by Chris Conley, Cindy Cohn and Tim Edgar
Can the NSA really do that? Um, yes. Join ACLU and EFF at the movies to take a close look at how government surveillance has caught up with the fables dreamed up for Hollywood flicks. From location tracking to sensor networks, we'll discuss what’s technologically possible, what’s legal, and the impact on business and society. Jaunty tin foil hats and popcorn will be provided!
In this intimate fireside chat, Calacanis interviews his personal publishing and pundit hero, Tim O'Reilly, about Tim O'Reilly. Typically Tim's the moderator or discussing a theory, but Tim's never discussed how he built O'Reilly, the Web 2.0 conference and himself, into the most respected technology publisher on the planet. Calacanis hopes to tease out the secrets of Tim's success, and how year-after-year, and decade-after-decade, he remains relevant and engaged. This panel is a first and a must for publishers, technologies, brand builders and thinkers.
Game mechanics aren't just for games anymore. Designers of all social apps increasingly depend on gameplay to motivate users, and direct them towards goals. Organizations, too, use games to engage employees and customers to encourage full participation. Many familiar game mechanics are deeply rooted in competition, pitting people against each other using familiar elements like leaderboards and zero-sum rewards. But there's an alternative: cooperative games provide a wholly different palette to product designers that want to put their users on the same side of a goal.
Cooperative games are one way to build a smarter social web, one which organizes people to work together to accomplish really big things.
In this highly interactive session we'll actually play a cooperative game to demonstrate how they work. We'll trace these dynamics as they appear in board games (Pandemic, Lord of the Rings), knowledge games used in organizations for brainstorming and planning ("Gamestorming"), and social Web apps (KickStarter, Get Satisfaction).
The session will explore the specific mechanics that make this such an effective method for inspiring group performance.
- Victory conditions
- External conflicts
- Roles & special powers
- Required sharing
- Coordination & planning
- And occasionally...Traitors!
Marketing is a fine line between sales and PR. This panel aims to focus on the rudimentary principles of marketing often overlooked by both new and established businesses. Special attention will be paid to "playground tactics" and ways that kids can influence others with far more success than adults.
Kids have a natural instinct for marketing - they learn early in life to bring enough for everyone, to become an expert at everything, and to share just enough to make the friends but not so much where they turn others away.
By approaching marketing like a five year old, brands can develop and maintain a strong identity and establish a role as an influencer in the industry. Applying concepts like bringing enough for everyone (appealing to a wide range of audiences), or staying out of detention (being marked as spam), brands too can become an expert at everything (establish itself as an industry leader).
A typical five-year-old can identify common commercial jingles and name the season's popular toys. Five minutes in a playgroup can result in families having to take a trip to the toy store because of the influence of other kids on their own children.
Kindergartners have a lot of influence. Its time to start following their lead and start learning the right way to approach marketing.
Groundswell technology comes to consumers first. At home, we get social, mobile, video and cloud services pitched to us 24x7. Empowering technologies will always come to consumers first because it's a wide-open market. A single developer can build an application that changes the world from a broadband-connected bedroom.
All this technology puts tremendous power directly into the hands of customers and they often have more information than your sales or services team does. You'd better make sure you give customers better information than they can get elsewhere.
The only way to do that is to empower employees to directly engage the needs and expectations of customers. Fortunately, they are not standing still. Your innovative employees are already building new solutions using these same technologies to solve customer problems. In fact, 37% of US information workers use do-it-yourself technology to get work done. It's covert innovation – your employees solving your business problems at the ground level.
The challenge is to support this innovation while keeping the company safe. That takes a whole new way of thinking and acting. It takes an empowered IT organization working under a new set of principles.
Empowerment is chapter 3 in the Internet story. Chapter 1 was the Web. Chapter 2 was Social Computing. It has that feel of inevitability. Companies like Best Buy that empower employees to solve customer problems will win. Companies that don't will lose.
“Children are the living messages we send to a time we will not see.”
-Neil Postman, The Disappearance of Childhood (introduction), 1982
As we move into an era of digitalization, today's youth are poised to reap the rewards they sow (and tweet), and have been given the opportunity make history along the way. The youth are taking the reins on this technological era to generate more options for our lives than ever before. Youth from all over the globe are using digital platforms and tools to transform communities and building our very own empire.
Free from financial limitations, cultural pressures, and stigmas, the Internet is serving as one of the biggest platforms to help the youth make impacts in everyday life. We’re creating new jobs, rebuilding communities, expanding networks, developing critical business skills, and learning how to preserve our history. We’re using the internet to “connect the dots” and this panel will take a deeper look at how the youth are making changes.
The Apps for Healthy Kids competition pooled $60k in prizes in support of the First Lady's Let's Move initiative to reduce obesity and raise awareness for healthy lifestyles. USDA led the effort providing the MyPyramid dataset and focusing the app and game competition on "tweens" for learn through play, and nutritional gatekeepers to arm them with critical information to make healthy food choices.
We started from scratch and found tremendous support in the Office of Science and Technology Policy as well as the game/app developer community. The challenge platform welcomed entries and we invited the public to vote. An esteemed judging panel including Aneesh Chopra and Steve Wozniak will select winners.
By the time SXSW begins, the winning games and apps will be making a positive impact on children and adults to make health food and lifestyle choices.
Other federal examples will provide alternative approaches to using competitions to achieve specific goals. Government is becoming more adept in utilizing games, tools and Internet technologies to reach citizens on relevant platforms and devices. Learn from our mistakes and successes, and take away useful tips for designing your own challenge or competition.
With over 700 fun and geeky custom logos adorning Google’s international homepages, "doodles" have become synonymous with the Google brand. Through a visual feast of never-before-seen high-res art and outtakes, this presentation will examine the history, popularity, and controversy of Google doodles from the perspective of the small team of artists and developers who create them. This being SXSW Interactive, we will highlight the ingenuity behind special doodles like the playable Pac-Man and animated Rube Goldberg/Fourth of July doodles. We also will take a look behind the scenes of the H.G. Wells mystery doodles, the week that the Sesame Street muppets took over Google, the action-packed Olympics series, and more ways we play on our homepage. Finally, we’ll touch on the feedback we receive, lessons learned, the Doodle4Google children’s art competition, what it takes to be a Google Doodler, and the future of Google doodles.
11th–15th March 2011