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We all wait with baited breath to see where the web is going to take us next. The hype surrounding new innovations such as Google Instant or HTML 5 is massive. As users we are not only interested in how the latest departures look and feel, but also how they are going to change our behaviour.

There are those who look at it on a purely personal level – how are these changes going to change my actions? And there are those who look at it from a much wider berth, how are these changes going to influence the web as whole?

As a community manager, when I try out a new user experience my mindset is immediately on whether it can help move online research communities in a new direction. How can a new technology, technique or tool be adapted and used to make a research community more engaging, more intuitive and more interesting for those who use them?

Web 2.0 has been at the core of most research communities from their conception, but as technology and its users move on research communities need to evolve to stay relevant for community members, clients and community managers alike.

So, as we continue to test our reliance on web 2.0 tools and begin to harness technology that allows us to do bigger, brighter and bolder things, where does the future of online research communities lie?

Socialization

When we first started with our online research communities we made the decision that we would not include large social elements. We wanted our communities to focus around co-creation and research, not user interaction and social media. For many reasons this was the right decision, but as the internet has evolved people don’t just want to be sociable, they expect it.

In the early days of Headbox we found that our users who worked on our co-creation projects were finding each other online anyway. Whether it be on Facebook or MySpace users were creating groups, talking about the projects and friend requesting each other, us and our clients!

There was no facilitation on our behalf, the socially proactive nature of young people meant they were going to connect no matter what. So, as our communities have grown so have the social elements, and as social networks evolve, so will research communities user interaction.

This does not mean we are going to be building our own social network. It’s more about allowing people to connect, if they want to. It’s allowing our members to share their information, find the people they are working with and building their own profiles.

As social networking tools and online sociability grow, research communities will continue to incorporate what is suitable, and no more.

Gamification

As Marion explained in her earlier #ResCom101 blog using gaming mechanics is an obvious way to increase engagement and interest. Developing league tables, points systems and badge rewards seem like a no-brainer, they make everything more fun and rewarding for users. However, this isn’t gaming for the sake of gaming, this is gaming for the sake of research.

Rivalries and competition will definitely increase the enjoyment levels for users but there is a strong chance that results may get skewed. If community members start to post responses just to take part in gaming aspects then you are not going to receive the research output you need.

Gaming mechanics will begin to play a big part in research communities but it needs to be a subtle, intelligent approach. Whether it is keeping users rewards/badges private to them or having an intelligent points system, you need to make sure that users aren’t acting unnaturally due to gaming elements.

As well as engaging users, gamification and its rewards can also help when incentivizing users, as Marion points out, sometimes the most basic rewards can be the most fulfilling.

Experiential

In research communities the reception of information is crucial. As well as being engaging, tasks need to be easy to understand or there could be confusion. If users lose interest when receiving the task the results suffer. If there is a lot of block text to read or a lot of repetition, community members are well within their right to get bored.

People prefer to intake information if it is visual, audio or both. It is a lot easier and a lot more entertaining.

Video briefings are brilliant and can cover a lot of information very quickly. Teaming task copy with physically showing users what you would like them to do is always an easy way to make sure there can be no confusion about what is expected. At the moment video briefings seem to be an every now and again thing, this will increase and they should become normal practice for community managers.

Producing engaging, visually orientated Slidecasts that allow community members to intake information as they please is one way of communicating lots information in an interesting way.

HTML 5 will begin to play a big part in this, its ability to create clean, interesting, flexible and interactive applications will help research communities move away from Web 2.0 and allow community developers more creativity when designing task formats.

The evolution of entertaining briefings and tasks revolves around users being able to complete tasks whilst they’re being briefed. Integrating visuals and the ability for users to complete tasks as they go, and at their most engaged, will make it a much more entertaining and seamless experience for users.

This is not something that is going to happen overnight but it is the direction in which online research communities are moving.

Part 2, which will be published on Friday, will be focussing on co-creation, building, realism and analytics.

To check out past posts from the Research Communities 101 click here

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Face’s Top 5s of 2010: Tweeters

  • Date January 27 2011
  • Posted by Matt
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2010 has been a big year for Twitter, it has officially broken free from initial skepticism and flooded the mainstream. The rapid growth and adaptability of Twitter has allowed it to take on many forms – news source, social network, celebrity hangout, marketing tool, micro blog etc etc etc. Which makes it great for finding both useful and completely irrelevant information.

Twitter has been the source for many of our great finds this year, so as a result we thought we would give something back to the Tweet bird… Here are Face’s Top 5 Tweeters of 2010:

Face’s Top 5 Useful Tweeters (in no particular order):

@datavis

We’re big fans of infographics and data visualisation so anyone who can supply us with consistently good stuff is always going to be in our good books. @datavis is Benjamin Wiederkehr the editor of datavisualization.ch whose blog and tweets keeps us nicely up to date with any key graphics and advances in the data visualisation world.

@bbhlabs

BBH Labs make staying on top of current and future marketing trends a lot easier. Their articles and tweets always seem to link us to cool, interesting and innovative thinking. Definitely well worth a follow if you’re in the marketing and innovation world.

@Hypebot

Over the last decade or so the music industry has had to be ahead of the game… and so following its developments is always really interesting. Hypebot make a point of reporting/tweeting the latest news from the music industry which in turn helps shape future trends.

@fastcodesign

Fast Co ‘bridge the fuzzy border between design and business’ so you not only get some amazing design work, you also get tangible outputs. We always get excited when we see a new tweet/post from them, mainly because it means we get to use their beautiful website!

@Brainpicker

Maria Popova (aka Brainpicker) seems to pop up all over the place on Twitter, and the internet in general. She is on top of every cultural trend and consistently shares really good links and information. Her blog is also really cool if you want to to pick ‘culture’s collective brain for tidbits of stuff that inspires, revolutionises, or simply makes us think’.

Tomorrow sees the last Top 5 of 2010, see you then!

I sent a mail around the Face office asking the team for their favourite moments of 2010. I was then going to mould all their answers into a lovely top 5…

However, much like all my best laid plans, this massively backfired when the vast majority of the team came back with the same response!

Even with this minor setback I persevered and it really wasn’t a hard job pulling together a highlight reel, there have been so many great moments this year.

Here are 2010′s best moments as as voted for by the Face team:

1) A Co-created World?

The overwhelming favourite highlight from the Face team was the amount of international co-creation we have done this year. Whether it was Saul hanging out with teenagers in Rwanda, Esther conducting workshops in Mandarin, Danny meeting Brazilian Mums or Lucy seeing Francesco in full flow in Italy, it truly has been a global year for us.

We have now worked in 6 continents (just leaving Antarctica for the full house) proving that co-creation has the ability to transcend any cultural or linguistic barrier.

2) Pulsar and the launch of RTo2

Real-time research has been one of the hot topics of 2010, and we’re very happy to say we’ve been (literally) right in the middle of the conversation. In May we launched RTo2 (Real Time o2), a social media monitoring and analysis tool designed specifically for o2. Being at the forefront of the real time research wave has been a great experience and we’ve have learnt loads in a small period of time.

RTo2 is a bespoke manifestation of our real time research platform Pulsar, you can find out more about RTo2 and Pulsar HERE.

3) Axe Twist Hitting the Shelves

In 2008 we ran a co-creation workshop in New York City with some Headboxers from the US and the UK. They were tasked with coming up with a new variant to add to the Lynx range… Fast forward 2 years and Lynx Twist, the first ever entirely co-created product, hits the shelves.

Everything behind the product, including the name, was created, developed and designed in the New York workshop. It was a long 2 year wait but it’s amazing to see another co-created product in stores (the first was Tango with Added Tango), let’s hope there are some more to come in 2011!

In 2008 we ran a co-creation workshop in New York City with some Headboxers from the US and the UK. They were tasked with coming up with a new variant to add to the Lynx range… Fast forward 2 years and Lynx Twist, the first ever entirely co-created product, hits the shelves.
Everything behind the product, including the name, was created, developed and designed in the New York workshop. The Headboxers involved should be very proud of themselves, it’s not everyday that you get a product released!
It was a long 2 year wait but it’s amazing to see another Headbox product in stores (the first was Tango with Added Tango), let’s hope there are some more to come in 2011!

4) The X Crowd

Over the last few years Headbox and Mindbubble have been at the epicentre of everything we do. The enthusiasm, intelligence and creativity of our community members really has driven Face forward and allowed us to produce some fantastic work. This is why there was so much internal excitement when we announced that we would be bringing a new co-creation community to the web – The X Crowd.

TXC is for people who live and breath technology to help tech brands design and create better products, ideas, experiences and communications. The X Crowd is currently in BETA but will be making a big impact in 2011… we can’t wait!!!

5) Conferences, Conferences, Conferences

2010 saw Face hitting the conference scene hard, whether it was spectating, presenting or hosting we really enjoyed hearing the thoughts of others and sharing our own! Some of the spectating highlights include Marion’s trip to the UX London seminar, my own visit to the It’s Nice That’s Future:Content conference.

Presenting wise it has been a great year with the majority of the Face team taking to the stage at some point to present on their passion and expertise areas. Take a look at our SlideShare page and Friday’s Top 5 presentations post to check some of our presentation conferences.

There have been several other more personal highlights too – Philip holding a real Olympic Torch in a workshop, Jess getting a job at Face after conversing with Fran on Twitter, Sharmila getting to grips with 16-24 year olds during her 9 Lives research and Lucy getting her hands on unlimited amounts of ice cream (all in the name of co-creation of course), to name but a few.

One of our other highlights this year has been the growth of Twitter, which links us nicely to tomorrow’s top 5… our favourite 5 tweeters of 2010!

A couple weeks ago I made my way down to Shoreditch Studios for It’s Nice That’s inaugural conference, Future:Content. As a big fan of the site I was excited about the day, although I didn’t really know what was in store. The only piece of information attendees were given prior to the event was this one liner:

A one-day event looking at how we engage with, present, and define content across a number of platforms.

However, after taking one look at the line up I was confident that an interesting, insightful and thought-provoking day was ahead of me.

Here’s what I have managed to piece together from the notes I made. There was so much good stuff I know I have missed a lot, mainly because I was listening rather than writing, nevertheless here’s what went down:

Anna Gerber & Britt Iverson- Visual Editions
“At a time of chaos it’s a good time to do something crazy”

First up were Anna and Britt from publishing company Visual Editions. As well as publishing beautiful and physically interesting books (in their spare time!!) they also had some really interesting ideas about books and the role they are going to play in the future.

They believe that by allowing people to read in new and completely different ways it opens up the book format to new and undiscovered opportunities. To Visual Editions books are a medium that are there to be played with, they want to push the boundaries of how we tell stories and give books a new lease of life.

Visual Editions were the first speakers of the day to emphasize the importance of physical objects to human beings. There will always be books because people enjoy physicality and like having a physical experience.

Essentially what Visual Editions set out to prove is that if you produce a piece of content that is visually exciting people will react to it. In their minds visuals are as big as the story being told.

Their practice and ideology is summed up perfectly by their latest release, Tree of Codes by Jonathan Safran Foer. A beautiful, physical, experiential novel that is well worth checking out.

Russell Davies – Ogilvy & Mather and RIG
“After being digitalized things are going to find ways to physicalize again.”

Next up was Russell Davies’ very entertaining presentation. Following on from Visual Editions Russell again brought up the importance of objects and giving people an experience. He believes that there is an emotional attachment to physicality inbuilt in every person and it’s not going to go away.

The future of content and media, in Russell’s opinion, is to reintroduce physicality into it. People see technology as precious and not to be interfered with. This is wrong. By taking digital technology, playing with it and placing it inside objects it creates a new and even more engaging physical experience.

Russell then went on to talk about future content being audience led. Giving people a platform to create their own content, he gave the example of his newspaper venture, The Newspaper Club. The company have access to newspaper printing presses and open it up to the public, so anyone can make a newspaper about anything!

He finished on saying that businesses are being out thought by people creating content as a hobby. An interesting thought, how do companies credibly incorporate these individuals into what they do?

Sanky – D&AD
“Anything you think of now… anything… you will be able to do it in the next 5 years.”


Sanky covered a lot ground in a very short amount of time… he began by saying that the communications industry is currently in a flux. Everyone has started to do everything and therefore perspective has been lost on what is actually interesting and relevant.

He was concerned about the reactionary environment we are currently in, brands and agencies are doing what they think they should be doing, forgetting that the content they are producing should be beautiful and valuable.

He then went on to talk about how the best way to design something is to really understand the content within. He gave the example of Agencytwofifteen’s work on the latest Halo game as a way of design by content… check out the video above to see what Sanky was talking about.

Sanky’s final thought was about the future of content, which, in his mind, revolved around building experiences that truly resonate, rather than designing things for the sake of it.

Francesca Panetta – The Guardian and The Hackney Podcast
“Its more important to create things you want to make rather than being forced through time constraints.”

Francesca was very inspiring to listen to, not only does she look after all of the Gurdian’s audio content, she also pretty much produces the Hackney Podcast by herself.

Speaking from a purely audio point of view it was interesting to hear about how the podcast is still an undefined format. There is no set time limit for a podcast; there is no set content guidelines… you can basically do what you want. However, if you want to get noticed in a sea of content you have to be bold, distinctive and original.

Speaking about the Hackney Podcast specifically Francesca spoke of her dedication to creating good content. She doesn’t put anything out unless she thinks it is good enough… something she believed to be extremely important.

It’s better to take the time to put something out that you’re happy with rather than rushing it to meet deadlines.

Morgwn Rimel & Cathy Haynes The School of Life
“Give yourself time to play.”

If I attempted to try and explain what exactly The School of Life is this may turn into the longest blog of all time. I encourage you to check out their website though, they really are doing things differently.

Essentially they are bringing ideas to the high street. They produce seminars, classes, trips and sermons revolving around a certain subject or idea. Most of the things they do involves expert understanding and trying to solve universal concerns. Everything they do is open to the public so anyone can get involved.

Morgwn emphasized the point that The School of Life focus is on genuine human needs. Locating them within their work rather than just trying to guess what people want and need.

Morgwn was then joined on stage by her colleague Cathy Haynes who repeated the idea that people crave experiences; they want to be immersed in things. Cathy also finished off by talking about how people had forgotten how to play – a basic human instinct. To truly innovate we need to encourage play rather than stifling it.

Deyan Sudjic – The Design Museum
“The sense of a physical shared experience attracts people.”

Deyan’s short and precise presentation started with him explaining that design sits on the edge of form and content. It is then the job of the designer to create content from form.

He then went on to echo the other speakers’ points by talking about experiences and objects. He spoke about how design goes past just being an object and how it should be part of the experience. There is a hunger for physical content and for it to be truly engaging.

He gave the example of the book to emphasize his point saying that the book has had to become more beautiful to survive. It has gone past being something disposable; books are now objects and people want to keep hold of them.

Adam Gee – Channel 4
“Twitter is like the Radio Times on a weeknight.”

Adam’s presentation revolved around the future of television and how he believed that getting people’s attention was the key to the future of media. This was universal though, for all broadcast content, not just programs. Advertising for example will become more imaginative, more targeted and more accountable to truly interest people.

Adam spoke a lot about how interaction in television had evolved, from voting, to interacting in shows, to now the very real possibility editorial control can be handed over to the viewer.

He gave the example of Seven Days, a recent Channel 4 programme that he worked on, and how virtual conversations on Twitter were influencing real life decisions and therefore the direction of the programme; something he could only see growing as TV progresses.

By allowing viewers to participate and collaborate it creates an emotional connection. A two-way conversation.

He named 2011 the year of one screen, with the internet soon to be built into TV with technology such as Google TV. This will turn TV into shared events; people have an urge to be in-sync… much like the old days when TV used to be a social event… the one screen system will re-socialize TV. Evidence of this can already be seen with the conversations happening on Twitter around television programs.

Phil Clandillon and Steve Millborne – Sony Music
“If your content is good and you know your audience it should do well.”


By far the most visually entertaining presentation of the day, Steve and Phil started with laser badgers and ended with a message that would have made any researcher smile.

Phil and Steve are a creative team at Sony and used the time to whizz through their impressive back catalogue of viral hits. Check out some of their work here and above; you have probably seen some of it before.

Their methodology was basic, but very effective. They used the research department at Sony to gain information about their audience, and then built their creative around it. Locating the areas where audiences interact is key to a successful campaign so innovate with what your audience uses.

They finished off by saying that as a creative team they don’t think outside the box, they just think inside the right box, where their audience is. Which as an employee of a co-creation agency was music to my ears!

Neville Brody – The Design Studio
“The decisions we make now will have effects on the next 20-30 years.”

The final speaker of the day was legendary designer Neville Brody. Fresh from the first round of the student protests, he had been in the action earlier in the day, Neville took a step back from content and looked at the creative industry as a whole.

He feared that future content will be severely damaged if the creative industries continue to be effected by cuts. He believed that young talents will not be nurtured and a lot of creative talent will go to waste. Finance will dictate who gets educated and therefore lots of potential will go under the radar.

He also believed that traditional skill sets are now losing their importance. To be able to get ahead in the world you need to be competent at several things, a quantity over quality problem.

Neville’s speech was rousing and he finished by showing some of the photos he had taken at the riots that day. It was a sombre and thought-provoking end to what had been a really interesting day.

It’s hard to really sum up all the information from the Future:Content; all the speakers came at the subject from a different angle.

The main themes that really came through were the fact that humans love to have physical experiences; they love to interact and they love to play. All the content we consume has gone digital, and in the opinion of the Future:Content speakers we are going to see this reverse where physical will meet digital to create some truly interesting, innovative content experiences.

Whether this will happen or not we will see… sounds good though, right?

Check out It’s Nice That here.

We are extremely happy to announce the launch of our brand new co-creation community The X Crowd!

The X Crowd is a place for people who live and breath technology to help tech brands design and create better products, ideas, experiences and communications. TXC joins Mindbubble and Headbox in our growing portfolio of targeted research and innovation community platforms.

The world is full of technology enthusiasts who not only have the creativity and opinions to help brands, but also the technical knowledge to understand how to bring their own wants and needs to life. This is why we have launched TXC, to harness to power of the online tech world and let consumers get closer to the brands they purchase.

Currently The X-Crowd is in private BETA but we will be going live with a full launch very soon.

Job had this to say about the launch:

The X-Crowd is set up to connect tech lovers with global technology brands to help create new tech products, develop websites, improve communications and test the latest gadgets.

As we see the benefits in using a fresh tech loving consumer community for our research and ideation work with Nokia, especially for better user experiences, we want to grow The X-Crowd on a global scale opening up a consumer-centric way of working to others.

We’ll be keeping you up to date with all the latest TXC news as it comes in, in the mean time why not check the blog which is live @ www.thexcrowd.com

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