Special Topics in Mobile

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  • Special Topics in Mobile

    1. 1. Special Topics in Mobile Todd Marks CEO & President Todd.Marks@mindgrub.com @mindgrub
    2. 2. Gamification
    3. 3. Background
    4. 4. Where are we Going?
    5. 5. Social, Mobile Gaming
    6. 6. Casual Gaming – Online Social Games
    7. 7. Casual Gaming – Widening Demographics
    8. 8. Mobile Gaming :: Scuba Adventures
    9. 9. What is Gamification?
    10. 10. What is Gamification?Wikipedia-• Gamification is the use of game-thinking and game mechanics in non-game contexts in order to engage users and solve problems.• Gamification is used in applications and processes to improve user engagement, ROI, data quality, timeliness, and learning.
    11. 11. Gamification StatisticsRecent engagement numbers released from Gallup, shows 71 percent of American workers are “not engaged” or “actively disengaged” in their work.Gartner Research states that by 2015, 70% of all corporations will be using some form of “gamification.”
    12. 12. Elements of Gamification• Badges as • Virtual Rewards Environments• Challenges • Website / Portal• Gifts / Rewards Invigoration• Leaderboards • Quantifiable• Progress Bar Outcomes • Organizational Goals
    13. 13. Benefits of Gamification?
    14. 14. Business Management and StrategyBusiness Process Improvement• Engagement of Employees• Learning and Development• Recruiting and Retention• Impact on the Current Business Operations
    15. 15. Human Resources DevelopmentOn-boarding• Performance Support• Engagement of 21st Century Employee• Time to Proficiency• CollaborationRecruiting and Retention• Talent Management
    16. 16. 3rdPartySoftware Products
    17. 17. Bunchball (3rd Party Products)• User Engagement• Loyalty & Commerce• Employee Motivation “Your customers are hungry for reward, status, achievement, competition and self- expression, and theyll go out of their way to engage with the businesses that give it to them.”
    18. 18. Badgeville (3rd Party Products)
    19. 19. The Process
    20. 20. The Process to Implement Business Impact to DIY vs. Ecosystem & Need ROI 3rd PartyPlanning & Implement- Evaluation Costs ation
    21. 21. LBS Case Studies
    22. 22. www.viaplace.com
    23. 23. Case Study :: 600Block
    24. 24. Convention & Visitors Associations
    25. 25. Convention & Visitors Associations
    26. 26. Case Study :: UNLV Alumni Association
    27. 27. Case Study :: Sonoma County, CA
    28. 28. Case Study :: University of Md (UMBC)
    29. 29. Johns Hopkins > Wayfinding
    30. 30. Local Up
    31. 31. Yamaha > Dealer Locator
    32. 32. Mobile “Triggers”
    33. 33. QRCodes
    34. 34. QRCodes
    35. 35. Location, Check-Ins
    36. 36. Mobile Security
    37. 37. Good Reader• Reader app for iPhone and iPad• Reads many formats of documents, images, audio/video• Variety of syncing capabilities• Provides device-level encryption
    38. 38. Good For EnterpriseGFE provides multi-level data encryption for all BYODdevices:• Data in motion: Provides strong encryption for all data communicated to and from devices• Data at rest: Provides strong encryption on all data stored on devices• Data in use: Separates personal and corporate data
    39. 39. Boxtone• Manages BYOD mobile devices• Security policy enforcement• Real-time monitoring of devices
    40. 40. Next Paradigm Shift
    41. 41. Who’s ahead in the race?
    42. 42. Human Computer Interaction
    43. 43. Minority Report (2002)Usenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
    44. 44. Multi-Touch Screens TED2006
    45. 45. Artificial Intelligence
    46. 46. IBM Deep Blue (1997)Usenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
    47. 47. Natural Language Processing | IBM WatsonUsenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
    48. 48. Voice Recognition
    49. 49. Voice Recognition :: Star Trek
    50. 50. What is Voice Recognition? Voice Recognition is the ability of a machine or program to receive and interpret dictation, or to understand and carry out spoken commands.
    51. 51. Speech Recognition |SiriUsenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
    52. 52. 2011 Case Study :: DELL Customer Support
    53. 53. Augmented Reality
    54. 54. Augmented Reality::Star TrekUsenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
    55. 55. 2005 NFL :: Augmented Reality
    56. 56. Are We Cyborgs?“We need a new legal concept of what it is to be a person”Accelerando (2005), Charles Stross
    57. 57. Augmented Reality And In the Future…
    58. 58. Augmented & “Just-In-Time” Learning
    59. 59. What is Augmented Reality? Augmented Reality is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one.
    60. 60. Augmented Reality
    61. 61. AR InstructorUsenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
    62. 62. Vector Shapes, Powered by String
    63. 63. 2011 AR Triggers :: Borders
    64. 64. Who is the Winner?
    65. 65. Questions? Todd Marks CEO & President Todd.Marks@mindgrub.com @mindgrub

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