uk/<br />
http://www.turntonetworks.com/<br />http://www.indochino.com/<br />
Geo - location  e - commerce  <br />Trend 4<br />
http://www.zaarly.com/<br />
Social Currency  <br />Trend 5<br />
http://www.droiddog.com/<br />http://www.psfk.com/<br />http://www.zhljerry.com/<br />
Push shopping  <br />Trend 6<br />
http://www.shoedazzle.com/<br />
Group sharing  <br />Trend 7<br />
http://www.toolbank.org/<br />
Summary<br />Where ever your customers are they’ll be in someone else’s shop<br />Social Media integration needs to be don...
Personal factories<br />Leif Roy<br />
Manufacturing, consumer society, and our relationship with technology <br />?<br />
Henry Ford<br />
The Model T Ford & modern manufacturing<br />1910<br />
Of course . . .  <br />
Consumer society<br />
1910 - Model T Ford introduced<br />Vehicles per thousand people<br />Image: www1.eere.energy.gov/vehiclesandfuels/facts/2...
John Mauchly & Presper Edkert<br />
The first digital computer - Eniac<br />1946<br />
The first commercial computer - Univac<br />1951<br />
But . . .  <br />
Edward Roberts<br />
The first personal computer – Altair 8800<br />1974<br />image: Popular Electronics - 1975<br />
image: Popular Electronics - 1975<br />
design: Randy Krum, InfoNewt<br />
Proliferation<br />Time<br />New technology becomes accessible and affordable<br />The proliferation of technology<br />
Chuck Hull<br />
Stereolithography (3d printing)<br />1984<br />
But . . .  <br />
Adrian Bowyer<br />Image: www.reprap.org<br />
Reprap. The first personal 3D printer<br />2007<br />Image: www.reprap.org<br />
Reprap<br />Open source<br />Low cost<br />Self replicating<br />
So what? <br />
Proliferation<br />Time<br />New technology becomes accessible and affordable<br />The proliferation of technology<br />
Challenging the status quo<br />The user is the manufacturer<br />It’s highly customisable<br />It’s scalable<br />It’s lo...
“As with past industrial revolutions, the greatest beneficiaries may not be companies but their customers. But whoever gai...
Gamification<br />Philip Cockrell<br />
What is Gamification?<br />Gamification<br />
What will I cover today?<br />Examples of gamification in action<br />Quick look at some psychology<br />Gamification in t...
The classic gamification example<br />http://images.google.com/imagelabeler/<br />
Positive behaviour<br />http://wiifit.com/<br />
Positive behaviour<br />http://greengoose.com/<br />
Positive behaviour<br />http://newcarcollections.com/2010/10/2011-nissan-leaf-electric-car/<br />
Real world convergence<br />
Lolcats – a gamification case study<br />
Game mechanics<br />
Game mechanics<br />
Game mechanics<br />
Game mechanics<br />
Outcomes<br />User registration increased by 200%<br />Awarded 63 million user actions<br />Awarded 1.5 million trophies<b...
The psychology of it<br />Why does it work? <br />
http://artofwomanliness.ning.com/forum/topics/ironing-help-2<br />
http://profchucklebutty.blogspot.com/<br />
Gaming personalities<br />https://instructionaldesignfusions.wordpress.com/tag/bartles-test/<br />
Games at work<br />
Levelling up<br />http://www.sacredwaste.com/patrick_bateman_business_cards_profilecard-240965897504955813.html<br />
Leader-boards<br />http://mar2929.wordpress.com/2008/06/18/businessman/<br />
Gamification at work<br />Badges<br />http://www.flickr.com/photos/lwe/2267079424/in/photostream/<br />
Negative aspects<br />http://online.wsj.com/article/SB10001424052702303284604575582503013737616.html<br />
Rewards at work<br />http://rewardsnation.com<br />
Guidelines for use at work<br />Leverage intrinsic motivators at work<br />Amplify positive behaviours<br />Watch for unin...
Resources<br />There are plenty of resources out there, here’s some that helped me:<br />http://gamification.org<br />http...
Thank you<br />
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Trends for 2011 and beyond...

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19th April 2011, Wellington, New Zealand.

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Trends for 2011 and beyond...

  1. 1. Trends for 2011 . . . and beyond<br />19 April 2011<br />
  2. 2. Mobile<br />Ruth Brown<br />
  3. 3. Mobile statistics from TomiAhonenAlmanac 2011<br />
  4. 4. Mobile statistics from TomiAhonenAlmanac 2011<br />
  5. 5. Mobile statistics from TomiAhonenAlmanac 2011<br />
  6. 6. Mobile statistics from TomiAhonenAlmanac 2011<br />
  7. 7. Apple.com<br />
  8. 8. What themes are we seeing? <br />
  9. 9. Local <br />Social <br />Money <br />
  10. 10. Local <br />Neerlife.com<br />
  11. 11. Social <br />
  12. 12. Runkeeper.com<br />
  13. 13. Runkeeper.com<br />
  14. 14. $16 billion in 2010<br />$46 billion in 2012<br />$214 billion in 2015<br />Money <br />According to Aiteresearch director Gwenn Bezard<br />
  15. 15. http://blog.gazelle.com/page/2/<br />SELECTA NFC<br />
  16. 16. So what next?<br />Breath, relax, you are in good company<br />Get a strategy (channel and/or mobile)<br />
  17. 17. Courtesy of Metlink<br />
  18. 18. Courtesy of Metlink<br />
  19. 19. So what next?<br />Breath, relax, you are in good company<br />Get a strategy (channel and/or mobile)<br />Start with a mobile optimised site (probably)<br />
  20. 20. The changing face of shopping<br />Seven trends to look for this year<br />Martin Bulmer<br />
  21. 21.
  22. 22. http://replay.web.archive.org/20090915023822/http://www.harveynorman.co.nz/<br />
  23. 23. http://www.harveynorman.co.nz/<br />
  24. 24. Excellent service through social media <br />Trend 1<br />
  25. 25. www.facebook.com/HarveyNormanNZ <br />www.twitter.com/harveynormanNZ<br />
  26. 26. Social commerce <br />Trend 2<br />
  27. 27. http://www.gojane.com/<br />
  28. 28. http://www.gojane.com/<br />
  29. 29. http://www.gojane.com/<br />
  30. 30. http://www.turntonetworks.com/<br />
  31. 31. GoJane sales not through TurnTo<br />GoJane sales through TurnTo<br />March 2011<br />http://www.turntonetworks.com/<br />
  32. 32. Co - creation <br />Trend 3<br />
  33. 33. http://www.streetshirts.co.uk/<br />
  34. 34. http://www.turntonetworks.com/<br />http://www.indochino.com/<br />
  35. 35. Geo - location e - commerce <br />Trend 4<br />
  36. 36. http://www.zaarly.com/<br />
  37. 37. Social Currency <br />Trend 5<br />
  38. 38. http://www.droiddog.com/<br />http://www.psfk.com/<br />http://www.zhljerry.com/<br />
  39. 39. Push shopping <br />Trend 6<br />
  40. 40. http://www.shoedazzle.com/<br />
  41. 41. Group sharing <br />Trend 7<br />
  42. 42. http://www.toolbank.org/<br />
  43. 43. Summary<br />Where ever your customers are they’ll be in someone else’s shop<br />Social Media integration needs to be done well if you don’t want to end up justwashing your laundry in public<br />Users value a tailored service<br />Here come the behemoths<br />Maybe there’ll be less buying going on?<br />
  44. 44. Personal factories<br />Leif Roy<br />
  45. 45. Manufacturing, consumer society, and our relationship with technology <br />?<br />
  46. 46. Henry Ford<br />
  47. 47. The Model T Ford & modern manufacturing<br />1910<br />
  48. 48. Of course . . . <br />
  49. 49. Consumer society<br />
  50. 50.
  51. 51. 1910 - Model T Ford introduced<br />Vehicles per thousand people<br />Image: www1.eere.energy.gov/vehiclesandfuels/facts/2005/fcvt_fotw360.html<br />
  52. 52. John Mauchly & Presper Edkert<br />
  53. 53. The first digital computer - Eniac<br />1946<br />
  54. 54. The first commercial computer - Univac<br />1951<br />
  55. 55. But . . . <br />
  56. 56. Edward Roberts<br />
  57. 57. The first personal computer – Altair 8800<br />1974<br />image: Popular Electronics - 1975<br />
  58. 58. image: Popular Electronics - 1975<br />
  59. 59.
  60. 60. design: Randy Krum, InfoNewt<br />
  61. 61. Proliferation<br />Time<br />New technology becomes accessible and affordable<br />The proliferation of technology<br />
  62. 62. Chuck Hull<br />
  63. 63. Stereolithography (3d printing)<br />1984<br />
  64. 64. But . . . <br />
  65. 65. Adrian Bowyer<br />Image: www.reprap.org<br />
  66. 66. Reprap. The first personal 3D printer<br />2007<br />Image: www.reprap.org<br />
  67. 67. Reprap<br />Open source<br />Low cost<br />Self replicating<br />
  68. 68. So what? <br />
  69. 69. Proliferation<br />Time<br />New technology becomes accessible and affordable<br />The proliferation of technology<br />
  70. 70. Challenging the status quo<br />The user is the manufacturer<br />It’s highly customisable<br />It’s scalable<br />It’s local & it’s global<br />
  71. 71. “As with past industrial revolutions, the greatest beneficiaries may not be companies but their customers. But whoever gains most, revolution may not be too strong a word.” <br />– The Economist, The printed world, 10 Feb 2011<br />
  72. 72. Gamification<br />Philip Cockrell<br />
  73. 73. What is Gamification?<br />Gamification<br />
  74. 74. What will I cover today?<br />Examples of gamification in action<br />Quick look at some psychology<br />Gamification in the workplace<br />
  75. 75. The classic gamification example<br />http://images.google.com/imagelabeler/<br />
  76. 76. Positive behaviour<br />http://wiifit.com/<br />
  77. 77. Positive behaviour<br />http://greengoose.com/<br />
  78. 78. Positive behaviour<br />http://newcarcollections.com/2010/10/2011-nissan-leaf-electric-car/<br />
  79. 79. Real world convergence<br />
  80. 80. Lolcats – a gamification case study<br />
  81. 81. Game mechanics<br />
  82. 82. Game mechanics<br />
  83. 83. Game mechanics<br />
  84. 84. Game mechanics<br />
  85. 85. Outcomes<br />User registration increased by 200%<br />Awarded 63 million user actions<br />Awarded 1.5 million trophies<br />
  86. 86. The psychology of it<br />Why does it work? <br />
  87. 87. http://artofwomanliness.ning.com/forum/topics/ironing-help-2<br />
  88. 88. http://profchucklebutty.blogspot.com/<br />
  89. 89. Gaming personalities<br />https://instructionaldesignfusions.wordpress.com/tag/bartles-test/<br />
  90. 90. Games at work<br />
  91. 91. Levelling up<br />http://www.sacredwaste.com/patrick_bateman_business_cards_profilecard-240965897504955813.html<br />
  92. 92. Leader-boards<br />http://mar2929.wordpress.com/2008/06/18/businessman/<br />
  93. 93. Gamification at work<br />Badges<br />http://www.flickr.com/photos/lwe/2267079424/in/photostream/<br />
  94. 94. Negative aspects<br />http://online.wsj.com/article/SB10001424052702303284604575582503013737616.html<br />
  95. 95. Rewards at work<br />http://rewardsnation.com<br />
  96. 96. Guidelines for use at work<br />Leverage intrinsic motivators at work<br />Amplify positive behaviours<br />Watch for unintended consequences of game elements in the social context of work – e.g. internal competition<br />Simplicity counts<br />
  97. 97. Resources<br />There are plenty of resources out there, here’s some that helped me:<br />http://gamification.org<br />http://gamification.co/<br />http://www.slideshare.net/Rypple/work-better-play-together-on-enterprise-gamification<br />Game Frame – Book by Aaron Dignan<br />Gamification of education - Forbes<br />Gamification of Work – NY Times<br />
  98. 98. Thank you<br />

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