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S TORYBOARD FOR I NNOVATION : W EB 2.0 By Crystal Mosley 1
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N EED Collaboration and sharing information Global diversity Flexibility and convenience Common work and storage space 2
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R ESEARCH Developers: Tim Berners-Lee and Robert Cailliau Findings: Web 2.0- Services, not packaged software, with cost-effective scalability Control over unique, hard-to-recreate data sources that get richer as more people use them Trusting users as co-developers Harnessing collective intelligence Leveraging the long tail through customer self- service Software above the level of a single device Lightweight user interfaces, development models, and business models 3
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R ESEARCH C ONTINUED Examples: Wikis, blogs, Flickr, Google, Tagging, Wikipedia, del.icious, Facebook, MySpace, You Tube, RSS Feeds, etc. Lead Thinkers: Tim O’Reilly and John Battelle Production: Built upon the World Wide Web (W3 or Web 1.0) platform to involve the users, allowing customers to build businesses, and users to publish valuable knowledge collectively. 4
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D EVELOPMENT Development Problems: Clarifying and explaining the innovation. Considered a “piece of jargon” that no one truly understood what it meant. Criticisms include hackers and spam easily exposed to files and data on computers. Intended Audience: Anyone that is seeking information and/or wants to publish on the web in collaboration with others (experts and non- experts). 5
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C OMMERCIALIZATION Production/Manufacturing: Developed on the basis of Lotus mashup technology Packaging: Service/software available online Marketing: O’ Reilly Media annual conferences and web 2.0 technologies Distribution: Available to anyone with Internet access and connects to the World Wide Web. 6
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T IME L INE OF D IFFUSION FOR W EB 2.0 2006-2007: Knowledge Stage 2008-2009: Persuasion Stage 2010: Decision Stage 2011-2013: Implementation Stage 2014-2015: Confirmation Stage Supportive information for timeline decision. http://globalhumancapital.org/?p=675 http://globalhumancapital.org/?p=675 7
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T IME L INE OF D IFFUSION FOR W EB 2.0 CONTINUED … Communication Channels: Conversations Conferences Technology Business Online Conversations Emails Social networks Blogs Wikis http://globalhumancapital.org/?p=675 8
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A DOPTION AND THE S-C URVE 9 Early Late Majority Majority *Innovation went thru another adoption curve. Early Adopters Innovators Laggards http://globalhumancapital.org/?p=675
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P ERCEIVED A TTRIBUTES OF W EB 2.0 Innovators –media specialists, technology specialists, and technology support team Early Adopters- technology savvy teachers and new graduates (1 st year teachers) Persuasive strategies- demonstration that indicates the product’s advantages, trial period available Laggards- veteran teachers Persuasive strategies- disclose the product’s history and improvement overtime, compare to other valued products, and share user testimonials Most Useful Perceived Attributes- observability and relative advantage will show product results and benefits in comparison to similar products. 10
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C RITICAL M ASS AND C HANGE A GENTS Centralized vs. Decentralized Decentralization is the preferred diffusion system Horizontal networking amongst peers Shared diffusion decision Users experiments with the product Informal evaluations Problem-centered approach 11
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C HANGE A GENTS Key Change Agents: Teachers, administrators, and parents that are willing and determined to address the needs of the students within the school and community. Use of Seven Roles: Identify and discuss a need Exchange information with others that can help impact the process of change Analyzing the problem Develop possible solutions and began action Determine level of stability and respond accordingly 12
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C RITICAL M ASS Web 2.0 has reached critical mass Many students (higher education) use: Social networking Wikis Blogs Google docs E-Portfolios or other Web 2.0 supported tools Web 3.0 is developing 13
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O RGANIZATIONAL I NNOVATIONS Need for Innovation- Collaborating and sharing Globalization Common work area Convenience Innovation Match to Need- Web 2.0 Capabilities Users interact with other users Website content can be changed Applications: blogs, wikis, social networking, video sharing, mashups, etc. 14
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