Archive for March, 2007

h1

Bullies in cyberspace spark growing concern

Saturday, March 31st, 2007

"With cyberbullying you can't get away from it, at night as well as during the day."

An Australian schoolgirl, a Chinese adulterer and several South Korean celebrities have one thing in common: all have been victims of cyberbullying, a modern version of mob cruelty. via Physics Org

h1

Cell Phones Now Too Cool to Be Called Cool

Saturday, March 31st, 2007

There's more entertainment than ever on cell phones, but oddly enough, some of the flash was gone from the CTIA Wireless trade show this year. via PCWorld.com

h1

Eisner’s ‘Prom Queen’ Internet drama to debut on MySpace site

Saturday, March 31st, 2007

"It's the 'The O.C.' meets 'Lonelygirl' with a MySpace twist"

Episodes of the new Internet drama "Prom Queen" will make their exclusive debut Sunday on News Corp.'s MySpace social-networking site, the company said Thursday. via Canada.com

h1

Maybe It doesn’t Matter

Saturday, March 31st, 2007
March 31, 2007 at 10:45 am Filed under education OK, this is a pretty scary picture.
Comment
h1

The Wiz Kids of Silicon Valley Featured on BBC Technology

Saturday, March 31st, 2007
Darren Waters , technology editor for the BBC News website, was recently in Silicon Valley meeting the wonder boys of the Web 2.0 era.
Comment
h1

Pestilence, War, Famine, Death…and Unemployment?: An Analysis of…

Saturday, March 31st, 2007

"The act of harming the reputation of another by making a false statement to a third person."

Pestilence, War, Famine, Death...and Unemployment?: An Analysis of the Internet Message Boards' Impact on Law Firm Recruitment I: Common Sense is Not So Common Polished black shoes. via The Journal of the Business Law Society

h1

Party gets off to soggy beginning

Saturday, March 31st, 2007
Sheena Mathews used an umbrella to shield herself from the cold drizzle on the first day of Black College Reunion on Friday.
Comment
h1

Internet drama “Prom Queen” to debut on MySpace

Saturday, March 31st, 2007
Episodes of the new Internet drama "Prom Queen" will make their exclusive debut Sunday on News Corp.'s MySpace social-networking site, the company said Thursday.
Comment
h1

A place to grow technology businesses

Saturday, March 31st, 2007
The R.I. Economic Development Corporation is working with a local IT entrepreneur and co-founder of the Providence Geeks to launch an IT and digital media incubator in the American Locomotive Works complex to ...
Comment
h1

Yuma County man accused of molesting child through MySpace.com

Friday, March 30th, 2007
A Yuma County man reportedly used the Web site MySpace.com to set up meetings with a minor he allegedly molested on at least two occasions.
Comment
h1

Adult site’s legal battle could aid Web hosting services

Friday, March 30th, 2007
Decision in the Perfect 10 case is likely to shield Web hosting services from being sued in state courts for the actions of their users.
Comment
h1

Monetizing the Social Network

Friday, March 30th, 2007

A review of ways marketers can align with these consumer hot spots.

Online social networks are hot. Those who participate in them belong to two, three, four, maybe even more than 10 or 20 different ones. They enjoy their features, upload photos, request business contacts and talk with friends.

For now, consumers get to do this for free. For now.

Although social networking in the offline world may be well-established — monetized through conferences, venues, referral fees and headhunters — the online world seems to just be examining the methods of monetization. The general principle still stands: if you have a large database of active users, you can make money — right?

Here is how it is being done today:

Advertising — A quick review of ad dollar expenditures in the U.S. reveals that only a small portion of the total is spent online — but that is going to change fast. Online advertising is once again booming — and just as public television and print media often can be sustained from pure advertising models, online is no different. The leading social networking sites (MySpace, Friendster and LinkedIN, along with many others) are primarily supported by advertising. Although their aggressive growth strategies mean that some may still be losing money, advertising represents a substantial amount of revenue.

Revenue Share/Per Transaction Fees — Someone clicks on her friend’s profile on Friendster and sees that he loves HBO’s hit series “Deadwood.” Clicking on the term ‘Deadwood” brings up all the other members who have the same interest — and an easy-to-purchase link for the “Deadwood” Season One DVD through Amazon. It’s essentially a focused advertising arrangement — marketers now have precision targeting through social networking profiles, tapping into user interests — and offering purchase options within very specific filters.

Events — Although revenue numbers generated from MySpace-style events are difficult to come by, these events are known to be well attended and a driving force behind MySpace’s impressive growth. In general, while it’s unlikely that offline events account for more than 10 percent of any social network’s revenue, events do make for great content and word-of-mouth advertising.

Moving forward, compelling new ways to monetize social networks will continue to emerge. The downside, however, is that some of these methods may not be in the user’s best interest — and they might end up taking the “cool” edge off these communities.

The Buying Club/Affiliate Revenue Models — With Buy.com’s purchase of Metails, a major offline and online retailer has recognized the power of social networking and made a commitment to the space. Yub.com enables users to develop their own social network focused around products, product ratings and, more importantly, a point-based rewards system that lets members benefit from a friend’s purchases. While Yub.com feels like heavy retail — with a full online mall that has grown rapidly in the last few months — the site is building a large user base and enticing members to recommend products to friends. Although the buying club mentality might work only within certain types of social networks, the notion of a point system that rewards users for certain activities should be embraced more broadly. By developing a currency system, a social networking site can create very real incentives (promotions, giveaways, contests, fundraisers) for specific actions, from which everyone can benefit.

Corporate Sponsorship — Does being a fan of a brand mean that you want the owner of that brand to have all of your personal profile information? Practically speaking, the answer has to do with the type of brand and the reward the user receives for sharing that information. Corporations will take notice of these social networks and begin offering competitive services with products and (if they are smart) experience-based rewards. Just as Icelounge (described as a “MySpace for skaters”) was launched, larger brands will begin to do the same. Increased brand loyalty and sales opportunities will lead directly to monetization.

Country Clubs/Membership Fees — The SNS world can be a field of dreams — albeit for a price. As social networking site ASmallWorld.com has recently demonstrated, if you build a great social network — making it “invite-only,” with restrictions on activities — well, everyone wants to join. Naseeb likewise has proven that a focused social network, aimed at a specific niche, can justify an admission charge. From where I sit, I’d much rather be part of a social network with fewer members, no advertising, and no corporate sponsorship but that charges for entry.

Overall, social networking sites are experiencing hockey stick growth and, in the process, influencing new types of two-way brand experiences and community building on the web. Although the approaches to monetization outlined here just scratch the surface, revenue models abound. Any repository of personal data and contact information on a large group of users (perhaps better to call them “consumers”) inevitably translates to profit opportunities.

Let’s just hope that all our email accounts and personal profiles don’t end up in a spam database though a dot-com SNS auction.

About the Author
Michael Jones, founder and president of Userplane, oversees the company’s application and business strategy, focusing on the future of live communications through the development of web applications. During the past four years, Userplane has gained recognition as a leading web-based application provider, in large part due to the success of its Flash-based Audio/Video Webmessenger™ and Webchat™. Jones is one of the primary team members.

Technorati Tags: , , , , ,

h1

Design Planning: Guidelines For The Effective Development Of A Collaborative Communication Project - RItalia

Friday, March 30th, 2007

Today at RItalia we are all here inebriated by the smell of intellectual upheval...

...intoxicated by the dream that by joining together and feeling so good in seeing how many we are, we could solve just abut any problem instantly...

...flocked from all corners of Italy and beyond to show with our presence that something important is changing.

planning_id396730_size480.jpg
Photo credit: Andres Rodrigues

Not only we have voice, our individual voice which can speak and suggest like it had never been allowed before , but we have ideas and hands to make this happen if we now want to.

...and that's absolutely fantastic.

But now we must use our intelligence.

The fact that we have been able to create a site, a wiki, a blog and a thousand other cool things around it should not be justification for us to be distracted from the original motifs that sparked our initial action.

The great noise we have made and the attention we have gotten from mainstream media should not make us think that we have already done something useful as for now we have only announced that we will.

The many detailed reports and blog commentaries on the specifics of what went wrong with Italia.it should not make us feel as the god-like experts who can judge and dispense opinions without further questioning.

The many ideas, proposals, and the numerous signs of support and approval that we have received so far should not be interpreted as signs of victory but only as indications that we need to work harder now to convert our enthusiasm and will-to-act into something that has direction, focus and concreteness.

The beauty of seeing nearly 300 hundred people join and come to discuss on this project today, should be interpreted as a sign that we have plenty human resources willing to contribute their know-how and expertise but not yet as an evidence that we have lots of good ideas or even a plan.

Today any group that is literate enough to know how to use the internet and its related media technologies can easily aggregate and make as much noise as we did for just about any purpose.

But how many of these new, spontaneously emerging grassroots communities, can really take it in their hands the challenge of planning and designing the vision they have?

This is where the rubber meets the asphalt and it is on this very point that I think we must act intelligently and not out of emotion, democratic fundamentalism or personal greed.

If you are about to use crowdsourcing and the power of many to leverage new ideas, brainstorm at the highest levels and collaborate on devising new solutions and approaches to a problem, there are a few things that you should never forget:

a) If you want to get anywhere you better decide where is that place before you buy an airplane to get there.

b) A communication project, such as a web site or tourism portal, should be the result of the collaborative work of multiple discipline experts such as an information architect, a content strategist, a web designer, a technical director and several other ones. Unless all of the issues relative to each one of these disciplines are systematically analyzed there is no serious web site project that can be brought to life.

c) Allowing anyone to suggest and contribute in a free-style approach does not help build consensus around key issues and problems to be solved. While contribution and ideas from everyone should be promoted, the input, collection and organization of such ideas should follow a well-planned direction.

d) The main advantages of crowdsourcing are that innovative ideas can be explored with relatively little cost. Agreed. But unless such ideas converge on providing solutions to specific issues or goals they may remain just such.

e) Previous research, even when done by competitors, is of extreme value. Discarding the work done so far by others, even when in evident contrast with your own goals and beliefs, does not help you understand and anticipate the obstacles and limitations encountered by them before you.

f) Research is essential. Evaluating the matter at stake, studying existing best international projects in the field, researching competitors previous analysis and mistakes can only provide greater and more valuable information on which to base the design and development of any project.

g) Adopting an appropriate and clearly defined production pathway, which identifies critical milestones, specific objective to be reached and core management responsibilities can greatly increase the effectiveness of product development while reducing costs and production time.


One of my favourite communication strategists, Clement Mok, over ten years ago defined a production approach for complex multimedia or web-based communication projects. Since then I have applied, taught, showcased and implemented this simple but highly strategic approach innumerable times with great results.

Its key strength is to force people to think and identify first where they want to go and why, before they get too excited in thinking about the how of aesthetics or technology will realize their dreams.

The simplicity of Clement Mok's approach is summarized by the four-letter acronym DADI:

  • Define
  • Architect
  • Design
  • Implement



The DADI production framework:

1. Defines a project;

2. Creates an architecture that explains the process and, if necessary, the technology platform;

3. Defines who does what;

4. Defines the time frame and budget; and

5. Establishes efficient communication among all the players.


I think that a rigorous approach to this kind of project planning, particularly in the early stages of development of a complex communication project like RItalia appears to be, is very important. As much as is a serious phase of analysis and research.

Analyzing possible market opportunities, competition, specific target demographics and use cases are critical requirements to be carried before any creative brainstorming or project definition process is started.

planning-choice-among-multiple-roads_id267012_size350.jpg

All this should be performed as early as possible in the project and always before investing valuable energies and resources in:

1) the identification of major technical problems,

2) testing key aspects of the functionality, and

3) clarifying the overall "look and feel" of the product.


Of critical importance in the planning and design of a complex multimedia communication projects like RItalia is also a keen awareness of at least some of the following issues and potential problems:

Potential significant imbalance in the range of expertise within a team. (e.g.: we could have too many geeks and too few information architects).

Tendency toward isolation in working rather than toward the naural development of cohesive virtual teams.

Lack of close and ongoing managerial involvement in the project.

Poor working communication approaches and methods both between team members, and between team members and management.

Roles and responsibilities not clearly defined: jobs left unassigned, and job titles not always reflecting work actually performed.

Lack of clear objectives and focus.

Lack of effective success evaluation criteria.

Lack of a substantial R&D phase to anticipate and identify potential issues and problems

Lack of a clearly specified and publicly communicated production pathway.

Imbalance between attention to content and attention to technology, treatment, look and feel and interactivity.




Possible solutions and approaches for change:

Hold a series of informal internal learning opportunities. Just like the one we are spontaneously making happen today. Yes barcamps are a perfect examples of this. This not only extends our individual knowledge but it provides a forum for discussion, familiarizes each one with its possible partners, and sets the stage for identifying key leaders in the process to follow.


"Interdisciplinary collaboration is most successful when there is a sensitivity and understanding of the all other disciplines involved. This mutual understanding greatly increases the value of expert advice and allows more informed judgments to be made on the team consequences of individuals' actions."

"Whatever the level and range of expertise available to a department, successful projects are produced by teams that work and communicate together effectively." (Canale and Wills 1995).

"Project management for multimedia is a particularly complex and time consuming job due to the nature of the products, and the wide range of skills required for product development. In order to maintain focus and adequate control of each project, it may be wise to consider the appointment of a project manager for each area of expertise."

(Source: http://www.tech.plym.ac.uk/soc/medspace/method.html)

Good luck to us. We needs lots of it this time.




Originally written by Robin Good for Master New Media and first published as: "Design Planning: Guidelines For The Effective Development Of A Collaborative Communication Project - RItalia"

h1

MSFT Social Networking Spin-out Wallop Raises $1M More

Friday, March 30th, 2007
Hercules Technology Growth Capital has invested $1M in Wallop, the Microsoft Research social networking spin-off. Wallop did two VC rounds totaling $13M from Consor Capital, Bay Partners and Norwest Venture ...
Comment
h1

Oldsters glomming onto video games

Friday, March 30th, 2007
The video game industry has found that its fasting growing segment of the U.S. casual market is women 40 and older.
Comment