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The Information Experience - RAND Presentation

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Transcript

  • 1. SOCIAL TECHNOLOGY AND THE INFORMATION EXPERIENCE RAND CORPORATION | 2.24.10 Sophia Guevara, MLIS
  • 2. Agenda
    • Overview of social technology with examples of how libraries are using them.
    • Getting your clients comfortable with new technology.
    • Gathering feedback.
  • 3. Why social technology?
    • Connect with users on their own turf.
    • Provide additional opportunities to advertise services and value to current and potential new users.
    • Connect with users in ways that meet or exceed their expectations of service.
  • 4.
    • Blogs, wikis, instant messaging and virtual worlds
    Introduction to social technology
  • 5. Weblog defined
      • “ A personal Web site that provides updated headlines and news articles of other sites that are of interest to the user, also may include journal entries, commentaries and recommendations compiled by the user ”
      • weblog. (n.d.). Webster's New Millennium ™ Dictionary of English, Preview Edition (v 0.9.6). Retrieved May 21, 2007, from Dictionary.com website: http://dictionary.reference.com/browse/weblog
  • 6. The Blog Instead of reading news, they were busy creating it. Blogging provided people a venue to post their thoughts online for the world to see .
  • 7. Blog: Library of Congress
  • 8. Wikis defined
    • “ A collaborative Web site set up to allow user editing and adding of content.”
    • wiki. (n.d.). Webster's New Millennium™ Dictionary of English, Preview Edition (v 0.9.6) . Retrieved May 21, 2007, from Dictionary.com website: http://dictionary.reference.com/browse/wiki
  • 9. Creating Meaning
    • Wikis allow users to “freely create and edit Web page content using any Web browser.”
    • Wikipedia is one of the most popular wikis.
    http://wiki.org/wiki.cgi?WhatIsWiki
  • 10. Wikis: Daytona State Library
  • 11. Instant messaging defined
    • Instant messaging is real-time text based communication relayed directly to each participant.
  • 12. IM reference – University of Michigan
  • 13. Virtual Worlds - Second Life
    • Second Life is a virtual world where users download a client in order to enter a virtual world. The user is represented by a virtual representation known as an avatar.
    • Users can buy, sell, build and learn in this virtual environment.
  • 14. Connect with others
  • 15. Virtual Worlds: Johnson Center for Philanthropy
    • Ashima Saigal – Director of Technology and Social Media
    • Second Life Avatar:2020 Vision Obviate
  • 16. Getting clients comfortable with new technology
  • 17. How?
    • Advertise classes for those who are interested in learning more about the new technology being implemented.
    • Offer one-on-one training sessions to those who may need additional help with the topics covered.
  • 18. Classes and one-on-one
    • Create homework for attendees to complete beforehand so they can explore.
    • Once in class, ask attendees to buddy up.
    • Offer to become a technology mentor and connect regularly to build up skills.
    • Be very patient and understanding.
    • Classes
    • One-on-one training
  • 19. Gathering feedback
    • Provide a survey for clients to complete to note their information experience with the new technology.
    • Ask your colleagues to volunteer as library ambassadors for their departments. Take them out to lunch once a month to gather feedback from each of the departments they represent.
  • 20. Conclusion
    • Questions?