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Virtual/RealWorld Custom Manufacturing Project: Double Happiness Jeans

It took me some digging to put all the pieces together, but this is just too fascinating not to have made the effort. 

Without a doubt Second Life is helping companies innovate products and processes - even though 2007 mainstream media was seemingly all about SL marketing efforts.  Often such innovation is being done inside organizations that are quietly tapping the collaborative, cost-saving virtuality of it all.    But Double Happiness Jeans is a public and shining example of the innovation potential of Second Life.  This is product innovation, design innovation, process innovation, business model innovation - and perhaps much more lying just below the surface.

Dhj_bannerJeans_2 Double Happiness Jeans are real world custom-made jeans that are "manufactured" virtually – and then delivered to your local Kinkos or Double Happiness Jeans express store location. The jeans are the product of the  Invisible Threads, project that explores telematic manufacturing through Second Life. 

Hjassembly_4 The project is virtually replicating a RL assembly-line manufacturing facility, with ten manufacturing stations each correlating to a specification of the custom jean order.  The physical “just in time” inventory system allows customers to place an order for one of several styles of jeans with a live factory representative at a terminal.   The process then enters Second Life. 

Jeanshj_2 Customers can watch their jeans being created in real time in the virtual factory via projection screens.  At the end of the manufacturing process the jeans are output on Tyvek material to a large-format printer in physical space.  With simple assembly the jeans are ready to wear. The manufacturing process takes about 20 minutes. 

Double Happiness Jeans is employing an “indentured servitude” model for its SL workers.  Workers will be given land (and Lindens) in exchange for their factory service over three months’ time, emphasizing the relationship of the exchange of real world dollars for virtual assets. 

From the Invisible Threads web page:

Doublehappiness_002_2 "At the start of each workday, workers will need to clock-in. The worker will then be assigned to a specific department and workstation and given a specialized task to perform. Just as in a real life factory, workers will be monitored by a department supervisor and be held accountable for their speed and efficiency and any production errors. The erratic flow of supply and demand and extenuating circumstances such as equipment failures and irrational dispositions may result in docked pay, layoffs and overtime."

Doublehappiness_004_2 Project collaborators and Double Happiness Jeans co-owners, Dr. Stephanie Rothenberg and Jeffrey Crouse of Eyebeam also hope to shed light on the politics of outsourced labor and the role of “play” in cultural production, according to Adam Elenbass over at Reality Sandwich.

The project will have a special debut at the Sundance Film Festival in the New Frontier Theater on Main Street in Park City, Utah January 17 – 27.  On-site sales staff in Park City will help you customize your jeans, or you may order your jeans on the web site through February 2008.

Double Happiness is currently hiring and training SL factory workers.  Check out their promotional video.

Eyebeam is supporting the project on their Second Life Island, and the profits from the project will be used to maintain the project and pay factory workers.

Double Happiness Jeans is located in SL here: secondlife://Eyebeam%20Island/204/43/27.

Questions come to mind

Doublehappiness_006 How might this disrupt the clothing manufacturing industry?

How might this open up unseen revenue opportunities for Kinkos?

What new businesses might develop to “receive” in the physical world that which was “manufactured” in virtual space?

Might this potentially impact equipment manufacturers in the future?

Edward Castronova’s book Exodus into the Virtual World dicusses the possible impacts on the economy when segments of the population are spending time and energy producing in virtual economies rather than real ones.  How might such virtual telematic workers impact economies, labor, laws, society?

Doublehappiness_003 Are you at least considering how practical virtuality might impact your business?

Is SL really just some cartoon interface?



December 31, 2007

Two Virtual World Conferences

Mark your calendars for two upcoming virtual worlds conferences: 

11 February 2008
Virtual Worlds and New Realities in Commerce, Politics, and Society
Emory University, Atlanta GA

18-19 February 2008
Worlds in Motion Summit (part of the ’08 Games Developer conference)
Moscone Convention Center, San Francisco, CA

More information below: 

Virtual Worlds and New Realities in Commerce, Politics, and Society:
"Emory University will host a public forum discussing both research and long-term implications of virtual and real-world interactions with regard to commerce, politics, and society. The conference is part of Emory University’s strategic plan, “Where Courageous Inquiry Leads”, and seeks to engage scholars in a strong and vital community to confront the human condition and experience and explore twenty-first century frontiers in science and technology, specifically involving virtual world phenomena.

Four panels will be held, to include:

  • Evolution of Virtual Worlds
  • Emerging Virtual Institutions both in Business and Politics
  • Mirrored Influence of Virtual and Real-World Elements
  • Possible Futures of Virtual Worlds and Society"

(via Edward Castronova, Synthetic-Worlds-L)
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Worlds in Motion Summit (A CMP United Business Media property)
"The Worlds in Motion Summit is a definitive event tailored for the growing number of industry professionals and Fortune 500 companies developing interactive online spaces for both entertainment and commercial purposes. Discussion forums will delve into online worlds, social gaming and media and player created activity.

These will provide insight for developers of all backgrounds into how the game industry is collectively building socialization into games and integrating personalization and player-generated content into gameplay—while widely accessible Web and networking tools are looking to the game industry for their way forward."

More info on Worlds in Motion Summit here.

(via Worlds in Motion)

December 26, 2007

Colgate Smile Power Un-Fixed

Colgate_001 Colgate launched the Second Life version of their Smile Power campaign last Friday.  For seven days and encompassing 500 avatar-hours, brightly Colgate T-attired BuzzAgents will be roaming Second Life handing out smile animations and a list of ten places in SL that will make you smile. Should they not encounter a Colgate gifter-agent, avatars can snare these items at the Smile Center vending machines on This Second Island.  This Second Marketing, the agency behind the promotion, has hired people to interact with island visitors.

The theme behind the campaign:  sharing a Colgate smile.

Colgateweb The SL promotion is an element of Colgate's Smile Sweepstakes in which they are giving away $100 American Express gift cards each week for sharing smile photos on their campaign web page.  They've enabled photo sharing, slideshow sharing and photo tagging there.

Aleister Kronos
who writes an excellent SL travelogue and critique was frothing a bit over his recent visit to the SL Colgate smile vending area and suggested Colgate damaged their brand and should rethink their SL presence.  I couldn’t disagree more.

Colgate takes the absolutely correct approach – they went un-fixed.

A couple of relevant notes:

  • Second Life is a social network
  • Social media is sharable
  • Social media is un-fixed (distributed)
  • The “avatar” within social media is the channel

Kronos’ comments points to an interesting social media conundrum:  “network” versus “place.”

In subsequent posts Aleister published his email exchange with Joni West, President of This Second Marketing as to the intention of the campaign.  She points out the tendency to focus on “place.”

"No matter how much we say it is about a live promotion, people tend to focus on the build because to date, that has been what marketing efforts in SL have consisted of."   

If we looked at this campaign through the Facebook lens, it would not look “out of place” -  it would look like this:  Colgate creates Smile Power widget.  Widget is added to the Applications list (a tiny “place” in FB).  People who find it fun/useful spread widget by distributing it via Facebook friends. Everyone is smiling. (BTW, Colgate Smile does have a Facebook group.)

Yet, as Aleister’s post illustrates, Colgate was judged on the “place” in SL – because SL has a unique “presence” characteristic that in our minds mirrors RL while Facebook doesn’t have that legacy. In some ways, FB is more virtual than SL.

Colgate's is definitely not the only "un-fixed" campaign in SL. Many more companies are using limited time or shared presence strategies.  Much has changed this year in the way brands are thinking about marketing efforts in SL.  They increasingly are beginning to see it functioning like the distributed social network it is – thanks to the frequent and vocal critiques of its residents.   

Colgate could have significantly improved the way it communicated its SL initiative, - and it could have easily oriented SL visitors by visibly tying in its web site - but its distributed approach is on target.

The avatar is the most valuable terrain online – 3D or 2D. But networks are also a “place,” and brands need to balance both channel and place in their strategies.

Colgate's SL smile vending machines are here.

December 26, 2007

San Jose Tech Museum Opens in Second Life

Thetech_001 "The Tech," as The Tech Museum of Innovation in San Jose is lovingly called, today launched a virtual replica in Second Life - kind of.  The building may look familiar, but the mission is to encourage the re-thinking of museums, exhibits and to explore the next iteration of "the museum."

The grant that made the virtual initiative possible mandates that it be a service to the museum community, according to Nina over at Museum 2.0.  To that end, the project is actually both a web space and a Second Life space to prototype exhibits, collaborate, or propose exhibit ideas.  As an incentive to get collaborators collaborating, there is a $5000 award being offered to an exhibit deemed "spectacular" enough to be carried out in the real world museum.  The exhibit must be in the "Art, Film, Music and Technology" category and created during the incentive period which ends in June.

The initiative is a combination of a web community site, called the Museum Workshop and Second Life, tightly integrated.  The web site allows members to post a proposed project and recruit others to join the project.  It allows collaborators to have a project wiki, share project assets and publish a project task list.  Second Life is used to build, co-create and prototype the exhibit projects.  There is an idea area for those who aren't creator-types.  The accompanying blog is an update and conversation space.  Everything is made available under a Creative Commons license.

Nina says the space will have a full slate of programming such as classes, design reviews, Q&A sessions, and tours.    There is a tutorial on  interactive exhibit design (business communicators this is a great opportunity to learn about interactive design!).  Tours are every day at 11:00 a.m. SLT, and scripting and building classes every Thursday at noon SLT.

The space is not populated with exhibits, as the hope is it will be filled with the collaborative projects in progress.

This is a project that certainly has an awful lot of the right ingredients, and one that is on the radar to watch the progress.   

The project was funded by the Gordon and Betty Moore Foundation. Involve, Inc. developed the virtual version of The Tech.

For lots more information, read Nina's post about the project.

The Museum Workshop is on the web here.
The blog is  here.
Visit The Tech in Second Life here.

Read the official press release here.

December 11, 2007

Brand Land Happenings: Dec 11 - 18, 2007

December 10, 2007
AOL Pointe closed

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December 11, 2007
Information Week
10:00 a.m. SLT GridTalk -- RESCHEDULED for Friday due to today's grid closure
Daniel Terdiman, author of “The Entrepreneur's Guide To Second Life”
Dr. Dobbs Life 2.0

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December 12
John D. and Catherine T. MacArthur Foundation
2:30 p.m. SLT
Panel Discussion celebrating the publication of the MacArthur Series on Digital Media and Learning.
The event will be simulcast by Global Kids
Panel Members:

  • Henry Jenkins, Professor, MIT, and author of Convergence Culture, will talk about his latest work on media literacy and skills young people need for the 21st Century.
  • Katie Salen, Professor, Parsons the New School for Design, and game designer, will discuss the new public school based on design and games she is opening in New York City.
  • Howard Gardner, Professor, Harvard University, and author of Five Minds for the Future, will talk about the ethical implications of growing up online.

University of Southern California Annenberg Island
Teen Grid:  Global Kids Estate
View the event on the web here.
More information here.

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December 13
Orange
Show and Tel
10:00 a.m. SLT
Residents and Orange team display and comment on in-world creations
Orange Island

Nestle Coffe-Mate
Contest:  Best coffee-related sculpture
SwirL Café, This Second Island

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December 14
Linden Lab
SL Winter Holiday Celebration begins
Series of events runs though Jan 8
Event information here.

NPR Science Friday Radio Show
Ira Flatow takes questions via his avatar
11:00 – 1:00 SLT
Science School


Information Week
GirdTalk
12:00 noon SLT
Daniel Terdiman, author of “The Entrepreneur's Guide To Second Life”
Dr. Dobbs Life 2.0

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December 17
Orange
1,2,3's of Photography
Orange Island

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December 18
National Physical Laboratory UK
The NanoShow (bimonthly global seminar series)
9:00 a.m. SLT
Nanotechnologies: Opportunities and Threats
Nanotechnologies hold out the promise of major breakthroughs in healthcare, electronics, environmental protection, security - and many more - and are already delivering. But are these benefits out-weighed by potential concerns?
Presenter: Dr Kamal Hossain, Director of Research and International Cooperation, NPL, UK
NanoLands Auditorium on Nanotechnology Island

10:00 a.m. SLT
Presentation
Presenter: Dr JT Janssen, Knowledge Leader, Time, Quantum & Electromagnetics, NPL, UK;
Metrology: A Tool to Enable Micro- to Nanotechonology

----------

Upcoming

December 20

Phil’s Supermarket & Kraft Foods
Secret Santa Avatar and gift give-away
Holiday party
Food Island

Roo Reynolds' Enterprise 3D Presentation

IBM Metaverse Evangelist, Roo Reyonlds, has posted his excellent presentation, Enterprise 3D: Living and Working in Virtual Worlds, delivered this week at Online Information 2007 in London.

Roo discusses the internal virtual world IBM is building for its eventual use by 300,000 employees in the context of the importance of social networking in the enterprise.

Favorite concept:  WoW (and virtual worlds) is the new golf, with structured rules, funny clothes, and almost entirely for socializing and conducting and brokering business.

His remarks harken back to my previous post... here is a snapshot of Roo’s desktop (from his presentation) that beautifully illustrates my point about distributed virtuality: 

Roosdesktop_2


Case in point:  The "avatar" is the most valuable asset in the cosmos.


















December 8, 2007

Gartner Sees Virtual Worlds As A Growing Shopping Experience

Brandme Yesterday Gartner Finland released their predictions to retailers about emerging shopping habits and venues.  These are actually not so much predictions as a “heads-up display” of what is already happening.

By 2010, says Gartner, 20% of global Tier 1 retailers will have some kind of marketing presence in virtual worlds and online games.  This isn’t surprising considering Gartner’s 2007 Emerging Trends report from their April Symposium predicted 80% of active Internet users and Fortune 500 enterprises will have virtual world presences by 2011.  And, with virtual worlds on track with Moore’s law of doubling every 24 months, it is no big stretch of the imagination that retailers are riding the wave.

Networks are a Channel and a Place

No matter what lens you look through, 2007 saw an enormous embrace by organizations of “virtuality,” from social networks to Second Life.  The various different types of virtuality (2D and 3D) which organizations are trying to get their heads around are simply mashing up into an information and social space.  Soon we won’t be making distinctions among the technologies used to facilitate these spaces. 

And shopping certainly isn’t waiting around.

Brookstone launched their Kinset store for this year's holiday shopping season.

Social shopping networks like Kaboodle, ThisNext and Stylehive were built as ‘visual’ social sites, socially bookmarking through images rather than text.  Stylehive is now offering “Nectar Hives” allowing  retailers to "snap in" social shopping communities around their brands.

H&M set up shop in SimCity (video link), and have launched their initiative at My Virtual Model, also distributing it to Facebook.

Of course, Sears and Circuit City are experimenting with virtual-to-real retail via IBM in Second Life; and in-game advertising and product placement is old news.

Gartner encourages retailers to expand their definition of customer touchpoints to online games and virtual worlds – and cites the mobile shopping web as a big growth opportunity, as well.

The important point in all this is this:   it is not about the virtual “place.”  Like everything else today, the shopping opportunity lies with the avatar

See Gartner’s press release here.

See Kinset’s 3D shoppping videos here.

December 8, 2007

Meeting Transcript: SL Business Communicators Meeting Dec 7 with Orange

Orange_003 SL Business Communictors and members of the Orange group were hosted by international telecom company, Orange on their Second Life sim.  With light snow falling, Stephane Adamiak (aka Sarn Aska) of Orange's gaming division, dialed us into the Orange SL project.  Stephane gave us an overview of how it came together inside Orange.  Adri of Metaversatility, metaverse developer for Orange, weighed in a bit on how they translated the brand into 3D representations. 

Great insights - and we thank Orange and Metaversatility for being so generous to share their experience with SL Business Communicators and the community at large.

I'll be following up with Adri on the topic of translating branding into 3D spaces next week and will post more on that shortly.

The transcript of the meeting follows.

Introduction to Orange's SL initiatve:

[9:04]  Znetlady Isbell: Hello, Everyone!!!
[9:04]  Znetlady Isbell: As you get settled, I'm going to just
[9:04]  Znetlady Isbell: give a little introduction and a suggestion for running the meeting today.
[9:05]  Znetlady Isbell: First, welcome and thanks for coming over to Orange.
[9:05]  Sarn Aska: Greetings, everybody !
[9:05]  Znetlady Isbell: And a big thank you to Sarn Aska of Orange and Adri of Metaversalitity for
[9:05]  Znetlady Isbell: being so gracious to meet with us.
[9:06]  Znetlady Isbell: And for hosting us here - snow and all!
[9:06]  Sarn Aska: It's a pleasure.
[9:06]  Adri Saarinen: We're happy to have you, and honored to speak to the group.
[9:06]  Sarn Aska nods.
[9:06]  Znetlady Isbell: Sarn is with the gaming unit or Orange, business development.
[9:07]  Znetlady Isbell: He was instrumental in doing the internal legwork
[9:07]  Znetlady Isbell: of bringing Orange into SL.
[9:07]  Znetlady Isbell: He was on the team that sheparded the process internally and...
[9:07]  Znetlady Isbell: headed up the RFP prcess to find the developer...Metaversatility.
[9:08]  Znetlady Isbell: I've asked him to discuss their reasons and strategies and process.
[9:08]  Znetlady Isbell: We will stop often for questions throughout - so we will take your q's in chat...but please wait until we pause for q's to keep it
[9:08]  Znetlady Isbell: from getting too confusing.
[9:09]  Znetlady Isbell: So, with that, I give you Sarn Aska.
[9:09]  Adri Saarinen applauds!
[9:09]  Znetlady Isbell: Sarn, please tell us about Orange in SL!
[9:09]  Sarn Aska bows before the audience
[9:09]  Ima Ideator: clap clap
[9:09]  Sarn Aska: This is a very borad question...
Orange_002 [9:09]  Sarn Aska: All this adventure actually began a bit more than a year ago
[9:10]  Sarn Aska: Some people in Orange asked what was this Second Life craze
[9:10]  Sarn Aska: And it happened that I was asked to study this platform
[9:10]  Fab Outlander: Welcome everybody you re just in time
[9:10]  Sarn Aska: I realesed this study on december 06
[9:11]  Sarn Aska: and a large meeting followed in january 07
[9:11]  Sarn Aska: Many people were involved
[9:11]  Sarn Aska: Content Division, Strategic Marketing, Brand management, R&d, etc
[9:11]  Sarn Aska: All were wondering what to do in SL and if it was meaningful to step in
[9:12]  Sarn Aska: The first reaction was skepticism and people were a bit concerned with all the bad press
[9:12]  Sarn Aska: You know the sex industry, gambling, etc.
[9:12]  Sarn Aska: However, our recommendation was that SL was a spearhead for a something bigger
[9:12]  Sarn Aska: maybe the next big thing
[9:13]  Sarn Aska: And even if this is not the right time to consider it viable for business, we had to step in to learn and experiment
[9:13]  Sarn Aska: To be prepared for the next wave
[9:14]  Sarn Aska: Then, a transverse team was set up in order to define a project which ended up with the RFP you mentioned
[9:14]  Sarn Aska: The greenlight came on may 07 and we selected MV as our developer
[9:14]  Sarn Aska: The island design and development happened during last summer
[9:15]  Znetlady Isbell: So, lets' see if there are any questions?
[9:15]  Znetlady Isbell: Did the idea start with marketing?
[9:15]  Sarn Aska: No. We didn't want to approach SL for a communication coup
[9:16]  Sarn Aska: and we don't have any product to sell here
[9:16]  Andy Evans: Could describe your company's services in RL?
[9:16]  Sarn Aska: Our goals is more to understand the platform and its potential and to experiment with new ways to interact with users who could become customers

Orange's RL services

[9:17]  Sarn Aska: yes !
[9:17]  JfR Beaumont: What is your aproach with contents coming from SL are you interested with partnership with contents producer and broadcaster
[9:17]  Sarn Aska: Orange is what we call an integrated telco
[9:17]  Sarn Aska: menaing that we offer services for internet, mobile and tv over adsl
[9:17]  Sarn Aska: I encourage you to visit <http://Orange.com>Orange.com for more details
[9:17]  Sarn Aska: The company is quite complex
[9:18]  Andy Evans: ty, will do

Will Orange partner with content developers?

[9:18]  Sarn Aska: regarding partnerships
[9:18]  Sarn Aska: Our idea is to develop relationships with people who are invested in SL
[9:18]  Sarn Aska: who look for innovation
[9:18]  Alanagh Recreant makes a note to look for any links between Orange and Africa... on the website :)
[9:19]  Sarn Aska: If we could achieve to build a strong network of developers and innovators, we would be successful
[9:19]  Sarn Aska: We also want to encourage such ventures. people may have ideas but not the right connections or skills
[9:20]  Sarn Aska: Our idea would be to supprot and facilitate such projects
[9:20]  Alanagh Recreant smiles
[9:20]  Cybergrrl Oh waves
[9:20]  Sarn Aska winks to Cyberggrl

Orange's developer choice:

[9:20]  Znetlady Isbell: What was it about Metaversatility that you chose them as your developer?
[9:21]  Sarn Aska: Interesting.
[9:21]  Sarn Aska: It appeared that MV made a strong proposal which matched our sketchy vision
[9:21]  Ludmilia Zapedzki: :)
[9:21]  Basil Wijaya: I think you are on a good way. Building core team in SL is hard but among the first steps to success
[9:21]  Tynan Clary: /waves to neighbor Cybergrrl
[9:21]  Sarn Aska: The team's dediaction and expertise were a key for the decision
[9:22]  Cybergrrl Oh sends good vibes to Tynan
[9:22]  Sarn Aska: Mv also showed their understanding of the whole virtual worlds phenomenon
[9:22]  Znetlady Isbell: Did they help you form your strategies?
[9:23]  Sarn Aska: Sure. I have some experience in SL myseld, but...
[9:23]  Sarn Aska: MV's expertise is incredible
[9:23]  Sarn Aska: Dealing with communities is not easy
[9:23]  Sarn Aska: And SL has a strong established culture
[9:24]  Sarn Aska: We relied on MV to tune our vision
[9:24]  Sarn Aska: I also have to mention that since the beginning...
[9:24]  Sarn Aska: We intenede to come in with a ...
[9:24]  Sarn Aska: very humble and respectful attitude
[9:24]  Sarn Aska: All the stuff accomplished here is amazing and we have to tell it and to support it
[9:25]  Adri Saarinen nods

Orange's community building activities:

[Orange_001_2 9:25]  Znetlady Isbell: Can you talk a little bit about your activities here - you built an island....
[9:25]  Znetlady Isbell: but you have mae a huge commitment to keeping things lively here.
[9:26]  Znetlady Isbell: Can you tell us about the community builidng you are undertaking?
[9:26]  Basil Wijaya: i agree. All these talented 3D designers and scripters and managers did a beautiful jod and continuer
[9:26]  Sarn Aska: more details ?
[9:26]  Sarn Aska: sorry : lag...
[9:26]  Sarn Aska: Sure
[9:27]  Sarn Aska: Building a compelling sim is a challenge but only a beginning
[9:27]  Adri Saarinen: (Thank you, Basil :) )
[9:27]  Sarn Aska: It doesn't make people coming back
[9:27]  Sarn Aska: GOA has some experience in online environments and community management
[9:27]  Sarn Aska: and we quickly understood that...
[9:28]  Sarn Aska: events and relationships are the true values of such environments
[9:28]  Sarn Aska: We're not in World of Warcraft
[9:28]  Nber Medici smiles
[9:28]  Basil Wijaya: heheh
[9:28]  Sarn Aska: It's much more relying on human interactions
[9:29]  Sarn Aska: So events appeared one of the keys
[9:29]  Sarn Aska: and user generated projects is another one
[9:29]  Sarn Aska: However all this requires a lot of work
[9:29]  Sarn Aska: Building a sustainable community is a long term effort
[9:29]  Znetlady Isbell: Indeed!
[9:30]  Sarn Aska: We are happy with our results so far but we know that the road will be a long one
[9:30]  Nber Medici: I have a question.
[9:30]  Sarn Aska: We're here to learn, experiment !
[9:30]  Znetlady Isbell: Go Nber
[9:30]  Nber Medici: Building a community means that you need a common theme or something to tie folks together. What is your theme?
[9:30]  Sarn Aska: And we have our management's support for doing it.
[9:30]  Sarn Aska grins
[9:31]  Sarn Aska: Interesting question, tricky one also
[9:31]  Nber Medici: hehehe
[9:31]  Kay Levasseur: how do you see sl in general benefitting the business community? general public?
[9:31]  Sarn Aska: Orange is a lifestyle brand
[9:31]  Sarn Aska: And it doesn't offer a unique focus
[9:31]  Sarn Aska: We have some values which we may try to translate here
[9:31]  Nber Medici: Yes that makes it very tricky.
[9:32]  Sarn Aska: and we felt first that creativity, collaboration, innovation were some kind of pillars
[9:32]  Basil Wijaya: good
[9:33]  Sarn Aska: So far, we welcome a bunch of partners on Orange island. It's very early stage
[9:33]  Sarn Aska: But this could illustrate our vision
[9:33]  Znetlady Isbell: Why do you think it is worth it for Orange - obviously they have allocated a substantial budget - how will/are you defining success?
[9:33]  Pebbles Hannya: Will you be using this place for internal purposes (meetings, training, etc.) too?
[9:33]  Sarn Aska: We will make announcements early next year reagrding this plan
[9:33]  Nber Medici: Thank you Sarn

Success measurement:

[9:34]  Sarn Aska: regarding success
[9:34]  Sarn Aska: Again, SL is not the web
[9:34]  Sarn Aska: and we have to define and invent the tools to measure success
[9:34]  Sarn Aska: We may include trafic analysis, buzz tracking for example
[9:35]  Burhop Piccard: buzz tracking?
[9:35]  Sarn Aska: but we will add some more
[9:35]  Sarn Aska: Yes, keeping tracks of Orange Sl island on blogs, websites, etc.

Internal use of SL:

[9:36]  Sarn Aska: Regarding interabl usage, it's a very interesting direction
[9:36]  Nber Medici: It is easy to get people to come ONCE... to get them to come back many times is tricky.
[9:36]  Sarn Aska: So far, the platform appears to be too limited or clumsy for a proper usage
[9:36]  Sarn Aska: But again, I feel that SL has great potential. (other platforms too..)
[9:37]  Sarn Aska: We we need to experiment, prototype and learn. And we would like to see the users involved

Convincing Orange internally

[9:37]  Yesterday Demain: Sarn... can you tell us about the efforts it took to convince Orange internally that Second Life was a great learning ground for what might become mainstream in the coming years - and thus maybe part of services Orange might provide to its customers in the future...
[9:37]  Sarn Aska nods
[9:37]  Sarn Aska: Well...
[9:38]  Sarn Aska: We had to make people see beyond the media hype, first
[9:38]  Sarn Aska: to give accurate numbers, to debunk myths and point the true gems hidden behind all this
[9:38]  Sarn Aska: To point out the eco-system
[9:38]  Sarn Aska: how it fits with web evolution
[9:38]  Sarn Aska: how it complements web 2.0
[9:39]  Sarn Aska: But describing all this would require a whole discussion in itself
[9:39]  Sarn Aska: feel free to react
[9:39]  Sarn Aska: Basically, the idea was to draw a long term strategy
[9:40]  Sarn Aska: and I am convinced that virtual worlds will develop tremendously
[9:40]  Sarn Aska: SL is only a beginning.
[9:40]  Sarn Aska: Understanding it is a key for the next generation which could include SL or not
[9:40]  Burhop Piccard: How do you keep momentum going with relatively little traffic (relative to web pages)
[9:40]  Alanagh Recreant ponders how all of those have been so difficult to convince potential corporate partners of...here in Africa... (will look for it in interest)
[9:41]  Sarn Aska: We will ceratinly have to invent some ways to welcome more users, sure
[9:41]  Alanagh Recreant agrees though!
[9:41]  Sarn Aska: This actually one of the first learnings here
[9:41]  Sarn Aska: Scalability is the key
[9:42]  Sarn Aska: And it will be a key point to find the right platform for more commercially orinted usage
[9:42]  Sarn Aska: SL is definitely limited so far
[9:42]  Sarn Aska: But we may come up with some interesting experiments
[9:43]  Sarn Aska: We have a whole R&D department excited with this direction and MV has certainly some ccoll projects

Will Orange use SL for conducting customer business?

[9:43]  Taliesin Silverstar: are you looking into such things as....being able to open an account, pay my bills, change my services, all inside SL?
[9:43]  Sarn Aska: We considered this approach at some point
[9:44]  Sarn Aska: However, Orange is a mainstream brand and SL is not mainstream yet
[9:44]  Sarn Aska: Orange can't afford to fool people
[9:44]  Sarn Aska: And it would also require a much bigger budget
[9:44]  Sarn Aska: Custom client, support staff, billing system, orientation island, etc
[9:45]  Sarn Aska: But business will be part of the equation at some point
[9:45]  Sarn Aska: We just need to understand the users needs
[9:46]  Sarn Aska: for focused services and properly evaluate platforms for a broader service
[9:47]  Sarn Aska: I also have to mention that we're currently investagating emerging virtual worlds
[9:47]  Adri Saarinen: There are lots of virtual worlds platforms out there with a more business logic and workflow (especially distributed workflow) focus than SL. It's important to use the right tool for the right job.
[9:47]  Sarn Aska: and we also have an open source project coming from the R&D
[9:47]  Sarn Aska: The name is SOLIPSIS
[9:48]  Sarn Aska: It's not meant to be commercial, more about experimentation and research
[9:48]  Sarn Aska: I encourage you to google this. Documentation is public
[9:48]  JimmyJet Fossett: Interesting Sarn that you are looking at alt. virtual world offerings. Will check out your stuff.
[9:49]  Sarn Aska: However, I confess that SL is very fascinating because of its plasticity
[9:49]  Sarn Aska: However, big brands tend to prefer more closed environements for more control

Translating the brand into SL:

[9:50]  Znetlady Isbell: Sarn, could we talk a little about how you translated the brand here in SL? Maybe Adri could weight in a little too?
[9:50]  Sarn Aska: It's my point of view, however
[9:50]  Kay Levasseur: It seems that eventually, business is going to want to be where the end consumers are thought
[9:50]  Kay Levasseur: -t
[9:50]  Sarn Aska: Sure, Adri will certainly have interesting stuff to share
[9:51]  Adri Saarinen laughs
[9:51]  Sarn Aska: Especailly regarding our involvement ^^
[9:51]  Adri Saarinen grins at Sarn
[9:51]  Basil Wijaya: Yes Adri, Which virtual plateform do you think have better business logic and workflow than SL?
[9:51]  Adri Saarinen: Basil, I'll be happy to answer that question, but let me address the branding question first
[9:52]  Adri Saarinen: One of the biggest challenges we had in designing and developing the physical (virtual-physical) aspects of Orange Island was translating both the brand values of Orange and the brand style guides and 'look' to a 3d platform
[9:53]  Adri Saarinen: Orange has an exceptional amount of brand recognition in its core countries, as well as throughout most of Europe, and there is a lot of expectation as to what is and is not "Orange"
[9:53]  Natty Foggarty: bye bye evryone !!!
[9:53]  Nick Rhodes: bye Natty :)
[9:54]  Adri Saarinen: we did several concept designs and spent two months just on the pen-and-paper and prototype phase working to develop something that would be both beautiful and functional
[9:54]  Adri Saarinen: Working closely with Orange brand management, we ended up with this design, something natural in a virtual environment, but open and, we hope, inviting social interaction.
[9:55]  Sarn Aska nods
[9:55]  Adri Saarinen: But adapting guides meant for either real life or 2d web applications was difficult-- how much orange-the-color to use, for instance, what type of soundscapes, music, etc
[9:56]  Sarn Aska: Actually, i like the idea of localisation, not only trabslation but adapting to a specific local culture
[9:56]  Adri Saarinen: (we ended up using the icon guide for color, actually! up to 30% orange-the-color)
[9:57]  Adri Saarinen nods to Sarn. "There was also the quesiton of usability and what would translate poperly to SL people, not just the 3d environment"
[9:57]  Sarn Aska: Usability is indeed a key too
[9:58]  Sarn Aska: We didn't want to offer the umpteenth corporate building surrounded by palm trees
[9:58]  Znetlady Isbell: lol
[9:58]  Nber Medici smiles
[9:58]  Sarn Aska smiles. "private joke, here"
[9:58]  Sarn Aska: The MV proposal was striking in that sense
[9:58]  Adri Saarinen shakes her head. No palm trees.
[9:59]  Znetlady Isbell: So, have new 3D "style guides" been developed?
[9:59]  Sarn Aska: Working on landscape, open environment was central. Even e=including seasonal changes as you can see
[9:59]  Znetlady Isbell: multimedia style guides?
[9:59]  Sarn Aska: We will have to collect all the learnings from this experiment and share it with the whole group
[9:59]  Sarn Aska: Sure
[10:00]  Adri Saarinen: I'm not sure we've developed style guides at this point so much as best practices for Orange in SL. Itw ould be up to brand management to develop a style guide, which I'm sure will happen in the future.
[10:00]  Sarn Aska: Absolutely and this project was very refreshing for the brand team
[10:00]  Znetlady Isbell: Shall we wrap up with Basil's question about other vws?

Other VWs for business

[10:00]  Adri Saarinen: Sure, and maybe Sarn can chime in as well.
[10:01]  Basil Wijaya: he
[10:01]  Sarn Aska nods
[10:01]  Znetlady Isbell: Adri, Sarn?
[10:01]  Adri Saarinen: Part of Metaversatility's company mission and goals has always been to be 'versatile' or 'platform agnostic'
[10:01]  Adri Saarinen: My virtual home in in SL, and I spend my time here, but Metaversatility works in <http://There.com> There.com, Multiverse, Qwaq, and even some flash-based worlds
[10:02]  Sarn Aska: Club Penguin ??
[10:02]  Adri Saarinen: While I think that SL is hands down the best platform for reaching the most people in a social situation, or for a community project like Orange
[10:02]  Adri Saarinen: (not yet Club Penguin!)
[10:03]  Adri Saarinen: in terms of closed business collaboration projects, I'd actually recommend Qwaq, which is an API over the open source project Open Croquet
[10:03]  JimmyJet Fossett: Right, and we saw where Coke will form a presence on There
[10:03]  Adri Saarinen: lots of aspects go into making decisions like that: can you run the platform behind a corporate firewall, does it import standard models if a client already has 3d assets, are you trying to reach a youth markert, etc
[10:03]  Adri Saarinen nods.
[10:04]  Sarn Aska: Sun projects for business sound promising too
[10:04]  Adri Saarinen: I haven't read the Coke announcement so I'm not sure how much I can say, but they are moving their virtual thirst world to <http://There.com>There.com
[10:04]  Ima Ideator: will they still be in SL?
[10:04]  Sarn Aska: Doppelganger's platform looks cool for teens, also
[10:04]  Adri Saarinen: There are also grassroots projects like OpenSim, which allows the SL client to connect to other servers
[10:05]  Adri Saarinen: Yes, Doppelganger runs the Lounge and also the licensed world, Tyra Banks Studio
[10:05]  Sarn Aska: And I'm very interested by Metaplace, even it's more game oriented first
[10:05]  Adri Saarinen: there's a lot of growth in this market, and we, MV, do a lot of evaluating of new and emerging platforms, as Iknow Orange does as well
[10:06]  Adri Saarinen grins at Sarn. "WE'll have to talk more about metaplace later."
[10:06]  Znetlady Isbell: :-)
[10:06]  Sarn Aska winks
[10:06]  JimmyJet Fossett: Hmmm, I think I would like to hear any discussion of Metaplace :-)
[10:06]  Basil Wijaya: Do I understand that Orange explore and build in all these places or only here.
[10:07]  Adri Saarinen: JimmyJet, I think RAph would put a hit out on me if I said anything publicly
[10:07]  Sarn Aska: Only here so far. It's very demanding, you know ^^
[10:07]  Znetlady Isbell: LOL
[10:07]  Basil Wijaya: yes

Wrapping up - and more info on Orange in SL

[10:07]  Znetlady Isbell: Well, we have run up against our one hour time frame.
[10:07]  Basil Wijaya: what about SOLIPSIS
[10:08]  Kay Levasseur: thank you for the information!
[10:08]  Znetlady Isbell: Let's thank Sarn and Adri and Orange for their time, and for hosting us!!
[10:08]  Znetlady Isbell: Thank you!!
[10:08]  Alanagh Recreant claps
[10:08]  Ima Ideator: Ty Sam and Adri!
[10:08]  Yesterday Demain: Thank you for very interesting views...
[10:08]  Basil Wijaya: thanks a lot
[10:08]  Nick Rhodes claps
[10:08]  Maryrose Mariani: Thank You Sarn and Adri
[10:08]  Znetlady Isbell: You may stay and socialize of course....
[10:08]  JimmyJet Fossett: Thanks Sarn and Znet
[10:08]  Alanagh Recreant: thank you very much....
[10:08]  Sarn Aska bows again. "Thanks a lot. I hope that it was worth the teleport"
[10:09]  Adri Saarinen can stay for a bit longer to answer questions. "Also, Orange Island has a permanent staff, our wonderful Orange coaches, Fab Outlander and Moe Anderton, as well as a virtual worlds community manager, Fandango Milena."
[10:09]  Pebbles Hannya: Thanks -- this has been interesting as always :)
[10:09]  Znetlady Isbell: It was very interesting!!
[10:09]  Adri Saarinen: So the island is staffed from 6am-3pm SLT every week day-- they would be happy to show you around at your convenience.
[10:09]  Sarn Aska: Thank you, Znet !
[10:09]  Znetlady Isbell: There is always lots of Orange people around...
[10:09]  Znetlady Isbell: Thank you So much Sarn!!!
[10:09]  Fandango Milena salutes everyone.
[10:10]  Yesterday Demain: Time to go skating on the thin ice of modern life...
[10:10]  Znetlady Isbell: Fandango can help you to other areas of the island if you want to check it out.
[10:10]  Basil Wijaya: I'll visit the island. Although it is Orange, I love the blue trees. Au revoir.
[10:10]  Alanagh Recreant: thanks for inviting me Movies!
[10:10]  Yesterday Demain: We have a great skating rink
[10:10]  Fandango Milena: I can indeed!
[10:10]  Adri Saarinen: if you'd like to keep up to date with Orange events and community announcements, I've put a group/reminder invite sign up behind Znetlady :)
[10:10]  Znetlady Isbell: Enjoy the snow and the skating!
[10:10]  Znetlady Isbell: Yes, join the group!!!!
[10:10]  Fab Outlander: If anybody need ice skating shoes, let me know!
[10:11]  Znetlady Isbell: Thaks Adri...
[10:11]  Adri Saarinen: And you can check out the Orange Island blog

December 7, 2007

Steelcase Panel of Design and Marketing Team in SL Today

Steelcase_001 Kelly Emms sends word that today at 2:00 p.m. SLT a nine panel team from Steelcase Design and Marketing will be holding a Q&A.  The theme is marketing in Second Life.  You are invited to attend!

Steelcase is sponsoring a virtual furniture and office design showcase through December 15th, and the  two-week long event is culmination of the Steelcase design competition held this summer.  The panel discussion  today is an opportunity for the SL designers to meet avatar to avatar with the Steelcase team . So, check out the virtual office designs while you are at it - and chat with these talented people in the meetup afterwards.

Event is being held in Silicon City, and produced by V3 Group.

December 5, 2007

Meeting with French Telecom, Orange Friday Dec. 7: SL Business Communicators

Come and join us Friday, December 7 at Orange!  We will be meeting with Stephane Adamiak (aka Sam Aska) with the business development division of French Telecom giant, Orange.   Mr. Adamiak spearheaded the internal research evaluating Second Life (and virtual worlds) as a strategy for Orange, He was instrumental in setting the project goals and concepts and running the RFP process to choose their SL developer, Metaversatility.  Stephane  tells me that their commitment to virtual worlds is not limited to SL, as they consider it a platform for a "potentially major trend for the next decade."

Orange has been exceptionally busy in Second Life since their virtual launch several weeks ago, making a commitment to active community building. You can find something happening there almost all the time from classes to concerts to meetups - all part of Orange's commitment toward that effort.  An editorial comment here, I must say Orange's launch event was one of the top-five best-run events I've attended in SL- largely due to the "social" savvy evident everywhere.

Stephane has been a major player in the corporate strategy for Orange's virtual presence.  Come with questions in hand and learn the what, how and why of Orange in SL. 

What:  SLBC Meeting with Orange
When:  Friday, Dec 7, 9:00 a.m. SLT
Location:  Orange Island, Slurl:  http://slurl.com/secondlife/Orange%201/194/133/31

See you there!  Questions?  IM Znetlady Isbell or email me!

Book Review: Exodus of the Virtual World; How Online Fun is Changing Reality

Exodusimage_ Life is a game.  Edward Castronova brings us face to face with a new twist on the concept in his newest ‘speculative non-fiction’ book, Exodus to the Virtual World; How Online Fun is Changing Reality.

Thumbing through it, you might guess this is a book about a generation of gamers addicted to seeking unending fun, opting out of the real in favor of the virtual.  Or, you might think it is a sociological warning about the weird and scary world of gaming cultures, whose millions of inhabitants have entered the mainstream work world and are bringing with them their geeky scary view of society.  Or, if you happen to land dead center in the book, you might think Castronova himself is living in a fantasy world where he’s mistaken game society and real world public policy as one. 

Well, kind of…but No.

Grasp this book between your two hands, and before you open it, repeat three times: “this is a book of speculative non-fiction.”

And then read every word of it seriously.

The three underlying themes within this book are happening.  They may be under the radar, but that doesn’t make them any less real or less disruptive to your near future. If you are in business, pay attention – it has implications for you.  If you are a marketer, be aware that you have to get in the game (pun intended).  If you are a public official, at least consider the possibilities.

Theme 1:  Virtual economies cannot help but affect real world economies.  Castronova walks us through how so.  The ‘virtual economy’ as a whole is already the size of a small country.  Even if people are spending only a small percentage of their time producing, buying, selling virtual goods, it is taking money/production out of the real world economy.  As millions of people start doing it and migrating “there” (China is betting on it) and on a growth curve following Moore’s Law, it will make a very big difference to all of us. 

“The thought of a new community, society or state emerging on its own territory should give us pause.”

Theme 2:  Virtual worlds are fun; the real world is not and people like fun more than “not fun.”  What’s not to love?  Of course what ‘fun’ actually means here is the key to the title of the book.  The case Castronova makes is that people are finding meaning/satisfaction in collaborative game spaces and virtuality that real world structures/systems don’t allow or support.  It is the why of virtual world fun-ness that is key here and that may be an imperative for the real world.  Fun in Castronova's sense is not ‘meaningless play’ it is challenge, mastery, learning, testing without serious consequences, survival, fairness and the ability for everyone to succeed (if eventually).

But herein lies one of the sticking points I have with Exodus to the Virtual World.  Castronova seems to equate virtual worlds, video games and ‘practical virtual reality’ as one and the same, interchangeable, seemingly painting them with the same cultural and structural ‘fun’ brush.  They aren’t the same.  Motivations, activities and structures are different – but I forgive because this is a book about trends and possibilities – and that is the really important place he takes the reader in his discussion.

Theme 3: Game designers are designers of societies, with the goals of making people happy and improving well-being.  Successful public policy might learn from game design.  Here’s where you might think “okay – gone too far.  I was with you for a while, but time to close the book now.”

Hang in.  Of course Castronova, economist that he is, knows life is not ‘the game.’ Not everyone finds these games ‘fun’ or are ‘technographically’ aligned with them (a point Castronova doesn’t make).   People do operate in the real world.  But he does run the concepts of game design and public policy in parallel with the reader, just asking the question, “can we learn something about human happiness by listening to the multi-disciplinary arena of game design?”   If millions of people are migrating into virtual reality, it might be worth at least considering the question (not to mention the reasons). 

These are radical and sometimes very impractical ideas.  But I have to admit I marked this passage:

“Perhaps the most striking difference between fun policy and real-world policy is in the process of policymaking.  Game designers deliberate briefly, then implement policies in test environments and tinker with them for a very long time.  Real-world policymakers deliberate for a long time, then implement policies in the real world without any tests at all.  Those who have experienced policy effects in both worlds cannot help being impressed by the difference in the policy quality that results.”

Virtual worlds do give us the ability to test real world scenarios – doing that alone could save a lot of real world human pain and distress.

A final point of digression I have with Castronova that I'll note here is that he states no other online experiences allow for these kinds of societal disruptive environments.  I disagree – and in fact think by focusing only on 3D virtual worlds as where this is happening is shortsighted.  Two-dimensional social networks/social media share many of the characteristics – and implications – of which Castronova speaks in his book.

So, you might think all this isn’t happening, or it is a long way off, or it is far-fetched, or it has no real implications for you or your real world…

Well, early in the year I was in conversation discussing the state of an enormous public institution with a high-ranking government official (of baby boomer age) and she said to me as we discussed solutions, “there must be a way to make it work more like World of Warcraft – how can we make it so people are encouraged and motivated that way?”   I swear.  It happened – in the "real” world.

Thanks to St. Martin's press for a review copy of Mr. Castronova's book.

December 3, 2007
   

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