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Culture Popped: Digital media in the cultural & museum sector
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Culture Popped: Digital media in the cultural & museum sector

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Social media has transformed the gaming sector in the past two years after a decade of ambivalence. It has perplexed the education world but engaged learners in learning like never before. How has the …

Social media has transformed the gaming sector in the past two years after a decade of ambivalence. It has perplexed the education world but engaged learners in learning like never before. How has the cultural sector reacted to the shifts in communication, friendship, digital content creation and information sharing? More importantly, what has the cultural sector done to harness them?

Ewan McIntosh shares some imaginative practice in pop culture before outlining what attitudes and practices Scotland’s cultural groups can do to stay ahead in this global game.

Published in: Education, Technology, Business

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  • 1. CulturePopped Ewan McIntosh | w: NoTosh.com | e: ewan@notosh.com What paths are startups, hacking and pop culture showing us?
  • 2. http://www.flickr.com/photos/fotogezi/3554584612/sizes/z/in/photostream/
  • 3. “Institutions will try to preserve the problem to which they are the solution.” Clay Shirky
  • 4. “It is difficult to get a man to solve a problem when his salary depends upon his not understanding it.” Upton Sinclair
  • 5. £25m 6000 bikes
  • 6. £25m 6000 bikes £4166 per bike
  • 7. £25m
  • 8. £25m 168,067 bikes
  • 9. Ideas born out of expert research
  • 10. Ideas born out of expert research but lack an understanding of the customer need.
  • 11. Ideas born out of expert research but lack an understanding of the customer need. They require a design or customer-focus type person on the team.
  • 12. Ideas born out of expert research but lack an understanding of the customer need. They require a design or customer-focus type person on the team. Technology push ideas
  • 13. Ideas born out of the frustration of an individual with first hand understanding of the ‘user pain’.
  • 14. Ideas born out of the frustration of an individual with first hand understanding of the ‘user pain’. but lack an understanding of the closeness of the competition and the technology skills to see their idea turn into action. They require a technology person on the team.
  • 15. Ideas born out of the frustration of an individual with first hand understanding of the ‘user pain’. but lack an understanding of the closeness of the competition and the technology skills to see their idea turn into action. They require a technology person on the team. Market pull ideas
  • 16. [yellow tail] Redefining the market to own it “Blue Ocean” thinking
  • 17. [yellow tail] Redefining the market to own it “Blue Ocean” thinking Budget Wines Premium Wines
  • 18. Eliminate Raise Reduce Create
  • 19. Eliminate Wine buff jargon The wine’s age Mainstream media marketing Raise Price, compared to cheap, budget wines Reduce Different grapes: oaky flavour only Different wines: red, white, rosé Heritage of vineyard Create Easy drinking image (like beer) Easier choice: red, white, rosé Some fun
  • 20. [yellow tail] Redefining the market to own it “Blue Ocean” thinking [yellow tail] Budget Wines Premium Wines
  • 21. [yellow tail] Redefining the market to own it “Blue Ocean” thinking
  • 22. [yellow tail] Redefining the market to own it “Blue Ocean” thinking
  • 23. [yellow tail] Redefining the market to own it “Blue Ocean” thinking
  • 24. [yellow tail] Redefining the market to own it “Blue Ocean” thinking
  • 25. Who’s the audience?
  • 26. Who’s the audience? What do you do that ‘solves their pain’?
  • 27. Who’s the audience? What do you do that ‘solves their pain’? What qualitative value do you provide?
  • 28. Who’s the audience? What do you do that ‘solves their pain’? What qualitative value do you provide? What’s the quantitative value?
  • 29. Who’s the audience? What do you do that ‘solves their pain’? What qualitative value do you provide? What’s the quantitative value? How does it generate revenue?
  • 30. Who’s the audience? What do you do that ‘solves their pain’? What qualitative value do you provide? What’s the quantitative value? How does it generate revenue? What’s your plan to create more advantage over time?
  • 31. Who’s the audience? What do you do that ‘solves their pain’? What qualitative value do you provide? What’s the quantitative value? How does it generate revenue? What’s your plan to create more advantage over time? Essential audience questions
  • 32. [ Content warning ]
  • 33. BIGstuffthat does stuff for people
  • 34. empower forthemselves people to makestuff
  • 35. ToshNo Limited digital media | education
  • 36. Secret Spaces Mobile, SMS, IM, Some Handheld Console Gaming , Private RSS Readers ToshNo Limited digital media | education
  • 37. Secret Spaces Mobile, SMS, IM, Some Handheld Console Gaming , Private RSS Readers Group Spaces Bebo, Facebook, Tagged, Networked Gaming, etc ToshNo Limited digital media | education
  • 38. Secret Spaces Mobile, SMS, IM, Some Handheld Console Gaming , Private RSS Readers Group Spaces Bebo, Facebook, Tagged, Networked Gaming, etc Publishing Spaces Livejournal, Blogger, Flickr, Photobucket, Game Shops etc ToshNo Limited digital media | education
  • 39. Secret Spaces Mobile, SMS, IM, Some Handheld Console Gaming , Private RSS Readers Group Spaces Bebo, Facebook, Tagged, Networked Gaming, etc Publishing Spaces Livejournal, Blogger, Flickr, Photobucket, Game Shops etc Performing Spaces Second Life, World of Warcraft, Home, etc ToshNo Limited digital media | education
  • 40. Secret Spaces Mobile, SMS, IM, Some Handheld Console Gaming , Private RSS Readers Group Spaces Bebo, Facebook, Tagged, Networked Gaming, etc Publishing Spaces Livejournal, Blogger, Flickr, Photobucket, Game Shops etc Performing Spaces Second Life, World of Warcraft, Home, etc Participation Spaces Marches, Meetings, Markets, Events etc ToshNo Limited digital media | education
  • 41. Secret Spaces Mobile, SMS, IM, Some Handheld Console Gaming , Private RSS Readers Group Spaces Bebo, Facebook, Tagged, Networked Gaming, etc Publishing Spaces Livejournal, Blogger, Flickr, Photobucket, Game Shops etc Performing Spaces Second Life, World of Warcraft, Home, etc Participation Spaces Marches, Meetings, Markets, Events etc Data Spaces Sunshine Foundation, data.gov.uk, etc ToshNo Limited digital media | education
  • 42. Secret Spaces Mobile, SMS, IM, Some Handheld Console Gaming , Private RSS Readers Group Spaces Bebo, Facebook, Tagged, Networked Gaming, etc Publishing Spaces Livejournal, Blogger, Flickr, Photobucket, Game Shops etc Performing Spaces Second Life, World of Warcraft, Home, etc Participation Spaces Marches, Meetings, Markets, Events etc Data Spaces Sunshine Foundation, data.gov.uk, etc Watching Spaces Television, Gigs, Theatre, Public RSS Readers etc ToshNo Limited digital media | education
  • 43. dependency design
  • 44. socialtelevision
  • 45. socialgaming
  • 46. The challenges ahead
  • 47. How are you designing around your ‘customer’?
  • 48. How are you designing around your ‘customer’? Don’t assume people know why you do what you do. What’s your pitch?
  • 49. How are you designing around your ‘customer’? Don’t assume people know why you do what you do. What’s your pitch? Go where your audiences are.
  • 50. How are you designing around your ‘customer’? Don’t assume people know why you do what you do. What’s your pitch? Go where your audiences are. Don’t guess where they are, what they want. Ask.
  • 51. How are you designing around your ‘customer’? Don’t assume people know why you do what you do. What’s your pitch? Go where your audiences are. Don’t guess where they are, what they want. Ask. Work out who they are.
  • 52. How are you designing around your ‘customer’? Don’t assume people know why you do what you do. What’s your pitch? Go where your audiences are. Don’t guess where they are, what they want. Ask. Work out who they are. Work out what value you bring them.
  • 53. How are you designing around your ‘customer’? Don’t assume people know why you do what you do. What’s your pitch? Go where your audiences are. Don’t guess where they are, what they want. Ask. Work out who they are. Work out what value you bring them. Work out where you’re bringing them it.
  • 54. How are you designing around your ‘customer’? Don’t assume people know why you do what you do. What’s your pitch? Go where your audiences are. Don’t guess where they are, what they want. Ask. Work out who they are. Work out what value you bring them. Work out where you’re bringing them it. Work out what you’re giving them to do.
  • 55. How are you designing around your ‘customer’? Don’t assume people know why you do what you do. What’s your pitch? Go where your audiences are. Don’t guess where they are, what they want. Ask. Work out who they are. Work out what value you bring them. Work out where you’re bringing them it. Work out what you’re giving them to do. Make sure they know what you’re asking them to do.
  • 56. How are you designing around your ‘customer’? Don’t assume people know why you do what you do. What’s your pitch? Go where your audiences are. Don’t guess where they are, what they want. Ask. Work out who they are. Work out what value you bring them. Work out where you’re bringing them it. Work out what you’re giving them to do. Make sure they know what you’re asking them to do. Eliminate. Raise. Reduce. Create.
  • 57. How are you designing around your ‘customer’? Don’t assume people know why you do what you do. What’s your pitch? Go where your audiences are. Don’t guess where they are, what they want. Ask. Work out who they are. Work out what value you bring them. Work out where you’re bringing them it. Work out what you’re giving them to do. Make sure they know what you’re asking them to do. Eliminate. Raise. Reduce. Create. Don’t stop doing things.
  • 58. How are you designing around your ‘customer’? Don’t assume people know why you do what you do. What’s your pitch? Go where your audiences are. Don’t guess where they are, what they want. Ask. Work out who they are. Work out what value you bring them. Work out where you’re bringing them it. Work out what you’re giving them to do. Make sure they know what you’re asking them to do. Eliminate. Raise. Reduce. Create. Don’t stop doing things. Don’t stop playing around.
  • 59. Don’t think, try. John Hunter