ROI Case Study: Virtual Edge Institute’s Hybrid Event

July 28, 2010

Introduction

Virtual events have enjoyed phenomenal growth in demand and visibility.  Notable brands and associations have hopped aboard the virtual bandwagon, delivering innovative experiences and impactful results.  The first phase of the virtual event industry is what I call the “early dating period”.  As the industry evolves and matures, we are moving from early dating to an era of “meet the parents”.

That is, a phase in which we receive increased visibility and a challenge to prove and justify ourselves.  The parents, in our case, are the company executives who fund our virtual event campaigns (e.g. our bosses, our CFO, CMO, CEO, etc.).  To date, virtual events used for lead generation have been the most effective at demonstrating ROI.

Why? Because lead generation has existing methodologies and metrics on ROI (e.g. “cost per lead”, “cost per inquiry”, “cost per sales engagement”, etc.).  So a virtual trade show investment could simply “plug into” a corporation’s existing ROI methodology.  For other event types, however, ROI, impact and effectiveness have not been explicitly measured to date.

To evolve our industry, it’s crucial that event planners, platform vendors and ROI experts work together to define and implement methodologies to generate quantitative results for our virtual and hybrid event investments.

Michael Doyle of the Virtual Edge Institute (@virtualedge) is a firm believer in event ROI measurement.  The Virtual Edge Institute is “an international organization dedicated to advancing the development and adoption of virtual event and meeting technology and best practices for collaboration and marketing”.  Doyle hosts the Virtual Edge Summit, an annual hybrid event that brings together virtual event practitioners, experts and solutions providers.

For the 2010 Virtual Edge Summit in Santa Clara, CA, Doyle partnered with ROI of Engagement to measure the impact and effectiveness of the event.  The summit was a hybrid event, with on-site and virtual components running simultaneously.  As such, Doyle sought to study and measure feedback from each attendee group.

The study was based on ROI Methodology™, which ROI of Engagement describes as “a step-by-step approach to collecting data, summarizing and processing data, isolating the effects of programs, converting data to monetary value and calculating ROI”.  The methodology studies results along the following five levels:

  1. Level One: Reaction and Satisfaction
  2. Level Two: Learning and Understanding
  3. Level Three: Application
  4. Level Four: Impact
  5. Level Five: ROI

Virtual Edge Summit 2010 measured the first two levels.  The results of the study have been published here:

http://www.virtualedge.org/forum/topics/measuring-and-maximizing-the

On this page, you can download the White Paper, “Measuring and Maximizing the Impact of a Hybrid Event“.

Virtual Edge Summit 2011 is scheduled for January 2011 in Las Vegas and will be co-located with PCMA.  Doyle plans to apply valuable feedback from the 2010 ROI study to improve the experience for the 2011 event.

Doyle is focusing on consolidating the virtual component on a single platform (in 2010, there were several virtual platforms to choose from) and increasing networking opportunities for both on-site and virtual attendees.

In addition, the 2011 event will embark upon another ROI study – this time, the study will take advantage of all five levels in the ROI Methodology™.

Conclusion

It’s a great time to be in the events industry.  Never before has there been so many technology tools at your disposal (e.g. virtual event platforms and much more).  For continued growth in virtual and hybrid events, the industry will need thorough and proven ROI methodologies to demonstrate and quantify ROI, impact and effectiveness.  Event planners: look to the initiative from Virtual Edge Institute and ROI of Engagement and consider how similar methodologies apply to your next event.

international organization dedicated to advancing the development and adoption of virtual event and meeting technology and best practices for collaboration and marketing

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Event Planners “Check In” To Location Based Services

July 26, 2010

Introduction

Due to the rising popularity of Foursquare, Gowalla and related apps, location based services (LBS) is quite the buzzword both in consumer and technology circles.  Logically, the ability to “check in” at venues, connect with friends/associates and make new contacts has relevance to events and event planners.

Let’s highlight some of last week’s articles and blog postings on this topic.

Trade Show News Network

Michelle Bruno (@michellebruno) wrote an article in Trade Show News Network (@TSNN_com_US) titled “Checking Out ‘Checking In’ for Events“.  The article references Foursquare and Gowalla and then profiles a technology provider named Double Dutch.  According to its web site, Double Dutch provides “White label geolocation apps for your brand”.

Michelle references a key point regarding hybrid events, in which event planners support both physical and virtual venues.  Michelle writes, “If a virtual event is also taking place, live attendees can check in at the online and offline events for more recognition”.

Tracking and supporting check-ins across physical and virtual locations can build a more cohesive and compelling hybrid event.  In fact, it can serve to bridge the physical and virtual venues.

Virtual event platforms should look into this.  In fact, I blogged about location based services and virtual events previously.

Cisco Live

In Cisco’s Virtual Environments blog, Dannette Veale (@dveale) writes about virtual technologies that Cisco has incorporated into their Cisco Live (@CiscoLive) annual conference.  The 2010 Cisco Live event concluded recently – the physical component was hosted in Las Vegas, while a virtual component ran concurrently.

Disclosure: My employer (@INXPO) provided the virtual platform for Cisco Live

Dannette describes an innovative use  of Foursquare by Cisco Live’s event planners – a type of scavenger hunt, in which conference attendees received a clue (via social media channels) about a check-in location.  The first 75 attendees to check in at that location (and complete an additional task) would receive buttons, which could be used to redeem a daily prize at the Cisco Store.

The contest generated 802 checkins and allowed conference attendees to network and make connections with one another.

SCVNGR (Mashable)

SCVNGR, “a game about doing challenges at places”, this week announced the social check-in.  Two or more users can bump phones (or, wave them at each other in close proximity) and check in at the same time and place.  There are many ways event planners can leverage this technology.

In a trade show, attendees could be encouraged to perform social check-ins with each other – or, with exhibitors.  In a user conference, the social check-in could be used as a back-drop to a game that encouraged attendees to network with one another.  In a corporate setting, social check-ins could be used to encourage team building.

Conclusion

The concepts of “check ins”, location awareness and location tracking have natural uses for events.  While they’re a great fit for physical events, think about tie-ins between physical and virtual for your hybrid event.  And, think about ways in which “location tracking” (in a virtual event) can create connections, engagement and interaction.

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Virtual Events: Ready, Set, Go (eBook)

July 23, 2010

Announcing the availability of a FREE eBook (PDF):

Virtual Events: Ready, Set Go

This eBook was created from a collection of past blog postings that cover virtual event basics, such as planning, selecting a platform and building your virtual booth.  You can see most of the blog postings on this Virtual Events 101 page.

Note, this is in PDF format – it’s not the same type of “eBook” that you read on the Amazon Kindle, iPad or related device.

Here’s the chapter outline:

  1. What is a Virtual Event?
  2. Planning Your Virtual Event
  3. Selecting a Virtual Event Platform
  4. Building Your Virtual Booth
  5. Running a Virtual Event Command Center
  6. Organizing a Virtual Event De-Brief

Here’s the link to download your free copy:

Virtual Events: Ready, Set, Go

Enjoy – and, drop a comment below to let me know your feedback.  Thanks!

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Silicon Valley Virtual Worlds Conference: Seeking Expert Panelists

July 21, 2010

On September 24th 2010, FountainBlue will hold its “Second Annual State of the Virtual Worlds Industry Event” in Silicon Valley (California/USA).  The topic of the event is:

Virtual Worlds: Where We Were, Where We’re Going, What Does It Mean to YOU?

Previously, I posted a summary of the 2009 event.

This year, I’ll be moderating a panel discussion on corporate use of virtual worlds – the title of the session is:

Corporate Panel: Serving Customers, Building Communities, Training Users

I’m seeking expert panelists (local to the Bay Area / Silicon Valley) who have used virtual worlds in a corporate setting (e.g. for customer engagement, marketing, community building and learning/training).

If you’re interested in being a panelist, drop a comment below, find me on Twitter (@dshiao) or send email to dshiao (at) yahoo (dot) com.

Here are more details about this event:

FountainBlue’s Virtual Worlds Annual Conference
Topic: Virtual Worlds: Where We Were, Where We’re Going, What Does It Mean to YOU?
Date & time: Friday, September 24, 2010, from 8:30 a.m. until 3:00 p.m.
Location: TBD – Silicon Valley (USA)
Cost: Register by September 23 at noon: $42 members, $52 partners, $62 general
Late and On-Site Registration: $83 for members, $93 for non-members
Registration Link: http://www.fountainblue.biz/virtualworlds.html
Audience: Entrepreneurs, Intrapreneurs and Investors only. No service providers please.

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Social Gaming And Virtual Events

July 19, 2010

Michelle Bruno (@michellebruno) wrote an excellent article about social gaming in Trade Show News Network (TSNN.com) – I was interviewed by Michelle for the article.  Michelle covers the emergence of social games, including their incorporation into virtual events platform, like INXPO (my employer).

Michelle concludes her article with some compelling thoughts.  First, there’s this:

“As traditional methods of marketing and engagement wane in effectiveness and popularity, social gaming strategies fit nicely into two current trends in the event industry: the ‘social media-ization’ of nearly every technology solution and the blending of the online and offline event worlds.”

These trends play off one another nicely – as social media (and associated tools) are quite effective in blending online and offline event experiences.  I love Michelle’s closing line:

“Social gaming in the event industry could be the spark that ignites a new generation of trade show attendees.”

Love it.

Here’s the full link to the article: http://www.tsnn.com/blog/?p=2692

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Let’s Collaborate On: Virtual Events Frequently Asked Questions (FAQ)

July 14, 2010

I’m inviting the community to engage in a PBworks wiki – the idea is to maintain a living FAQ (Frequently Asked Question) document on virtual events.

Ask any question you like – if it’s appropriate and relevant, the virtual events community will answer it.  If the question is not relevant or inappropriate, one of us is likely to delete it.

You can find the wiki here:

http://allvirtual.pbworks.com/Virtual-Events-FAQ-%28Frequently-Asked-Questions%29

How can you participate?  Let me count the ways:

  1. Ask a new question!
  2. Edit existing content
  3. Add new questions to the FAQ
  4. Add new “topical categories” to the FAQ
  5. Answer questions that have not yet been answered

Below, I’ve listed the initial “skeleton” of the FAQ.  Please view the wiki and participate!

General

  1. What is a virtual event?
  2. What are the different types of virtual events?
  3. What are the benefits of virtual events?
  4. Why are virtual events popular?
  5. What’s the difference between a virtual event and a virtual world, such as Second Life?

Technology

  1. What are the technical requirements (prerequisites) for attending a virtual event?
  2. What technology serves as the foundation of virtual event platforms?
  3. Can virtual events incorporate live video streams?
  4. What third party technologies do virtual event platforms integrate with (e.g. CRM, ERP, etc.)?

Technology Providers

  1. What companies provide virtual event platforms?
  2. What companies provide complementary technologies to virtual event platforms?
  3. Are there any independent analyst reports on the virtual event platform providers?
  4. What criteria should I use to evaluate virtual event platforms?
  5. Are there any independent measurement providers (e.g. like a Keynote for virtual event platforms)?

Resources

  1. Where do I go to get more information on virtual events?
  2. Are there any online communities around virtual events?
  3. Are there any good introductory White Papers on virtual events?
  4. How do I experience a sample virtual event?

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How Vendors Should Evolve Their Virtual Event Platforms

July 10, 2010

The following is a collaborative posting by Miguel Arias, Steve Gogolak and Dennis Shiao.

Content creation and collaboration was facilitated by a PBworks wiki – the wiki page can be found here: http://allvirtual.pbworks.com/How-Vendors-Should-Evolve-Their-Virtual-Event-Platforms

To evolve their platforms for enhanced experiences and broader adoption, virtual event platforms should consider the following:

Make it easier to experience

Most virtual event platforms are easy to use – on a first-time visit, users tend to grasp the overall user experience and can figure out where to go (and how).  That being said, for wide scale adoption, virtual events needs to be as easy as Facebook.  That is, our grandmothers need to be able to access the site and figure things out.  On Facebook, grandmothers can update their profile, read their “friends” posts and write updates to their Walls.  Can a grandmother login to a virtual event, update her profile and participate in a group chat?  We’re not so sure.  Similarly, navigation and interactions need to be easier.  Most virtual events are intuitive to navigate (e.g. Lobby, Auditorium,  Lounge, etc.) – but may not be so intuitive with regard to message boards, chat, blogging, rating, etc.

Along with a simplification of interfaces and the use of usability and navigation conventions, many customers and users seem to be demanding more immersive environments. While presenting a brand and hosting an interactive experience in a convention centre, it seems an interesting field to add some real-time rendered environments using engines like papervision3D or Unity3D. This said, it is unlikely that avatar-based real time rendered environments will make it to a mainstream audience. Key considerations (or obstacles) are plugins or applets downloads, system performance and learning curve barriers.

Make it easier to find

The typical “location” of a virtual event is quickly becoming outdated – microsite with registration page, with no ability to experience the event prior to completing all mandatory registration fields. The registration page serves as a “wall” not only to potential attendees, but to search engines as well.  Virtual event platforms need to move “outside the wall” and expose their technology on Facebook, on blogs and on publisher web sites.  Platforms should widen their distribution via widgets, embed code and application programming interfaces (API’s).  Facebook is not limited to Facebook.com – it has Facebook Connect, Facebook Open Graph and much more.  Virtual events platforms, on the other hand, seem to be restricted to “VirtualEventPlatform.com”

Make it easier to access

The most relevant virtual event platforms will introduce, or already have, Facebook Connect and Twitter API, and they will need to move to even wider standards like OpenID.  For public events, ease of registration is a must.  Using open methods for registering and/or connecting social networks have three-fold benefits:

  1. Registration is faster because basic information can be provided by services like LinkedIn, Facebook, etc.  Shorter registration forms increase completion, period.
  2. Intelligence gathered by the platform about the user’s existing social graph can enhance the experience within the event by automatically creating connections with other attendees based on that user’s connection outside the platform.  This will lead to more networking and awareness of actual people within the environment.
  3. Users opting into connections at the point of registration allows platforms to create publishable actions that can be spit out to twitter and facebook news feeds that can increase viral awareness of the event.  Marketing automation at its best.

On the other hand, desktop or mobile widgets to control your stand usage, statistics and reporting will be a must. Lastly, the platforms will have extensive APIs to manage their integration with various social networks, corporate databases, physical event managing software, etc.

Make the experience available on more devices

Most virtual event platforms support Windows, Mac and Linux.  They need to support more platforms, especially mobile.  On the mobile front, it’s important to consider iPhone/iPad, Android, BlackBerry, Symbian, Windows 7 Phone and WebOS (listed in our order of importance).  To start, we don’t believe the entire virrual event experience needs to be “ported” to mobile devices -rather, vendors should determine the most critical features for attendees and exhibitors – and prioritize based on importance.  For instance, chat is an important element of virtual events, so why not make a mobile app that allows exhibitors to staff their booth via their smartphone.

The entire 3D environment does not need to be supported on a mobile device, but the networking tools (visit card managing, real time conversation, etc) and the reporting tools certainly do. On the other hand, it will be interesting to see what happens with Flash and Apple, and see which vendors will try to develop their platforms using HTML5.

One of the key areas where mobile can play a huge role is the “reminder” needs that come from tons of scheduled activities within virtual events.  If attendees have the ability to build out a personalized agenda before the event and opt-in to either SMS reminders or download some kind of app that will push notifications at them throughout the day, it would be much easier to create a flexible agenda.  Currently we’re cramming so much into the shortest amount of time because we’re afraid of losing people.  If only we had better planning and reminding tools, driven by devices that never leave our pocket!

Make the platform more adaptable and flexible

Related to our point about mobile support, platform vendors have important decisions to make regarding the development platforms.  Virtual event platforms today are based on Flash, Flex, Silverlight, Java and JavaFX.  Are those the “right” platform technologies for the future – or, should platforms move in the direction of HTML5?  Does a combination off HTML5, Javascript and Ajax create a more adaptable and flexible platform?  What do we “lose” by shifting away from Flash, Silverlight, etc.?  And what are the mobile implications with the chosen direction?  All good questions for the platform vendors to consider.

Make the platform more adaptable for different customer needs and different usage

There are so many different kind of virtual events: trade shows, conferences, job fairs, corporate events, webinars, congresses… that vendors should decide in which market niche they are going to play. We will see generic platforms and other vendors delivering a tailored solution for one or many of the previous choices. It will become more and more complex to provide physical event managers with the features they need to handle their hybrid events at the same time as the platform is able to cope with the extensive data handling of the virtual job fair, or the networking tools of a professional tradeshow.

Take a hint from Apple and FaceTime

Video chat will, without a doubt, increase the effectiveness of networking.  It is the one key element that can be introduced that will get critics to come around to the idea that networking in an online environment can be as effective as the cocktail hour of a physical event.

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At A Crossroads: Where Does Second Life Go From Here?

July 2, 2010

Crossroads

June 2010 will mark an important month in the history of Linden Lab and Second Life.  On June 9th, the company announced a restructuring that included a 30% reduction of their staff.  On June 24th, the company announced that CEO Mark Kingdon was stepping down and named company founder Philip Rosedale its interim CEO.

Second Life is clearly at a crossroads – it will be crucial for Linden Lab to determine the best path forward.  To do so, they need to identify the right questions to ask and then determine the right answers to those questions.

What is your audience and customer segmentation?

Second Life takes quite a broad approach today – there are a wide assortment of communities [audience] (see their Destination Guide) and an equally wide assortment of land owners [customers].  Having cut 30% of staff, the question at this juncture is whether the company (and the platform) is well suited to cater to “anybody and everybody” or whether it’s better to narrow the focus.

One “focus area” may be in evolving the platform to cater to the hobbyists and loyalists who helped grow the Second Life community from the early days [consumer focus].  Another focus area, while unlikely, may be in catering to corporations for business use (I say “unlikely” because the Enterprise group was let go in the June staff reduction).

Yet another focus area may be in catering to particular categories (e.g. Music, Art, Education).  If Second Life focused their resources around building the #1 immersive music experience, would that have a larger impact than evolving the broader platform to meet everyone’s needs?

So the question really comes down to “narrow vs. broad” – by identifying narrower segments to target their service, can Second Life create a more rewarding and enjoyable experience for both residents and land owners?

What is the revenue model?

Today, the Second Life revenue model is based around a virtual economy, whose currency is the Linden Dollar.  Residents purchase Linden Dollars with real money (e.g. US Dollars) and can then buy land (in-world) or buy virtual goods from in-world merchants.  One of the challenges inherent in this model is its dependence on others to sustain a viable audience (community).

The model works when the audience is growing and the community is thriving; however, when the audience declines and becomes less active, purveyors of virtual land find the ROI less compelling and the audience decline snowballs (since users have fewer residents to interact with each time they login).

Are you a media company or technology platform?

Second Life can go one of two ways here – they can morph into a media company (and have direct influence over the audience) or they can move to a pure-play technology platform provider, which shifts the audience generation “burden” to licensees of the platform.  As a media company, they’d be similar to Facebook, Zynga, IMVU and Slide, with revenue being a mix of advertising, sponsorship and the sale of virtual goods.

Today, I’d say that Second Life is somewhere in between – they’re a technology platform that has no explicit and associated “force” to drive audience (like a media company does).  Resolving this “grey area” will be important.

Where do you take the technology?

To some degree, the technology vision was shared in the June 2010 restructuring announcement – the company will migrate Second Life to a web-based experience, with no software download – and, they’d look to integrate popular social networks to be more accessible and relevant.  Of course, there’s a delicate balance to manage here, since a core component of the Second Life community uses the service for the immersive experience that a downloaded client can deliver.

Here, Second Life can take a page out of OnLive’s book – if OnLive can deliver immersive, action-rich, multi-player video games from the cloud, then one would imagine that a 3D immersive virtual worlds can move to the cloud as well (though, of course, it’s not trivial to achieve).  Second Life needs to think beyond the web as well and determine the viability for apps running on iPad/iPhone, Android and related mobile operating systems.

My Answers (Recommendations)

These are obviously complex questions that require a lot of analysis – in addition, there may be other questions that need to be asked.  The answers to these questions are interrelated and need to be answered together, not individually.  Here are my high level answers / recommendations:

  1. Audience and customer segmentation: Go narrow – you’ll lose segments of your user base, but the core segments you choose to focus on will see solutions and experiences that are more targeted and relevant.  Build upon these small successes and grow outward again.
  2. Revenue model: Move to a SaaS licensing model (priced in US Dollars) – keep the Linden Dollar currency system in place for the purchase of in-world virtual goods.
  3. Media company or technology platform: Become a pure-play technology platform that partners with media companies as a sales channel.  Give media companies incentives and easy-to-use tools that foster growth in virtual real estate – encourage them to be your sales champions and bring their audiences into the community.
  4. Technology evolution: Complete the transition to a 100% web-based offering (no small task!) – and, on the journey there, have plans in place for iPad and Android apps.

Times of turmoil give companies the opportunity to throw convention out the window and reinvent themselves.  Consider another company whose original founder returned to transform them from a “has been” to the most valuable technology company on the planet:

Apple Computer.

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Virtual Event Evolution

June 28, 2010

In a prior blog posting, I promoted a wiki that I created that allows us to collaborate on the evolution of virtual event platforms.  The wiki received some very thoughtful contributions.

Miguel Arias (IMASTE) added several insights via the wiki. In the paragraph “Make it easier to experience” he writes:

Along with a simplification of interfaces and the use of usability and navigation conventions, many customers and users seem to be demanding more immersive environments. While presenting a brand and hosting an interactive experience in a convention centre, it seems an interesting field to add some real-time rendered environments using engines like papervision3D or Unity3D. This said, it is unlikely that avatar based real time rendered environments will make it a a mainstream audience. Mainly considering plugin or applets downloads, system performance and learning curve barriers.

In the paragraph “Make it easier to experience” he writes:

The most relevant virtual event platforms will introduce or already have Facebook connect and twitter connect, and they will need to move to even wider standards like OpenID. On the other hand, deskopt or mobile widgets to control your stand usage, statistics and reporting will be a must. Lastly, the platforms will have extense APIs to manage their integration with various social networks, corporate databases, physical event managing software, etc.

Miguel then added a new paragraph:

Make the platform more adaptable for different customer needs and different usage

There are so many different kind of virtual events: trade shows, conferences, job fairs, corporate events, webinars, congresses… that vendors should decide in which market niche they are going to play. We will see generic platforms and other vendors delivering a tailored solution for one or many of the previous choices. It will become more and more complex to provide physical event managers with the features they need to handle their hybrid events at the same time as the platform is able to cope with the extensive data handling of the virtual job fair, or the networking tools of a professional tradeshow.

Steve Gogolak  (Cramer) also added several insights via the wiki. In the paragraph “Make it easier to access” he writes:

For public events, ease of registration is a must. Using open methods for registering and/or connecting social networks have three-fold benefits:

  1. Registration is faster because basic information can be provided by services like LinkedIn, Facebook, etc. Shorter registration forms increase completion, period.
  2. Intelligence gathered by the platform about the user’s existing social graph can enhance the experience within the event by automatically creating connections with other attendees based on that user’s connection outside the platform. This will lead to more networking and awareness of actual people within the environment.
  3. Users opting into connections at the point of registration allows platforms to create publishable actions that can be spit out to twitter and facebook news feeds that can increase viral awareness of the event. Marketing automation at its best.

In the paragraph “Make the experience available on more devices” he writes:

One of the key areas where mobile can play a huge role is the “reminder” needs that come from tons of scheduled activities within virtual events. If attendees have the ability to build out a personalized agenda before the event and opt-in to either SMS reminders or download some kind of app that will push notifications at them throughout the day, it would be much easier to create a flexible agenda. Currently we’re cramming so much into the shortest amount of time because we’re afraid of losing people. If only we had better planning and reminding tools, driven by devices that never leave our pocket!

In the paragraph “Make the platform more adaptable for different customer needs and different usage” that Miguel created, Steve writes:

Take a hint from Apple’s “face time”. Video chat will, without a doubt, increase the effectiveness of networking. It is the one key element that can be introduced that will get critics to come around to the idea that networking in an online environment can be as effective as the cocktail hour of a physical event.

To view the fruits of our collaboration, you can read the wiki page here:

http://allvirtual.pbworks.com/How-Vendors-Should-Evolve-Their-Virtual-Event-Platforms

By default, you’ll be taken to the “VIEW” tab – to contribute, click on the “EDIT” tab. We’d love to hear (read) your thoughts!

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What I’ve Been Tweeting (Edition 1.0)

June 25, 2010

Because tweets are temporal, while blog postings are permalinked…

Selected musings and sharings, all done in 140 characters or less – for a full subscription (at absolutely no cost), follow me at @dshiao.

What I’ve Been Tweeting

Virtual Events

  1. #Telepresence In #Virtual Events With @G2Events: http://bit.ly/bcALWq #eventprofs
  2. Lots of #virtual events this month – see calendar: http://bit.ly/6IYdC5 | just added CSCO Summit & Retail Marketing events
  3. @VirtualEdge highlights @CiscoLive 2010, with thoughts from @dveale: http://bit.ly/bSjeJw
  4. Let’s collaborate on the evolution of #virtual events – info: http://bit.ly/brNUGE & wiki: http://bit.ly/9AF7JU #eventprofs
  5. 5 Tips For A Successful Virtual Trade Show by @funnelholic: http://bit.ly/ciApcx
  6. Maximizing the #ROI of #Virtual Trade Shows – Tips from the Trenches: http://bit.ly/9nBATP (by @ellehwoulfe) #eventprofs
  7. A @Focus discussion on #virtual events & what works: http://bit.ly/drin3W (via @funnelholic) #eventprofs
  8. Making Virtual Event Connections”: @dveale on Twitter/Facebook/LinkedIn integration into @CiscoLive Virtual: http://bit.ly/ao0Ibm

Social Media

  1. #socialmedia will shift from specialized machinery in hands of few to Swiss Army knife in hands of many (my take from #ragancisco)
  2. Just noticed: @Yelp now has “Follow This Reviewer”, a “Compliment” button on each review and a type of badge (“Elite ’10”)
  3. Expect @Groupon to ramp up on social: “Most people who use Groupon don’t realize it’s a group purchasing site” (said CEO in @NYTimes)
  4. RT @samueljsmith: Free Report: #SocialMedia in the New Event World http://ow.ly/1YOg4 #eventprofs #mpi RT @ericlukazewski
  5. YouTube Gets a Cloud-Based Video Editor: http://bit.ly/9z3BFS (from @RWW – good stuff, @YouTube)
  6. Fabulous: Inside @Gatorade’s Social Media Command Center from @Mashable: http://bit.ly/9Ma4d8
  7. “8 Interesting Media Offerings on LinkedIn”: http://www.clickz.com/3640716 (by @HarryJGold) – @LinkedIn has a white paper program

Cloudforce 2010

  1. Salesforce doing demo of Chatter app for iPad – planning to release later this year #Cloudforce #Cloud2
  2. Dell is on stage doing demo of Chatter running on the new Dell Streak (Android tablet) – 5 inch form factor #Cloudforce
  3. Neat things from #Cloudforce keynote: #Chatter demo on web, iPad; Jigsaw integration; Service Cloud 2 demo
  4. My learning from #Cloudforce: the cloud can move business “chatter” from a backchannel to an always-on channel
  5. Salesforce using 40-50 percent less email since they enabled #Chatter internally #Cloudforce
  6. #Chatter used to collaborate and share docs within a business – who’s thankful? The Exchange Administrator

Product Ideas

  1. Idea to promote businesses: design floor tiles with embedded QR codes – some patterns I see already look like them 😉
  2. Product idea: Twitter Funnel Server. Why? Because without one, companies would feel like they’re drinking from a firehose

General

  1. How iPhone 4 Could Change Augmented Reality: http://bit.ly/cbgxw8 (via @RWW) #AR
  2. RT @ojchiang: Watch The World Cup Through Your Video Game Console « Velocity – Forbes.com http://bit.ly/diu67X #worldcup
  3. A click is like a first date – it may be your only chance to make a first impression (via @ClickZ article)
  4. New term for startups who do not invest capital wisely: they operate at “broke-even” 😉
  5. Over breakfast, my first grader was talking about bloggers. Asked her to define “blogger” – her answer, “someone who blocks the road”