Posts Tagged: online


24
Feb 10

Death of the Mouse and Liberation of the Web

It seems that every day,  the reach and content on the Web is increasing and becoming more complex. The pace can be very intense.  Yet our approach to information today is more or less the same as a half-century ago, with typewriters and paper.   Buckle-in though: all of that is about to change.  The jump to a better human-machine interface is coming and (in combination with fat bandwidth and powerful enough graphics cards) it will unleash a more exciting online experience that goes far beyond text on a screen. Read below (or just go to our Heritage Key area and check out how we are integrating the virtual experience into the community site).

The Extinction of an Old Friend

From one perspective, new technologies should have already changed the ways in which online users deal with the web. The market is loaded with cheap, powerful hardware and low cost bandwidth. There are thousands of software applications and services and tens of thousands of sites for almost every interest area.

al arabie tower view

Looking out across the horizon--not a mouse in sight.

From another perspective, changing user behavior is always a slower and more difficult process than most people expect it to be  (or early adopters have the patience to wait around for). When the change comes, though, it is a moment of opportunity as we learn to let go of old habits and tools that no longer help us as they once did.

With that view, I think the mouse is on the edge of extinction. My guess is that within two years, you won’t even be able to buy one that easily. What will that mean to the future of online experiences?  Plenty.  But let’s first consider the mouse’s desktop companion, the keyboard.

As most know, the keyboard was designed for the mechanical typewriter. The keys were designed to both optimize finger movement and to minimize the chance of the typewriter arms of getting all tangled up, though I seem to remember “a” and “e” getting caught together quite a bit. Remember the details we needed to use that technology properly? It was important to use the striking force setting to get through carbon copies.  The memory of those carbon copies is still vestigal on today’s emails as “CC:”.  And what about white-out/typex (that made Mike Nesmith’s from the Monkees mom a millionaire btw)- the only way to delete and revise without retyping?  How quaint that seems now. But even with all the advances we’ve made, we still use this same keyboard layout, even though a pc keyboard is digital. In the future, new generations of users could be sent off to more speedy layouts such as the Dvorak keyboard patented in 1936 (with an eclectic following of some 100,000’s of users today and used apparently by Steve Wozniak).

What is less well known about the QWERTY keyboard is that it was also designed to make it easy for typewriter salesmen to demo their fancy new machine to potential buyers. Imagine someone being confronted by a traveling salesman with a fancy, shiny new typewriter as asking why it works any better than paper and pencil. There should have been discussions about how typing would make people lazy and not learn how to write properly (which has probably happened). Of course people would need to learn a new skill to install a ribbon and be strong enough to pound out some words. The advantage would be consistently professional looking documents that would be much easier to read. Then the salesman would crank in a fresh piece of paper and with one finger peck out the word “typewriter” using just the top row of keys. Probably like most tech salespeople they didn’t really know how to use their own technology beyond the demo.

Decades later we are still are bound by the legacy of mechanics and simple demos.

But as the Web becomes more complex, offering more varied types of media, more people are spending more time online.  In this new era, use of the mouse and keyboard are  becoming major obstacles to offering new kinds of user experiences. The browser is also a limiting factor as it is forces us to scroll a “page” at a time – scrolling that we have to do with, you guessed it, the mouse.

Breaking the Constraints and Releasing the New Online Experience

People increasingly want information on demand in the form they want. This is much more of an active process than zapping on tv. Further people want more threads running at once. It can hit overload at times, but compare multi-tasking to channel surfing and you will see the difference in pace and content consumption.

So, let’s fast forward a few years: what does the online world look like without the mouse? We’ll be using touchscreens and movement sensors to control our access to information, much in the way smartphones do today. The iPhone has really made a big impact by allowing people to be away from their desktop computers, but still have the ability to interact online.

People will still want something personal–in the way that their pc is theirs (sorta even now as hardware is shared quite a bit). Yet it won’t be the computing power or the screen that is theirs–it will be their online presence and data assets and the physical device that enables navigation. Gartner guesses that by 2013 there will be more smartphones in use than PCs for the first time. More than 1 Billion people will access the internet from a mobile device as well (much more good stat porn here at TechCrunchies thanks Anand!).

I can see where “wearable” devices will be more useful to link us to the net and authenticate us.  Finally the Dick Tracy watch? The content online will also be more visually oriented to convey more information faster, and better. Now could well be the moment for the avatar to start to be more significant, as online content becomes a richer environment to explore and consume. Instead of page views, we will become focused on immersion. In effect it will be the collision of the 2D, browser web with multi-player online games controlled by an iPhone. I guess you can call it the 3D wii web?

The direction of something like Natal is amazing may show us the way to a more natural human-machine interface. It would be even cooler to have goal-oriented behaviours integrated. For example, wouldn’t you like to buy the cheapest copy of a book from a trusted supplier without having to search and compare so much? Or, to ask for the best value at a local restaurant for something that agrees with your diet (without already having dined on similar fare?). The challenge then is to enable lighter touch, but more powerful interactions that get people much better results than they can otherwise. Science fiction novels long ago laid out the solution to this type of interaction with information.

Then you must add in the social dimension to truly see the future.  Distributed social networks have grown and evolved since the days of the CB radio – and they will be very much a part of how new content and online experiences will be distributed and how they should be designed. The combined dynamics of collaboration, competition, and status are really what seem to engage and drive exciting new online usage. The one thing CB radios have over current online communities is that they delivered real-time communications, while most of today’s online social networking is delayed (asynchronous) to a greater or lesser extent.  But not always – online virtual communities found in games and in virtual experience do allow for both real-time (synchronous) and asynchronous communication – and this is important for the future.

The future of the web should be better results for “social transactions”.  Social transactions are things you do with other people, rather than solo, or things that vest you into a community that then enables you to do more.

The future then – the Net net means online information that is more cinematic in detail, deep in quality, smart ,and ubiquitous across access points will open a massive appetite for mainstream consumption of immersive, rich, and social content. And you won’t need to use your mouse or be tied to leftovers from the mechanical revolution.

Avoid the Noise – Find Real-Time Communities

While activities like shopping, buying books or making travel plans are normal for many online users, in 2010 we are hitting the puking point with spam and linkbait—at least the hard-core online users are. The casual users and noobs are still good targets for scams and will click on even the most annoying pop-up ad.  Online content is growing—but low quality content is growing most quickly.

Within all this noise and potential for risk/wasted effort, people are starting to look for relevant communities that can be trusted—trusted to de-clutter information and protect their time from useless crap. People are also taking some time to choose sites that can be trusted to hold personal information and data including images, video, and blogs.  Flickr is an excellent example here (not a surprise it was started then by gamers who now have a new 2D MMO coming out called Glitch).  People come to the web to do something specific—ie buy something or research something. The ways in which they do things need to be more relevant and value-adding—as well as more entertaining and potentially a place to  meet people (not bots or scammers).

Creating new online communities that are focused, media-rich and vibrant is not easy today. I like two sites that have something going on these days the Daily Beast and Livestrong. They have the mix of commissioned and UGC. You can feel the energy of the contributors and the interaction of the visitors.  Yet, these are still “publisher” sites though even with the UGC load. They are missing the real-time components that will/should define online communities.

Within our work on Heritage Key we are starting down the road to address some of the initial opportunities that may be unique and compelling enough.  Our ambition is to make Heritage Key a community enabler/manager as opposed to being another online publisher. The site is media-rich featuring original video, maps, images, directories and thousands of pieces of content. Yet, what will make HK most unique is the  real-time social interactions in the 3D, virtual online areas.

At Heritage Key, you can visit the ancient world –either as it exists today in the real world, online, or virtually at various periods in time. You can plan your trip to Stonehenge on the website—or explore Stonehenge across time with other people through the virtual environments. You can study images and watch videos about King Tut—and you can go discover the tomb and see artefacts in photo-realistic 3D immersive spaces.  While there is an element of casual gaming at play, there are also the real facts and accurate historical information. (check out the coverage on CNN iDesk)

The act of exploring is both active and interactive.  Exploring, both with and without other people, makes the content more stimulating because one is primed for discovery. In the future at Heritage Key, explorers stand to enhance their online identities and gain status as they achieve goals within the environment, thus making their efforts pay off for them online.

The end result should be more engaging, more accessible and more social experiences that ultimately yield faster learning and deeper understanding. If we get it right, then visiting a museum  or an archaeological site should be more interesting and relevant. And then when it is, people should want/need to share back their experiences with the appreciative community.

Yet isolated online communities won’t be enough either. We will want to move freely between thenm as we do across web sites today. Yet there is a more involved process of avatar activity and managing digital assets. We will need a sort of community of communities to make this work perhaps (more on this topic in future posts).

While the web may really start to look more and more like the “Matrix” in the next few years, the answer to why future online content engages users will be less about flashy graphics and more about what users gain by visiting and interacting.  Users keep wanting more and more and only solid communities will be able to deliver satisfying experiences.

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4
Dec 09

Is Virtual Online Interesting to Mainstream Web Users

There of course is a huge amount of curiosity relating to virtual worlds and online, immersive experiences from people that are not actual users (yet). We still believe that the community is the heart of the matter and that the virtual, online needs to add value to that.  The community needs to engage and then the virtual is a place to do something relevant.

Burial Chamber and Wall Paintings KV62 at King Tut Virtual

Visit King Tut's Tomb online now and make your own discovery of the most amazing artefacts ever discovered.

Tech Radar did a nice little piece on Heritage Key recently saying:

It’s a mainstream application of a once niche feature that reminds us why we all thought it was such a good idea. While Heritage Key is predominantly an educational website aimed at amateur historians and fans of archaeology, its heart is the 3D virtual exhibit.

They hit the key point really here, about what will bring virtual online to mainstream users.  At the core of any community-site there must be something to do and for Heritage Key that is about exploring and understanding more about ancient world places.  The virtual online experience will give people a great insight into places, artefacts and the overall history.  Virtual Tourism is becoming an interesting area also. It allows for a better visit or give a sense of place you may never have the chance to really go to. When people GoVirtual they will also meet other explorers and then the real-time social interaction kicks in.

Dinah Greek commented about Heritage Key for Computing.co.uk:

An interactive website devoted to historical studies offers visitors more than the chance to explore ancient civilisations using historical recreations.Wonderful those these 3D reconstructions are, the Heritage Keysite also offers people the chance to join live online lectures, ask questions and join forums where they can meet like-minded people.

Dave Bailey in his write-up about us asked a question more about how virtual online can be used by CIOs in future:

So the question for businesses is how big is the opportunity to monetise commercial web sites by introducing a virtual world of online activity?

UK firm Rezzable is one company pushing the boundaries of virtual world technology, both technically and in identifying how such a business model could work.

King Tutankhamun's Alabaster Perfume Vase from Burial Chamber

virtual online environments can deliver high photo-realistic objects and immersive activities now.

What are some of the issues blocking mainstream adoption for online virtual experiences?

So why isn’t everyone with a computer and good broadband trying out a virtual online experience? Well, they are doing other stuff online that sucks-up a lot (maybe too much even) of their time. More specifically there are some issues in the way:

  • Lack of quality 3D content – 2.5D just isn’t good enough for non-kids. We think there are some interesting changes in flow now that will make it easier/faster to create photo-realistic content that can be streamed online. Watch Unity. Watch for the SL mesh viewer. Watch Web Alive.
  • Variety — one thing that SL sorta has right is the way in which you can zap between different experiences. People don’t want to have to log-in/out and remake their accounts just to look at something for a quick blast. We are looking at this issue now and expect to have a good enough solution to move between our grids = Rezzable and Heritage Key with one identity and consistent avatar. Once this is in place we can extend to other grids.
  • Something fun enough to do – We have released King Tut Virtual on our OpenSim-based grid and in general someone can wander around for 1-2 hours checking out some of the most amazing objects ever discovered. They can be seen in incredible detail. But we also think mainstream users and gamers need more goal oriented activities, like quests or contests.  Our new work on Stonehenge Virtual is starting to address this, but I think there is still a long way to get the mix of realistic content and activities right.
  • The Avatars are not good enough — sure they move around in a jerky way that actually you can get used to. But the avatars are not the online proxy for real people ye. Mainly they are not expressive enough or smart enough to do stuff.
  • Tech Stack is still unstable — it has gotten dramatically better, but we still suffer from random crashes and lag and generally high enough levels to exhaust enthusiasts. It seems clear though how to make the tech work better. It will just need focused work to improve key things like physics, viewer, scripting. See my OpenSim issues list here.

Visit King Tut online here.

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12
Nov 09

Brand Benefits from Co-Creation Web Media Projects

Co-creation is a new, important media direction for Brand managers trying to find cost-effective ways to reach fewer, more relevant people online (read my top 7 benefits to Brands below). One of the major challenges with online advertising and promotions is in reaching the early adopters/thought leaders with the right message.  These people typically do not click on banners, hate spam and are too savvy to fall for link bait. There are also complex  issues around Brand Trust that make people wary of clicking on offers.   Co-creation changes the low-cost cpm/high-spray model for brand managers and gives an powerful new approach for online community participation.

French Brains (not human)

More brains the better? Sorry this is sorta disgusting. But the point is about getting more people involved via online communities. (French brains, not human btw).

It is of course ideal to have community members enrich content–but is UGC to hard to deal with online? Is it too random and too much spam? How to get to the next level = Community-Inspired-Content (CIC).

What is Online Community Content Co-Creation?

There are 3 main participant groups need for a co-creation program: 1) Brand 2) Community Manager 3) Community Members.  The Community Manager (which is how we see our role at Heritage Key) needs to create the focus and deliver the program.

The Brand and the Community Manager should frame the focus of the content and outline the mix (video, articles, interviews, virtual, real world events). The real new area is to get the right balance between commissioned work and user generate content (UGC).  UGC needs to be on-point with the focus, but more importantly needs to allow the Community Members their own space to participate.  I think the real world events are an important part of this.

The Co-Creation program should run over a period of time like 3-6 months. We think of it as a sort of series. People can then catch if from start or  catch-up through referrals or web buzz around the activity.  You can also have an endpoint where you can convert content into a final package.

Benefits to Brands

  • New Relevant Web Content – Content is unique and will fit major interests of the community members. It should also be branded and embeddable off the main microsite (via widgets or YouTube players).
  • No Other Brand Interference — it would be exclusive to the sponsoring Brand. No noise, no unexpected placement. And the microsite area would be much more engaging than an Brand controlled site.
  • Community Interaction — program should offer people chance to contribute (for free or payment), share opinions, contests, join real w0rld events.  Ideally there should be some time-based momentum designed into the program.
  • Leverage Existing Brand Assets – Brands can repurpose or simple use existing assets and place them in proper context/linking to new content.
  • Fresh Ammo for PR — Program should give PR/Marketing teams new materials to work for customer and media outreach.
  • Destination to Drive Promotions — Brands can use their existing email lists to drive customers/prospects to microsite for targeted promotions. Surveys can also be very useful to learn more about customer needs.
  • Speed to Market – Community Manager should be able to deliver program rapidly and across 3-6 months time period to build momentum.
  • Innovation – Brands should seek Community Managers that offer web site, websphere, and interactive applications that when combined with new content will be very exciting.
  • Lower total costs — Co-Creation should not be massively expensive. It will have potentially high CPM metrics, but you would expect reasonable total costs and good CPA downstream.  It is key to understand that co-creation right now is a way to access the early adopters and thought leaders within the communities, so it should also be considered as a strategic play.

We are working on Content Co-Creation programs for Heritage Key that will be focused on visting/experience history of ancient world sites. These programs  will mix video, virtual and article content.  More info will be shared soon!  Get RSS or follow us on twitter @xlent1 or @heritagekey or for virtual content @rezzable .

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5
Oct 09

Internet Advertising Passes TV in UK

It is a milestone that actually doesn’t surprise anyone working in online/new media–but it is here nonetheless the IAB reports that online advertising has surpassed tv in the UK.  The IAB further comments: “The UK remains the world leader in terms of market share for online, with the medium accounting for 23.5% in the first half of 2009. The results signal a significant restructure of marketing budgets as advertisers follow their audiences online and look to the internet for even more measureable and accountable methods.”

Great quote from the Guardian piece on this event: “The milestone marks a watershed for the embattled TV industry, the leading ad medium in the UK for almost half a century. It has taken the internet little more than a decade to become the biggest advertising sector in the UK.” It sure seems like the last ten years have been the warm-up to the more revolutionary impact of internet technology.

Times Online points out something interesting: “Interruptive formats, which include pop-up adverts, fell by 9 per cent to £6.8 million.” Yes, pop-ups, pop-unders and other annoying stuff is not that productive or brand endearing for advertisers.

But I really wonder if the internet is gaining faster than tv is just losing audience. TV programming seems lost and confused–or US driven here in the UK.  (although the BBC series on Darwin is awesome). We have Virgin cable at home and I think I spend more time looking for something to watch than actually watching something. (actually maybe I need a digital set-top box recorder).

We believe that online will accelerate its dominance over print and TV in 2010 and beyond. The media landscape will change completely, forever when more people start browsing from their slick new HD TV’s–watching HD video from YouTube. TV will just be something embedded in a browser. The Convergence is upon us soon enough. Yet, the main driver is the pace, immediacy and interactive nature of online. You can have multiple threads of activity and you get relevant stuff faster. And online is portable to iPhones (=ubiquitous).

From the content creation side, the big difference between online and TV/print is the cost of production and distribution. It is hard to see how the established media players can compete against the longtail armed with HD video cameras, DSLRs–and their passion. Distribution cost are zero! (ok maybe $100/year if you use Blip.tv)  It should not be a shock that advertisers are looking to move to the new wave of reach, relevance and interaction. Sure, the reach is not the same, but really that just means the advertisers need to change how they buy if they want to find the right brands to support.

Of course we see Heritage Key as an example of the innovative edge of new media. It is a content-oriented community with real-time social web interaction. It is a web2.0 plus virtual.  The site adds value to real-world travel and education in an entertaining, sticky manner. People can share their travel adventures to ancient world places and make their own discoveries.

But we are not alone at all. There are other sites to study that have strong UGC and innovative interactive applications–look at Livestrong with their Daily Plate ( and you can check other Demand Media sites here). Or look at the podcasters like Cali over at Geek Brief TV running very tight, focused, regular video.  On the grand scale, it is also very interesting to watch how CNN is mixing broadcast with online in a serious way.

It would be really interesting to look at demographic data for the under 25’s to see where the online hours/week compares to TV viewership. If I had to guess it would be 10 hours plus online and 1-2 TV per week.

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