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		<title>Condo for sale!</title>
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		<comments>http://www.nickbouton.com/2009/11/12/condo-for-sale/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 22:14:10 +0000</pubDate>
		<dc:creator>nick</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.nickbouton.com/?p=282</guid>
		<description><![CDATA[ Alrighty, it&#8217;s that time again. We&#8217;re selling our apartment!
After getting married this summer, we figured that with the real estate market doing nicely in greater Vancouver, and the low interest rates being offered right now, it&#8217;s a good time for us to move into something larger. Our place worked well when I was single, [...]]]></description>
			<content:encoded><![CDATA[<p><a style="float: right; margin: 0 0 10px 16px;" title="Brentwood 1br + den 855 sq ft condo at Marquis Grande, Burnaby (Brentwood) by ~nick, on Flickr" href="http://www.flickr.com/photos/nickb/4098538869/"><img src="http://farm3.static.flickr.com/2692/4098538869_a3f2f122b8_m.jpg" alt="Brentwood 1br + den 855 sq ft condo at Marquis Grande, Burnaby (Brentwood)" width="240" height="160" /></a> Alrighty, it&#8217;s that time again. We&#8217;re selling our apartment!</p>
<p>After getting married this summer, we figured that with the real estate market doing nicely in greater Vancouver, and the low interest rates being offered right now, it&#8217;s a good time for us to move into something larger. Our place worked well when I was single, but with the two of us, a dog, and me working from home pretty often, we could use some extra space.</p>
<p>Anyway, I&#8217;ll keep this short and sweet. Here are the basics, and you can dig into the <a href="http://is.gd/4Mff0">full listing on MLS</a> or our <a href="http://www.flickr.com/photos/nickb/sets/72157622791156536/">photos on Flickr</a> for more information.</p>
<blockquote style="margin-top: 20px; margin-bottom: 20px;"><p><strong style="color: #000; font-weight: bold; font-size: 14px;">#601 &#8211; 4132 HALIFAX ST, Brentwood Park, Burnaby, $389,900.00</strong></p>
<p><strong>*** OPEN SATURDAY NOVEMBER 14th, 2-4PM ***</strong></p>
<p><strong>Large 1 bedroom + den unit, huge kitchen, west-facing, 855 sq. ft.!</strong></p>
<p>Smart, Simple &amp; Sexy. The perfect solution for the Busy Urbanite wanting an upscale alternative to Downtown. An up-coming trendy area, Brentwood is filled with new buildings all over &amp; lots of amenities including varied restaurants &amp; easy access to everything from shopping to downtown, which is only 20 minutes by skytrain. A dream in Bisque &amp; stainless steel with touches of pistachio is this WEST facing, well proportioned, extremely spacious &amp; bright 1 bedroom &amp; den home. The OPEN plan with its large kitchen with breakfast bar, fully applianced in stainless steel with granite counters is an entertainer&#8217;s dream.</p>
<p>The Marquis Grande, built by ONNI, is a modern building, like new, that offers endless amenities ranging from a gym &amp; pool to bike storage &amp; a live-in caretaker.</p>
<p>Showings by appointment. Listing provided by Prudential Sussex Realty.</p></blockquote>
<p><strong>MLS®:</strong> <a href="http://is.gd/4Mff0">V795869</a><br />
<strong>Finished Floor Area:</strong> 855.0 sqft.</p>
<p><strong>REALTOR® Information:</strong><br />
Cherry Bouton<br />
(604) 984-9711<br />
<a rel="nofollow" href="http://www.cherrybouton.com">http://www.cherrybouton.com</a></p>
<p><strong>View this listing on MLS:</strong> <a rel="nofollow" href="http://is.gd/4Mff0">http://is.gd/4Mff0</a></p>
<p><!-- CLTAG xstreet0=Halifax Street --><!-- CLTAG xstreet1=Gilmore Avenue --><!-- CLTAG city=Burnaby --><!-- CLTAG region=BC -->Halifax Street at Gilmore Avenue <small>(<a href="http://maps.google.com/?q=loc%3A+Halifax+Street+at+Gilmore+Avenue+Burnaby+BC+CA" target="_blank">google map</a>) (<a href="http://maps.yahoo.com/maps_result?addr=Halifax+Street+at+Gilmore+Avenue&amp;csz=Burnaby+BC&amp;country=CA" target="_blank">yahoo map</a>) </small></p>
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		<title>Making microtransactions more socially acceptable</title>
		<link>http://feedproxy.google.com/~r/nickbouton/~3/XfTS7iJXbNE/</link>
		<comments>http://www.nickbouton.com/2009/03/21/making-microtransactions-more-socially-acceptable/#comments</comments>
		<pubDate>Sat, 21 Mar 2009 21:50:36 +0000</pubDate>
		<dc:creator>nick</dc:creator>
				<category><![CDATA[Community Building]]></category>
		<category><![CDATA[Game Theory]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[web 2.0]]></category>
		<category><![CDATA[barriers to entry]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[micropayments]]></category>
		<category><![CDATA[microtransactions]]></category>
		<category><![CDATA[mmorps]]></category>
		<category><![CDATA[mmos]]></category>
		<category><![CDATA[monetization]]></category>
		<category><![CDATA[payment systems]]></category>
		<category><![CDATA[premium services]]></category>
		<category><![CDATA[real-money trading]]></category>
		<category><![CDATA[user behaviour]]></category>

		<guid isPermaLink="false">http://www.nickbouton.com/?p=265</guid>
		<description><![CDATA[
This post was originally published on my gaming blog, reroller. I&#8217;m re-posting it here because it&#8217;s also community-related and general enough to post here.
Microtransactions. There, I said it. A dirty word to some in the gaming industry. Or maybe just misunderstood and poorly implemented?
There&#8217;s a commonly-shared belief in the gaming marketplace that games with no [...]]]></description>
			<content:encoded><![CDATA[<p><a style="float: right; margin: 0 0 8px 12px;" href="http://www.flickr.com/photos/your_teacher/1040476355/"><img class="size-full wp-image-1217" title="Eat Money on Flickr [via wa.ti]" src="http://blog.reroller.com/wp-content/uploads/2009/03/eat_money.jpg" alt="Eat Money on Flickr [via wa.ti]" width="360" height="320" /></a></p>
<p><em>This post was <a href="http://blog.reroller.com/2009/03/21/making-microtransactions-more-socially-acceptable/">originally published</a> on my gaming blog, <strong><a href="http://blog.reroller.com">reroller</a></strong>. I&#8217;m re-posting it here because it&#8217;s also community-related and general enough to post here.</em></p>
<p><em><strong>Microtransactions.</strong></em> There, I said it. A dirty word to some in the gaming industry. Or maybe just misunderstood and poorly implemented?</p>
<p>There&#8217;s a commonly-shared belief in the gaming marketplace that games with no monthly fee that are microtransaction-supported are unpalatable to the &#8220;serious&#8221; MMO gamer. Microtransactions, which offer an alternate (or additional) form of payment to the traditional subscription model, have been looked down upon for a long time, the general sentiment being that they encourage spammers, gold farming and sales, real-money trading (RMT), and pretty much every negative activity in the MMO book.</p>
<p>Now, I&#8217;ve written about <a href="http://blog.reroller.com/2008/12/15/are-microtransactions-and-legitimized-rmt-ruining-mmos/">microtransactions and real-money trading in MMOs</a> before, but from a different vantage point. This time around, I&#8217;d like to explore a couple of options that I see as viable ways to monetize an MMO with microtransactions (and in turn, dropping costly subscription fees) in a way that doesn&#8217;t anger the majority of the player base and get a rise out of half the gaming bloggers out there. Obviously, this has been expounded upon by any number of gaming industry professionals and many people much smarter than myself, but I figured I&#8217;d take a stab at the concept coming from a the perspective of someone who develops web-based communities, as opposed to coming from a game developer&#8217;s mindset.</p>
<h3>Challenging the misconceptions</h3>
<p>The way I see it, MMOs are at their core simply online communities like any other format, be they social networks, message forums, etc. They engage and involve the user to an extraordinary extent, and provide a much richer user experience and interface, but they function based on the same principles that power most communities. And there are a few things you can do to encourage good (and bad) behaviour in most online communities.</p>
<p>The problem with the way microtransactions have been implemented in online games to date is two-pronged:</p>
<ol>
<li>They remove the barrier to entry to the game, introducing undesirable users into the game. These users would then spoil the community via abuse of the system like gold sales, spamming, etc., encouraging negative behaviour in the process.</li>
<li>They alienate the actual gamers themselves by preventing them from growing their characters without spending money.</li>
</ol>
<p>I&#8217;d argue that most or all of the worries people have about microtransactions are either unfounded or based on discrete examples of how they&#8217;ve been integrated into games in the past. MMOs have evolved, so why can&#8217;t the way payment is handled evolve along with them?</p>
<p><span id="more-265"></span></p>
<h3>Microtransactions remove a necessary barrier to entry</h3>
<p>The first misconception to challenge here is that moving from a subscription-based model to a microtransaction-based one will remove the primary barrier to entry to most MMOs. In most communities, strategically-placed barriers to entry are a good way to encourage good behaviour, and keep out the chaff. They&#8217;re used everywhere, in varying degrees and different flavours.</p>
<p>To take a page out of <a href="http://www.powazek.com">Derek Powazek</a>&#8217;s classic book of the early social web, <a href="http://www.amazon.ca/gp/product/0735710759?ie=UTF8&amp;tag=nickboutoncom-20&amp;linkCode=as2&amp;camp=15121&amp;creative=330641&amp;creativeASIN=0735710759">Design for Community</a>, barriers to entry come in three distinct strengths: informal, formal, and extreme. Being interested in playing an online game would be an example of an informal barrier: if you have no interest in MMOs, why would you play Warhammer Online or World of Warcraft? That step already weeds out a good chunk of disinterested folk. Registering for a web site in order to be able to participate is definitely a formal barrier, although a weak one. Requiring a driver&#8217;s license is a slightly more formal barrier to driving a car. Being ultra-rich and having to be invited by someone else ultra-rich is a rather extra</p>
<p>However, take a look at YouTube. How many of you actually register for YouTube? What percentage of people actually rate videos, add favourites, or subscribe to other users&#8217; video streams? How many people actually <em>contribute</em> content to YouTube versus the lurkers who just come to watch? That percentage is undoubtedly quite low compared to, say, active players of an online game. The moral of the YouTube example is that barriers to entry vary in their level of requirement. Some situations dictate harsher or more serious barriers, and some don&#8217;t, such as in YouTube&#8217;s case. They get what they need from the site without requiring users to register or participate, for the most part.</p>
<p>In the case of MMOs, the majority of triple-A North American titles charge a monthly subscription fee. In fact, the definition of a <a href="http://en.wikipedia.org/wiki/MMORPG">massively multiplayer online role-playing game</a> often coincides directly with the term &#8220;subscription-based&#8221;. There are a lot of influential folks out there who decry microtransaction-based games as everything from <a href="http://forums.commandandconquer.com/jforum/posts/list/10662.page">unethical</a> to <a href="http://www.wowinsider.com/2009/02/20/wrup-what-are-microtransactions-edition/">evil</a>, a <a href="http://www.keenandgraev.com/?p=1573">cash-cow</a>, and generally as an <em><a href="http://www.keenandgraev.com/?p=1716">epic fail</a> </em>on the part of game developers.</p>
<p>That&#8217;s not always the case. As an oft-stated example of non-subscription games, Guild Wars was a game without a subscription model that succeeded both critically and financially, and had a pretty solid community to back it up. Of course, it didn&#8217;t use microtransactions, either. It had an alternate business model that depended on regularly-released expansion packs, which weren&#8217;t required to play, but were a viable way of producing additional content at cost to the players.</p>
<p>However, moving to microtransactions does not necessarily mean you&#8217;re completely removing that fiscal barrier to entry. While most examples of games monetized using micropayments, such as the majority of Nexon&#8217;s games, are free-to-download and free-to-play until you want to shell out real cash for armour, items, virtual pet, or ability upgrades, there&#8217;s nothing preventing game publishers and developers from still requiring that up-front investment from gamers. Buying the game box on the store shelf is an experience in itself, and Guild Wars did an excellent job of getting users to repeat that experience every six months. There&#8217;s no reason a micropayment-funded game couldn&#8217;t still require you to purchase a retail box, and not require a subscription. In fact, that&#8217;s what most of the subscription-haters out there gripe about; finding an alternate way to monetize that doesn&#8217;t <em>require</em> them to drop coin every month. Instead, make the games buy the box — and then charge them to promote <em>good</em> behaviour in the game, not bad.</p>
<h3>Microtransactions alienate gamers and promote bad behaviour</h3>
<p>This one is the easiest to quash. The main argument here is that most games that run entirely on micropayments are riddled with gold sellers, spammers, RMT, and are generally unsavoury places that &#8220;real&#8221; MMO players don&#8217;t want to be. Microtransactions themselves don&#8217;t promote bad behaviour. Bad design and implementation of microtransactions does that quite handily, though. If you build a system that encourages this kind of behaviour, it&#8217;s bound to happen. It&#8217;s all a matter of looking at alternate ways of monetizing gamers&#8217; activities.</p>
<p>I look at games that run on micropayments as an extension of the <a href="http://en.wikipedia.org/wiki/Freemium_business_model">freemium business model</a> commonly found on the web these days. You get your basic package for free (or in the case of some games, with a one-time cost when you buy the game off the shelf), with a good set of features and tasks you can accomplish with the tools provided. If you want more, you pay for it in different increments. While most web sites that use the freemium model are subscription-based, there are plenty that require one-off costs to perform specific actions, which are undoubtedly forms of micropayment.</p>
<p>A good example of this methodology of how micropayments can be applied in the web world is <a href="http://www.freshbooks.com">Freshbooks</a>. Freshbooks is a site for individual freelancers or small businesses that lets you track time and invoice your clients. The basic service is free of charge, or if you require additional services, or have a larger staff, you can upgrade for a monthly charge to a more performant account. Now, I&#8217;ve used Freshbooks myself and I&#8217;ve been quite impressed with it. One nifty trick they have up their sleeve is their invoicing system; if you want to send out an invoice via email, it&#8217;s free. However, they also offer the ability to send that invoice via traditional letter mail. In that case, they charge you a small fee, usually the cost of the stamp with a very slight markup. That definitely falls into the micropayment category and it works quite well.</p>
<p>In the console gaming world, take a look at the incredibly successful <a href="http://www.rockband.com/">Rock Band</a> and <a href="http://www.guitarhero.com/">Guitar Hero</a> franchises (or hell, even an online service like <a href="http://www.xbox.com/en-US/live/">Xbox Live</a>.) Both games offer <a href="http://en.wikipedia.org/wiki/Downloadable_content">downloadable content</a> (DLC) available via micropayments that allows users to continue enjoying the game after they&#8217;ve completed the basic content. Even popular console titles like <a href="http://www.rockstargames.com/">Rockstar Games</a>&#8216; Grand Theft Auto are expanding into the DLC arena with available-online-only expansions like <a href="http://en.wikipedia.org/wiki/Grand_Theft_Auto_IV:_The_Lost_and_Damned">GTA4: The Lost and the Damned</a>. None of these micropayment-based systems are harming gameplay or hindering gamers&#8217; enjoyment of the game, so why can&#8217;t the same be said for applying similar principles to MMOs?</p>
<h3>Microtransactions aren&#8217;t evil; they&#8217;re just misunderstood</h3>
<p>Seriously, folks. It should be obvious that there are other ways to implement micropayments properly, without <a href="http://tagn.wordpress.com/2008/12/12/rmt-and-microtransactions-rant/">pissing off the entire gaming community at large</a>. It doesn&#8217;t all need to be about character customization and advancement. It should be possible to run a game on micropayments without resorting to cheap tactics like item purchases, character upgrades, or explicitly <a href="http://playervsdeveloper.blogspot.com/2008/12/exp-for-sale-microtransactions-invade.html">paying for XP</a>. There are other features of MMOs that could be monetized, or at least work off of a freemium-style model, and wouldn&#8217;t disrupt the games&#8217; ecosystems quite so much.</p>
<p>Here are a couple of examples, off the top of it head.</p>
<ul>
<li><strong>Charge users to operate (or participate in) micro-communities.<br />
</strong>What does this mean? It means that you buy the game off the store shelf, sign up without paying a monthly fee, and then if you want to start a guild, you pay a small chunk of change to do so, potentially on a monthly basis. It&#8217;s even possible that you could create a sub-economy within the game where guildmasters could charge their own players to be part of a guild, recuperating some of the money they&#8217;ve invested in forming the guild, and developing a bit of a reseller mentality. All of the financial dealings could be handled via the game&#8217;s interface and be <em>one-click</em>able; the best micropayment systems are the ones that are totally transparent and easy to use —Apple has recently become the master of this: think <a href="http://playervsdeveloper.blogspot.com/2008/12/exp-for-sale-microtransactions-invade.html">iPhone App Store</a>, or <a href="http://www.apple.com/itunes/">iTunes</a>, or even the <a href="http://www.guardian.co.uk/technology/gamesblog/2009/mar/18/mobile-iphone">new features</a> being built into iPhone OS 3.0. Not only would this approach create a formal barrier to entry for guild creators (and/or members) and limit the amount of bogus guilds and dead micro-communities in MMOs, it would increase the responsibility (and potentially, respect) granted to the role of guildmaster, and really make gamers think twice before joining a guild, or guild-hopping at a later date. Financial investment tends to create a sense of attachment that you don&#8217;t really get otherwise. This would be beneficial to both people operating guilds and to the guilds as a whole.</li>
<li><strong>Charge users for premium services within the game.<br />
</strong>Instead of charging gamers for shiny new armour or to buy yet another virtual pet, why not charge for premium services within the game? Here&#8217;s an example of a common MMO feature that could be revamped using this notion: auction houses. Now, <a href="http://blog.reroller.com/2009/01/24/6-ways-to-improve-wars-auction-house/">I&#8217;ve complained in the past about the simplicity of WAR&#8217;s auction house</a>, and how it could use additional features to bring it up to par, or surpass, existing auction house systems in other games. How about if instead, some of those features were only available if you were to shell out a little cash to subsidize their operation? You&#8217;d still get all of the basic features of the auction house, but if you want to be a real pro auctioneer, or just streamline your user experience by adding a bunch of additional ways to utilize the system, you&#8217;d have to pay a small amount. Let&#8217;s say you want to re-sell your own services as crafter on the auction house. You could pay a small fee to list yourself via a paid advertisement, and in turn, you might be compensated by other users who want to request your services, who could be charged a small sum to find out your in-game contact info or place an order. This would allow the game publishers to makes some money off both parties, and would allow you to re-coup a little (or all) of your investment/costs, and eventually maybe even make a profit. This would only apply to the subset of gamers who really want to use the auction house to its full potential, and wouldn&#8217;t interfere with others who just want to play the game and not bother with getting that involved in these more specialty-oriented features.</li>
</ul>
<p>I realize that the examples I&#8217;ve presented are small and probably wouldn&#8217;t come near compensating for the loss of subscription revenues, but they&#8217;re only two options to consider. There are any number of other ways you could monetize MMOs and forego subscription fees in addition to what I&#8217;ve suggested above — and to do it in such a way as to not alienate gamers or make them think they&#8217;re being ripped off. These are alternatives to the present implementation of microtransactions that provide additional services to those who require them, but don&#8217;t hinder gameplay or allow only people who can afford financial investment to succeed in the game. They don&#8217;t interfere with game mechanics and even could go so far as to improve or extend MMOs&#8217; economies in ways that aren&#8217;t really being attempted yet.</p>
<p>Are microtransactions really the end of the MMO world? Or are they just poorly implemented right now? What other in-game services could be monetized without breaking gameplay and hindering users who don&#8217;t want to pay, or don&#8217;t have the resources to do so? I&#8217;d love to hear what you guys think.</p>
<p><em>Photo courtesy of <a title="Link to wa?.ti?'s photostream" href="http://blog.reroller.com/photos/your_teacher/">wa?.ti?</a> on <a href="http://www.flickr.com">Flickr</a>.</em></p>
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		<title>Twitter vs. Facebook, Revisited</title>
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		<comments>http://www.nickbouton.com/2008/10/08/twitter-vs-facebook-revisited/#comments</comments>
		<pubDate>Thu, 09 Oct 2008 00:13:09 +0000</pubDate>
		<dc:creator>nick</dc:creator>
				<category><![CDATA[Community Building]]></category>
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		<category><![CDATA[web 2.0]]></category>
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		<guid isPermaLink="false">http://www.nickbouton.com/?p=170</guid>
		<description><![CDATA[
The Big Bang Theory [CBS]
Isn&#8217;t it funny how things you take for granted in theÂ web development/tech industryÂ break into the mainstream, and you suddenly take a look back at them with a slightly different perspective? When you think about it, this happens across the board, fromÂ a favorite indie band &#8220;selling out&#8221; and going all Top 40 [...]]]></description>
			<content:encoded><![CDATA[<div style="float: right; margin: 0px 0px 8px 12px; width: 320px;"><a href="http://www.cbs.com/primetime/big_bang_theory/"><img class="alignnone size-full wp-image-172" style="border: 1px solid #333; margin: 0 0 8px 0;" title="big_bang_theory" src="http://www.nickbouton.com/wp-content/uploads/2008/10/big_bang_theory.jpg" alt="Big Bang Theory @ CBS" width="320" height="214" /></a><br />
<a style="clear: left;" href="http://www.cbs.com/primetime/big_bang_theory/"><strong>The Big Bang Theory</strong></a> <strong>[CBS]</strong></div>
<p>Isn&#8217;t it funny how things you take for granted in theÂ web development/tech industryÂ break into the mainstream, and you suddenly take a look back at them with a slightly different perspective? When you think about it, this happens across the board, fromÂ a favorite indie band &#8220;selling out&#8221; and going all Top 40 on you, to a respected boutique advertisingÂ or design firm garnering awards, gaining recognition and supplanting a more staid, traditional agency.</p>
<p>The shift in how you think about these services just seems to be a little more noticeable when applied to webÂ technologiesÂ and services that were originally very niche-market or highly early-adopter centric like <a href="http://twitter.com">Twitter</a> or even the popularity of the <a href="http://en.wikipedia.org/wiki/Web_2.0">Web 2.0</a>-style design movement.</p>
<h4>Resurrecting an old debate</h4>
<p>I was watching a <a href="http://www.cbs.com/primetime/big_bang_theory/">new sitcom</a> a couple of nights ago and the main character made a reference to &#8220;<em>twittering</em>&#8220;, and the episode was discussing one of the characters&#8217; newfound addiction to MMORPGs (namely Funcom&#8217;sÂ <a href="http://www.ageofconan.com/">Age of Conan</a>.) I found the whole thing quite amusing, andÂ â€”Â to my own amazementÂ â€”Â I even enjoyed the show, which doesn&#8217;t happen too often these days considering what&#8217;s on the tube.</p>
<p>Much asÂ they do in the world of message forums â€” for kicks, primarily â€”Â oneÂ of my handful ofÂ blog readers dropped me a line earlier today asking me to revive an oldÂ discussion andÂ relateÂ my currentÂ thoughts on theÂ <a href="http://twitter.com/nickb">Twitter</a> vs. <a href="http://www.facebook.com/people/Nick_Bouton/502881384">Facebook</a> issue (in terms of microblogging/lifestreaming, not general platform usage.) The email wasÂ with respect to myÂ <a href="http://www.nickbouton.com/archives/2008/02/28/twitter-vs-facebook-microblogging-thoughts/">previous post on this topic</a> from nearly eight months ago, and brought to mind the sitcom I&#8217;d watched earlier in the week.Â Unsurprisingly, my stance has changed somewhat based on my usage of both services for the last few months. From aÂ high-level perspective, my Facebook usage has dwindled while my Twitter usage has either increased or stayed around the same, depending on when you sample it.</p>
<p><span id="more-170"></span></p>
<h4>Focusing on the content</h4>
<p>Facebook is effectively an oddity, a singular instance of a system that doesn&#8217;t work particular well anywhere else. Despite <a href="http://www.bokardo.com">Josh Porter</a>&#8217;s assertion in <a title="Joshua Porter: Designing for the Social Web (Amazon.ca)" href="http://www.amazon.ca/gp/redirect.html?ie=UTF8&amp;location=http%3A%2F%2Fwww.amazon.ca%2FDesigning-Social-Voices-That-Matter%2Fdp%2F0321534921&amp;tag=nickboutoncom-20&amp;linkCode=ur2&amp;camp=15121&amp;creative=330641">Designing for the Social Web</a>Â thatÂ the best social media sites are the ones where most of <a href="http://bokardo.com/archives/activity-centered-design/">the interaction isÂ centralized onÂ specific activities</a> orÂ types of content (think <a href="http://www.netflix.com">Netflix</a> with DVDs, <a href="http://delicious.com">Delicious</a> with bookmarks,Â and evenÂ <a href="http://www.protagonize.com">Protagonize</a>Â with shortÂ stories), Facebook is a pure-play social network; a site whose only purpose is to let people connect, socialize, and share miscellaneousÂ media and content. There is no content object sitting at the root of this interaction,Â barring the user&#8217;s profile itself; most other systems using this kind of modelÂ tendÂ to either stagnate and stay small, orÂ toÂ fall apartÂ and decline inÂ usageÂ (*cough* <a href="http://www.friendster.com">Friendster</a>Â *cough*) when the user has nothing to do other than update their profile and look at those of others. Users get bored, run out of things to do, and move on unless you give them a specific, enjoyable activity to pursue.</p>
<p>This all comes back toÂ aÂ core design philosophy:Â doÂ one thingÂ simply, and do it well. It&#8217;s an old adage, but it holds true in this case.</p>
<h4>Doing one thing well</h4>
<p>Facebook thrives mainly because they have a clean, streamlinedÂ visual design (though <a href="http://www.facebook.com/FacebookPreviews">the latest update to their layout</a> may cause many to disagree with me), appealing toÂ a very broad market. It doesn&#8217;t have the chaotic mess of <a href="http://www.myspace.com">MySpace</a>, or the usability issues inherent in other social networks.Â Facebook nowÂ owns a massive share ofÂ theÂ market; their community is endless andÂ very nearly monopolistic in size, even with respect to MySpace&#8217;s tens of millions of users. The reason I mention MySpace here is that even they appear to be embracingÂ more specific content types,Â steeringÂ continually into the direction of the music and entertainment genre, building label affiliations and content distribution dealsÂ under Fox Interactive Media&#8217;s guiding hand.</p>
<p>Twitter, on the other hand,Â focuses is on short, staccatoÂ commentary.Â ItÂ may or not be conversational in tone; that really depends on the user whose posts you&#8217;re following.Â The central object in Twitter&#8217;s caseÂ <em>is</em>Â the message in its atomic form, and not the poster&#8217;sÂ profile. Enforcing aÂ 140-character limit toÂ tweet length really emphasizes the brevity, wittiness, or candour you have to strive for in such a restrictive medium. The existence of the <a href="http://www.twitties.com/">Twitties</a>Â andÂ Twitter API-based social experimentsÂ like <a href="http://twistori.com/">Twistori</a>Â aloneÂ are enough to validate my opinion. With this in mind, it&#8217;s easy enough to stay on-topic, since every post you make to Twitter is individuallyÂ viewable and linkable, a history of your activity archived for posterity, much moreso than Facebook status updates. Every tweet is recorded, and can be easily isolated and referred to, which definitely adds some pressure to making them all individually worthwhile, which in turn increases the quality of the content across the board (or at least, one would hope so.)</p>
<p>The difference here is the lack of focus on Facebook â€” while they&#8217;ve incorporated many of the same elements you find in Twitter or other microblogging platforms like <a href="http://www.jaiku.com">Jaiku</a> (which, like Facebook&#8217;sÂ status updates,Â allows for threaded commentary), it&#8217;s blended in with wall posts, photos from your friends, andÂ random application-inserted notices. Even with their new bolded style, where status updates show up a little more prominently, they are largely lost in the clutter. Without the necessary focus, the value and qualityÂ of these updates deteriorates, which is why I find myself disenchanted with Facebook, rarely updating my status, or even going to the site at all recently.</p>
<h4>Different strokes for different folks</h4>
<p>While in my original post IÂ primarily discussedÂ the actual usability of the TwitterÂ siteÂ itselfÂ versus theÂ client applications its API spawned, I think the most interesting thing aboutÂ Twitter is how the size of the following you haveÂ heavily influences the way you use it. Most members of theÂ <em>Twitterati</em>Â with <a href="http://twitterholic.com/">massive followings</a>Â such asÂ <a href="http://twitter.com/leolaporte">Leo Laporte</a> or <a href="http://twitter.com/JasonCalacanis">Jason Calacanis</a> use it as a broadcast-only,Â primarily rhetoricalÂ medium for updating their fans as to their whereabouts, recent creationsÂ or thoughts.Â On the other hand,Â the average user with aÂ drastically smaller follower baseÂ mayÂ find that they use it much more conversationally, posting commentary and insightsÂ that actually evoke discussion amongst their circle of followers. Of course, the Twitter interface doesn&#8217;t really help with this as it doesn&#8217;t support threaded conversations;Â you can tell that its users are making do (or it could just be a case of vendor lock-in), since other platforms that do offerÂ the feature aren&#8217;t growing atÂ nearlyÂ the same rate.</p>
<p>BothÂ Facebook and Twitter are very ego-centric popularity contestsÂ in different ways. TwitterÂ moreso depending on how many followers you have, assuming most of them aren&#8217;t spammers.Â Facebook is high school in digital form, and the younger you are, the moreÂ uncanny theÂ resemblance. Posting photos of your drunken escapades last weekend is commonplace. On Twitter, listening to the sound of your own voice is definitely a common refrain. In fact, I&#8217;d argue that the medium encourages it; no one is going to follow you without a good stream of soundbyte-esque tweets, unless they know you in person.</p>
<h4>Disparate communities</h4>
<p>I use Twitter and Facebook quite differently. The people I follow on Twitter are mainly folks in my industry, the vast majority of whom I don&#8217;t know personally. Those who follow me are typically in the same boat (barring the spammers and so-calledÂ &#8221;social media marketers&#8221; who have so insidiouslyÂ worked their way into the system.)</p>
<p>If I were to dissect my Twitter usage into general overarching themes, it would probably look something like this:</p>
<ul>
<li>As a marketingÂ and promotionalÂ vehicle for my personal brand, including the content I create and the sites I develop and operate</li>
<li>Keeping in touch with long-distance colleagues or people I&#8217;ve met at conferences or other events</li>
<li>General discussion with people in my industry</li>
<li>As a general-purpose linklog</li>
<li>Lifestreaming (which means, basically, just random thoughts and miscellany thatÂ I spurt out at odd intervals)</li>
<li>As an SMS-replacement forÂ friends and acquaintancesÂ I know at other local companies, allowing me to banter pointlessly and organize or discoverÂ localÂ events</li>
<li>Socializing with people I don&#8217;t know very well (but â€” in some cases â€” may want to know better)</li>
</ul>
<p>On Facebook, my community is,Â for the most part, my real life friends and acquaintances.Â I also have a group of people whoÂ have addedÂ me as a friendÂ based on the work thatÂ I do at Protagonize, but I do keep them on a separate list so as not to get everyone mixed up. Either way, the overlap with myÂ TwitterÂ community isÂ minimal; 10-15% at best,Â I shouldÂ think. MyÂ Facebook connectionsÂ have no real interest in knowing or hearing about my job or my day-to-day work-related rants and musings, so the stuff I post there tends to be somewhat more personal.</p>
<p>I&#8217;ve found that there&#8217;s a pointÂ at both ends of the Twitter usage cycle,Â either as a followerÂ or as a poster,Â where you hit a critical mass and feel like you&#8217;re drinking from the firehose, which is not something mostÂ people enjoy doing (and it&#8217;s the reason I don&#8217;t use services like <a href="http://www.friendfeed.com">FriendFeed</a>Â regularly.) That number tends to be distinctly higher on Twitter, because you don&#8217;t necessarily care as much about the content, so you may not read as much of what&#8217;s coming through, which in turn means that volume/quantity of postsÂ may not bother you quite as much. On Facebook, you likely read moreÂ of what&#8217;s coming through, and are willing to put up with lessÂ garbage. Hence myÂ mass uninstallation of Facebook applications, just due to general spamminess.Â In that sense, I think both sitesÂ play host to separate flavours of the <a href="http://www.lifewithalacrity.com/2004/03/the_dunbar_numb.html">Dunbar Number</a>, where Twitter resembles a mass media following with ~1000s of people (or at leastÂ several hundred)Â as a commonÂ prime network size,Â and Facebook would be a classic social network inÂ where most users areÂ most comfortable atÂ or around ~150 friends.</p>
<h4>What doesÂ the future hold?</h4>
<p>It&#8217;ll be curious to see if with mainstream adoption, new Twitter members from other walks of lifeÂ start driving usage in a different direction.Â Will these disparate communities start to overlap more as less technology-oriented folks start using both systems? You can already see the tip of theÂ iceberg in the new <a href="http://election.twitter.com/">US Election &#8216;08Â coverage</a> onÂ TwitterÂ and theÂ deluge of discussionÂ aboutÂ Sarah Palin in the last few weeks (and Obama for the last few months). There&#8217;s a striking similarity to how Digg has expanded in the last two years from being a site with major Slashdot overtones and a hugely techie community, to a site trying to appeal to a broader segment of the market with much more political coverage, and achieve similar penetration to Facebook. <a href="http://venturebeat.com/2008/05/09/facebook-sees-myspaces-twitter-partnership-and-raises-it-digg/">Strategic partnerships</a> between Facebook and Digg just reinforce this notion.</p>
<p>I&#8217;ll have to check back inÂ a year or two and see where things stand, but for the time being there&#8217;s still a big gap between the communities, from my perspective. But it&#8217;s tightening up. Will there be a revolt amongst old-school Twitter users? Will they leave in droves or openÂ up the floodgates andÂ let their communities merge? Only time will tell, but it should be fun to watch.</p>
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		<title>Nokia Open Lab 2008: In Review</title>
		<link>http://feedproxy.google.com/~r/nickbouton/~3/O0gglZmKj6I/</link>
		<comments>http://www.nickbouton.com/2008/09/30/nokia-open-lab-2008-in-review/#comments</comments>
		<pubDate>Tue, 30 Sep 2008 23:24:47 +0000</pubDate>
		<dc:creator>nick</dc:creator>
				<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Community Building]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Travel]]></category>
		<category><![CDATA[2008]]></category>
		<category><![CDATA[finland]]></category>
		<category><![CDATA[helsinki]]></category>
		<category><![CDATA[nokia]]></category>
		<category><![CDATA[NokiaOpenLab08]]></category>
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		<category><![CDATA[Technology]]></category>
		<category><![CDATA[workshops]]></category>

		<guid isPermaLink="false">http://www.nickbouton.com/?p=104</guid>
		<description><![CDATA[
I&#8217;m generally not in an organizational role where I travel a lot. Sure, I go to the odd conference orÂ work with clients on-site sometimes, but that&#8217;s about it.Â Which made the last few weeksÂ a prettyÂ jarring changeÂ from myÂ regular schedule.
Now, after a couple of hectic weeks of travel andÂ aÂ constant tug-of-war betweenÂ sleep deprivation and jetlag, I&#8217;m back in Vancouver [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Glenn Letham discusses geolocation at Nokia Open Lab 2008" href="http://www.flickr.com/photos/tags/nokiaopenlab08/"><img class="size-full wp-image-119" style="float: right; margin: 0px 0px 8px 12px;" title="nokia_open_lab_2008" src="http://www.nickbouton.com/wp-content/uploads/2008/09/nokia_open_lab_2008.jpg" alt="Glenn Letham discusses geolocation at Nokia Open Lab 2008" width="320" height="240" /></a></p>
<p>I&#8217;m generally not in an organizational role where I travel a lot. Sure, I go to the odd conference orÂ work with clients on-site sometimes, but that&#8217;s about it.Â Which made the last few weeksÂ a prettyÂ jarring changeÂ from myÂ regular schedule.</p>
<p>Now, after a couple of hectic weeks of travel andÂ aÂ constant tug-of-war betweenÂ sleep deprivation and jetlag, I&#8217;m back in Vancouver this week. This gives meÂ a chance to settle down, andÂ go backÂ and reviewÂ what&#8217;s been going on in the last little while. I&#8217;ve already coveredÂ my highlights of the Web 2.0 Expo in New York over on the <a href="http://ueblog.habaneros.com/2008/09/22/web-20-expo-new-york-recap">Habanero UE group&#8217;s blog</a>, so I&#8217;ll use this space to discuss my time attending the inaugural <a href="http://events.nokia.com/openlab/">Nokia Open Lab 2008</a> event in Helsinki, Finland, that ran from September 11th to 13th, 2008.</p>
<p>As I&#8217;m definitely a little late in posting this (due to having no time to blog about it for a good two weeks after the event completed, mainly due to being in NYC for the first week), I won&#8217;t go into a massive recap of the event, but I&#8217;ll try to present it more as an analysis of what worked and what didn&#8217;t.</p>
<p><span id="more-104"></span></p>
<h4>Getting there</h4>
<p>To give you aÂ bit of anÂ idea of how the whole thing went down (from my eyes), I was on the same flight out from YVR to Helsinki (via Frankfurt) as <a href="http://twitter.com/jasonhui">Jason Hui</a> of <a href="http://www.yankodesign.com/">Yanko Design</a>. We chatted for a bit leading up to the flight, and again for a good chunk while sitting in the very metallic Frankfurt Airport for three hours, as we debated the merits of the <a href="http://europe.nokia.com/A41146122">Nokia E71</a> trial device we were to use for the duration of the workshop.</p>
<p>Arriving in Helsinki on Thursday evening, we were shuttled to theÂ <a href="http://www.klauskhotel.com/accomodation.php">Klaus K</a> Hotel downtown,Â a lovely boutique hotel with huge rooms and aÂ fantastic selection of indoorÂ entertainment options (restaurants, cocktail lounges, a night club,Â conference rooms, etc.)Â Walking into the lobby of the hotel, we were accosted by the Open Labs folks, who wanted our photographs for badgesÂ immediately (couldn&#8217;t they have waited for us to get cleaned up first? being awake for 24 straight hours in an economy seatÂ doesn&#8217;t lend itself to great photography :), then we had a little time (25 minutes or so) to grab a shower and a shave before heading out to a lounge/club called <a href="http://www.blak.fi/">Blak</a> where the initial Nokia meet-and-greet dinner/reception was being held.</p>
<p>As exhausted as we were, I think Jason and I, as well as fellow Vancouverite <a href="http://www.rolandtanglao.com/">Roland Tanglao</a> (whom I met for the first time in the hotel lobby, which is pretty funny to say the least), had an excellent time, barring the terrible American comedian that Nokia brought in to spice up the event. I think they could have done without that guy, to be honest. He got a fewÂ strained laughs,Â but I think his insult/shock-comic style didn&#8217;t go over stupendously well with most of us.</p>
<h4>A (brief) summary of the event</h4>
<p>Day One of the event on Friday was a lot of fun â€” between the workshopÂ sessions throughout the day and having a chance to interact with the attendees on a less intoxicated and more professional basis, it was definitely interesting and as tired as we all were, we all found it pretty intellectually liberating to throw a metric ton of ideas on the wall. I&#8217;ll discuss the pros/cons of the sessions a little later in this post; it was a pretty chock-full day of discussion, with <a href="http://gisuser.blogspot.com/">Glenn Letham</a>, <a href="http://writerscabal.wordpress.com/">Anne Toole</a>, <a href="http://www.gypsybandito.com/">Chris Moore</a>, and the supremely energetic <a href="http://www.whatleydude.com/">James Whatley</a> acting asÂ <a href="http://events.nokia.com/openlab/who.html">facilitators</a> for the day&#8217;s sessions. The workshop topics included social media and community, geolocation,Â gaming,Â and collaboration in the workplace.</p>
<p>The evening ended up with everyone at Ahjo, a lounge/club in the basement of the hotel that opened up to the public after dinner, a presentation of the new <a href="http://www.legendstelegraph.com/">Nokia Legends</a> ad campaign (which conveniently launched the same day), and an awesome show by <a href="http://www.petterisariola.fi/index_content.html">Petteri Sariola</a>, who I&#8217;d describe asÂ the younger, Finnish version of <a href="http://www.davematthewsband.com/">Dave Matthews</a>, crossed with a littleÂ <a href="http://www.raulmidon.com/">Raul Midon</a> (be sure check out hisÂ musical talentsÂ over onÂ <a href="http://www.youtube.com/petterisariola">YouTube</a>.)</p>
<p><a href="http://flickr.com/photos/gypsybandito/2860099816/in/set-72157607303823486/"><img class="size-full wp-image-149" style="float: right; margin: 0 0 8px 12px;" title="Helsinki by night" src="http://www.nickbouton.com/wp-content/uploads/2008/09/helsinki_night.jpg" alt="Helsinki by night" width="320" height="240" /></a>Day Two on Saturday was more presentations by folks from Nokia, which you canÂ watch for yourself on theÂ <a href="http://share.ovi.com/channel/nokiaopenlab08.nokiaopenlab08">Open Labs Ovi channel</a>, followed by workshops and a closing ceremony. I was,Â regrettably, massivelyÂ hungover from the previous night&#8217;s festivities, and combined with intense jetlag,Â missed a good chunk of Friday&#8217;s activities.Â I blame it on the jetlag, and not the booze. :)</p>
<p>(There&#8217;s a detailed schedule of the event <a href="http://events.nokia.com/openlab/agenda.html">here</a>, and most of the presentations are up at <a href="http://share.ovi.com/channel/nokiaopenlab08.nokiaopenlab08">Share on Ovi</a>, in case you&#8217;re interested.)</p>
<p>Anyhow,Â I ended up coming back to life in the later evening and spent the entire night awake, <a href="http://flickr.com/photos/gypsybandito/2860099816/in/set-72157607303823486/">hanging out with a few of the facilitators</a> (some of whom didn&#8217;t seem to sleep for the wholeÂ event&#8230; what were you guys on? and whereÂ  can I get some?)Â and some of the guys were leavingÂ Sunday morning. We spent a while wandering the (dead) streets of Helsinki at 5am, looking for a place to get a drink, or even breakfast, then unceremoniously crashed back in the hotel lobby until it was time to head out. I sharedÂ breakfast and the first leg back with Jason (again) and <a href="https://twitter.com/gletham">Glenn</a>, discussing the event in retrospect, and heading our separate ways when we hit Frankfurt, with Jason off to spend a week in Rome, and Glenn heading back home to Denver.</p>
<h4>Why a workshop?</h4>
<p>The reasoning behind holdingÂ the Open LabÂ event wasÂ the subject of much heated debate amongst many of the attendees.Â A few thought it was Nokia&#8217;s play into the social media scene and a way toÂ evangelize their existing, much under-hypedÂ services like <a href="http://ovi.com/">Ovi</a>. Others yet considered it more of a multi-facetedÂ brainstorm of potential product (software or hardware) ideas. Finally, a few thought that the whole thing was a huge focus group. I don&#8217;t disagree with any of these assessments â€” from the amount of time and money invested by Nokia, there&#8217;s a good chance they were trying to accomplish all three goals simultaneously.</p>
<p>At one of the after-parties, I heard someone throw out the figureÂ $250k+Â as how much Nokia must have spent to bring it all together â€” adding up around ~$5,000 a head for each of the 35 attendees (flights, accomodations, food, transportation, etc.), the cost of setup and hosting of the venue, the large number ofÂ support staff from Nokia / Open Labs, as well the half-dozenÂ <a href="http://www.womworld.com/nokia/">WOMWorld</a> folks who came and participated in all of the sessions. Even for an organization as large as Nokia, that&#8217;s a non-trivial cost for what was effectively a 1.5-day-long workshop, plus the surrounding entertainment and related expenses.</p>
<h4>What worked?</h4>
<p>Getting 35 hand-pickedÂ people of relatively disparate backgrounds â€”Â from around the world â€”Â who are all still in some way involved in social/mainstream media or online community in some way in a room togetherÂ was a real coup. There were a lot of great mindsÂ sharing ideasÂ in a very condensed timeframe,Â and it was great to be able to participate and network with people who I probably wouldn&#8217;t have had a chance to meet in person otherwise.</p>
<p><a href="http://share.ovi.com/media/nokiaopenlab08.nokiaopenlab08/miemo.10016"><img style="float: left; margin: 0 12px 8px 0;" title="James Whatley - Share on Ovi" src="http://media.share.ovi.com/m1/medium/0371/011438cd657742669962a0f1dba5ba03.jpg" border="0" alt="_MG_7290 - Share on Ovi" width="170" height="256" /></a>The facilitators were all excellent, across the board. I&#8217;ve spoken with all of them outside of their sessions,Â some of them extensively; they&#8217;re all on Twitter (though Jaiku seemed to be the more prevalent microblogging platform amongst the attendees), and they&#8217;re all great people. To be honest, I think most ofÂ theÂ more interestingÂ discussions occurred outside of the workshop sessions, at the dinners and parties that ran late each night. I even ran into <a href="http://twitter.com/whatleydude">James</a> at the Web 2.0 Expo the week afterÂ Helsinki,Â andÂ had <a href="http://www.gbh.tv/ART/flyers/CHEEKY/degenerates/moby.bloc.gif">a wicked night</a>Â in NYCÂ courtesy of <a href="http://nickydigital.com">Nicky Rhodes</a>, another one of the attendees; I hope to keep in touch with the rest of them down the road, too.</p>
<p>The actualÂ hosting of the workshop couldn&#8217;t have been any better. The environment was great, conducive to both conversation and brainstorming, and the folks there were allÂ brimming with ideas. The fact that many of us were pretty much dead from travel was probably a bit of a detriment, but that aside, the Open Labs and WOMWorld kids did a great job of getting everyone setup, organized, and talking. By the end of a couple of days in Helsinki, there was definitely a sense of community that had built up amongst the attendees, as everyone was connected via Jaiku, Twitter (etc.), when they couldn&#8217;t just walk over and tap you on the shoulder.</p>
<p>Having provided everyone with a method of easy connectivity amongst themselves â€” the <a href="http://womhelsinki08.pbwiki.com/FrontPage">wiki</a> (whichÂ is still being updated with new content now), the Nokia trial E71 devices, and Finnish SIM cards for everyone â€”Â was a nice touch, too. I&#8217;ll be posting a review of the phone separately, but suffice it to say for now that I won&#8217;t be switching from my iPhone anytime soon&#8230;</p>
<h4>What didn&#8217;t work?</h4>
<p><a href="http://share.ovi.com/media/nokiaopenlab08.nokiaopenlab08/miemo.10057"><img style="float: right; margin: 0 0 8px 12px;" title="Nick Bouton - Share on Ovi" src="http://media.share.ovi.com/m1/medium/0371/7128cded25174443aee01745715d853a.jpg" border="0" alt="Nick Bouton - Share on Ovi" width="256" height="170" /></a>A number of things could have served the workshop better â€” I think the first point would have to be a little more consideration for people travelling long distances to attend. There were probably a half dozen of us who flew out from the west coast of the US and Canada, many of whom arrived on Thursday shortly before the initial dinner.</p>
<p>Jetlag was prevalent and the half of theÂ attendees there who were originating from Europe were a <em>lot</em> fresher than anyone who had spent a day flying overÂ from another continent, be it from North America or from Asia. The schedule should really have taken this into account as it seemed that flights weren&#8217;t confirmed until barely a week before the event itself, so selection was limited and we barely had any time to see Helsinki, let alone recuperate from long flights beforeÂ tossing usÂ right into the action.</p>
<p>As far as how the sessions themselves went, the facilitators were all quite solid, but I don&#8217;t know if the questions that were thrown up there to answer were as well thought-out as the presenters&#8217; speeches; many of the questions seemed nebulous and were really difficult to answer in a relatively short span of time. More time could have been spent refining the questions, which seemed pre-preparedÂ andÂ even a little unrelated to what the facilitators spoke about during each ofÂ their intros.</p>
<p>The layout of the different workshop areas was interesting, but considering we had generally more people than available seating, it could probably have been physicallyÂ organized a little better. Many of the workshops ended up being monopolized by a handful of people who were either more vocal than the rest, or were sitting right by the designated &#8220;team leader&#8221; who would then take notes and present the results on camera. <a href="http://share.ovi.com/media/nokiaopenlab08.nokiaopenlab08/miemo.10057">My turn to present</a>Â was during Glenn&#8217;s geolocation session, and when I was up toÂ speak on cameraÂ for my group, it felt pretty hectic and disorganized. Maybe if we had a little more guidance in what we were supposed to be discussing, and if people had been encouraged to speak up more instead of being talked-over by the louder group members, it would have worked out a little smoother. As it stands, I&#8217;m not entirely sure what Nokia was able to glean from our fractured thoughts and frantic scribblings, but I hope it was worthwhile.</p>
<h4>Final thoughts</h4>
<p>I think the thing I noticed the most at the end of the event was that it wasÂ over surprisingly quickly.Â It could easily have gone an extra day or two â€” as Micki Krimmel mentionedÂ <a href="http://www.mickipedia.com/?p=1354">in her recap of the workshop</a>, it felt like it was over before it began, and the conversations just seemed to have been starting when the whole thing was shut down.</p>
<p>It&#8217;s a shame thatÂ the workshopÂ couldn&#8217;t have been a little longer and allowed for a bit more of an open discussion, where everyone was encouraged to participate. It&#8217;s also unfortunate that the agenda and Nokia&#8217;sÂ intentions behind the workshop weren&#8217;t a little clearer to those who were invited to participate in it, but I&#8217;ll chalk that up to it being an inaugural event. Let&#8217;s hope that the Nokia folks take heed of the attendees&#8217; thoughts when planning the next Open Lab.</p>
<p>Either way, I had anÂ spectacular time in Finland,Â and had the opportunity to meet, chat with, and bounce ideas off some amazing people at Open Lab 2008.Â Helsinki was beautiful, and I really wish I could have spent a little more time to see more of it.Â Oh, and I also learned thatÂ both Finns and Brits can drink me under the table.Â (Sigh.)Â I hope they invite me back next year. :)</p>
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		<title>On the Road Again…</title>
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		<pubDate>Tue, 16 Sep 2008 23:10:26 +0000</pubDate>
		<dc:creator>nick</dc:creator>
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		<description><![CDATA[Well, aren&#8217;t I the world traveller, all of a sudden? Not that this happens very often, but after spending a rather hectic three days (plus an extra couple of days flying back and forth) in Helsinki, Finland for Nokia Open Lab 2008 (recap post coming soon!), I&#8217;m now in New York for the rest of [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.nickbouton.com/wp-content/uploads/2008/09/webexny2008.jpg"><img class="size-full wp-image-99" style="float: right; margin: 0 0 8px 12px" title="Web 2.0 Expo NY 2008" src="http://www.nickbouton.com/wp-content/uploads/2008/09/webexny2008.jpg" alt="Web 2.0 Expo NY 2008" width="258" height="149" /></a>Well, aren&#8217;t I the world traveller, all of a sudden? Not that this happens very often, but after spending a rather hectic three days (plus an extra couple of days flying back and forth) in Helsinki, Finland for <a href="http://www.nickbouton.com/archives/2008/09/01/off-to-the-land-of-the-midnight-sun/">Nokia Open Lab 2008</a> (recap post coming soon!), I&#8217;m now in New York for the rest of the week.</p>
<p>I&#8217;m here attendingÂ the <strong><a href="http://en.oreilly.com/webexny2008/public/content/home">Web 2.0 Expo</a></strong>, which is being co-hosted at the gargantuan <a href="http://www.javitscenter.com">Javits Center</a> in Manhattan by both <a href="http://www.oreilly.com/">O&#8217;Reilly Media</a> and <a href="http://www.techweb.com/">TechWeb</a>.</p>
<p>Are you attending the Web 2.0 Expo? If so, I&#8217;d be happy to discuss social media, user experience, or community building with anyone else who happens to be around for the event. Interested? <a href="mailto:nick@nickbouton.com">Drop me a line</a> or <a href="http://twitter.com/nickb">message me on Twitter</a> and we can meet up anytime during the event to chat. I&#8217;d love to hear the opinions and feedback of other folks attending the event (or even if you just happen to live in the area.)</p>
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