The first 10

When we build our next project we should only worry about the first 10.

The first 10 people we tell.

These first 10 people are people that we know, people that like us, trust us and value our opinion. If they don’t tell anyone, we need to start again. Re-build our project, or find another one. But if they tell another 5. And then that 5 tell another 3. Then we can be pretty sure that it is start start of work that matters. Work that people need.

At the start of our next launch we should really think hard about these three words: the first 10.

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My Google Plus Problem

Like most people I recently joined Google plus. I went in and set up my account. I was reasonably impressed and it looked quite cool. It had a couple of nice ideas, including the circles of friends concept of segmenting conversations. After I set up the account, it has been on my list of things to do. That is, to go into it, have a play around, get used to the system and better understand it.

A few weeks later I still haven’t done it.

The interesting thing is that during this time I have still engaged with the social networks I already use. Including this blog and my twitter account. Turns out I still have time for social networks, just not that one. The only reason I will use Google plus is because I need to know about it, not because I need it. The fact that I need to invest time to ‘learn how to navigate and use it’,  is also sub optimal.

If everyone ends up loving Google plus, I’m sure I’ll get on board. But my Google Plus problem is that currently I don’t have a social networking problem.

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60 seconds on the web

The world moves fast. When we we’re unconnected the speed of change went unnoticed. Now that we all have digital footprints, we can track all that happens. This amazing and statistically rich infographic is solid reminder of the world we live in. It’s also very cool that most of these business are startups that aren’t even teenagers yet. I’ve pulled out the numbers and got the pic below.

60 seconds on the web:

  • 12,000+ new ads posted on Craigslist
  • 370,000+ minutes of voice calls on Skype
  • 98,000+ tweets
  • 320+ new twitter accounts
  • 100+ new Linkedin accounts
  • 6,600+ photos uploaded to Flickr
  • 50+ wordpress CMS downloads & 125+ plugins
  • 695,000 facebook status updates, 80,000 wall posts and 510,040 comments
  • 1,700 firefox downloads
  • 694,445 google searches
  • 168 million emails sent (of which 92% is spam)
  • 60+ new blogs & 1500+ new blog posts
  • 70+ new domains are registered
  • 600+ new Youtube videos are uploaded. 25+ hours in duration
  • 150+ questions are asked in Question forums
  • 13,000+ iPhone apps are downloaded
  • 20,000 new posts on Tumblr.
  • I new definition added to Urban Dictionary 
  • 1,600+ reads on Scribd.

And here is what it looks like:

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Loyalty Schemes Vs Gamification

In many ways Gamification is an evolution of the long lived Loyalty Scheme. But so much better, and the evidence exists even at the simplest level – the words themselves.

Loyalty Scheme: Firstly the word loyalty seems very one way. It was / is as if the company expects us to be loyal to them. And although one might argue that loyalty is a two way street, the second word of the phrase is the giveaway – ‘Scheme’. Yep, sounds like some kind of a trick to me. A scheme to make us believe we are getting a good deal, when in truth we are just a number on some kind of cost / benefit analysis spreadsheet. Intuitively, schemes feel like there is a winner and a loser.

Gamificiation: Games are fun. We spend most of our childhood playing them and find as many excuses as possible to play them as adults. ‘Who wants to come to the football this Friday night?’ A game needs at least two willing parties or organisations to play. Sometimes we can collaborate and form teams and clubs and divisions and theme songs and have awards nights and weekend getaways. We can celebrate wins together and lament the losses, either way we like to return to the game and try and win, or even better our own score, although it’s collaborative, it’s also personal. The game is the ‘thing’, not the result of it. Games contrive all of the important human emotions that make our hearts beat.

Play is human. Great games even turn into industries.

Yep, it feels to me that gamification facilitated via Moore’s law is here to stay.

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The rate of change

Yesterday I was reading through the business and tech sections of the huffington post. There were so many new stories on new business ideas, new technology, upcoming research, recently funded startups, and product launches from tech giants that I had to stop and take a breath. I realised that there is no possible way to keep up with everything happening in the business world. It was a bit deflating to read it all. I felt out of touch.

With exponential change happening we’ve got to stop trying to keep up. It’s a waste of time. Instead we need to remember no one is responsible for all this innovation, and the only way to be part of any of it, is by focusing on the tiny segment which is right in front of us.

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