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  <title>Kaizen</title>
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  <updated>2006-01-04T12:33:27-06:00</updated>
  <entry>
    <title>Webolution</title>
    <link rel="alternate" type="text/html" href="http://pingv.com/blog/katherine/200603/webolution" />
    <id>http://pingv.com/blog/katherine/200603/webolution</id>
    <published>2006-03-12T09:53:51-06:00</published>
    <updated>2008-02-12T17:21:18-06:00</updated>
    <author>
      <name>katherine</name>
    </author>
    <category term="Kaizen" />
    <category term="musings" />
    <category term="theming" />
    <category term="Web 2.0" />
    <content type="html"><![CDATA[ <blockquote><p>You say you want a revolution<br />
Well, you know<br />
We all want to change the world<br />
You tell me that it's evolution<br />
Well, you know<br />
We all want to change the world</p></blockquote>
<p>Maybe it's just me, but there seems to be a growth in Web 1.0. This amid the pundits claim that Web 2.0 is the wave of the future.</p>
<p>Statistics from a Nielsen story titled <a href="http://www.nielsen-netratings.com/pr/pr_060216.pdf">Sponsored Link Advertising (PDF format)</a> could be interpreted as a bellwether.</p>
<p>At pingVision, we get a stream of inquiries - proposed web development projects we are asked to consult on or develop. The projects seem to break into the two "visions" as it were - Web 1.0 and Web 2.0.</p>
<p>It stands to reason that the older, more entrenched technology will be what the latest set of adoptors want to "get on the web."</p>
<p>What do I mean by that? Well, classically there are waves of people who adopt new technology, be it the horseless carriage, the telephone, VCR, cell phones, or web sites.</p>
<p>There are,<br />
<blockquote>
1. Early adoptors<br />
2. Mainstream adoptors<br />
3. Late adoptors</p></blockquote>
<p><b>1. Early adoptors</b> are ones who see a new technology, or new way of doing things, and they adopt it without much trepidation. They are sometimes called "self-actualized buyers." They rarely need to be "sold" on a product. They see it and seize it.</p>
<p>Those of us who got on the World Wide Web in the 1980s and 1990s come out of that tradition.</p>
<p><b>2. Mainstream adoptors</b> are not too different from the early adoptors, but they want to avoid fads. An early adoptor might end up with a lasderdisc player - whereas the market plays out by going to DVD format.</p>
<p>This group divides into three sectors:</p>
<p>A. Analytical</p>
<p>B. Empathetic</p>
<p>C. Entrepreneurial</p>
<p>The Analytical person wants lots of figures and facts  - the Consumer Reports statistics.</p>
<p>The Empathetic person wants to know how it will effect people.</p>
<p>The Entrepreneurial person wants to know what it will do for the bottom line.</p>
<p>In general this is the mainstream.</p>
<p><b>3. As for the late adoptors</b>, they come on after just about everyone else has. To go back to the DVD example - if they do watch films at home, they only adopt DVD when they find titles are no longer available on video tape.</p>
<p>The mainstream is at the Web 1.0 threshold because that is mainly what is out there, and that is is the "face" of the web.</p>
<p>Web 2.0 is not on the radar because, in large part, the Web 1.0 is dazzling as it is. Web 1.0 works well enough because it is focused. For example, if I set up my own brochure-like page that people can read, I do not run into too many design issues.</p>
<p>Once, I begin to build a community and have a range of people interacting on a site, ebb and flow become critical and feng shui is key.</p>
<p>The "loose ends" of a me-alone Web 1.0 site increase linearly as the site grows. With a Web 2.0 site, the loose-ends grow exponentially ... but this is where the World Wide Web community is headed.</p>
<p>Web 1.0 is pretty much uni-directional. That is, the message goes up onto a site and - <i>maybe</i> - there might be some room for comments. Mainly it is a "speech."</p>
<p>Web 2.0 is multi-directional. It is a "conversation."</p>
<p>The feng shui comes from designing a system that makes possible a smooth conversation among many people.</p>
<p>As I wrote earlier, simplicity is not simple-minded. It takes a great deal of work to make that happen.</p>
<p>Many people, the first big wave of adoptors is now coming on the scene and for them the world is essentially Web 1.0.</p>
<p>But with Web 2,0 site, many of them communities, they will soon be coming into these conversations and seeing how their own web sites are part of a whole.</p>
<p>The power of the new technology is ahead of where most the the public is today. There is a slingshot effect that is about to make itself felt.</p>
<p>My prediction is that in 18 to 24 months, Web 1.0 will be around, but the action will  all be Web 2.0. Time will tell if that prediction will be accurate or not.</p>
<p><i>[Updated to fix typos.]</i></p>
     ]]></content>
  </entry>
  <entry>
    <title>2006: Beyond Technology; interactive, HDTV, and Gen-X,</title>
    <link rel="alternate" type="text/html" href="http://pingv.com/blog/katherine/200601/2006-beyond-technology-interactive-hdtv-and-gen-x" />
    <id>http://pingv.com/blog/katherine/200601/2006-beyond-technology-interactive-hdtv-and-gen-x</id>
    <published>2006-01-04T13:25:36-06:00</published>
    <updated>2006-01-04T10:44:08-06:00</updated>
    <author>
      <name>katherine</name>
    </author>
    <category term="Internet" />
    <category term="Kaizen" />
    <category term="Management" />
    <category term="Marketing" />
    <category term="musings" />
    <category term="Open Source" />
    <category term="retrospectives" />
    <category term="technology" />
    <category term="tomorrow" />
    <category term="trends" />
    <content type="html"><![CDATA[ <p><strong>Hollywood on the run.</strong></p>
<p>Hollywood is worried, although they have not yet had a full-blown panic attack. Their bedrock market - the one they have always taken for granted - is eroding beneath their feet. Generation X, is growing up and their tastes have changed. The once captive audience that grew up on the "Star Wars" movies that their parents took them to is finding that their own children are not nearly as impressed as the Gen-X parents once were with special effects.</p>
<p>But that is not the only place we are seeing changes.</p>
<p><a href="http://www.sfgate.com/cgi-bin/article.cgi?f=/chronicle/archive/2004/12/18/MNGUOAE36I1.DTL" target="_blank">Video games are capturing a bigger piece of the pie.</a> </p>
<blockquote><p>"If I had some time in the afternoon, and it was a choice between watching a movie or playing a game, I'd rather play a game," said Marlon Castro, 35, of Foster City.</p></blockquote>
<p>Already, the gate is down not only at theaters, but also at Blockbuster Video - once the powerhouse of video has taken yet another hit <a href="http://marketplace.publicradio.org/shows/2005/11/08/AM200511085.html" target="_blank">as reported on PBS, Marketplace.</a> The reports says,</p>
<blockquote><p>Blockbuster is expected to report a third quarter loss today. Efforts to adjust its brick-and-mortar business model to compete with on-line DVD distribution don't appear to be working. Jeff Tyler reports</p></blockquote>
<p>In short, the market in going through a shakeout - one which Laura and I have watched closely.</p>
<p>It is no secret that I take much of what <a href="http://www.claytonchristensen.com/" target="_blank">Clayton Christensen</a> says, to heart. Christensen is a professor at the Harvard Business School. His specialty is the evolution of technology.</p>
<p>I have a few observations of my own which square with Christensen's observations.</p>
<p>New technologies are often force-fit to solve existing problems - and that makes sense. We have today's problems that need to be solved. <em>Disruptive technologies</em> are those that unseat the market leader, the dominant player, the king of the hill. In film, Polaroid, the instant picture people, did not survive. Wedded to emulsion technology, Polaroid did not take the grasp the realities of the emerging videotape market. Polaroid plunged millions into its <a href="http://giam.typepad.com/the_branding_of_polaroid_/18_polaroid_polavision_product_identity_by_pg/index.html" target="_blank">Polavision.</a> The product is now a <a href="http://www.rwhirled.com/landlist/landdcam-pvis.htm" target="_blank">curio.</a></p>
<p>What seems to be the case is that new technology creates new markets and disrupts old channels of distribution. Revenue and distribution models change - as do tastes and forms and even cost structures. Can emulsion film compete with digital? The business model Polaroid had was to provide cameras at cost and sell the film to make the revenue. The digital camera turned that model on its head.</p>
<p>Both radio and television evolved over time into what they are today, but first they experimented with older forms - such as vaudeville - before settling into their current content.</p>
<p><strong>2006</strong></p>
<p>The silent revolution hasn't been so silent - computer generated graphics, but the interesting thing is that film makers are not the only ones who have benefited. To be sure, the barriers to entry for a film company are substantial - high-cost equipment, pricey actors, and technical issues having to do with real-world filming.</p>
<p>More and more, blue screens and animation have crept into the movie process. And the directors are fascinated with their toys. As an aficionado, I enjoy listening to the director's commentary - sometimes good, sometimes really bad - and the interesting thing I am hearing is how they used some special effects gimmick to accomplish something. It wasn't a commentary about the story; the commentary was about how they managed to make some effect happen. I suppose there is nothing wrong with that, but it does suggest that the movie making mind-set is currently driven by technology.</p>
<p>And yet, the "Revenge of the Sith" has not ignited the popular culture the way very first "Star Wars" movie did. Re-releasing the original one, with current special effects technology inserted into it, had little tangible impact.</p>
<p>The trend has been for films to be turned into video games, yet there is a countertrend where video games, such as "Tomb Raider," are turned into movies.</p>
<p><strong>Content</strong></p>
<p>I suppose this all reminds me of the first Apple computers - when people collected fonts, just like some people collect baseball trading cards. Memos appeared with a variety of font. (Guilty, your Honor). But soon people got back to the content and were not quite as mesmerized at the fonts as they once had been.</p>
<p>The basic difference between video game and movies is the level of involvement in the outcome.</p>
<p>This is the dark horse, yet always the front runner. Technologies come and go - but involving the reader-viewer in the story and giving the person a say in the outcome, is a powerful thing which sall too often gets forgotten.</p>
<p>This is where interactive will change the landscape and the time is much closer than people think.</p>
     ]]></content>
  </entry>
  <entry>
    <title>Repositioning Interactivity - taking my Ferrari out for a spin</title>
    <link rel="alternate" type="text/html" href="http://pingv.com/blog/katherine/200601/repositioning-interactivity" />
    <id>http://pingv.com/blog/katherine/200601/repositioning-interactivity</id>
    <published>2006-01-04T12:51:40-06:00</published>
    <updated>2006-01-04T12:33:27-06:00</updated>
    <author>
      <name>katherine</name>
    </author>
    <category term="blogging" />
    <category term="Computers" />
    <category term="Kaizen" />
    <category term="Management" />
    <category term="Marketing" />
    <category term="Open Source" />
    <category term="retrospectives" />
    <category term="technology" />
    <category term="tomorrow" />
    <category term="trends" />
    <content type="html"><![CDATA[ <p>Laura spoke to the concept of interactivity.</p>
<p>The gating step is how much data can be delivered how fast over what system to the destination.</p>
<p>I look back ten years ago and Netscape was the rage. My customers changed markedly from 1990 to 1996. In 1990, they were mostly software oriented people who could pop the top of a computer and fix stuff as fast as Gyro Gearloose, could.</p>
<p>Ten years before that, most computers with any power were the size of a refrigerator and word processing was something that required a special set of hardware - and Wang was its name. Color laser printers, digital cameras, flat panel monitors, search engines, web cafes - the concepts ranged  from Buck Rogers to the incomprehensible.</p>
<p>The other day a news reporter told how some students were tapping out text messages on their cellular phone - while in their pockets, no less - and sending schoolmates answers to questions during a test. This has led to some schools to contemplate a policy of banning all cellular communication - especially, phones.</p>
<p>The generation that has taken the place of Gen-X, young boys with money (allowances) for whom movies are targeted, have stopped going to films. Passive watching of programming is hardly in peril, but the trend is unmistakable and spiraling.</p>
<p>Interactivity in games might be a large market, but it is hardly the largest. The revenue models are still taking shape, but what is clear is the firms that find ways to interact electronically will have a competitive edge over those that are still door-to-door - in the way of the Fuller Brush Company.</p>
<p>Something I have noticed is the "standard" looking web site and design. Like a newspaper, having a standard format is not altogether bad. There is the content, and the ads, and the various sections, and even when we're in another town, we know how to look through the paper.</p>
<p>Today, this is where Web 2.0 seems to be. Borrowing largely from the Sears catalog and the Yellow Pages model, web pages present products on the "TV screen" or give information on how to locate the establishment. Frequently asked questions are addressed, but the infrequently asked ones take some time - and sometimes a competitor or alternative solution is found before the question gets answered.</p>
<p>Take an example of what might be in store. Suppose I would like to own a sports car such as a <a href="http://www.ferrariworld.com/FWorld/fw/index.jsp">Ferrari.</a></p>
<p>Nice brochures and pictures, but let's say they really wanted to get my attention. What about sitting inside - somewhat virtually - and taking a spin? Does any dealership take its customers out for a 185 mile per hour ride? Not likely you'll be allowed to sit inside one of the ones in the showroom (they're locked) let along roar down the open road.</p>
<p>And if Ferrari decides they don't have the budget, maybe Corvette does.</p>
<p>Interactivity that is thrilling is not limited just to games.</p>
     ]]></content>
  </entry>
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