NOTE: This is a full archive for the Project Community: You & The World (2012) please see the main site for the most up to date information.

Archives Tagged commproj12

Design Principles for Online Communities or Networks

Nowadays, community has become the “in-term” for almost any group of people who use...
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Posted in All Students, Group 9, Marketing Products
This was originally published at PJ

Design Challenge

If I had a design challenge, of course I would join and participate in an online community which is...
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Posted in All Students, Group 9, Marketing Products
This was originally published at PJ

Monitoring & Evaluation

After one year IDE study, I have learned to work in a team, through better and worse. I have learnt...
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Posted in All Students, Group 9, Marketing Products
This was originally published at PJ

Online Facilitation

Online facilitation, in broad terms can be described as the act of managing the learners and the...
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Posted in All Students, Group 9, Marketing Products
This was originally published at PJ

Week #8: Design of Online Communities

How do you base your community project is up to you, but of course as I mention in all my blogs, the core are the people.

For example if you want to base your community when photography is involved, of course the main topic of your community you will take on images they take or which you want to represent. But when you want to involve your community work they are the best solution although it’s not always the best decision to base your feedback on images only. But you have to choose a core.

Deviantart is a good example of community which is really complicated. It’s based on images and on text as well. In fact it’s a community based on creativity itself. It is a product of a years of work and hard dedication. And not only of staff behind it, but a huge amount of feedback and work as well was done by contribution of community. It would’ve never made without it.

Another good example I have is just to show how quickly you can exploit a market targeting privileged. Is for every one well known Facebook. First they invited students from Oxford only what made their Social network privileged. And then I don’t even need to tell how they followed. Of course it was made functional and functions like tagging in my imho made it very attractive, but marketing made a very huge role in granting first market share for the company. As in Deviantart example we can see that it was made to serve purpose and grew from it.
 

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Posted in All Students, Group 9, Marketing Products
This was originally published at strange Behaviour

Week #6: Monitoring & Evaluation

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In order to start getting some feedback we must have an access to our target group and people who participated in the project (and hopefully is still participaing). We assume that you have made nice long standing connections which I mentioned in previous blogs and then you must have communicated about whole process in all the way. So the good start is half the job. This will make half of your questions easier to answer, because people who you work with must be passionate about the theme.

Another very important part is get good feedback from your teammates and yourselves as well. It may sound strange, but we sometimes can’t really notice the whole process as a whole. It may take some time just to obtain a ‘fresh eyes’ and in that part I suggest communicating within your team briefly. You may found some things which you didn’t like along the path and even may want to fix some of your design (we all know that design is being polished ten thousand times till its ‘good enough’) as clear mind provides with some insight in your own work. Anyway don’t haste and do careless fixes because you may cause may damage than good. That’s why your teams here for.

If you can do it, share your research and insights with your target group and research connections. The best way to do it of course to gather for a last meeting to see really how people feel like about the whole process. That should give you more ideas about your design and you may (yes, again!) redesign it!

For nice feedbacking and talking methods on various socal themes google “Compass”. Issued for NGO’s from NGO’s.

Happy feedbacking

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Posted in All Students, Group 9, Marketing Products
This was originally published at strange Behaviour

Week #4: Dat Tech Guy

Today’s world have this very fast growth speed of technology. Doesn’t matter which direction you will look at, games industry or software, you will see that new versions, fixes and updates of platforms which we use are reaching us more frequently than ever. And I will tell you a fact, not a secret, phase will keep rising up.

Me personally have some software I like, but that mostly depends on how much I’ve worked with it, so whenever there’s is a need of using a different one I don’t get frustrated too much. I just do it.

Of course if you’re working on the team there may be more strict choices made by people who don’t like changing their working environment so much. Well if there is a situation that with certain people a compromise just can’t be reached then at first I wouldn’t like to work with these kind a people. They may be left in management field, but in a design process it would be extremely painful for me to work with them. Although I could, because I am flexible. Anyway, I believe these kind a people rarely get to a creative process so I believe there’s always a room for a group agreement. If still a person has a ‘crush’ on his software of choice then a group just should assign a whole task to that man and hope that he gets it right. Of course feedback and corrections afterwards are a must.

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I was a quite sometimes ‘dat tech guy’ in the group who held the responsibility to gather all the knowledge in digital so we could share it easier within and outside the group. Of course I have preferences like using ‘skype’ for a messenger, but people from different background use different messengers and sometimes skype is the rare one in the group so you got to adjust and find a sweet spot for the group communication. So you take a look for other preferences and even sometimes adjust your own as soon as you find something relevant for yourself. That’s innovation, but just in your tools for working with software. I always try to find better newer software, because some of it becomes outdated and then being overtaken by more advanced technology. In other words to say to be competitive you have to follow trends all the time. Doesn’t it apply for most of today’s competiveness in our world?

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Posted in All Students, Group 9, Marketing Products
This was originally published at strange Behaviour

My design principles for online communities or networks

What are your design principles for designing and fostering online communities or networks based on your experience in this course and your project? Please describe them and a little bit about how you have developed them.

I am sure that if I start thinking deeply about my design principles for designing and fostering online communities or networks, I can end up with a very — very — long list of principles. Because I don’t want to end up doing that, and I simply don’t have the time for that, I decided to highlight the 4 that I think are the most important:

1. Provide less, get more.

In my experience this is what applies to most of the platforms that I have used in my life — and enjoyed the most. It’s usually the networks that offer the least in terms of functionality that users feel the biggest amount of ownership during use. Think of Twitter for example. Its creators didn’t invent the @-reply and neither did they invent the Retweet. They were both inventions by the community, which had to come up with solutions to problems the very minimal system initially provided. The users feel a great sense of ownership (which is very much apparent now that Twitter is slowly killing parts of its ecosystem). Now, what would happen if Twitter already had all those features built-in from the start? Would it be an equal success? It’s guessing, but I think it wouldn’t be such a success.

I think that if you provide less, you are also fuelling creativity in the community of users. That’s a good thing as well, right? Especially if you want to put them in the mood of coming up with creative ideas for innovation.

2. Go mobile.

Slowly we’re moving to a world where mobile comes first. People mostly consume information through mobile devices (phones, tablets, whatever else there is to come in the future). Thinking of the incredible growth mobile phone usage is making in the developing world, this is the only way to go forward if we want to connect everybody and everything with everybody and everything in this world.

When was the last time you joined an online community that doesn’t have a dedicated app or (damn good) mobile interface? I don’t remember. Has to be a long time ago.

3. Don’t replicate functionality.

There is so much stuff online already, that there really is no reason to try to reinvent the wheel. Make use of what’s out there already. A couple of years ago the web was very segregated, but we’re going to a situation where more and more is connected with everything. The most-powerful platforms we’re using right now are the ones with an extensive ecosystem of apps and other ‘things’ that are connected to it through APIs. That’s what’s going to keep increasing. Eventually the password-input when logging in will be (nearly) entirely replaced by a ‘Log in with Facebook’ button. Those services are going to be so ubiquitous there is no reason not to take advantage of them.

And of course: there are too obvious design principles as well, like the need to focus on user interaction, but as I said I decided to leave them out.

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Posted in All Students, Group 1, Idea Networks
This was originally published at Bart Hoekstra's Tumbleblog

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Posted in All Students, Group 7, Support Raising
This was originally published at Djordan Todorov

My design principles

 This week the personal assignment is a bit different from the previous ones. It is consisted of only two sentences, but as always, you need to read them at least seventeen times in order to understand what is actually wanted from you. I don’t think anybody else has problems understanding the tasks, because when I read what others think, their reflections actually make sense. I believe it is only me that is confused most of the time and I think I know why. Now, when I think about my schooldays, I remember I’ve always hated the classes where you need to write reflections, essays and so on. I was just scared of them because I cannot develop theories, thesis nor expressing my opinion on such questions. On the other hand, I have always been fan of the science, physics, math and the lessons where you actually need to create something with your hands. To be honest, I don’t completely understand this week’s question, but since it is mandatory, I  have to give it a try as they say.

So far, thanks to projectcommunities classes I gained a lot of experience with all these online communities. I discovered websites that I believe are going to be very helpful for me in future. Now I know how to easily raise money if a have a good idea for a product. I know which websites have the biggest success and which not. I also now know how to present my idea in a way that people will like it.

If I need to design and foster online community the first thing to do is get a lot of people involved. By doing this the website will gain popularity and that is of course very important. Second of all, nobody likes complicated and elaborate websites, because they are not easy to use, so the online community I design needs not to be difficult to use. This is the main reason I think Facebook is that popular. Finally, the website has to look good, with the right color palettes. It is the same with the clothes – if you don’t like it you are not buying it. Same goes for the website, because if the website looks like if it is created for fifteen minutes by a nine year old, I would most probably not take it seriously and just click the red X in the upper right corner.

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Posted in All Students, Group 7, Support Raising
This was originally published at Djordan Todorov