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The Wall has Come Down: Integrating our Online and Offline Worlds (IoT / Wearables)

Thesis: There are no longer discrete online and offline worlds. Holding onto this idea is hurting our communications.

In this session we take a look at the medium and long-term implications of wearable devices and the internet of things. Walking through a journey of realisation across 2 years, we'll go through what it means to content when you take omnichannel, wearable devices and the internet of things and put them together in one integrated ecosystem.

Screens are shrinking and working in tandem; connectivity is marching on towards ubiquity. Eventually there comes a point where the online world or ‘digital space’ and our real-life day-to-day will integrate so seamlessly that differentiating them will seem antiquated.

What does that mean to communication and content? What happens when Moore’s Law applies to our lives? What is the impact on information, technology and eventually culture? How should communications change to cope with a life of constantly accelerating change?

We'll will address these questions and more.

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The Wall has Come Down: Integrating our Online and Offline Worlds (IoT / Wearables)

  1. 1. @nozurbina #LavaCon Integrating our Online and Offline worlds Noz Urbina Founder and Content Strategist Urbina Consulting urbinaconsulting.com/about-you
  2. 2. Integrating our online & offline worlds @nozurbina
  3. 3. @nozurbinaMe (Noz Urbina) Content strategist Consultant/trainer Author Futurist /Translator 1 year anniversary celebrationist! H2H (B2C/B2B) urbinaconsulting.com
  4. 4. The IoT revelation The wearables revelation The 4D content revelation Thesis:There is no longer an online and offline world. Holding on to that paradigm hurts communication.
  5. 5. Digital = computerised (but use interchangeably with ‘Online’) Offline = our physical, material world Online = mediated via the internet
  6. 6. The IoT revelation The wearables revelation The 4D content revelation Thesis:There is no longer an online and offline world. Holding on to that paradigm hurts communication.
  7. 7. Don Yang, 950s Raphael, 1510
  8. 8. @nozurbinaWe conceive content in 2D
  9. 9. @nozurbinaCustomer experience is 4D 1. Length 2. Width 3. Depth – “Drill down” – Progressive disclosure – Multi-asset relationships / references – Search/Social 4. Time – Dynamic, real-time content – Audience/context-specific content 12 3 6 9
  10. 10. @nozurbinaWe conceive content in 2D
  11. 11. @nozurbinaCustomer experience is 4D “I want an answer now, please!” (Oct 14, 2015. 16:55 pm) Planning, structures and strategies have to be time and depth aware
  12. 12. @nozurbinaTwitter & depth (3rd Dimension) • More metadata = more perspectives
  13. 13. @nozurbinaKindle & depth (3rd dimension) Kindle XRay
  14. 14. @nozurbinaKindle & time (4th dimension)
  15. 15. @nozurbinaTravel sites & time • Expedia
  16. 16. @nozurbinaTravel sites & time
  17. 17. @nozurbina4D content revelation: lesson Don’t think digital users, think people
  18. 18. The IoT revelation The wearables revelation The 4D content revelation Thesis:There is no longer an online and offline world. Holding on to that paradigm hurts communication.
  19. 19. Digital-physical cross-overs
  20. 20. Digital or physical world?
  21. 21. Images property of McDonalds Corporation Digital or physical world?
  22. 22. Happystudio.com Images property of McDonalds Corporation Online or physical world?
  23. 23. In-context, immediate, measurable feedback. Expect more of this, and with personal ID’ing of those giving ratings. Digital or physical world?
  24. 24. Taxonomy & UI “Like buttons” Data collection Metrics ROI (http://youtu.be/P-CUannVYNc) Challenge: Real time content curation aka How I DJed a House Party with Content Strategy
  25. 25. Full case study: bit.ly/theCSDJ
  26. 26. @nozurbinaIoT revelation: lesson Think outside the box screen
  27. 27. The IoT relevation The wearables revelation The 4D content revelation Thesis:There is no longer an online and offline world. Holding on to that paradigm hurts communication.
  28. 28. @nozurbina What are wearable devices?
  29. 29. @nozurbinaWearables • Watch • Wristband • Armbands • Belt clip • Body-embedded • Headmounted – PIP, Overlay (augmented reality), Virtual reality, EEG • Clothing – Shirt, Short, Glove/band, Ring, Pants • Sport & fitness • Quantified self • Healthcare • Security • Gaming • Control – Computer, music, industrial equip, military, home appliances • Data accessibility • Fashion • Efficiency & convenience Form factor Application
  30. 30. @nozurbina They’re new http://blog.precisiondialogue.com/category/user-research/eye-tracking/ http://www.popsci.com/technology/article/2012-07/marketers-tap-eye-tracking-and-brain-monitoring-get-inside-consumers-heads
  31. 31. They're big
  32. 32. They're diverse
  33. 33. They're diverse
  34. 34. They're diverse http://devices.verizonwireless.com/content/dam/innovation/Device%20Images/Snaptracs,%20Inc./ColliePuppy_RF_W.png http://www.dairymaster.com/heat-detection/
  35. 35. They're getting less ugly
  36. 36. They're getting less ugly Control
  37. 37. Generated Reality They're not new!
  38. 38. http://bit.ly/nbigbadweb Um….
  39. 39. @nozurbina How wearables unify the world(s)
  40. 40. @nozurbina How wearables unify the world(s) They’re puzzle piece a
  41. 41. @nozurbina The puzzle
  42. 42. @nozurbina Hi! Check it out!
  43. 43. @nozurbina Hi! Check it out!
  44. 44. @nozurbina Hi! Check it out!
  45. 45. @nozurbina Hi! Check it out!
  46. 46. @nozurbina But…
  47. 47. @nozurbina 90% of participants Multiscreening Google Multiscreening Report, 2012
  48. 48. @nozurbina Hi! Check it out! Omnichannel Multichannel = Same content / 2D Omnichannel = contextually- appropriate / 4D
  49. 49. @nozurbina Google UA knows you regardless of device
  50. 50. @nozurbina http://moveableonline.com/blog/2013/05/28/why-you-should-set-up-googles-new-universal-analytics-asap/ Movableonline.com
  51. 51. @nozurbina Generated Reality
  52. 52. @nozurbina Generated Reality 94% of businesses say personalization is key to success econsultancy.com 48% of shoppers would like to use a phone to shop while in stores luxurydaily.com
  53. 53. Games…AR bit.ly/1youFd7
  54. 54. @nozurbina Don’t just take my word for it Tango RoomAlive Cave
  55. 55. @nozurbinaWearables revelation: lesson The interface is disappearing
  56. 56. Final thoughts
  57. 57. @nozurbinaAdaptive content Embedding specific semantics & structure in our content enables contextually-appropriate and seamless online/offline experiences 12 3 6 9 12 3 6 9
  58. 58. Games…AR bit.ly/1youFd7
  59. 59. @nozurbina 60 The gaming industry has been doing content- enabled world-design for 20 years. Reality needs to catch up with virtual reality.
  60. 60. bit.ly/1youFd7 ‘Are wearables there yet’? Will you be there yet when they are? There is no more internet of things There are just things
  61. 61. Griffin the bear has been travelling with me for two weeks. He’s part of a project on the power of global social/tech networks
  62. 62. My new proposed law: “Moore’s law of human generations”. Childhood tech literacy is driving down time- to-culture-gap.
  63. 63. Valencia, Spain Krakow, Poland Frankfurt, Germany Cullera, Spain Paris, France
  64. 64. Valencia, Spain Krakow, Poland Frankfurt, Germany Cullera, Spain Paris, France
  65. 65. @nozurbinaYou might also like
  66. 66. Copenhagen, Denmark Napatech Nov 24-25 (2 days) Boston, USA Gilbane Dec 2 …your offices? Contact us about hosting an open workshop in your facilities. If it happens, you can send some of your staff free of charge.bit.ly/uc-events WORKSHOP Adaptive content modelling for omnichannel UX Thank you! (Q&A?)

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