The document discusses a proposal to translate web content to increase readership and participation. It proposes a solution where publishers partner with Looah to have their content translated by volunteers, then distributed to readers in their native language with ads to generate revenue shared with the publisher and translators. The model aims to solve problems with the high cost and quality of professional translation while giving language learners practice and engagement opportunities. It presents the large translation market opportunity and compares to competitors, then outlines plans for marketing partnerships, financial projections, and addressing concerns around accuracy.
This document provides a summary of Matt Sanford's presentation on Twitter International. The presentation covers:
1) An overview of Twitter's popularity outside the US, which now accounts for 60% of accounts. Major international growth has come from Japan and after translation efforts.
2) Case studies of Twitter's growth in Chile and Japan. In Chile, growth exploded after a disaster when Twitter provided important information. In Japan, steady long-term growth has occurred alongside local features.
3) Twitter's current translation process, which relies on 2,600 volunteer translators and has translated 3,500 strings into 480,000 translations so far. Future plans include focusing on translation consensus.
4) The technical challenges
3d puzzle pieces misc powerpoint presentation slides ppt templatesSlideTeam.net
This document provides instructions for downloading and customizing 3D puzzle piece diagrams for presentations. It encourages users to download the awesome diagrams, capture their audience's attention, and bring their presentation to life. The puzzles can be edited in PowerPoint by ungrouping objects and changing their color, size, and orientation. All images are fully customizable to suit the user's needs.
Portal / BI 2008 Presentation by Ted TschoppTed Tschopp
This document summarizes how Southern California Edison used a service oriented architecture approach to integrate legacy web applications into its SAP NetWeaver portal. It discusses the problems with existing legacy applications and integration approaches. It then describes how SCE transformed legacy applications into web services, integrated those services into the portal using XML and XSLT, and demonstrated the new application architecture. The document emphasizes that most websites can be converted to web services quickly and that this approach solves user problems without needing "sexy" IT solutions.
Usability behaviors: Usability and the SDLCTed Tschopp
A rather long overview of Usability. Mainly taken from elsewhere on the internet. Can be used to see how well you are doing with usability as a behavior your company involves itself in.
A long presentation that gives a primer on how Gamification can be used to build collaboration in a corporate community. I am rather proud of the information I collected and synthesized in this presentation, but I was never able to convince enough people its value.
The document discusses usability and user experience (UX) in several contexts:
1. It defines usability according to ISO usability standard 9241 as how effectively, efficiently, and satisfactorily users can achieve goals within a specified context.
2. It lists 47 common usability activities including heuristic evaluation, personas, usability testing, and more.
3. It describes how to measure usability through effectiveness, efficiency, and satisfaction metrics like tasks completed, time on task, errors, and user ratings.
4. It notes that usability is complex and interdisciplinary, drawing on fields like information architecture, interaction design, industrial design, and more.
5. It suggests that
The document discusses a proposal to translate web content to increase readership and participation. It proposes a solution where publishers partner with Looah to have their content translated by volunteers, then distributed to readers in their native language with ads to generate revenue shared with the publisher and translators. The model aims to solve problems with the high cost and quality of professional translation while giving language learners practice and engagement opportunities. It presents the large translation market opportunity and compares to competitors, then outlines plans for marketing partnerships, financial projections, and addressing concerns around accuracy.
This document provides a summary of Matt Sanford's presentation on Twitter International. The presentation covers:
1) An overview of Twitter's popularity outside the US, which now accounts for 60% of accounts. Major international growth has come from Japan and after translation efforts.
2) Case studies of Twitter's growth in Chile and Japan. In Chile, growth exploded after a disaster when Twitter provided important information. In Japan, steady long-term growth has occurred alongside local features.
3) Twitter's current translation process, which relies on 2,600 volunteer translators and has translated 3,500 strings into 480,000 translations so far. Future plans include focusing on translation consensus.
4) The technical challenges
3d puzzle pieces misc powerpoint presentation slides ppt templatesSlideTeam.net
This document provides instructions for downloading and customizing 3D puzzle piece diagrams for presentations. It encourages users to download the awesome diagrams, capture their audience's attention, and bring their presentation to life. The puzzles can be edited in PowerPoint by ungrouping objects and changing their color, size, and orientation. All images are fully customizable to suit the user's needs.
Portal / BI 2008 Presentation by Ted TschoppTed Tschopp
This document summarizes how Southern California Edison used a service oriented architecture approach to integrate legacy web applications into its SAP NetWeaver portal. It discusses the problems with existing legacy applications and integration approaches. It then describes how SCE transformed legacy applications into web services, integrated those services into the portal using XML and XSLT, and demonstrated the new application architecture. The document emphasizes that most websites can be converted to web services quickly and that this approach solves user problems without needing "sexy" IT solutions.
Usability behaviors: Usability and the SDLCTed Tschopp
A rather long overview of Usability. Mainly taken from elsewhere on the internet. Can be used to see how well you are doing with usability as a behavior your company involves itself in.
A long presentation that gives a primer on how Gamification can be used to build collaboration in a corporate community. I am rather proud of the information I collected and synthesized in this presentation, but I was never able to convince enough people its value.
The document discusses usability and user experience (UX) in several contexts:
1. It defines usability according to ISO usability standard 9241 as how effectively, efficiently, and satisfactorily users can achieve goals within a specified context.
2. It lists 47 common usability activities including heuristic evaluation, personas, usability testing, and more.
3. It describes how to measure usability through effectiveness, efficiency, and satisfaction metrics like tasks completed, time on task, errors, and user ratings.
4. It notes that usability is complex and interdisciplinary, drawing on fields like information architecture, interaction design, industrial design, and more.
5. It suggests that
The document discusses the author's experience developing a rich internet application (RIA) after being thrust into the role. It describes some initial assumptions the author had, including not being familiar with RIA development and wanting to avoid limitations. The author took several steps to establish a solid foundation, including usability testing, feature analysis, identifying content gaps, and developing a visual vocabulary. The author learned that while some aspects are different for RIAs, such as increased interaction design and longer revision cycles, the overall development process is similar. Pitfalls to avoid include overfocusing on interactions and not managing expectations.
The document discusses trends in online publishing, including moving from print to digital formats and multi-channel delivery of content across various platforms like mobile, social media, email and RSS feeds. It also discusses strategies for building engagement and community online through tools like profiles, discussions, events, sharing content, bookmarking, commenting and increasing dwell time on sites through search, tagging, podcasts and recommending popular stories.
The document welcomes participants to a noisy meeting where they can freely use text chat and raise their hands. It then provides an overview of collaboration tools in Blackboard Collaborate including breakout rooms, desktop control, and publishing recordings. Key features like mobile access, audio quality, and integrating with learning management systems are highlighted. Effective planning, interaction during sessions, and publishing content afterward are presented as a holistic approach to online learning.
Wiggio is an online collaboration tool that allows private groups of any size to easily communicate and share information in real-time across the web and mobile devices. With over 750,000 users in 80,000 groups, Wiggio provides productivity tools like file sharing, calendars, conferencing, and task management to simplify group communication. Headquartered in Boston, Wiggio has received $2.1 million in funding to continue developing its rapidly growing collaboration platform.
An intro to Holocene/Epocene prototype, demonstrating dozens of patented conversation modes that never appeared anywhere else online, from Facebook to chat to IM to email.
What are chatbots and how are they built? How conversational applications combine machine learning, knowledge and engineering? What are challenges in real world enterprise implementations? How to analyze such systems
The document discusses how discourse is reproduced across different media, focusing on quoting and retweeting on Twitter. It provides examples of direct quotes, indirect quotes, and retweets from a corpus of tweets by academics. It analyzes the common pragmatic features of retweet comments, such as evaluative expressions. The document concludes that quoting practices are extended through new technologies and that retweets on Twitter tend to be short, direct, emotive, and a form of social engagement rather than formal argumentation.
The document discusses the future of public speaking and presentations. It envisions a scenario where the speaker has control over ambient lighting, sound, smell, internet connectivity, audience feedback, projections and content, to enhance the presentation experience. Interactive elements like augmented reality simulations and real-time translation are also discussed. The summary concludes that public speaking will no longer just be about speaking, but will be an example of user experience with many interactive and immersive elements.
David Troy - Presentation at Emerging Communications Conference & Awards (eCo...eCommConf
Dave Troy proposes rethinking email by starting from first principles and introducing new design constraints. He argues that email has stagnated while other communication platforms advanced. Shortmail launches with a 500 character limit per message to reduce cognitive load and encourage conciseness while remaining interoperable with existing email infrastructure and standards. Troy hopes Shortmail will spur innovation and improve communication.
The Mekong e-Sim activity involves students being assigned personas from the Mekong region to adopt. They will complete readings and quizzes to understand their assigned persona and region. Students will then interact with each other through email and online forums, responding to news events and policy issues from the perspective of their persona. A debriefing session follows where students reflect on their experience and submit a final paper. The goal is for students to develop understanding of stakeholders in the Mekong region and skills in communication, negotiation, and decision making across cultures.
Kim's Game is an exercise where students are shown different sets of objects, sounds or images. They then must communicate with a partner to determine which items were the same or different between the sets. It helps develop language and memory skills. This game can also be played asynchronously online using tools that allow students to share media and communicate virtually. Students first see something individually, then must convey it to a partner over video chat or messaging. The pair decides how many items were the same versus different.
Cyber language is a new form of communication developed for use on the internet. It includes abbreviations, emoticons, and slang terms to facilitate faster communication online. Cyber language continues evolving as new terms are created to describe emerging internet technologies and concepts. However, some argue that the predominately male creation of cyber language could promote sexism.
Introducing cyberdrama and using digital technologies in drama for creating and sharing drama. Specific focus on school and educational contexts, drawing on MA and PhD p
Zero email presentatie business event practice public v1.1aHuub Ritzema
The document outlines a Zero Email program at Atos to reduce email overload within 3 years through 3 steps:
1) Quick wins like focusing on existing collaboration tools, defining policies for informal tools, and providing training.
2) Redesigning processes to convert emails to dashboards, optimize workflows, and integrate business apps.
3) Creating an enterprise social network for collaboration, communities, and crowdsourcing to replace email as the primary communication tool.
- Unified Communications integrates various communication methods like IP telephony, web conferencing, unified messaging, video, presence, instant messaging and fax into a single solution accessible across all devices and Microsoft applications.
- Key trends driving adoption include mobility, flexible workforces, and the preferences of younger generations for tools like instant messaging and social networking.
- Microsoft Unified Communications provides solutions for scenarios like e-mail and calendaring, security and compliance, and conferencing. Products include Lync, Live Meeting video conferencing, and OCS.
- Benefits cited include reduced overload from constant connectivity, easier connection to colleagues, and organizational cohesion from consistent communication across locations.
A presentation given on the ServDes 2012 conference by Patrik Axelsson and Rasmus Sellberg.
It discusses two different user research methods that we used in design projects for TV4 related to television services.
An LMS (Learning Management System) is a digital platform that combines online tools and services to provide enhanced learning experiences. It allows schools to manage administration functions, communication tools, planning resources and digital content repositories in one online environment. Developing interoperable LMS systems ensures digital content and teacher resources can be easily shared across schools and different LMS platforms. Going it alone without an integrated LMS requires schools to manually coordinate and maintain multiple disparate online tools, increasing costs and reducing functionality compared to an off-the-shelf LMS.
The document provides guidance on how to blog effectively in 4 key steps:
1) Create a topic by keeping a journal of ideas and combining notes into blog topics. Consider turning topics into a series.
2) Draft the blog beginning with an opening line, main points, and call to action. Revise by adding depth, links, and editing.
3) Finalize the draft with good writing that is useful, scannable, and uses a plain style and style guide. Consider the audience.
4) Post the blog and continue engaging by responding to feedback, updating posts, and promoting conversation.
This document provides an overview of different Christian denominations' views on the Eucharist, also known as Communion or the Lord's Supper. It discusses the Roman Catholic, Eastern Orthodox, Calvinist, Anglican, Baptist, Methodist, and Lutheran perspectives on elements such as the real presence of Christ's body and blood, transubstantiation, and the purpose of the ritual. The Lutheran view is explained in more depth, drawing on Martin Luther's Large Catechism. It emphasizes that Christ's true body and blood are really present "in, with and under" the bread and wine, and that one receives spiritual benefits through faith.
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The document discusses the author's experience developing a rich internet application (RIA) after being thrust into the role. It describes some initial assumptions the author had, including not being familiar with RIA development and wanting to avoid limitations. The author took several steps to establish a solid foundation, including usability testing, feature analysis, identifying content gaps, and developing a visual vocabulary. The author learned that while some aspects are different for RIAs, such as increased interaction design and longer revision cycles, the overall development process is similar. Pitfalls to avoid include overfocusing on interactions and not managing expectations.
The document discusses trends in online publishing, including moving from print to digital formats and multi-channel delivery of content across various platforms like mobile, social media, email and RSS feeds. It also discusses strategies for building engagement and community online through tools like profiles, discussions, events, sharing content, bookmarking, commenting and increasing dwell time on sites through search, tagging, podcasts and recommending popular stories.
The document welcomes participants to a noisy meeting where they can freely use text chat and raise their hands. It then provides an overview of collaboration tools in Blackboard Collaborate including breakout rooms, desktop control, and publishing recordings. Key features like mobile access, audio quality, and integrating with learning management systems are highlighted. Effective planning, interaction during sessions, and publishing content afterward are presented as a holistic approach to online learning.
Wiggio is an online collaboration tool that allows private groups of any size to easily communicate and share information in real-time across the web and mobile devices. With over 750,000 users in 80,000 groups, Wiggio provides productivity tools like file sharing, calendars, conferencing, and task management to simplify group communication. Headquartered in Boston, Wiggio has received $2.1 million in funding to continue developing its rapidly growing collaboration platform.
An intro to Holocene/Epocene prototype, demonstrating dozens of patented conversation modes that never appeared anywhere else online, from Facebook to chat to IM to email.
What are chatbots and how are they built? How conversational applications combine machine learning, knowledge and engineering? What are challenges in real world enterprise implementations? How to analyze such systems
The document discusses how discourse is reproduced across different media, focusing on quoting and retweeting on Twitter. It provides examples of direct quotes, indirect quotes, and retweets from a corpus of tweets by academics. It analyzes the common pragmatic features of retweet comments, such as evaluative expressions. The document concludes that quoting practices are extended through new technologies and that retweets on Twitter tend to be short, direct, emotive, and a form of social engagement rather than formal argumentation.
The document discusses the future of public speaking and presentations. It envisions a scenario where the speaker has control over ambient lighting, sound, smell, internet connectivity, audience feedback, projections and content, to enhance the presentation experience. Interactive elements like augmented reality simulations and real-time translation are also discussed. The summary concludes that public speaking will no longer just be about speaking, but will be an example of user experience with many interactive and immersive elements.
David Troy - Presentation at Emerging Communications Conference & Awards (eCo...eCommConf
Dave Troy proposes rethinking email by starting from first principles and introducing new design constraints. He argues that email has stagnated while other communication platforms advanced. Shortmail launches with a 500 character limit per message to reduce cognitive load and encourage conciseness while remaining interoperable with existing email infrastructure and standards. Troy hopes Shortmail will spur innovation and improve communication.
The Mekong e-Sim activity involves students being assigned personas from the Mekong region to adopt. They will complete readings and quizzes to understand their assigned persona and region. Students will then interact with each other through email and online forums, responding to news events and policy issues from the perspective of their persona. A debriefing session follows where students reflect on their experience and submit a final paper. The goal is for students to develop understanding of stakeholders in the Mekong region and skills in communication, negotiation, and decision making across cultures.
Kim's Game is an exercise where students are shown different sets of objects, sounds or images. They then must communicate with a partner to determine which items were the same or different between the sets. It helps develop language and memory skills. This game can also be played asynchronously online using tools that allow students to share media and communicate virtually. Students first see something individually, then must convey it to a partner over video chat or messaging. The pair decides how many items were the same versus different.
Cyber language is a new form of communication developed for use on the internet. It includes abbreviations, emoticons, and slang terms to facilitate faster communication online. Cyber language continues evolving as new terms are created to describe emerging internet technologies and concepts. However, some argue that the predominately male creation of cyber language could promote sexism.
Introducing cyberdrama and using digital technologies in drama for creating and sharing drama. Specific focus on school and educational contexts, drawing on MA and PhD p
Zero email presentatie business event practice public v1.1aHuub Ritzema
The document outlines a Zero Email program at Atos to reduce email overload within 3 years through 3 steps:
1) Quick wins like focusing on existing collaboration tools, defining policies for informal tools, and providing training.
2) Redesigning processes to convert emails to dashboards, optimize workflows, and integrate business apps.
3) Creating an enterprise social network for collaboration, communities, and crowdsourcing to replace email as the primary communication tool.
- Unified Communications integrates various communication methods like IP telephony, web conferencing, unified messaging, video, presence, instant messaging and fax into a single solution accessible across all devices and Microsoft applications.
- Key trends driving adoption include mobility, flexible workforces, and the preferences of younger generations for tools like instant messaging and social networking.
- Microsoft Unified Communications provides solutions for scenarios like e-mail and calendaring, security and compliance, and conferencing. Products include Lync, Live Meeting video conferencing, and OCS.
- Benefits cited include reduced overload from constant connectivity, easier connection to colleagues, and organizational cohesion from consistent communication across locations.
A presentation given on the ServDes 2012 conference by Patrik Axelsson and Rasmus Sellberg.
It discusses two different user research methods that we used in design projects for TV4 related to television services.
An LMS (Learning Management System) is a digital platform that combines online tools and services to provide enhanced learning experiences. It allows schools to manage administration functions, communication tools, planning resources and digital content repositories in one online environment. Developing interoperable LMS systems ensures digital content and teacher resources can be easily shared across schools and different LMS platforms. Going it alone without an integrated LMS requires schools to manually coordinate and maintain multiple disparate online tools, increasing costs and reducing functionality compared to an off-the-shelf LMS.
The document provides guidance on how to blog effectively in 4 key steps:
1) Create a topic by keeping a journal of ideas and combining notes into blog topics. Consider turning topics into a series.
2) Draft the blog beginning with an opening line, main points, and call to action. Revise by adding depth, links, and editing.
3) Finalize the draft with good writing that is useful, scannable, and uses a plain style and style guide. Consider the audience.
4) Post the blog and continue engaging by responding to feedback, updating posts, and promoting conversation.
This document provides an overview of different Christian denominations' views on the Eucharist, also known as Communion or the Lord's Supper. It discusses the Roman Catholic, Eastern Orthodox, Calvinist, Anglican, Baptist, Methodist, and Lutheran perspectives on elements such as the real presence of Christ's body and blood, transubstantiation, and the purpose of the ritual. The Lutheran view is explained in more depth, drawing on Martin Luther's Large Catechism. It emphasizes that Christ's true body and blood are really present "in, with and under" the bread and wine, and that one receives spiritual benefits through faith.
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4. Organizational processes and structures that may inhibit effective AI adoption.
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In this blog post, we'll delve into the intersection of AI and app development in Saudi Arabia, focusing on the food delivery sector. We'll explore how AI is revolutionizing the way Saudi consumers order food, how restaurants manage their operations, and how delivery partners navigate the bustling streets of cities like Riyadh, Jeddah, and Dammam. Through real-world case studies, we'll showcase how leading Saudi food delivery apps are leveraging AI to redefine convenience, personalization, and efficiency.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
2. SM
Properties of Collaboration
• Audience
• What is the direction
of the communication?
• Artifacts Audience
• What are we leaving
to those who are
absent?
• Time Frame Time Artifacts
• How long do we need
to keep the Artifacts of
the Collaboration?
3. SM
Audience – What is the direction of the
communication?
One to One (1:1) One to Many (1:*) Many to Many (*:*) Many to One (*:1)
(The Conversation) (The Announcement) (The Brainstorm) (The Feedback Loop)
• Personal Notes • Wedding • Chain Letters • Classic Feedback
• Instant Message Announcement • Wiki‟s Loop
• Blogs • Message boards • Political
• Websites • Unmoderated Campaigns
• Published Books Chat Rooms
4. SM
Artifacts – What are we leaving to those who are
absent?
Written • Transcript of a
Speech
Verbal • MP3 of a
Speech
Visual • Video / Photos
of a Speech
5. SM
Time – How long do we need to keep the Artifacts of
the Collaboration?
• Given and received in real time
Real time • Leaves very little in terms of Artifacts
• Artifacts left by the communicator
Queued • Artifacts generally consumed by the recipient
• Leaves long term artifacts
Long Term • Artifacts have a “draft” or “work in progress” quality
• Long term permanent artifacts
Static • Artifacts have a final or completeness quality
6. SM
Audience vs. Time with
Artifacts
1:1 1:* *:* *:1
Real time aaaaaaaaaaaa
Queued
Long Term
Static
7. SM
Audience vs. Time with
Written Artifacts
Written 1:1 1:* *:* *:1
Text Messaging /
Moderated Chat
Real time Instant
Room
“Google Wave” Chat Room
Messaging
Profiles / Message Boards /
Queued Email
Blog Groups
Feedback Forms
Long Term My Documents Website Wiki‟s Usage Logs
Text archival of Behavioral
Static Surface Mail Printout
the above Reports
8. SM
Audience vs. Time with
Verbal Artifacts
Verbal 1:1 1:* *:* *:1
Audience
Real time Conversation Speech Brainstorming
Reaction
Conference Phone In
Queued Phone Podcast
Call Campaign
Audio File /
Long Term Audio Book
“MP3”
CD / Tape / CD / Tape / CD / Tape /
Static
LP LP LP
9. SM
Audience vs. Time with
Visual Artifacts
Visual 1:1 1:* *:* *:1
Video
Real time “WebEx”
Conference
Video Video
Queued YouTube Interviews
Phone Podcast
Video Longitudinal
Long Term
Hosting Study
Film / Video
Static DVD
of Above
10. SM
You Can Rotate These Grids
Visual Verbal Written
Instant
Real time “WebEx” Telephone
Messaging
Video
Queued Voice Mail Email
Podcast
Long Term You Tube MP3 Document
Static DVDs CD/LP/Tape Book
12. SM
What is Collaboration?
• All business processes contain unautomated workflows
• Humans are the exception handlers at these break points
• Collaboration is the act of handling these exceptions
• Collaboration consists of:
1. Synthesizing personal aesthetics, logic, and experience around a media
2. Communicating to an specific audience
3. Within a specific timeframe
• The timeframe when information is still in a medium prior to audience
consumption is the Mediation Gap
• The Mediation Gap is the weakest link in the collaboration process
• IT‟s job is to provide tools and technologies that enable processes to narrow
the mediation gap; creating memorable, permanent, findable artifacts
• Collaboration tools focus specifically on this Mediation Gap
13. SM
Collaboration in Action
Example A Example B
Almost all Business
„Boss‟ says: “I want a new “We are going to offer a new
Processes start as a verbal
website!” energy savings plan.”
request
Move towards work
Build the website, design the
assignments along multiple Design the survey
graphics
vectors
Eventually the intended
Email to affected employees, Mass mailing from SCE to
recipient receives the
new link on home page customers
communication
In the end artifacts with long SDLC documents and the
Statics on adoption of plan
term persistence are left actual website
Version “2.0” begins as “I can‟t find the…”, “We saved the company $X
feedback on areas for “Its too hard to use the…”, by spending $Y. We can
improvement are received “Its not compatible with…” increase that by Z%.”
14. SM
Collaboration Breaks Down
• Collaboration breaks down when
– Tools are not adequate – X is needed and the tool does Y
– Training on tools is not adequate – Tools are too new
– Tools do not talk to each other – Too many exception to handle
• When collaboration breaks down, Artifacts are not:
– Created
– Stored
– Searchable
– Auditable
• Therefore users respond by reverting to using what they know
“works”
– People Process – I will meet with them
– Paper Process –I‟ll just print it out
– Silos – I will only work with the people I trust
– Complaining – This sucks!
17. SM
1
Where is the Portal
*
• Portals aggregate Verbal
artifacts from points Written Visual
of collaboration and
present them to their SAP
appropriate audience
1
*
Written Collab. OS Written
Verbal Verbal
Visual Visual
1 1
* *
18. SM
Focus on Artifact / Data Synchronization
Verbal
Written Visual
SAP
Written Collab. OS Written
Data
Verbal Verbal
Visual Visual
19. SM
The 90 – 10 – 1 Rule in Social Media Adoption
• Of those people who
use your Social Media
Tool:
– 1% will create
– 10% will comment
– 90% will consume
20. SM
Total Population
Target with Percent Roll Out
Content Creator Pamper 1% Phase 1
Content Commenter Empowerment 10% Phase 2
Content Consumer Training 90% Phase 3
People who reject your
Promotions / PR ? Phase 4
tool
People who don’t know
Advertising ? Phase 4
about your tool
21. SM
What is Collaboration?
Process A.1 Collaboration Process A.2
• All business processes contain unautomated workflows
• Humans are the exception handlers at these break points
• Collaboration is the act of handling these exceptions
23. SM
What is Collaboration?
• All business processes contain unautomated workflows
• Humans are the exception handlers at these break points
• Collaboration is the act of handling these exceptions
• Collaboration consists of:
1. Synthesizing personal aesthetics, logic, and experience around a
media
2. Communicating to an specific audience
3. Within a specific timeframe
• The timeframe when information is still in a medium prior to audience
consumption is the Mediation Gap
• The Mediation Gap is the weakest link in the collaboration process
• IT‟s job is to provide tools and technologies that enable processes to
narrow the mediation gap; creating memorable, permanent, findable
artifacts
• Collaboration tools focus specifically on this Mediation Gap