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Daniel Hudson (webtechman) is a master at synthesizing information, on whatever topic is at hand. This is a great post-Enterprise 2.0 Boston 2011 Conference gamification summary.
From 2008, but interesting observations.
11 innovation lessons from creators of World of Warcraft:
1. RELY ON CRITICS
2. USE YOUR OWN PRODUCT
3. MAKE CONTINUAL IMPROVEMENTS
4. GO BACK TO THE DRAWING BOARD
5. DESIGN FOR DIFFERENT KINDS OF CUSTOMERS
6. THE IMPORTANCE OF FREQUENT FAILURES
7. MOVE QUICKLY, IN PIECES
8. STATISTICS BOLSTER EXPERIENCE
9. DEMAND EXCELLENCE OR YOU’LL GET MEDIOCRITY
10. CREATE A NEW TYPE OF PRODUCT
11. OFFER EMPLOYEES SOMETHING EXTRA
Well done presentation on common design patterns used in forming and fostering online communities. Good advice.
Nice summary of why the harder work of SEO (search engine optimization) pays off far more in the long-term than pure PPC (pay per click). Think of it as sustainable e-marketing.
Interesting, and good point - current Computer Science majors (and even practicing/working CS graduates) need to get comfortable with the idea of having access to huge amounts of computing power. Google is jumping ahead with an education program to do jus
Brought to my attention by Ed Gandorf at MapInfo. Interesting collection and peek into a huge array of visualization methods. Many ways to show data, strategize, paint timelines, etc.. Reminds me - if you haven't been to one of Tufte's one-day courses - g
Updated version of the last bookmark, further business examples (although still laregly engineering focused)
The 40 classical TRIZ principles, with examples - from an engineering standpoint
Describes how he combined TOC with Boyd’s OODA Loop to create the “Constraint Management” (CM) model - apparently that is, haven't read it yet. Looks like it puts more meat on the TOC bones (and not story-based, for better or worse)
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