adamcrowe + research   155

Talent imitates, genius steals -- All Market Research is Wrong
'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
'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?
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?
'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
Agency, makes short 'issue' films.
agency  culture  research 
april 2009 by adamcrowe
Ars Technica -- Science gleans 60TB of behavior data from Everquest 2 logs
'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
'**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
'"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
TrendsSpotting -- Target Audiences for Online Games Advertising: US Research Review
"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
'"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
"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
"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]
"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
Wired -- Scientists Record The Birth of a Virus
“This is the first time anyone has seen a virus particle being born.”
biology  virus  research 
may 2008 by adamcrowe
Science Daily -- 'What Can I, Robot, Do With That?'
"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
“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
"... 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
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
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
"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
'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
"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
"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
"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
"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
Wikipedia - Berkeley Open Infrastructure for Network Computing
"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
'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
"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
CNN - China Leads the US in Digital Self-Expression
"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
"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
recreating movement
"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
"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
Online research tools: scrapers, crawlers, rippers, etc
research  information  tools 
november 2007 by adamcrowe
Mediasnackers
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
"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
"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
"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
"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
"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
"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
"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
Guardian - How cool?
"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'
'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
"... 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
“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
"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"
"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!
*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
"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?
"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
"...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
"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
"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
"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
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
"... 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
'"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
"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
"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
#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
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
#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
"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
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
"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
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
"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
the fruits of imagination: The many uses of Facebook
"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
Logic+Emotion - Thought of the Day: Bruce Nussbaum
"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
"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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