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Rss Directory > Computer > Internet > Information Architecture, User Experience, and Interaction Design


 
It is often suggested by Usability professionals that you cannot control who visits your website, and that you cannot force them to have an experience that they did not come to the website to have. It is true that, as a web designer, it is important to design an experience that anticipates and satisfies the informational needs and tasks of end-users, but that does not prevent you from also designing an experience that satisfies the objectives of the business.

Target an Audience that will be Receptive to Your Brand
You can increase the likelihood that a specific population of people visit your website. Doing so, requires a multi-channel marketing strategy that begins by identifying where your target audience spends most of their time. To find out, recruit and interview representative samples of this population. Piece together their daily routines and habits. Understand what TV programs they watch, periodicals they read, and websites they visit. These resources become possible platforms for smart website marketing and sponsorships. Use cross-channel marketing tactics to drive the right traffic to your website.

Create Website Pathways that Satisfy Business Objectives
The second suggestion by "user-advocates," claims that you cannot, and should not, control what end-users do on a website because of the non-linear nature of the web. The fallacy and danger of such statements lies in the premise that business objectives and user objectives are mutually exclusive. I propose that business objectives are generally met when end-user objectives are met. A healthy business is dependent on satisfied customers. Understanding what customers are coming to the website to do enables web designers to create pathways for customers to satisfy their needs. Prioritize navigational elements and elevate contextual links accordingly.

Jonathan Lupo VP / Information Architecture - Empathy Lab
  Sat, 19 Apr 2008 00:58:00 +0200
Researchers have a variety of research techniques to choose from when achieving online objectives. Each technique includes a specific methodology, guidelines for population size, and techniques for soliciting feedback from participants.

Qualitative research calls for open-ended responses to questions with a limited sample size. Researchers use this technique when multiple-choice and close-ended questions don't yield data that is precise enough to achieve research goals. Qualitative research works well when objectives require 1st-hand observation of user behavior and contextual inquiry (live, 1-on-1 interviews in end-user environment).

Quantitative research solicits close-ended responses from end-users, such as on a multiple-choice survey, or requires observation of usage statistics, such as in an Omniture report, to understand and document data trends. Researchers use this technique when the quantity of the data is more important than the data detail, and the range of responses/observable phenomena are limited (a web analytics report merely documents trends of specific data points moving up or down; increasing or decreasing over time). Quantitative research generally results in studies that are deployed via survey, or by observing click-stream data via analytics reporting tools.

Depending on online business objectives, study types can also be combined. Quantitative studies can be used to support observed, qualitative research trends. Conversely, theories made to justify quantitative data trends may be proven or disproven during qualitative research interviews. It is most important to understand what problems you, as a researcher, are solving for, in order to select the right technique to yield the proper insights.

Jonathan Lupo VP / Information Architecture - Empathy Lab

User research has many benefits. Obviously, qualitative behavioral research is intended to yield insights to aid design of intuitive applications. However, many overlook the possible marketing applications of user research studies. Consider, your client is paying you to learn about the brand so that you can effectively market the brand. These two objectives do not have to be siloed. As long as research studies are unbiased, positive results can be turned into marketing opportunities for your client. Research provides opportunities and a platform to reach customers and potential customers. Here are three ways to maximize this reach to convert participants into "brand evangelists:"

1. Carefully screen and target research participants - In order to ensure reliable research studies, participants must be screened to be relevant to client business objectives and likely consumers of your client's business and services. If participants meet target demographics, and are particularly receptive to client brand messages, there is potential to convert these participants into customers. (Note: ethical boundaries should prohibit researchers from biasing or disguising a study as a marketing ploy...however, researchers often hear enthusiastic responses to the brand in conducted studies, and may pursue opportunities to market to participants after studies have concluded)

2. Create a "Beta Test" population for community applications - One effective means of observing user behavior is watching actual community interaction over time. When testing
and launching a "community" it is possible to use research dollars to recruit a "beta community." In essence, you are paying participant to "jump-start" a community (for observational study, at first). Community "uptake" generally starts "grassroots." If you create a compelling and intuitive suite of tools, and community makes sense for your client's brand and business, your beta test population (of carefully screened and targeted test participants) may help the community to succeed.

3. Always ask study participants about their impressions of the brand- It is important to observe how a participant's impressions of a client's brand change pre and post-exposure to the application being tested. A research study provides you, the researcher, a valuable audience to proposed ideas and expression of your client's brand. You must use this platform to inspire your participants to give thoughtful consideration of the brand. This act of "putting brand X into mind" may have the effect of shifting your participant's thinking and changing your participant's behavior "outside of the laboratory."


Jonathan Lupo
VP / Information Architecture - Empathy Lab
  Tue, 05 Feb 2008 01:44:00 +0100
Greetings from Asia! It is the 2008 Chinese New Year...the year of the rat. This year, my visit to Japan and Taiwan has allowed me to experience innovative, industrial design that focuses on usability and accessibility.

1. Audio feedback - As a musician, I was delighted to hear music being utilized as an indicator of various "environmental states." In Kyoto and Tokyo, a musical melody played when pedestrians had "the right of way," alerting the blind that it was safe to cross the street. A melody also played as a subway train paused to accept passengers, signaling the length of time before the train departed. In Taiwan, the garbage trucks played music similar to U.S. ice cream trucks, to alert residents to take out their trash. Audio cues in the form of vocal instruction are also ubiquitous in Asia. It seems as though every ATM, train ticket machine, elevator, and kiosk has a multi-lingual voice, to provide instruction the user.

2. Maps - On my flight to Asia, I was able to access an interactive map that showed the current location, distance to final destination, flight speed, altitude, as well as temperature. Japan's high-speed trains and subways were also equipped with maps that lit up current locations and stops along the way.

3. Tactile cues - The streets of Japan were literally lined with strips of bumps to enable blind pedestrians to walk safely, in the correct direction.

As an information architect, it was great to experience Asian industrial and urban design. It is evident that much thought and planning goes into how products and objects will be used by all types of people.

Jonathan Lupo
VP / Information Architecture - Empathy Lab
At the beginning of the 2007 winter holiday season, I had my mind set on acquiring a Nintendo Wii, the video game console with the revolutionary, motion-sensitive gameplay. I am an interaction designer who focuses on designing intuitive interfaces for interactive applications. That being said, the Wii seemed to be an appropriate, electronic accessory for me to own. As I stated in my earlier blog entry, I joined the masses in trying to track down my own Wii console. In fact, I became obsessed with the pursuit of this machine, and was willing to pay double its market value to own it.

Like so many others, I was unsuccessful in my efforts to purchase a Wii. I grew weary of the chase. Having grown up a believer in Sony technology (after all, the Sony Walkman was one of the most influential gadgets that I ever owned), I decided to purchase a Playstation 3.

The Playstation 3 targets a completely different audience than the Wii. The PS3 persona is the hardcore gamer, the technophile, the multimedia enthusiast, the early adopter, etc. The Wii targets "everyman"....and "everywoman." (That is, after all the secret to its mass market appeal) I happen to fit into both companies' behavioral target profiles. I like videogames, yes, but I certainly can't hang with the Halo 3, Worlds of Warcraft, Gears of War crowd. I am a novice, at best.

Was the PS3 the right decision for me? Absolutely. Here's why:

1. I love to watch movies - The PS3 has a Blu-Ray DVD player that also up-converts regular DVDs to better resolution (if you have a high-definition TV).

2. I love to listen to music - Like the Xbox 360, and the Wii, actually, you can set up a remote media server using Windows Media Player, Orb, or TVersity, and stream your media files directly to your console.

3. I enjoy eye-popping graphics - Like the Xbox 360, again, PS3 games usually have stunning graphics, suited for high-definition televisions.

4. I'm a "twitch" "arcade" gamer - Like most novice gamers, I gravitate to "button mashing" affairs that require the gamer to merely "hammer" one or two buttons in order to execute beautiful fighting moves, or blast away 3-D rendered asteroids.

5. I'm an ex-"goth" - Sony, thankfully, has no problem licensing games that can be dark, violent, and cinematic. I designed the initial user experience of FEARnet.com, the internet's premiere, online horor portal, and the PS3 has plenty of games that satisfy my craving for this type of entertainment.

My current, guilty pleasure, is a game called "Heavenly Sword." Heavenly Sword is a gorgeous, sword-fighting game that fills my plasma tv with stunning, high-definition beauty. It also requires the user to understand a few, basic, controls....and even utilizes the Playstation 3's "Sixaxis" motion controller...making those of us who didn't get a Wii feel a little better about our Playstation 3 purchase!


Jonathan Lupo
VP / Information Architecture - Empathy Lab
Web design is always better when informed by primary research. First-hand exposure to end-user behavior, visited websites, and target audience lifestyle always produce insightful "nuggets" that make for more meaningful, online experiences. That being said, anyone who has ever worked on a real-world web project will tell you that primary research is not always possible. Timelines and project budgets are often prohibitive. Clients are also, often convinced that they know all there is to know about their target audience.

What is an information architect supposed to do when he/she is not able to gain first-hand exposure to end-users?

Here are three ways to gather insights about a target audience when primary research is "out-of-the-question":

1. Google Keyword Tool - The folks at Google have a great keyword association tool that they offer for free, because they want advertisers to use their service to launch "pay-per-click" advertising campaigns. The Google Keyword Tool is also terrific for research purposes, however, because it enables users to enter a topic, keyword, or URL, and get back the most relevant and popular keyword queries related to the search term that was entered. Why is this information useful? Let's say you are designing a healthcare-related website about the general topic of "pregnancy." You'd probably like to know what type of information is most sought, related to the topic. That's exactly what you'd find if you entered the word "pregnancy," into Google's tool. Imagine developing a taxonomy that facilitates access to the most commonly searched for topics related to the topic of "pregnancy." You'd also be one-step closer to optimizing your website for likely Google searches related to the topic.

2. Internal Search Logs - Web analysts often overlook internal search (site search) logs, when performing site analytics. Often, the types of keyword searches entered on an existing website can give clues about difficulties that end-users are having locating information. Try looking at the top 100, internal, site searches for a typical 3-month period of time. Categorize the types of searches being performed in a spreadsheet. Once you can generalize about the most popular types of searches (e.g. - "contact," "product," "service," etc.), you will better be able to design a taxonomy and architecture that facilitates access to the things that users are looking for via site search.

3. Competitive Research - You don't always have to reinvent the wheel. Your client may be so focused on innovation or internal processes, that they forget to look over their shoulder at what the competition is doing. In any given industry, there are taxonomy and UI (user interface) patterns that emerge as a result of SOMEONE's research or through conventions established from years of offering a particular online service. It is ok to leverage these patterns as a starting point...it isn't cheating.

The above techniques can help you get started desiging an intuitive user interface when research isn't possible. I still recommend performing usability testing, however, to ensure that your "informed assumptions" hold true.


Jonathan Lupo
VP / Information Architecture - Empathy Lab

The concept of "social networking," "online communities," and "user generated content" has been around for years. It is nothing new. We've had newsgroups, bulletin boards, chat rooms, and multi-user-dimensions (MUDs). There was "Friendster" before "My Space," or even "Facebook"...so why even try to compete in this crowded landscape?

Companies add community-based tools to their websites for various reasons. The worst reason for doing it, however, is because "social networking" is trendy.

Social networks should be created to further business objectives, such as connecting individuals for site-specific purposes...or showcasing user contributions where these contributions will be advantageous to end-users. For example, dating websites should introduce community content to give participants a better understanding of each other prior to setting up dates. Artist portals should provide talent the means to upload and showcase their content. Discussion boards should be implemented in conjunction with content that normally inspires discussion.

The creation of a community for the sake of creating a community is a risky proposition. First of all, generic communities are ubiquitous on the internet. "My Space" and "Facebook" are major players in this space, and provide robust tools for social networking. Competing in the "generic community" category would require massive promotion, viral marketing, and/or richer community tools. Basically, you'd have to convince existing "My Space" and "Facebook" users who have invested time and effort into maintaining their existing profiles, that they should spend even more time and effort creating a new profile on a new, generic community. It is a fickle landscape, too. In 2005, it was tough to find individuals who didn't have a "My Space" profile. Now, it is tough to find people who aren't on "Facebook."

It seems as though long-term success of social networks rely upon their relevance to end-users. Consider "LinkedIn." Networking in a professional context is always important, and makes perfect sense via the online medium. Searching for colleagues, businesses, and professional opportunities makes the perfect platform for a rich community. "LinkedIn" got the formula right, and early enough to gain enough loyalty to make it difficult for existing users to waste time and effort re-creating their profiles on other professional networks. This is the perfect model for successful social networking online.

Jonathan Lupo - VP / Information Architecture - Empathy Lab

  Thu, 22 Nov 2007 14:48:00 +0100
Being a marketer as well as an interaction designer, I got sucked into the emotional maelstrom caused by the "Wii shortage of 2007."

I mean, c'mon, the damn console changed the way we fundamentally interact with video games! I deserve to own that thing. Unfortunately, like thousands (could it be millions?) of people worldwide, I will have to wait until Nintendo grows tired of "playing me."

To say that Nintendo pulled off a marketing miracle this year, is an understatement. With the "Wii" campaign, formerly the Nintendo "Revoultion," Nintendo focused on innovative gameplay...not what their competitors were doing. It worked. While Sony and Microsoft served up "all-in-one," high-tech, utility knives, Nintendo just made games fun to play. So, they had a really good product. Focusing on one core element also allowed them to make the product inexpensive to consumers (until the Christmas shopping crunch forced prices higher). Add to this magic potion, a sleek and clean piece of hardware reminiscent of an overgrown ipod, and you have a product that shows promise in the next generation console war.

Being a Sony loyalist, and up until I realized who I was...I struggled with the idea of purchasing a Sony PS3. But the fact is, I'm 36 years old, I work 70 hour weeks, and I just don't have time to get sucked into a sweeping RPG epic...I just want to unwind, after work, with a few rounds of virtual golf!

The console choice for me became obvious, and my hunger for the Wii grew stronger.

Excited about the finality of my decision, I trotted off to my local Best Buy to purchase a Wii. To this point, I had no idea about the global supply drought caused by the Wii hunger that was shared by people all over the world. Looking for the coveted console, I approached the sales guy walking the floor, and was met with the most condescending smirk and reply that I've ever received. Of course they didn't have the Wii. It was like I had missed the fact that the U.S. had waged a war on Iraq. I work online, spend most of my waking hours on the internet, how could I have missed that "Top Headline."

So, the hunt began...soon I was conducting epic Google, Froogle, eBay, and Link Crawler searches to get my hands on a Wii. EBay was the worst, man. I spent hours scanning all auctions with "buy it now" options. I even considered paying up to double the actual $250 price tag for the Wii.

I was up at all hours of the night, in the "Wii" hours you might say, to get my hands on the thing. Finally, my wife came into my office. She saw the dozen or so windows open on my PC desktop. She knew it was time for an intervention. Luckily, she stopped me from pulling the trigger on a shady auction listing on EBay. I was grounded...

I still have no Wii. But my wife's intervention may make the wait easier for me. I now only skim the EBay auctions on the weekend. It is merely a past-time. Of course, I probably won't get my hands on my own, shiny console until after the new year.

(reposted on Technorati Profile)

Jonathan Lupo - VP / Information Architecture - Empathy Lab
  Sat, 13 Oct 2007 01:27:00 +0200
It's not difficult to figure out how to increase the utilization of a corporate intranet. It's simply a matter of understanding the daily workflow of its intended end-users.

An important point to keep in mind, is that employees don't go to an intranet solely for the purpose of reading corporate press releases...they go to perform useful tasks. Consultants simply need to ask employees what they do on a day-to-day basis, illustrate routines as end-user workflow diagrams, and create opportunities in taxonomy, design and architecture that facilitate employees' primary tasks.

Information Architects use a form of behavioral research called "contextual inquiry" to better understand the daily work routines of corporate end-users. Contextual inquiry involves interviewing end-users in their place of work. That doesn't mean a conference room...it means at their desks, in their cubicles, and in their offices.

What are some benefits of contextual inquiry?

1. Contextual inquiry enables IAs to take notice of their end-users' files, folders, and email "inboxes," in order to document trends in information organization (ultimately informing intranet taxonomies).


2. Participants feel more at ease, and are able to better recall daily work routines, when they are interviewed in familiar work environments. Usability labs and conference rooms often make participants nervous and disoriented, causing them to speculate rather than recall specific information and tasks.


3. Participants can walk their researchers through previous intranet and web interactions, exposing issues and potential opportunities.

Luckily, corporate intranets are intended to satisfy specific needs. That makes them easily engineered to achieve those needs. Whether it is facilitating primary, work-related tasks, educating and training staff, or providing vital documents, engineering a better user experience on a corporate intranet can be achieved through primary research.

Jonathan Lupo - VP / Information Architecture - Empathy Lab
Contrary to what your colleagues and clients might think, information architecture and interaction design are not exact sciences. If your client believes that there is only one solution to a design or interface challenge, there is a potential for a bottleneck when you don't see eye-to-eye.

So, we have to make decisions. IAs must decide when to take a stand, from a purist, ideological stance, and when to "give a little." Does having to make these decisions violate the idealistic nature of our profession?

Absolutely not.

The beauty of our discipline, is that we are able to "try out" new ideas before we dismiss them as "unusable." Usability testing is our way of auditioning different design approaches to determine which are intuitive to end-users.

You may be able to use one of these "stand-offs" as a way to secure funding for your usability tests.

Jonathan Lupo - VP / Information Architecture - Empathy Lab
  Sat, 06 Oct 2007 14:16:00 +0200
Downtrodden.
Type "A."
Negative.

Ever been called these names? It's like high school all over again! Information Architects sometimes get beaten up because of the nature of their roles on projects, their attention to detail, and their ability to spot potential points of frustration...AND let you know about it.

But that's not all...IAs have the chutzpah to ask you to ask the client for more money to do research...a phase "0," ultimately ending in no actual design or build output!

It's no wonder we aren't on everyone's Christmas list. What we need is better PR. We need a Brad Pitt, Bono, or Angelina running our campaign...one of the cool kids.

The fact is, we are the way we are, because about half of our advice gets implemented...if we are lucky! That generally makes us grumpy.

IAs, please try to smile more. Like that TV PSA says, "Knowing is Half the Battle." You've done your part as a good consultant. You've made people aware of the issues. You've pleaded with your project leads to do the right thing. Realize that the advice that is actually followed will bring value to your clients and their users. It is a battle in a longer campaign to improve usability for the good of all internet users.

Do you feel better, now?

Jonathan Lupo - VP / Information Architecture - Empathy Lab
  Sat, 29 Sep 2007 05:09:00 +0200
Did you ever need to develop an information architecture or taxonomy, but had no budget or time for primary research? I'm sure this is your situation in over half of your projects.

There are some really "down and dirty" tricks to develop meaningful taxonomies for a given topic or concept...check it out:

1. Let's say you need to develop an information architecture for a disease awareness website. Use the Overture keyword tool to find the most popular, related searches to the disease. These popular searches represent what active information seekers are actually looking for related to your topic! Use these topic modifiers as primary or secondary level category headers in your IA.

2. Cheat. If you are designing an e-commerce experience related to music, or other products, use "E-bay categories." E-bay's taxonomies are honed through community submission of auction items. You can bet that these organizational schemes represent the most commonly thought-of subdivisions of any given consumer-goods category.

There is no replacing primary research, but you don't always have to start from scratch. Remember, you can always push for taxonomy validation tests prior to design.

Jonathan Lupo - VP / Information Architecture - Empathy Lab
  Fri, 28 Sep 2007 02:42:00 +0200
Conducting focus groups can be a great way to generate ideas, but don't use this technique as a way to document trends in behavior or end-user tasks.

Why?

It's simple. We are social animals. People, in a group setting, have a tendency to influence one another. Whether it is to impress, to encourage, or to blend in, people will act differently in front of others, than they do in isolation.

In a situation where a researcher wants to validate trends in behavior, he/she should study individual behavior, in isolation, and then compare this behavior with data from other 1-on-1 interviews. 1-on-1 interviews ensure that participant responses are not influenced by environmental bias...in other words, other people in the room!

Once again, focus groups ARE a legitimate method of conducting research.

When?

Use focus groups when YOU WANT other people to influence each other. The best use of a focus group is for a creative brainstorm, or to generate ideas.

Jonathan Lupo - VP / Information Architecture - Empathy Lab
Most, so-called, "Usability engineers" cling to a narrow definition of the concept of “Usability,” and miss the point when engaging in activities aimed at understanding what is really important to visitors. Empathy Lab has a unique and forward thinking approach to Experience Architecture, Design, and Usability Testing. The following describes our beliefs and approach to the design and measurement of compelling digital experiences:


Re-evaluate the metric of Usability
    • When pressed to define the metric of “Usability,” most define it as a measurement of a system’s “ease-of-use.” Web agencies generally dedicate a team to this measurement, and to the pursuit of an engineered, easy-to-use experience. Empathy Lab agrees that easy-to-use experiences can be engineered, but disagrees that “ease-of-use,” in of itself, is an important metric. An easy-to-use experience is only important if it is used (i.e. – has a high rate of adoption). Empathy Lab believes that “Usability” and “Usage” are equally important. Furthermore, we feel that an easy-to-use experience does not guarantee a high rate of adoption. Therefore, we aim to create usable experiences that are also compelling to your visitors. We understand that emotional connections with your brand and content, as well as intuitive information architecture, will drive usage and repeat visits. Creating these types of connections requires a deeper insight into the individuals who will likely engage with your Web site
Re-evaluate the notion of a web “user”
    • Because we strive to design compelling experiences as well as easy-to-use experiences, we are forced to re-evaluate the concept of a web “user.” The term “user” implies a focus on behavior. If Empathy Lab limited its focus to “user” behavior, we would only be able to engineer easy-to-use experiences. The creation of compelling experiences requires Empathy Lab to conduct extensive research aimed at understanding the personalities, lifestyle, attitudes and motivators of your potential visitors (as well as their onsite behavior). Our research and Usability testing tactics take into account all facets of the individual.
Re-evaluate the approach to Research
    • It all begins with contextual inquiry. Empathy Lab studies individuals where they live, work, and play. Our initial research may take us to homes, schools, conferences, or places of employment. We immerse ourselves in the daily lives and important rituals of those who will likely be your web visitors. We learn what is important to people when they are most likely to interact with your brand. Armed with this research data, your visitors’ needs are documented in the form of personas, and made relevant within the context of their daily lives
Test early and often
    • Concept Validation - Concept testing does not have to start in the design phase, but may be conducted earlier to validate a conceptual model for an information taxonomy, workflow, or architectural prototype. Conducting tests early in the requirements gathering process will ensure that the right conceptual models are constructed prior to costly design and development. Empathy Lab utilizes contextual card sorting, flowcharting, and categorization exercises as early methods of concept validation. We try to perform these activities “out in the field."
    • Design Validation - We also differ from our competitors in our approach to “low-fi” design validation (paper prototyping). When conducting paper prototype testing on a design, Empathy Lab believes that it is more valuable to use an actual comp, or mock-up, rather than a wireframe (interaction design schematic). Because of the level of abstraction, wireframes and interaction design documentation are best used as internal tools to guide design and development, and not to put in front of test participants. Results of primary task completion exercises on a wireframe can never be trusted. Design validation can be performed anywhere, but must be performed in a comfortable environment, where the test subject feels at ease, and documented on video. Another point of differentiation is Empathy Lab’s use of design validation to measure visitor acceptance of the design, as well as success or failure in critical task completion (where our competitors limit their focus)
    • Performance Analysis & Analytics - Measuring performance through ongoing quantitative analysis, surveys and analytics is important in making incremental changes and enhancements to content, architecture, interaction design, and visual design. Your site is constantly being monitored and measured according to the Key Performance Indicators that we identify with at the onset of our engagement with you.

Jonathan Lupo - VP / Information Architecture - Empathy Lab

Marketers insist on using the internet as a broadcast medium. They use marketing messages and marketing jargon for website navigation, splashy intro. movies, and expect that users will follow conversion paths to purchase the products/services that are being sold.

What marketers need to realize, is that the interactive space is largely a "pull" medium. That is, users are free to make choices in order to retrieve information that they are looking for. Unlike television, where advertisers can broadcast their "pitch" (although Tivo is changing this dynamic), marketers will do better if they endeavor to understand users needs, and not hinder their pathways to the information that they are seeking.

Jonathan Lupo - VP / Information Architecture - Empathy Lab
  Tue, 05 Sep 2006 16:38:00 +0200
When we think about relationships, generally we think about "human relationships" such as:

> Professional associations
> Romantic relationships
> Familial relationships

Technologists, database developers, and web designers have shown us that there are many other relationships to be drawn based on data relationships, meta information, and other interesting anecdotal information.

Here are some examples of "data driven" relationships:

1. The tactic of "rating" products, services, and items, has extended to the rating of people (on dating sites, etc.). Individuals may now be grouped together through a shared, subjective, community rating.

2. Sites like MySpace solicit pieces of information from members such as: interests, favorite movies, favorite music, etc. When a visitor to a MySpace profile clicks on one of these "favorite items" of an individual, he/she is presented an index of all MySpace members who have also presented the selected item as a favorite on their respective profiles.

3. Broadband video networks such as YouTube enable members to create their own channels and playlists that are publicly accessible. Additionally, users may "tag" content with subjectively-based keywords. These community driven means of "flagging" information serve to organize information in new ways, and become methods in which to encounter relationships amongst individuals.
  Mon, 04 Sep 2006 23:19:00 +0200
With the popularity of You Tube, Heavy, and Google Video, it seems that "Broadband" content providers are defining the term "Broadband" extremely narrowly, by focusing on linear video. While its nice to be able to watch video on a new box, I feel that the internet is beginning to become a redundant utility in my house.

I already have a tv set.

What broadband content providers must focus on is to intelligently integrate video into interactive content. Vehix TV, and CNET TV are using video for things like virtual test drives and tutorials. Advanced video interactivity of interest include the ability to create playlists, tag content, and rate content.

We used to "surf the web." It would seem as if we are now out of the ocean, lounging on the beach with a cocktail, and watching the surfers in their bikinis.


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