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Archive for the ‘Research Communities’ Category

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This morning we took part in the latest Digital Salon and Surgery at Farringdon’s Free Word Centre to talk about digital innovation for arts brands and organizations, discussing how they are innovating to meet contemporary digital challenges.

It was a very interesting session with a packed panel of six speakers discussing the topic from various angles and presenting some great case studies like the upcoming Chromaroma Oyster Card game (below) and the recent RSC Twitter production “Such Tweet Sorrow” supported by the 4iP fund or ‘NT Live’, a new initiative from the National Theatre which enables live performances to be broadcast onto cinema screens across the UK and worldwide, as well as the NMC Music Map and the cutting-edge ‘PureDyne’ project, an Open Source Linux operating system and multimedia toolbox maintained by the Goto10 Collective.

Eleanor Wilson from NMC Recording showing the audience the NMC Music Map

We talked about our open innovation approach and adaptive brand planning model, how Arts organizations could benefit from real-time research, crowd-sourcing and  co-creation and what this all means from a broader cultural perspective. I guess one of the most fascinating implications of taking this approach to the arts space is that it makes the progressive switch from creation to emergence models quite blatant. Understanding the radical change in the role of experts/curators and artists into the cultural ecosystem and understanding what open processes mean in terms of cultural innovation (leading/reacting, educating the audience/learning from the audience, creating new markets/feeding into existing ones) are key questions for the Arts but are totally relevant for the FMCG brands and the technology innovation ecosystem too. So I guess a Creation vs Emergence post is on its way!

For now, thanks again to Arts Council England, IT4Arts, Open Mute and Digital Salon for having us today, it was fun!

Chromaroma Visualisations from Mudlark on Vimeo.

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Over the coming months we are going to be taking an indepth look at the world of research communities and what lies behind them. Every week we’ll be touching on a new subject, topics will range from management to task conception, online creativity to relationships. Ultimately we are hoping to produce an in-depth, robust and infomative guide to online research commnunities; Face’s very own Community Management 101.

With online communities becoming increasingly popular in research circles and brands continuing to transfer their qualitative work online, the role of research communities, community managers and research teams is evolving.

As community functionality grows and new tools become available it’s very easy for clients and research teams to get carried away and throw everything at communities using all tools to the max, just because they can.

In this series of blogs we are going to explore the best routes for community managers and research teams to effectively use online community tools and create an interesting environment in which users can complete research tasks without pressure, tedium or stress.

And it is this I am going to start with, the environment; the website; the research tool; and whether you can actually, credibly, call it a community.

Are Research Communities Really Communities?

Research communities have always come under criticism for using the term ‘community’. Some people see them as forced gatherings using a research tool, rather than true natural communities and are therefore undeserving of the name. Some of the arguments against research ‘communities’ include:

• They are not organic
• People are usually incentivized to participate
• It is not a part of users natural internet journey
• They have start and end dates
• The community disappears when the project ends

To a certain extent I can understand these criticisms as, from an outside point of view, research communities must seem like a load of panel girls and boys being put on a website and told to complete tasks for a certain period of time.

However, I am a believer that at the core of every community there has to be a common goal, interest and/or belief, something that inherently binds the people within together. It is for this reason that I believe that research ‘communities’ can actually exist, rather than just being a couple of words shoved together to make a cool sounding buzzphrase.

It’s a fine line between research community and a website where research takes place. There are a couple of things you must do at the start of a project to ensure you start user engagement and interaction early.

Creating Your Community

If you bring together a group of people for a research project they automatically have unspoken commonalities before the activity begins. Usually in research projects people are recruited as they share similar demographics, opinions or personality traits. These instant similarities are one of the two main things you need to rely on to begin the transition from research project to research community.

The other reliance is you, the community manager, it’s your job to take the lead and encourage community behaviour. Initially by stating the commonalities between users and encouraging them to interact through tasks based around similarities.

It is these early tasks, and their wording, that will ultimately determine whether you are the facilitator of an online tool or the manager of an online community.

The wording and crafting of tasks is the most important thing when running a community as it not only ascertains your research outputs but also determines how your users will engage and for how long. Being able to create research tasks that are fun and exciting is a vital skill when running a community and it is this skill that I will begin to explore in my next post:

Writing Tasks for Research Communities – Part 2: What is a Task?

Coming Soon!

smashed-computer In her paper about the World of Warcraft and Co-Creation Myriam Davidovici-Nora explains that Blizzard’s success lays in the combination of never-ending game-play, a high level of competition and the hyper-personalisation accessed through online add-ons.

However, Blizzard’s unique model is hardly suitable for other businesses– Can you imagine EA distributing “zombie kits” for Left 4 Dead?

This conundrum leaves us with a burning question: what is the best practice to handle / entice a group’s creativity in the online environment?

The Tool is the Tip of the Iceberg
Liz Sanders, a pioneer in the use of participatory research methods for the design of products, systems, services and spaces, addressed this topic when speaking at the Copenhagen Co’Creation 2010 Summit and Seminar. She explained that tools are the tip of the iceberg: they only become effective if applied with the right mindset and the right methods/methodologies.

“In co-creation, you need to be working with the mindset that all people are creative and that they are able to produce creative things when given the tools and the stage on which to practice or perform”

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Sanders: It's not what you have, it's how you use it.

Everyone is Creative
Sanders believes that we’re all inundated with many ways to satisfy our consumptive needs while our creative needs are usually ignored.

Ultimately, we express our creativity, either in DIY, craft and hobbies, or online with all the user-generated content platforms available to us on the Web.

“One of the key values of value co-creation is that it satisfies the need for creative activity while addressing the need for social interaction.”

Sanders 4 levels of creativity:

1. Doing
2. Adapting
3. Making
4. Creating

New trends in technology have helped to democratize creativity and support broad audiences who participate in creative activities.

But…

Is the web the right place for creativity and therefore for co-creation?

In his article The Web’s Third Frontier Patrice Lamothe makes a really interesting point. Reminding the reader of 3 founding principles of the Web, as stated in Tim Berners-Lee and Robert Caillau’s initial proposal for their World Wide Web hypertext project:

- It allows anyone to access any type of document
- It allows everyone to disseminate their own documents
- It allows everyone to organize the entire collection of documents

Lamothe explains that the first statement has been accomplished with the good old web of online’s early days, and the second statement was completed with the introduction of Web 2.0.

The third and last fundamental idea is actually rolling out now:

“Among users, social networks are now making instantaneous exchange of content possible. Almost 20% of tweets sent contain URLs. Facebook puts sharing links at the top of its hierarchy of functions. […] On the technological front, collaborative systems and the “real time web” allow everyone to coordinate their views with various communities, organizing data as it is received [and, thus] broadening both the web’s basic organizational structure and the means of accessing it”

Can you be truly creative in the confines of a computer?

Understand the challenges of online creativity
Going further, Rafik Letaief, Marc Favier and Françoise Coat explain in their study Creativity and the Creation Process in Global Virtual Teams: Case Study of the Intercultural Virtual Project why the web is a perfect tool for creativity and what its limits are.

This research measures the level of creativity in global virtual teams: during 8 weeks, students from 26 different universities have been working on tasks, communicating and sharing tasks through online forums.

According to this research, the lack of focus is the first obstacle to a virtual team’s creativity: avoid multi-tasking user by launching tasks one by one.

The second barrier is the lack of participation and the missed deadlines that cripple the team with tensions. Conflict avoidance and communication blackout on the internet is more likely to happen online than in a face-to-face workshop and it’s also a blockage to creativity. The fourth obstacle to creativity is the lack of clear IP and ownership management that de-motivates users. Finally technical problems and technological insufficiency can inhibit creativity.

On the other hand, to enhance creativity, the first thing is obviously to avoid all the negative factors mentioned above.

The other factors identified are the presence of stimulating members who initiate relevant debate and help rising and solving issues. Another important factor revolves around how online members manage there time and participation levels when taking part in several projects simultaneously. Technology appropriation and the manner in which team members choose, combine, and utilize available tools is an enhancing factor for creativity.

Conclusion
Interestingly, this research emphases on the fact that the spirit of technology (democracy, freedom of expression and generation of idea) is a factor of creativity – as long as it’s used in the right conditions and context. Ultimately, the internet may be a great for co-creation as long as you keep this motto in mind: “Build the Camera Whilst Shooting the Film”.

Blog, Co-Creation, Research Communities

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Philip Nominated for MRS Award!

  • Date March 29 2010
  • Posted by Matt
  • Tagged with
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We’re delighted to announce that Face Research Director Philip McNaughton has been nominated for the Best Paper Award @ the 2010 MRS Research Awards.

Philip’s paper ‘Co-Creating Insights’ was put together in collaboration with Coca-Cola’s Beth Corte Real. Documenting the findings and learning’s from our recent community, co-creation and insight work with Coca-Cola the paper was also converted into a presentation and showcased at the recent Market Research Conference 2010.

You can check out the presentation HERE

Congratulations Philip, we’re all very proud of you!

Related Links:


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On Wednesday this week I had the great opportunity of co-presenting with Beth from Coca-Cola and a handful of other agencies operating in the co-creation space at the MRS conference in a shared session called Big Brand Co-Creation. Sharing the stage with us were Hyve & Nivea and Sense Worldwide & Discovery. It was a great session that we all saw as a chance to collectively raise the profile of Co-Creation as a discipline and show the extent to which it has come of age as a discipline within the industry. Each of us was charged with showing a slightly different dimension of co-creation, highlighting the scope and variety of the ways it could be used to achieve great things with big brands.

The emphasis of our paper was on taking co-creative principles of collaboration, real time, speed & open-ended thinking into a traditional insight focused brief, highlighting how co-creation was not just about bringing new ideas into a business, or a party trick for something fun and low risk, but could actually be applied at the heart of the insight function, aimed at building a complete foundation of insight. You can see the paper here….

As part of that session we were all charged with coming up with our own definitions of co-creation, and to tell our own story about the roots of co-creation, and to start to talk about its future, and to imagine its future together. This got me thinking about the best way to visualise the story of co-creation, and I came up with idea of a tree, where the roots were some of the drivers & trends behind the disciples, the trunk was the core principles and practices and the branches all of the potential different applications.

So over the next few months, I am going to start building the tree, piece by piece with a series of pieces aimed at showing first the roots, then the trunk and finally the branches, hopefully with a view to creating a complete picture of my take on co-creation.

Watch this space for more…

Finally just to say thanks to all at MRS for organizing the session, and great to see co-creation continuing to rise up the agenda. Long may it continue!