Search Engine Optimization (SEO) For Virtual Events

February 2, 2009

Flickr (martin.canchola)

Source: Flickr (martin.canchola)

These days, any publisher of information on the web is very keen to Search Engine Optimization (SEO).  If you build it (SEO) into your pages, they will come.  If you don’t, then you’re missing out on page views.  But, with all the effort we place on optimizing our web sites (e.g. corporate web sites, content sites, social media sites, etc.), how much SEO effort do we put into our virtual event pages?  I get the feeling that the answer today is “not much”.

For the external (non-private) virtual event, show organizers and exhibitors often judge success based on the number of registrations, attendees and interactions.  Basically, “the more, the better”.  However, what’s the largest source of registrations for most virtual events?  Outbound email promotions to (usually) large lists of users – where you’re hoping that some percentage of users open your email, click on the email and convert into a pre-registered attendee.  Very low on the list today is organic traffic from search engines like Google, Yahoo or MSN.

So the opportunity is quite large – improve the SEO of your virtual event and you can make a big impact on registrations, attendees and exhibitor satisfaction.  But where to start?  Well, first identify the pages on which to apply your SEO tactics.  For a virtual event, we’re usually talking about the microsite that describes your event – date, hours, speaker bios, etc..  The microsite often has separate tabs to list the event’s agenda, existing exhibitors, contacts for sponsorship info and (importantly) the event’s registration page.  All of these pages/tabs should have SEO applied.

A nice overview on SEO is titled “Search Engine Optimization 101” by Marketleap, a division of Acxiom Digital.  You’ll want to apply some of the basic concepts discussed here – including the right content on your virtual event pages; the use of meta tags; how to write good titles and strategic use of keywords.

Next, you’ll want to foster in-bound links to your virtual event microsite.  Promote the virtual event on your corporate web site (with a link).  Place links to the virtual event in your social networks (e.g. Twitter, Facebook, Linkedin, etc.).  Find blogs related to your industry and leave comments there.  Don’t blatantly promote your virtual event in the blog comment, but refer back to it (e.g. when leaving the comment, have your name be hyperlinked back to your virtual event’s microsite).  The more inbound links you can create, the higher your microsite will rank with the search engines.

Correction: comments you leave on other blogs can help with clicks (back to your blog), but do not help with SEO – most blog sites utilize a nofollow directive on the anchor tag, so search engines do not “follow” hyperlinks left in blog comments.

Finally, if your virtual event is not behind a registration wall (e.g. maybe it’s a 365 day, open environment), then make sure you provide “search engine friendly” content pages within the platform that search engine spiders can index.  Stay away from the Flash-heavy page and go with a flat, content-rich page.  Users will land here (from search engines), so be sure to provide easy navigation from this page to the main areas of the event (or environment).

For b-to-b virtual tradeshows, I’d estimate that well south of 10% of registrants are sourced from search engine traffic today.  Make it a goal at your next event to hit the 10% mark.  Your email lists will thank you.


Home Depot’s EXPO Design Centers Should Go Virtual

January 29, 2009

In a press release issued this week, Home Depot announced that it’s shuttering its doors on all 34 EXPO Design Center stores:

The EXPO business has not performed well financially and is not expected to anytime soon. Even during the recent housing boom, it was not a strong business. It has weakened significantly as the demand for big ticket design and decor projects has declined in the current economic environment. Continuing this business would divert focus and resources from the Company’s core “orange box” stores. Therefore, over the next two months, the Company will be closing 34 EXPO Design Center stores, five YardBIRDS stores, two Design Center stores and a bath remodeling business known as HD Bath, with seven locations.

But wait!  Let’s not be too quick to liquidate all the inventory and tear down the walls.  Images and footage can be captured from the existing design centers — and placed online.  With a Virtual EXPO Design Center, Home Depot can:

  1. Generate leads/business to their core orange box stores
  2. Facilitate e-commerce transactions directly within the virtual design center
  3. Bring the design center to the entire world (and not just those in the vicinity of the 34 physical stores)
  4. Differentiate from the competition

And, they can do all of this for fairly low cost – much lower than their costs for maintaining the original 34 physical design centers.  The concept here is a mashup between Realtor.com and Amazon.  With Realtor.com, prospective home buyers search for homes, view photos and take 360 degree tours.

With Amazon, shoppers of goods peruse, search and eventually purchase (online).  With a virtual design center, you facilitate both activities – prospects search for particular appliances and take 360 degree tours of model kitchens and baths.  By clicking on a particular item, the user can be provided with its full specifications (dimensions, weight, etc.) and  be taken to homedepot.com to purchase it immediately.

So visit the showrooms that are still standing and capture photos, videos and 360 tours.  There are many affordable solutions for capturing and rendering 360 views, such as IPIX and 360iSight.  Next, go interview some of the 5,000 employees you were planning to lay off and find the ones who are most personable and most “online savvy”.

Offer selected employees positions to remain with the company – as virtual showroom staff.  In their new role, their job is to be an embassador (online), answer questions in online chat and discussion forums (within the virtual design center) and help facilitate e-commerce or real-world sales.  To mix in some fun, outfit their avatars with the Home Depot orange apron (and yes, I know, that’s from the orange box stores – but, we’re having fun – and, it might help reinforce the brand).

To provide value to your ecosystem of partners and vendors, allow selected vendors (e.g. GE, Maytag, Kohler) to have booths within the virtual design center, which would provide a centralized collection of the vendor’s products.  Feel free to charge these vendors for their booth, so that you recoup some of your costs for building this environment.

Vendors could provide their own employees to staff the booth.  And once a week, allow a selected vendor to provide a live presentation (webinar or videocast) in the design center’s Auditorium.  Instead of driving clicks to the vendor’s web sites, allow users to click into homedepot.com to purchase the vendor’s products there.

Now, if you have leftover budget or time, mix in more fun into the environment – provide interactive areas where users can interact with kitchen or bath appliances.  Allow a user to turn on/off a stove; set an oven timer; open/close cabinets; fill up a jacuzzi tub with water.  Features like this increase the stickiness of the site and may keep users coming back.  I’m sure there’s much more than can be done – so whether it’s Home Depot or another retailer, I’m expecting to see this concept (virtual design center) become a reality in 2009.

Viking range?  $1,099.99.  LG refrigerator?  $799.99.  Online leads, interactivity and e-commerce?  Priceless.


Adobe’s Real World Launch Is Suppplemented With Virtual Launch

January 25, 2009

PRWeb / Adobe

Source: PRWeb / Adobe

When launching a product suite with “eLearning” in the title, what better a place to hold launch activities than the virtual world?  Last week, Adobe launched two new product suites, Adobe eLearning Suite and Adobe Technical Communication Suite 2.  This coming week, Adobe will be holding virtual launch activities of eLearning Suite in the virtual world of Second Life.  The virtual launch is the work of Moderne Interactive, a digital advertising agency whose practices include “custom and private virtual worlds”.  Details of the launch activities planned in Second Life:

Adobe Product Evangelist RJ Jacquez will lead an interactive demonstration from Second Life at Noon Pacific Time (12 p.m. SLT) both days. Jacquez will showcase the powerful features that the new Captivate 4 and eLearning Suite products can offer to education, government, and other communities. In addition to live product demonstrations by Jacquez, Adobe and Moderne representatives will be on hand to distribute free trials of the innovative software, to answer questions, and to direct users to further resources.

At 7 p.m. on Monday and at 4 p.m. on Tuesday, the Adobe eLearning Island will also hold a celebration of Second Life community that will feature resident Second Life musicians and artists who will share their talents with the gathered crowds.

A virtual world is a great place to demonstrate a product – vendors provide a rich, 3D representation of the product (or, in the case of software, a 2D representation of the actual software) and prospects can see the product in action.  Prospects may also be able to interact with the product directly.  Moderne Interactive and Adobe were wise to provide parallels to a physical launch – such as the free trial giveaways (of the software) and the obligatory musical entertainment.

What’s another neat feature of the virtual world?  The ongoing presence.  With a physical launch event, you tear down the event once the day is over.  Your booth comes down, you bring your product collateral and launch material back to your office and all participants go home.  With a virtual launch, you keep your launch material online, making it available 24×7 to anyone across the globe.  And that’s precisely what Adobe is doing:

During and after the launch events, Adobe will keep its eLearning Island open to the public to highlight its eLearning Suite and Captivate 4 products via, which launched early this week. The island features several interactive elements meant to educate and entertain audiences about Adobe’s eLearning products. Adobe’s eLearning Island can be reached in Second Life at the following location: http://slurl.com/secondlife/Adobe%20eLearning/38/38/37.

“Educate and entertain” – a great approach not only in leveraging the virtual world, but a best practice for launching a product in general.  If you’re a product evangelist (like RJ Jacquez at Adobe), a product marketer or a product manager, I suggest that you learn the logistics and customs of virtual worlds.  Pretty soon, your VP Products or CMO may have you supplementing your trade show and physical launches with appearances in the virtual world!

Here’s hoping that Moderne Interactive and Adobe provide some archived footage from their Second Life events for those of us who aren’t able to attend live.  After all, when RJ is providing a demo of Adobe Captivate 4, I’m sure someone else can be using that same software (in the real world) to record a screencast for us!  Best of luck on a great SL event.

Related links

  1. SLentrepreneur Magazine: Adobe in Second Life: Moderne Interactive Builds Immersive Learning Center for Adobe

Virtual Event Best Practices

January 23, 2009

With a number of virtual events on tap for 2009 (see the calendar of events here), marketers and exhibitors are busy preparing – assembling content for their booth, rounding up colleagues for “booth duty” and preparing the sales team for a burst of hot sales leads.  I’ve assembled past blog posts into a collection of virtual event best practices.  Without further ado:

  1. Bring the right people, have the right content (in your booth), perform the right actions and provide the right prizes (https://allvirtual.wordpress.com/2008/12/14/how-to-exhibit-at-b-to-b-virtual-tradeshows/)
  2. Utilize surveys to provide a deeper understanding of your customer prospects and generate insights back to your product management team (https://allvirtual.wordpress.com/2008/12/19/utilize-surveys-in-virtual-events/)
  3. Leverage Twitter – show-hosts can look to Twitter to expand the reach of the event’s audience and exhibitors can leverage Twitter to invite their followers to visit their booth at  the event (https://allvirtual.wordpress.com/2008/12/15/leverage-twitter-for-virtual-tradeshow-outreach/)
  4. It’s not always about “net new sales leads” – get closer to your existing customers (https://allvirtual.wordpress.com/2008/12/16/get-closer-to-your-customer-with-virtual-tradeshows/)
  5. Use treasure hunts to increase engagement (https://allvirtual.wordpress.com/2008/12/23/use-treasure-hunts-to-increase-engagement-in-virtual-events/)
  6. Have a process in place to handle the hot sales leads (https://allvirtual.wordpress.com/2008/12/31/how-to-handle-those-hot-virtual-tradeshow-sales-leads/)
  7. Utilize multiple metrics to judge success – Cost Per Lead (CPL) is the key metric for most marketers, but also consider other success metrics [e.g. quality of leads, conversion of inquiry to sales engagement, etc.] (https://allvirtual.wordpress.com/2008/12/28/what-cost-per-lead-cpl-should-i-pay-for-virtual-tradeshow-sponsorships/)

What best practices do you utilize at virtual events?  I welcome your input – feel free to drop a comment below.


Business Innovation: Powered by World of Warcraft

January 21, 2009

They’re called massively multiplayer online games (“MMOG”).  Hundreds (if not thousands) of users connect and “collaborate” in a game that’s held not just on the individual’s device, but online – where that individual is connected to all other players simultaneously.  World of Warcraft (aka WoW) is one of the more notable MMOGs out there.  In a BusinessWeek article titled “How World of Warcraft Promotes Innovation“, authors John Hagel and John Seely Brown discuss design features of the popular MMOG and apply those features towards business opportunities around innovation.  The authors list the “bottom-line lessons for executives”:

  1. Reduce barriers to entry and to early advancement
  2. Provide clear and rich metrics to assess performance
  3. Keep raising the bar
  4. Don’t neglect intrinsic motivations
  5. Provide opportunities to develop tacit knowledge, but do not neglect broader knowledge exchange
  6. Create opportunities for teams to self-organize around challenging performance targets
  7. Encourage frequent and rigorous performance feedback
  8. Create an environment that rewards new dispositions

For each “lesson” (above), the authors describe how it is applied in WoW – and, how the lesson can be applied to business innovation.  Now, let’s move from the world of MMOGs to virtual worlds and virtual events.  I’m a believer that if these same principles are applied to business-oriented virtual “communities”, that we can significantly empower (and generate) untold amounts of business innovation.

On the web, we already have communities of individuals who coalesce around any number of topics and interests – everything from iPhone enthusiasts in a Facebook group to a discussion forum about Tandy’s TRS-80 desktop microcomputer.  Members of these communities are quite engaged in their area of interest and tend to spend a lot of time online.  If provided with a platform that’s also engaging and online, it’s safe to say that they wouldn’t need much convincing to participate.

As such, it seems to me that the bulletin boards, discussion forms, chat areas (and even Facebook or Yahoo groups) of today may migrate (in the near future) to a hybrid virtual world/event, with more real-time interaction and engagement.  Let’s consider a business example.  Take any large corporation that sells its products and services via a “partner ecosystem”.  Much of this company’s revenue is generated from sales that are directly sourced by its partners.  But, how well are partners connected – and how often do they partner up (on their own) to create unique and compelling solutions?  If the answer is “not too often”, then an online medium, using principles drawn from WoW, may be a big win.

As seen in WoW, if a venue allows individuals to assemble, collaborate and generate actions (with a built-in reward and recognition system to motivate the participants), you find that progress, development and innovation fall out naturally.  Create the foundation and a house gets built.  Companies can leverage these online communities (aka virtual worlds) to tap into the Wisdom of Crowds and be able to crowdsource the next great product.  The crowd may give your next product the true WoW factor.


For Virtual Worlds Info, Here’s Whom I Follow on Twitter (and Why)

January 16, 2009

Author's "Twitter Home"

Source: Author's "Twitter Home"

The pace of change and innovation is quite brisk in the area of virtual worlds and virtual tradeshows.  How does one keep up with the pace? One tool that I use is Twitter, the popular and very useful microblogging platform.  As it relates to virtual worlds, my uses of Twitter are:

  1. Find the news of the day – I check Twitter (and FriendFeed, too) with my morning coffee, in the same way I might have walked down the driveway to pick up the morning newspaper (when I was a kid, of course!).  My RSS feeds in Google Reader are good, but I often find more applicable and more timely virtual worlds news via the folks I follow on Twitter.
  2. Stay connected with the metaverse – I discover the influencers (and, who may soon be an influencer) and keep tabs on the chatter and commentary related to virtual worlds.
  3. Distribute information – Guy Kawasaki has blogged about how he leverages his Twitter network to generate interest in Alltop.com.  You can find one relevant post here: http://blog.guykawasaki.com/2008/12/how-to-use-twit.html.  I’ll often let my Twitter followers know about new blog posts that I’ve authored.  In fact, you may notice that I’ve done just that for this blog posting!
  4. Source new business contacts and leads – Twitter moves in two directions – you follow (and receive benefits from) others, but you ought to “give back” and share information that the community (and your followers) may find useful.  When you do that, you find that your list of followers starts growing magically (Twitter users are eager to follow others have a way of finding you), which, in turn, expands your universe of potential business partners.  In fact, you may find that business opportunities will come finding you, without any action on your part (aside from being active on Twitter) – it’s happened to me, for sure.

I follow 253 people on Twitter.  Among those, I’ll provide a short list of the folks I follow specifically for virtual worlds info (and why):

  1. @malburns: Mal Burns has made 29,696 updates on Twitter, most of which are about virtual worlds news.  I don’t quite know how he can be so prodigious, but I do know that I check his tweets to get the latest news each day.  For virtual worlds, he’s my Daily News and New York Times in one
  2. @epredator: Ian Hughes is a metaverse evangelist at IBM (based in the UK) and a blogger at eightbar – he has lots of interesting insights into the metaverse.  See related interviews that I did with Ian: Part 1 and Part 2
  3. @NickWilson and @OnderSkall – Nick Wilson and Caleb Booker (OnderSkall) are executives at Clever Zebra, a virtual worlds business.  Caleb publishes a weekly “Business in Virtual Worlds News Roundup” on his blog that’s loaded with lots of useful links and articles.  Here’s a sample: http://www.calebbooker.com/blog/2009/01/11/business-in-virtual-worlds-news-roundup-jan-5-11-2009/
  4. @skribe – skribe Forti is a Digital Media Consultant at Skribe Productions – he has his fingers on the pulse of the (virtual) world
  5. @Dusanwriter – Doug Thompson is CEO of Remedy Communications who travels in the virtual world as Dusan Writer.  He blogs about virtual worlds at http://dusanwriter.com/
  6. @reubstock – Reuben Steiger is CEO of Millions of Us (http://millionsofus.com/blog/)
  7. ADDED: @Consiliera – Gaby K. Benkwitz is “Futurist, consultant, educator” who links to articles and blog entries about the metaverse.  I also subscribe to her excellent newsfeed on Friendfeed: http://friendfeed.com/rooms/metaversenews

I’m sure I’m missing some key people – so drop a comment below to let me know whom else I should be following for virtual worlds info – and, I’ll follow them!

Of course, if you want to follow me, I’m at @dshiao.


Hey Kids! I’ve Got a Virtual World For You

January 14, 2009

As a parent, their existence is virtually unavoidable – the online companion to a kid-themed product.  A Reuters article (published by MSNBC) titled “Disney’s Penguin spreads its wings globally“, describes Disney’s ambitious plans with its Club Penguin virtual world.  Operating out of Sao Paolo, Disney will launch the first non-English version of Club Penguin in Brazil.  There are additional plans to launch in other Latin American countries and France.  Forget the climactic limitations of the species – penguins will now be spanning the globe.

When Disney acquired Club Penguin in 2007, one may have thought that the strategy was around product/brand integration of Disney properties (and characters) with the Club Penguin world and audience.  While that possibility still exists, it seems Disney is looking to Club Penguin as a full-fledged brand in its own right.  Accordinng to the article:

Within two years of launch, Penguin claimed more than 12 million registered users, of which about 900,000 were premium subscribers typically paying $5.95-$6.95 per month for access to additional features and virtual collectibles.

If I’m doing my math right, 900K subscribers paying $6.50 a month (taking the midpoint of the prices quoted) amounts to $70.2MM in revenue per year (wow).  And here’s a clear sign of Disney’s plan to grow Club Penguin as its own brand:

Over the past year, Disney has been busy taking some of its most popular licenses, such as “Pirates of the Caribbean,” “Cars” and Tinkerbell and creating virtual worlds around them.

But with Penguin, that strategy has been somewhat reversed, giving the property the chance to leverage Disney’s retail muscle. The recent launch of a toy line includes plush versions of popular characters, a set of figurines as well as an Igloo Playset. The brand was also extended into the lucrative game field with the introduction of “Club Penguin: Elite Penguin Force” for the Nintendo DS.

So if you’re a parent paying for that premium subscription, the next thing your child will be asking for is the Igloo Playset, along with the Club Penguin game for her Nintendo DS.  Or, she’ll be asking you to buy the Nintendo DS so that she can attain Elite Penguin Force status!  Also mentioned in the article is a related, kid-themed virtual world, Webkinz:

Of course merchandising is not new in virtual worlds and has already proven to be far more than a branding play. Toronto-based Ganz is estimated to be earning more than $100 million annually from collectible plush toys and accessories kids buy that allow them to unlock virtual goods online at Webkinz World.

I’ve found Webkinz model to be quite interesting, as they’ve reversed the traditional marketing flow.  Instead of online promotions to drive product sales in the physical world, Webkinz employs small stuffed animals as a physical world “footprint” to drive kids (and their parents) online.  So the physical “product” is sort of a loss leader (or, promotion) to generate online memberships, where the online world is the true end game.

And once you’re in-world at Webkinz World, there’s lots to do (and buy) – collect KinzCash, play online games, collect Gems to exchange at the Curio Shop, etc.  Then there are additional toys that tie in to the world, called W-Plus Items (e.g. bookmarks, charms, body spray, lip gloss, etc.).  There’s also trading cards and a recently launched Webkinz eStore, where one can make purchases of virtual goods.  All in all, it’s not surprising that Ganz (parent company of Webkinz) generates $100MM per year.

By launching an online presence, toy makers seem to have the following goals:

  1. Commerce (including subscriptions)
  2. Branding
  3. Both!

With Club Penguin and Webkinz, the clear focus is on commerce – but keep in mind that once you’ve established a strong footprint and audience, you will have opportunities for branding – imagine subtle tie-ins within Club Penguin to other Disney properties (including exclusive offers for Club Penguin members).  On the branding (microsite) side, I checked some toy brands (off the top of my head) and found the following:

  1. Cabbage Patch Kids – Flash-based microsite.  If the original Cabbage Patch product launched today, I’m nearly certain they would have developed a full-blown virtual world
  2. BarbieGirls Virtual World – This looks to be branding focused – but may have related commerce
  3. Beanie Babies 2.0 – Flash-based microsite
  4. Playtime in Ponyville – Microsite for the My Little Pony franchise

One notable exception – a quick search did not turn up any microsite or virtual world for the Leapfrog franchise.  Perhaps that’s in the works for 2009!  Anyway, as a parent who has enabled/used some of these sites at home (for my child, of course!), I see them as a powerful branding vehicle that builds customer loyalty and (potentially) spurs product sales (both in the virtual and real worlds).

I compare the microsite to banner advertising – but instead of having your creative agency design your next Flash banner ad, spend a little more and have them build out a Flash microsite.  Then, your destination becomes your “advertising” and instead of trying to reach your audience across the web, you find that your audience comes to find you.  This is much more efficient than running a large amount of banner impressions and television commercials.  Your microsite fulfills the advertising concept of “frequency and reach”.

And that’s a wrap for now – my daughter needs this computer to access Playtime in Ponyville.


Economic Downturn To Spur Virtual Job Fairs

January 10, 2009

On Friday, the U.S. Bureau of Labor Statistics reported that the nation’s unemployment rate hit a 16-year high of 7.2%, with 11.1 million Americans out of work.  Many of the unemployed are turning to sites like Yahoo HotJobs, Monster.com, Dice.com and Linkedin.  With such a wide pool of available talent, companies looking to fill positions will receive no shortage of attention (and job submissions). While this is a good thing for the hiring companies, they’ll be challenged to efficiently filter through the submissions and find the right candidates for the jobs.

Let’s consider today’s dynamic for hiring companies:

  1. Large potential applicant base (11.1 million unemployed)
  2. Applicants are cash-strapped
  3. Hundreds (or thousands) of submissions generated for a given job posting

What’s a good solution to address this combination of factors?  The virtual job fair.  With the unemployed less likely to incur expense to attend a physical job fair, placing the event online means that you’ll attract a larger (and potentially global) audience.  And while you won’t be face-to-face with potential hires, there are plenty of advantages of flooring such an event virtually.

First, let’s consider your job at the job fair. While your ultimate goal is to source attractive candidates, it’s just as important to sell your company (amd the benefits of working there) to these candidates. Some possibilities to consider for the virtual job fair:

  1. Place detailed information about the job (and your company) in your virtual booth – supplement with external links (back to your corporate site)
  2. Invite senior executives to the event (not just the hiring manager, but the hiring manager’s manager) – including your CEO!  Your CEO’s participation is quite possible with a virtual event, but may not be practical at a physical event
  3. Invite employees who hold the same (or similar) position – and have them network with candidates
  4. Host presentations about your company (e.g. webinars)
  5. Include on-demand video in your booth – so that candidates can hear (and see) from your company representatives
  6. Host sesssions in the event that show candidates how your company operates.  For instance, if you’re supplementing your software development team, stage a developer meeting for folks to observe. Virtual worlds like Second Life or web.alive can facilitate such a session. 

As for filtering through the candidates, you’ll want to review the chat transcripts that they had with your company representatives and review activity reports (e.g. booth visits, documents downloaded) to gauge their interest level in your company.  Additionally, work with your platform provider on applications you might leverage, such as surveys or quizzes to differentiate candidates.

On the attendee side, I recommend the following:

  1. Carefully select your avatar, since it’s a representation of you in the virtual world.  You’re sending a signal to your potential employer. Picking an unsuitable avatar is equivalent to attending a physical job fair unshowered and in your pajamas
  2. Take care in all your touchpoints.  Potential employers will be able to pick up on your writing abilities within text chat, for instance. Does your resume claim, “excellent written communication skills”?  Well, be sure to demonstrate them!
  3. Bring useful and relevant resources to supplement your candidacy – e.g. writing samples, code excerpts, etc. Additionally, look up potential employers online (e.g. on Linkedin) for additional context.

TMP Worldwide (parent company of Monster.com) hosted a number of virtual job fairs in Second Life during 2007.  EMC, Accenture, GE and U.S. Cellular exhibited, among other companies.  You can still visit the Network in World site here.

On January 14, 2009, P&G is hosting a U.S. Diversity Virtual Career Fair (full disclosure: my employer [InXpo] is powering this event).  I expect to see several more virtual job fairs in 2009, especially as job openings begin to pick up again from hiring companies.  If you have plans to attend or exhibit at a virtual job fair this year, leave a comment below with some details!


Review: Lenovo’s eLounge Virtual World

January 8, 2009

Lenovo eLounge (screen capture of author's avatar)

Source: Lenovo eLounge (screen capture of author's avatar)

Lenovo today unveiled a virtual world called eLounge, which is powered by Nortel’s recently announced virtual world platform, web.alive.  Lenovo appears to be using this venue as a social and interactive platform for providing information on their products and services (notably, their laptops).  Here’s Lenovo’s description of eLounge:

Experience a truly virtual 3D on-line shopping experience. Ask your friends to join you, and together explore and learn about lenovo products. It is similar to shopping in a retail store except you are on-line and in control of your real time interactive shopping experience.

* Create your own personal avatar
* Browse and interact with our virtual products
* Walk around and share your experience with customers from around the globe
* Get support from one of our virtual avatar product specialists

I reviewed eLounge on a Dell Latitude D630 running Windows Vista Business on Firefox 3.0.5 (perhaps I should have been on a Lenovo Thinkpad instead?).  eLounge runs within a browser, but first requires a download of Nortel’s web.alive software.  Here are the system requirements:

To help ensure that you receive the best possible experience, we recommend the following minimum computer set up:

* Windows XP/Vista
* Intel 945 integrated graphics or better
* 1 GB RAM, 1.50GHz CPU
* Broadband network connection (e.g., cable/DSL)
* USB stereo headset with microphone

Shortly after my download completed and I ran the executable, the eLounge virtual world appeared in the Firefox browser tab from which I initiated the download.  On initial entry, I saw 7-10 other avatars in the immediate vicinity and heard a female avatar ask, “How do I leave?”.  A Lenovo staffer politely addressed this inquiry and off she went.  As I got myself acclimated to the environment, I enjoyed viewing my auto-selected avatar – a svelte-looking, 5′ 5”, 150 pound male (image above).

After lounging in the environment and observing the avatar passersby, I was greeted by an avatar named Nicholas – turns out this was Nicholas Sauriol, the Venture Leader of Project Chainsaw at Nortel, the initiative at Nortel behind web.alive.  Nicholas gave me an extensive tour of eLounge, starting with some stations where Lenovo Thinkpads were on display.  By left-clicking on the mouse and hitting “w” on the keyboard, I was able to walk toward a Thinkpad, at which point its full configuration appeared on my screen.

At the bottom of the description was a link lableled (“Customize and buy”) — neat idea.  Nicoholas then walked me to a separate room – an auditorium where a few avatars were hanging out and an image of a Star Trek spaceship appeared on stage.  This is an area designated for product launches and announcements – leveraging a feature of web.alive called OmniVoice.  Typically in web.alive, sound volume correlates to your proximity to an avatar.  With Nicholas up close, I could hear him fine – but if he walked away, his voice would start to get faint.  With OmniVoice, the speaker gets the equivalent of a microphone, so  her voice is projected throughout the area (auditorium).

Side conversations could still occur while the presenter was speaking (in the same way that you can chat (whisper!) with your colleague during a physical presentation).  Nicholas then escorted me into a private room that he likened to an executive briefing center:

Lenovo eLounge (screen capture of private room)

Source: Lenovo eLounge (with presenter Nic Sauriol)

In this area, Lenovo can utilize PDF, PowerPoint, etc. to present to clients.  So the large displays (above) can render a PowerPoint, just like using a projector in a conference room.  Overall, I found the user interface of web.alive (and eLounge) to be quite intuitive.  I was immediately able to pick up on the relevant commands – the use of “overlay” text that appears transparently on top of the screen was useful.  And menus like this are handy:

Lenovo eLounge

Source: Lenovo eLounge

The numbers (above) represent keyboard shortcuts that allow you to “emote”.

The web.alive platform is built on top of the Unreal Engine from Epic Games.  Virtual Worlds News has some good coverage of eLounge, along with Nortel’s licensing of Unreal:

http://www.virtualworldsnews.com/2009/01/lenovo-using-nortels-webalive-for-ecommerce.html

http://www.virtualworldsnews.com/2009/01/nortel-licenses-unreal-engine-for-webalive-opening-up-to-development-community.html

In Summary

For a “Day 1” experience, I found Lenovo eLounge (and web.alive) to be quite good – I’m sure Nicholas and team at Nortel will continue to build it out with more features.  It will be interesting to see the applications that other companies may have for web.alive.  According to Sauriol, Lenovo is the first public launch of a web.alive client – there will be other public launches forthcoming – and there are a number of clients using web.alive behind the firewall (which we won’t hear about).

I’ll also be interested to hear how Lenovo is driving users into eLounge  (i.e. generating interest / demand), along with what sort of ROI they’re looking to generate from this investment.  Kudos on a good start to both Project Chainsaw (Nortel) and Lenovo.

UPDATE: Some supplementary information about the underlying technologies:


Should CES And Macworld Go Virtual?

January 7, 2009

Flickr (Domain Barnyard)

Source: Flickr (Domain Barnyard)

With all due respect to the CEA (CES) and IDG World Expo (Macworld), I found it interesting that the primary discussion around CES and Macworld this week has been who and what will not be there, rather than the announcements and happenings scheduled at these venues.  Before I go further, let me state up front that I work in virtual events, so my thoughts are biased.  Now let’s review the “not there, not coming” list:

  1. Bill Gates (CES) — off pursuing his noble not-for-profit initiatives
  2. Steve Jobs (Macworld)
  3. Attendees  – lower numbers expected at both venues, compared to 2008
  4. Exhibitors – lower numbers expected at CES, compared to 2008

“Electronics trade shows change with times” is the headline of a story in today’s USA Today.  Some excerpts from this article:

Software king Adobe Systems and gadget maker Belkin dropped out of Macworld. Networking giant Cisco and Sanyo, being acquired by Panasonic, won’t be exhibiting at CES.

[…]

“I’ve surveyed my clients, and while many will be at the show, they are dramatically cutting back,” says James McQuivey, an analyst at Forrester Research. “If they had 20 people at the show last year, this year it’s just four.”

So clearly, the current economic climate is having its effect on industry events.  I do see a lot of value in the face-to-face event.  In fact, a significant aspect of CES is the brokering of partnership and business development deals between and among vendors, suppliers and retailers.  That activity is very effective “in person” and may not (yet) be well suited to online-only activity.  Another aspect of CES is the schmoozing and the wining and dining of clients and business partners.  This also cannot be replaced online, as far as I’m aware!  So I’m certainly not recommending the shuttering of CES (or Macworld).

But why not launch complementary events online?  For the product announcement angle of these events, online seems a natural fit.  In 2008, several IT vendors skipped the physical launch event and handled 100% of their product launch over the web, whether it was a Live Webinar, Live Videocast or a Virtual Tradeshow.  In an online venue, your potential audience expands, but you can still connect with your target base of customers, prospects and industry analysts.

James McQuivey of Forrester had a relevant quote in the USA Today article:

Says McQuivey, “New products get launched on blogs. There’s no reason to go through all the hassle and expense of trade shows anymore.” Apple said just that as it dropped out of Macworld, citing the reach of its own retail stores and website.

Now, let’s talk a bit about the green angle.  The same article quoted Jason Oxman from CEA:

Jason Oxman, senior vice president at the Consumer Electronics Association, which stages CES, says that even in the downturn, companies that are cutting back aren’t eliminating CES altogether. Like Cisco, they’re just eliminating the convention floor booths and opting for meeting room suites instead.

“Trade shows take on renewed importance in a down economy,” he says. “Every major consumer electronics manufacturer, buyer, installer and retailer is there. It’s the most efficient travel saver imaginable.”

I think Jason’s point is that because “everyone” attends CES, you schedule this one trip in January because you won’t need to go back to meet those same people (individually) later in the year.  While that does seem wise, I disagree on the “most efficient travel saver imaginable” quote.  To me, the most efficient travel saver is not to travel.

Hence, I could see a lot of value in a Virtual CES, where the product announcement angle of CES takes place.  The CEA could supplement their revenue stream by packaging this online opportunity with their physical event sponosorships.  I’m sure they’d draw quite a crowd online.  Exhibitors could demo their latest products from the comfort of their office (or home), be able to track all visits to their booth and have all interactions (with attendees) saved as text transcripts.  Steve Ballmer could still kick things off – but instead of in-person, you’d have him on a live video broadcast.

The uncomfortable angle to this (for the CEA) is that the flagship (physical) event may shrink significantly and be left to the deal makers, winers and diners.  On the flip side, it would cut back dramatically on carbon emissions and if done right, online would become the new flaghship.