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         echn/2012log ies   by @sly

S ocial T 19/06
Some definitions to start with
A	
  social	
  network	
  is	
  a	
  social	
  structure	
  
made	
  up	
  of	
  individuals	
  (or	
  organiza8ons)	
  
called	
  "nodes",	
  which	
  are	
  8ed	
  
(connected)	
  by	
  one	
  or	
  more	
  specific	
  
types	
  of	
  interdependency,	
  such	
  as	
  
friendship,	
  kinship,	
  common	
  interest,	
  
financial	
  exchange,	
  or	
  rela8onships	
  of	
  
beliefs,	
  knowledge	
  or	
  pres8ge.	
  
The	
  resul8ng	
  graph-­‐based	
  structures	
  
are	
  oDen	
  very	
  complex.	
  	
  
Social	
  networks	
  operate	
  on	
  many	
  levels,	
  
from	
  families	
  up	
  to	
  the	
  level	
  of	
  na8ons,	
  and	
  
play	
  a	
  cri8cal	
  role	
  in	
  determining	
  the	
  way	
  
problems	
  are	
  solved,	
  organiza8ons	
  are	
  run,	
  
and	
  the	
  degree	
  to	
  which	
  individuals	
  succeed	
  
in	
  achieving	
  their	
  goals.	
  	
  
	
  
Social	
  capital:	
  the	
  value	
  that	
  an	
  individual	
  or	
  
an	
  organiza8on	
  gets	
  from	
  the	
  social	
  
network.	
  
The	
  term	
  Social	
  Media	
  (or	
  social	
  soDware	
  or	
  social	
  
technologies)	
  refers	
  to	
  the	
  use	
  of	
  web-­‐based	
  and	
  mobile	
  
technologies	
  to	
  turn	
  communica8on	
  into	
  an	
  interac8ve	
  
social	
  dialogue.	
  	
  	
  
	
  
Social	
  media	
  are	
  Internet-­‐based	
  applica8ons	
  that	
  build	
  
on	
  the	
  ideological	
  and	
  technological	
  founda8ons	
  of	
  Web	
  
2.0,	
  and	
  that	
  allow	
  the	
  crea8on	
  and	
  exchange	
  of	
  user-­‐
generated	
  content.	
  	
  
	
  
Social	
  media	
  substan8ally	
  change	
  the	
  way	
  of	
  
communica8on	
  between	
  organiza8ons,	
  communi8es,	
  as	
  
well	
  as	
  individuals.	
  
The	
  term	
  Web	
  2.0	
  is	
  associated	
  with	
  web	
  
applica8ons	
  that	
  facilitate	
  par8cipatory	
  
informa8on	
  sharing,	
  interoperability	
  and	
  
collabora8on	
  on	
  the	
  World	
  Wide	
  Web.	
  	
  
	
  
Examples	
  of	
  Web	
  2.0	
  include	
  	
  
	
  
•  blogs	
  &	
  wikis	
  	
  
•  video	
  &	
  photo	
  sharing	
  sites	
  	
  
•  mashups	
  	
  
•  folksonomies	
  (i.e.	
  social	
  bookmarking)	
  
•  social	
  networking	
  sites	
  	
  
What	
  is	
  a	
  Social	
  Business?	
  
	
  
“Social	
  businesses	
  implement	
  social	
  technologies,	
  strategies	
  and	
  
processes	
  that	
  span	
  across	
  their	
  en6re	
  enterprise,	
  crea6ng	
  and	
  
op6mizing	
  collabora6ve	
  ecosystems	
  of	
  employees,	
  customers,	
  
partners,	
  suppliers,	
  communi6es	
  and	
  stakeholders	
  in	
  a	
  safe	
  and	
  
consistent	
  way.”	
  
	
  
hNp://www.business2community.com/social-­‐media/what-­‐is-­‐social-­‐business-­‐a-­‐clear-­‐defini8on-­‐0157881	
  


Reconciling	
  some	
  of	
  the	
  most	
  interes8ng	
  business,	
  organiza8onal	
  and	
  
technological	
  phenomena	
  of	
  the	
  last	
  five	
  years,	
  a	
  Social	
  Business	
  is:	
  
	
  
“An	
  organiza6on	
  that	
  has	
  put	
  in	
  place	
  the	
  strategies,	
  
technologies	
  and	
  processes	
  to	
  systema6cally	
  engage	
  all	
  
the	
  individuals	
  of	
  its	
  ecosystem	
  (employees,	
  customers,	
  
partners,	
  suppliers)	
  to	
  maximize	
  the	
  co-­‐created	
  value.”	
  
	
  
hNp://www.socialbusinessforum.com/what-­‐is-­‐social-­‐business	
  
What	
  is	
  Social	
  Business?	
  
	
  
Social	
  business	
  is	
  defined	
  as	
  those	
  ac6vi6es	
  that	
  use	
  social	
  
media,	
  social	
  soEware,	
  and	
  social	
  networks	
  to	
  enable	
  more	
  
efficient,	
  effec6ve,	
  and	
  mutually	
  useful	
  connec6ons	
  among	
  
people,	
  informa6on,	
  and	
  assets.	
  
	
  
Read	
  more:	
  hJp://www.marke6ngprofs.com/charts/2012/8199/execs-­‐dish-­‐on-­‐the-­‐growing-­‐importance-­‐of-­‐
social-­‐business#ixzz1yDIodehU	
  
Effects of social business
The	
  decision	
  making	
  and	
  change	
  management	
  role	
  inside	
  
companies	
  is	
  no	
  longer	
  restricted	
  to	
  managers	
  (tradi8onal	
  
organiza8on)	
  or	
  to	
  customers	
  (as	
  prescribed	
  by	
  Social	
  CRM).	
  Other	
  than	
  managers,	
  
organiza8onal	
  change	
  can	
  be	
  driven	
  equally	
  by	
  customers,	
  employees,	
  partners	
  and	
  
suppliers.	
  All	
  these	
  categories	
  are	
  moving	
  from	
  suppor8ng	
  actors	
  to	
  partners	
  and	
  
protagonists	
  
	
  
It’s	
  engagement	
  not	
  communica:on	
  that	
  makes	
  the	
  internal/
external	
  flow	
  possible.	
  GeZng	
  individuals	
  engaged	
  means	
  accep8ng	
  a	
  variety	
  
of	
  needs	
  and	
  using	
  those	
  needs	
  to	
  inform	
  the	
  organiza8onal	
  growth	
  and	
  evolu8on	
  
	
  
The	
  ul:mate	
  reason	
  of	
  existence	
  for	
  the	
  corpora:on	
  is	
  no	
  
longer	
  to	
  generate	
  value	
  for	
  its	
  tradi:onal	
  stakeholders	
  but	
  
the	
  maximize	
  the	
  exchanged	
  value	
  between	
  the	
  company	
  and	
  
the	
  en:re	
  ecosystem.	
  It’s	
  a	
  bit	
  like	
  the	
  group	
  of	
  stakeholders	
  had	
  suddenly	
  
expanded	
  including	
  external	
  actors.	
  Even	
  with	
  this	
  new	
  twist,	
  It	
  should	
  be	
  noted	
  how	
  
this	
  exchange	
  is	
  intended	
  to	
  amplify,	
  within	
  a	
  network	
  perspec8ve	
  and	
  thanks	
  to	
  the	
  
ecosystem,	
  also	
  the	
  value	
  generated	
  for	
  the	
  old	
  stakeholders.	
  The	
  Social	
  Business	
  is	
  
thus	
  an	
  organiza8onal	
  construct	
  aimed	
  to	
  make	
  the	
  company	
  more	
  efficient	
  under	
  
mutated	
  market	
  dynamics	
  and	
  consumer	
  behaviors.	
  
There	
  is	
  no	
  social	
  business	
  if	
  the	
  organiza:on	
  is	
  not	
  able	
  to:	
  
	
  
•  Consider	
  individuals	
  (inside	
  and	
  outside	
  it)	
  at	
  the	
  same	
  level	
  as	
  
     tradi8onal	
  stakeholders.	
  The	
  company	
  is	
  serving	
  the	
  individual.	
  
     	
  
•  Bring	
  down	
  the	
  silos	
  and	
  boundaries	
  to	
  constantly	
  intercept	
  the	
  signals	
  
     coming	
  from	
  the	
  people	
  (inside	
  and	
  outside	
  it).	
  The	
  company	
  listens.	
  
     	
  
•  Engage	
  all	
  the	
  cons8tuents	
  to	
  produce	
  an	
  effec8ve,	
  reac8ve,	
  
     coordinated,	
  transparent,	
  appropriate	
  response	
  to	
  the	
  s8muli	
  received,	
  
     regardless	
  of	
  the	
  channel	
  of	
  origin.	
  The	
  company	
  responds.	
  
     	
  
•  Extract	
  meaning	
  from	
  the	
  captured	
  signals	
  (coming	
  both	
  from	
  inside	
  and	
  
     outside)	
  in	
  order	
  to	
  con8nuously	
  improve	
  the	
  working	
  mechanisms	
  and	
  
     thereby	
  maximize	
  the	
  benefits	
  for	
  all	
  par8es	
  involved.	
  The	
  company	
  
     learns	
  and	
  evolves.	
  
     	
  
•  All	
  the	
  processes	
  are	
  dynamically	
  and	
  organically	
  op8mized	
  based	
  on	
  
     collected	
  feedbacks	
  and	
  in	
  line	
  with	
  the	
  experience	
  of	
  all	
  the	
  individuals	
  
     in	
  the	
  ecosystem.	
  The	
  company	
  becomes	
  social	
  
INSIDE	
  YOUR	
  ORGANIZATION:	
  
	
  
	
  
•  Improved	
  business	
  performance	
  (profit,	
  produc8vity,	
  margins,	
  etc)	
  
     	
  
•  Increased	
  opera8onal	
  efficiency	
  
     	
  
•  Stronger	
  outcomes	
  from	
  knowledge	
  intensive	
  work	
  
     	
  
•  Capturing	
  and	
  retaining	
  ins8tu8onal	
  knowledge	
  
     	
  
•  BeNer	
  awareness	
  about	
  business	
  opportuni8es	
  and	
  colleagues	
  needing	
  help	
  
     	
  
•  Richer	
  cross-­‐department	
  contamina8on	
  and	
  collabora8on	
  
     	
  
•  Reduced	
  email	
  traffic	
  and	
  informa8on	
  overload	
  
     	
  
•  Cheaper	
  and	
  quicker	
  mechanisms	
  to	
  connect	
  colleagues,	
  find	
  and	
  reuse	
  
     knowledge	
  
INSIDE	
  YOUR	
  ORGANIZATION:	
  
	
  
•  Improved	
  cross-­‐departmental	
  communica8on	
  
     	
  
•  Reduced	
  travel	
  expenses	
  
     	
  
•  Facilita8ng	
  the	
  emergence	
  of	
  collec8ve	
  social	
  capital	
  and	
  limi8ng	
  duplica8on	
  of	
  
     effort	
  
     	
  
•  Stronger	
  employee	
  engagement	
  and	
  mo8va8on	
  
     	
  
•  Increased	
  sa8sfac8on	
  of	
  partners	
  and	
  suppliers	
  
     	
  
•  Reduced	
  supply	
  chain	
  costs	
  
     	
  
•  Lower	
  on-­‐boarding,	
  training	
  and	
  talent	
  reten8on	
  costs	
  
     	
  
•  New	
  levels	
  of	
  business	
  agility	
  and	
  reac8vity	
  
     	
  
•  Improved	
  internal	
  processes	
  through	
  customer	
  insights	
  
OUTSIDE	
  YOUR	
  ORGANIZATION:	
  
	
  
•  Reduced	
  customer	
  care	
  costs	
  
     	
  
•  Improved	
  client	
  sa8sfac8on	
  and	
  loyalty	
  
     	
  
•  Increased	
  number	
  of	
  leads	
  generated	
  and	
  deal	
  closed	
  
     	
  
•  Shorter	
  sell	
  cycles	
  
     	
  
•  Lower	
  marke8ng	
  costs	
  
     	
  
•  Amplify	
  qualified	
  brand	
  reputa8on	
  and	
  visibility	
  through	
  advocates	
  
     	
  
•  Higher	
  sales	
  and	
  conversion	
  rates	
  through	
  ambassadors	
  and	
  online	
  communi8es	
  
     	
  
•  Reduced	
  customer	
  churn	
  and	
  deflec8on	
  
     	
  
•  Increased	
  customer	
  life8me	
  value	
  
     	
  
•  ANract	
  beNer	
  talents	
  
     	
  
•  Improved	
  customer	
  cross-­‐channels	
  
ACROSS	
  THE	
  ORGANIZATION:	
  
	
  
•  Improved	
  product	
  development	
  processes	
  and	
  reduced	
  8me	
  to	
  market	
  
     	
  
•  Smaller	
  product	
  development	
  costs	
  
     	
  
•  Access	
  to	
  an	
  unlimited	
  source	
  of	
  ideas	
  and	
  feedbacks	
  for	
  product	
  
     improvement	
  
     	
  
•  BeNer	
  risk	
  mi8ga8on	
  and	
  increased	
  number	
  of	
  successful	
  ideas	
  when	
  
     launching	
  a	
  new	
  product	
  
     	
  
•  Easier	
  development	
  of	
  new	
  business	
  models	
  
The	
  Elements	
  in	
  the	
  Social	
  SoRware	
  Stack	
  




hNp://www.personalinfocloud.com/2008/01/the-­‐elements-­‐in.html	
  
Enterprise social technologies
Gartner,	
  Inc.'s	
  2011	
  Magic	
  Quadrant	
  for	
  Social	
  SoRware	
  in	
  
the	
  Workplace	
  
Social CRM
Social	
  CRM	
  is	
  a	
  philosophy	
  and	
  a	
  business	
  strategy,	
  supported	
  
by	
  a	
  technology	
  placorm,	
  business	
  rules,	
  workflow,	
  processes	
  
and	
  social	
  characteris8cs,	
  designed	
  to	
  engage	
  the	
  customer	
  in	
  
a	
  collabora8ve	
  conversa8on	
  in	
  order	
  to	
  provide	
  mutually	
  
beneficial	
  value	
  in	
  a	
  trusted	
  and	
  transparent	
  business	
  
environment.	
  	
  




  It's the company's response to
  the customer's ownership of
  the conversation.
  	
  
Changing business models

            The	
  ruling	
  business	
  model	
  since	
  the	
  industrial	
  revolu8on	
  
            was	
  based	
  on	
  exploi8ng	
  well	
  protected	
  &	
  non	
  –
            communicated	
  information & knowledge stacks as	
  
            well	
  as	
  on	
  ver8cal	
  industry	
  integra8on,	
  in	
  a	
  command	
  &	
  
            control	
  mindset.	
  




            The	
  emerging	
  new	
  business	
  model	
  is	
  based	
  on	
  
            information & knowledge flows,	
  being	
  part	
  of	
  many	
  
            different	
  open	
  value	
  networks,	
  flaNening	
  hierarchies,	
  
            and	
  unleashing	
  &	
  combining	
  employees’,	
  partners’	
  &	
  
            customers’	
  collec8ve	
  intelligence	
  to	
  co-­‐create	
  and	
  co-­‐
            share	
  value	
  in	
  a	
  collabora8ve	
  mindset.	
  
A socialCRM tool example
www.nimble.com
Dynamic web presence
•  You	
  can	
  integrate	
  a	
  twiNer	
  stream,	
  facebook	
  
   conversa8on,	
  facebook	
  followers,	
  linkeding	
  profile	
  
   youtube	
  videos,	
  flickr	
  photos	
  and	
  slidehare	
  
   presenta8ons	
  into	
  your	
  blog	
  &	
  website.	
  
   	
  
•  You	
  can	
  also	
  cross-­‐integrate	
  the	
  others	
  on	
  your	
  
   Facebook	
  page	
  &	
  Linkedin	
  page	
  
   	
  
•  The	
  objec8ve	
  is	
  to	
  be	
  present	
  with	
  all	
  your	
  content	
  on	
  
   every	
  channel	
  by	
  cross-­‐linking	
  and	
  cross-­‐integra8ng	
  it	
  
   to	
  maximize	
  impact.	
  
   	
  
•  This	
  also	
  leads	
  to	
  Google	
  search	
  results	
  pages	
  where	
  
   your	
  company	
  name	
  fills	
  the	
  whole	
  first	
  page	
  !	
  
  Many different integrations with your personal network(s)
and




        Integrate your Facebook wall into your website and allow visitors to
         post comments from there
Benefits of integrating Facebook &
Twitter streams & activity into your website
	
  
•      Increase	
  the	
  number	
  of	
  followers	
  
       	
  
•      Easily	
  network	
  with	
  website	
  followers,	
  fans,	
  prospects,	
  or	
  clients	
  and	
  
       connect	
  them	
  amongst	
  themselves	
  
       	
  
•      Communicate	
  that	
  you’re	
  current	
  &	
  aNrac8ve	
  for	
  the	
  digital	
  na8ves	
  
       	
  
•      Increase	
  your	
  legi8macy	
  
       	
  
•      Increase	
  your	
  transparency	
  
       	
  
•      Maintain	
  an	
  ac8ve	
  image	
  
       	
  
•      Draw	
  more	
  aNen8on	
  to	
  something	
  important	
  
       	
  
•      In	
  general,	
  increase	
  the	
  viral	
  effect	
  &	
  brand	
  awareness	
  
Gamification
Gamification: Using game mechanics in social applications to increase
engagement & loyalty
What	
  is	
  gamifica8on	
  ?	
  
  Gamifica8on	
  is	
  the	
  process	
  of	
  incorpora8ng	
  game	
  play	
  elements	
  
   into	
  non-­‐gaming	
  applica8ons	
  such	
  as	
  products,	
  services	
  &	
  
   marke8ng	
  

  Gamifica8on,	
  just	
  like	
  social,	
  will	
  start	
  to	
  weave	
  into	
  everything:	
  
       Media	
  
       Health	
  Care	
  
       Educa8on	
  
       Shopping	
  
       Crea8on	
  
       Collabora8on	
  
       etc	
  



                                                 www.sylvaincoNong.com	
                               99	
  
Characteris8cs	
  of	
  gamifica8on	
  
  Points,	
  virtual	
  currency	
  and	
  rewards,	
  compe88on,	
  reputa8on,	
  
   feedback,	
  leaderboards,	
  challenge,	
  relevance,	
  clear	
  targets	
  &	
  
   objec8ves	
  (ie.	
  Farmville,	
  Foursqaure…)	
  
   	
  
  Focus	
  on	
  the	
  social	
  
   	
  
  “Gamifying”	
  real-­‐life	
  experiences	
  
   	
  
  Milestones	
  &	
  markers:	
  show	
  progression	
  
   	
  
  Using	
  scarcity	
  to	
  force	
  choices	
  and	
  create	
  demand	
  
   	
  
  Visual	
  Design:	
  using	
  game-­‐like	
  iconography	
  in	
  non-­‐gaming	
  products	
  
   	
  
  Merging	
  of	
  tradi8onal	
  media	
  with	
  gaming	
  elements	
  

                                              www.sylvaincoNong.com	
                         101	
  
Objec8ves	
  &	
  effects	
  of	
  gamifica8on	
  
  Mo8va8on	
  &	
  long	
  term	
  user	
  engagement	
  
   	
  
  Making	
  things	
  more	
  pleasurable	
  in	
  an	
  interac8on,	
  process	
  &	
  
   informa8on	
  overloaded	
  world	
  (gain	
  users	
  aNen8on)	
  
   	
  
  Brand	
  the	
  interac8on	
  with	
  users/customers	
  
   	
  
  Can	
  be	
  used	
  for	
  customer	
  (or	
  user,	
  pa8ent…etc)	
  mo8va8on	
  &	
  
   engagement	
  but	
  also	
  internally	
  for	
  employee	
  mo8va8on	
  &	
  
   engagement	
  (like	
  controlling	
  travel	
  expenses	
  for	
  example)	
  
   	
  
  Builds	
  systems	
  for	
  mo8va8on	
  that	
  meet	
  people’s	
  intrinsic	
  desire	
  
   but	
  also	
  make	
  them	
  feel	
  that	
  they	
  are	
  accomplishing	
  something	
  
   and	
  make	
  them	
  move	
  forward	
  in	
  their	
  life	
  	
  


                                               www.sylvaincoNong.com	
                            102	
  
Objec8ves	
  &	
  effects	
  of	
  gamifica8on	
  
  Gamifica8on	
  is	
  a	
  beNer	
  way	
  of	
  looking	
  at	
  all	
  kinds	
  of	
  systems	
  design:	
  we	
  focus	
  on	
  the	
  mo8va8ons	
  
   of	
  our	
  ac8ons:	
  what	
  drives	
  our	
  community	
  to	
  act	
  or	
  our	
  users	
  to	
  act	
  ?	
  We	
  learn	
  from	
  successful	
  
   social	
  games	
  like	
  Farmville	
  
   	
  
  Tapping	
  into	
  the	
  millennium	
  genera8on	
  and	
  people’s	
  intrinsic	
  desire	
  for	
  mo8va8on	
  

  Empirical	
  data	
  shows	
  that	
  games	
  are	
  superior	
  at	
  mo8va8onal	
  techniques	
  (if	
  game	
  mechanics	
  are	
  
   used	
  in	
  a	
  smart	
  and	
  effec8ve	
  way).	
  

  Companies	
  that	
  are	
  experimental	
  and	
  smart	
  use	
  gamifica8on	
  for	
  posi8ve	
  change	
  and	
  influence	
  in	
  
   employee	
  &	
  customer	
  communi8es	
  
   	
  
  Game	
  mechanics	
  are	
  going	
  to	
  replace	
  more	
  tradi8onal	
  systems	
  of	
  user	
  mo8va8ons	
  
   	
  
  Gamifica8on	
  makes	
  feedback	
  loops	
  8ghter	
  and	
  8ghter	
  and	
  liNle	
  bit	
  more	
  decentralized	
  




                                                                          www.sylvaincoNong.com	
                                                        103	
  
Psychology	
  of	
  gamers	
  archetypes	
  
 Research	
  of	
  Richard	
  Bartle:	
  hNp://
  www.mud.co.uk/richard/hcds.htm,	
  
  hNp://en.wikipedia.org/wiki/Bartle_Test	
  
  	
  
 Incen8ves	
  and	
  core	
  types	
  of	
  gamers:	
  achievers,	
  
  explorers,	
  socializers	
  and	
  killers.	
  	
  

 This	
  is	
  true	
  for	
  people	
  in	
  almost	
  every	
  context,	
  be	
  
  it	
  ac8ng	
  as	
  a	
  players	
  in	
  a	
  game	
  or	
  as	
  employees	
  in	
  
  a	
  company.	
  
                                         www.sylvaincoNong.com	
                     104	
  
Psychology	
  of	
  gamers	
  archetypes	
  
   Achievers:	
  want	
  to	
  be	
  successful;	
  not	
  everybody	
  is	
  an	
  achiever:	
  about	
  10-­‐15	
  %	
  of	
  a	
  
    companies’	
  collaborators	
  are	
  achievers	
  
    	
  
   Explorers:	
  discover	
  new	
  things	
  and	
  bring	
  them	
  back	
  to	
  the	
  community,	
  i.e.	
  finding	
  news	
  deal	
  
    &	
  opportuni8es	
  
    	
  
   Socializers:	
  interact	
  with	
  games	
  and	
  complicated	
  systems	
  principally	
  in	
  an	
  effort	
  to	
  create	
  
    connec8ons	
  to	
  others,	
  i.e.	
  customer	
  support	
  &	
  business	
  development	
  
    	
  
   Killers:	
  people	
  who	
  are	
  like	
  achievers	
  except	
  that	
  they	
  play	
  a	
  win-­‐loose	
  game:	
  they	
  not	
  only	
  
    want	
  to	
  win	
  for	
  them	
  selves	
  but	
  also	
  want	
  to	
  beat	
  others	
  in	
  the	
  game	
  
    	
  
   Successful	
  gamifica8on	
  requires	
  to	
  understand	
  the	
  mo8va8ons	
  of	
  these	
  types	
  of	
  players	
  in	
  
    every	
  context	
  to	
  design	
  around	
  them:	
  the	
  beNer	
  you	
  get	
  hold	
  of	
  these	
  mo8va8ons	
  and	
  design	
  
    around	
  them,	
  the	
  beNer	
  the	
  outcome	
  will	
  be	
  




                                                                 www.sylvaincoNong.com	
                                                      105	
  
Mo8va8onal	
  design	
  
 Gamifica8on	
  is	
  form	
  of	
  mo8va8onal	
  design:	
  
  	
  
    “Mo8va8onal	
  design	
  refers	
  to	
  the	
  process	
  of	
  
     arranging	
  resources	
  and	
  procedures	
  to	
  bring	
  about	
  
     changes	
  in	
  mo8va8on.	
  Mo8va8onal	
  design	
  can	
  be	
  
     applied	
  to	
  improving	
  students’	
  mo8va8on	
  to	
  learn,	
  
     employees’	
  mo8va8on	
  to	
  work,	
  the	
  development	
  of	
  
     specific	
  mo8va8onal	
  characteris8cs	
  in	
  individuals,	
  and	
  
     to	
  improving	
  peoples’	
  skills	
  in	
  self-­‐	
  mo8va8on.	
  
     hNp://www.arcsmodel.com/pdf/Mo8va8onal
     %20Design%20Rev%20060620.pdf“	
  

                                   www.sylvaincoNong.com	
                106	
  
Design	
  ethics	
  
•  Mo8va8on	
  design	
  techniques	
  embody	
  manipula8on	
  
   poten8al:	
  can	
  either	
  be	
  used	
  for	
  posi8ve	
  change	
  or	
  for	
  
   bad	
  inten8ons	
  	
  
   	
  
•  Games	
  are	
  a	
  force	
  that	
  can	
  get	
  people	
  to	
  take	
  ac8ons	
  
   against	
  their	
  self-­‐interest,	
  in	
  a	
  predictable	
  way,	
  
   without	
  using	
  force.	
  
   	
  
•  Dark	
  paNerns:	
  Sort	
  of	
  an8-­‐usability	
  /	
  an8-­‐user	
  
   prac8ces	
  that	
  are	
  commonly	
  used	
  by	
  designers	
  (on	
  
   purpose)	
  in	
  order	
  to	
  trick,	
  lull,	
  or	
  goad	
  users	
  into	
  doing	
  
   stuff	
  they	
  don't	
  want	
  to	
  do.	
  

                                             www.sylvaincoNong.com	
                        107	
  
If	
  Google	
  employees	
  spend	
  less	
  then	
  their	
  allocated	
  amount	
  of	
  money	
  
   for	
  a	
  business	
  trip	
  
   	
  
   •  they	
  can	
  keep	
  it	
  for	
  future	
  trips	
  where	
  they	
  can	
  upgrade	
  their	
  trip	
  
          plan	
  	
  
   •  they	
  can	
  donate	
  for	
  charity	
  	
  
   •  or	
  they	
  can	
  cash	
  out	
  part	
  of	
  it	
  
   	
  
   	
  
   Effects:	
  	
  
   1)  aligns	
  employees	
  with	
  the	
  companies	
  travel	
  policy	
  	
  
   2)  employees	
  start	
  to	
  talk	
  about	
  travel	
  expenses	
  and	
  manage	
  them	
  	
  
   3)  controlling	
  travel	
  expenses	
  is	
  turned	
  into	
  an	
  opportunity	
  to	
  
           demonstrate	
  personal	
  mastery	
  (which	
  is	
  a	
  core	
  characteris8c	
  of	
  
           gamifica8on)	
  



Corporate:	
  Google	
  travel	
  expense	
  management	
  
Social technologies &
governments
And	
  don’t	
  forget	
  a	
  well	
  planned	
  change	
  management	
  
strategy	
  and	
  plan	
  because:	
  
	
  

OLD	
  ORGANIZATION	
  +	
  NEW	
  TECHNOLOGY	
  
=	
  VERY	
  EXPENSIVE	
  OLD	
  ORGANIZATION	
  
	
  
      Prepare	
  your	
  organiza8ons’	
  culture	
  &	
  your	
  collaborators’	
  skills	
  &	
  capabili8es	
  
      Iden8fy	
  tribes	
  &	
  roles	
  
      Communicate	
  accordingly	
  and	
  posi8vely	
  (show	
  advantages	
  &	
  eliminate	
  fears)	
  
      Pre-­‐populate	
  the	
  social	
  ecosystem	
  with	
  content	
  by	
  a	
  pilot	
  group	
  of	
  users	
  
      Reward	
  exemplary	
  use	
  of	
  the	
  new	
  social	
  ecosystem	
  
      Write	
  down	
  guidelines	
  &	
  best	
  prac8ces	
  
      To	
  get	
  everybody	
  on	
  board	
  !	
  

	
  
Thanks	
  !	
  	
  
@sly	
  
	
  
	
  

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Social technologies

  • 1. o echn/2012log ies by @sly S ocial T 19/06
  • 2. Some definitions to start with
  • 3. A  social  network  is  a  social  structure   made  up  of  individuals  (or  organiza8ons)   called  "nodes",  which  are  8ed   (connected)  by  one  or  more  specific   types  of  interdependency,  such  as   friendship,  kinship,  common  interest,   financial  exchange,  or  rela8onships  of   beliefs,  knowledge  or  pres8ge.  
  • 4. The  resul8ng  graph-­‐based  structures   are  oDen  very  complex.    
  • 5. Social  networks  operate  on  many  levels,   from  families  up  to  the  level  of  na8ons,  and   play  a  cri8cal  role  in  determining  the  way   problems  are  solved,  organiza8ons  are  run,   and  the  degree  to  which  individuals  succeed   in  achieving  their  goals.       Social  capital:  the  value  that  an  individual  or   an  organiza8on  gets  from  the  social   network.  
  • 6. The  term  Social  Media  (or  social  soDware  or  social   technologies)  refers  to  the  use  of  web-­‐based  and  mobile   technologies  to  turn  communica8on  into  an  interac8ve   social  dialogue.         Social  media  are  Internet-­‐based  applica8ons  that  build   on  the  ideological  and  technological  founda8ons  of  Web   2.0,  and  that  allow  the  crea8on  and  exchange  of  user-­‐ generated  content.       Social  media  substan8ally  change  the  way  of   communica8on  between  organiza8ons,  communi8es,  as   well  as  individuals.  
  • 7. The  term  Web  2.0  is  associated  with  web   applica8ons  that  facilitate  par8cipatory   informa8on  sharing,  interoperability  and   collabora8on  on  the  World  Wide  Web.       Examples  of  Web  2.0  include       •  blogs  &  wikis     •  video  &  photo  sharing  sites     •  mashups     •  folksonomies  (i.e.  social  bookmarking)   •  social  networking  sites    
  • 8. What  is  a  Social  Business?     “Social  businesses  implement  social  technologies,  strategies  and   processes  that  span  across  their  en6re  enterprise,  crea6ng  and   op6mizing  collabora6ve  ecosystems  of  employees,  customers,   partners,  suppliers,  communi6es  and  stakeholders  in  a  safe  and   consistent  way.”     hNp://www.business2community.com/social-­‐media/what-­‐is-­‐social-­‐business-­‐a-­‐clear-­‐defini8on-­‐0157881   Reconciling  some  of  the  most  interes8ng  business,  organiza8onal  and   technological  phenomena  of  the  last  five  years,  a  Social  Business  is:     “An  organiza6on  that  has  put  in  place  the  strategies,   technologies  and  processes  to  systema6cally  engage  all   the  individuals  of  its  ecosystem  (employees,  customers,   partners,  suppliers)  to  maximize  the  co-­‐created  value.”     hNp://www.socialbusinessforum.com/what-­‐is-­‐social-­‐business  
  • 9. What  is  Social  Business?     Social  business  is  defined  as  those  ac6vi6es  that  use  social   media,  social  soEware,  and  social  networks  to  enable  more   efficient,  effec6ve,  and  mutually  useful  connec6ons  among   people,  informa6on,  and  assets.     Read  more:  hJp://www.marke6ngprofs.com/charts/2012/8199/execs-­‐dish-­‐on-­‐the-­‐growing-­‐importance-­‐of-­‐ social-­‐business#ixzz1yDIodehU  
  • 10.
  • 11.
  • 12.
  • 13. Effects of social business
  • 14. The  decision  making  and  change  management  role  inside   companies  is  no  longer  restricted  to  managers  (tradi8onal   organiza8on)  or  to  customers  (as  prescribed  by  Social  CRM).  Other  than  managers,   organiza8onal  change  can  be  driven  equally  by  customers,  employees,  partners  and   suppliers.  All  these  categories  are  moving  from  suppor8ng  actors  to  partners  and   protagonists     It’s  engagement  not  communica:on  that  makes  the  internal/ external  flow  possible.  GeZng  individuals  engaged  means  accep8ng  a  variety   of  needs  and  using  those  needs  to  inform  the  organiza8onal  growth  and  evolu8on     The  ul:mate  reason  of  existence  for  the  corpora:on  is  no   longer  to  generate  value  for  its  tradi:onal  stakeholders  but   the  maximize  the  exchanged  value  between  the  company  and   the  en:re  ecosystem.  It’s  a  bit  like  the  group  of  stakeholders  had  suddenly   expanded  including  external  actors.  Even  with  this  new  twist,  It  should  be  noted  how   this  exchange  is  intended  to  amplify,  within  a  network  perspec8ve  and  thanks  to  the   ecosystem,  also  the  value  generated  for  the  old  stakeholders.  The  Social  Business  is   thus  an  organiza8onal  construct  aimed  to  make  the  company  more  efficient  under   mutated  market  dynamics  and  consumer  behaviors.  
  • 15. There  is  no  social  business  if  the  organiza:on  is  not  able  to:     •  Consider  individuals  (inside  and  outside  it)  at  the  same  level  as   tradi8onal  stakeholders.  The  company  is  serving  the  individual.     •  Bring  down  the  silos  and  boundaries  to  constantly  intercept  the  signals   coming  from  the  people  (inside  and  outside  it).  The  company  listens.     •  Engage  all  the  cons8tuents  to  produce  an  effec8ve,  reac8ve,   coordinated,  transparent,  appropriate  response  to  the  s8muli  received,   regardless  of  the  channel  of  origin.  The  company  responds.     •  Extract  meaning  from  the  captured  signals  (coming  both  from  inside  and   outside)  in  order  to  con8nuously  improve  the  working  mechanisms  and   thereby  maximize  the  benefits  for  all  par8es  involved.  The  company   learns  and  evolves.     •  All  the  processes  are  dynamically  and  organically  op8mized  based  on   collected  feedbacks  and  in  line  with  the  experience  of  all  the  individuals   in  the  ecosystem.  The  company  becomes  social  
  • 16. INSIDE  YOUR  ORGANIZATION:       •  Improved  business  performance  (profit,  produc8vity,  margins,  etc)     •  Increased  opera8onal  efficiency     •  Stronger  outcomes  from  knowledge  intensive  work     •  Capturing  and  retaining  ins8tu8onal  knowledge     •  BeNer  awareness  about  business  opportuni8es  and  colleagues  needing  help     •  Richer  cross-­‐department  contamina8on  and  collabora8on     •  Reduced  email  traffic  and  informa8on  overload     •  Cheaper  and  quicker  mechanisms  to  connect  colleagues,  find  and  reuse   knowledge  
  • 17. INSIDE  YOUR  ORGANIZATION:     •  Improved  cross-­‐departmental  communica8on     •  Reduced  travel  expenses     •  Facilita8ng  the  emergence  of  collec8ve  social  capital  and  limi8ng  duplica8on  of   effort     •  Stronger  employee  engagement  and  mo8va8on     •  Increased  sa8sfac8on  of  partners  and  suppliers     •  Reduced  supply  chain  costs     •  Lower  on-­‐boarding,  training  and  talent  reten8on  costs     •  New  levels  of  business  agility  and  reac8vity     •  Improved  internal  processes  through  customer  insights  
  • 18. OUTSIDE  YOUR  ORGANIZATION:     •  Reduced  customer  care  costs     •  Improved  client  sa8sfac8on  and  loyalty     •  Increased  number  of  leads  generated  and  deal  closed     •  Shorter  sell  cycles     •  Lower  marke8ng  costs     •  Amplify  qualified  brand  reputa8on  and  visibility  through  advocates     •  Higher  sales  and  conversion  rates  through  ambassadors  and  online  communi8es     •  Reduced  customer  churn  and  deflec8on     •  Increased  customer  life8me  value     •  ANract  beNer  talents     •  Improved  customer  cross-­‐channels  
  • 19. ACROSS  THE  ORGANIZATION:     •  Improved  product  development  processes  and  reduced  8me  to  market     •  Smaller  product  development  costs     •  Access  to  an  unlimited  source  of  ideas  and  feedbacks  for  product   improvement     •  BeNer  risk  mi8ga8on  and  increased  number  of  successful  ideas  when   launching  a  new  product     •  Easier  development  of  new  business  models  
  • 20.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28. The  Elements  in  the  Social  SoRware  Stack   hNp://www.personalinfocloud.com/2008/01/the-­‐elements-­‐in.html  
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43.
  • 44.
  • 45.
  • 46.
  • 47.
  • 49. Gartner,  Inc.'s  2011  Magic  Quadrant  for  Social  SoRware  in   the  Workplace  
  • 50.
  • 51.
  • 52. Social CRM Social  CRM  is  a  philosophy  and  a  business  strategy,  supported   by  a  technology  placorm,  business  rules,  workflow,  processes   and  social  characteris8cs,  designed  to  engage  the  customer  in   a  collabora8ve  conversa8on  in  order  to  provide  mutually   beneficial  value  in  a  trusted  and  transparent  business   environment.     It's the company's response to the customer's ownership of the conversation.  
  • 53. Changing business models The  ruling  business  model  since  the  industrial  revolu8on   was  based  on  exploi8ng  well  protected  &  non  – communicated  information & knowledge stacks as   well  as  on  ver8cal  industry  integra8on,  in  a  command  &   control  mindset.   The  emerging  new  business  model  is  based  on   information & knowledge flows,  being  part  of  many   different  open  value  networks,  flaNening  hierarchies,   and  unleashing  &  combining  employees’,  partners’  &   customers’  collec8ve  intelligence  to  co-­‐create  and  co-­‐ share  value  in  a  collabora8ve  mindset.  
  • 54. A socialCRM tool example
  • 57. •  You  can  integrate  a  twiNer  stream,  facebook   conversa8on,  facebook  followers,  linkeding  profile   youtube  videos,  flickr  photos  and  slidehare   presenta8ons  into  your  blog  &  website.     •  You  can  also  cross-­‐integrate  the  others  on  your   Facebook  page  &  Linkedin  page     •  The  objec8ve  is  to  be  present  with  all  your  content  on   every  channel  by  cross-­‐linking  and  cross-­‐integra8ng  it   to  maximize  impact.     •  This  also  leads  to  Google  search  results  pages  where   your  company  name  fills  the  whole  first  page  !  
  • 58.   Many different integrations with your personal network(s)
  • 59. and   Integrate your Facebook wall into your website and allow visitors to post comments from there
  • 60. Benefits of integrating Facebook & Twitter streams & activity into your website   •  Increase  the  number  of  followers     •  Easily  network  with  website  followers,  fans,  prospects,  or  clients  and   connect  them  amongst  themselves     •  Communicate  that  you’re  current  &  aNrac8ve  for  the  digital  na8ves     •  Increase  your  legi8macy     •  Increase  your  transparency     •  Maintain  an  ac8ve  image     •  Draw  more  aNen8on  to  something  important     •  In  general,  increase  the  viral  effect  &  brand  awareness  
  • 61.
  • 62.
  • 64. Gamification: Using game mechanics in social applications to increase engagement & loyalty
  • 65. What  is  gamifica8on  ?     Gamifica8on  is  the  process  of  incorpora8ng  game  play  elements   into  non-­‐gaming  applica8ons  such  as  products,  services  &   marke8ng     Gamifica8on,  just  like  social,  will  start  to  weave  into  everything:     Media     Health  Care     Educa8on     Shopping     Crea8on     Collabora8on     etc   www.sylvaincoNong.com   99  
  • 66. Characteris8cs  of  gamifica8on     Points,  virtual  currency  and  rewards,  compe88on,  reputa8on,   feedback,  leaderboards,  challenge,  relevance,  clear  targets  &   objec8ves  (ie.  Farmville,  Foursqaure…)       Focus  on  the  social       “Gamifying”  real-­‐life  experiences       Milestones  &  markers:  show  progression       Using  scarcity  to  force  choices  and  create  demand       Visual  Design:  using  game-­‐like  iconography  in  non-­‐gaming  products       Merging  of  tradi8onal  media  with  gaming  elements   www.sylvaincoNong.com   101  
  • 67. Objec8ves  &  effects  of  gamifica8on     Mo8va8on  &  long  term  user  engagement       Making  things  more  pleasurable  in  an  interac8on,  process  &   informa8on  overloaded  world  (gain  users  aNen8on)       Brand  the  interac8on  with  users/customers       Can  be  used  for  customer  (or  user,  pa8ent…etc)  mo8va8on  &   engagement  but  also  internally  for  employee  mo8va8on  &   engagement  (like  controlling  travel  expenses  for  example)       Builds  systems  for  mo8va8on  that  meet  people’s  intrinsic  desire   but  also  make  them  feel  that  they  are  accomplishing  something   and  make  them  move  forward  in  their  life     www.sylvaincoNong.com   102  
  • 68. Objec8ves  &  effects  of  gamifica8on     Gamifica8on  is  a  beNer  way  of  looking  at  all  kinds  of  systems  design:  we  focus  on  the  mo8va8ons   of  our  ac8ons:  what  drives  our  community  to  act  or  our  users  to  act  ?  We  learn  from  successful   social  games  like  Farmville       Tapping  into  the  millennium  genera8on  and  people’s  intrinsic  desire  for  mo8va8on     Empirical  data  shows  that  games  are  superior  at  mo8va8onal  techniques  (if  game  mechanics  are   used  in  a  smart  and  effec8ve  way).     Companies  that  are  experimental  and  smart  use  gamifica8on  for  posi8ve  change  and  influence  in   employee  &  customer  communi8es       Game  mechanics  are  going  to  replace  more  tradi8onal  systems  of  user  mo8va8ons       Gamifica8on  makes  feedback  loops  8ghter  and  8ghter  and  liNle  bit  more  decentralized   www.sylvaincoNong.com   103  
  • 69. Psychology  of  gamers  archetypes    Research  of  Richard  Bartle:  hNp:// www.mud.co.uk/richard/hcds.htm,   hNp://en.wikipedia.org/wiki/Bartle_Test      Incen8ves  and  core  types  of  gamers:  achievers,   explorers,  socializers  and  killers.      This  is  true  for  people  in  almost  every  context,  be   it  ac8ng  as  a  players  in  a  game  or  as  employees  in   a  company.   www.sylvaincoNong.com   104  
  • 70. Psychology  of  gamers  archetypes     Achievers:  want  to  be  successful;  not  everybody  is  an  achiever:  about  10-­‐15  %  of  a   companies’  collaborators  are  achievers       Explorers:  discover  new  things  and  bring  them  back  to  the  community,  i.e.  finding  news  deal   &  opportuni8es       Socializers:  interact  with  games  and  complicated  systems  principally  in  an  effort  to  create   connec8ons  to  others,  i.e.  customer  support  &  business  development       Killers:  people  who  are  like  achievers  except  that  they  play  a  win-­‐loose  game:  they  not  only   want  to  win  for  them  selves  but  also  want  to  beat  others  in  the  game       Successful  gamifica8on  requires  to  understand  the  mo8va8ons  of  these  types  of  players  in   every  context  to  design  around  them:  the  beNer  you  get  hold  of  these  mo8va8ons  and  design   around  them,  the  beNer  the  outcome  will  be   www.sylvaincoNong.com   105  
  • 71. Mo8va8onal  design    Gamifica8on  is  form  of  mo8va8onal  design:      “Mo8va8onal  design  refers  to  the  process  of   arranging  resources  and  procedures  to  bring  about   changes  in  mo8va8on.  Mo8va8onal  design  can  be   applied  to  improving  students’  mo8va8on  to  learn,   employees’  mo8va8on  to  work,  the  development  of   specific  mo8va8onal  characteris8cs  in  individuals,  and   to  improving  peoples’  skills  in  self-­‐  mo8va8on.   hNp://www.arcsmodel.com/pdf/Mo8va8onal %20Design%20Rev%20060620.pdf“   www.sylvaincoNong.com   106  
  • 72. Design  ethics   •  Mo8va8on  design  techniques  embody  manipula8on   poten8al:  can  either  be  used  for  posi8ve  change  or  for   bad  inten8ons       •  Games  are  a  force  that  can  get  people  to  take  ac8ons   against  their  self-­‐interest,  in  a  predictable  way,   without  using  force.     •  Dark  paNerns:  Sort  of  an8-­‐usability  /  an8-­‐user   prac8ces  that  are  commonly  used  by  designers  (on   purpose)  in  order  to  trick,  lull,  or  goad  users  into  doing   stuff  they  don't  want  to  do.   www.sylvaincoNong.com   107  
  • 73.
  • 74.
  • 75.
  • 76. If  Google  employees  spend  less  then  their  allocated  amount  of  money   for  a  business  trip     •  they  can  keep  it  for  future  trips  where  they  can  upgrade  their  trip   plan     •  they  can  donate  for  charity     •  or  they  can  cash  out  part  of  it       Effects:     1)  aligns  employees  with  the  companies  travel  policy     2)  employees  start  to  talk  about  travel  expenses  and  manage  them     3)  controlling  travel  expenses  is  turned  into  an  opportunity  to   demonstrate  personal  mastery  (which  is  a  core  characteris8c  of   gamifica8on)   Corporate:  Google  travel  expense  management  
  • 77.
  • 78.
  • 80.
  • 81.
  • 82. And  don’t  forget  a  well  planned  change  management   strategy  and  plan  because:     OLD  ORGANIZATION  +  NEW  TECHNOLOGY   =  VERY  EXPENSIVE  OLD  ORGANIZATION       Prepare  your  organiza8ons’  culture  &  your  collaborators’  skills  &  capabili8es     Iden8fy  tribes  &  roles     Communicate  accordingly  and  posi8vely  (show  advantages  &  eliminate  fears)     Pre-­‐populate  the  social  ecosystem  with  content  by  a  pilot  group  of  users     Reward  exemplary  use  of  the  new  social  ecosystem     Write  down  guidelines  &  best  prac8ces     To  get  everybody  on  board  !     Thanks  !     @sly