"Getting rid of phone numbers means that we can just connect with someone by a unique ID. And that ID should be able to float on top of various networks, applications & services and protocols."
"Getting rid of phone numbers means that we can just connect with someone by a unique ID. And that ID should be able to float on top of various networks, applications & services and protocols."
January 26, 2010 | Permalink | Comments (2) | TrackBack (0)
I recently read two posts --- one by @StoweBoyd (The False Question of Attention Economics) --- and the other by @JohnBorthwick (Charting the Real-time Web) --- that had me thinking (again) about the challenges of information overload and real-time streams in the enterprise.
Here are a couple of quotes from each post that I found interesting.... first from Stowe:
"I suggest we just haven't experimented enough with ways to render information in more usable ways... the only ones that will benefit in the next ten years will be those that expend the time needed to stretch the cognition we have, now, into the configuration needed to extract more from the increasingly real-time web."
Stowe Boyd, The False Question of Attention Economics
"As interactions online shift to streams we are going to have to figure out how measurement works. I feel like today we are back to the early days of the web when people talked about “hits” — it’s hard to parse the relevant data from the noise."
John Borthwick, Charting the Real-Time Web
Both posts highlight the need for better tools to measure, manage, filter and render the streams of information being generated as user interactions shift to the Real-time Web or Live Web. I agree.
In some ways, we need to apply to the real-time web a management maxim from the industrial economy attributed to a number of people including Deming, Grove, Drucker and Kaplan:
"If you can't measure it, you can't manage it"
There are a number of social monitoring and analytics solutions from companies like Crimson Hexagon, Radian6, Chartbeat and others. For example, Chartbeat is focused on monitoring, measuring and analyzing real-time interactions across the web. This video provides an interesting demo of real-time activity on Fred Wilson's AVC blog:
Yet, Chartbeat is a solution focused on monitoring, measuring and analyzing streams of attention from other people to my content / website / service. It helps me understand certain (not all) flows of attention to me... and to my content.
If we're to improve management of our attention allocated to the flood of information overload, we need a "personal" chartbeat-like service focused on monitoring, measuring and analyzing streams of attention coming in to ... and going out from ... me
To try and manage the real-time stream of information... of conversations... of how I allocate my attention, I will need better tools:
- First, to measure my individual incoming and outgoing real-time interactions, and
- Second, to manage the most important and relevant real-time streams created from my two-way interactions with my most important personal/work/commercial relationships.
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January 11, 2010 | Permalink | Comments (1) | TrackBack (0)
via Dial2Do demo page:
January 07, 2010 | Permalink | Comments (0) | TrackBack (0)
I went back to see what topics were the most active on this blog and seemed to resonate with you and other readers during 2009.
So... here are my "Top 5 Posts for 2009" along with a key theme cloud.
#1 - Guiding Principles of Innovation at Apple
If you had to summarize the guiding principles of Apple's Design and Innovation Strategy what would they be and how might you embrace them to drive new product designs and create new revenue streams from new markets?
With the help of Chris Morrison, Bruce Nussbaum, Owen Linzmayer, Umair Haque and Daniel Turner, I've summarized a draft list of 11 guiding principles that appear to be important to Apple's innovation strategy.
#2 - User Experience for the Business User in 2009
Four fundamental forces of change are driving the evolution of the user experience for the Business User in 2009:
(a) economic recession and its impact on the enterprise IT budget
(b) enterprise governance, security and business policy requirements force "hardening" of consumer apps
(c) new sources of value and revenue continue to be found at the Enterprise Edge
(d) consumer innovations influence and shape business user expectations
#3 - Social Enabling Voice Conversations
The people we call and engage in voice-based conversations, in our personal and work lives, represent our active - and in many cases our most relevant - social graph.
To build a resurgent voice industry, consumers and business users need a new user experience that helps them unlock the value of their active, relevant social graph by social-enabling their voice conversations.
#4 - The Future of Games @ Work
To engage business users in a compelling and continuously productive collaboration experience, enterprise apps need to tap the user's individual motivation, unleash the user's curiosity and align the user's incentives, unique skills and social networks.
Are there proxies for this type of engagement? Yes; in multiplayer gaming applications.
A powerful example of users who are engaged in self-motivated, aligned, collaborative efforts can be found in massive, multi-player on-line games.
#5 - The Live Web of Interaction Signals for Business Users
The enterprise is shifting from a space/file software model to a time/stream based software model where the real-time interactions of business users have a past, a present and a future.
New value for business users - and revenue for enterprises - will come from aggregating, analyzing and filtering these interaction signals enabled by the Real-time Web.
January 04, 2010 | Permalink | Comments (0) | TrackBack (0)
"...publishers have to stop seeking simply the most controversial opinions. They're abundant: every talking head can churn one out, and faux "news" of every kind is already chock full of 'em shrieking at one another. Instead, successful opinion arbitrageurs must seek the most informed opinions, gooey with expertise, thick with real value for readers.
Those opinions are worth the most — and they're what readers will pay for" Umair Haque, "Why Controversy Won't Power Next-Gen News"
December 10, 2009 | Permalink | Comments (0) | TrackBack (0)
"The more players participate and interact with WoW's knowledge economy, the more valuable its resources become, and the faster players increase their rate of performance improvement.
Said more generally, the more participants--and interactions between those participants--you add to a carefully designed and nurtured environment, the more the rate of performance improvement goes up." --- @jhagel John Hagel, Introducing the Collaboration Curve
(an interesting follow-up to "The Future of Games @ Work" )
November 16, 2009 | Permalink | Comments (0) | TrackBack (0)
[ I believe ] that a new era is dawning for what you might call the datarati—and it's all about harnessing supply and demand.
"What's ubiquitous and cheap?" Varian asks. "Data." And what is scarce? The analytic ability to utilize that data.
Hal Varian, Chief Economist at Google , Wired - May 2009
"Designers versed in data may uncover trends or insights that not only yield better products but new product or business ideas as well."
Luke Wroblewski, Sr. Director, Product Ideation & Design, Yahoo
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October 27, 2009 | Permalink | Comments (0) | TrackBack (0)
"It’s 2009, going on 2010. For the past three years, the web has been morphing into a real-time and people-centric place. We’ve seen this trend among individual users — through their actions and demands for better social experiences — but also increasingly among companies and developers. We want a web that’s more “like us” than the old model was. We want a web where people are as important to the architecture of the system as documents."
1. Data Capital - All the data we're creating as personal activity streams has value ... and we should control access / use
2. Social Objects - Activity streams related to our "social objects" are meaningful and valuable too
1. People's identity
2. Activity Stream Routing
3. The Social Inbox
4. Real-time Search
- Portable profiles means that instead of creating an account on each service you join, you can now host your identity in one place and bring your profile and friends with you to other sites as you surf the social web. Webfinger, OpenID, Portable Contacts, and OAuth all make this possible (and for bootstrapping profiles from the legacy document-web, we have Google’s Social Graph API).
- Distributed Push Publishing means there is no longer a need to rely on proprietary platforms. The emerging standards here are PubSubHubbub (PuSH) and rssCloud (see comparisons on TheNextWeb and TechCrunch).
- Synchronized Conversation Threads means that users can participate on the same conversation thread across multiple interfaces and services (we are still waiting for a standard, for which various geeks are actively devising a plan). Check out the Salmon effort as an example.
So you might say that the people centric, real-time web will be based on a stack of building block technologies a la the DiSo Project:
- OpenID
- OAuth
- Portable Contacts / Profiles
- PubSubHub / rssCloud
- activitystrea.ms
- Conversation Threading (example Salmon Protocol)
While it is early days in this next phase of web innovation, we'll see progress and proof points continue to emerge in the consumer space. So let's say we see the emergence of a people centric real-time web as envisioned by Chris and Jyri.
What might that mean for the enterprise?
How and when will this set of building block technologies impact the enterprise space and create new value for business users?
Is it reasonable to think that the enterprise will embrace a people-centric, real-time web, when they've had a hard time embracing the social web?
PS: I'm a big fan of the opportunity and user value to be generated by "conversation threading" and have been pushing an enterprise Sensing, Threading, Sharing strategy for a while now...
October 20, 2009 | Permalink | Comments (0) | TrackBack (0)
information aesthetics (where form follows data) continues to provide insight and leadership on information visualization. I like the current post highlighting Pecha Kucha's presentation at Ignite Salt Lake (see below) with Mattias Shapiro discussing how different data visualization techniques can be used to determine what particular datasets are telling us.
In the Conversation / Attention / Engagement Economy, conversation analytics will become increasingly important. Being able to quickly visualize meaning and see the sentiment of the conversations we engage will be extremely valuable to users and to brands.
October 16, 2009 | Permalink | Comments (0) | TrackBack (0)
A recent survey of over 70 Fortune 500 CIO's identified enabling "collaboration across remote locations" as one of their significant challenges over the next 3 years. Yet, we have seen a number of different applications and technologies developed to address the problem of collaboration across a distributed workforce. Audio Conferencing, Web Conferencing, Video Conferencing, Instant Messaging, Social Software, Mobility solutions and more have all emerged as communication and collaboration apps focused on helping users collaborate across remote locations.
In most cases, these collaborative technologies have been deployed for some time and are available for today's business users. But many of these tools are under utilized by enterprise users. While some business users will never be ready or willing to adopt next generation comm & collaboration applications, I believe that most are ready... they just need to be fully engaged.
Most communication and collaboration applications are on the path to improving the overall user experience, but to engage business users it will take more than just clean interaction design or appealing visual design. Yes, understanding the job, the needs or behaviors of a business user and integrating that into the interaction flow of a collaboration application is necessary, but it is not sufficient.
To engage business users in a compelling and continuously productive collaboration experience, enterprise apps need to tap the user's individual motivation, unleash the user's curiosity and align the user's incentives, unique skills and social networks. Are there proxies for this type of engagement? Yes; in multiplayer gaming applications. A powerful example of users who are engaged in self-motivated, aligned, collaborative efforts can be found in massive, multi-player on-line games.
Today’s massive multiplayer online (MMO) games provide powerful and engaging collaboration software that appeals to the user's motivation, curiosity and social awareness. To me, they hint at important design elements for future enterprise collaboration applications. Nick Yee at Palo Alto Research Center (PARC) and Stanford's VHIL has focused his research on social interaction and self-representation in virtual environments. According to Yee, "..the purpose of of all video games is to train players to work harder while still enjoying it. The success of on-line games demonstrates how seductive and concealed the work treadmill can be." Imagine if you could get your work colleagues to collaborate at the same level of engagement and collaboration found in MMOs. It is coming.
Many business users in the enterprise today are playing MMO games and the numbers will increase. As a result, we should expect to see their impact on the communication & collaboration market. Just as we're seeing the social / Web 2.0 generation demand social collaboration software at work, the emerging MMO generation of business users will demand that their work experience mirror in some way the engagement and enjoyment of their gaming experience.
Games at Work are becoming serious business. A number of academic and industry researchers have been investigating how MMOs deliver both user engagement and collaborative productivity across remote or distributed locations.
By applying the insights of researchers like Jane McGonigal, Elan Lee, Sean Stewart, Nick Yee, Byron Reeves and IBM, we can draft a set of guiding principles worth considering as we envision future communication and collaboration applications in the enterprise. Let's take a quick look at the research of Jane, Byron and IBM to highlight the opportunity of engaging users through game design:
Jane McGonigal is a game designer, a games researcher, a future forecaster, and a very playful human being. Jane's research scope extends from analyzing and forecasting the "Engagement Economy" at the Institute for the Future, to helping create the genre of "Alternate Reality Games" (ARGs) that connect game worlds with the real world. Her work highlights that collaborative MMOs succeed because they offer clear boundaries, a shared problem and build a community of collaboration. Jane's vision of the "Engagement Economy" builds on her research of human engagement and behaviors of players in successful, extreme scale collaboration MMOs. Based on her research, MMO games succeed because they fully engage the user by providing:
(1) Satisfying Work to Do
(2) Experience at Being Good at Something
(3) Time spent with people they like
(4) The chance of being part of something Bigger
Byron Reeves is a Professor in the Department of Communication at Stanford University, and Co-Founder and Faculty Co-Director of the H-STAR Institute (Human Sciences and Technologies Advanced Research) and its industrial affiliate program, Media X. He is also on the Board of Directors for Seriosity - a company he co-founded with J. Leighton Reed. From the Seriosity web site:
Seriosity's mission is to change the way people work together in functions requiring a high level of collaboration, communication, and feedback in today's information-intensive business environments.
Our software products and services improve collaboration, innovation, and leadership by using game principles that create focus and motivation to align personal and corporate goals. Up to now, these design elements have been missing from traditional enterprise software applications.
We combine the best of these principles to create a synthetic economy, tailor-made for today’s information-intensive enterprise. Combined with our applications to support knowledge workers, the Seriosity solution facilitates a dynamic marketplace of ideas, attention, analysis, persuasion, and resource allocation.
IBM and Seriosity have done in depth research to understand how multiplayer online game environments in the virtual world apply to the business world to enhance productivity, innovation and leadership in a distributed world. Researchers studied people who headed up teams in online games and they also sought the insights of gamers who have led real-world business teams at IBM. Their most important finding is that getting the leadership environment right can be as important as choosing the right leader. They point out important aspects of game environments that companies might consider adopting as part of their communication and collaboration strategy.
So, what are the guiding principles of game design that we might apply to improve engagement and productivity of communication / collaboration apps for business users across the enterprise? The details can be found in the research linked here... and numerous other resources found in the fields of game theory, game design and game psychology... but here's the start of a draft list:
Guiding Principles of Game Design @ Work - DRAFT
Make it easy for collaboration leaders and business users to:
1. Define clear boundaries, shared problem(s) and a community of collaborative business users
2. Assign satisfying tasks or roles that enable business users to excel and be part of something "Bigger"
3. Build nonmonetary incentives into a game economy to strongly motivate individuals to accomplish group aims.
4. Deliver hyper- transparency of information about users' skills and teams’ real-time performance
5. Create a virtual economic marketplace for information and collaboration
6. Open multiple real-time sources of information and communication upon which to make decisions
7. Structure as a project-oriented organization that can easily be disbanded and reformed based on tasks and skills
8. Recognize individual, group and company achievements in a clear, specific way
9. Open visibility into all skills / project / social networks of communication across an organization
10. Adapt multiple, purpose-specific communications mediums to improve speed and efficiency of collaboration.
I'll continue to refine and add to this draft list of guiding principles. With a little vision, strategy and design, it is not hard to see how game design principles will be shaping the future of communication and collaboration applications.
October 15, 2009 | Permalink | Comments (2) | TrackBack (0)