Stanford Computer Science for Social Good Presentation

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  • Stanford Computer Science for Social Good Presentation

    1. 1. Ben Rigby, Founder & Technical Director, MobileVoter.org Stanford Class Presentation. 01.29.2009 Internet for Good
    2. 2. 1995 Grad from Stanford 1995 “Streaming” Music Startup 1996-7 The Main Quad 1997-2003 Akimbo Design 1997 DFILM
    3. 3. 1998 Global Collage 2004-now Mobile Voter
    4. 4. How are nonprofits using the Internet for social change?
    5. 5. Tendencies Jump In Blind (do everything) Do Nothing Do It 1.0
    6. 6. Blogs <ul><li>Tell your story </li></ul><ul><li>Offer participation in a community </li></ul><ul><li>Report alternative news </li></ul><ul><li>Harness super supporters </li></ul><ul><li>Create a sounding board </li></ul><ul><li>Frame & promote your story </li></ul>
    7. 7. Blogs Reporting Alternative News
    8. 8. Social Networks <ul><li>Recruit supporters </li></ul><ul><li>Promote your story </li></ul><ul><li>Raise money </li></ul><ul><li>Build a new network to engage an existing community </li></ul>
    9. 9. Social Networks http://profile.myspace.com/index.cfm?fuseaction=user.viewprofile&friendid=293503589 Recruiting Supporters
    10. 10. Web Photo & Video <ul><li>Scrutinize opponents </li></ul><ul><li>Respond to news </li></ul><ul><li>Report news </li></ul><ul><li>Energize & focus supporters </li></ul><ul><li>Mobilize supporters </li></ul><ul><li>Have a conversation </li></ul>
    11. 11. Web Photo & Video http://www.youtube.com/watch?v=Rww0P0Uae5E BAD !
    12. 12. Web Photo & Video http://www.communitycounts.us/townhall/miller/ GOOD !
    13. 13. Web Photo & Video TV is dead
    14. 14. Wikis <ul><li>Capture enthusiasm </li></ul><ul><li>Create a community resource </li></ul><ul><li>Conduct advocacy </li></ul><ul><li>Extend organizational capabilities </li></ul><ul><li>Enhance an existing service </li></ul>
    15. 15. Wikis AbbotsGreed.com
    16. 16. Maps <ul><li>Direct to community services </li></ul><ul><li>Visualize hard-to-decipher data </li></ul><ul><li>Tell your story </li></ul><ul><li>Recruit supporters </li></ul><ul><li>Focus collective action </li></ul><ul><li>Connect people </li></ul>
    17. 17. Maps Crisis in Darfur Holocaust Museum
    18. 18. Virtual Worlds <ul><li>Outreach & giveaways </li></ul><ul><li>Earn media recognition… </li></ul><ul><li>Connect offline groups </li></ul><ul><li>Organize meetups </li></ul><ul><li>Sell virtual objects </li></ul><ul><li>Pledge drives </li></ul><ul><li>Educate experientially </li></ul>
    19. 19. Virtual Worlds Meetup at Nonprofit Commons
    20. 20. Games <ul><li>Alternate Reality Games </li></ul><ul><li>Casual games </li></ul><ul><li>Games that generate data </li></ul><ul><li>Game mechanics everywhere </li></ul>
    21. 21. Games &quot;Akoha combines online games, social networking and real-world activity to help make the world a better place. Akoha players carry out acts of kindness - known as &quot;missions&quot; - to collect points recruit new players and, as important, spread acts of kindness. The Montreal-based company was founded in 2007 by long-time friends and entrepreneurs Austin Hill and Alex Eberts, who believe that games and online communities could make make a positive impact on people around the world.&quot;
    22. 22. Mobile Phones <ul><li>Recruit supporters </li></ul><ul><li>Conduct petitions </li></ul><ul><li>Conduct on-demand advocacy </li></ul><ul><li>Coordinate protesters </li></ul><ul><li>Mobilize </li></ul><ul><li>Fundraise </li></ul><ul><li>Do citizen journalism </li></ul><ul><li>On-demand volunteerism </li></ul>
    23. 23. Mobile Phones Mobilizing Supporters
    24. 24. Mobile Phones On-demand Volunteerism
    25. 25. Trends Leading to Success <ul><li>Understand how people use their technologies </li></ul><ul><li>Dedicate resources </li></ul><ul><li>Focus on people vs. technology </li></ul><ul><li>Embrace the Web 2.0 ethos </li></ul>
    26. 26. And the future?
    27. 27. The page is dead.
    28. 29. end.
    29. 30. On-Demand Volunteerism
    30. 31. Busy people rarely volunteer. 74% of citizens don’t do it. “ Lack of time” is main reason. Source: 2008 U.S. Bureau of Labor Statistics survey http://www.bls.gov/news.release/volun.nr0.htm
    31. 32. But we DO have time… A few minutes here, a few there: Bus is late. Post office line is eternal. Dentist hasn’t called me yet. Friend is late to dinner. Dad is going off on the phone. Work is so boring.
    32. 33. Most of us won’t give a Saturday. But we’d give a few minutes of our spare time.
    33. 34. The Extraordinaries is designed to create real social good from these moments of spare time. It’s a mobile phone application that allows people to volunteer on-the-spot and on-demand.
    34. 35. How it works Select an opportunity Learn about it. Take action.
    35. 36. What you can do <ul><li>Translate a nonprofit’s Website into a foreign language </li></ul><ul><li>Identify craters on the surface of Mars with NASA’s Clickworker program </li></ul><ul><li>Record the GPS location of potholes and city infrastructure issues for municipalities </li></ul><ul><li>Confirm addresses for a nonprofit’s membership list </li></ul><ul><li>Identify birds for the Cornell Lab of Ornithology </li></ul><ul><li>Tag images for the Smithsonian </li></ul><ul><li>Digitize old books from university libraries (ReCaptcha) </li></ul><ul><li>Review congressional bills for hidden pork </li></ul><ul><li>Fact check for reporters </li></ul>
    36. 37. It’s crowdsourcing for social good Each task is infinitely repeatable and incredibly valuable.
    37. 38. It’s volunteerism crafted for the mobile generation. But that serves as a feeder to traditional longer-term volunteer engagements. It’s the hook.
    38. 40. Appendix: Mobile Phones & Mobile Phone Gaming 60m iPhone apps sold in first 2 months that they were available. Being downloaded at a rate of 2m/day. 31m mobile phone gamers in the U.S. Average time spent playing mobile games: 4.6hrs/week. Over 80% of the U.S. population owns a mobile phone. 4 billion mobile subscribers worldwide. Game mechanics drive loyalty and engagement. http://apple20.blogs.fortune.cnn.com/2008/08/11/steve-jobs-60-million-iphone-apps-downloaded/ http://www.emarketer.com/Article.aspx?id=1006508 http://www.clickz.com/3623306 http://pewresearch.org/pubs/998/networked-families http://mobileactive.org/mobile-web-and-your-organization http://www.slideshare.net/amyjokim/putting-the-fun-in-functiona
    39. 41. Appendix: Volunteerism 74% of Americans did not volunteer in 2007. 15% of those who did, performed tasks related to their occupational skills. 46% of non-volunteers cited “lack of time” as the main reason for not volunteering. http://www.bls.gov/news.release/volun.nr0.htm http://ww.volunteeringinamerica.gov/assets/resources/VolunteeringbyOccupation.pdf ??

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