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Wednesday, 7 March 2012

Word of the Month: Social-by-Design

What is “Social by design”?
Mark Zuckerberg, CEO of Facebook, mentioned the term “Social by design" (or Social design) in his Letter to investors.
“We have found that products that are “social by design” tend to be more engaging than their traditional counterparts, and we look forward to seeing more of the world’s products move in this direction. Our developer platform has already enabled hundreds of thousands of businesses to build higher-quality and more social products. We have seen disruptive new approaches in industries like games, music and news, and we expect to see similar disruption in more industries by new approaches that are social by design.”
The Art of Social Design
Social media is fundamentally changing the way we design everything: on and offline and it isn’t just a promotional tool. It is a design, development and engagement tool.
Here are 10 things you need to know when you design the website, Swiiit’s web designers keep these on mind all the time:
  1. Build with the blocks that social media provides
  2. You are now designing for lots of browsers, versions, interfaces and channels
  3. Be purposeful, don’t over or underwhelm
  4. Snackability is King
  5. Remove barriers
  6. Join the social graph
  7. Incentivize participation and continued participation
  8. Co-create with your audience
  9. The “big reveal” is dead
  10. Curators are the DJ’s of the web

If you want to explore this topic more, here’s a speech from Carolyn Everson (Vice President of Facebook), talking about “Social by design”. Or you can contact Swiiit and see how we can help you to turn your website more “social”.



Blog url: Swiiit websit builder

Wednesday, 15 February 2012

Launching of IP Intermediary Website

IP Intermediary (“IPI”) has been on a long journey with Swiiit team on revamping their website to a new look.

With redesigned of the overall web pages, drop-down navigation and updated graphics and images, the new website offers a professional and modern feel.

IPI Website_Drop-down Menu

As you can see in the image above, there is a drop-down style menu design. This design can make navigation super simple for people. Users can navigate between IPI’s services quickly and directly.

If you are interested in converting your menu bar to this drop-down style, please contact our Swiiit team.


For more news about Swiiit and CommonTown, please visit http://www.commontown.com/news

Monday, 6 February 2012

Emerging Technologies for Education

Original: Swiiit website builder blog: Emerging Technologies for Education

The research behind The NMC Horizon Report: 2011 K-12 Edition is a collaboration between the New Media Consortium (www.nmc.org), theConsortium for School Networking (CoSN), and the International Society for Technology in Education (ISTE).

The NMC Horizon Report: 2011 K-12 Edition examines emerging technologies for their potential impact on and use in teaching, learning, and creative expression within the environment of pre-college education.

Key trends
The following five trends have been identified as key drivers of technology adoptions for the period of 2011 through 2016; they are listed here in the order they were ranked by the advisory board.

1.    The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as educators

2.    As IT support becomes more and more decentralized, the technologies we use are increasingly based not on school servers, but in the cloud

3.    Technology continues to profoundly affect the way we work, collaborate, communicate, and succeed

4.    People expect to be able to work, learn, and study whenever and wherever they want to

5.    The perceived value of innovation and creativity is increasing

Critical Challenges
Those challenges ranked as most significant in terms of their impact on teaching, learning, and creative inquiry in the coming years are listed here, in the order of importance assigned them by the advisory board.

1.    Digital media literacy continues its rise in importance as a key skill in every discipline and profession.

2      Economic pressures and new models of education are presenting unprecedented competition to traditional models of schools. Digital literacy is less about tools and more about thinking.

3      The demand for personalized learning is not adequately supported by current technology or practices.

4      A key challenge is the fundamental structure of the K-12 education establishment — aka “the system.”

5      Many activities related to learning and education take place outside the walls of the classroom and thus are not part of our learning metrics.

Technologies to Watch
Cloud computing
Cloud-based applications and services are available to many school students today, and more schools are employing cloud-based tools all the time. Now schools are looking to outsource significant parts of their infrastructure, such as email and backups, to cloud providers. Together, these developments have contributed considerably to the adoption of cloud computing approaches at K-12 schools across the globe.

Mobiles
Mobiles, especially smartphones and tablets, enable ubiquitous access to information, social networks, tools for learning and productivity, and hundreds of thousands of custom applications.

Game-based learning
The greatest potential of games for learning lies in their ability to foster collaboration and engage students deeply in the process of learning. Once educational gaming providers can match the volume and quality of their consumer-driven counterparts, games will garner more attention.

Open content
Far more than just a collection of free online course materials, the open content movement is increasingly a response to the rising costs of education, the desire to provide access to learning in areas where such access is difficult, and an expression of student choice about when and how to learn.

Learning analytics
Building on the kinds of information generated by Google Analytics and other similar tools, learning analytics aims to mobilize the power of data-mining tools in the service of learning and embrace the complexity, diversity, and abundance of information that dynamic learning environments can generate.

Personal learning environments (PLEs)
This term refers to student-designed learning approaches that encompass different types of content — videos, apps, games, social media tools, and more — chosen by a student to match his or her personal learning style and pace. PLEs are currently more of a theoretical construct; the notion is of intense interest to many educators who see PLEs as having considerable potential to engage students in ways that best suit their individual learning needs.

Friday, 27 January 2012

Word of the Month: GAMIFICATION


Whether you’re familiar with the term or not, gamification has become the online buzzword of choice over the last few months. Gamification is the use of game design techniques and thinking to solve problems and drive engagement. 

Gamification is one of the most important trends of our generation, and can potentially be applied to any industry and almost anything to create fun and engaging experiences, converting users into players. This technique can encourage people to perform chores that they normally consider boring, like reading web sites or completing surveys.




Gamification Goes Mainstream

The gamification industry is booming. Wanda Meloni, founder and principal analyst at M2 Research in Encinitas, California, calculates that gamification industry revenue amounted to about $100 million in 2011, but she expects it to balloon to $1.6 billion in 2015.
 

"The growth is enormous," agrees Johnny Miller, founder of Manumatix, a gamification vendor based in Redwood Shores, California. "It's amazing how everyone wants to gamify everything, from car makers to airlines to clothing vendors and even restaurant chains."
 

Here is a listing of a few industries gamification has been applied to:

  • Art
  • Education
  • Entertainment
  • Environment
  • Design
  • Government
  • Health
  • Life
  • Marketing
  • Mobile
  • News
  • Social good
  • Shopping
  • Website
  • Work                                                             Video : Exciting new approach to classroom learning

How Gamification is Changing the Website
 

The Gamification concept runs like this:
1) People enjoy playing games.
2) Popular games inspire extreme loyalty.
3) People are motivated by gaming reward and achievement systems.
4) Therefore, if non-games are made more game-like, we’ll be more likely to ‘play’ them.
 

So for website building, it doesn’t mean adding some mini games to your site, it means turn your whole site into a “game”, which Includes setting challenges, measuring performance and providing feedback.

Monday, 16 January 2012

Key Digital Trends in 2012

Original: Swiiit website builder blog: Key Digital Trends in 2012

This article is an abstract of the latest study from eMarketer.com. Although the data is mainly focus on North America’s market, the report still can be an very important reference for us. Let’s keep an eye on the digital trends in 2012 and prepare for the next move.

Trend 1: location, location, location

Location-based services (LBS) have surged, finding deals is a bigger motivator for using geolocation than gaining status. The next wave in location revolves around enabling commerce

Trend 2: Content design for multiple devices

Technology adoption is accelerating rapidly, raising consumer expectations about content delivery and accessibility. In 2012, as smartphones and tablets become even more widespread and the technology becomes more advanced, people will view your emails, landing pages, blogs, videos and more on platforms of various sizes, shapes and functionality. It’s time to take steps to ensure your content is readable on a full range of devices.

Trend 3: Go social

How we communicate has changed dramatically in the last five years. Take steps to ensure your content is highly shareworthy and easily shareable.
 
Figure 1. Two-thirds of US internet users will use social networks in 2012


Figure 2. Leading social media marketing channels used by companies, 2011

Trend 4: Go mobile

According to new data from Nielsen 62% of adults ages 25-34 owned a smartphone in the third quarter of 2011, translating into a huge opportunity. The potential for the mobile app market has been steadily growing.
Figure 3. Branded apps are a prime form of magnetic content
 
Trend 5: Get In the Cloud

Many companies started to leverage the cloud, enjoying the economies of scale, security and ease in managing their growing data needs. Those successes promise even greater cloud adoption in 2012.

Reference: eMarketer.com