Sessions at Online Information 2011 about Apps on Wednesday 30th November

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  • THE FALL OF THE WEB AND RISE OF THE APP

    by Tom Hume, Steve Wing and Chris Book

    TRACK 1 - GOING MOBILE: INFORMATION AND KNOWLEDGE ON THE MOVE
    SESSION: THE FALL OF THE WEB AND RISE OF THE APP

    KEYNOTE: THE RISE AND RISE OF MOBILE
    (Steve Wing, Head of Mobile, Guardian News & Media, UK)

    What has the Guardian learn't from publishing on Mobile Phones, Tablets and e-Readers over the last few years? What have been the noticeable trends and where are they going? Is it all about apps or the mobile internet? Or both? And what do their consumer's think?

    TIPS FOR MOBILE SUCCESS
    (Tom Hume, Founder, Future Platforms, UK)

    Falling under the auspices of "digital", mobile is nonetheless a distinct medium with its own unique needs and constraints. Drawing on 12 years experience launching mobile products for brands like Nokia, Microsoft, Orange and LastMinute, Tom will talk through what makes mobile different, and what this means for anyone launching a mobile product in the next couple of years.

    3 learning points:
    - things you need to consider before launching a mobile product
    - case studies of successful big-brand product launches
    - upcoming trends unique to mobile applications

    Moderator: Chris Book, Founder, Bardowl, UK

    At 11:30am to 1:00pm, Wednesday 30th November

  • BEING CREATIVE WITH APPS

    by Åke Nygren, Andrew Walsh, Dave Briggs and Mace Ojala

    TRACK 1 - GOING MOBILE: INFORMATION AND KNOWLEDGE ON THE MOVE

    SESSION: BEING CREATIVE WITH APPS

    Session Hash Tags: #appcreate or #smkmg

    GAMIFYING THE UNIVERSITY LIBRARY
    (Andrew Walsh, Academic Librarian, University of Huddersfield, UK)

    We like to bring an element of fun and games into our information literacy teaching when we can, whether that is using crosswords, treasure hunts, or light hearted videos, but we hadn't before brought games, along with the technology and social nature of web 2.0, into the core of the library. We're currently changing this and have created a social, online game based around using the library resources working with a creative outfit (Running in the Halls - www.rith.co.uk). Called Lemon Tree, it brings ideas of gamification right into the centre of library activities. There are many applications, often available as applications for smartphones, which turn everyday tasks into chances to win points, badges and other virtual rewards, and share them with your social networks. Location based networks typify this idea and have exploded in popularity recently, with networks such as Foursquare (http://foursquare.com) and Gowalla (http://gowalla.com) allowing you to 'check in' to various locations, to share that activity with friends, become Mayor of a location or win badges for different types of activity. A more extreme version of this gamification of everyday activity is Epic Win (http://www.rexbox.co.uk/epicwin/), which allows you to create a to do list and play that list as though it is a game, gaining rewards for completing each task. Lemon Tree takes these ideas of virtual rewards and inbuilt social networks and turns common interactions with the library into a game. Users are able to link Lemon Tree to their library record, winning points and badges by activities such as taking books out, leaving comments on books, and borrowing a range of items. They build their own social network within Lemon Tree, but the system also links to existing networks such as Twitter and Facebook. Lemon Tree feeds back into our systems as well, so comments left on a book left by a student will appear on our library catalogue for everyone to see, regardless as to whether they choose to play and interact with Lemon Tree. The rewards users can gain through Lemon tree are developing as we see what works and what our users enjoy, with a massive range of options possible. We are particularly interested though in engaging those people who we know come into our library, but borrow very few books and rarely access our electronic resources. If we can make it fun for them to use the information resources we have and increase their usage then Lemon Tree will have succeeded for us. This is the first time the details of Lemon Tree will have been presented at a conference.

    MOBILE APPS FOR COMMUNITY ENGAGEMENT
    (Åke Nygren, Project Manager, Stockholm Public Library & Mace Ojala, Project Designer, Turku City Library, Finland)

    Smartphones have become some of our most invaluable items. They connect us with places, services and people in rich ways. The mobile internet has shaped the way our social contacts are represented in the real world and the way their personal stories relate to us. In this interactive session Mace Ojala, Turku library, and Åke Nygren, Stockholm Public library, will showcase new and upcoming mobile apps for global and indoor positioning, Near Field Communication, location aware gaming, Augmented Reality, QR codes, micro payments and more. Examples are taken worldwide, including a look at the current app development at Nordic Labs (www.nordiclabs.org), and in Kista Science City (www.kista.com. The session also includes a short introduction to a mobile gaming experience especially tailored for the Online Information Conference.

    3 learning points:
    - learn how mobile apps can be used for creative storytelling that inspire patrons to get more engaged and participate in the local library community
    - learn how to gamify and deliver positive feedback to the user in conjunction with the community
    - learn to contemplate on the natural characteristics of the mobile environment

    Session Moderator: Dave Briggs, Community Evangelist, UK

    At 2:00pm to 3:30pm, Wednesday 30th November