This document discusses how emerging trends will impact the information environment. It notes that libraries have new populations to serve, including some who don't know about or can't access library services, or don't care about them. Technologies are becoming ubiquitous, personalized, and focused on community over privacy. Users want information brought to them through personalized portals and search engines with social networking features. Libraries face challenges in adapting to these changes.
The document discusses strategies and features for data storytelling and data journalism. It covers understanding data through data visualization and narrative structures. Specific tools and platforms mentioned include Density Design, Information is Beautiful, and Il Sole 24 Ore. Storytelling principles discussed include discovering insights from data, structuring narratives around data, and making complex data understandable through context and meaning. Architecture and information design are discussed as ways to organize and present information for usability.
COM 101: Chapter 4: The Internet & Social MediaVal Bello
The document provides a history of computing and the internet from the 1600s to present day. It discusses early computers like adding machines and binary arithmetic [1]. It then outlines the development of ARPANET in the 1950s-60s which connected four major nodes and sent the first email in 1972 [2]. The introduction of the World Wide Web in the 1980s-90s made the internet widely available to the public [3]. It also discusses the rise of social media like Facebook and Twitter and how the internet has become integrated into many aspects of modern life.
Portsmouth public library evening presentationStephen Abram
The document discusses the future role and services of public libraries. It argues that libraries will expand beyond traditional collections to take on new roles like providing maker spaces, virtual reality studios, gaming areas, and equipment for circulating items like drones, robots and internet of things devices. Libraries will also archive more community information and serve as innovation hubs where people can learn new skills. Complex search capabilities will let people search in new ways using attributes like smell, taste and touch. Overall, the document envisions libraries becoming vibrant community centers that foster creativity, learning and collaboration.
This document discusses social media and digital parenting. It provides links to resources on topics like Twitter, focus on youth, children online, the Byron Review, digital literacy, reinventing the wheel, social media and pastoral care, cyberbullying, geocaching, and inspiring people. The document is licensed under a Creative Commons Attribution 3.0 Unported License.
COM 101 | Chapter 3: Historical and Cultural ContextVal Bello
This chapter provides a timeline and overview of major developments in communication technologies from early writing systems to modern social media. It discusses 7 milestones: printing, telegraph/telephone, photography/film, radio/TV, digital media, mobile media, and social media. Each new technology conquered space and time, facilitating the spread of ideas and information to more people. They created cultural icons, changed how people spend leisure time, and increased opportunities for self-expression and mass communication. The greatest impacts are often unintended new applications rather than direct replacements of old technologies.
Chapter 3: Historical and Cultural ContextVal Bello
This chapter provides a broad overview of the major developments in communication technologies throughout history. It discusses seven milestones: printing, telegraph/telephone, photography/motion pictures, radio/television, digital media, mobile media, and social media. Each new technology had significant cultural impacts by changing how information was shared and consumed.
The document provides information on digital trends and platforms like Facebook and Twitter. It analyzes Facebook user statistics like photo uploads and app installations. It also summarizes Twitter usage data and highlights case studies. The document then discusses using mobile phones for location-based arts experiences and global image recognition with Google Goggles. Finally, it outlines a strategy sketch exercise and prompts for campaign planning focused on audience segmentation, platforms, and creating a SMART action plan.
Deep learning in the Age of DistractionAlec Couros
This document discusses deep learning in the age of digital distraction. It notes that today's social and mobile reality features vast amounts of online content and connectivity. However, some argue that constant connectivity may be leading to shallow thinking. The document discusses debates around the idea of "digital natives" and examines how youth use social media to socialize and express identity. It provides examples of how multimedia tools can enable deep learning when used to collaborate, give voice, make connections, and engage in lifelong learning networks. The document suggests key ideas around deep learning include sharing, audience, identity, and relationships in a digital world.
The document discusses strategies and features for data storytelling and data journalism. It covers understanding data through data visualization and narrative structures. Specific tools and platforms mentioned include Density Design, Information is Beautiful, and Il Sole 24 Ore. Storytelling principles discussed include discovering insights from data, structuring narratives around data, and making complex data understandable through context and meaning. Architecture and information design are discussed as ways to organize and present information for usability.
COM 101: Chapter 4: The Internet & Social MediaVal Bello
The document provides a history of computing and the internet from the 1600s to present day. It discusses early computers like adding machines and binary arithmetic [1]. It then outlines the development of ARPANET in the 1950s-60s which connected four major nodes and sent the first email in 1972 [2]. The introduction of the World Wide Web in the 1980s-90s made the internet widely available to the public [3]. It also discusses the rise of social media like Facebook and Twitter and how the internet has become integrated into many aspects of modern life.
Portsmouth public library evening presentationStephen Abram
The document discusses the future role and services of public libraries. It argues that libraries will expand beyond traditional collections to take on new roles like providing maker spaces, virtual reality studios, gaming areas, and equipment for circulating items like drones, robots and internet of things devices. Libraries will also archive more community information and serve as innovation hubs where people can learn new skills. Complex search capabilities will let people search in new ways using attributes like smell, taste and touch. Overall, the document envisions libraries becoming vibrant community centers that foster creativity, learning and collaboration.
This document discusses social media and digital parenting. It provides links to resources on topics like Twitter, focus on youth, children online, the Byron Review, digital literacy, reinventing the wheel, social media and pastoral care, cyberbullying, geocaching, and inspiring people. The document is licensed under a Creative Commons Attribution 3.0 Unported License.
COM 101 | Chapter 3: Historical and Cultural ContextVal Bello
This chapter provides a timeline and overview of major developments in communication technologies from early writing systems to modern social media. It discusses 7 milestones: printing, telegraph/telephone, photography/film, radio/TV, digital media, mobile media, and social media. Each new technology conquered space and time, facilitating the spread of ideas and information to more people. They created cultural icons, changed how people spend leisure time, and increased opportunities for self-expression and mass communication. The greatest impacts are often unintended new applications rather than direct replacements of old technologies.
Chapter 3: Historical and Cultural ContextVal Bello
This chapter provides a broad overview of the major developments in communication technologies throughout history. It discusses seven milestones: printing, telegraph/telephone, photography/motion pictures, radio/television, digital media, mobile media, and social media. Each new technology had significant cultural impacts by changing how information was shared and consumed.
The document provides information on digital trends and platforms like Facebook and Twitter. It analyzes Facebook user statistics like photo uploads and app installations. It also summarizes Twitter usage data and highlights case studies. The document then discusses using mobile phones for location-based arts experiences and global image recognition with Google Goggles. Finally, it outlines a strategy sketch exercise and prompts for campaign planning focused on audience segmentation, platforms, and creating a SMART action plan.
Deep learning in the Age of DistractionAlec Couros
This document discusses deep learning in the age of digital distraction. It notes that today's social and mobile reality features vast amounts of online content and connectivity. However, some argue that constant connectivity may be leading to shallow thinking. The document discusses debates around the idea of "digital natives" and examines how youth use social media to socialize and express identity. It provides examples of how multimedia tools can enable deep learning when used to collaborate, give voice, make connections, and engage in lifelong learning networks. The document suggests key ideas around deep learning include sharing, audience, identity, and relationships in a digital world.
While the printed page has been the dominant medium in scholastic journalism, online publishing has started to take off. But keep in mind: It’s always about people.
These are two slideshows from the two day workshop, “Transmedia storytelling: From concept to design and realization” held Thursday, October 22 and Friday, October 23, 2015 at University College Cork. The first part, by Vicki Callahan, from University of Southern California, is on the key design elements in transmedia campaign and part two, by Sarah Atkinson of King's College looks at the blend of fact and fiction in many social change and activist projects.
Visitors and Residents: useful social media in librariesNed Potter
A keynote for the Interlend 2015 Conference. Blog post explaining these slides in more detail at: http://www.ned-potter.com/blog/visitors-and-residents-useful-social-media-in-libraries.
The Digital Natives myth is readily accepted but ultimately damaging. As students (and staff) come into our higher education system, to make blanket assumptions about their abilities with or understandings of technology based only on their date of birth is to do them a disservice.
An alternative way to explore peoples' use of the net is the Visitors and Residents model from Le Cornu and White (first brought to my attention by Donna Lanclos). I find this a proplerly useful way of thinking, which can help us as libraries provide geniunely useful social media for our users, whether they are in Visitor mode or Resident mode.
This presentation explores why the Digital Natives theory is a bust, introduces V&R, looks at the use of YouTube, Instagram, Twitter and Blogs by libraries, and provides links to more detailed papers on Digital Natives, Visitors and Residents, and other insightful viewpoints.
New media refers to mass communication technologies that emerged in recent decades, including the internet, websites, and digital/interactive media. It allows for two-way communication and user participation. While some see new media as empowering citizens and democratizing information, others argue it remains consolidated among large media companies and does not replace traditional media. New media also raises questions about privacy, information quality, and how technology shapes human communication and society.
- The new challenge for preserving cultural records is no longer ensuring access to scarce information, but how to collect, manage, and make sense of the explosion of digital information being created, as individuals now create 75% of all new information.
- Archivists and records managers must think of cultural artifacts as data that can be manipulated and reused to tell stories, rather than physical objects.
- Collaborating to build a shared cyberinfrastructure across organizations in Connecticut will help ensure the long-term preservation and access to digital assets from all communities, and connect local collections to larger national and global aggregations.
WCC COMM 101 chapters #1 and #2 powerpoint LUTHERprofluther
This document provides an agenda and content for a class on mass communication and media literacy. It discusses key concepts such as the definition of communication, mass communication, culture and how they are interrelated. It also covers topics like media convergence, media piracy, changes in the mass media business model, and trends in mass communication processes. The focus is on helping students understand the role of media in informing and shaping culture and reality, as well as developing media literacy. Study questions are included to facilitate discussion.
Arc 211 american diversity and design lei zengLei Zeng
The following pages document my
responses to the online discussion questions in the Spring 2017 version of ARC 211
American Diversity and Design at the University at Buffalo – State University of New
York.
The document summarizes a "Words of Wisdom" project presented by Michelle E. Olin. The project involved sending letters to over 200 famous people soliciting short messages of encouragement for students. Approximately 65 responses were received, including from politicians, business leaders, scientists, authors, athletes and entertainers. The responses were displayed at the school to motivate and influence students. The project was well-received and the organizer recommends expanding it in the future.
This document discusses the skills needed to navigate our increasingly digital world. It outlines several "new literacies" including play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgment, transmedia navigation, networking, negotiation, design, story, symphony, empathy, and play. These skills allow people to meaningfully engage with tools and media, collaborate with others, and find purpose in today's society. The document advocates for libraries and schools to help cultivate these skills in young people.
New and digital media refers to digital devices, citizen journalism, social networking, digital natives, time-shift viewing, the internet, web 2.0, apps, and blogs. Contemporary media issues related to new digital media include privacy concerns from hacking incidents and leaked photos, regulation of new technologies, and the use of social media and online videos in spreading propaganda or recording incidents like police interactions. New terminology includes hardware, software, media technology developments that have impacted industries like film, music, television, radio, and online platforms. Web 1.0 allowed only reading information while web 2.0 enables contributing and changing content. Digital natives are comfortable with technology while digital immigrants had to adapt to changing media.
Chapter 12 of a university course in media history by Prof. Bill Kovarik, based on the book Revolutions in Communication: Media History from Gutenberg to the Digital Age (Bloomsbury, 2nd ed., 2015).
My books- Learning to Go https://gum.co/learn2go & The 30 Goals Challenge for Teachers http://routledge.com/books/details/9780415735346/
Resources- http://shellyterrell.com/writing
In today’s world, the growing need for insight and perspective from plugged-in individuals across the world, in real-time, is an imperative; not only is it crucial to ensuring we become better communicators, decided strategic thinkers and more inspired human beings who always remain relevant and at the fore, it’s fun to see what the world is up to!
In looking at trends and movements within different countries and how these develop and evolve, it is especially inspiring to witness the micro, grass roots activities of small communities become impactful beyond their original incarnation and alongside this, the social narrative that tells the story as these movements develop into what we call trends.
We welcome even more contributors to this issue from our offices in Brazil and Nigeria, both of whom have provided us with exciting insights into their markets and the happenings in their region.
As always, please feel free to contact us with any thoughts, questions or feedback on trend@edelman.com
"Thrilling Wonder Stories of Cyberculture", NEH 2010Bryan Alexander
This document summarizes the discussions from a meeting of project directors who received Digital Humanities Start-Up Grants from the National Endowment for the Humanities in 2010. It outlines emerging trends in digital scholarship including openness, storytelling, mystery, and critical literacies. Specific practices like blogging syllabi and student papers are mentioned. Emerging technologies discussed include augmented reality, ubiquitous computing, and "spimes" (physical objects augmented by digital information). The changing information landscape is also addressed, with the internet surpassing other mediums as a source for election news.
Every day brands create content with the hopes that it will "go viral". The prospect of a massive amount of earned media (i.e. free impressions) is provocative, but how realistic is it? In order to create content that people will share we must understand certain undeniable truths that are grounded in who we are as humans and how we interact with each other.
This presentation will uncover why, how, and when people share using psychological, neurological, and biological truths. I will then apply these truths to a simple set of principles that will help improve the likelihood that the content you are creating is more sharable. It might not go viral, but more people will see it.
See video from Austin here: https://www.youtube.com/watch?v=twe5KL84BCY
This document discusses social media strategy and the importance of earned media. It argues that social media is fundamentally about conversation between people. While many brands focus on paid and owned content, they should prioritize earning media by crafting positive consumer experiences that people want to share. This will help brands be top of mind as people progress through "moments of truth" in their decision journey, from initial research to sharing experiences after purchase. The key is recognizing that every interaction can be shared, so brands must optimize all experiences across all touchpoints.
The document discusses the rise of mass self-expression and social media and how it has democratized media and changed consumer behavior. Key points: 1) Social media has given rise to citizen journalism and user-generated content. 2) Consumers now expect more dialogue and involvement with brands through personalized products and social networks. 3) Brands must recognize changing consumer needs and join conversations by developing original content, memorable experiences, and telling relevant stories.
Book review on 'Cognitive Surplus' by Clay Shirky. Great book if anyone is looking for digital insights and understanding of how online communications work. Any questions just ask... I'd be more than happy to get back to you...
This document discusses lessons learned about gaming in libraries from several case studies. It finds that offering gaming programs can attract new patrons to the library and encourage civic engagement for youth. When done right, gaming events can transform perceptions of the library and boost its reputation in the community. The document also examines concerns about violent games but finds little evidence that they cause behavioral problems for most children. It suggests libraries are well-positioned to provide gaming experiences in a safe, non-commercial environment.
This document discusses lessons learned about gaming in libraries from several case studies. It finds that offering gaming programs can attract new patrons to the library and encourage civic engagement for youth. When done right, gaming events can transform perceptions of the library and boost its reputation in the community. The document also examines potential benefits of gaming and finds that concerns about links between gaming and violence may be overblown. It concludes that libraries are well-positioned to provide gaming opportunities in a safe, non-commercial environment.
This document discusses tools and strategies for managing digital assets in scholarly publishing. It provides a timeline of how digital assets have evolved from 50 years ago when content was paper-based to today's digital environment. It then examines the goals of digital tools in reducing costs, increasing efficiency and quality. As a case study, it outlines the benefits of using an online submission and peer review system in automating workflows and reporting. It concludes by considering future digital assets like interactive readers' commentaries and open document standards.
This document summarizes the work of the NISO/ALPSP Journal Article Versions working group. It introduces the working group members and their tasks, which include creating standardized terminology for different versions of journal articles. The working group recommended terms like "Author's Original," "Accepted Manuscript," "Version of Record," and others. It also includes feedback from the working group's Review Group and discusses next steps.
While the printed page has been the dominant medium in scholastic journalism, online publishing has started to take off. But keep in mind: It’s always about people.
These are two slideshows from the two day workshop, “Transmedia storytelling: From concept to design and realization” held Thursday, October 22 and Friday, October 23, 2015 at University College Cork. The first part, by Vicki Callahan, from University of Southern California, is on the key design elements in transmedia campaign and part two, by Sarah Atkinson of King's College looks at the blend of fact and fiction in many social change and activist projects.
Visitors and Residents: useful social media in librariesNed Potter
A keynote for the Interlend 2015 Conference. Blog post explaining these slides in more detail at: http://www.ned-potter.com/blog/visitors-and-residents-useful-social-media-in-libraries.
The Digital Natives myth is readily accepted but ultimately damaging. As students (and staff) come into our higher education system, to make blanket assumptions about their abilities with or understandings of technology based only on their date of birth is to do them a disservice.
An alternative way to explore peoples' use of the net is the Visitors and Residents model from Le Cornu and White (first brought to my attention by Donna Lanclos). I find this a proplerly useful way of thinking, which can help us as libraries provide geniunely useful social media for our users, whether they are in Visitor mode or Resident mode.
This presentation explores why the Digital Natives theory is a bust, introduces V&R, looks at the use of YouTube, Instagram, Twitter and Blogs by libraries, and provides links to more detailed papers on Digital Natives, Visitors and Residents, and other insightful viewpoints.
New media refers to mass communication technologies that emerged in recent decades, including the internet, websites, and digital/interactive media. It allows for two-way communication and user participation. While some see new media as empowering citizens and democratizing information, others argue it remains consolidated among large media companies and does not replace traditional media. New media also raises questions about privacy, information quality, and how technology shapes human communication and society.
- The new challenge for preserving cultural records is no longer ensuring access to scarce information, but how to collect, manage, and make sense of the explosion of digital information being created, as individuals now create 75% of all new information.
- Archivists and records managers must think of cultural artifacts as data that can be manipulated and reused to tell stories, rather than physical objects.
- Collaborating to build a shared cyberinfrastructure across organizations in Connecticut will help ensure the long-term preservation and access to digital assets from all communities, and connect local collections to larger national and global aggregations.
WCC COMM 101 chapters #1 and #2 powerpoint LUTHERprofluther
This document provides an agenda and content for a class on mass communication and media literacy. It discusses key concepts such as the definition of communication, mass communication, culture and how they are interrelated. It also covers topics like media convergence, media piracy, changes in the mass media business model, and trends in mass communication processes. The focus is on helping students understand the role of media in informing and shaping culture and reality, as well as developing media literacy. Study questions are included to facilitate discussion.
Arc 211 american diversity and design lei zengLei Zeng
The following pages document my
responses to the online discussion questions in the Spring 2017 version of ARC 211
American Diversity and Design at the University at Buffalo – State University of New
York.
The document summarizes a "Words of Wisdom" project presented by Michelle E. Olin. The project involved sending letters to over 200 famous people soliciting short messages of encouragement for students. Approximately 65 responses were received, including from politicians, business leaders, scientists, authors, athletes and entertainers. The responses were displayed at the school to motivate and influence students. The project was well-received and the organizer recommends expanding it in the future.
This document discusses the skills needed to navigate our increasingly digital world. It outlines several "new literacies" including play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgment, transmedia navigation, networking, negotiation, design, story, symphony, empathy, and play. These skills allow people to meaningfully engage with tools and media, collaborate with others, and find purpose in today's society. The document advocates for libraries and schools to help cultivate these skills in young people.
New and digital media refers to digital devices, citizen journalism, social networking, digital natives, time-shift viewing, the internet, web 2.0, apps, and blogs. Contemporary media issues related to new digital media include privacy concerns from hacking incidents and leaked photos, regulation of new technologies, and the use of social media and online videos in spreading propaganda or recording incidents like police interactions. New terminology includes hardware, software, media technology developments that have impacted industries like film, music, television, radio, and online platforms. Web 1.0 allowed only reading information while web 2.0 enables contributing and changing content. Digital natives are comfortable with technology while digital immigrants had to adapt to changing media.
Chapter 12 of a university course in media history by Prof. Bill Kovarik, based on the book Revolutions in Communication: Media History from Gutenberg to the Digital Age (Bloomsbury, 2nd ed., 2015).
My books- Learning to Go https://gum.co/learn2go & The 30 Goals Challenge for Teachers http://routledge.com/books/details/9780415735346/
Resources- http://shellyterrell.com/writing
In today’s world, the growing need for insight and perspective from plugged-in individuals across the world, in real-time, is an imperative; not only is it crucial to ensuring we become better communicators, decided strategic thinkers and more inspired human beings who always remain relevant and at the fore, it’s fun to see what the world is up to!
In looking at trends and movements within different countries and how these develop and evolve, it is especially inspiring to witness the micro, grass roots activities of small communities become impactful beyond their original incarnation and alongside this, the social narrative that tells the story as these movements develop into what we call trends.
We welcome even more contributors to this issue from our offices in Brazil and Nigeria, both of whom have provided us with exciting insights into their markets and the happenings in their region.
As always, please feel free to contact us with any thoughts, questions or feedback on trend@edelman.com
"Thrilling Wonder Stories of Cyberculture", NEH 2010Bryan Alexander
This document summarizes the discussions from a meeting of project directors who received Digital Humanities Start-Up Grants from the National Endowment for the Humanities in 2010. It outlines emerging trends in digital scholarship including openness, storytelling, mystery, and critical literacies. Specific practices like blogging syllabi and student papers are mentioned. Emerging technologies discussed include augmented reality, ubiquitous computing, and "spimes" (physical objects augmented by digital information). The changing information landscape is also addressed, with the internet surpassing other mediums as a source for election news.
Every day brands create content with the hopes that it will "go viral". The prospect of a massive amount of earned media (i.e. free impressions) is provocative, but how realistic is it? In order to create content that people will share we must understand certain undeniable truths that are grounded in who we are as humans and how we interact with each other.
This presentation will uncover why, how, and when people share using psychological, neurological, and biological truths. I will then apply these truths to a simple set of principles that will help improve the likelihood that the content you are creating is more sharable. It might not go viral, but more people will see it.
See video from Austin here: https://www.youtube.com/watch?v=twe5KL84BCY
This document discusses social media strategy and the importance of earned media. It argues that social media is fundamentally about conversation between people. While many brands focus on paid and owned content, they should prioritize earning media by crafting positive consumer experiences that people want to share. This will help brands be top of mind as people progress through "moments of truth" in their decision journey, from initial research to sharing experiences after purchase. The key is recognizing that every interaction can be shared, so brands must optimize all experiences across all touchpoints.
The document discusses the rise of mass self-expression and social media and how it has democratized media and changed consumer behavior. Key points: 1) Social media has given rise to citizen journalism and user-generated content. 2) Consumers now expect more dialogue and involvement with brands through personalized products and social networks. 3) Brands must recognize changing consumer needs and join conversations by developing original content, memorable experiences, and telling relevant stories.
Book review on 'Cognitive Surplus' by Clay Shirky. Great book if anyone is looking for digital insights and understanding of how online communications work. Any questions just ask... I'd be more than happy to get back to you...
This document discusses lessons learned about gaming in libraries from several case studies. It finds that offering gaming programs can attract new patrons to the library and encourage civic engagement for youth. When done right, gaming events can transform perceptions of the library and boost its reputation in the community. The document also examines concerns about violent games but finds little evidence that they cause behavioral problems for most children. It suggests libraries are well-positioned to provide gaming experiences in a safe, non-commercial environment.
This document discusses lessons learned about gaming in libraries from several case studies. It finds that offering gaming programs can attract new patrons to the library and encourage civic engagement for youth. When done right, gaming events can transform perceptions of the library and boost its reputation in the community. The document also examines potential benefits of gaming and finds that concerns about links between gaming and violence may be overblown. It concludes that libraries are well-positioned to provide gaming opportunities in a safe, non-commercial environment.
This document discusses tools and strategies for managing digital assets in scholarly publishing. It provides a timeline of how digital assets have evolved from 50 years ago when content was paper-based to today's digital environment. It then examines the goals of digital tools in reducing costs, increasing efficiency and quality. As a case study, it outlines the benefits of using an online submission and peer review system in automating workflows and reporting. It concludes by considering future digital assets like interactive readers' commentaries and open document standards.
This document summarizes the work of the NISO/ALPSP Journal Article Versions working group. It introduces the working group members and their tasks, which include creating standardized terminology for different versions of journal articles. The working group recommended terms like "Author's Original," "Accepted Manuscript," "Version of Record," and others. It also includes feedback from the working group's Review Group and discusses next steps.
John Wiley & Sons implemented an XML workflow to structure their content for future customer use and retrieval. They developed a single XML schema for all their publications, including books, journals, and online content. Manuscripts are written by authors in Word using style names that are converted to XML by suppliers. Compositors then create the XML file and use it to drive book layout, making XML available near publication for future uses like custom publications and web content. While requiring some decision making in conversion, this process makes XML managed and affordable at a large scale.
The document discusses content and apps for mobile devices. It provides key statistics on mobile device usage globally and in different regions. It discusses the top mobile apps according to Gartner and key behaviors of mobile users in the US, Europe and Japan. It also discusses best practices for mobile websites, including testing on mobile devices and adapting content to different devices. The overall message is that publishers need a mobile strategy to provide their content on mobile to remain relevant as mobile usage increases globally.
The document discusses how the American Physical Society has moved towards implementing its vision of open access to scientific literature over time. It began recognizing eprints in 1994 and has since launched open access and hybrid journals, as well as adopting Creative Commons licensing for some articles. The environment for APS journals has significantly changed, with more articles published annually and pricing reforms. The Society has embraced principles of open access while maintaining high quality and financial stability.
The document discusses the challenges small publishers face in getting included in "Big Deals" between large publishers and consortia. It outlines several potential solutions, including trade associations representing small publishers. The Association of Learned and Professional Society Publishers (ALPSP) has created the ALPSP Learned Journals Collection to facilitate access to the journals of its small, nonprofit publisher members for library consortia.
The document discusses the new math editing and display capabilities in Microsoft Word 2007, which were enabled through eight new math infrastructures. These include support for LaTeX, Unicode, MathML, OpenType fonts, and a new Cambria Math font. The complexities of math typesetting and layout are addressed through features like glyph variants, font math tables, and equation breaking and numbering. Input methods include linear format, formula autobuildup, and hex code entry.
Media Literacy and Communication -- Fundamentals ClassCorinne Weisgerber
This document discusses several key concepts related to media literacy:
1. It introduces theories of media effects including uses and gratifications theory, agenda setting theory, and cultivation theory.
2. It emphasizes the importance of understanding how media influences audiences and engaging with media critically rather than passively.
3. It addresses debates around the impact of internet and social media use on social connection and isolation. While some research finds internet use reduces isolation, other research links increased use to greater loneliness and smaller social networks.
This document discusses internet memes and provides context on their history and evolution. It defines memes as ideas that spread from person to person, and internet memes as units of digital information that mutate as they spread online. It outlines the major eras in the development of internet memes from the 1980s to today, tracking their progression from text-based to multimedia. It also examines memes as a medium of self-expression, a bridge between people and mainstream media, and an approach to studying media and culture. Finally, it speculates on how the definition and role of memes may change in the future.
These are the slides from our November 18, 2009 webinar with Mark Farmer of webness.biz.
This is an introduction to using social media for your organization using the (hypothetical) case study of Harvey Milk. How would he have used social if he were campaigning today? What kind of challenges would he face? Find out today!
CILIPS18 - The role of libraries in a digital worldDavid McNeill
The role of libraries hasn't changed despite digital reading possibilities. Libraries are still a social space, community information hub, and place of mental restoration for those in crisis or who can't afford other options. If schools or education fail someone, libraries remain a door to everywhere.
The role of libraries in a digital worldCILIPScotland
The role of libraries hasn't changed despite digital reading possibilities. Libraries are still a social space, community information hub, and place of mental restoration for those in crisis or who can't afford other options. If schools or education fail someone, libraries remain a door to knowledge and opportunity.
Week 2 social media, technology and societal changeRay Brannon
Social media refers to online tools that allow people to communicate, share content, and engage in online discussions. These tools include social networking sites, blogs, wikis, podcasts, and sites to share photos and bookmarks. Social networking sites allow users to create profiles and connect with others through tools like messaging, forums, lists of friends, videos, images, and tags.
Libraries as a Bridge: The Role of Libraries in Closing the Digital Skills ...Bobbi Newman
This document discusses the role of libraries in addressing the digital skills gap. It begins by outlining the digital divide, noting that 1 in 5 Americans lack broadband access at home, with even less access among poorer, minority, elderly, and rural populations. It then discusses the concept of digital literacy, which involves more than just access but the ability to use technology to find, evaluate, create and communicate information. The document proposes that libraries can help bridge the digital skills gap through resources and training in areas like digital tools, authorship, social media, and more. It positions libraries as powerful partners in closing this divide.
Too many issues to count: Signifying friendship on FacebookDaniel Hooker
A presentation on my final paper for LIBR 559B: New Media for Children and Young Adults. The paper is a semiotic analysis of a popular Facebook meme and concerns the establishment of theoretical principles of human communication to online social networking behaviour.
The Role of the Library in a Digital WorldBobbi Newman
The document discusses the role of libraries in a digital world. It notes that the digital divide still exists, with many Americans lacking broadband access. Public libraries help bridge this divide, as over 77 million Americans used a library's computers and internet in 2009. The document also discusses the concept of digital literacy and the skills needed to find, evaluate and communicate information online. It argues that libraries can help develop these 21st century skills in patrons and promote inclusion in a digital society.
The family history world in 10 years timeDick Eastman
Within the next 10 years, genealogy is expected to change significantly due to increased digitization of records and a shifting audience. More records will become available online, allowing access from any device at any time. New collaborative software will be developed for online research. Younger genealogists will have different interests than traditional researchers, such as focusing on individual stories rather than complete family trees. Libraries will transition entirely to digital formats within 10 years. Societies and individuals will play a role in making local records and histories publicly available online.
This document discusses shifts towards digital fluency and embracing change in education. It notes that children are immersed in digital technologies from a young age, but the idea of "digital natives" is inaccurate as access and opportunities vary. It defines digital fluency as using technologies readily and strategically for learning, work and play. Communicating, connecting and collaborating online requires network literacies and understanding how networks function. Examples show using relevant modes, the power of global audiences, utilizing networks, and teaching/learning online. Embracing change involves planning for technology renewal, evaluating emerging technologies, responsible use policies, embracing free and open resources, understanding privacy and citizenship issues online.
Week 2: Social Media:Society & Citizenship
This course is designed to enable students to make safe and legal use of the Internet by identifying best practices, tools and methods that also respects free expression. It will develop the critical thinking skills necessary to understand the challenges, risks and opportunities regarding current computer-mediated communication technologies. Topics will include the rights and responsibilities of the digital citizen, Internet safety, social -networking, privacy, and creative content creation. Legal, technical, psychological, and social dynamics will be addressed with an emphasis on practical application. We will first build a foundation by looking at the technical aspects of social media by exploring the tools and skills necessary to enhance students’ online potential by building a culture of responsible online behavior. The second half of the course will focus on the more complex dynamics of collaboration, privacy, content creation and economic and political societal participation.
The document outlines the group presentation assignment for a media class project on the evolution of technology. It discusses potential topics and episode ideas for three episodes focusing on the evolution of computers, games, and phones. The group debated which topic was the strongest and provided research on the topics as well as inspiration from other documentary films.
The document outlines ideas for a group presentation on how technology has evolved over time. It discusses potential topics like the evolution of computers, games, and phones that could each be an episode in a documentary series. Research is provided on the history and developments within each technology area, along with conventions that could be used in structuring the documentary episodes.
The document summarizes the group presentation ideas for Assignment 9. It includes ideas from each group member on topics such as how art has changed over time, the evolution of films, the impact of video games, trends in makeup, issues around bullying, crime in London, the effects of social class, and society's growing dependence on technology. The group decided their strongest idea was focusing on technology dependence and outlined three potential episodes on the evolution of computers, development of games, and evolution of phones. They also provided inspiration from documentary films they could draw from for their presentation.
The document summarizes the group presentation ideas for Assignment 9. It includes ideas from each group member on topics such as how art has changed over time, the evolution of films, the impact of video games, trends in makeup, issues around alcohol, Japanese culture, bullying, the relationship between technology and society, and differences in social class. The group decided their strongest idea was examining the increasing dependence on technology, which they planned to explore over three episodes focusing on the evolution of computers, development of games, and evolution of phones. They provided examples of inspirational documentaries they could learn from in their presentation.
The document provides ideas for a group presentation on how different topics have changed over time.
Some of the proposed topic ideas included how art, films, and games have evolved. Each group member then suggested 1-3 subtopics they could research for the presentation, such as the revolution of makeup, alcohol use, Japanese culture, bullying, crime in London, the changing family structure, and the impact of social class differences. The group discussed combining some of the ideas and decided to focus their presentation on how technology has changed over time, with episodes on the evolution of computers, games, and phones. They provided research on the development of these technologies and effects of technology use.
The document summarizes the group presentation ideas for Assignment 9. It includes ideas from each group member on topics such as how art has changed over time, the evolution of films, the impact of video games, trends in makeup, issues around alcohol, Japanese culture, bullying, the relationship between technology and society, and differences in social class. The group decided their strongest idea was examining the increasing dependence on technology, which they planned to explore over three episodes focusing on the evolution of computers, development of games, and evolution of phones. They provided examples of inspirational documentaries they could learn from in their presentation.
This document provides guidance for vendors responding to a request for proposal (RFP). It outlines the key steps, which include reading the RFP thoroughly, establishing win themes in an internal kickoff meeting, collecting questions, framing the response, ensuring proper grammar, conducting an internal review, submitting before the deadline, preparing for presentations as an assembled team with rehearsal, taking nothing for granted by being overly prepared, negotiating if selected, celebrating the outcome, and conducting a post-mortem review.
The document discusses the request for proposal (RFP) process. It defines an RFP as an invitation for vendors to submit proposals to provide goods or services to an organization. The document outlines the key steps in the RFP process, including assessing needs, preparing and distributing the RFP, evaluating proposals, conducting presentations, and negotiating contracts. It provides guidance on elements to include in an RFP, questions to ask vendors, tips for evaluating proposals and presentations, and best practices for negotiations.
This document discusses the RFP (Request for Proposal) process. It begins by outlining when an RFP may be needed, such as when a contract is up for renewal or there are issues with the current vendor. It then discusses selecting a consultant to manage the RFP process if desired. The document outlines the consultant's role in defining needs, identifying vendors, developing the RFP, managing communications and evaluations. Key aspects of the RFP are described like requirements, expectations and allowing vendor questions. The proposal, demo and contract phases are also summarized. The goal is to have a smooth transition to the new vendor selected through this competitive process.
This document provides guidance on executing a successful RFP (request for proposal) process. It begins by outlining when an RFP is the right tool and when it may not be suitable. When scope is unclear or requirements are not well defined, a project charter can help determine the best path forward. The document emphasizes treating the RFP as a process, not just a document, with clear communication and sufficient time allotted. It also provides tips on prioritizing requirements, evaluating differentiators between vendors, negotiating contracts, and determining when to engage a consultant.
This document summarizes a seminar on networking for career development. The speaker has over 24 years of experience in strategy, sales, legal, and business development. They will discuss their experiences as a mentee, peer, and mentor. Networking is defined as developing business opportunities through referrals and introductions in person or online to build enduring relationships. The speaker will discuss why networking and mentoring are important for meeting people in your field, learning industry dynamics, and finding new opportunities. They will provide tips on how to network strategically including starting with goals, focusing on personal connections, using professional societies and social networks, and maintaining a long-term perspective. Contact details are provided for anyone seeking mentoring advice.
Elizabeth Demers is a senior acquisitions editor at Johns Hopkins University Press with 20 years of experience in academic and trade publishing. She signs 20-30 books per year, including monographs, trade titles, and course adoption books. She commissions new books, evaluates submitted manuscripts, provides developmental edits, and attends conferences to promote books and the press. Her talk discusses strategies for networking to build professional connections in two areas: building her book list through conferences, outreach, and social media; and finding future career opportunities by getting involved in the industry and being generous with her time and recommendations.
Angela Cochran is a director, mother, wife, daughter, and volunteer leader who advocates for networking through volunteering and active participation. She recommends getting involved in committees and leadership roles to meet people, learn negotiation and collaboration skills, and gain experience in governance. Cochran also suggests attending professional events to ask questions, start conversations, exchange business cards, contribute online, and speak up so others realize your knowledge and potential to contribute.
Digital Science's mission is to fuel scientific discovery with software that simplifies research. They aim to empower researchers with disruptive technology. They incubate and invest in startups in the research field, with the goal of making research simpler so researchers have more time for discovery. Digital Science is a technology company that serves the needs of scientific research by changing the way science works.
The document discusses diversity and inclusion in mentorship at the American Society of Civil Engineers (ASCE). It describes the ASCE Diversity & Inclusion Council established in 2014 with a mission to foster understanding and cultivate an inclusive workforce. The council has 13 members from different departments, designations, races, ethnicities, and genders. It also works with a separate committee for ASCE's over 150,000 members from 177 countries. Activities to promote diversity include highlighting heritage months, lunch-and-learn sessions on topics like disability etiquette and working styles, and inviting outside speakers on bias. Mentorship can be formal or informal and aims to bridge gaps in skills, self-awareness, and confidence through
The Mentorship Program at T&F was created in 2010 based on employee feedback requesting guidance and support from experienced employees. The program is informal with 1:1 mentoring relationships lasting 6-12 months between employees in different divisions. Over 70 matches have been made in 5 years with only 2 not working out. Benefits include 20% of participants being promoted, 10% transferring, and under 5% turnover. The program increased employee engagement and led to improved productivity and cost savings.
This document discusses mentoring at the American Society of Civil Engineers (ASCE). It provides details about the pilot mentoring program launched in 2014 and the full program launched in 2015. Key points include pairing mentees and mentors, providing training and guidelines, and collecting feedback. The program aimed to facilitate a culture shift at ASCE to emphasize core values like trust, teamwork and excellence. Lessons learned include ensuring mentors and mentees are a good match and maintaining expectations. The author provides their own experience being paired as a mentor and mentee.
The document discusses advice and mentorship. It presents a series of fictional scenarios where a person seeks advice at different career stages and receives both helpful and unhelpful advice. It then provides recommendations for finding mentors and making the most of advice received, such as looking across different fields, mentoring others, and remembering that not all advice should be followed. The overall message is that while advice can be good or bad, it is still useful to consider different perspectives to help advance one's career.
October Ivins has worked in various library and information science roles since 1985, including positions at UNC Chapel Hill Library, LSU Baton Rouge Library, and UT Austin. She has been involved with professional organizations like ALA, NASIG, and SSP since 1981. As an independent consultant since 2001, Ivins mentors others on career development topics such as getting the most out of conferences, choosing positions, supervisor and coworker issues, and professional associations. Her document provides advice on training opportunities, managing staff, getting referrals, and preparing for phone interviews.
Early in one's career, a formal mentor is not necessary as support can be found from observing mid-to-late career colleagues. Peer mentoring through collaboration with other managers, especially other women managers, can also be effective. As careers advance, having a women mentor becomes important as women face unique challenges in the workplace and mentors help other women navigate their careers. Without any mentor, one risks lacking career advice, feeling stagnant in their career progression, and experiencing periods of career confusion with no expert to provide guidance.
Adrian Stanley discussed his experience mentoring fellows through the SSP program. He explained that mentoring involves softer guidance to help mentees develop over the long term through balanced listening, directing, and connecting. Fellows benefit from the experience and connections of mentors, who can help open doors, share new perspectives, and make introductions to expand networks and opportunities in the industry. Feedback from fellows showed mentoring helped them learn from experience, feel more included and secure asking questions, and broaden their industry perspectives.
The document discusses two kinds of mentorship at the nonprofit organization BioOne. It provides an overview of BioOne's mission to make scientific research more accessible and its founding by both library and publisher interests. It then defines a "culture of mentorship" as a work environment where employees feel comfortable getting advice from supervisors and colleagues, who see them as whole people rather than just skills. The second kind of mentorship is described as a more traditional unofficial mentor who provides professional guidance. It concludes by listing the executive staff of BioOne and contact information for the speaker.
This document provides a summary of October Ivins' career experience and areas of expertise. It lists her educational background, including degrees from UNC Chapel Hill Library in 1974-1985, UNC Chapel Hill SILS in 1985-1987, and LSU Baton Rouge Library in 1987-1995. It also outlines her work experience at UT Austin SILS from 1995-1998, Publist.com from 1998-2000, Booktech.com from 2000-2001, and as an independent consultant from 2001-present. The document then discusses how her definition of an information professional has loosened over time to include various managerial roles. It concludes by listing topics she provides career coaching and mentoring on, such as choosing jobs
Mohammad H Asadi Lari presented on creating an office culture of mentorship from the perspective of an early career student and mentee. He discussed his experiences being mentored through the SSP Fellowship program and beyond. Emerging trends in early career mentorship include more organizations introducing formal mentorship opportunities and an increase in both professional and peer mentoring models. Mentorship provides visible benefits like networking and career development, as well as hidden benefits beyond initial programs.
This document discusses opportunities for Western academic publishers in China. It notes that China is a rapidly growing market with increasing research output and funding. However, it is also highly competitive. The document outlines several strategies publishers can consider to engage with the Chinese market, including developing local language materials, using social media platforms allowed in China, attending Chinese conferences, exploring co-publishing opportunities with Chinese partners, and developing a long-term strategic plan focused on impact and relationships within China. It also discusses China's increasing open access policies and investments in research universities that could affect publishing opportunities.
This document discusses JSTOR's growing participation in Turkey from 1999-2014. It shows that participation grew slowly at first but increased significantly after the Turkish government began funding access to JSTOR collections through the Anatolian University Libraries Consortium in 2005. Participation and number of collections licensed continued to grow steadily through partnerships with the consortium and engaging a licensing agent in 2013. While agents can help with local representation, awareness, and relationships, they also present challenges of managing expectations, competing demands, and individuals not reporting to JSTOR.
1. Chaotic Transitions
How today’s trends will affect
tomorrow’s information environment
Marshall Keys, Ph.D.
MDA Consulting
POB 534 Nantucket MA 02554
marshallkeys@mindspring.com
3. Some common issues
Globalization Ubiquitous Technology
Personalization Intellectual Property
Demographic changes Community
4. Cutting to the chase
Where I would conclude if you
were librarians, almost
5. Libraries have new populations
to serve
Some of whom don’t know about what they
do
Some of whom can’t access what they do
Some of whom don’t care about what they
do
6. Libraries haven’t got any money
• All kinds of things are appearing on the
horizon that will cost money,
• And vendors cannot, will not, and should
not provide products or services at
unsustainable prices or they will go out of
business.
• “We have met the enemy and he is us.”
7. Libraries have a huge investment
in the status quo
Libraries have huge investments – human
and financial – in technologies that are not
at the cutting edge
Libraries are rule-bound organizations in a
society with little respect for limits
Libraries are professionally committed to
levels of privacy that nobody else cares
about
8. Libraries are committed to places,
not to missions
• Blockbuster vs Netflix
• Borders vs Amazon
• Building libraries as civic monuments
• Central libraries vs everybody else:
Walgreens, CVS, Starbucks, and Bank of
America
• Upper West Side
9. Libraries are committed to a medium,
not a message
Libraries remain identified with print when
the world can
– view DVD’s in their cars
– carry their music and video collections in their
pockets
– Search databases and view videos on their
cell phones
Does the American Medical Association
have a “Center for the Stethoscope” as
libraries have a “Center for the Book”?
10. Our content providers
are caught between
• Complete disregard of any concept of
intellectual property among the young
• Growing reluctance of content creators to
work within the established model (PLOS,
preprint servers, blogs)
• Reluctance of major customers to accept
the dominant business model
11. Why is this happening,
what does it mean to you, and
what can be done about it?
12. A bit of theory: chaotic transitions
Theodore Modis
Predictions, 1992
13. Chaotic transitions for
libraries and publishers
• No dominant technological model
– What are the tools that people will use to
access knowledge?
• No dominant business model
– How will content be distributed and paid for?
• No dominant intellectual model
– What is a library in 2006? What will it be in
2016? What will scholarly publishing be in
2016?
14. Why these issues matter
“Successful organizations share “a powerful
understanding of what rapid social and
economic change mean for consumers’
needs and wants.”
Nancy Koehn, Brand New, 2002
15. Assumptions and questions
• The future of libraries/publishers depends on
their ability to meet the emerging needs of users.
• Who will those users be?
• What are their emerging needs?
• How will these needs differ from traditional
needs?
• How can libraries/publishers respond to them?
• Ten year horizon
16. Changing users:
“What’s a cassette?”
Young woman to young man on
the MBTA subway, Boston,
January, 2002
18. The blog mentality
• What I think is important
• What I think is important to other people
• Things are important because I think they are
important: the “whatever” corollary:
• If I don’t think it’s important, it isn’t important
• “Esse est percipi”:
• 51% of Bloggers are between 13 and 19, 90%
under 30
• Privacy is unimportant; community is important
• Bloggers are your users, your users-to-be, and
the next generation of professional leaders!
19. Michael Gorman on the Web
Graphic: Photograph of "I don't always think
ALA President people's opinions are
Michael Gorman worth reading," he
says. "They should
not be published. I
really like the filtering
that publishers do.
You don't publish
maundering.“
“What's the Difference Gorman vs.
Stripling?” by John N. Berry III –
LJ 3/15/2004
20. And Blaise Cronin,
Library School Dean
• Graphic: Photograph “Blogging is CB radio on
of Blaise Cronin, steroids. It’s all the rage.
The Web has become the
Indiana University
universal soapbox. No
voice need be unheard;
no whine denied oxygen.
It’s the fusion of vanity
publishing and the bully
pulpit. Every idea, no
matter how trite or crazy
can see the light of digital
day.”
21. Graphic: New Yorker cartoon of
daughter addressing father
“You don’t get it, Daddy, because they’re not targeting you!”
22. Not just Old Geezers:
“Back in the 1980’s,” says Emily Nussbaum,
“When I attended high school, there were
• No cellphones • No JPEG’s
• No answering • No digital cameras
machines • No file sharing
• No “texting” software
• No MP3’s • No Web”
“My so-called Blog”, Emily
Nussbaum, NYT Magazine
Jan 11, 2004
44. “Branded ubiquity”
• Every one of those items represents an
attempt to make money by responding to
and reinforcing a trend.
• The stakes: who will control the
interaction between gadgets?
• What will libraries/publishers do to
respond to those trends?
• Richard Siklos, “Linking a device to a gadget that is wired to a gizmo,” NYT
01/08/06
47. The phone up close: personalization
• Download ring tones that sound like the real
thing ($5 billion in 2005)
• Personalize your phone by saving your own
pictures as Wallpaper
• Jazz up your phone with full color pictures and
Wallpaper
• Interchangeable faceplates let you personalize
your phone to suit your style
• Marketing message: You are unique even
though you are just like everyone else
48. The phone up close:
information appliance
• Send and receive e-mail
• Send quick notes to your friends using text
messaging
• Send and receive AOL Instant Messages
• Look up your horoscope or local
information on movies, the music scene or
whatever!
• Marketing message: You are no longer
tied to old stuff like computers
49. The phone up close:
the phone ‘n’ more
• Use your phone as a modem
• Take pictures with the camera and send
them to any e-mail address or T-mobile
phone
• Marketing message: you are connected to
your friends through multimedia
• Nowhere does the advertisement mention
using the phone to talk to people!
50. Trends: camera phones
US camera phone sales
2005: 47% of all
mobile phones
2 for 1 sale in Rich
Square, NC (pop 931)
Graphic: Snapshot of young Why? “Darryl’s first
African American family
picture with his new
camera phone”
52. Metcalfe’s Law
N(N-1)
The value of a communication system grows
as the approximate square of the number
of participants
Robert Metcalfe, inventor of Ethernet
53. And leads to
A world of
ubiquitous, multi-media communication
59. The predictions business
"Video won't be able to hold on to
any market it captures after the
first six months. People will soon
get tired of staring at a plywood
box every night."
- Daryl F. Zanuck, 20th Century Fox, commenting
on television in 1946
60. What does it mean to libraries?
• Users for whom the phone is a/the
primary information appliance
– Phone interface to local systems and web
based information resources
– Reference through text messaging
– Bandwidth and graphical interface issues
• Users who are willing to pay for
information – delivered the way they
want it!
61. What does it mean to publishers?
New models of acquiring information
OLD
• Formal resources
• Authority
• Solitary activity
NEW
• Peer to peer
• Social networks
• Being in touch all the time
everywhere
62. What does it mean
to the information industry?
“In Japan, bookstores complain of ''digital
shoplifting'';
instead of buying magazines, readers snap
pictures of stories and bulk-forward them to
friends:
‘It's like a Napster thing -- anything you see in the
environment becomes something you can easily
capture and share.’”
Thompson; see also “Cell phone cams spreading mischief”, Yuri Kageyama, Associated
Press, July 10, 2003
63. Chaotic transitions in
intellectual property
‘It's like a Napster thing
-- anything you see in
the environment
becomes something
you can easily
capture and share.’
65. Courts consistently
held against copyright holders
• “Canadian court prevents suits against music
sharers”
• “US court: Software can't commit piracy”
• Until the US Supreme Court!
66. Kids and the law
• Graphic: girl lighting • Graphic: young man
pipe on beach with 10” spliff
• Graphic: College • Graphic: two girls
student smoking partially dressed with
“blunt” (hollowed cigar large marijuana seed
filled with marijuana) head
67. Industry responds with High Tech
• “RIAA uses digital fingerprints and
metadata" tags embedded within many
MP3 music files.” Boston Globe, Aug 28,
2003
• Publishers respond with DOI
• MPAA responds with “broadcast flags”
Boston Globe, 8/28/9003
68. Users respond with Low Tech:
“Music CD Swappers Turn to Snail Mail”
“It may be a crime to swap digital music over
the Internet, but there's no law against
doing it through the Postal Service.
That's the theory behind La La Media Inc.,
an Internet start-up that encourages music
lovers to trade tunes by mail.”
• If it works for Netflix . . . .
• Hiawatha Bray, Boston Globe May 5, 2006
72. But the cat is out of the bag, and
the medium is the message
73. And not for the first time
• Graphic: Article on • Graphic: Synthetic
“cento” from NY Cubism. Picasso,
Times Book Review “The Guitar,” 1913
74. But now copyright holders
are the bad guys!
• Graphic: article from Financial Times
“Copyright is stifling creativity in America”
75. And the people to work around
“Fair use and aggressive offers by
documentary film makers”
Elaine Dutka, NYT, Business, May 28, 2006, p.28
76. A parenthetical digression:
copyright for scholarly publishing
• What is the real danger at the consumer level?
• Is there enough danger to remain identified with
the bad guys?
• The Federal Research Public Access Act of
2006
– If you can’t convince Senators Lieberman and Cornyn
about the value of the present model, try explaining it
to Representative Bubba Bilbo
• What are the interests of the creators of
content?
• With ownership comes responsibility:
– The obligation to preserve
– The obligation to publish
77. Chaotic transitions in
the content business
Elsevier stock price (US ADR’s) over the last ten years
80. Chaotic technology: new stuff
coming down the road
New ways to find information
for new user expectations
81. Ubiquity:
any time, any where, any way
Joseph Turow’s students at Penn see little
difference between television and the Internet.
They watch ''The O.C.'' on their laptops, at home
on TiVo and by swapping the show (perhaps
illegally) through file-sharing.
The coming generation is accustomed to the idea
of watching or listening to anything on any
device that's nearby.
Jon Gertner, “Our Ratings, Ourselves” NYT 04/10/2005
82. Evolving information technology:
the search for portability
• Wireless networks are the current state
of the art in library technology
• Ubiquitous (“Ultra-mobile”) computing is
the next
86. The tyranny of computing models
• Input All unified in a
• Storage single device:
• Processor
desktop,
• Display
• Output laptop,
PDA
whatever!
87. Distributed computing: input
Laptops add at least four pounds to a backpack. So
students take notes on hand-held computers with foldout
keyboards. At Yale Divinity School, Kristen Dunn uses a
Palm VX and a foldout keyboard. ''It was the best money
I ever spent in preparing for school.''
“Existential Essentials” by Melanie D.G. Kaplan, NYT, 8/1/04
“Saves you from lugging around a laptop” Melissa White,
MLA, October 2004
93. The issue: size vs rich content
Graphic: Cartoon “Amazing! A man with a 36” TV screen
insists on a 3” PDA”
• Rich graphical interfaces versus miniaturization
• Bandwidth versus portability
98. New ways: personalized portals
At RIT . . . about half the students have created
personalized versions of the [university’s] Web site.
“Students . . . don't go looking to find information. They
want information brought to them.” Shifted Librarian Feb 12, 2004
105. The problem with peer-to-peer
• What if all your friends are stupid,
uninformed, or have lousy taste in media?
• Suspicions about Google and its algorithm
• GIGO?
106. But the trend is clear: people want
personalized information access
• Having it their way vs doing it our
way
• “Lean Consumption” Harvard Business
Review March, 2005
– “using technology to reduce time and hassle
for customers and get them what they want
when they want it.”
107. Personalized information access:
Amazon does it!
• What I looked at before
• What other people looking at the same
topic have looked at
• What they think about what they looked at
• What else I might like to look at based on
what I looked at this time
• But what about privacy? What about
ALA?
108. And what about privacy?
• Graphic: Menwith • No expectation of
Hill, Yorkshire, NSA privacy because they
listening station do not believe that it
exists in an electronic
environment
• Graphic: hand with
• If I view it or send it,
surgically inserted
they will see it
RFID
• I don’t care
• Bounded rationality
109. Tomorrow’s users and privacy
• Graphic: photograph • Graphic: photograph
of girls behaving of girls behaving
badly by flashing at badly, drinking in
fraternity party, underwear in
posted by friends residence hall, posted
by friends
Bounded rationality
115. “But wait, there’s more!”
Emerging technology
• Graphic: photograph of a bunch of boys sitting
around playing computer games
Life beyond browsers
116. Beyond browsers
“In 1999 [virtual stores] made no sense. They didn't fit with
using the Internet through a Web browser. The browser
was a two-dimensional medium. It still is.
But the world of gamers is generally 3-D. All of a sudden, a
3-D store doesn't seem like science fiction if the medium
isn't the browser and the hardware isn't a PC.”
• “2004: Beyond the Browser?” Jack Aaronson January 8, 2004
www.clickz.com/experts/crm/crm_strat/article.php/3296541
117. Beyond the browser meets
community toy: PlayStation 2
To be everyone’s pal, show
up at American University
with a Sony PlayStation
2, pop in a game, open
your door and voila! ''It's
the one thing that made
my social life significantly
easier,'' says Steven
White. ''Crazy Taxi was
the game to have, or any
sports game, things
multiple people can play.”
“Existential Essentials” by Melanie
D.G. Kaplan, NYT, 8/1/04
119. From toy to tool: PS2 supercomputer
National Center for Supercomputer Applications, the folks
who brought you MOSAIC, father of Netscape,
grandfather of Internet Explorer
120. Ultramobile tool:
Portable Play Station
Don’t tell Bill, but it looks an awful lot like Origami!
127. What must libraries/publishers do
to serve a world in which
• Users expect information to be delivered to
them?
• Users expect technology and interfaces to be
highly personalized?
• Users care more about convenience and
community than privacy?
• Users have a new metaphor for computing?
128. The new user: a wealth of information
creates a poverty of attention
• Graphic: photo of Charles Lax
Charles Lax is at a conference near LA, but he isn’t all here.
Out of one ear, he listens to a presentation while he surfs
on a wireless laptop, occasionally checking his Blackberry
for e-mail.
He flew from Boston and paid $2,000 to attend. But he can’t
unwire himself long enough to give the presenters his
complete focus.
If he did, he would face a fate worse than lack of productivity:
he would become bored.
“The Lure of Data,” Matt Richtel, NYT, July 7, 2003
130. Some people get it
“In creating the iPod, Steve
Jobs has shifted the
emphasis of Apple from
what made it famous –
hip, even lovable
computers – to what he
hopes will keep it relevant
and profitable in the
future: products for a
digital way of life.”
“Oh, Yeah, he also sells computers,” John
Markoff, NYT, April 25, 2004
131. “Products for a digital way of life”
• Convergent devices: music, then text,
then video
• All functions in one appliance
• Personalized
• Portable
• Changing (if not advancing) rapidly
• Right smack in the middle of a chaotic
transition!
132. Some companies get it: BBC
• Find, Share, Play
strategy
• "BBC iPlayer to offer
catch-up television up
to 7 days after
broadcast
• Download any
programme from 8
BBC channels
• Watch it on your PC,
TV set or download to
your mobile phone to
watch it when you
want.“ Lorcan Dempsey’s Blog
April 30, 2006
133. Some librarians get it: Susan Kent
• “The future for
libraries is
personalizing service
on a customer
interest basis.”
• “The future focus of
technology in libraries
will be promoting and
delivering content-rich
programming.”
134. Some faculty get it:
Paul Hagner, EDUCAUSE
"It's not our world any more;
those who grew up on the
Internet accept
continuous change and
turmoil in the technology
they use, and they expect
their teachers to keep
up.”
”Colleges plan for 'digital natives’”, Gary
Robertson, Richmond Times Dispatch,
5/10/06
135. The future
• The past: print-centric
• The present: web-centric
• The future: ?-centric
– Customer focus, not organizational focus
– Not library technology but user technology
– What they have, not what we have
– What they want, not what we want to give them
• We worry about getting computers to the poor
when we could port the information to their
phones
136. Don’t tell me about your grass seed,
when I want to know about my
lawn!
Focus on the need of the user, not
the features of your product!
137. A library accessible to user technology
• Graphic: photo of boy • Desk top computer,
kissing IPod again Laptop, PDA,
Telephone, iPod,
even game station
• Marketing message:
“Any where, any time,
any way you want,
your library is there”
138. A library that uses technology
to offer rich program content:
• Circulation is an outdated measure of service.
• Users who do not come to the library are not a
failure:
– “Treat all students like distance education students”
Ann Marie Casey, Central Michigan University
• Academic Message: Research from the dorm is
the norm!
• Public Message: Research from the car or
wherever you are!
139. Users have the technology;
BUT we need to adapt to it
“Designing library services for the PDA”
Jessica Mussell, Royal Roads University
http://ocls.cmich.edu/conference/presentat
ions/jmussell_pda_pres.ppt#10
A study of possibilities and problems of
distributing information to distance
education students via PDA’s
140. Findings
• Lack of content
outside STM
• E Books the favored
application
• Poor interfaces
• Only Google Mobile
looked good
• pdf and image files
clogged wireless
networks
142. User preferences: students
• "I go to the library once or twice a week to
study. If I'm doing research, I sit at home
and get on my computer. I go to Google.“
• "The journal was hard to read, and it was
hard to find. . . plus they put four journals
in one binding and it was really heavy and
inconvenient.“
– “Students check out the Web instead of library” Mary Jane Smetanka, Minneapolis Star Tribune May
7, 2004
143. User preferences: faculty
Faculty survey, University of California
Researchers preferred electronic
information to paper by 16 to 1 when given
a choice
• 75% must have electronic information
• 50% must have paper
• They don’t want to come to the library
either!
• Reported at ALA Toronto in 2003
144. Notes toward a definition of scholarly
products for a digital way of life
• Portable
– Always with me
– Optimized for portability
– designed for small screens
• Personalized
– Multiple platforms; runs on what I brung
– Multiple formats: ‘Dr Blank’s’ Sierra Nevada
Adventure
– RSS so it finds me
– Links to my past activities
– Links to similar materials (“Other people who…”)
145. Notes toward a definition of scholarly
products for a digital way of life
• Promotes community
– Connection to other users (community of practice)
– Prefer levels of access (newbies, not privacy, the
issue)
• Has critical management features
– Facilitates personal file copies
– Cut and paste
– Tagged for retrieval beyond keyword
– Don’t want to go through a proxy server
– No pdf ever
146. Notes toward a definition of scholarly
products for a digital way of life
• Facilitates discovery
– Standard search engines as well as indexes and
catalogs
• Accessible at a reasonable price
• Available direct to user as well as through library
or membership
– New income stream, marginally priced
• cf broadcasters selling shows for IPOD
– Purchase decision will depend on quality of
abstracting or on quick views
147. Technological revolutions
• In the first stage of a technological
revolution, we automate the old
processes.
• In the second stage, we do things
differently: Google and the advertising
model
• In the third stage, we do different things:
simulation, multimedia, community based?
• What’s next for you?