Think of the design of a slot machine: its flashing lights give you positive reinforce (and makes you stick with the game, despite knowledge of odds and better judgement). Or the Wheel of Fortune: its design makes you feel as if you are incrementally succeeding, and encourages you to carry on. The idea of these games is about maximizing your participation and keeping your money in the game. Part of what does this is the feeling of little wins the user receives along the way. What is the design psychology for these games?
Friday, October 8, 2010
Web 2.0 Expo: Persuasive Design: Encouraging Your Users To Do What You Want Them To!
Think of the design of a slot machine: its flashing lights give you positive reinforce (and makes you stick with the game, despite knowledge of odds and better judgement). Or the Wheel of Fortune: its design makes you feel as if you are incrementally succeeding, and encourages you to carry on. The idea of these games is about maximizing your participation and keeping your money in the game. Part of what does this is the feeling of little wins the user receives along the way. What is the design psychology for these games?
Sunday, October 3, 2010
Web 2.0 Expo: Miscellaneous sessions
Web 2.0 Expo: Augmented Reality
Tuesday, September 28, 2010
Web 2.0 Expo: Transforming Your Company To Embrace Empowered Employees and Customers
- Mobile devices
- Social technology
- Pervasive video
- Cloud computing services
- Identify the mass influencers
- Deliver excellent customer service
- Empowerment through mobile devices
- Amplify your fans
- Build a service team
- Integrate service and marketing
- Make service a core value
- Extend existing tools
- Create value
- Dedicate people to project
- [lost the rest, but it's in the book]
Sunday, September 26, 2010
Preparing for Web 2.0 Expo NY

I've had a fairly busy summer working extra hours voluntarily to get things done. But I've still been observing various aspects about Library 2.0, Web 2.0, and similar issues.
Thursday, December 3, 2009
Web 2.0 Expo: Thinking Visually: The Value of Geting Visual in Social Business by David Armano
The third talk I attended on Tuesday November 17 at the Web 2.0 Expo in New York City was David Armano’s “Thinking Visually: The Value of Geting Visual In Social Business.” (Armano is the principal of the Dachis Group http://dachisgroup.com, consultants in social networking.)
Here are his slides - they're necessary to refer to for my summary, since his point is that visuals can greatly assist putting ideas across:
http://www.slideshare.net/darmano/the-value-of-visual-thinking-in-social-business-2287291
http://bit.ly/4Nbwm4
I saw Armano's presentation at last year's Expo:
http://furtivelibrarian.blogspot.com/2008/10/web-20-expo-micro-interactions-in-20.html
In my summaries last year I think I did a disservice to both David Armano and Brian Solis (who spoke last year, and whom Armano mentioned). It's difficult to convey certain ideas in words when what you're trying to convey is the usefulness of imagery. I think a number of us chuckled this year during Armano's talk when he told us that visual design was really simple - he made is sound like all you have to do is make a couple of strokes and voila! An image.
But people like Armano and Solis don't realize that they're visually talented. (I consider myself musically gifted and know few people understand music the way musicians do. I believe this is true also with those devoted to graphic arts.) So Armano (and Solis) tend to underplay the effort involved in creating images, and, perhaps, sometimes don't have the full vocabulary to convey in words the power of visuals (their mode of communication is visual). Despite their facility at creating images, the uninitiated should never think that it is simple - it isn't, and I feel most of us would do well to not bother with learning design, but leave to people who have a life-long need to express themselves visually (i.e. graphic artists).
So on to the summary. Armano warned that his talk was not specifically about social media but that is overlaps with it.
He started with a Chinese proverb, which could stand in part for what Web 2.0 is about:
Tell me and I’ll forget; show me and I may remember;involve me and I’ll understand.
Involving users is more than just showing things. Armano showed a visualization of the effect of social networks, first shown on his blog: darmano.typepad.com
Small and large ripples are visualized, spreading out to reach and overlap one another.
Gets to the issue of the visualization of paid digital media vs. earned digital media
The attention of consumers is shifted to networks and streams.
Image of the “wheel of marketing misfortune” very nice
He cited the book Made To Stick (by Dan Heath and Chip Heath) which is about ideas that can are retained in the mind. Most people find visuals a valuable complementary aid to understanding abstract ideas. Think for moment: Which of your five senses would you fear losing most? A majority of people respond with their sight.
He then showed us several minutes of a video he liked very much: History of the Internet, which uses PICOL (PIctorial COmmunication Language) icons to convey history with an elegant simplicity:
What it takes to get visual with the 4 Ms:
- Metaphor - finding a convincing correspondence between word and image
- Model - (for developing experiences) (one can combine: metaphor and model)
- Mindmap - to get all ideas mapped out
- Manifest - take something complex and make it simple
Six steps for getting visual:
1. Empathize: see the world as a child, asking fundamental questions: observe - ask - explore
2. Memorize: commit thoughts to memory - putting anything on paper is a path to memorization
3. Analyze: take a step back
4. Synthesize: filter the signal from noise
5: Visualize: see it, then do it
6: Materialize: make it tangible, make it stick
Combing that with the four Cs of community: Content, Contest, Connectivity, Continuity.
Two examples/case studies:
1. How to visualize a "dynamic signal"? What does a signal look like? Sample images taken from Google. Then making it stick: keep the image simple. [slides 34-39]
2. What about "hiveminded"? What does the word suggest? A collective consciousness - a swarm of bees. What makes a hive? Bees...hive...honeycombs - these ideas suggest a hexagonal design - reducing a hive to one honeycomb. The end result visualizes a swarm of signals on a hive. [slides 40-47 ]
Armano went on to remind us that however creative, these visuals are for the purpose of social marketing. He suggested a checklist for making your coentent more visual and said that you need to use your brain and eye in thinking about web content.
Why is visual content useful?
- It gets peoples' attention quickly
- It helps us to learn faster and more effectively
- It lets people do their own thinking
- It helps us tell stories
Here is some reading to help you get started:
Envisioning Information by Edward R. Tufte
Selling to the VP of NO by Dave Gray
Don't Make Me Think: A Common Sense Approach to Web Usability by Steve Krug (no. 1 of user experience books)
The Back of the Napkin by Dan Roam
Monday, November 30, 2009
Web 2.0 Expo: Kristina Halvorson: Content First

The first talk I attended at the Web 2.0 Expo was “Content First: Why Content Strategy Will Save the Web” by Kristina Halvorson, of http://www.braintraffic.com/. She is author of Content Strategy For The Web. Her presentation strongly underscored her belief that content is the major part of the web and that people involved with the web need to have conversation on content strategy (i.e. to recognize its primacy).
Her slide presentation (which can be read alongside my summary) is here:
http://www.slideshare.net/khalvorson/content-first-web-20-expo-nyc
[It should be remembered that the words that follow should not be taken literally as Halvorson's words, but my transcription of her talk, which may not accurately reflect its content.]
She began with a quote from Walter Landor (the “grandfather” of branding) who defined a brand:
“A brand is a promise. By identifying and authenticating a product or service it delivers a pledge of satisfaction and quality.”A brand tells its audience they will be satisfied. Examples: the Gerber baby: it gives you a sense of safety and security. Another quote (from The Brand Bubble By John Gerzema and Ed Lebar):
“Brands are now used more than they are preferred...Functional benefits and relevance now outweigh the intangible and emotional allure of a brand.”
In other words, customers own the brand. For example, Babycenter.com equals “safety and security.” We’re not going to see it in a product, but rather on websites. We consume content offline. When we're relaxed and focused it is easier for us to take in information.
When consumers are online, they’re engaged but also distracted by numerous activities. Online, we don't just see or read about brands, we USE them.
So why is our online content generally bad? Why can't we create content that is meaningful and enjoyable?
Ultimately, content matters. According to Jesse James Garrett in his book The Elements of User Experience:
“The single most important thing most web sites can offer to their users is content that those users will find valuable.”
Skllset.org is a website designed to help understand careers and opportunities. They provide an ideal of web office structure. Ten years ago there was no content manager as part of the web design team. Neither was there a SEO (search engine optimization) specialist or a usability specialist.
Back then, web teams spoke about general things but not about web content. It used to be that the copywriter was brought in towards the mid or later stages of web site design. But copywriting is based too much on the old model of writer, editor, proof reader, reviser, etc. How did we get there?
Richard Saul Wurman (the founder of the idiom Information Architecture) wrote:
“I thought the explosion of data needed architecture, needed a series of systems, needed systemic design, a series of performance criteria to measure it.”
Content is not a feature. It's messy and complex -- an ever-evolving thing that can turn into a monster. In their book Web Redesign 2.0, Kelly Goto and Emily Cotler say the way to deal with web content is to “accept it, plan for it, charge for it.” Halvorson disagrees.
Halvorson’s idea: you need to have a content strategy - something which plans for the creation, publication, and governance of useful usable content.
Content can be: text, data, video, audio. But the major hurdle of all of these is text (including text that you see and that which you don’t see [i.e. metadata]). Strategy is a plan for obtaining a specific goal or result.
Content strategy helps us understand context of content – what, why, how, for whom, by whom, with what, when, where, how often, what next, etc.
A negative example: website of Quicken: designed not for or about the user, but is about selling Quicken. Compare that to:
Mint.com -- a personal finance site. Note the emblazoned banner: “the best (free) way to manage your money.” This website is not about Mint.com, but about the user. It is a website whose design is based on user's fears and desires. We didn't come to this website to learn about Mint. We came to fix our financial life. Secondary to that is using Mint.
If you fail to consider user goals in seeking your business objectives, you won’t deliver useful content. If you can align user goals with your business objectives you’ll strike the right balance.
Three examples of companies that deliver useful content and do it well:
1. REI
2. Room & Board
3. Ford Models
So...
How does content strategy work? There are four parts:
Plan. Create. Deliver. Govern.
Plan:
Process:
- What do we have?
- What are we trying to do?
- What do our content ecosystems look like? (all factors that have impact on living thing of content)
- What are our opportunities, risks, and success metrics? (SEO) - How are you going to measure success? (fixing content is not a measure of success – you must measure how success is made)
Your content is organized by a content inventory. This inventory only identifies content and a few notes. It is a quantitative audit by which you obtain:
- measurable project outcomes.
- content recommendations for your project:
- What do our content ecosystems look like?
- What are our opportunities, risks, and success metrics? Consider external and internal factors.
- The Plan:
Your plan should form a continuous circle of learning / creation / examination, or Create, Deliver, Govern.
This is the mantra of social media: you must be ready to stay engaged. No longer can you create content and then leave it to dry out, age, and spoil.
What do you get? Multiple benefits: better user experience, great brand consistency, new operational efficiencies, better risk management, improved SEO, and more effective personalization and targeting.
How can you start?
Currently we think of content as the responsibility of a writer. But it requires more functions. We need to recognize content as a complex thing and the responsibility of many. Marketing tasks in all their variety are activities which can be considered content. We must have processes in place that recognize the web as an eco system.
In closing Halvorson admonished us:
You are a publisher - treat your content as a critical business asset.
No matter how you get your content onto the web – by email, Twitter, IM, etc. – you are publishing content to the web. Recognize yourself as a publisher.