Web Visions PDX '12: Applying Behavior DesignChris Risdon
Presentation given at WebVisions Portland. (for those that saw my SxSW presentation, presentation has been refined and updated)
More and more products and services are designed around motivating users and incentivizing change. Products and services in finance, health and the environment, among other areas, are increasingly designed around influencing behavior. Some are doing this better than others. There are useful academic models and patterns for applying persuasion techniques. However, these techniques tend to stand alone, separate from our proven methods and processes for designing for good user experiences.
Web Visions PDX '12: Applying Behavior DesignChris Risdon
Presentation given at WebVisions Portland. (for those that saw my SxSW presentation, presentation has been refined and updated)
More and more products and services are designed around motivating users and incentivizing change. Products and services in finance, health and the environment, among other areas, are increasingly designed around influencing behavior. Some are doing this better than others. There are useful academic models and patterns for applying persuasion techniques. However, these techniques tend to stand alone, separate from our proven methods and processes for designing for good user experiences.
Abstraction can be used at the beginning of a project to facilitate communication and reflection in order to establish a shared framework. This clarifies goals for decision makers and gives direction to the production team – preventing the project from getting stuck in the weeds.
In our everyday work, as people who create digital products, we are under a lot of pressure from clients/employers to produce concrete outputs – often with little clarity concerning goals. This leads to stress and ineffectual outcomes.
Looking at the course of human history, people have always used methods of abstraction to make sense of a complicated world (like mapmakers). As IAs we can take advantage of this natural human tactic to abstract the complex, in order to bring clarity to our work by using tools such as maps, blueprints, and personas.
My presentation at WebVisions Portland in May 2012. Speaker notes / narrative included! Please forgive the cues & odd little notes to myself for presenting purposes.
Promise and perils : Qualitative research in our connected, mobile worldThe Added Value Group
The promise of Mobile Qualitative Research is huge, and incredibly exciting: Real time, immediate, unobtrusive access to respondents. In a space that can feel fatigued by tried-and-true methodologies and even knowing and experienced respondents, mobile qualitative feels like a fresh and authentic way to engage people as people (not as consumers). At its best the mobile device, an appendage for many, enables people to conduct their own ethnographies with the researcher as virtual observer. The implications titillate: What is seen when we’re “not around” has got to be the most interesting and insightful, because it occurs when people are not being “watched.” The cost implications are doubly enticing: we can now engage with respondents domestically and internationally without the travel expense (and inconvenience)!
But don’t get distracted by the shiny object: Mobile is a tool. Like a focus group, an in-depth interview or a psychodrawing, which needs facilitation to make sure it’s used optimally. To deliver on its promise of engaging respondents and delivering quality, thoughtful output requires careful and considerate thinking and planning – pre, during and post field. Yes, we have access to real people but do we have involvement? Do we have ownership? A picture from a shop-along is only as good as the story attached, and the insights we, as researchers, draw from it.
In this presentation, we address both the promise and perils of mobile qualitative, and share some best practices and the latest findings from our mobile development labs.
Brand & UX: Toward a New InterpretationMark Badger
Note: This deck was presented on January 5th, 2013 as part of UXCamp DC. These slides contain some early thinking around the relationship between Brand and UX, as well as the idea that user experience design and strategy involves aspects of interpretation and translation. I want to thank those who joined the discussion for reinforcing the idea that the relationship between Brand and UX matters.
Abstract: It's not that those charged with overseeing the brand and those responsible for creating user experiences can’t, don’t, or have not collaborated. But it is fair to say that the relationship has often been...contentious. And yet, strategic thinkers from both camps seem to be zeroing in on the same target. Whether one calls it "user experience" or "brand experience," the relationship between brands and consumers is one both UX practitioners and Brand marketers care about deeply. Along those lines, does an investigation into the meaning of those relationships begin to suggest a new role for the UX practitioner, that of interpreter and translator?
Social networks are a means to many ends, but using them correctly depends on many details of intended audiences and business goals. Cloud computing enables far more rapid adoption and business-focused deployment of secure, governable projects with compelling returns.
Stocktwits & Responsive Web Design, social network meets flexible frameworkJohn Strott
The slides from our presentation on responsive web design using the StockTwits site as a case study. No audio, but feel free to contact us for more information regarding this deck.
A recap of interesting points and quotes from the May 2024 WSO2CON opensource application development conference. Focuses primarily on keynotes and panel sessions.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
With Fashion Week to inspire us, this webinar focuses on sharing a few favorite digital trends for 2018. Instead of discussing denim separates and art-inspired prints, our team explores hot digital to keep an eye on. The webinar focuses on emerging technologies, exciting design trends and standout digital strategies to adopt in the new year.
Associate Creative Director Jessica DeJong and Chief Strategist Kalev Peekna dive into concepts that could disrupt how we think about digital experiences, as well as trends to easily fold into your 2018 marketing strategy.
Access the full recording: https://youtu.be/N_4XAsXDoYI
Hashstash Studios is an indie game development studio based out of Delhi NCR, India. We are a studio of game developers, artists, and engineers, who have been working in the gaming domain for many years now and have a rich background in software development and the web ecosystem.
We develop games for all platforms, specifically: Mobiles Games (iOS, Android, Windows Phone 7), Social Platforms (Facebook Games), and for the Desktop (Windows, Mac OS/X, Linux based Distributions).
We have a game out on the Google Play Store (Zap the Knight) and are busy adding content to it and porting it to Windows Phone 7 and iOS. We are also prototyping an interesting tech for a Facebook Game (Social Corporations) and also experimenting with a fun, casual desktop game concept.
Our roadmap also includes some developer-friendly tech: Trivial Engine, a very exciting templates driven game engine, and Trivial Analytics, a cross-platform scoring, monitoring and matchmaking system that would level up “social”.
Along with Hashstash Studios, the same team is involved with Ctrl Alt Delhi (an electronic music act), Gamer on the Move (a mobile game reviews vlog), and Indie GameDev India (an industry body that creates resources and opportunities for indies to move forward in India).
As Hashstash Studios, we are not only building fun and interesting games, we are also pushing the indie scene in India forward.
Full transcript available here: https://karenmcgrane.com/talks/adapting-ourselves-to-adaptive-content/
For years, we've been telling designers: the web is not print. You can't have pixel-perfect layouts. You can't determine how your site will look in every browser, on every platform, on every device. We taught designers to cede control, think in systems, embrace web standards. So why are we still letting content authors plan for where their content will "live" on a web page? Why do we give in when they demand a WYSIWYG text editor that works "just like Microsoft Word"? Worst of all, why do we waste time and money creating and recreating content instead of planning for content reuse? What worked for the desktop web simply won't work for mobile. As our design and development processes evolve, our content workflow has to keep up. Karen will talk about how we have to adapt to creating more flexible content.
Abstraction can be used at the beginning of a project to facilitate communication and reflection in order to establish a shared framework. This clarifies goals for decision makers and gives direction to the production team – preventing the project from getting stuck in the weeds.
In our everyday work, as people who create digital products, we are under a lot of pressure from clients/employers to produce concrete outputs – often with little clarity concerning goals. This leads to stress and ineffectual outcomes.
Looking at the course of human history, people have always used methods of abstraction to make sense of a complicated world (like mapmakers). As IAs we can take advantage of this natural human tactic to abstract the complex, in order to bring clarity to our work by using tools such as maps, blueprints, and personas.
My presentation at WebVisions Portland in May 2012. Speaker notes / narrative included! Please forgive the cues & odd little notes to myself for presenting purposes.
Promise and perils : Qualitative research in our connected, mobile worldThe Added Value Group
The promise of Mobile Qualitative Research is huge, and incredibly exciting: Real time, immediate, unobtrusive access to respondents. In a space that can feel fatigued by tried-and-true methodologies and even knowing and experienced respondents, mobile qualitative feels like a fresh and authentic way to engage people as people (not as consumers). At its best the mobile device, an appendage for many, enables people to conduct their own ethnographies with the researcher as virtual observer. The implications titillate: What is seen when we’re “not around” has got to be the most interesting and insightful, because it occurs when people are not being “watched.” The cost implications are doubly enticing: we can now engage with respondents domestically and internationally without the travel expense (and inconvenience)!
But don’t get distracted by the shiny object: Mobile is a tool. Like a focus group, an in-depth interview or a psychodrawing, which needs facilitation to make sure it’s used optimally. To deliver on its promise of engaging respondents and delivering quality, thoughtful output requires careful and considerate thinking and planning – pre, during and post field. Yes, we have access to real people but do we have involvement? Do we have ownership? A picture from a shop-along is only as good as the story attached, and the insights we, as researchers, draw from it.
In this presentation, we address both the promise and perils of mobile qualitative, and share some best practices and the latest findings from our mobile development labs.
Brand & UX: Toward a New InterpretationMark Badger
Note: This deck was presented on January 5th, 2013 as part of UXCamp DC. These slides contain some early thinking around the relationship between Brand and UX, as well as the idea that user experience design and strategy involves aspects of interpretation and translation. I want to thank those who joined the discussion for reinforcing the idea that the relationship between Brand and UX matters.
Abstract: It's not that those charged with overseeing the brand and those responsible for creating user experiences can’t, don’t, or have not collaborated. But it is fair to say that the relationship has often been...contentious. And yet, strategic thinkers from both camps seem to be zeroing in on the same target. Whether one calls it "user experience" or "brand experience," the relationship between brands and consumers is one both UX practitioners and Brand marketers care about deeply. Along those lines, does an investigation into the meaning of those relationships begin to suggest a new role for the UX practitioner, that of interpreter and translator?
Social networks are a means to many ends, but using them correctly depends on many details of intended audiences and business goals. Cloud computing enables far more rapid adoption and business-focused deployment of secure, governable projects with compelling returns.
Stocktwits & Responsive Web Design, social network meets flexible frameworkJohn Strott
The slides from our presentation on responsive web design using the StockTwits site as a case study. No audio, but feel free to contact us for more information regarding this deck.
A recap of interesting points and quotes from the May 2024 WSO2CON opensource application development conference. Focuses primarily on keynotes and panel sessions.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
With Fashion Week to inspire us, this webinar focuses on sharing a few favorite digital trends for 2018. Instead of discussing denim separates and art-inspired prints, our team explores hot digital to keep an eye on. The webinar focuses on emerging technologies, exciting design trends and standout digital strategies to adopt in the new year.
Associate Creative Director Jessica DeJong and Chief Strategist Kalev Peekna dive into concepts that could disrupt how we think about digital experiences, as well as trends to easily fold into your 2018 marketing strategy.
Access the full recording: https://youtu.be/N_4XAsXDoYI
Hashstash Studios is an indie game development studio based out of Delhi NCR, India. We are a studio of game developers, artists, and engineers, who have been working in the gaming domain for many years now and have a rich background in software development and the web ecosystem.
We develop games for all platforms, specifically: Mobiles Games (iOS, Android, Windows Phone 7), Social Platforms (Facebook Games), and for the Desktop (Windows, Mac OS/X, Linux based Distributions).
We have a game out on the Google Play Store (Zap the Knight) and are busy adding content to it and porting it to Windows Phone 7 and iOS. We are also prototyping an interesting tech for a Facebook Game (Social Corporations) and also experimenting with a fun, casual desktop game concept.
Our roadmap also includes some developer-friendly tech: Trivial Engine, a very exciting templates driven game engine, and Trivial Analytics, a cross-platform scoring, monitoring and matchmaking system that would level up “social”.
Along with Hashstash Studios, the same team is involved with Ctrl Alt Delhi (an electronic music act), Gamer on the Move (a mobile game reviews vlog), and Indie GameDev India (an industry body that creates resources and opportunities for indies to move forward in India).
As Hashstash Studios, we are not only building fun and interesting games, we are also pushing the indie scene in India forward.
Full transcript available here: https://karenmcgrane.com/talks/adapting-ourselves-to-adaptive-content/
For years, we've been telling designers: the web is not print. You can't have pixel-perfect layouts. You can't determine how your site will look in every browser, on every platform, on every device. We taught designers to cede control, think in systems, embrace web standards. So why are we still letting content authors plan for where their content will "live" on a web page? Why do we give in when they demand a WYSIWYG text editor that works "just like Microsoft Word"? Worst of all, why do we waste time and money creating and recreating content instead of planning for content reuse? What worked for the desktop web simply won't work for mobile. As our design and development processes evolve, our content workflow has to keep up. Karen will talk about how we have to adapt to creating more flexible content.
Teaching Elephants to Dance (Federal Audience): A Developer's Journey to Digi...Burr Sutter
We can be brilliant developers, but we won’t succeed—and won’t lead our organizations to succeed—without a new perspective (if you will) and new assumptions about the components of the “technology ecosystem” that are fundamentally critical to our success. This includes the operators, QA team, DBAs, security folks, and even the pure business contingent—in most cases, each of these individuals and groups plays a critical role in the success of what we create and give birth to as developers. What we do in isolation might be genius, but if we insulate ourselves—especially with arrogance—from these colleagues, neither our code nor our organizations will realize their full potential, and most will fail. The bottom line is that our old ways are no longer viable, and as the elite within our industry, we will be the leaders and heroes who discard old assumptions and adopt a new perspective in this exciting journey to digital transformation—where the impossible can become reality.
With more than 1.5 million developers worldwide, Appcelerator's ecosystem is a key part of its developers' success. Nolan Wright, Appcelerator's CTO, will discuss how ISVs like PayPal and Box.net are adding great fuel to the Titanium development fire with new capabilities and resources for mobile developers.
Nolan Wright, Co-founder and CTO, leads engineering and product management at Appcelerator.
차세대 쇼셜 네트워크 서비스에 대한 발표자료로서 2009년 2월 26일 KRnet 이다.
KRnet이란 'korea Internet Conference'로서 그 중 'Track : Convergence Promotion Services'에서 'Track : Convergence Promotion Services'의 발표자료이다. 발표제목은 'Next Social Network Service'이며 내용은 다음과 같다.
소셜네트워크 서비스란 쉽게 말해 ‘나의 프로필을 네트워크에 공유하여, 구인/구직에 실질적인 도움을 주는 웹 서비스의 일종이다. 그러나 쇼셜 네트워크란 아날로적 인맥망에서부터 시작하여 디지털 인맥망으로, 사회학에서부터 소프트웨어 개발학으로까지, 구인/구직의 연결망에서 관계의 매듭을 열어가는 연결망으로 발전 중에 있다. 본 강연은 네트워크 이론에 의한 수렴과 확산의 상호질서를 바
탕으로 소셜 서비스의 발전 과정과 그 의의를 진단한다. 특히 단문 서비스 중심의 소셜 서비스인 트위터(twitter), 이미지 기반의 소셜 서비스인 플리커(flickr), 동영상 맥락의 소셜 서비스인 유튜브(youtube), 프로필 중심의 소셜 서비스인 마이스페이스(myspace) 등이 각 매체의 허브로서 역할하며 어떻게 사회, 문화, 비즈니스적인 변화를 주는지를 소개한다. 강연을 통해 소셜 서비스의 각 허브들이 상
호작용하여 수렴되는 쇼셜 네트워크에서의 아이텐티가 어떻게 개인을 설명해주고 신뢰해주는 메커니즘을 가지는지를 분석할 예정이다. 즉 소셜 서비스란 개인과 집단의 신뢰의 증진을 위한 관계 맺기 서비스이다.
Case Study to build a tablet based app that is a shopping assistant.Vivek Parihar
Case Study:
You need to build a tablet based app that is a shopping assistant. When I enter the store, I pick it up and it has the digital catalogue with current inventory status based on live POS feed (so it does not show anything that is stocked out). The digital catalogue is searchable using conversational interface (assume you have the NLP algo available for this). When I choose an item, it shows me similar items (which are identified based on image similarity analysis, you have an algo for it but you need to deploy it for weekly refresh of the similarity dataset) and items which go well together (based on mining past data, you have an algo for it but you need to deploy it for weekly refresh of the dataset). It also has an AR layer which can guide me to the item, and show what is nearby in same isle etc. and give instant offers etc.
1. What is broad architecture for this and choice of tech stack?
2. How will you structure this as a project and what will be team responsibility allocation and timelines?
MUTUAL FUNDS (ICICI Prudential Mutual Fund) BY JAMES RODRIGUESWilliamRodrigues148
Mutual funds are investment vehicles that pool money from multiple investors to purchase a diversified portfolio of stocks, bonds, or other securities. They are managed by professional portfolio managers or investment companies who make investment decisions on behalf of the fund's investors.
1. Neil LaChapelle Seeking Seed Capital to Expand App Suite
David de Weerdt and Develop a Platform for Future Apps
Co-Founders In Silicon Valley Sept 3 - 15
100-151 Charles St. W. Kitchener-Waterloo, Ontario, Canada
2. Have you ever been invited
to a nice dinner party…
(CC) Flikr User Iwona Erskine-Kellie (iwona_kellie)
3. …that turned out to be a
multi-level marketing “sales party”?
(CC) Flikr User Tris Hussey (tris)
12. Scenes
Bond Buy
Art Scene, Fashion Scene, Startup Scene, Foodie Scene, Classic
Cars, Surf Scene, Gamers, Yoga Scene, Punk Scene, Quilters…
Scenes are real, they’re vibrant, and there’s lots of them!
(Notice boards like this are one way to spot scenes.)
13. Scenes are:
Bond Buy
Not just social networks. Your scene depends on people
you’ll never meet, who’ll never meet you.
Not just interest networks. Like-minded people can interact
without igniting scene dynamics.
14. Scenes Naturally Entail Commerce
Bond Buy
Look above! Most of these posters involve buying/selling.
You have to consume scene stuff to build your scene cred,
relationships and identities.
27. Co-Founders
We (Sceneverse Inc.) will prove 3 things:
1) Scenes, not networks, are the right
contexts for amplifying natural
cycles of bonding & buying.
Neil LaChapelle David de Weerdt
Design Leader
Past Creative Dir.
Business Leader
Past CEO &
1) Scene dynamics are universal enough
3 Startups Business Dev. that you can build a platform that
Advisors gets, crunches and serves scene data.
1) Context-aware apps can use that data
to help scenes rock harder.
David Orban Robert Kozinets Renee Lloyd We’re starting by launching our own app
Fellow, Berkman
CEO dotSUB
Singularity U
Chair, Marketing
Schulich Business Center for Internet suite for the indie music scene.
Humanity + Global expert in & Society, Harvard
Lifeboat Found. tribal marketing. Project VRM
Later, we’ll help other companies build
Sceneverse-enabled apps.
They’ll get the APIs, SDKs, data, analytics
Doug Cooper Alan Cross Ladan Tahvildari and insights they need to rock their scenes.
Exec in Residence
Communitech
Professional Music
Geek - Creator of
Professor at U of
Waterloo, Dept of
We’ll crunch and serve.
Co-Founder “Ongoing History Electrical and
Splintir of New Music” Computer Eng.
28.
29. A data-processing Context-aware
platform that apps that enhance
understands scene your scene
context. experience.
30. Scene Contexts Consist Of…
Groups of people, in specific places & times, invested in topics with high intrinsic value for them.
Social Place Time Topic
$
Value
(We call these “Sceneverse dimensions”)
31. Social Place Time Topic
$
Value
By tagging each data point with scene metadata, we can derive scene
structure, and assemble scene views as users and app developers require.
Social Place Time Topic
$
Value
32. Place + Topic Tuples are Primary
E.g Silicon Valley Startup Scene.
Our code-name for them is “shrines”.
Places devoted to topics.
Place Topic
Participant Relationship
33. Our Test Case: The Indie Music Scene
“Kickstarter for Shows” (In Closed Beta) “Yelp for Scenes” (Working Prototype)
They both look at the same “elephant”
the same scene data/metadata
on our back-end platform
34. Go-To Market Strategy
Analytics
Driver Data Farm
Revenue App Store
API
Apps
Product Scenes Scene App Builder The Sceneverse
Phase Launch Scale Hyper Growth
First we make money from scenes we build apps for ourselves. Then we ramp up growth by enabling other companies to build SV-enabled app
for their own scenes, using SV data and functionality. Finally, as our data about scenes gets very rich, we leverage that data for more revenues.
35. Market for Our First App Suite
(cc) Flikr user Nick Sherman
(cc) Flikr user steve loya
500K Bands x 24 shows/year x 15 fans x $10 ticket = $1.8B Merch & Sponsorship
0.5% share = $90MM Modules to Come…
Is big enough to sustain significant upside even with conservative estimates
36. Currently We Are Seeking
• $2MM Total
• Launch First Scene: Indie Music App Suite
• $1MM to develop back-end scene-data
platform
• Series A readiness by Q3 2013
Editor's Notes
Have you even been invited to a dinner party with friends and family, and been looking forward to it, feeling good about being invited…
Amplification – Bond and Buy
Amplification – Bond and Buy
First: Scenes are the right model - social/commercial virtuous circles. Then, platform play advantages accrue. Network EffectsLock-in EffectsDe facto Standard Effects
My name is _________. My colleague’s name is ____________. We are creating a new category of social software, and we are seeking a $2MM seed investment to launch the first product we’ve made, and to build out our platform to support future products.