50% creating and 50% sharing
Thanks to my lovely girlfriend for giving me the heads up about this.
Behind the scene of "Lights" using WebGL: a friend of mine and former colleague posted this a few days ago, and it's interesting to see how they brought this to life. link
Trailers in reverse - Dead Island: after showing a colleague of mine the new GTA trailer and talking about how we were impressed that the video game company didn't default to a simple collection of guns and glory shots, he showed me another video game trailer for Dead Island which is quite disturbing but creates a story that draws you in for 3 minutes. link Mobile UX Content Recommendations from Jakob Neilson: for those that have worked on mobile app projects, they'll agree with Mr. Neilson's statement that you should critically analyze the content you put in app screens or generally present to a user on a mobile device (since content influences the template layout). I also personally find that it is much easier for a user to get disoriented when tapping through your app, making it pertinent to have critical information accessible within a tap and allowing them to re-orient themselves without having to drive back 4 steps. link Online dating data is giving scientists the data they need to dissect us even more: an interesting article in the Sunday NYTimes that calls out some impressive stats, such as the fact that apparently 21% of heterosexual couples that have formed romantic relationships in the U.S. between 2007 and 2009 did so online. I've always been quite curious about the effectiveness of online dating sites, since I've observed a few of my friends using them in the past. I've personally found that males between the ages 21-27 still find it quite taboo to mention the fact that they met girls through online dating sites, and that any site that charges a fee generally gets abandoned after a few days (a freemium model tends to work better). link(A note to begin: I'm hoping to continue this conversation on the Business Model Hub but while I'm waiting to have my admission approved, I thought I would start the conversation now while it was still hot in my head)
Until recently, I spent the majority of my time working on App projects for clients. I learned quite a bit being immersed in the mobile app space, such as:- IA is incredibly important to mobile app work, and needs to directly feed into the design language that is used
- You need to come to a consensus as a team and with the client on: What is it? Who is it for?What is the unique value prop? And why would someone download it and keep using it?
- You need to figure out what space your app will play in: is it utility? Is it entertainment? etc.
- It needs to have a purpose
- You need to define measures of success for the app (that are realistic)
- and you need to apply "Luke Wroblewski" like scrutiny to the features you try and cram into the app: how do they hit on your biz objectives? How do they deliver on the purpose? How do they address a consumer need?
But, what I took away from my mobile work the most was that in many cases, app creators need to think of their app as a business model.
Now, I only went down this path originally because I had been exposed to Alex Osterwalder's work with the Business Model Canvas. When used properly, it allows you to see the full picture of the business that you are creating. It's simple and brilliant. While working away on mobile projects, I kept coming back to Alex's canvas and thinking how helpful the tool could be to those who create apps for a living or clients who build apps for their brands, primarily as a way to: 1. See the full picture of their app (revenue streams, costs, key integration partners, customer segments, etc)Sometimes I find reading countless secondary research on eMarketer, Forrester, Mintel, Neilson and Kantar to be a little "uninspiring".
Last week when I was running out of ideas for a brainstorm, I grabbed the first colleague I could find and headed out to a mall to test a few hypotheses, and generally get inspired. Today, I was able to attend a lecture at Western University, and was startled to see how wired classrooms have gotten over the past few years. A few observations: - Tablets, not really. Mobile, not really. Multi-tasking on macbooks, absolutely. - My observational pie: 1/4 checking twitter, 1/4 on Facebook, 1/4 generally checking out sites, 1/4 asking questions and not on the web1) don't know what a qr code is or have one? here's what it is and where to get one
2) have a qr reader? Here's how to use it
3) heres the benefit of spending your two minutes to read the code
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