Talent imitates, genius steals -- All Market Research is Wrong
october 2010 by adamcrowe
'Market research is an $11bn industry in the USA but all the data it generates should be understood as wrong. Now, that doesn't mean we should get rid of all of it. It can be useful or interesting to understand what people think they think - a throw away comment from a focus group may inspire a brilliant idea - but the data it gives shouldn't be understood as 'true' - it needs to be interpreted - and we must supplement it with real behavioral data, from direct observation, or from the web - triangulating insights from as many sources as possible.'
research
unreliablenarrator
narrativefallacy
october 2010 by adamcrowe
The Onion -- Gambling-Addiction Study Gets Out Of Hand
august 2010 by adamcrowe
'The study, which is now nearly $10 million over budget, was supposed to have been completed by this past May. Layton continues to gather data, however, insisting that the big breakthrough, or "payoff," is just around the corner. "Baby, this one is the big one, I can feel it," said Stangel, holding a CD-ROM of raw data to his ear and shaking it. "This contains data from control groups seven and eleven, stuff we'd thrown out because it seemed so blue-sky, but we were thinking too hard and not going with our gut. Sometimes, the scientific method can lead you wrong, you know?" "Seven-eleven! Seven-come-eleven!" said Stangel, pausing to let Fancy Nancy blow on the disc. "Daddy needs a new paradigmatic skew!"' -- Numbers numb!
TheOnion
research
data
numbers
addiction
gambling
lulz
satire
from delicious
august 2010 by adamcrowe
WWW 2010 -- What is Twitter, a Social Network or a News Media?
april 2010 by adamcrowe
It's an immune system: '...any retweeted tweet is to reach an average of 1,000 users no matter what the number of followers is of the original tweet. Once retweeted, a tweet gets retweeted almost instantly on next hops, signifying fast diffusion of information after the 1st retweet.'
twitter
research
internet
web
information
hivemind
diffusion
spread
extensionsofman
immunesystem
april 2010 by adamcrowe
The Atlantic -- What Makes Us Happy?
may 2009 by adamcrowe
'The healthiest, or “mature,” adaptations include altruism, humor, anticipation (looking ahead and planning for future discomfort), suppression (a conscious decision to postpone attention to an impulse or conflict, to be addressed in good time), and sublimation (finding outlets for feelings, like putting aggression into sport, or lust into courtship). -- ... positive emotions make us more vulnerable than negative ones. One reason is that they’re future-oriented. Fear and sadness have immediate payoffs—protecting us from attack or attracting resources at times of distress. Gratitude and joy, over time, will yield better health and deeper connections—but in the short term actually put us at risk. That’s because, while negative emotions tend to be insulating, positive emotions expose us to the common elements of rejection and heartbreak. -- "It's very hard for most of us to tolerate being loved."'
*
research
psychology
happiness
emotion
emotionalintelligence
relationships
memory
narrativefallacy
reality
reflexivity
life
love
may 2009 by adamcrowe
Ministry of Culture
april 2009 by adamcrowe
Agency, makes short 'issue' films.
agency
culture
research
april 2009 by adamcrowe
Ars Technica -- Science gleans 60TB of behavior data from Everquest 2 logs
february 2009 by adamcrowe
'Gender turned out to be a negative influence on interactions: even after their low numbers were taken into account, female players avoided interacting with each other. Time zones had some influence; players in the same time zone were 1.25 times more likely to partner than players even one time zone apart. But distance had a much larger effect; players within 10 kilometers of each other were five times more likely to interact. Contractor concluded that, for the typical player, the game simply offered a way of continuing their real-world social interactions in a virtual setting. Older women turned out to be some of the most committed players but significantly under-reported the amount of time they spent in the game by three hours per week. -- "There are a lot of things we can show them about their bottom line, but these industries are deadline focused," Williams said. "They're not far enough beyond the garage-shop mentality."'
psychology
gaming
virtualworlds
mmorpg
everquest
behaviours
relationships
datamining
research
surveillance
february 2009 by adamcrowe
Scobleizer -- Zuckerberg: Facebook’s “intense” year
february 2009 by adamcrowe
'**Facebook is, he told me, studying “sentiment” behavior. It hasn’t yet used that research in its public service yet, but is looking to figure out if people are having a good day or bad day. He said that already his teams are able to sense when nasty news, like stock prices are headed down, is underway. He also told me that the sentiment engine notices a lot of “going out” kinds of messages on Friday afternoon and then notices a lot of “hungover” messages on Saturday morning. He’s not sure where that research will lead. We talked about how sentiment analysis might lead to a new kind of news display in Facebook. Knowing whether a story is positive or negative would let Facebook pick a good selection of both kinds of news, or maybe even let you choose whether you want to see only “happy” news.'
facebook
surveillance
datamining
research
sentiment
predictions
markets
feedback
thoughtcrime
february 2009 by adamcrowe
New Scientist -- Psychologist finds Wikipedians grumpy and closed-minded
january 2009 by adamcrowe
'"They feel the internet is a more meaningful place to them," he says. But to his surprise, although Wikipedia is founded on the notion of openly sharing and collecting knowledge as a community, they scored low on agreeableness and openness. "Wikipedia in a way demonstrates the spirit of the internet," Amichai-Hamburger says. "People contribute without any financial reward." Amichai-Hamburger speculates that rather than contributing altruistically, Wikipedians take part because they struggle to express themselves in real-world social situations. "They are compensating," he suggests. "It is their way to have a voice in this world."'
psychology
wikipedia
research
survey
personality
behaviours
psychographics
synaptics
#bandwidth
#socialization
#specialization
january 2009 by adamcrowe
YouTube -- Stanley Kubrick's Boxes
december 2008 by adamcrowe
My God... it's full of boxes!
collecting
archives
research
curating
obsession
film
cinema
movies
documentaries
StanleyKubrick
december 2008 by adamcrowe
TrendsSpotting -- Target Audiences for Online Games Advertising: US Research Review
december 2008 by adamcrowe
"The average gaming household income ($79,000) is notably higher than that of non-gaming households ($54,000)."
gaming
research
psychographics
december 2008 by adamcrowe
Nokia -- Press Release: Nokia premieres its newest research laboratory, in Hollywood, USA
december 2008 by adamcrowe
'"Hollywood has an enormous variety of academic institutions, innovative media businesses and unique creative talent. It offers exactly the right ingredients for research into topics that will be vital for Nokia's business in the future. The link with the movie industry is naturally strong, however the entertainment concepts we will be working on at the NRC Hollywood laboratory are even more diverse. The laboratory will explore new entertainment experiences that combine the physical and digital worlds. Our research work will focus on mixed reality experiences, with a strong community flavor. We will develop new user interfaces that fully explore the role of the human body and human motion for more natural forms of interaction. Mobile devices will play a central role in this," commented Rebecca Allen, Laboratory Director of NRC Hollywood.'
nokia
entertainment
content
mixedreality
experience
design
haptics
gesture
interface
research
december 2008 by adamcrowe
Itiel Dror, Stevan Harnad -- Offloading Cognition onto Cognitive Technology
september 2008 by adamcrowe
"Cognizers can offload some of their cognitive functions onto cognitive technology, thereby extending their performance capacity beyond the limits of their own brain power. Language itself is a form of cognitive technology that allows cognizers to offload some of their cognitive functions onto the brains of other cognizers. And as with language, the cognitive tool par excellence, such technological changes are not merely instrumental and quantitative: they can have profound effects on how we think and encode information, on how we communicate with one another, on our mental states, and on our very nature.
cognition
performance
research
information
collectiveintelligence
cybernetics
psychology
language
context
#processing
#complexity
#bandwidth
#socialization
september 2008 by adamcrowe
Triangle Business Journal -- New Yankelovich Study Reveals Traditional Media Are More Effective Than Digital Media
july 2008 by adamcrowe
"Traditional media are more likely to make a positive impression and stimulate word-of-mouth advertising than digital media." -- Low Definition (Digital) seeks High Definition (Traditional: TV, etc) <-> High Def seeks Low Def (WOM). Def=Content Bandwidth
advertising
digital
media
context
measurement
research
via:chromacomms
july 2008 by adamcrowe
IDC -- The Diverse and Exploding Digital Universe - 2008 Update [PDF]
june 2008 by adamcrowe
"cooling costs are escalating rapidly as newer, denser servers come online. Power consumption that was 1kW per server rack in 2000 is now closer to 10kW. Customers building new datacenters are planning for 20kW per rack."
pdf
research
data
storage
digital
information
networks
power
environment
green
sustainability
exponential
growth
designnoir
kipple
june 2008 by adamcrowe
Science Daily -- 'What Can I, Robot, Do With That?'
may 2008 by adamcrowe
"The MACS project does not attempt to get robots to perceive what something is, but how it can be used.... the cognitive theory of ‘affordances’... focuses on what a thing or environment enables a user to do."
artificialintelligence
robotics
robots
research
machinelearning
cognition
affordances
improvisation
performance
design
kinesthetic
space
synaptics
improv
may 2008 by adamcrowe
ICT Results -- Emotional machines
april 2008 by adamcrowe
“When they developed databases, the recordings were nothing like the way emotion appears in everyday action and interaction, and the codes they used to describe the recording would not fit the things that happen in everyday life.” -- Way round wrong!
avatars
artificialintelligence
emotion
emotionalintelligence
simulation
interface
language
paralanguage
gestures
database
selfservers
research
storytelling
productnarratives
performance
design
april 2008 by adamcrowe
Pandia - The “Google generation” and emerging web behavior
march 2008 by adamcrowe
"... they exhibit a strong preference for natural language search rather than analyzing which key words might be more effective." -- Because they're talking WITH the machine not writing AT the machine. Oral culture. We need new ideas about 'literacy'.
literaryculturevsoralculture
youth
web
learning
literacy
psychology
research
retribalization
march 2008 by adamcrowe
Raph’s Website - MetaverseU: Dmitri Williams’ research
february 2008 by adamcrowe
Second Life and Everquest Research: "Core roleplayers: 4% of the population; 15% more with occasional roleplayers. And they tend to have more psychological problems and physical disabilities. (Don’t kill the messenger on this one, folks!)"
virtualworlds
roleplay
psychology
research
february 2008 by adamcrowe
Gwyn’s Home - Sex, Lies, and Reality
february 2008 by adamcrowe
On Proximity's Virtual Worlds report. Top marks for the myth-busting. Kinda.
marketing
research
technographics
virtualworlds
february 2008 by adamcrowe
Bubblegeneration - Bubblegen 3.0
february 2008 by adamcrowe
"First, I am going to be creating a new kind of research institute: the Havas Media Lab. The Lab happened because I don't think any of the standard models - venture funds, corporates, firms, etc - can really make it happen." - Bloody interesting!
strategy
research
innovation
media
havasmedialab
february 2008 by adamcrowe
Fluid Lives
february 2008 by adamcrowe
'The "Fluid Lives" project has been a collaboration between Isobar and Yahoo!. The objective was to explore the impact of the latest mobile internet advances on consumers (between Oct 2005 - Feb 2006), It involved a deep-dive ethnographic study..."
isobar
yahoo
research
mobile
behaviours
february 2008 by adamcrowe
Google - Google to Host Terabytes of Open-Source Science Data
january 2008 by adamcrowe
"The storage would fill a major need for scientists who want to openly share their data, and would allow citizen scientists access to an unprecedented amount of data to explore." Best keep a local backup copy.
data
datasets
google
science
research
opensource
storage
january 2008 by adamcrowe
Mind Hacks - Opinion leaders impotent in ideas economy
january 2008 by adamcrowe
"Once an idea spread to a critical mass of easily influenced individuals, it took hold and continued to spread to other easily influenced individuals. In some networks, it was far easier to get an idea established this way than in others." Populism++
ideas
memes
memetics
opinion
influence
research
collectiveintelligence
crowdsourcing
wordofmouth
socialnetworking
networkeffects
populism
herd
hivemind
january 2008 by adamcrowe
The Onion - Half Of 26-Year-Old's Memories Nintendo-Related
january 2008 by adamcrowe
"47pc of Jenkins' hippocampus is dedicated to storing video-game victories and last-minute defeats, while 32pc of his amygdala contains embedded neurological scripts pertaining to game strategies, character back stories, theme songs, and cheat codes."
*
gaming
research
psychology
brain
synaptics
memory
nintendo
technology
geeks
funny
TheOnion
lulz
january 2008 by adamcrowe
Wikipedia - Folding@Home
january 2008 by adamcrowe
"Folding@Home (also known as FAH or F@H) is a distributed computing (DC) project designed to perform computationally intensive simulations of protein folding and other molecular dynamics (MD)."
folding@home
biology
bioinformatics
distributedcomputing
cloud
computers
research
visualization
january 2008 by adamcrowe
I Can Has Rezearch Papar? by Cyle Gage
memetics memes semiotics language stateless statelessobjects imagemacros macros storytelling objects narrativeobjects internet web culture popculture mashups remix intertextuality simulacra words text hypertext collectiveintelligence collectiveunintelligence meta research essay pr0n funny boredom lulz
january 2008 by adamcrowe
memetics memes semiotics language stateless statelessobjects imagemacros macros storytelling objects narrativeobjects internet web culture popculture mashups remix intertextuality simulacra words text hypertext collectiveintelligence collectiveunintelligence meta research essay pr0n funny boredom lulz
january 2008 by adamcrowe
A Consuming Experience - BarCampLondon3 video: DIY user research
january 2008 by adamcrowe
Video: Leisa on DIY contextual research. Fun.
experience
design
usability
diy
research
january 2008 by adamcrowe
Wikipedia - Berkeley Open Infrastructure for Network Computing
january 2008 by adamcrowe
"The Berkeley Open Infrastructure for Network Computing (BOINC) is a non-commercial middleware system for volunteer computing, intended to be useful for other applications in areas as diverse as mathematics, medicine, molecular biology, and astrophysics."
distributedcomputing
boinc
data
cloud
research
collaboration
processing
opensource
january 2008 by adamcrowe
BBC - Games at work may be good for you
december 2007 by adamcrowe
'I compare games with a coffee break. If you are like me, you use them in strategic, functional, useful way," Professor Goldstein says.'
gaming
casualgaming
contextawaregaming
contextswitching
behaviours
competition
productivity
research
thegamingofeverydaylife
work
december 2007 by adamcrowe
disambiguity - DIY User Research
december 2007 by adamcrowe
"This has been based on the experiences I’ve had recently doing User Research for start up companies who have very small amounts of time and money, but who desperately need the kind of research that I’ve recommended." Fun
experience
design
research
diy
agile
prototyping
december 2007 by adamcrowe
TIME - Facebook: More Popular Than Porn
november 2007 by adamcrowe
Just a different type of pron.
porn
voyeur
people
facebook
socialnetworking
research
numbers
behaviours
youth
email
IM
web
simulation
culture
november 2007 by adamcrowe
CNN - China Leads the US in Digital Self-Expression
november 2007 by adamcrowe
"Our findings show that Chinese youth experience this new emotional space-the 'emobytes'-more intensely than young Americans" - [Respondents] "Online interactions have broadened my sense of identity" - "Online interactions have made me more self-aware"
*
behaviours
internet
web
digital
youth
china
america
technographics
privacy
anonymity
identity
roleplay
psychology
research
numbers
avatars
immersionst
virtualworlds
friendship
relationships
augmentationistsvsimmersionists
november 2007 by adamcrowe
Rattle
november 2007 by adamcrowe
"Rattle is a research and experience design agency based in Sheffield, UK. We specialise in creating leading edge digital media strategies and services."
agency
research
innovation
usercentred
digital
service
experience
design
november 2007 by adamcrowe
MIT Media Lab - Reality Mining
november 2007 by adamcrowe
Spooky sh*t that makes me want to disappear into a lead-lined cave. DO NOT READ THIS!
*
realitymining
surveillance
panoticon
simulation
privacy
freedom
liberty
bluetooth
proximity
socialnetworking
mapping
datamining
database
crowds
anthropology
networks
people
ethnography
psychology
psychogeography
research
mobile
location
security
smartmobs
software
statistics
visualization
womb
learning
panopticon
november 2007 by adamcrowe
recreating movement
november 2007 by adamcrowe
"Recreating Movement makes it possible to extract single frames of any given film sequence and arranges them behind each other in a three-dimensional space. This creates a tube-like set of frames that "freezes" a particular time span in a film." LOOK!
graphics
animation
art
video
film
digital
information
visualization
time
space
research
software
tools
diagrams
motion
bullettime
editing
interesting
november 2007 by adamcrowe
Near Future Laboratory - Digicult Interview
november 2007 by adamcrowe
"we’re fiction makers... constructing artifacts of a near future world to help tell a story about the world we live in now. We use ['near future'] rather than “mobile technology” or “digital games” as the catch-all for the kind of work we do."
innovation
product
agencyagency
ideas
prototyping
research
design
weaksignals
designnoir
storytelling
productnarratives
november 2007 by adamcrowe
DmiTools
november 2007 by adamcrowe
Online research tools: scrapers, crawlers, rippers, etc
research
information
tools
november 2007 by adamcrowe
Mediasnackers
october 2007 by adamcrowe
WWW Generation: Whenever, Wherever and Whatever they like: "MediaSnackers is a site/weblog/project/call to action for people interested in how young people consume and create media across the globe."
agency
consultancy
research
youth
web
media
trends
behaviours
october 2007 by adamcrowe
Proboscis
october 2007 by adamcrowe
"Proboscis is an artist-led studio which combines artistic practice with commissioning, curatorial projects, design and consultancy."
art
communities
design
socialdesign
innovation
agency
mobile
mapping
robotics
research
urban
location
psychogeography
navigation
technology
october 2007 by adamcrowe
O'Reilly - Good News, Bad News about Facebook Application Market: Long Tail Rules
october 2007 by adamcrowe
"top applications have tens of millions of installs and millions of active users. The bad news, alas, is in our report: 87% of the usage goes to only 84 applications! Only 45 applications have more than 100,000 active users."
facebook
applications
longtail
research
numbers
economics
attention
october 2007 by adamcrowe
University of Sussex - The Centre for Research in Cognitive Science
october 2007 by adamcrowe
"COGS fosters interaction and collaboration among all those working in Cognitive Science at Sussex, including researchers and students in Artificial Intelligence, Psychology, Linguistics, Neuroscience and Philosophy."
research
artificialintelligence
robotics
science
october 2007 by adamcrowe
The State of Wireless London
october 2007 by adamcrowe
"This study looks at how wireless networking (WLAN) in London has developed over the last three years from hacktivist pastime to mainstream pursuit."
activism
broadband
networks
london
history
mesh
internet
wifi
research
commons
communities
culture
wireless
mapping
extensionsofman
skin
centralnervoussystem
october 2007 by adamcrowe
Brand Republic - BCMA publishes branded content attitudinal consumer study
october 2007 by adamcrowe
"The highest awareness recorded was for Tesco Race for Life (47%) PepsiMax Download Show (39%) Orange Wednesdays (35%) Waitrose/Sainsbury customer Magazines (35%) Dove Real Beauty Campaign (35%) Carling Music Events (34%) Red Bull Flugtag (29%)"
brandedcontent
content
advertising
survey
research
numbers
recall
october 2007 by adamcrowe
advertising practitioner - research, strip-mining, shame
september 2007 by adamcrowe
"online research could be the most effective tool in our armoury. Imaginative research design can be like great game design; you can get respondents into a flow state, having purposeful fun with their answers, enjoying their experience with you."
marketing
research
flow
experience
gaming
behaviours
september 2007 by adamcrowe
Zero influence - Flippin’ Girls
september 2007 by adamcrowe
"3iying is enabling the audience to craft their commentary about why so much ‘product media’ leaves us all so vacuous - this makes this agency CULTURALLY RELEVANT."
women
agencyagency
rant
backlash
marketing
research
planning
authenticity
media
september 2007 by adamcrowe
3iying TV
september 2007 by adamcrowe
Watch girls moaning.(about ads).
women
agency
agencyagency
rant
planning
research
advertising
ethnography
businessmodels
video
september 2007 by adamcrowe
Guardian - How cool?
september 2007 by adamcrowe
"Wii may be outselling the PS3 but Playstation is still seen as a "cooler" brand than Nintendo. Or so says the latest CoolBrands survey."
cool
research
nintendo
playstation
brands
september 2007 by adamcrowe
Telegraph - Contagious yawning 'shows more empathy with other people's feelings'
september 2007 by adamcrowe
'People who yawn when they see someone else yawning are more in touch with the feelings of others. "The theory is we yawn contagiously to show empathy and the evolutionary explanation is it is a warning to the group that we need to be more alert."'
emotionalintelligence
evolution
groups
behaviours
people
empathy
management
research
september 2007 by adamcrowe
Guardian - Social networking sites do not deepen friendships
september 2007 by adamcrowe
"... social networking sites allow people to broaden their list of nodding acquaintances because staying in touch online is easy... decrease[s] the cost of maintaining and forming these social networks because we can post information to multiple people."
friendship
socialnetworking
weakties
ambientintimacy
emotionalintelligence
facebook
myspace
research
networks
people
behaviours
september 2007 by adamcrowe
Nokia Trends Lab
september 2007 by adamcrowe
“Nokia Trends Lab is a physical and virtual hub of mobility experiences. Nokia wants to enable creative thinkers to push the boundaries of how to use mobility as part of the creative process.”
nokia
creativity
mobile
design
research
september 2007 by adamcrowe
Small Surfaces - Heuristics for mobile design
september 2007 by adamcrowe
"Giant Ant has published a paper describing ten heuristics for mobile design. A nice, clear encapsulation of some of the primary issues for designers of mobile devices."
mobile
research
experience
design
pdf
september 2007 by adamcrowe
collision detection - Study finds morning people are "logical", night owls are "creative"
september 2007 by adamcrowe
"In contrast to morning types, evening people preferred the symbolic over the concrete, were creative and risk-taking, and tended to be non-conformist and independent." -- So, i'll be in at 15:00. OK?
personality
creativity
psychology
research
sleep
work
behaviours
life
gtd
productivity
management
agencyagency
september 2007 by adamcrowe
Hey Nielsen!
september 2007 by adamcrowe
*The research IS the advertising.* Well, more like the other way around. "Prove yourself as an influential and trusted source on the site, and you'll be moving from "fan" to "insider" in no time.
theadvertisedlife
buzz
opinion
ratings
research
market
survey
socialnetworking
socialmedia
emotionallabour
businessmodels
collectiveintelligence
crowdsourcing
metrics
audience
measurement
pseud
september 2007 by adamcrowe
Guardian - Casual gaming helps families bond, says casual gaming company
september 2007 by adamcrowe
"Casual games re-affirm the traditional family status quo, with mum/dad/carer as teacher and guide."
casualgaming
gaming
family
research
numbers
exogenous
learning
behaviours
september 2007 by adamcrowe
Whistle Through Your Comb - Are agencies the new R&D?
september 2007 by adamcrowe
"Agencies should create and give away products that enhance people's lives, compliment our client's products and therefore inspire consumers to purchase them." for a share of IP?
agencyagency
ideo
businessmodels
research
planning
strategy
intellectualproperty
brandedutility
barrierstoexit
september 2007 by adamcrowe
BBC - Bluetooth helps Facebook friends
august 2007 by adamcrowe
"...although you are not talking to anyone, your Bluetooth device can be talking to other devices. People with Bluetooth devices are actually creating an ad hoc communications infrastructure where information can flow through the city over time."
bluetooth
facebook
mobile
socialnetworking
socialsoftware
location
networks
personalareanetworks
mesh
rhizome
youwho
api
opensource
java
research
ambientintimacy
everyware
ubiquitous
august 2007 by adamcrowe
Cross-Media/Transmedia Entertainment - Transmedia Planners etc on Facebook
august 2007 by adamcrowe
"If you’re not aware of the debate that has been taking place, follow the cybertrail, and join the Transmedia Facebook Group... I’m sure (hoping) there will be some very interesting links and discussions in the not too distant future." What to do?
storytelling
transmedia
planning
facebook
ac
groups
collaboration
research
argumentation
august 2007 by adamcrowe
Christy Dena
august 2007 by adamcrowe
"Basically, I’m passionate about anything to do with cross-media entertainment…transmedia storytelling, distributed narrative, cross-media, multi-platform storytelling, 360 content, networked narrative envrionments…whatever you want to call it." !!!
transmedia
narrativeenvironments
objects
narrativeobjects
narratology
storytelling
narrativeactivism
authenticity
media
participation
research
convergence
jargon
ChristyDena
australia
august 2007 by adamcrowe
Guardian - Mobile TV ads 'irritate' consumers
august 2007 by adamcrowe
"On a mobile phone, the best forms of advertising were opt-in Bluetooth formats that provide information or vouchers direct to the mobile, popular with 72%.. Adverts on mobile internet pages and TV adverts on mobiles were rejected by 61% of respondents."
advertising
marketing
mobile
research
extensionsofman
eye
ears
mouth
eyes
august 2007 by adamcrowe
Forrester's Marketing Blog - New Research On Engagement
august 2007 by adamcrowe
In the report, we define engagement as: Engagement is the level of: #Involvement (web analytics), #Interaction (actions people take), #Intimacy (sentiment or affinity in the actions they take), and #Influence (recommendations to someone else).
metrics
marketing
measurement
advertising
returnonengagement
research
audience
socialmedia
online
digital
engagement
august 2007 by adamcrowe
Nitro
august 2007 by adamcrowe
"... a creative business partner is a commercial agency dealing in communications, not a communications agency making commercials."
agency
research
innovation
businessmodels
august 2007 by adamcrowe
Guardian - Touch me, feel me
august 2007 by adamcrowe
'"The glass screen is actually moving sideways but the brain perceives this as a protrusion" Then when they press down on a button glass will vibrate to generate a different clicking sensation. '
haptics
technology
touchscreen
extensionsofman
skin
touch
physicalcomputing
mobile
nokia
research
innovation
interface
design
august 2007 by adamcrowe
Economist.com - Innovation Lessons from Apple
august 2007 by adamcrowe
"Apple is unafraid to bring in ideas from outside but always adding its own twists. This [is] “network innovation”. Apple illustrates the importance of designing new products around the needs of the user, not the demands of the technology."
design
thinking
apple
innovation
networks
research
creativity
failure
technology
august 2007 by adamcrowe
AMALGAMATED
august 2007 by adamcrowe
"Cultural Branding begins with the most basic insight: The most poerful branding is ideological, not merely creative or emotional. the most powerful branding expresses a provocative cultural ideal, a view about how society should be."
agency
advertising
marketing
research
branding
planning
positioning
ideology
metanarratives
august 2007 by adamcrowe
Northern Planner - The Planning Cycle: where research fits in
august 2007 by adamcrowe
#Define the task and identify a strategy #Ensure the creative ideas that arise from that strategy meet that task
planning
research
august 2007 by adamcrowe
McBrainwashed? :: CHICAGO SUN-TIMES :: Health
august 2007 by adamcrowe
Diane Levin, a childhood development specialist who campaigns against advertising to kids: "You see a McDonald's label and kids start salivating," . Dr. Tom Robinson said the kids' perception of taste was "physically altered by the branding."
advertising
branding
marketing
brands
food
synesthesia
research
august 2007 by adamcrowe
Royal College of Art - Current Research Activity
august 2007 by adamcrowe
#Design Fiction: exploring interaction design as a medium for critique, reflection and entertainment. #Designing Design: exploring new interactions between design and other disciplines in relation to emerging technologies.
rca
research
design
thinking
criticaldesign
designnoir
entertainment
Dunne&Raby
august 2007 by adamcrowe
Wikipedia - Hawthorne effect
august 2007 by adamcrowe
"The Hawthorne effect refers to a phenomenon [where] people’s behavior and performance change following any new or increased attention."
attention
research
reactivity
anthropology
ethnography
feedback
people
psychology
august 2007 by adamcrowe
WikiMindMap
july 2007 by adamcrowe
Wiki pages in large public wiki's have become rich and complex documents. WikiMindMap is a tool to browse easily and efficiently in Wiki content.
wiki
collectiveintelligence
mindmapping
navigation
browser
knowledgeexpressiontool
diagrams
visualization
tools
research
database
data
architecture
july 2007 by adamcrowe
Wired - Embedding Ads Into Games Seemed Like a Good Idea
july 2007 by adamcrowe
"Discovery paid to develop two new levels of gameplay that it offered free on Xbox Live. The result: Downloads far exceeded expectations, ratings were great, and fanboys sang Discovery's praises."
gaming
advertising
levels
gameplay
games
design
behaviours
research
immersion
liminality
space
ambient
media
narrativeenvironments
storytelling
objects
narrativeobjects
dci
augmentationistsvsimmersionists
july 2007 by adamcrowe
Business Week - Owning the Ad
july 2007 by adamcrowe
George Bernard Shaw: "The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man."
advice
agency
quotes
anomaly
businessmodels
marketing
innovation
research
entrepreneurship
advertising
product
service
design
investment
intellectualproperty
july 2007 by adamcrowe
Campfire
july 2007 by adamcrowe
"Only when we understand a brand or campaign’s core community do we begin to develop creative content... content can include mysteries, games, debates, short films, blogs, even forums. Campfire methodology is about instigating persistent engagement."
agency
transmedia
content
research
creative
advertising
internet
narrativeenvironments
storytelling
narrativeactivism
entertainment
july 2007 by adamcrowe
Lyndsay Williams
july 2007 by adamcrowe
Designer of the SenseCam and Thrillchip. Too cool.
LyndsayWilliams
thrillchip
biosensecam
sensecam
research
cybernetics
cyberbrain
extensionsofman
immunesystem
centralnervoussystem
memory
haptics
technology
cyborg
lifecasting
wearable
immersion
july 2007 by adamcrowe
the fruits of imagination: The many uses of Facebook
july 2007 by adamcrowe
"One of the interesting things about social networks has always been the opportunity for marketers to see how people actually talk about brands. There's no research effect, no worrying that people are trying to please the interviewer..."
facebook
research
planning
stopcallingmeaconsumer
people
marketing
july 2007 by adamcrowe
Wired - Assignment Zero: Can Crowds Create Fiction, Architecture and Photography?
july 2007 by adamcrowe
Loads of great crowdsouring links... hmmm
crowdsourcing
research
innovation
networks
sharing
knowledge
participation
collectiveintelligence
wealth
businessmodels
collaboration
july 2007 by adamcrowe
Logic+Emotion - Thought of the Day: Bruce Nussbaum
june 2007 by adamcrowe
"If you are in the myth-making business, you don’t need design. You need a great ad agency. But if you are in the authenticity and integrity business then you have to think design."
design
thinking
usevaluevssignvalue
advertising
marketing
research
mythology
authenticity
media
june 2007 by adamcrowe
Wired - GNU Free Software License Gets Upgrade to Meet Modern Demands
june 2007 by adamcrowe
"The license is designed to be akin to the scientific method: It allows programmers to build on the work of others, and in turn, make their work available for others to build on."
gpl
licensing
free
freedom
software
ethics
science
research
hacking
hackersvsvectoralists
history
commons
june 2007 by adamcrowe
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