ConvenientIt's volunteerism that fits into your schedule when you have time - typically (but not necessarily) via an internet connected device such as a personal computer or mobile phone. In practice, to achieve this level of convenience, there is often no training or vetting necessary by the nonprofit.Bite-sizedVolunteer tasks are broken into small(-ish) pieces, so that you can complete a task in the time you have available (whatever that time may be).CrowdsourcedThe nonprofit that needs help asks a large(-ish) group for assistance. Micro-volunteers who have the time, interest, and skills (ideally), and who may be previously unknown to the nonprofit, do the work.Network-managedThe time demands of the manager (e.g. a nonprofit staffer) are reduced by distributing as much of the project management and quality review as possible to the network of micro-volunteers. This work management method differs from a top-down model of project management.
Micro-actions can be conducted anywhere, at any time and so therefore people can control the environment in which they volunteer their time, thereby making it potentially safer than traditional volunteer opportunitiesMost micro-actions are non-committal, which means that one of the barriers that inhibits people to perform traditional volunteering, has now been stripped away. You can dip in and dip out whenever you wantPeople who are shy and uncomfortable with a group of strangers might feel more at home with micro volunteering as they can now volunteer in their own companyYou get more bang for your buck time wise. People who perform traditional philanthropy and who want to do more, now have the option to achieve more in between their traditional philanthropic commitmentsIt empowers people to realise they can make a difference, as they can now do something that benefits a worthy cause on their own terms, which gives them greater control over the difference they can makeYou can do it while watching telly, on the bus or in your pyjamas. You're not restricted to being at a certain place at a certain time anymore. Volunteering can go wherever you go.
Group Project Submitted: Girl Effect Presentation
Digital Business Model Presentation<br />Presented by Team Two:<br />Robin Ray<br />SurajAtreya<br />Beatriz Briones<br />Alex Lund<br />Anna Arancon<br />Adriana Mancilla<br />
General public</li></li></ul><li>Services Offered<br />Counting<br />Working to officially recognized identification for adolescent girls<br />Collecting data on adolescent girls and disaggregate it by age and gender to asses whether programs are reaching adolescent girls <br />
Investing<br />Increasing funding for adolescent girls <br />Expanding opportunities for girls to attend secondary school<br />Re focusing HIV - AIDS prevention <br />Re orienting health delivery systems to work fro adolescent girls<br />Economically empowering adolescent girls by building and protecting their assets<br />Services Offered <br />
Advocating<br />Making the law work for adolescent girls<br />Equipping adolescent girls to advocate themselves in their communities<br />Mobilizing communities, families, men and boys to support adolescent girls <br />Services Offered <br />
Geographical Markets<br />NGOs and Government<br /><ul><li>Latin America
Western Europe </li></li></ul><li>Current Business Model <br />C Segments<br />Partner Network<br />Key Activities<br />Offer<br />C Relationship<br /><ul><li>Raise awareness about empowering adolescent girls as a solution to global poverty.
Influence and leverage policy makers to incorporate adolescent girls into their program and their police.
Motivate practitioners and NGOs to build their girl expertise
Crowdsourcing <br />Gamification<br />Aggregation<br />12<br />Potential Business Models<br />
Crowd Sourcing<br />Benefits<br />Offers Brisk Economical Solutions<br />Access to a Much Larger Talent Pool<br />Better Understanding of Customer Needs<br />Leverage expertise throughout the world<br />
Gamification<br />Brands get customer engaged or monetize their virtual goods<br />Companies get revenue from the brands to allocate them on the games<br />Measurement and results are communicated <br />Game company creates a game and makes it popular <br />Brands join the games to advertise or sell virtual goods<br />3<br />4<br />5<br />1<br />2<br /><ul><li> In-game advertising is thriving.
In-game advertising is measurable, inexpensive and easy to do.
Buying and selling virtual goods is becoming mainstream.</li></li></ul><li>Aggregation<br />Community rates and the most popular content is shown<br />Encourages sharing <br />Monetize and Sustain <br />Portal feeds information from many sources<br />Users recommend content<br />3<br />4<br />5<br />1<br />2<br />Content sourced <br />Users rate content<br />Measurable and scalable<br />Large accessibility<br />
Justification<br />Talent: tap creative and inspired participants whom you can leverage to create results<br />Affordability: breaking it down into smaller and more focused pieces<br />Expertise: only people with expertise in that particular area will engage<br />Speed: The “crowd” can do it! and with quality<br />Ripple effect: information can be disseminated from community to community to broaden its impact. <br />19<br />