Post on 18-Oct-2014
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3 digitale megatrends
Tekbazar, Digitaliser - 7. april 2011
Www siden 1994 Formidlingschef Medstifter og partner
Christian Schwarz Laustenchristian@seismonaut.com
twitter: @unwiredchris
12 MEDARBEJDERE I ÅRHUSOG KØBENHAVN
VI UDVIKLER DIGITALE STRATEGIER OG KOMPETENCER MED UDGANGSPUNKT I SOCIALE MEDIER
1Data &informations-visualisering
Web 1.0 = “go search, get data” Web 2.0 = “real identities” and “real
relationships”Web 3.0 = “real identities generating
massive amounts of data.”
Reid Hoffman, LinkedIn
“Credit card companies can predict with 98% accuracy, two years in advance, when a couple is going to divorce, based on spending patterns alone.”
Marissa Mayer, Google
“Increasingly, the web is the world – everything and everyone in the world casts an ‘information shadow’, an aura of data, which when captured and processed intelligently, offers extraordinary opportunity and mindbending implications.”
Tim O’Reilly
“There's one simple reason why visualization is becoming so important, and that's our desire to understand what's happening in the world at a time when it's becoming harder and harder to do so.”
International Herald Tribune
WhatWePayFor.com
Involvering, deltagelse &engagement2
“Build an architecture of participation.”
“With enough eyeballs, all bugs are shallow.”
“The service automatically gets better the more people use it.”
• 170.000 dokumenter gennemset på 80 timer
• Deltagelsesprocent på 56%
• 25.000 registrerede brugere
“90% af vores kunder ønsker blot at købe vores produkter, mens 10% gerne vil bygge deres egne ting online. 1% har evnerne til at lave noget, der er så godt, at andre vil betale for det.
Måske er 1% højt sat, så lad os sige 0,1 eller endda 0,01%, men med en kundebase på 3,2 mio. er det stadig mere end 3000 mennesker.
For øjeblikket har vi 150 designere ansat hos LEGO.”
- Paal Smith‐Meyers, Creative Director, LEGO
“Vi skal lære af de store websucceser - Facebook, Wikipedia og sikre, at vi får inddraget brugerne langt mere i vores løsninger. Vi har lært, at det skal være nemt og sjovt at bidrage, og at mange brugeres beskedne forbedringer af indholdet giver stor værdi.”
- Christian Lanng, ex-kontorchef, IT- og Telestyrelsen
MOTIVATIONS-FAKTORER
AnerkendelseMagtBelønningSamarbejde
INDREYDRENysgerrighedUdfordringAltruismeGlæden ved at dele
for aktiv deltagelse online
“Gamification is the use of game play mechanics for non-game applications in order to encourage people to adopt the applications.Gamification works by making technology more engaging, and by encouraging desired behaviors, taking advantage of humans' psychological predisposition to engage in gaming.”
Wikipedia
Digitaldannelse3
10% teknologi
90% mindset
Unge konsumerer 44 timers medieindhold i døgnet. (Institut for fremtidsforskning 2009)
En generation, der multitasker, bruger nettet, ser tv og spiller spil25% af deres samlede fritid.
64% skaber indhold, de deler med andre.(Pew Internet Research, 2007)
Mød 9-årige Simon - en digital indfødt
31% bruger mere end 2 timer om dagen på at pleje deres sociale netværk online.(Medierådet, 2008)
NYE DIGITALE KOMPETENCER
“The Internet has morphed what we used to think of as a fancy calculator into a fancy telephone with email, chat groups, IM, and blogs. It turns out that we don’t use computers to enhance our math skills - we use them to expand our people skills.”
—Will Wright, Spildesigner og opfinderen af Sim City
1986 = 75%1997 = 20%“We are dependent on relationships with others to deal with knowledge explosion and increasing complexity.”
- John I. Todor
3 digitale trends1. Data -og
informationsvisualisering2. Involvering, deltagelse og
engagement3. Digital dannelse