Why Facebook Is The World’s Largest Virtual Event

July 5, 2011

Introduction

I define a virtual event as “a web and occasion-based gathering that facilitates information sharing, collaboration and interaction.” Virtual events typically involve hundreds, if not thousands of simultaneous users.

Facebook enables the very same information sharing, collaboration and interaction, but does so on top of a user base of 700+ million registered users and 500 million active users.

Facebook is by far the world’s largest virtual event.  The “Facebook virtual event” is a perpetual motion machine that runs 24x7x365. If Facebook were a city, it would be The Big Apple (the city that never sleeps).

Millions of Simultaneous Users

Of Facebook’s 500 million active users, 50% (250 million) log on during any given day (source: Facebook statistics page). For highly active Facebook users, “being awake” or “being online” equate to “being on Facebook,” whether from their desktop computer at work or the mobile device in their pocket.

Of the 250 million users who login to Facebook, let’s assume that 25% are currently asleep (after all, 70% of Facebook users are outside of the United States). That leaves us with 187.5 million users. Of those, let’s say 50% are not currently on Facebook – perhaps they’re at work, or otherwise occupied. We’ll say the remaining 50% are online and “actively engaged” with Facebook.

Our non-scientific analysis leads us to conclude that there are approximately 93.75 million users online right now on Facebook.

Virtual “Events” for Brands (aka Status-casting)

Facebook isn’t a single virtual event, of course. It’s a collection of ad hoc, “spur of the moment” events that any person (or page) can create.

Brands now leverage their Facebook Pages for real-time engagement with fans, customers and prospects. In the past, brands tried to broadcast their message to the world (e.g. a TV commercial). Today with Facebook, they can status-cast.

I define a Facebook status-cast as a wall post that invites fans/followers to view content and provide input. On a brand page with a large following, a status-cast can generate hundreds of comments and thousands of “Likes” within a few minutes of the original post. Brands who status-cast typically share content that’s “on demand” (e.g. a video highlight from the game), but it’s also possible to stream live video from your brand page, as the Obama administration has done on the White House Facebook Page.

Virtual Events for Users

Beyond viewing friends’ status updates and checking out their photos, look at all of the “tools” at my disposal (above) as a Facebook user. It’s no wonder why users “stay on” Facebook for so long. I can:

  1. Look for upcoming Events
  2. Chat (in real-time) with Friends
  3. Play games
  4. Share my “game status” with Friends, or invite them to help
  5. Ask a Facebook Question
  6. Join new Groups
  7. See what my favorite brands are up to
  8. “Check in” (from my mobile device)
  9. Look for Deals
  10. Find new Apps

Conclusion

The world’s largest virtual event is one that never ends. Facebook started as a way to connect with friends and share status updates and photos. Today, it serves as The World’s Fair, online.

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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.


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)


2011 Predictions For Virtual Events

October 30, 2010

As we head into the final 2 months of 2010, it’s time for another round of predictions.  First, let’s review my 2010 predictions:

  1. The 2010 Predictions for Virtual Events
  2. The Mid-Year Report Card on the 2010 predictions
  3. A posting on the Future of Virtual Events

I assigned myself a mid-year grade of B.  And now, I’m designating a final grade of B-.  I hope to improve in this year’s predictions.  To assist with my predictions, I invited a few experts from the community to chime in, so I’ll be including their predictions with my own.

Market Expansion

To date, “market expansion” has meant a growing number of “pure play” virtual event platform providers.  In the US, we started with a handful of major vendors and we’ve seen new entrants into the market in 2009 and 2010.  We also saw the emergence of platforms outside the US, notably in Europe – and in 2009, in Asia Pacific as well.

For a large Requests For Proposal (RFP) in 2009 and 2010, the virtual event platforms knew whom they were competing against (each other).  Starting in 2011, it gets cloudier (pun intended), as the blending of virtual, social and Enterprise 2.0 means that a wider set of vendors are vying for the same business that virtual platforms got in 2010.

Consider the following vendors, each of whom has offerings that (in part) look, feel and smell like virtual events or virtual business communities:

Jive Software, Yammer, Pathable, Facebook Groups, Socialtext, SharePoint (Microsoft) and Lotus (IBM).

Virtual event platforms can expect to sell against some of these players in 2011 and some platforms may go the partnership route, to build a combined offering as a competitive advantage.

Service Level Agreements (SLA)

The virtual events industry is at a point in its growth where Service Level Agreements (SLA) make a lot of sense.  With a growing number of vendors, SLA’s help separate the contenders from the pretenders – if you’re offering money back (or a credit) if an event fails, then only the strong will survive.

I predict that one vendor will lead the way and proactively hit the market with an SLA – forcing others to follow suit later in 2011.  Expect SLA’s around availability and simultaneous users.

Later in 2011 (or perhaps in 2012), SLA’s will be defined around “quality”, such as response time.  This development helps the market – the assurance provided behind an event allows the market to expand, attracting new customer growth that exceeds 2010’s figures.

Market Upheaval

Market expansion and SLA’s mean the strong get stronger. But lesser platforms have a challenging year ahead. According to Cece Salomon-Lee, Principal at PR Meets Marketing, “some players will be bought by larger organizations, merging to bring together complimentary strengths or even some disappearing from the industry all together. No matter how, we will begin to see some consolidation within the industry.”

Meanwhile, Miguel Arias of IMASTE believes that US platforms will look abroad for acquisitions.  To “gain presence, customers and market knowledge” in Europe, Latin America and Asia, Arias believes US platforms will look to partner or acquire in-country platforms in those same regions.

In my mind, there is an enormous, (largely) untapped market within the US, which means that US-based platforms will continue to focus domestically in 2011.  Global expansion will occur in 2012 or beyond.  In addition, due to the “strong get stronger” phenomenon, I predict that one of the prominent US-based platforms will cease operations in 2011 – or, be sold at a below-market price.

Technology A La Carte


Today, virtual event platforms are “monolithic” – you enter an event and all of the functionality provided by the platform sits within that event.  You can’t experience the platform’s features outside of an “event”.  In my futures column, I predicted that virtual events “move closer to the end user”.

Driven by market demand, platforms will “break out” pieces of their technology platform in a la carte fashion. Customers who do not need a five course meal may opt just for an appetizer and coffee.  This may surface in a number of ways, including:

Thin desktop clients, mobile apps, browser toolbars, virtual booths embedded in banner ads, group chat embedded on a web page, etc.

Hybrid Innovation & The Year of the Hybrid

In 2009, some INXPO colleagues and I predicted that 2010 would be The Year of the Hybrid.  This was partially true – in fact, Cisco received the 2010 Grand Ex Award for their hybrid approach to Cisco Live and Networkers. However, the mass adoption of hybrid events (that we predicted) did not ring true.  But that’s OK, it’s always better to be a year early than a year late.

Event and experience marketing agencies have adopted virtual in varying degrees – 2011 is the year where they demonstrate the most aggressive push to date.  You’ll see strong adoption from the “big brands” in 2011 and it will come by way of these channel partners to the virtual event platforms.  2011 will set the foundation for growth – with “hockey stick growth” coming in 2012.

Another major adopter in 2011 will be associations. They’ve done a number of virtual events to date – in 2011, you’ll see 200%+ growth.  Local chapter meetings will continue to occur at physical locations, while the annual, national chapter meeting of the association will move to a hybrid event, with the virtual component serving those members who were not able to make it to the physical gathering.

More generally, 2011 will see innovative technologies that blend the virtual/online world with the real world.  And these same technologies will be integrated into hybrid event experiences, blurring the lines between physical and virtual.  I’m referring to location based services (LBS), mobile, augmented reality and QR codes.  Expect to see a lot of hybrid events innovation, which benefits everyone.

Miscellaneous Predictions

From Miguel Arias, “After some virtual events vendors, marketers and event organisers have shown in 2010 with successful case studies what are the benefits of virtual events we will see much more events and movements in Europe and South America specially.  I expect a 250-300% growth of the total market size in those regions.”

From Cece Salomon-Lee, “I believe the players that will remain on the landscape will begin building out an ecosystem of services to plug-and-play on the platforms.”

From Miguel on vendor specialization, “With more vendors in the space and more clients asking for more tailored solutions we will probably see a leader in the corporate events environment, a leader in the generic trade show market, other for hybrid events, for virtual career fairs, etc.”

Conclusion

I’ll sum up this piece by using a number of nouns to describe what I expect to see in 2011: innovation, shake-out, growth, change, adaptation, expansion, excitement.  Check back here in 6-8 months for my mid-year report card!


Webinar Evolution

October 6, 2010

Introduction

Do you attend webinars?  If so, what is your satisfaction level with the experience?

Webinar Q&A

I was attending a highly captivating webinar last week.  The speaker had delivered a great, crisp presentation and was doing a great job answering questions during the Q&A period.  While viewing the webinar, I tweeted the following:

Needed in webinars: tool for producer to dynamically insert Q&A topic on screen – better than seeing static closing-slide image

When presenters complete their presentation and transition to Q&A, the viewer is left with a closing slide.  That slide remains unchanged for the duration of the Q&A session.  Couldn’t the moderator play a role here by generating some updates that appear in the webinar player, adding some context to the presenter’s answer?

That’s one of many ways that the webinar experience can evolve.  About a year ago, in fact, I wrote a posting about applying Web 2.0 features to webinars.  Here’s a link to that posting:

https://allvirtual.wordpress.com/2009/09/28/from-web-2-0-to-webinar-2-0/

Let us know your thoughts – how can webinars evolve?


Trends In The Virtual Worlds Industry

September 28, 2010

How do you keep up with industry trends?  You hear from the people setting the trends.  On September 24th, FountainBlue held its annual virtual worlds conference on Cisco’s campus in Milpitas, CA.  The event featured a session titled “Trends in the Virtual Worlds Industry: An Update on What’s New and What’s Coming.”

The panel:

  1. Facilitator Jeff Pope, Founding Partner, Spark Sky Ventures
  2. David Helgason, CEO and Co-Founder, Unity
  3. Chris Platz, Creative Director and Art Lead, Stanford Sirikata Labs
  4. Eilif Trondsen, Research and Program Director of the Virtual Worlds @ Work Consortium at Strategic Business Insights, SRI International
  5. Mark Wallace, Conversation Manager, Linden Lab

Related News: From Virtual Worlds News, “Unity Launches Unity 3, Wins Innovation Award

Terminology

The panel agreed that the term “virtual worlds” may no longer be applicable.  Eilif Trondsen noted that many technologies (e.g. Teleplace, Protosphere), provide virtual spaces (for corporations), rather than an entire virtual world.  Interestingly, at a Stanford Media X event, IMVU noted that they’re “NOT a virtual world“, either.  Chris Platz noted that he refers to the technology as a “real-time 3D collaborative spaces.”

Adapting to a changing user community

Platz noted that many virtual worlds technologies were designed for an older audience – one that will soon give way to a younger generation (e.g. Gen Y).  The technologies will need to adapt to a user base who grew up in a “virtual world” – they will have a different set of expectations.  An audience member noted that for some kids, their first experience online is in Club Penguin (or a similar “world”) – before they experience the broader web.

Platz encouraged virtual worlds to tear down the “walled garden” (e.g. closed system) in favor of an open system that integrates with Facebook, Twitter and other systems.  Platz developed and experimented with a Flash-based MMORG (massively multi-player online role-playing game) that ran as a Facebook app.  He predicted that some time soon, someone would develop a fully functional 3D virtual world embedded in Facebook – one that users interact with while on Facebook.com.

Avatar or no avatar?

The panel had an interesting debate on the use of avatars.  The debate was spurred from a point made about someone’s notion of an “ideal corporate learning environment”, which listed the following attributes:

  1. Ability to give presentations
  2. Virtual whiteboard
  3. Document collaboration
  4. Desktop sharing
  5. Use of avatars is secondary

What the debate really boiled down to is not “avatar or no avatar”, but “immersion or no immersion?”  Mark Wallace from Linden Lab took the “avatar stance”, noting the deep association between a user and her avatar – and the resulting impact of that connection.  Wallace noted that Second Life residents whose avatars participate in virtual weight loss programs actually lose weight in real life.

Audience member Laura Kusumoto noted that Wallace’s example referred to “Club One Island” on Second Life – I wrote about Club One in a posting about a Stanford Media X event in which they presented.

For me, it’s useful in a group learning environment to receive signals about the other members of the group (e.g. are they paying attention, are they engaged, are they asking questions, etc.).

There are non-immersiveness tools that can be leveraged (e.g. webcams, text chat, message boards, etc.).  However, I do see the value of immersiveness for learning – I’d compare it to an in-person team meeting vs. an audio-only conference call.

Augmented social graph reality

David Helgason made an interesting prediction with regard to augmented reality.  Helgason believes that the future of augmented reality includes your social graph overlaid onto your AR experience.  In the near future, your smartphone may be able to perform facial recognition on a person – and overlay your social graph connections to that person (on your smartphone’s display).

Perhaps the more immediate opportunity is already happening – via location based services as opposed to augmented reality.  For example, I arrive at a restaurant and find reviews from people in my social graph.  Reading my friends’ reviews lets me know whether I should go in to grab a table.

Second Life Enterprise

Linden Lab’s Mark Wallace was asked to comment on future plans for Second Life Enterprise.  Wallace noted that Linden Lab is taking a holistic approach to the entire platform – looking to make improvements to the user experience that apply to all users.  Wallace would not comment specifically on Enterprise, noting that the improvements underway would benefit everyone.

Conclusion

This isn’t your father’s virtual world any more.  From hearing this panel, I’d say that virtual worlds technologies (or, real-time 3D collaborative spaces) will continue to morph and blend immersive experiences with the social graph, social gaming and augmented reality.  As facilitator Jeff Pope noted, it will be interesting to gather again in 12 months to re-assess where the trends have taken us.


3 Virtual Worlds Technologies To Watch

September 26, 2010

On September 24th, FountainBlue held its annual virtual worlds conference.  This year’s event was hosted on Cisco’s campus in Milpitas, CA.

The event was attended by entrepreneurs, intrapreneurs, investors and virtual worlds practitioners.  Several virtual worlds entrepreneurs spoke on the scheduled panel discussions and a few set up stations to demonstrate their technology.

I’d like to highlight 3 virtual worlds technologies that caught my attention.

RocketOn: A virtual world layer on top of the entire web

Presenting executive: Steve Hoffman, CEO

RocketOn takes my “Best in Show Award” for most innovative virtual worlds technology.  While Facebook and Twitter have propelled social networking to mainstream adoption, surfing the web is still a solitary experience.

While many web sites have added community features (e.g. membership, comments, Facebook social graph integration, etc.) – it’s still the case that when I browse my favorite content sites, I have no idea who else is reading the same page at the same time.

RocketOn seeks to change that.  Using a Flash layer placed on top of web pages via an i-frame, RocketOn users can create their own avatar and have them walk atop any web page.  They can then see other RocketOn users who may be visiting the same web page.

Perhaps you’re reading a movie review and happen to bump into a friend, who’s reading the same review.  You decide to visit a site that hosts a trailer for the movie, so you both navigate to the trailer site, watch it there and continue your chat.

A Foursquare for the entire web

One of the captivating features of Foursquare is the ability to see who else is at the same physical location as you.  RocketOn has built a similar feature for the entire web.  While the service is focused on a consumer audience initially, imagine how this technology could be used in a corporate setting.

Browsing your company’s intranet could become much more productive and engaging.  Now, water cooler conversations could occur online, as you bump into colleagues at the employee directory page (rather than the kitchen).

Additional Information

  1. The “About Us” page for RocketOn
  2. More details on the RocketOn platform
  3. Neat 2-minute video about the RocketOn service

Zenitum: Bringing virtual worlds into the real world

Presenting executive: Albert Kim, CEO

I admire technologies that flip conventional models upside down.  While we visit virtual worlds from the real world, Zenitum seeks to have virtual worlds elements visit us in the real world.  CEO Albert Kim receives the “Jetsettter Badge”, having attended the conference from Zenitum’s home base in Seoul, Korea.

When publicly released (later this year), Zenitum’s technology will be supported on iPhone, Android and Symbian.  Zenitum will provide their app and an SDK (software development kit) for free.  They are encouraging widespread adoption of their technology – consumers use their app and device manufacturers develop services using their SDK. Zenitum will monetize their service via advertising (“augmented advertising”, perhaps).

Our reality will forever be augmented

When you run the app, your smartphone scans your surroundings, attempting to recognize images.  If it finds a match, Zenitum overlays a 3D animated object on top (or around) the real world object.  For example, let’s say a comic book publisher is running a campaign and loads an image of a comic strip into the Zenitum platform.

The same image is on a billboard on a city street.  When I walk down that street with the app running (and my smartphone positioned properly), Zenitum detects the comic strip image.  It then inserts animated 3D objects (perhaps other characters from the comic strip) around the real world object.  As I move my phone left, right, up and down, the animated objects adjust their positions accordingly.

Possible use cases

Imagine the use of this technology at a museum – as you walk past a painting, its “virtual artist” could appear on your phone and speak to you about the inspiration behind the work.  At a trade show or conference, walking down an aisle could cause executives (virtually) to spring up and give you a brief pitch about their product.

Neat stuff – I hope we’re able to keep the distinction clear, though, on what’s real and what’s virtual!

Additional Information

  1. Zenitum’s “Company” page on their web site

Digitell: Bringing a global audience to your next meeting

Presenting executive: Jim Parker, President

Digitell uses the ActiveWorlds 3D platform to bring you hybrid meetings, virtual events, virtual communities and webcasts.  Jim Parker, Digitell’s President, notes that a common client of his service is associations, who want to extend the audience for their annual meetings.  Parker notes that the immersive experience of Digitell makes attendees “feel like they’re there” (at the physical event).

Parker’s clients who run these hybrid events often charge the same amount on virtual attendance as they do for the on-site event.  In this way, the common objection of cannibalization goes away, as the virtual component generates additional audience – and additional revenue for the meeting organizer.

Dispelling the notion that virtual worlds are for the younger generation, Parker notes that the average age of a Digitell user is 44 (wow!).  Users are so passionate about the experience that they often comment, “when’s the next event, I want to use my avatar!”.

Parker has created 3D replicas of museums, which allows students (across the globe) to visit and experience the museum’s works, without having to be “bused” to the physical building.  Imagine how easy it would be to have a virtual guide take students on a tour of the museum’s main works, any time of day, with students participating from all over the world.

Additional Information

  1. More info on Hybrid Meetings from Digitell

Conclusion

While the term “virtual worlds” has a negative connotation in the minds of many, it hasn’t stopped innovative entrepreneurs from developing new and exciting services.  It will be interesting to watch each of these technologies to review their adoption, growth and monetization.


Project Planning For Your Virtual Event

September 18, 2010

Planning and executing a virtual event can be a juggling act – moving parts include people, deliverables, technology, content, people, support, sponsorships, exhibitors, presenters, executive sponsors and more.  More than an “event” or a “project”, virtual events are a journey.  When crossing the finish line of a virtual event, some feel like they’ve just completed a marathon.

This leads to an interesting question – what tools do virtual event planners use to manage this journey?  My belief is that most teams use the basic ones.  The most prevalent is probably Microsoft Excel, in which a date and owner-based task list is used.  For a more robust project plan, some teams may use Microsoft Project, which (among other things) allows you to better build in dependencies and critical path items.

In addition to the project planning tools, virtual event teams need to collaborate and coordinate, both within the team and outside their organization (e.g. experts, speakers, technology providers, exhibitors, booth representatives, etc.).  The team may have the benefit of SharePoint or Lotus within their company, but that doesn’t solve the challenge of coordinating with outside parties.

I came across a few articles this week that highlight interesting project management tools.

At Forbes.com, Gene Marks wrote an article titled “Project Management Software That Brings Order To Chaos.”  Tools mentioned by Gene were:

Desktop Software

  1. Microsoft Project 2010
  2. Primavera P6 Project Management (Oracle)
  3. OpenProj (Serena Software)

Hosted Software

  1. Basecamp  (37 Signals)
  2. Zoho Projects
  3. Central Desktop

Basecamp sounds particularly neat – as Gene writes, “Basecamp’s functions include milestone management, collaborative file sharing, time tracking, messaging and integration with the company’s Campfire group-chatting software.”

Group chatting could be useful and efficient compared to numerous phone calls and conference calls.  I’ve surely used a lot of AIM and Skype when coordinating my events – and having a system that all team members can standardize on (for chat) could be a win.

At Entrepreneur.com, Jonathan Blum wrote an article, “The Web-Based Scheduling Tool That’s One Step Ahead of You.”  The article highlights a project planning tool called TheDeadline – a hosted application that integrates with Google Apps.  The neat thing about this tool is that it attempts to predict which tasks you need to work on next.

However, it sounds better suited to an unsequenced task list – so, the current version may not be the best fit for planning a virtual event, where there’s an ordered list of deliverables and tasks that have a pre-deteremined sequence.  I do think it’s something to keep an eye on – imagine entering some tasks into a system and having the tool tell you that speakers’ presentations are due today!

Leave us a comment below – what tools are you using to plan and execute your virtual event?


Stanford Media X Event: IMVU’s Online Community

August 23, 2010

Brett Durrett (@bdurrett), VP Engineering at IMVU, gave an interesting presentation at a Stanford Media X virtual worlds event.  IMVU achieves a $40MM annual run rate, primarily from the sale of virtual goods.  Several virtual worlds entrepreneurs were in attendance at the event, which meant that Durrett’s talk received a lot of attention and interest.

IMVU is NOT a Virtual World

Durrett began the presentation by stating that IMVU is not a virtual world.  Instead, they are an online community “where members use 3D avatars to meet new people, chat, create and have fun with their friends.”  Many members of the early management team came from There.com (including Durrett) and their experience told them that an expansive “world” may not be the best solution.

Instead, the team considered connecting (with one another) the core function of the experience, so they built rooms and spaces where members can meet, connect and chat.  IMVU has achieved large scale usage.  At any time of the day, there’s usually 100,000 (or more) users logged into the system.  And while there’s no single “world” connecting them all, a user can find and connect with any other user who’s online.

User Generated Content as Key Enabler

How has IMVU achieved their current run rate?  User generated content.  IMVU generates very little of the virtual goods for sale in their marketplace.  Instead, it’s the community that creates the virtual goods for sale.  Durrett noted that IMVU could have hired a staff of developers to create the 100,000+ pairs of womens’ shoes available in IMVU.  But at the end of the day, they wouldn’t know if users liked those shoes.

And, that would have covered just shoes.  The way to scale to the wide assortment of goods now available is to open up the creation to the users.  With so many goods available, how do users find the items they want to purchase?  Durrett noted that like any online retailer with a large inventory, intelligent tools need to be built, a la Amazon’s recommendation service.  IMVU can recommend new items to you based on your past purchase patterns.

Competition Drives Engagement

Durrett described how IMVU creates daily contests based on pre-determined themes.  Users dress up their avatars in the particular theme and then submit a snapshot (image) of their avatar.  The community votes and the top avatars are displayed on a leader board.

To appear on the leader board, the reward is “virtual” (i.e. recognition, rather than cash, virtual credits, etc.).  And yet, the contest creates an intense amount of interest and competition from the community – a great thing from IMVU. If members happened to admire a particular user’s outfit, they could purchase all the items in that outfit with a single click.

Expanding the Inventory

Expansion of virtual goods inventory will be a key driver to IMVU’s continued growth.  They already make user generated music available (in MP3 form) and they recently launched games.  For games in particular, it will be interesting to see if IMVU creates inventory items around game status and advancement, as is common in many of today’s social games (e.g. FarmVille).

While IMVU does not support user generated games today, that could  be an interesting avenue of growth.  They’d probably want to review and certify submitted games, to prevent malicious activity from occurring.  In this manner, they could create a sort of iTunes App Store for games.

Related Links

  1. Interesting and related presentations from Brett Durrett (SlideShare)
  2. TechCrunch: IMVU’s Virtual Cash Cow: Doubling Revenues, Focused On Gaming (Video)
  3. Virtual Worlds News: IMVU Hiring, Anticipates $60M Run Rate

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Top 3 Ways To Improve Virtual Event Experiences

July 30, 2010

We need to create better and more engaging virtual event experiences.  We need to better approximate the valuable face-to-face encounters and experiences that physical events create.

1: Create a stronger feeling of “there”

There’s nothing like walking into an over-crowded trade show floor and hearing the buzz of attendees and exhibitors.  It’s similar to walking into a popular restaurant or bar.  The buzz permeates the environment.  If I were to login to the world’s most popular virtual event, there’s hardly an indicator to tell me so.

The closest thing we have today is a list of avatars (also known as profile images) in a given event area.  If I see a long list of other attendees listed, then I know the area is quite popular and there must be something going on (e.g. perhaps there’s a live chat session occurring).  Beyond that, it’s hard to tell that “there’s a ‘there’ there”.

To address this, event platforms and event planners should consider augmenting the experience with sensory stimulation.  The two relevant senses are sight and sound.  With sight, one could imagine  “heat maps” that signal to attendees where the action lies.  Or, animation to direct users to a popular area – or, that something is important is happening in a given location.

Incorporating sound can be a challenge in a B2B environment, since many users mute their computer speakers while at work.  So perhaps one uses visuals to encourage attendees to enable their sound.  Then, platforms could “inject” show floor chatter into the environment, adjusting the level of intensity based on the amount of activity or people present.

Better yet, platforms could allow attendees to speak into a common audio channel.  If I’m in the Networking Lounge, I’m then able to converse with others (via audio) in addition to text chat.  Perhaps the system allows for comment moderation, so that one person is enabled to speak at any one time (a challenge that takes care of itself when folks assemble in person).

2: Create stronger person-to-person interactions

Text chat is great, but virtual events need to go beyond text to create richer and more engaging person-to-person interactions.  That means audio (as outlined above) as well as video.  Bandwidth availability varies depending on where you’re located – but if you have sufficient bandwidth, virtual events should allow you to network and connect with others the “old fashioned way” – with a smile, a greeting and a hello.  Not with a “LOL” or a smiley.

In addition, virtual event experiences need to better enable a community to form.  This is done with effective tools to connect like-minded individuals – and, applications to encourage and foster person-to-person interactions (e.g. blogging, status updates, etc.).

3: Use imagery to strike a deeper emotional connection

In any event experience (whether physical or virtual), imagery can be used to strike a deep, emotional connection with attendees.  In a virtual event, we all too often create this effect:

That is, the imagery that may create that emotional connection is covered by functional elements overlaid on top.  What you’re left with is edges of the “pretty picture” – that is, the small segments that are not covered by the functional elements.  A few options to address this:

Combine imagery and function

Build the functional elements into the imagery.  For Flash-based platforms, the images and the functional areas occupy the same SWF.  There are cost and “repeatability” considerations in going this route, so other options can be considered.

Determine function element placement up front

Before the creative team designs an image, determine what functional elements are included in the event area.  Size these elements (by pixel counts) and then have the creative team design around that.  For instance, if you’re designing at a width of 1024 pixels and you embed a chat window 512 pixels wide, then you have 256 pixels on each side of the chat area.

Have your designers make the most of each 256-pixel segment, rather than designing an elaborate image that has its most compelling 512 pixels covered and never seen.

Conclusion

I’ve listed 3 ways that virtual event experiences can be improved.  Drop a comment below to let us know how you’d improve virtual events.

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