This 3-sentence summary provides the high-level information about the document:
The document discusses a study conducted using Addressable Minds, a patented scientific process, to understand consumer preferences for computer purchases by defining attitudes and segmenting the market; it reviews the business issue of increasing computer sales when fewer are interested in standard options, and describes how Addressable Minds works by cutting across traditional segmentation methods to detect hidden preferences through online surveys and statistical analysis.
The document summarizes a study conducted to identify messaging that would appeal to potential fans of a new baseball team. An Addressable Minds survey was administered to 52 individuals and analyzed to identify two key segments - casual fans and fanatics. The results showed that messaging targeted to one segment would not necessarily appeal to the other and could hurt engagement. The conclusion is that segmentation is important to crafting effective marketing messages for different types of potential fans.
This document provides information about a final report on social networking from December 2011. It discusses how social networks need to know how to market to new users of all ages. It then introduces Addressable Minds, a technique created by Dr. Howard Moskowitz that uses conjoint analysis and surveys to develop targeted messaging for different market segments based on their preferences. The document provides an example of potential messaging developed for social networks using Addressable Minds.
The document summarizes a study conducted using Addressable Minds to develop targeted messaging to increase attendance at movie theaters. Addressable Minds is a scientific method that accurately defines consumer attitudes and preferences to help with product design, messaging, and consumer engagement. The study involved surveying potential movie viewers and analyzing the results to identify market segments and develop personalized marketing phrases for each segment. The goal was to create messages that would appeal to different target audiences and increase movie theater turnout.
The survey examined messaging to encourage purchasing CDs rather than illegally downloading music. It identified two key segments: Extras/Promotion Hunters interested in bonus features with CDs, and Realist/True Fans interested in the artist and music itself. The survey presented 48 message combinations and analyzed which increased interest in CD purchases and feelings against illegal downloads for each segment. Messaging appealing to one segment did not always appeal to the other.
The document summarizes a study conducted using Addressable Minds to develop targeted messaging for increasing gym membership. Addressable Minds is a technique that uses surveys to uncover hidden consumer preferences and segment the market. The study team developed survey questions, analyzed the results to identify 4 market segments, and created tailored marketing phrases for each segment aimed at gyms.
The survey assessed high school students' interest in learning math through various messages. It identified 4 segments among respondents: Fun (39%), Comfortable Setting (26%), Working Together (35%). The Fun segment responded most positively to humor-based messages that portrayed math class as enjoyable. The Comfortable Setting segment preferred messages about a relaxed learning environment. The Working Together segment favored collaborative, team-based learning approaches. No single messaging approach appealed to all segments equally, suggesting a need for tailored messaging strategies.
The document summarizes a survey conducted by Addressable Minds to identify messaging that would appeal to potential customers of vacation resorts. Addressable Minds uses scientific techniques like conjoint analysis and experimental design to develop customized survey questions, analyze responses, and segment audiences based on their preferences. The results help determine which marketing phrases would be most effective for different groups regarding online banking services at resorts.
The document proposes Addressable Minds, a system to personalize educational messages for students to motivate them in learning math. It conducted a survey of high school students to understand their interests and developed marketing phrases to target different student mindsets. The results revealed what messaging works and students' attitudes across the US, with the goal of sending each student the most effective message to improve their math learning.
The document summarizes a study conducted to identify messaging that would appeal to potential fans of a new baseball team. An Addressable Minds survey was administered to 52 individuals and analyzed to identify two key segments - casual fans and fanatics. The results showed that messaging targeted to one segment would not necessarily appeal to the other and could hurt engagement. The conclusion is that segmentation is important to crafting effective marketing messages for different types of potential fans.
This document provides information about a final report on social networking from December 2011. It discusses how social networks need to know how to market to new users of all ages. It then introduces Addressable Minds, a technique created by Dr. Howard Moskowitz that uses conjoint analysis and surveys to develop targeted messaging for different market segments based on their preferences. The document provides an example of potential messaging developed for social networks using Addressable Minds.
The document summarizes a study conducted using Addressable Minds to develop targeted messaging to increase attendance at movie theaters. Addressable Minds is a scientific method that accurately defines consumer attitudes and preferences to help with product design, messaging, and consumer engagement. The study involved surveying potential movie viewers and analyzing the results to identify market segments and develop personalized marketing phrases for each segment. The goal was to create messages that would appeal to different target audiences and increase movie theater turnout.
The survey examined messaging to encourage purchasing CDs rather than illegally downloading music. It identified two key segments: Extras/Promotion Hunters interested in bonus features with CDs, and Realist/True Fans interested in the artist and music itself. The survey presented 48 message combinations and analyzed which increased interest in CD purchases and feelings against illegal downloads for each segment. Messaging appealing to one segment did not always appeal to the other.
The document summarizes a study conducted using Addressable Minds to develop targeted messaging for increasing gym membership. Addressable Minds is a technique that uses surveys to uncover hidden consumer preferences and segment the market. The study team developed survey questions, analyzed the results to identify 4 market segments, and created tailored marketing phrases for each segment aimed at gyms.
The survey assessed high school students' interest in learning math through various messages. It identified 4 segments among respondents: Fun (39%), Comfortable Setting (26%), Working Together (35%). The Fun segment responded most positively to humor-based messages that portrayed math class as enjoyable. The Comfortable Setting segment preferred messages about a relaxed learning environment. The Working Together segment favored collaborative, team-based learning approaches. No single messaging approach appealed to all segments equally, suggesting a need for tailored messaging strategies.
The document summarizes a survey conducted by Addressable Minds to identify messaging that would appeal to potential customers of vacation resorts. Addressable Minds uses scientific techniques like conjoint analysis and experimental design to develop customized survey questions, analyze responses, and segment audiences based on their preferences. The results help determine which marketing phrases would be most effective for different groups regarding online banking services at resorts.
The document proposes Addressable Minds, a system to personalize educational messages for students to motivate them in learning math. It conducted a survey of high school students to understand their interests and developed marketing phrases to target different student mindsets. The results revealed what messaging works and students' attitudes across the US, with the goal of sending each student the most effective message to improve their math learning.
Netnography - listening to social media from a B2B2C perspective (Esomar Onli...Steffen Hück
Nowadays consumer goods producers demand from their suppliers more than only the products themselves. Strategic suppliers like Symrise, as one of the leading suppliers for flavors and scents worldwide, have to meet their expectations regarding the knowledge of current trends, consumer needs and even innovative application and positioning possibilities.
This paper gives practical insight into B2B-specific business requirements and how the practical application of innovative, consumer-centric research methods like Netnography can be applied to strengthen the competitive situation of strategic suppliers as “preferred supplier” within the B2B2C eco system of the food market. The main intention of the paper will be to show how listening to social media with Netnography has generated real competitive advantages for Symrise (in terms of better insights & ideas as well as awareness & positioning/image).
This presentation provides insight into the open innovation and co-creation idea and describes a human-centred innovation approach with respect to the changing roles of market research and product design. The increased importance of strong interdisciplinary (internal) collaboration of researchers and designers for being successful in open innovation is emphasized. Only the combination of external co-creation and internal collaboration make open innovation programs successful. Embracing a human-centered innovation approach means also to intervene in existing structures of power within the company which are built upon hierarchy.
This document discusses e-learning and web 2.0 technologies. It provides a list of various free and open web-based tools for blogging, social networking, content sharing, online collaboration and multimedia creation that enable new forms of online learning. These tools lower barriers to publishing content and allow learners to actively participate in online communities to create and share knowledge in new ways. The document advocates that e-learning should embrace these new web 2.0 technologies and social aspects to move from traditional e-learning 1.0 models to a more connected e-learning 2.0 approach.
The document discusses real-time recommender systems. It notes two key challenges: making personalized recommendations from multi-dimensional streaming data in real-time. It outlines Cetas' framework for addressing this, including preprocessing large volumes of data to reduce dimensions and analyzing the data to make predictions and recommendations rapidly. Real-time stream processing is essential to deliver recommendations within seconds.
This document discusses three key aspects of designing for human error:
1) It examines human capabilities and limitations from physical, cognitive, and social perspectives to understand how design can fit with them.
2) It explores the difference between human errors like mistakes and slips versus design errors, noting people will err and design should account for this.
3) It outlines three approaches to design - technology-oriented, human-centered, and activity-centered - recommending the latter which develops a deep understanding of the activities to be performed.
Activity-Based Serendipitous Recommendations with the Magitti Mobile Leisure ...bo begole
This paper presents a context-aware mobile recommender system, codenamed Magitti. Magitti is unique in that it infers user activity from context and patterns of user behavior and, without its user having to issue a query, automatically generates recommendations for content matching. Extensive field studies of leisure time practices in an urban setting (Tokyo) motivated the idea, shaped the details of its design and provided data describing typical behavior patterns. The paper describes the fieldwork, user interface, system components and functionality, and an evaluation of the Magitti prototype.
NETNOGRAPHY vs. Web Monitoring = “Qual. VS Quant. ?”Steffen Hück
The document discusses netnography, an explorative qualitative research approach used to analyze consumer dialogue in social media. Netnography involves non-obtrusively observing and listening to online conversations to gain a deep understanding of consumer needs, solutions, and innovations. It is compared to web monitoring, which uses tools and technology to aggregate and analyze large amounts of quantitative data. Netnography provides less biased and more natural consumer insights than traditional research methods. Examples of netnography studies on sunless tanning and coffee communities are presented.
Expoiting Cognitive Biais - Creating UX for the Irrational Human MindYu Centrik
The document discusses how cognitive biases can be used to create more effective user experiences. It argues that while computers are strictly logical, human minds are irrational, subjective, and prone to cognitive biases. To design for humans, user-facing elements need a psychological approach that accounts for how people actually think, feel, and make decisions based on both logic and a variety of non-logical factors. Understanding cognitive biases can help predict human irrationality and apply specific biases to improve the user experience.
The document discusses sentiment analysis accuracy and subjectivity. It finds that sentiment accuracy claims over 90% are exaggerated or overfit. Audits of sentiment analysis tools show low inter-annotator agreement between 78-83%, and annotators only agree with each other 58-91% of the time, depending on difficulty. True breakthroughs in sentiment accuracy will come from personalization rather than improved algorithms, which cannot break the 80% agreement barrier due to sentiment subjectivity.
This document discusses new digital media products and services for Generations X and Y. It outlines a study conducted using Mind Genomics and conjoint analysis to identify consumer mindsets and their preferences for different features of new digital media. 300 respondents rated their interest and willingness to pay for various concepts with features grouped into 7 categories. The results were analyzed to segment the market and identify which features appealed most to different consumer mindset groups. The goal was to help companies customize their digital offerings to specific segments.
This document outlines user research methods that can be used from exploration to ideation. It discusses contextual inquiry to understand users in their environments, group interpretation to make sense of findings, affinity diagramming to organize insights into themes, wall walking to generate design ideas, identifying hot ideas, and visioning sessions to flesh out concepts. The goal is to use these qualitative research techniques to deeply understand users and generate innovative design solutions that meet user needs.
The document provides an overview of a UX bootcamp that covers user-centered design principles and practices. The bootcamp introduces concepts like user-centered design, user research methods like being the user and observing users, understanding user goals, contexts and mental models, prototyping techniques, and usability testing. It discusses techniques like paper prototyping, storyboarding, and setting up usability tests. The bootcamp aims to teach designers how to design products and services based on understanding user needs through research and iterative design.
Virtual management involves leading teams that work remotely using online tools. It allows organizations to tap global talent pools and leverage specialized expertise wherever it exists. Key factors for success include motivating virtual teams through intrinsic rather than extrinsic rewards, fostering knowledge sharing and social bonds, encouraging different levels of collaboration, and properly distributing tasks. Organizations should emphasize both task processes and socioemotional connections between team members. With the right approach, virtual teams have been shown to outperform traditional colocated teams.
This workshop focuses on social responsibility and includes an intense lineup of participatory design exercises that touch on a series of methods for designing compelling user experiences. Participants are introduced to psychological and business model concepts to help teams craft unique mobile engagement and experiences. Working through user motivations, perceived abilities and discovering opportune moments for triggering habit changing actions, teams will explore applying behavioural psychology to empathize and connect with intended mobile users.
1. Four themes are emerging from exploring new advisory board approaches: connecting all locations, regional hubs, showcasing for executives, and engaging the client ecosystem.
2. The document discusses using a mix of virtual and physical spaces to address client issues. It proposes analyzing collaborative tools, inventorying use cases, and mapping process steps and scales of change.
3. Areas to research include community/collaboration spaces, immersion techniques, and tools for complex conceptualization. The objective is to define requirements for virtual, physical, and projection spaces in terms of architecture, tools, and design.
The document discusses challenges with the traditional view of psychological architecture for behavior, which depicts perception, cognition, and action as distinct sequential processes. It notes that this view was designed to explain human problem-solving and assumes a disembodied mind. The document questions where the "central executive" of cognition is located in the brain, as neural correlates of decision-making are found in many regions. It suggests this traditional view may not adequately explain neural data and that brains could be considered control systems rather than strictly input/output devices.
The document discusses trends in the events industry, including how a stabilizing economy is improving events but not returning to 2008 levels. It also discusses how technology is becoming less scary with advances in mobile, social media, and video invitations. A key trend is a demand for industry technology that provides value through virtual/hybrid events, digital wayfinding, gamification, and customization. The document advocates creating engaging experiences by meeting both rational and emotional needs through interactive formats and technology that facilitates interaction, play, enhances experiences, and fascinates attendees. An overarching strategy is still needed to tie it all together.
This slide-show discusses habit 3 from the series: the 7 habits of highly effective decision makers. It shows how the great decision makers use the power of visualisation to combat complexity, clarify communication and catalyse creativity.
This document discusses how brands can use game mechanics, also known as gamification, to engage customers. It provides examples of how companies like Foursquare, Facebook, and Vail Resorts have successfully used points systems, leaderboards, badges and other game elements in their platforms and apps. The document advocates for the strategic use of gamification based on the O.P.E.N. model of being on-demand, personal, engaging, and networked. It provides tips for effective gamification, such as careful planning, targeting specific audiences, ensuring game mechanics fit the brand, and partnering with experts. Examples are given of how Cascadian Farms and HP have also leveraged gamification through virtual goods in Farm
The document summarizes a survey conducted for a car dealership to help increase sales. Addressable Minds, a patented predictive consumer intelligence tool, was used to develop survey questions, analyze results, and segment consumers. The survey asked potential car buyers about their preferences to identify effective marketing messages for different segments.
Future of retail retail social business architektur 2012Friedel Jonker
This document discusses IBM's social business architecture for retail and consumer products. It covers the 7 Cs of IBM's social business development: creativity, competence, contacts, communication, connections, collaboration and change. It provides examples of how IBM software solutions like IBM Connections can help with social analytics, collaboration and multichannel management. The document emphasizes IBM's experience and integrated portfolio to help companies transform into social businesses.
Netnography - listening to social media from a B2B2C perspective (Esomar Onli...Steffen Hück
Nowadays consumer goods producers demand from their suppliers more than only the products themselves. Strategic suppliers like Symrise, as one of the leading suppliers for flavors and scents worldwide, have to meet their expectations regarding the knowledge of current trends, consumer needs and even innovative application and positioning possibilities.
This paper gives practical insight into B2B-specific business requirements and how the practical application of innovative, consumer-centric research methods like Netnography can be applied to strengthen the competitive situation of strategic suppliers as “preferred supplier” within the B2B2C eco system of the food market. The main intention of the paper will be to show how listening to social media with Netnography has generated real competitive advantages for Symrise (in terms of better insights & ideas as well as awareness & positioning/image).
This presentation provides insight into the open innovation and co-creation idea and describes a human-centred innovation approach with respect to the changing roles of market research and product design. The increased importance of strong interdisciplinary (internal) collaboration of researchers and designers for being successful in open innovation is emphasized. Only the combination of external co-creation and internal collaboration make open innovation programs successful. Embracing a human-centered innovation approach means also to intervene in existing structures of power within the company which are built upon hierarchy.
This document discusses e-learning and web 2.0 technologies. It provides a list of various free and open web-based tools for blogging, social networking, content sharing, online collaboration and multimedia creation that enable new forms of online learning. These tools lower barriers to publishing content and allow learners to actively participate in online communities to create and share knowledge in new ways. The document advocates that e-learning should embrace these new web 2.0 technologies and social aspects to move from traditional e-learning 1.0 models to a more connected e-learning 2.0 approach.
The document discusses real-time recommender systems. It notes two key challenges: making personalized recommendations from multi-dimensional streaming data in real-time. It outlines Cetas' framework for addressing this, including preprocessing large volumes of data to reduce dimensions and analyzing the data to make predictions and recommendations rapidly. Real-time stream processing is essential to deliver recommendations within seconds.
This document discusses three key aspects of designing for human error:
1) It examines human capabilities and limitations from physical, cognitive, and social perspectives to understand how design can fit with them.
2) It explores the difference between human errors like mistakes and slips versus design errors, noting people will err and design should account for this.
3) It outlines three approaches to design - technology-oriented, human-centered, and activity-centered - recommending the latter which develops a deep understanding of the activities to be performed.
Activity-Based Serendipitous Recommendations with the Magitti Mobile Leisure ...bo begole
This paper presents a context-aware mobile recommender system, codenamed Magitti. Magitti is unique in that it infers user activity from context and patterns of user behavior and, without its user having to issue a query, automatically generates recommendations for content matching. Extensive field studies of leisure time practices in an urban setting (Tokyo) motivated the idea, shaped the details of its design and provided data describing typical behavior patterns. The paper describes the fieldwork, user interface, system components and functionality, and an evaluation of the Magitti prototype.
NETNOGRAPHY vs. Web Monitoring = “Qual. VS Quant. ?”Steffen Hück
The document discusses netnography, an explorative qualitative research approach used to analyze consumer dialogue in social media. Netnography involves non-obtrusively observing and listening to online conversations to gain a deep understanding of consumer needs, solutions, and innovations. It is compared to web monitoring, which uses tools and technology to aggregate and analyze large amounts of quantitative data. Netnography provides less biased and more natural consumer insights than traditional research methods. Examples of netnography studies on sunless tanning and coffee communities are presented.
Expoiting Cognitive Biais - Creating UX for the Irrational Human MindYu Centrik
The document discusses how cognitive biases can be used to create more effective user experiences. It argues that while computers are strictly logical, human minds are irrational, subjective, and prone to cognitive biases. To design for humans, user-facing elements need a psychological approach that accounts for how people actually think, feel, and make decisions based on both logic and a variety of non-logical factors. Understanding cognitive biases can help predict human irrationality and apply specific biases to improve the user experience.
The document discusses sentiment analysis accuracy and subjectivity. It finds that sentiment accuracy claims over 90% are exaggerated or overfit. Audits of sentiment analysis tools show low inter-annotator agreement between 78-83%, and annotators only agree with each other 58-91% of the time, depending on difficulty. True breakthroughs in sentiment accuracy will come from personalization rather than improved algorithms, which cannot break the 80% agreement barrier due to sentiment subjectivity.
This document discusses new digital media products and services for Generations X and Y. It outlines a study conducted using Mind Genomics and conjoint analysis to identify consumer mindsets and their preferences for different features of new digital media. 300 respondents rated their interest and willingness to pay for various concepts with features grouped into 7 categories. The results were analyzed to segment the market and identify which features appealed most to different consumer mindset groups. The goal was to help companies customize their digital offerings to specific segments.
This document outlines user research methods that can be used from exploration to ideation. It discusses contextual inquiry to understand users in their environments, group interpretation to make sense of findings, affinity diagramming to organize insights into themes, wall walking to generate design ideas, identifying hot ideas, and visioning sessions to flesh out concepts. The goal is to use these qualitative research techniques to deeply understand users and generate innovative design solutions that meet user needs.
The document provides an overview of a UX bootcamp that covers user-centered design principles and practices. The bootcamp introduces concepts like user-centered design, user research methods like being the user and observing users, understanding user goals, contexts and mental models, prototyping techniques, and usability testing. It discusses techniques like paper prototyping, storyboarding, and setting up usability tests. The bootcamp aims to teach designers how to design products and services based on understanding user needs through research and iterative design.
Virtual management involves leading teams that work remotely using online tools. It allows organizations to tap global talent pools and leverage specialized expertise wherever it exists. Key factors for success include motivating virtual teams through intrinsic rather than extrinsic rewards, fostering knowledge sharing and social bonds, encouraging different levels of collaboration, and properly distributing tasks. Organizations should emphasize both task processes and socioemotional connections between team members. With the right approach, virtual teams have been shown to outperform traditional colocated teams.
This workshop focuses on social responsibility and includes an intense lineup of participatory design exercises that touch on a series of methods for designing compelling user experiences. Participants are introduced to psychological and business model concepts to help teams craft unique mobile engagement and experiences. Working through user motivations, perceived abilities and discovering opportune moments for triggering habit changing actions, teams will explore applying behavioural psychology to empathize and connect with intended mobile users.
1. Four themes are emerging from exploring new advisory board approaches: connecting all locations, regional hubs, showcasing for executives, and engaging the client ecosystem.
2. The document discusses using a mix of virtual and physical spaces to address client issues. It proposes analyzing collaborative tools, inventorying use cases, and mapping process steps and scales of change.
3. Areas to research include community/collaboration spaces, immersion techniques, and tools for complex conceptualization. The objective is to define requirements for virtual, physical, and projection spaces in terms of architecture, tools, and design.
The document discusses challenges with the traditional view of psychological architecture for behavior, which depicts perception, cognition, and action as distinct sequential processes. It notes that this view was designed to explain human problem-solving and assumes a disembodied mind. The document questions where the "central executive" of cognition is located in the brain, as neural correlates of decision-making are found in many regions. It suggests this traditional view may not adequately explain neural data and that brains could be considered control systems rather than strictly input/output devices.
The document discusses trends in the events industry, including how a stabilizing economy is improving events but not returning to 2008 levels. It also discusses how technology is becoming less scary with advances in mobile, social media, and video invitations. A key trend is a demand for industry technology that provides value through virtual/hybrid events, digital wayfinding, gamification, and customization. The document advocates creating engaging experiences by meeting both rational and emotional needs through interactive formats and technology that facilitates interaction, play, enhances experiences, and fascinates attendees. An overarching strategy is still needed to tie it all together.
This slide-show discusses habit 3 from the series: the 7 habits of highly effective decision makers. It shows how the great decision makers use the power of visualisation to combat complexity, clarify communication and catalyse creativity.
This document discusses how brands can use game mechanics, also known as gamification, to engage customers. It provides examples of how companies like Foursquare, Facebook, and Vail Resorts have successfully used points systems, leaderboards, badges and other game elements in their platforms and apps. The document advocates for the strategic use of gamification based on the O.P.E.N. model of being on-demand, personal, engaging, and networked. It provides tips for effective gamification, such as careful planning, targeting specific audiences, ensuring game mechanics fit the brand, and partnering with experts. Examples are given of how Cascadian Farms and HP have also leveraged gamification through virtual goods in Farm
The document summarizes a survey conducted for a car dealership to help increase sales. Addressable Minds, a patented predictive consumer intelligence tool, was used to develop survey questions, analyze results, and segment consumers. The survey asked potential car buyers about their preferences to identify effective marketing messages for different segments.
Future of retail retail social business architektur 2012Friedel Jonker
This document discusses IBM's social business architecture for retail and consumer products. It covers the 7 Cs of IBM's social business development: creativity, competence, contacts, communication, connections, collaboration and change. It provides examples of how IBM software solutions like IBM Connections can help with social analytics, collaboration and multichannel management. The document emphasizes IBM's experience and integrated portfolio to help companies transform into social businesses.
How do people view employment? Does it differ for those who have jobs, want jobs or are discouraged? We identified 3 mental models that transcend age, gender, income, region and employment status. The findings challenge conventional notions of unemployment and point towards new directions for creating employment, policy and services. Study funded by SEI Center for Advanced Studies in Management at the Wharton School.
NON is a brand experience company that helps businesses take advantage of the competitive power of design. Our services consist of helping clients create products, services and even businesses and communicate them through brand expressions.
This document discusses user-centered design approaches for mobile devices. It argues that traditional user-centered design borrows too many conventions from desktop interfaces rather than creating mobile-specific interfaces. A new mobile user-centered design approach is needed that focuses on the user's context of use. The document presents a 4-pillar framework for mobile user-centered design that involves determining investment level and expectations, selecting an appropriate research methodology, identifying the primary context of use, and choosing the target user type.
4 Strategies for Developing a Unified Digital ExperienceHanson Inc
This document outlines four strategies for developing a unified digital experience. It recommends (1) really knowing your audience through personas and visit scenarios, (2) executing content strategically as a publisher, (3) supporting all platforms and connecting experiences across visits, and (4) executing only cross-channel campaigns. The key is measuring everything and testing continuously to refine efforts into a cohesive customer experience across channels.
TCC Worldwide Online Conference presentation on Web Privacy and Information Accountability by students from Colorado Technical University on April 18, 2012.
The document introduces building a data science platform in the cloud using Amazon Web Services and open source technologies. It discusses motivations for using a cloud-based approach for flexibility and cost effectiveness. The key building blocks are described as Amazon EC2 for infrastructure, Vertica for fast data storage and querying, and RStudio Server for analytical capabilities. Step-by-step instructions are provided to set up these components, including launching an EC2 instance, attaching an EBS volume for storage, installing Vertica and RStudio Server, and configuring connectivity between components. The platform allows for experimenting and iterating quickly on data analysis projects in the cloud.
Fallon Brainfood: 15 #Winning Ideas for young hopefuls seeking to enter adver...Aki Spicer
Fallon's Rocky Novak (@rockynovak) Director of Digital Development, and Aki Spicer (@akispicer), Director of Digital Strategy present 15 Things You Should Know (but aren’t likely hearing) About Starting Your Career in Advertising. Advice at the intersection of Inspiration and "Scared Straight."
@University of Minnesota Ad Club, November 2011
Marshall Sponder - Social Media Monitoring Analytics - Measure13Our Social Times
Social media data provides both opportunities and challenges for businesses. While businesses have access to large amounts of structured and unstructured data, making sense of it and integrating different data sources is difficult. Current social media monitoring platforms do not natively interface with each other or a business's other systems. This makes it challenging for businesses to access, analyze, and take action on all of their available social data in a cost effective way. Future social networks and tools may better enable users and businesses to easily understand and utilize large amounts of social information.
Tesco voice of the customer: achieving a 360 customer viewlocalinsight
The document summarizes Maria Sealey's presentation on achieving a 360-degree customer view at LGA's Customer Insight Conference. The presentation covers capturing customer views through multiple channels, bridging data silos between departments to get a complete view, and challenges in integrating customer data. It provides examples of tools for gathering customer insights like social media monitoring, surveys, and focus groups to get both prompted and unprompted feedback. The presentation also discusses how customers now research online and shop across channels, calling for a unified approach to customer insight.
Akendi is an experience design, research, and strategy firm focused on creating intentional experiences for products, services, and spaces. They take an end-to-end approach to experience design, considering the full experience from a customer's awareness through purchase, use, and recycling. Their services include strategy, experience research through methods like ethnography and personas, experience design including information architecture and visual design, and testing.
The document provides an overview of decision making models including the rational model, non-rational models, intuition-based models, and group decision making techniques. It then summarizes IDEO's approach to design thinking which includes emphasizing empathy with customers, considering anything is possible during brainstorming, prototyping solutions, using technology creatively, and working with speed. The document also reviews IDEO's work designing the AT&T mMode mobile application to make it more intuitive for customers.
The Essentials of Great Search Design (ECIR 2010)Vegard Sandvold
This document outlines an essential search design process called "Sprint 0" that involves cross-disciplinary collaboration. It emphasizes learning from stakeholders, users, and technical experts to understand business goals, user needs, and technological capabilities. Concepts are developed through inspiration, ideation, and iterative prototyping and testing of interaction and technical designs. The goal is to unite business goals, user needs, and technological possibilities to discover solutions and innovate through an inclusive design process.
Within 5 years, 70% of PC collaboration apps will be modeled after smartphone apps due to lessons in user experience. By 2014, social networking will replace email as the primary communication method for 20% of business users. Through 2015, only 25% of enterprises will routinely use social network analysis to improve performance. Ideation involves openly submitting ideas, focused campaigns, or integrating with product development. Typical processes involve expanding internal and external participation. Benefits include new solutions, needs, enthusiasm, and long-term employee satisfaction and focus. Creating the right culture requires tearing down walls, rules of engagement, recognition, and accessibility. Vendor selection involves evaluating functionality, compatibility, price, history and clients. Success requires collaboration between IT and business.
Social Intranet Design Strategies presented by Intranet Connections CEO Carolyn Douglas at the 19th Annual Intranets for Internal Communications, Vancouver, BC
Conversion Conference - What's in YOUR toolkit?Craig Sullivan
This set of slides lists 12 practical tools, techniques or services you can use to improve conversion rates.
There are handy lists of companies and websites that will make a welcome addition to the stuff that all marketers should be using.
The document discusses search based applications for navigating large amounts of data in the cloud. It outlines challenges around performance, usability, and dealing with big data. It then describes how semantic processing can be used to analyze, transform and retrieve information from various data types like text, images, audio and video. Examples are provided of applications that enrich navigation context, handle multimedia, and link related data. The document argues that search based approaches can help address issues of usability, agility and scalable performance when accessing large distributed datasets in the cloud.
Listening data collection concerns and ethics, rappaport, qiquestioninginstitute
Consumers do not have a single approach to privacy but several, research shows. Details and implications for collection of conversations for research purposes are presented.
The document summarizes a report about conducting market research for new steak house restaurants. It found that [1] customers want variety beyond just steak, a child-free section after 9pm, and high-quality ingredients. [2] Customers can be segmented into those seeking social experiences, focused on food, and desiring elegant ambiance. [3] Successful steak houses will identify their target customer segment and cater to what matters most to that group.
The document describes a study conducted using Addressable Minds to identify effective messaging for increasing ticket sales to musical concerts. A survey was developed with categories of different music genres and elements tailored to each. The results analyzed which messaging was most convincing and drove certain feelings to help the music industry better advertise to potential concertgoers.
The document summarizes a report on using market segmentation to help movie theaters attract more customers. It discusses conducting a survey that identified three key customer segments - Value Seekers, Laid Back Customers, and Movie Fanatics - who are interested in different messaging approaches. The survey also found that discounts and membership clubs appealed most to attracting customers overall but different elements resonated more with each segment. The report concludes that targeting separate messaging to the three segments identified could help movie theaters better advertise to and engage different types of potential customers.
This document summarizes research into energy drink consumption among teenagers and young adults. It used the Addressable Minds program to segment consumers into three groups - Party People, Flavor Lovers, and Health Enthusiasts. Different messaging was identified as most effective for each segment. The research found that flavor, effectiveness, and health were major concerns and that bottle design and colors were also important influences on teenage consumption of energy drinks. Peer pressure and endorsements had less impact than initially thought.
The document summarizes the results of a survey on eating disorders in adolescent girls. It identifies 3 key segments among respondents: 1) control seekers, 2) those aware of but don't care about eating habits, and 3) those with low self-esteem. The survey found erratic eating habits and poor self-image are common among all girls surveyed. Total interest levels differed from interests of each identified segment.
1) The document discusses a marketing project to help a chocolate manufacturer increase sales by better understanding customer segments.
2) A survey of 57 individuals identified two main customer segments - health and cost conscious buyers versus chocolate lovers.
3) The survey found that different messaging appeals to each segment. Health-focused messaging would not attract chocolate lovers, while variety and discounts appeal most to both segments.
4) The project team developed an online "Segmentation Wizard" to quickly identify which segment a customer belongs to in order to target the right marketing messages.
The document is a report about improving cafeteria food options at high schools. It identifies three student segments: open minded eaters who want variety and value, big eaters who prefer large portions, and nutritionists who favor organic and fresh local options. Student preferences for each segment are outlined, with open minded eaters liking buffet options and value, big eaters preferring large portions, and nutritionists favoring organic and avoiding fried foods. The report provides insights into how to better market cafeteria food to these different student groups.
The document reports on a survey conducted to understand customer preferences for banquet halls. The survey found there are two key segments - party goers, who want fun experiences, and cost-conscious customers, who prioritize affordability. The survey results can help banquet halls tailor their marketing messages and offerings to each segment's priorities such as included services, reasonable rates, and accessibility.
1. Math 110
Brought to life with Addressable Minds
FINAL REPORT – DECEMBER 2011
COMPUTERS
Project Team
Jiwani, Shifa
Leakey, Lauren
Preciado, Gabirela
Wong, Nicole
Traditional Segmentation : - Identify segments in database by behaviors, psycho-demographics - Create marketing messages … deliver them…hope they buy - These segments may seem homogeneous -- but minds are not These segments have minds that are HETEROGENEOUS Response-Based, Addressable Mind Segmentation - Expose customers to message vignettes by Experimental Design - Identify profoundly different mind-sets that pervade the customer base - Type a customer into a mind-set using ‘scratch test’ + data mining - For a person …. RIGHT MESSAGE, RIGHT EXPERIENCE