RainToday.com Podcast: Accelerated Lead Generation via Virtual Events

November 30, 2010

Introduction

I was interviewed by Michelle Davidson, Editor at RAIN Group, on RainToday.com’s “Marketing & Selling Professional Services Podcast”.  Michelle and I talked about lead generation via virtual events – a process I call  “accelerated lead generation”.

About RainToday.com

RainToday.com “is the premier online source for insight, advice, and tools for growing professional services businesses. Marketers, rainmakers, and leaders in consulting, accounting, law, AEC, marketing, advertising and PR, training, financial, IT, and other professional services industries, turn to RainToday.com for research, tools, training programs, and recommendations to help them market and sell their services.”

Virtual Events Questions

The questions Michelle asked me:

  1. What is a typical virtual event?
  2. What’s the cost of a virtual trade show compared to a physical trade show?
  3. Do people worry about the lack of face-to-face interaction in a virtual event?
  4. What kind of success have B2B service professionals had with virtual events?
  5. You wrote on your blog that generating leads with virtual events is a process, not a discrete project – tell us about that?
  6. Is the use of virtual events growing?
  7. How does a company get started with virtual events?
  8. If people want to get more educated, do you have any resources to recommend?

You can find the podcast here:

http://www.raintoday.com/pages/6575_podcast_episode_96_accelerated_lead_generation_via_virtual_events.cfm

Additionally, you can directly download the MP3 here:

http://traffic.libsyn.com/raintoday/Shiao_Virtual_Events.mp3


Answers To Your Virtual Events Questions

November 23, 2010

Introduction

Got a question about virtual events, virtual trade shows, virtual career fairs, etc.?  Post it to FOCUS.com and a network of FOCUS Experts is here to help.

Focus “provides millions of professionals with the expertise they need to make better business decisions. At the heart of Focus is a network of world class business and technology experts. These experts power the real time Q&A, world class research, and personalized support that so many businesses now depend on”.

Sample Q&A

Below is a sampling of the questions posted, along with their answers:

Virtual Trade Show Best Practices: Best Practices for Exhibiting at a Virtual Trade Show

Should virtual event teams reside on the IT or Business side?

Virtual trade show booths: What are best practices for creating virtual event booths?

What are your top three tips for planning a successful virtual event?

Virtual Trade Show success: What is the ideal number of exhibitors at an event?

What should your content strategy be for your virtual event booth?

Virtual Events: Best practices for determining the success of your virtual event?

Conclusion

Join the conversation! If you need some help with your virtual event strategy, planning or execution, post it on Focus.  If you have thoughts and experiences to share, “come on down”.  Hope to “see you” there.

Related Links

  1. From the INXPO blog, “Interview with The Funnelholic: Virtual Events, FOCUS Expert Network and More
  2. A webinar I did with FOCUS, “How Smart Marketers Succeed with Virtual Trade Shows

Your 5 Step Guide to Virtual Trade Show Success

November 13, 2010

Over on the INXPO blog, I provided a 5-step guide to exhibiting at virtual trade shows.  The five steps are:

  1. Define your mission statement
  2. Assemble an all-star team
  3. Build and promote your presence
  4. Engage with prospects
  5. Qualify and follow up with prospects

If you’re exhibiting at a virtual trade show for the first time, follow these steps and you’ll be on the right track.  Here’s a link to the full posting:

Exhibiting at Virtual Trade Shows: Your Five Step Guide


Trends from Enterprise 2.0: The Move to Social Business

November 11, 2010

Introduction

I attended Enterprise 2.0 in Santa Clara, CA this week.  I predict that in 2011, “business as usual” will move to social business.  As usual. Meaning, social tools will be enabled across the enterprise and they’ll quickly be ingrained as the “new way to do business”.  Here are specific trends and observations from Enterprise 2.0.

Start-ups on Equal Footing with the Technology Giants

Social business, by way of its “newness”, evens the playing field.  In fact, it actually provides an advantage to the start-ups, who built their business (from the ground up) on a foundation of social features.

The established giants, meanwhile (e.g. IBM, Microsoft, Oracle, etc.), need to retrofit existing offerings – adding social into (or on top of) what already exists.  Or in some cases, the giants are developing new social platforms that live in parallel with their legacy systems.

Commenting on a T-shirt that poked fun at “jive talking”, Christopher Morace (@thinkoutloud) said it well when he tweeted, “How in a space with IBM, MSFT, & SFDC did Jive become ‘the man’? I’m still in my 30’s!”

Social Business UI – New Models Needed

During the event, I tweeted that if imitation is the sincerest form of flattery, then Facebook should be quite flattered.  In other words, everyone’s social business UI looks and feels like Facebook.

Conference attendee Robert Lavigne (@RLavigne42) agreed and tweeted back, “good from a cross training point of view, bad from a breaking that mindset in the sales cycle though. Need innovation not UX copy”.  Robert continued, “Time for something innovative in terms of UX”.

If we do not see UI/UX innovation and differentiation, then the market will face commoditization, where everyone’s platform looks the same.  And that’s not good for the market.  Expect to see fresh, new looks in 2011, especially as some of these platforms evolve to version 2.0.

The Intranet (As We Know It) Is Dead


The Intranet, as a self-standing web site, is now dead.  In its place will be social business platforms.  Do you really use your company’s intranet?  It’s good for routine activities (e.g. look up phone numbers, find the expense report template, etc.), but it doesn’t significantly improve employee productivity.

The typical intranet doesn’t get much activity and it’s hard to find what you need.  Now consider the likes of the Socialtext, Yammer, Salesforce Chatter and others. Common features they provide are:

  1. Follow and be followed – people, documents, sales opportunities, etc.  Need to track an important document?  Follow it, and be alerted to all updates on it.
  2. Crowdsourced answers – need to find a nugget of information or an obscure document?  Ask your followers via a status update and you’ll likely receive an answer within minutes.
  3. Polls – want to know how Marketing is doing with sales collateral?  Create a poll and invite employees to participate.  Publish the results via a status update.
  4. Collaboration via 140 characters – OK, most social platforms don’t impose Twitter-like character limits, but you get the idea: status updates are the new water cooler conversation.
  5. Mobile – access to social business is enabled on your smartphone, via apps provided by the social platforms.  How often did you access your intranet from mobile?

What This Means for Virtual Event Platforms

In my 2011 predictions for virtual events, I wrote about “Market Expansion”.  Guess what? Social business platforms do, in fact, look a lot like virtual event platforms.  Some striking similarities:

  1. A move from point features to a “platform”
  2. Presence
  3. Private and group chat
  4. Collaboration

Some social platforms provide capabilities not found in virtual event platforms today, such as wikis and real-time collaborative document editing.

Virtual event platforms will continue to have the upper hand in supporting live/scheduled (online) events, but will face expanded competition in the area of “virtual communities”.

Conclusion

(A tag cloud generated from the session descriptions at Enterprise 2.0 – using wordle.net)

It’s an interesting time.  2011 could be a year of battles, shifts and migrations.  With the move to social business, along with the larger shift to cloud computing, expect 2011 to be  The Year of the Shakeout.


Re-Thinking 3D Virtual Worlds Development

November 6, 2010

Introduction

Scratch is a programming language developed by Mitchel Resnick’s research group at MIT Media Lab.  Scratch “makes it easy to create your own interactive stories, animations, games, music, and art — and share your creations on the web.”  Scratch was designed for youngsters, to encourage them to build applications and games without having to learn the ins and outs of conventional programming languages.

Scratch programmers use their mouse to snap together blocks to form “stacks”.  The stacks embed actions.  For instance, some blocks allow players to control characters via keystrokes.  Programmers sequence their blocks to create animations and games.  Let’s consider how the concepts behind Scratch could be applied to 3D virtual worlds.

Virtual World Evolution

Previously, I wrote about the evolution of virtual worlds from self-expression to marketing to monetization.  With the concepts behind Scratch, however, I wonder whether a similar framework for 3D virtual worlds can re-ignite the Self-Expression stage.

Wider Adoption via Easier Development Tools

Scratch was created to empower youngsters by making it easier to build computer applications.  A similar approach may be needed to empower creators of 3D virtual worlds.  Let’s face it, creating a virtual world is not easy – it requires specialized skills.  Those who can afford it (e.g. corporations) often outsource 3D virtual world creation to agencies or development shops.

What results is a classic “chicken and egg” problem – the barrier for creation results in less supply (e.g. fewer interesting 3D worlds), which depresses demand (e.g. less people interested in visiting virtual worlds), which keeps the supply low (e.g. less interest to create them, since no one will visit).

This phenomenon may explain why IMVU is thriving, while other services (e.g. There.com, Google Lively, Vivaty) have folded.  IMVU brings the world to you – that is, the self-expression is focused around your avatar, rather than building worlds.  It’s easy to customize your avatar – and, if you’re so inclined, you can design virtual clothing and accessories, that are then made available to other users within IMVU.

Importance of Feedback Mechanisms

Scratch has two feedback mechanisms that are central to its success.  First, users can see the result of their work (in real-time) as they’re building the application.  The conventional cycle of computer programming is “code, run, debug” – with Scratch, you don’t debug, so much as you adjust your application as you go.

The second feedback mechanism comes from the Scratch community. Users can upload their application and have others post comments and suggestions.  This gives programmers the positive reinforcement behind their work (e.g. there’s an audience for my creation), which creates more incentives to create more applications and be part of an active community.

Both mechanisms could be effective in 3D virtual world creation.  The community aspect, in fact, addresses the chicken and egg problem, as the developers create an audience for each other – and can encourage their network of friends and colleagues to visit virtual worlds that they’ve found and reviewed.

Open Sourcing, Sharing and Remixing

The name “Scratch” is derived from the way disc jockeys scratch records to re-mix existing songs into new creations.  Community members can view the code for any uploaded Scratch application and are free to re-mix and modify existing applications.

This is a tried and true way to learn computer programming – take someone’s existing program, study the source code, then add some pieces to it.  Once you’ve done that a few times, you’re ready to write your own program from scratch (pun intended).

Sharing and re-mixing makes it easier to get started, will encourage wider adoption and is sure to generate interesting creations.  Imagine if a similar framework existed for 3D virtual worlds.

Conclusion

One of the prominent barriers to 3D virtual world adoption is the lack of easy creation tools.  Let’s learn from what MIT Media Lab has created with Scratch and see if we can apply their concepts to 3D virtual worlds.  How about it?

Related Links

  1. August 2008, NewScientist, “Creating your own computer game is child’s play
  2. March 2009, Wired, “Scratch Lowers Resistance to Programming
  3. May 2008, American Libraries, “Minds at Play

Virtual Mingle Rooms: Show Them What You’re Talking About

November 1, 2010

The following is a guest post by Daniel Ruscigno of Mingleverse.

Introduction

Mingleverse is a new service offering browser-based virtual rooms where 2 to 50 people can get together to talk using 3D audio while watching various types of media together (pictures, presentations, videos, webcam, screen broadcasting, etc).

Although predominantly a consumer-facing service, Mingleverse is used not only by friends and family in Facebook, but also by teachers and trainers, and small businesses.  However, the most interesting adoption has been with authors and athletes who are using their Mingle Room to mingle live with their fans.

Use Cases

For example, best-selling author Malcolm Gladwell had a live virtual mingle with 25 of his fans, where they were all able to ask him questions about his books and his future writing plans.  Gladwell mingled from the comfort of his New York apartment and came into the room via webcam for all of the fans to see.  He commented afterwards that it really did feel like meeting 25 new people, and the fans were ecstatic that they got to meet their favorite author.

The Vancouver Canucks NHL team have also taken advantage of Mingleverse’s virtual Mingle Rooms by embedding one directly on their website.  After each home game the Canucks invite their fans to join the Mingle Room to talk about the night’s game, watch live post game interviews and press conferences together, and watch highlights streamed directly from YouTube.

There are now several professional sports teams who are looking to be the leaders in live fan interaction and are excited about providing fans the opportunity to mingle live with players and coaches.

Conclusion

As Mingleverse has shown, virtual world technologies allow us to become more interactive with people from all over the world and can afford us new opportunities not regularly available in our daily physical lives.  As we adopt these new technologies, perhaps our celebrity idols will ask you to meet them in their Mingle Room in their next tweet!

You can try Mingleverse for free at http://mingleverse.com or through the Mingleverse Facebook Application.

Related: Mingleverse picks up $1.4M in seed funding for video conferencing with cardboard cutouts (from VentureBeat, Dec 2010)