Posted: January 30th, 2011 | Author: colin | Filed under: Business Design, inspiration, technology | 2 Comments »
I discovered a really smart phone app this weekend called Glympse. It’s a pretty simple app that helps users share their location. Using your phone you can send an SMS or email to anyone letting them track your location.
In the design of the app, the developers must have really thought hard about people’s hesitance to share their location because they designed a timeline into each notification. So, if we were meeting somewhere and I was running late, I could send you a link that would display my location on map and that link would only work for a configurable amount of time, (say 30 minutes). During that time, as I moved around you could see where I was on the map. After 30 minutes, the link goes dead.
I’m pretty excited about this little bit of functionality because I think we’ve entered into a new phase of how we deal with our connected life. We have so much data and so many connections, sometimes the data or the connection would be better if it wasn’t permanent.
What if the systems that carry more temporal data really started to reflect that data’s ephemerality? Twitter is decent example of a designed to decay system, tweets only hang around for a handful of weeks. What if restaurant reviews created a year ago carried less weight than the ones made last week? What if past-date promotional emails just disappeared from my inbox? I have loads of weak Facebook connections that I wouldn’t miss if they just expired? (No offense, but that let’s me focus on the people I have greater connection with).
Right now we live at the end of the digital firehouse, everything just lands in our lap and we have to decide what to do with it. Some of The most meaningful online interactions mirror their real world counterparts. For the moments that matter now but not later, we will begin to have to design for disappearance.
Posted: December 1st, 2010 | Author: colin | Filed under: Half-Baked Ideas, social apps, technology | Comments Off
I’ve been wondering what it is about social games that bug me – you know those massively addicting games like Farmville, Maffia Wars, and WeRule. There’s something really fascinating about how these interactions have captured the attention of social circles way beyond the web. It seems like everybody knows somebody whose mom is playing Farmville on Facebook. There’s something simultaneously brilliant and insidious going on in these games, and I think there’s a way to tweak the game design to unlock the good and bury the bad.
Most of the social games we’re seeing today are largely about ‘grind and reward’; you have to farm to get a currency (grind) and then you can trade currency for that little special something to show off to your friends (reward). The props are different, but the mechanics are largely the same. The games are really approachable because anyone with enough patience and tenacity can grind out goods, and the experience is satisfying because in some small way, you’re earned for that reward. In a society of complex tasks and relationships its satisfying the same way cleaning your house might be, or working in your yard. From a distance its mockable, but the experience is real. There are millions of people grinding on virtual farms and frontiers even as you read this. The rewards are satisfying too; people pay real money to buy virtual currency to skip grinding out their rewards.
In certain circles, people have a problem with these sorts of games. You see when you have a grinding mechanic in a game and your repeat the same action over and over, it starts to feel like a little bit of an addictive mechanism. Players are sure to go back to their farms everyday to play and earn goods (and the games are designed to promote that). Just like mindlessly dropping tokens in a slot machine, players head back to their farms just after the cyber veggies have ripened to retrieve them and sell them. Zynga is the darling of the startup world because they’ve figured out how to do something no one else has; they’ve got an algorithm that makes people predictable.
Lately, I’ve been wondering if there’s a way to redesign some of these game mechanics. I’ve been wondering if there’s a way to navigate the tension of making the game exciting enough for people to play often, but make it rewarding and diverse enough and get rid of the grinding. I think if the game designers flipped the scarcity model in the game they could unlock something completely new, I’ll explain.
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Posted: August 2nd, 2010 | Author: colin | Filed under: openIDEO, technology | 6 Comments »
The last few years has seen quite a few companies build idea generation platforms. Some have gone the semi-open route, retaining a network of participant who will contribute to mostly private challenges. Others have gone radically open, Victor & Spoils and 99 Designs post the actual client briefs calling for entrants to do the work, rewarding a few with the winning ideas. There are some brave experiments going on in this space; it’s a brave new world and no one really knows what’s going to happen here.
Today, IDEO threw it’s hat in ring today launching OpenIDEO. I’m biased, but I think they’ve designed a new evolution for this space. Many sites serve as a platform to capture ideas, but most haven’t truly involved ‘the crowd’ in the process past “hey give me your idea”. OpenIDEO creates Challenges that are designed to lead the community through the design process. Participants contribute inspiration, then generate concepts, and finally help select the best idea in the end. The idea is that everyone can participate as the process diverges and converges toward the final selected solution.
I’m really inspired by the site because it realizes a very important point: ideas aren’t scarce. Now it’s not about gathering tons of those ideas just to collect them, it’s about creating a framework where ideas can inspire each other. I think the smart cookies behind OpenIDEO have nailed this in the site design. The experience basically creates like the largest, most unorthodox design team in the world thinking, submitting, and churning on some really big problems. I have no idea how the site will play out and that’s exactly why I think the site is so important. It’s a big fat social experiment that’s daring, inspired and super smart.
Ok, don’t take my word for it, join in the fun here. There’s two hot challenges up at the moment; one hopes to help Jamie Oliver in his effort to help children improve their diet, the other is aimed at fostering educational tools for the developing world.
Posted: October 20th, 2009 | Author: colin | Filed under: markets and models, social apps, technology | Comments Off
An interesting article in the NY Times yesterday detailed a tech start-up called KaChing. The site basically allows people to create mock portfolios and try their hand at investing in the market. The big news in the NYT article is that KaChing now allows you to be able to create actual investment portfolios that mimic user portfolios on KaChing.
The site seems to have built some pretty interesting ideas around investor transparency – you can see current holdings and trades, investors are rated on returns over time, etc. The metrics aren’t so different from what’s offered by mutual funds (at least on a quarterly basis), but there’s something very powerful about the service being framed around an actual person. It also allows KaChing to position themselves as an interesting alternative against this big, evil, opaque $10T mutual fund industry.
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Posted: August 11th, 2009 | Author: colin | Filed under: social apps, technology | Comments Off
This thing is just getting more and more interesting.
Reason 1: The denial-of-service attack that brought Twitter down, could have awoken a sleeping giant – the fact that Twitter is a single point of failure. If that service goes down, the fun stops…and the internet hates it when the fun stops. This Wired article covers some of the particulars, but this sounds similar to something I wrote a few months ago. Mark my words, this event will ultimately spawn the services that displace twitter. Competitors won’t compete directly with Twitter, they’ll just begin to wrap/mask it.
Reason 2: Tweens aren’t Tweeting. I had seen from some of our internal research that Twitter just wasn’t resonating with younger users, but now these reports corroborate that fact. For me this is interesting because (if this service becomes more than a fad) it will be the first service that a younger generation didn’t bring to an older generation. It’s another incident of technology moving in a bidirectional pattern, (which means our society is reaching some comfort/satuation point with technology, it’s no longer an emergent/youth thing). Clay Shirkey had another great example of bi-directional technology movement in his excellent TED talk (the first story, the one about elections.)
As an aside, here’s a great story of how the Twitter was born. Oddly enough, there was a team in pace to build a different piece of software that ultimately became less and less promising. They had to come up with a different idea mid-stream.
My colleague, Diego Rodriguez commented that Twitter works a little like MMPORGs like World of Warcraft. From a distance, it just looks wierd and socially strange. But if you get into it and try to understand all the underlying principles and interactions, it’s infinitely fascinating. (I’m paraphrasing what he said, but I think he’s dead on.)
Posted: April 23rd, 2009 | Author: colin | Filed under: social apps, technology | Comments Off
(Warning, heavy nerding ahead….)
So, I’ve been struggling with this Twitter thing for a while. It’s the first piece of technology to gain lots of users that just didn’t feel right to me. I get all the interactions, I get the viral part, I just couldn’t see anything substantive. It’s massively popular, but besides that I can’ see where it’s going (and, like Twitter, I decided to just ignore the “what’s the business model question”).
This post from Grant McCraken has been hanging out in my browser for a few weeks. He has a fascinating point comparing Twitter and the social conventions of puns. I’ll spare you from quoting the whole post (please read it), but this sentence has had me churning since I read it.
Maybe we groan at “twitter” because it represents a cultural confusion, a semantic overload, an immensity of messages too much for our frail cognitive capacity.
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