This document provides a critical evaluation of the author's MA project to create a website called "Pänz wellkumme" (Kids welcome) where parents can rate the child-friendliness of places in Cologne, Germany. It discusses the context of the project in social media and collaborative projects. It describes the author's roles and responsibilities in planning, developing, promoting and managing the project. It reflects on decisions made, problems encountered like technical issues, and successes like creating a functioning website and positive user feedback. The evaluation concludes by discussing the project's impact on the author's personal and professional development.
The document outlines user stories and types for an open collaboration platform called ProM. It provides examples of individuals and projects intentionally seeking collaboration through ProM as well as individuals and projects passively discovering opportunities through browsing ProM. The examples illustrate individuals creating projects, projects seeking collaboration, individuals offering skills to projects, and individuals facilitating connections between projects.
This document summarizes the first sprint of a student project team's work developing a mental health monitoring mobile app called meMap. The team conducted research on mental health tools, technologies, and their target user group of teenagers. They interpreted the project brief, defined goals for a non-judgmental, creativity-focused app. Primary research included a student questionnaire and concept testing with teens. Secondary research informed personas and needs. The team explored monitoring concepts and began planning prototypes and testing to communicate their design vision.
The Extended Master in Public Health Degree Program (EXDP) at the University of Washington School of Public Health wants to increase engagement among current students, alumni, and the broader public health community using social media. Their goals are to provide students with orientation information and networking opportunities, engage alumni by sharing research and program updates, and connect students with alumni for mentorship and career development. However, many in the EXDP community have limited experience with social media. The strategy proposes improving their website, using LinkedIn, Facebook, and Twitter to share content and encourage conversations, and identifying "lead users" familiar with social media to help others engage online. Success will be measured by ongoing activity, user-generated content, external links to their sites
The document discusses how social media has fundamentally changed the relationship between corporations and customers. It provides three case studies on how different organizations have used social media strategically: 1) CPSalumni.org used social media to reconnect alumni and facilitate conversations; 2) Ernst & Young used Facebook to engage with potential recruits; 3) Barack Obama's campaign used various social media platforms to energize supporters and spread their message. The document advises companies to identify target audiences and goals before developing a social media strategy and to see social media as a long-term investment in partnering with customers.
This document provides background information on the history and development of Foursquare. It discusses how Foursquare originated from an earlier location-based social network called Dodgeball, which was later acquired by Google. The founder of Dodgeball went on to create Foursquare with the goal of collecting large amounts of location data from user check-ins to provide personalized recommendations. While Foursquare's initial focus was on gaming and rewards, it now aims to use its data to build each user's own personal map and recommendations based on their location history and that of their friends. The document introduces Foursquare's features and discusses how businesses can benefit from user check-ins.
Proactive Displays, UW DUB group, 16 July 2008Joe McCarthy
The document discusses proactive displays, which are large visual or audio displays that can sense and respond to people and activities around them. It provides examples of previous generations of proactive displays and describes a new 5th generation called the Context, Content & Community Collage. This display aims to increase workplace community by opening windows into employees' social media to foster relationships. An evaluation of a prototype found it enhanced personal relationships and may lead to more productive work relationships.
A PROJECT REPORT ON “Consumer Preference Towards Social Networking Apps Vibhor Agarwal
Includes
1. OBJECTIVES
2. RESEARCH METHODOLOGY
3. INTRODUCTION
4. HISTORY
5. REVIEW OF LITERATURE
5. DATA INTERPRETATION AND ANALYSIS
6. FINDINGS
7. SUGGESTIONS & RECOMMENDATIONS
8. CONCLUSION
9. LIMITATIONS
10. BIBLIOGRAPHY
11. QUESTIONNAIRE
Word document
The document outlines user stories and types for an open collaboration platform called ProM. It provides examples of individuals and projects intentionally seeking collaboration through ProM as well as individuals and projects passively discovering opportunities through browsing ProM. The examples illustrate individuals creating projects, projects seeking collaboration, individuals offering skills to projects, and individuals facilitating connections between projects.
This document summarizes the first sprint of a student project team's work developing a mental health monitoring mobile app called meMap. The team conducted research on mental health tools, technologies, and their target user group of teenagers. They interpreted the project brief, defined goals for a non-judgmental, creativity-focused app. Primary research included a student questionnaire and concept testing with teens. Secondary research informed personas and needs. The team explored monitoring concepts and began planning prototypes and testing to communicate their design vision.
The Extended Master in Public Health Degree Program (EXDP) at the University of Washington School of Public Health wants to increase engagement among current students, alumni, and the broader public health community using social media. Their goals are to provide students with orientation information and networking opportunities, engage alumni by sharing research and program updates, and connect students with alumni for mentorship and career development. However, many in the EXDP community have limited experience with social media. The strategy proposes improving their website, using LinkedIn, Facebook, and Twitter to share content and encourage conversations, and identifying "lead users" familiar with social media to help others engage online. Success will be measured by ongoing activity, user-generated content, external links to their sites
The document discusses how social media has fundamentally changed the relationship between corporations and customers. It provides three case studies on how different organizations have used social media strategically: 1) CPSalumni.org used social media to reconnect alumni and facilitate conversations; 2) Ernst & Young used Facebook to engage with potential recruits; 3) Barack Obama's campaign used various social media platforms to energize supporters and spread their message. The document advises companies to identify target audiences and goals before developing a social media strategy and to see social media as a long-term investment in partnering with customers.
This document provides background information on the history and development of Foursquare. It discusses how Foursquare originated from an earlier location-based social network called Dodgeball, which was later acquired by Google. The founder of Dodgeball went on to create Foursquare with the goal of collecting large amounts of location data from user check-ins to provide personalized recommendations. While Foursquare's initial focus was on gaming and rewards, it now aims to use its data to build each user's own personal map and recommendations based on their location history and that of their friends. The document introduces Foursquare's features and discusses how businesses can benefit from user check-ins.
Proactive Displays, UW DUB group, 16 July 2008Joe McCarthy
The document discusses proactive displays, which are large visual or audio displays that can sense and respond to people and activities around them. It provides examples of previous generations of proactive displays and describes a new 5th generation called the Context, Content & Community Collage. This display aims to increase workplace community by opening windows into employees' social media to foster relationships. An evaluation of a prototype found it enhanced personal relationships and may lead to more productive work relationships.
A PROJECT REPORT ON “Consumer Preference Towards Social Networking Apps Vibhor Agarwal
Includes
1. OBJECTIVES
2. RESEARCH METHODOLOGY
3. INTRODUCTION
4. HISTORY
5. REVIEW OF LITERATURE
5. DATA INTERPRETATION AND ANALYSIS
6. FINDINGS
7. SUGGESTIONS & RECOMMENDATIONS
8. CONCLUSION
9. LIMITATIONS
10. BIBLIOGRAPHY
11. QUESTIONNAIRE
Word document
A Library For the Whole Student: Creating a Culture of Health and Wellness at...zsrlibrary
The document outlines initiatives at Z. Smith Reynolds Library at Wake Forest University to promote student wellbeing and health. The library partners with campus organizations on programs like library lectures on wellness topics, stress-relief events during exams, and financial education workshops. It provides wellness-focused spaces with options for standing, moving, and relaxing. The library also focuses on sustainability, diversity and inclusion training for staff, and community engagement through initiatives like collecting food donations. Staff aim to support all dimensions of student wellbeing through programming, services, and building improvements and design choices.
This document discusses how building a community using Bloomfire can help complete an organization's mission by keeping networks, contacts, and information in one centralized place. It suggests Bloomfire could increase awareness, motivation, productivity, and knowledge sharing among employees, clients, and salespeople. The document recommends taking a free trial of Bloomfire through Clarivon to understand how it can help an organization achieve its goals.
Este decreto estabelece normas para transferências de recursos da União por meio de convênios e contratos de repasse. Define termos como convênio, contrato de repasse, termo de cooperação, concedente, convenente e contratado. Estabelece regras para celebração, acompanhamento e prestação de contas destes instrumentos.
Este documento resume las siete nuevas maravillas del mundo elegidas por votación pública internacional: la Gran Muralla China, Petra, el Cristo Redentor, Machu Picchu, Chichen Itza, el Coliseo Romano y el Taj Mahal. Brevemente describe la historia y características principales de cada sitio.
Adrian Cockcroft's presentation at eComm 2008eComm2008
1. Millicomputing refers to using very small, low-power computers called millicomputers that can fit in your pocket. Examples include the Gumstix and devices using ARM processors.
2. Millicomputers are becoming more powerful yet efficient, with multicore processors, more memory and storage, and faster networking. Devices like phones and tablets now rival laptops in capability.
3. Open hardware and software allow for customization and innovation, with fully open specifications, schematics, and designs shared freely. This supports continued improvements and new applications for pocket-sized computers.
Influence and impact of social networks on corporate reputation - Balestrieri...Pierre Balestrieri
This document discusses a research dissertation on the influence and impact of social networks on corporate reputation. It begins with an introduction and acknowledgments section. The literature review then explores the role of social networks, how they have impacted businesses, and potential risks. It finds that social networks have become necessary for companies to adapt to, as they provide new opportunities for sales, advertising and expansion, but also risks for degrading image if not properly regulated. The methodology and results chapters are also briefly outlined.
Lindsey van der Lans is a UX researcher and designer who is passionate about using technology and research-based methods to enhance human potential and optimize work processes. She has a Master's degree in Applied Cognitive Psychology and has worked on various projects involving user research, interaction design, and concept development. Her goal is to create products that have a positive impact on people's lives.
Karl Shepherd proposes creating an advertisement and branding for a social media platform targeting 16-24 year old males and females. He believes an advertisement is important to advance brand awareness and his video skills. The concept is to create a website featuring student projects related to nature, including a documentary and advertisement giving a tour of the site. Evaluation will include self-reflections and peer feedback on the research, production, and finished work.
meMap is an iPhone app for young people that allows them to monitor, record and understand their emotional wellbeing. Using art to reflect their moods, it enables them to recognize patterns and potential impacting triggers. It encourages personal reflection and expression and offers an environment in which users can share their visual journeys safely.
Critique 1You have great reflection. I could not concur mo.docxfaithxdunce63732
Critique 1
You have great reflection. I could not concur more with you on the importance of involving students directly and indirectly in the learning procedure and how it will facilitate teachers to assess the learner performance in their developmental phases. You noted that the teacher should focus on developing the learners’ capacity to perceive and appreciate things from different learning perspectives. I do agree with you, but how can we do that? I would like to know your opinion on this point.
Regarding to the memorization strategy of learning, memorization is one of the most difficult way for me to deal with. I could not memorize a lot and I can spend a night to memorize one passage. Till today, I could not find a way that makes me able to memorize more. It is really important that teachers and instructors understand that memorization for some students, like me, is very hard and sometimes impossible to memorize.
Critique 2
Meaningful learning occurs when learners are ready, and the materials are appropriate to the learners. If we don' t have any information about the learners, the materials we prepare for the learners might be useless. So I think knowing the readiness of the leaners is very important, and all the learners have different needs, that's why teaching learning strategies is very important. Even the leaners have exposed different learning and cognitive environment, they can choose a strategy we teach , which helps them experience meaningful learning.
Critique 3
I really liked your reflection and the way you clearly stated your opinion. I noticed that you didn’t talk about both Bruner’s and Vygotsky’s theories mentioned by Driscoll (2005), in this week’s chapter. I would love to read more about your opinion regarding these two important theories by these two great figures and maybe compare them with the model of Collins and Stevens.
Critique 4
“The teacher involve students directly in the learning process because this will help them appreciate their weaknesses” I was wandering if the students involve in the learning process how they will appreciate their weakness? I think no one appreciate his\her weakness all of us could appreciate our hard work but not our weakness. What do you think? You said, “Learning should not be viewed as a class an in-class process alone rather a lifelong process that takes places everywhere” I believe that what we have learned in any educational place should we benefit from it to solve the problems outside of educational place. However, you mentioned, ”The process of meaningful learning is an outcome of interaction of the teaching process, and the way the learner is receiving and processing the information” but do you think also that culture and social play important role to produce meaningful learning process?
I have Chosen Wayne Metropolitan Community Action Agency for Assignment this must be used for the assignment. Their website is www.waynemetro.org/we-can-help
I have already prepared a .
Everyone always want their own site look nice but how much they know about their user characteristics. This presentation will guide you about "key success factor to design a web site", "how to reach your target", "leading to win-win situation" and "testing your site and analyze results"
Social media based dissemination strategies for Erarmus project managersWeb2Learn
This document discusses strategies for improving internet and social media strategies for Erasmus LLP projects. It provides an overview of a training session that will familiarize project managers with developing a digital dissemination strategy using social media. The training will cover the basics of social media, tips for using different tools in dissemination plans, and addressing common problems projects face. It also summarizes findings from research on how LLP projects currently use the internet and social media, identifying a need to focus on engagement over just information sharing. The document provides examples of various social media tools and networking strategies projects can implement in their plans.
Social media based dissemination strategies for Erarmus project managersWeb2LLP
This document summarizes a presentation about improving internet strategies and maximizing social media presence for Erasmus LLP projects. The presentation discusses:
- Familiarizing project managers with basics of a digital dissemination strategy using social media
- Sharing tips on using social media like Instagram, Twitter, and YouTube for dissemination
- Addressing common problems project teams face in using social media, like lack of skills, resources, and multilingual challenges
- Providing resources developed by the Web2LLP project like handbooks, videos, and tutorials to help project teams improve their social media strategies.
What if we had a method we could use with clients to better understand their stakeholder landscape and that would help us do more effective UX work? What if it was more like a consulting method instead of a design deliverable? Could that help us choose research, design and evaluation methods more effectively so we could have more impact on our projects?
The document summarizes the process plan for Project M, which aimed to improve the navigation and search efficiency on an online shopping website. The plan involved 5 main steps: 1) Defining the project scope and problem; 2) Researching the current process through user observations and analysis; 3) Understanding users through research methods like empathy maps and user types; 4) Analyzing competitors; 5) Architecting the ideal process flow and site content/structure. Wireframes would then be designed based on this research and architecture. Due to timeline constraints, some research steps like user interviews were shortened and an iterative wireframing process was used instead.
This evaluation form guides the evaluation of year 2 media production projects. The evaluated project involved designing an interactive app to explore York while completing challenges. Research on other apps informed the design of a minimal, easy-to-use interface. Developing skills in Adobe XD through trial and error allowed creation of a professional-looking app, though lack of planning led to some challenges. Overall, the project was a success in gaining experience with app design and social media promotion, but better planning could have improved the final outcome.
Project Management for Social Impact Training - Online
Topics:
Project Cycle Management
Logical Framework Approach
Project Management for Social Impact
Project Design
Project Setup
A Library For the Whole Student: Creating a Culture of Health and Wellness at...zsrlibrary
The document outlines initiatives at Z. Smith Reynolds Library at Wake Forest University to promote student wellbeing and health. The library partners with campus organizations on programs like library lectures on wellness topics, stress-relief events during exams, and financial education workshops. It provides wellness-focused spaces with options for standing, moving, and relaxing. The library also focuses on sustainability, diversity and inclusion training for staff, and community engagement through initiatives like collecting food donations. Staff aim to support all dimensions of student wellbeing through programming, services, and building improvements and design choices.
This document discusses how building a community using Bloomfire can help complete an organization's mission by keeping networks, contacts, and information in one centralized place. It suggests Bloomfire could increase awareness, motivation, productivity, and knowledge sharing among employees, clients, and salespeople. The document recommends taking a free trial of Bloomfire through Clarivon to understand how it can help an organization achieve its goals.
Este decreto estabelece normas para transferências de recursos da União por meio de convênios e contratos de repasse. Define termos como convênio, contrato de repasse, termo de cooperação, concedente, convenente e contratado. Estabelece regras para celebração, acompanhamento e prestação de contas destes instrumentos.
Este documento resume las siete nuevas maravillas del mundo elegidas por votación pública internacional: la Gran Muralla China, Petra, el Cristo Redentor, Machu Picchu, Chichen Itza, el Coliseo Romano y el Taj Mahal. Brevemente describe la historia y características principales de cada sitio.
Adrian Cockcroft's presentation at eComm 2008eComm2008
1. Millicomputing refers to using very small, low-power computers called millicomputers that can fit in your pocket. Examples include the Gumstix and devices using ARM processors.
2. Millicomputers are becoming more powerful yet efficient, with multicore processors, more memory and storage, and faster networking. Devices like phones and tablets now rival laptops in capability.
3. Open hardware and software allow for customization and innovation, with fully open specifications, schematics, and designs shared freely. This supports continued improvements and new applications for pocket-sized computers.
Influence and impact of social networks on corporate reputation - Balestrieri...Pierre Balestrieri
This document discusses a research dissertation on the influence and impact of social networks on corporate reputation. It begins with an introduction and acknowledgments section. The literature review then explores the role of social networks, how they have impacted businesses, and potential risks. It finds that social networks have become necessary for companies to adapt to, as they provide new opportunities for sales, advertising and expansion, but also risks for degrading image if not properly regulated. The methodology and results chapters are also briefly outlined.
Lindsey van der Lans is a UX researcher and designer who is passionate about using technology and research-based methods to enhance human potential and optimize work processes. She has a Master's degree in Applied Cognitive Psychology and has worked on various projects involving user research, interaction design, and concept development. Her goal is to create products that have a positive impact on people's lives.
Karl Shepherd proposes creating an advertisement and branding for a social media platform targeting 16-24 year old males and females. He believes an advertisement is important to advance brand awareness and his video skills. The concept is to create a website featuring student projects related to nature, including a documentary and advertisement giving a tour of the site. Evaluation will include self-reflections and peer feedback on the research, production, and finished work.
meMap is an iPhone app for young people that allows them to monitor, record and understand their emotional wellbeing. Using art to reflect their moods, it enables them to recognize patterns and potential impacting triggers. It encourages personal reflection and expression and offers an environment in which users can share their visual journeys safely.
Critique 1You have great reflection. I could not concur mo.docxfaithxdunce63732
Critique 1
You have great reflection. I could not concur more with you on the importance of involving students directly and indirectly in the learning procedure and how it will facilitate teachers to assess the learner performance in their developmental phases. You noted that the teacher should focus on developing the learners’ capacity to perceive and appreciate things from different learning perspectives. I do agree with you, but how can we do that? I would like to know your opinion on this point.
Regarding to the memorization strategy of learning, memorization is one of the most difficult way for me to deal with. I could not memorize a lot and I can spend a night to memorize one passage. Till today, I could not find a way that makes me able to memorize more. It is really important that teachers and instructors understand that memorization for some students, like me, is very hard and sometimes impossible to memorize.
Critique 2
Meaningful learning occurs when learners are ready, and the materials are appropriate to the learners. If we don' t have any information about the learners, the materials we prepare for the learners might be useless. So I think knowing the readiness of the leaners is very important, and all the learners have different needs, that's why teaching learning strategies is very important. Even the leaners have exposed different learning and cognitive environment, they can choose a strategy we teach , which helps them experience meaningful learning.
Critique 3
I really liked your reflection and the way you clearly stated your opinion. I noticed that you didn’t talk about both Bruner’s and Vygotsky’s theories mentioned by Driscoll (2005), in this week’s chapter. I would love to read more about your opinion regarding these two important theories by these two great figures and maybe compare them with the model of Collins and Stevens.
Critique 4
“The teacher involve students directly in the learning process because this will help them appreciate their weaknesses” I was wandering if the students involve in the learning process how they will appreciate their weakness? I think no one appreciate his\her weakness all of us could appreciate our hard work but not our weakness. What do you think? You said, “Learning should not be viewed as a class an in-class process alone rather a lifelong process that takes places everywhere” I believe that what we have learned in any educational place should we benefit from it to solve the problems outside of educational place. However, you mentioned, ”The process of meaningful learning is an outcome of interaction of the teaching process, and the way the learner is receiving and processing the information” but do you think also that culture and social play important role to produce meaningful learning process?
I have Chosen Wayne Metropolitan Community Action Agency for Assignment this must be used for the assignment. Their website is www.waynemetro.org/we-can-help
I have already prepared a .
Everyone always want their own site look nice but how much they know about their user characteristics. This presentation will guide you about "key success factor to design a web site", "how to reach your target", "leading to win-win situation" and "testing your site and analyze results"
Social media based dissemination strategies for Erarmus project managersWeb2Learn
This document discusses strategies for improving internet and social media strategies for Erasmus LLP projects. It provides an overview of a training session that will familiarize project managers with developing a digital dissemination strategy using social media. The training will cover the basics of social media, tips for using different tools in dissemination plans, and addressing common problems projects face. It also summarizes findings from research on how LLP projects currently use the internet and social media, identifying a need to focus on engagement over just information sharing. The document provides examples of various social media tools and networking strategies projects can implement in their plans.
Social media based dissemination strategies for Erarmus project managersWeb2LLP
This document summarizes a presentation about improving internet strategies and maximizing social media presence for Erasmus LLP projects. The presentation discusses:
- Familiarizing project managers with basics of a digital dissemination strategy using social media
- Sharing tips on using social media like Instagram, Twitter, and YouTube for dissemination
- Addressing common problems project teams face in using social media, like lack of skills, resources, and multilingual challenges
- Providing resources developed by the Web2LLP project like handbooks, videos, and tutorials to help project teams improve their social media strategies.
What if we had a method we could use with clients to better understand their stakeholder landscape and that would help us do more effective UX work? What if it was more like a consulting method instead of a design deliverable? Could that help us choose research, design and evaluation methods more effectively so we could have more impact on our projects?
The document summarizes the process plan for Project M, which aimed to improve the navigation and search efficiency on an online shopping website. The plan involved 5 main steps: 1) Defining the project scope and problem; 2) Researching the current process through user observations and analysis; 3) Understanding users through research methods like empathy maps and user types; 4) Analyzing competitors; 5) Architecting the ideal process flow and site content/structure. Wireframes would then be designed based on this research and architecture. Due to timeline constraints, some research steps like user interviews were shortened and an iterative wireframing process was used instead.
This evaluation form guides the evaluation of year 2 media production projects. The evaluated project involved designing an interactive app to explore York while completing challenges. Research on other apps informed the design of a minimal, easy-to-use interface. Developing skills in Adobe XD through trial and error allowed creation of a professional-looking app, though lack of planning led to some challenges. Overall, the project was a success in gaining experience with app design and social media promotion, but better planning could have improved the final outcome.
Project Management for Social Impact Training - Online
Topics:
Project Cycle Management
Logical Framework Approach
Project Management for Social Impact
Project Design
Project Setup
The document summarizes the intern's work during their internship at a credit union marketing department. It describes several projects they worked on, including running promotional contests on Facebook, creating member testimonials, promoting a community event, writing blog posts on budgeting and a new mobile app, and conducting market research on credit cards. The intern highlighted these projects in their portfolio to showcase their growth and skills in digital marketing gained during the internship.
Liana M. Verba has over 4 years of experience providing strategic support and project management for executive teams. She has strong organization, communication, and technical skills. Her experience includes developing procedures, conducting research projects, and managing business initiatives. She holds a Master's in Business Administration and has experience across various industries including financial services, strategic planning, and business development.
The document provides details about a UX portfolio project for an app called Bookley. The summary is:
1) The project involved conducting user research through interviews and personas to understand skills sellers and buyers on the Bookley app. Competitive analysis was also performed to analyze usability.
2) Scenarios, user flows, and information architecture like sitemaps and card sorting were developed to map out the app's information structure and user flows.
3) Low-fidelity wireframes and interactive prototypes were created and tested with stakeholders and users.
4) The project improved the UX and usability of Bookley's 2.0 version through discovery, design, and testing iterations with
Kim Liu Design provides concise summaries of projects in 3 sentences or less:
1. An educational assessment product was redesigned to simplify the user experience and provide better guidance to students on their performance and next steps.
2. An enterprise workflow for reporting service issues was streamlined through a mobile app and web portal to improve communication between executives and administrators.
3. The onboarding flow for a peer support network for divorcees was redesigned to increase premium subscription conversions through clear messaging, illustrations, and optimizing the call to action placement.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
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Evaluation Pänz Wellkumme
1. MA by Practice
“Pänz wellkumme“ -
A website to rate the child-friendliness of places in Cologne
Critical Evaluation
MA Social Media
Claire-Marie Oberwinter
S11732243
September 2014
2. Executive summary
This paper is a critical evaluation and reflection of my project that I carried out for my MA
by Practice in Social Media. The project period lasted from mid February to September 12th
2014.
In the first part, I will give an overview of the project, place it into the context of Social
Media, present what roles, tasks and responsibilities I carried out during the project and
talk about its goals. This is followed by an explanation of how I managed the project, what
problems I encountered and what solutions I came up with.
In the following reflective part, I rationalize the decisions I made during the project, reflect
on successes and failures and what I have learned from them. To conclude, I will illustrate
the effect of the project in terms of my personal and professional development.
Last but not least, I will provide a brief outlook on the future of the project after the official
project period.
This evaluation is accompanied by a separate Project Portfolio in which all the results of
the project are being presented visually along with the the original project proposal and the
corresponding feedback.
3. Table of contents
1) Project summary Page 1
1.1) Overview Page 1
1.2) Professional context Page 2
1.3) Roles, tasks and responsibilities Page 4
1.4) Project aims Page 6
2) Project Management Page 6
2.1) Project stages Page 6
2.2) Problems and solutions Page 7
3) Critical reflection Page 8
3.1) Rationale for decisions Page 8
3.2) Successes and failures Page 10
3.3) Learnings Page 12
4) Personal and professional development Page 13
5) Outlook Page 14
5.1) Monetization Page 14
5.2) Further improvements Page 14
6) Bibliography Page 16
7) Appendices Page 19
4. 1) Project summary
1.1) Overview
The project for my MA by Practice was about setting up an online platform on which
parents in my hometown Cologne (Germany) can enter different types of places (such as
cafés, restaurants, shops, doctor's surgeries etc.), rate their child-friendliness and write
reviews on them. The name of the platform is “Pänz wellkumme” which means “Kids
welcome” in the local dialect.
The idea emerged from a problem I had faced in my life as a mother a few months before.
One day, my husband and I were looking for a café with child-friendly facilities that was
accessible with a buggy where our children would be made to feel welcome. In that
situation, it would have been helpful to consult a website that tells me in advance where I
can find the nearest child-friendly café.
Consulting other rating websites like Tripadvisor or Yelp was not the solution as those
websites only offer general ratings and reviews on places rather then specifically
mentioning their child-friendliness..
Also, unlike two competitive products (two existing apps1), the focus of my platform should
not primarily lie on submitting listings but on rating those listings based on different
factors and therefore give users an idea of which places are child-friendly and which ones
are not. In addition to that, I decided to limit the website to my hometown Cologne and the
surrounding area. I did so for mainly three reasons:
1 “Babyplaces” and “Hipp”; an analysis of the “Babyplaces” app can be found in the project proposal (see
separate document).
1
5. 1. The limitation works as an USP as the two apps previously mentioned already
cover the entire country.
2. People living in Cologne usually have a high sense of local patriotism and show a
high level of support for local projects.
3. I wanted to work on a project with which I could prove my professional skills and
attract attention in order to become known as a Social Media Professional. This is
something that I believe works better on a local basis.
1.2) Professional context
Rating websites are an essential part of Social Media. Generally, Social Media can be
defined as “mobile and web-based technologies to create highly interactive platforms via
which individuals and communities share, co-create, discuss, and modify user-generated
content” (Kietzmann et al. 2011, p. 241). The focus of this definition is quite clear: Social
Media at its core is about the creation of any kind of user-generated content on the
Internet. Furthermore, it is a voluntary creation (see McKenzie et al. 2012). According to a
report by the Organisation for Economic Co-operation and Development (OECD), user-generated
content has to fulfil three basic criteria in order to be counted as such: 1) it has
to be published on a publicly accessible website or platform, 2) it has to include some
creative effort, i.e. the user has to create something unique and 3) it is created outside of a
professional context, i.e. the user does not create the content for remuneration or profit of
any kind (see OECD 2007a, p. 18).
While user-generated content is often created by individuals, there is also content that is
created collectively by a group of people. These so-called collaborative projects “are a
special form of social media application that enable the joint and simultaneous creation of
2
6. knowledge-related content by many end-users” (Kaplan, Haenlein 2014, p. 618). This
makes it clear that the focus of collaborative projects lies in knowledge-sharing. Generally,
there are four different types of collaborative projects with review websites being one of
them. The two main characteristics of review sites are that the contributions (i.e. user-generated
content) are about sharing and collecting opinions and that the contributions
can be independent from each other (see Kaplan, Haenlein 2014, p. 619f).
The motivation for users to actively use review websites to share their knowledge and
opinions can be found on different levels. The “classical” distinction is the one of intrinsic
and extrinsic motivation. However, as McKenzie et al. (2012) point out in their paper on
user-generated content, motivations for users in collaborative projects are rather led by
intrinsic than by extrinsic motivation2. Thus, the two most important factors for contributions
to a collaborative project are to gain satisfaction from the contributions (McKenzie et al.
2012) and the sense of belonging to a community (McKenzie et al. 2012 and Kaplan,
Haenlein 2014, p. 621).
However, those who actively contribute to online projects of any kind are only 10% of all
users. 90% of all users can be classified as “lurkers” who remain passive (i.e.
read/consume information) and never contribute. 9% of all users are irregular contributors
and only 1% are heavy contributors. In reverse it means that 90% of all contributions are
being made by that 1% of heavy contributors (Nielsen 2006). This is called the
“participation inequality” and can be applied to any kind of Social Media platform.
In summary, I can say that my project was a Social Media project based on a collaborative
approach. By entering listings and rating and reviewing their child-friendliness, users can
share their experience and knowledge with a community of like-minded people and create
2 intrinsic = doing an activity because it is seen as rewarding and satisfactory (see Ryan, Deci 2000, p. 56),
extrinsic = doing an activity because I expect a reward (or something similar) for it (see Ryan, Deci 2000,
p. 60)
3
7. some sort of knowledge database in a specific area (i.e. child-friendliness).
1.3) Roles, tasks and responsibilities
In the course of the project, I carried out several different roles with the tasks and
responsibilities varying largely depending on the role:
1.3.1) Project Manager
As a Project Manager, I was responsible for developing and maintaining a detailed project
plan, managing project deliverables in line with the project plan, monitoring the project
progress and performance and managing project issues. In addition to that,
communicating with an external web developer (in order to keep track of the progress) as
well as with my tutor were also part of my responsibilities. Writing this evaluation was the
final task to fulfil in this role.
1.3.2) Website Developer
In the role of the Website Developer, I first had ensure the domain registration. I then
continued to do some research on the most suitable Wordpress theme and worked on its
installation and customization. The communication with the hosting company in terms of
technical issues and questions was also part of my duties.
1.3.3) Social Media and Community Manager
In the beginning, I created a Social Media strategy which I revised regularly by monitoring
and analysing all activities and content. After setting up the corresponding Social Media
channels, I took care of the content creation and the interaction with users. I was also in
4
8. charge of finding ways to grow the community, launching contests and campaigns and
managing Facebook advertisements.
1.3.4) SEO Manager
As an SEO Manager, I first of all acquired general knowledge of SEO and afterwards
installed and customized the SEO plugin that I had found to be the most suitable one. I
then mostly worked on the improvements of permalinks and the on-site optimization with
keywords.
1.3.5) Promotion and Marketing Manager
In this role, my initial task was to create flyers about my website, coordinate the printing
and execute the distribution. I also approached my target group twice offline (see appendix
7.10) in order to attract new users.
1.3.6) PR Manager
After the launch of the website, I started to approach relevant media (local newspapers,
magazines, radio and TV stations) to encourage them to report on my project. I tracked the
progress in communication and followed up where necessary. I also collected all links and
clippings of news articles about my project. Lastly, I got in touch with various local
businesses in order to establish partnerships.
1.3.7) Quality Control
In order to maintain a certain quality of listings, I not only had to deal with spam and
unwanted listings but I also set up guidelines for listings. When new listings were
submitted, I quickly checked up on them (e.g. address check) and I cleared
5
9. comments/reviews after their submission.
1.4) Project aims
With this project, I pursued different goals and objectives. The general goals were:
1) Produce a functioning website with all the relevant features
2) Establish a community of interested users
3) Advertise and promote the project offline
4) Obtain some media coverage
In order to be able to evaluate the success of these goals, I set quantitive benchmarks
(see appendix 7.14).
However, the overall objective of the project was to make myself and my freelance
business known through this project and to attract at least one new customer through it. It
should therefore be an important milestone for my personal branding.
2) Project Management
2.1) Project stages
In general, there are five different stages in a project: initiation, planning, execution,
monitoring / controlling and closing (see Portney 2010, p. 14).
The initiation stage of my project was the project proposal at the end of the module
“Production Lab” in January 2014. After a revision with my tutor, the planning process
began in which I worked on the establishment of a Gantt chart (see appendix 7.1), the
6
10. definition of goals and strategies and also the definition of the website requirements, its
structure and concept.
The execution stage was the major part of the whole project. It can be divided in three sub-stages:
1) Website creation
2) Promotion, marketing and PR
3) SEO, revisions and improvements
However, the monitoring/controlling stage cannot be seen separate from this as it was an
ongoing parallel process throughout the execution stage. Also, the use of Social Media to
promote the project accompanied the entire project period.
The closing stage consisted of the creation of this evaluation and of the separate
production package.
2.2) Problems and solutions
The problems I faced during my project were mostly technical ones. Right from the
beginning of the execution phase, I had a lot of difficulties installing Wordpress correctly.
Thanks to an acquaintance at a co-working space, I was able to overcome those issues
and also achieve clarity about the differences between the offline installation of Wordpress
on Xampp and the online installation on a hosting server.
When I then had found the perfect theme for my purposes, the customization of it caused
a lot of difficulties. As even the theme seller could not help, I had to ask for external help
as I was running out of time for the period of the website creation.
The website developer I began working with also could not resolve the technical issues so
7
11. the easier but costlier solution was to buy a new theme. Luckily, the new theme worked
perfectly and so the setup of the website advanced quickly after that.
Before the final launch of the website, I did a soft launch and let users test my website first.
A soft launch is “a type of release for hardware, software, and websites where the product
is released incrementally with little fanfare, initially to a limited audience” (Wisegeek 2014).
In the case of my project, I had acquired a few testers through an appeal on the Facebook
page of the project and gave them access to the website that was password protected at
the time. Through this testing and the feedback the users gave me, it was revealed that
the major functionality of the website - the ratings - did not work as they should. There was
only one global rating for all the listings. As I felt that the developer I had worked with until
then was not able to solve this issue and so I hired another developer, who had been
recommended to me by an acquaintance. Unfortunately, it took the new developer another
four weeks to fix the issue with the ratings.
On May 28th, I was finally able to launch the website which meant that my project had been
delayed by seven weeks.
3) Critical reflection
3.1) Rationale for decisions
As already mentioned in chapter 1.1, I have limited the scope of my project to my
hometown Cologne. I therefore chose a name for my project in the local dialect Kölsch and
included the icon of the famous “Dom” cathedral into the project logo (see appendix 7.10).
In addition to this, the colours of the logo (red/white) reflect the ones in the local flag. With
8
12. all this, I wanted to increase the local identity with the project and clearly demonstrate my
sense of belonging to both my project and my hometown.
The reason for setting up a responsive website instead of an app lies mostly in the use of
the Internet in Germany. Even though the use of mobile Internet is steadily increasing, the
majority of Internet users in Germany still access the Internet via a laptop or a stationary
computer according to the BITKOM3 (see BITKOM 2013, p. 36). Therefore, the website
constitutes a proper medium and the creation of an app was not necessary at this stage.
As for the choice of Social Media channels, I decided to concentrate on Facebook as I
found Facebook to be the ideal platform for building a community of interested users for
my website. Moreover, I decided to completely leave out Twitter. The reason for this lies
mainly in the use of such platforms in Germany. The vast majority of all Internet users in
Germany (56%) use Facebook actively while only 6% use Twitter at all (see BITKOM
2013, p. 9). Twitter would not have been the right channel for my project in terms of
maximising reach towards my target group. It was therefore a logical decision to keep
Twitter out of my Social Media strategy.
However, even though the use of Instagram is at the same level, I decided to include an
Instagram account into my Social Media portfolio half way during my project. It was mostly
due to the fact that I needed to represent certain activities (e.g. the distribution of flyers)
visually and I needed a place to “store” the pictures. I therefore chose Instagram as this
best served the purpose. Moreover, I considered expanding the activities on Instagram in
the future by asking users to submit their own pictures of places they have rated4.
3 BITKOM = Federal Association for Information Technology, Telecommunications and New Media
4 This is a campaign that still needs to be carried out. It has not been implemented yet as there are some
legal issues in terms of copyright that need to be clarified first.
9
13. 3.2) Successes and failures
In my project, I encountered both successes and failures which I will now present in the
following list:
Successes
• Website: the biggest success was that I was able to set up a functioning website
that offers all the features I was looking for.
• Feedback: the extensive positive feedback I received from users shows me that my
project “strikes a chord”.
• Facebook page: I was able to attract around 700 likes on my page and therefore
promote my project properly. As the referrals on the statistics of the website show,
most referrals come from Facebook (see Production Package).
• Facebook ad: in order to test Facebook ads, I launched two ads with one being
successful in the sense that it generated almost 400 new likes for my page.
• Media coverage: my project was presented through articles and (blog) posts in
different media and on Social Media (see appendix 7.18). In total, there were
◦ 1 online article in the local newspaper which was the most successful one in
terms of traffic and increase in publicity
◦ 1 online and one print article in a regional magazine (edition Cologne)
◦ 1 blog post in which my project was presented
◦ 4 Facebook posts from other pages about my project
• Partnerships: I was able to establish 10 partnerships with local businesses,
consisting of linking to each other's website and promoting each other on Facebook
10
14. and via flyers.
• Sponsors: for different types of competitions that I carried out during the project, I
was able to find five sponsors that provided up to three prizes each.
• Goals: I was able to attain about two thirds of the goals I had set and even excelled
some of them.
Failures
• User Award: in order to increase user engagement on the website and to increase
the number of listings, ratings and reviews, I introduced a User Award which was
based on the “Reward and recognition”5 and “gamification”6 approach. Those users
who had entered the most new listings, rated the most places or wrote the most
reviews received the weekly User Award. Once a month, one of those users was
chosen at random to win a prize. Unfortunately, this scheme was not successful as
user engagement did not increase through it.
• Blog: the low access rates of the blog show that the blog does not offer interesting
topics and needs improvement.
• Facebook ads: as mentioned, one Facebook ad was successful in terms of
increasing the number of likes. On the other hand, it also decreased the interaction
rate at the same time. Another ad, aimed at increasing traffic to the website, was
not successful at all.
5 The reward and recognition approach is a theory used in Human Resources. Employees shall be
rewarded with both monetary (e.g. a bonus) and non-monetary (e.g. acknowledgement) means and
thereby, motivation and performance shall be increased (see Ryan).
6 Gamification is a playful approach to enhancing user experiences and is aimed at supporting the user's
participation (see Hamari, Koivisto 2014, p. 2f)
11
15. 3.3) Learnings
One of the most important learnings I take with me from the project is that for future,
similar projects, I will work with a developer from the start. If I had done it, it would have
saved me a lot of time and also money. Moreover, I would plan a lot more time for the
development and testing and revision period of the website. I had originally only planned
four weeks for all this, increased it to six in between and ended up with 13 weeks. This
shows that I totally underestimated the complexity of this part of the project.
Another thing I have learnt is that extrinsic incentives do not really increase user
participation. Due to a theoretical understanding (see chapter 1.2) I have gained now, I
understand why the User Award was not successful. Moreover, one strong realization is
that not many people participate and it is important to consider this for future activities. For
my website it means that it will only grow slowly and not many users will actually contribute
even though they truly support the idea and cause behind it.
In terms of Social Media Management, the project was an amazing learning experience.
Not only have I learnt to approach Social Media in a strategic and conceptual way but also
what content is interesting to my target group and where to find it. By analysing the
statistics in Facebook Insights, I was able to improve the type of content to share, find the
right posting frequency and the most suitable time for posting and therefore create an
organic interaction rate that is above the average.
In addition to that, I learnt a lot concerning the use of Wordpress. I am now able to handle
the basic settings and features and find it increasingly easier to customize new plugins, fix
bugs on my own and work with the core code.
Another thing that became obvious again during this project is the value of networks.
Through personal contacts, I got help at the website creation stage and a lot of
12
16. partnerships evolved through this. This proves once again how important and relevant
social capital7 is.
A final point to mention is the progress I made in SEO. Before the project, I did not have
any understanding in that area at all. Now I am at least familiar with the basic concept and
know how to improve my ranking through appropriate permalinks and keywords.
4) Personal and professional development
In terms of my personal and professional development, this project served as an incredible
and very fruitful learning experience. It made me realize that I have definitely chosen the
right path and that I want to continue my career in Social Media. Besides, I have realized
that my strengths lie in strategic, conceptual and mainly creative tasks as I always have
new ideas concerning campaigns and content on Social Media. Another important skill that
was revealed as a true strength of mine is my ability to critically analyse statistics, reflect
upon results and use this information to successfully revise and improve current issues.
As I pointed out earlier, the most important goal of the project was to attract attention to
myself as a Social Media Professional and make myself more well known as an expert in
that area. The project definitely served this purpose as I was able to mention this project in
a recent job interview for the position of a Social Media Manager in a medium-sized
company. Even though I did not get the job, the interviewers were very interested and
impressed by the project and I can say outright that this project is and always will be one
of my most important references in my (future) career – even more so when I earn money
with it in the future.
7 Social capital is a concept that talks about the value of networks. It can be defined as “networks together
with shared norms, values and understandings that facilitate co-operation within or among groups”
(OECD 2007b, p. 102)
13
17. In total, I can summarize that this project revealed my true strengths, made me believe in
my skills even more and boosted my confidence about my future in the Social Media
sector.
5) Outlook
After the official end of the project period, I intend to pursue this project. It has become a
“matter of the heart” for me and due to the constant positive feedback I get, I feel
motivated to continue with it. Furthermore, I have some ideas that I would like to
implement in the future.
5.1) Monetization
In the course of the project, the idea originated that I could generate money with the
project. Parents are a highly profitable target group for many companies that will be able to
advertise their business on different levels on the website (see appendix 7.20).
5.2) Further improvements
Aside from the monetization, I plan on improving the website in different areas:
• SEO: in order to improve the Google ranking of my website, I still need to work on
the topic of SEO. With improved permalinks of blog posts and the use of a Google+
page, I aim to make the website appear on page 1 of the Google search results for
certain keywords.
• Content: concerning the content on Social Media (primarily on the blog), I decided
to focus mostly on tips about day-trips, leisure activities, books and apps, all with a
14
18. local context to fulfil the needs and expectations of my target group and also to
increase traffic.
• “Tick of approval”: to make child-friendly places visible to families offline and also to
make my website more known, I will award some sort of “tick of approval” to well-rated
places. It would serve as an award for child-friendliness in the form of a
sticker that places can display in their window.
• Newsletter: I will introduce a newsletter soon in order to compile the different
channels and inform users about the most important updates there.
• Community: I will integrate a user community on the website where parents can
connect and discuss. This will happen through the integration of the “Buddypress”
plugin.
• App: even though I think the responsive website is good enough for now, the
creation of an app could still be an option for the future.
15
19. 6) Bibliography
eBooks
OECD, (2007a). Participative web and user-created content: Web 2.0, wikis, and social
networking. Paris: Organisation for Economic Co-operation and Development.
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14th of August 2014]
OECD, (2007b) Human Capital: How what you know shapes your life. Paris: Organisation
for Economic Co-operation and Development. Available:
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Portny, Stanley E., (2010) Project Management For Dummies. [online]. For Dummies.
Available: http://www.myilibrary.com?ID=255069 [Accessed: 18 of August 2014]
Online papers
Hamari, J., Koivisto, J., (2014) Social motivations to use gamification: an empirical study
of gamifying exercise. Available:
http://www.researchgate.net/publication/236269293_Social_motivations_to_use_gamifi
cation_an_empirical_study_of_gamifying_exercise [Accessed: 27th of August 2014]
16
20. Kaplan, A.M., Haenlein, M., (2014) Collaborative projects (social media application): About
Wikipedia, the free encyclopedia. Business Horizons, Volume 57, Issue 5, pages 617 -
626. Available: http://www.sciencedirect.com/science/article/pii/S0007681314000834
[Accessed: 13th of August 2014]
Kietzmann, J.H., Hermkens, K., McCarthy, I.P., Silvestre B.S., (2011) Social media? Get
serious! Understanding the functional building blocks of social media. Business
Horizons, Volume 54, Issue 3, pages 241 - 251. Available:
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of August 2014]
McKenzie, P.J., Burkell, J., Wong, L., Whippey, C., Trosow, S.E., McNally, M., (2012) User-generated
online content 1: Overview, current state and context. First Monday, Volume
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[Accessed: 13th of August 2014]
Ryan, Richard M., Deci, Edward L., (2000) Intrinsic and Extrinsic Motivations: Classic
Definitions and New Directions. Contemporary Educational Psychology 25, pages 54–
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September 2014]
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21. Blogs and websites
BITKOM, (2013) Soziale Netzwerke 2013. Available:
http://www.bitkom.org/files/documents/SozialeNetzwerke_2013.pdf [Accessed: 19 of
August 2014]
Nielsen, J., (2006) Participation Inequality: Encouraging More Users to Contribute.
Available: http://www.nngroup.com/articles/participation-inequality/ [Accessed: 13th of
August 2014]
Ryan, S., (year unknown) Rewards and Recognition. Available:
http://edweb.sdsu.edu/people/arossett/pie/Interventions/incentivesrewards_2.htm.
[Accessed: 20 of August 2014]
Wisegeek, (2014) What is a soft launch? Available: http://www.wisegeek.com/what-is-a-soft-
launch.htm [Accessed: 18 of August 2014]
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