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	<title>Latitude Research°</title>
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	<link>http://latd.com</link>
	<description>Life connected</description>
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		<title>Robot Block Party Recap: What&#8217;s Your Ideal Robot?</title>
		<link>http://latd.com/2012/04/23/robot-block-party-whats-your-ideal-robot/</link>
		<comments>http://latd.com/2012/04/23/robot-block-party-whats-your-ideal-robot/#comments</comments>
		<pubDate>Mon, 23 Apr 2012 21:46:02 +0000</pubDate>
		<dc:creator>Kadley Gosselin</dc:creator>
				<category><![CDATA[homepage]]></category>
		<category><![CDATA[Kids & Learning]]></category>
		<category><![CDATA[kids_posts]]></category>

		<guid isPermaLink="false">http://latd.com/?p=9166</guid>
		<description><![CDATA[Latitude recently appeared at the Boston Museum of Science&#8217;s &#8220;Robot Block Party&#8221; on April 14 to celebrate National Robotics Week. Latitude&#8217;s Ian Schulte took part in “The Future of Robotics in Our Personal Lives” panel, sharing insights from Robots @ &#8230; <a href="http://latd.com/2012/04/23/robot-block-party-whats-your-ideal-robot/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Latitude recently appeared at the <a href="http://www.mos.org/">Boston Museum of Science&#8217;s</a> &#8220;Robot Block Party&#8221; on April 14 to celebrate <a href="http://www.nationalroboticsweek.org/">National Robotics Week</a>. Latitude&#8217;s <a href="http://latd.com/2011/02/24/ian-schulte/">Ian Schulte</a> took part in “The Future of Robotics in Our Personal Lives” panel, sharing insights from <a href="http://latd.com/2012/01/16/robots-at-school-findings/">Robots @ School</a>, a multi-phase innovation study investigating how robots can impact learning and play. Latitude also hosted a table where visitors could unleash their creative sides and illustrate their ideal robot.</p>
<p><img class="size-full wp-image-9265 align="center" title="robots" src="http://latd.com/wp-content/uploads/2012/04/robots1.jpg" alt="" width="600" height="200" /></p>
<p>Check out some of the submissions we received that day below:<br />
<br />
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<p>You can also view our image gallery for the <em>Robots @ School</em> study <a href="http://www.flickr.com/photos/37527143@N03/sets/72157628799529293/">here</a>.</p>
<hr />
<p>Header image courtesy of <a href="http://www.flickr.com/photos/johngreenaway/3356358479/sizes/l/in/photostream/">John Greenaway.</a></p>
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		<title>Google&#8217;s Project Glass: AR Milestone or Dangerous Distraction?</title>
		<link>http://latd.com/2012/04/18/googles-project-glass-over-hyped-or/</link>
		<comments>http://latd.com/2012/04/18/googles-project-glass-over-hyped-or/#comments</comments>
		<pubDate>Wed, 18 Apr 2012 20:22:08 +0000</pubDate>
		<dc:creator>Kadley Gosselin</dc:creator>
				<category><![CDATA[cities_posts]]></category>
		<category><![CDATA[Future Cities]]></category>
		<category><![CDATA[homepage]]></category>

		<guid isPermaLink="false">http://latd.com/?p=9082</guid>
		<description><![CDATA[Google&#8217;s Project Glass, the first publicized prototype of their information-streaming eyeglasses was quickly picked up, praised and in some cases dissected by the tech world when first released in early April. The glasses rely on augmented reality to overlay information &#8230; <a href="http://latd.com/2012/04/18/googles-project-glass-over-hyped-or/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Google&#8217;s <a href="https://plus.google.com/111626127367496192147/posts">Project Glass</a>, the first publicized prototype of their information-streaming eyeglasses was quickly picked up, praised and in some cases <a href="http://www.wired.com/gadgetlab/2012/04/augmented-reality-experts-say-google-glasses-face-serious-hurdles/">dissected</a> by the tech world when first released in early April. The glasses rely on augmented reality to overlay information streams on the lenses and allow the wearer to send and receive messages through <a href="http://www.google.com/mobile/voice-search/">Voice Search</a> (Google version of Apple&#8217;s Siri). The wearer can also use a built-in camera to record video and take pictures, as well as live video chat.</p>
<p>While clearly an advancement in augmented reality applications and a door-opener for advertisers, there are concerns around privacy, <a href="http://thenextweb.com/google/2012/04/05/5-ways-that-googles-ar-glasses-could-change-our-world/">information overload</a> and safety as well. See for yourself how a user might experience Project Glass below.</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/9c6W4CCU9M4" frameborder="0" allowfullscreen></iframe></p>
<hr />
Header image credit: Google</a>.</p>
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		<title>L1: Mobile for Next-Gen Shopping &amp; New Discoveries [Mini-Survey]</title>
		<link>http://latd.com/2012/04/16/l1-mobile-for-next-gen-shopping-new-discoveries-mini-survey/</link>
		<comments>http://latd.com/2012/04/16/l1-mobile-for-next-gen-shopping-new-discoveries-mini-survey/#comments</comments>
		<pubDate>Mon, 16 Apr 2012 21:29:34 +0000</pubDate>
		<dc:creator>Kadley Gosselin</dc:creator>
				<category><![CDATA[economy_posts]]></category>
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		<category><![CDATA[shopping]]></category>
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		<category><![CDATA[web]]></category>

		<guid isPermaLink="false">http://latd.com/?p=9040</guid>
		<description><![CDATA[Latitude&#8217;s L1 activities are designed to let individuals engage with us in playful, &#8220;bite-sized&#8221; ways, providing us with ongoing data streams which will offer snapshots of how people all over the world are using the Web—and how the Web is &#8230; <a href="http://latd.com/2012/04/16/l1-mobile-for-next-gen-shopping-new-discoveries-mini-survey/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p align="center"><img class="size-thumbnail wp-image-8835 aligncenter" title="L1" src="http://latd.com/wp-content/uploads/2012/03/L1-150x150.jpg" alt="" width="90" height="90" /></p>
<p><em>Latitude&#8217;s L<sup>1</sup> activities are designed to let individuals engage with us in playful, &#8220;bite-sized&#8221; ways, providing us with ongoing data streams which will offer snapshots of how people all over the world are using the Web—and how the Web is changing the way we live. We&#8217;ll continue to add new, interesting ways for you to engage with us and become an active contributor to our research. Check back at <a href="http://latd.com">latd.com</a> for L<sup>1</sup> findings or connect with us on <a href="http://twitter.com/latddotcom">Twitter</a> and <a href="http://facebook.com/latituderesearch">Facebook</a>.</em></p>
<p><strong>This Week&#8217;s Topic: Mobile for Next-Gen Shopping &#038; New Discoveries</strong></p>
<p align="center"><span class="download">Participate in our mobile shopping <a href="http://www.surveygizmo.com/s3/894849/Mobile-Shopping/?__dbget=true">mini-survey!</a></span></p>
<p>The rapid growth of tablet and smartphone ownership has led to an explosion in mCommerce (and tCommerce or tablet commerce). The Consumer Electronics Association <a href="http://www.dmnews.com/mobiles-surge/article/233637/">reported</a> in early April that 37% of smartphone and tablet owners are engaging in some form of mobile commerce and, on average, they spent over $642 on mobile purchases in the last 12 months, totaling over $124 billion. Because of the rapid growth in mCommerce over the last year, companies are investigating ways to improve the mobile shopping experience (for both in-store and remote shopping), from <a href="http://www.iqmetrix.com/iq-product-news/xq-tips">innovative retail environments</a> to offering new <a href="http://venturebeat.com/2010/08/03/shopkick-best-buy/">shopping services and apps that go beyond price checking</a>. </p>
<p>We&#8217;re launching this mini survey to understand what <strong>you</strong> think mobile devices can do to help you shop better and lead you to new experiences.</p>
<p><strong>We&#8217;ll be offering $20 Amazon gift cards to 10 individuals with the best responses. (Rewards will be issued within the next 4 weeks.)</strong></p>
<p align="center"><span class="download"><a href="http://www.surveygizmo.com/s3/894849/Mobile-Shopping/?__dbget=true">Tell us what you think! &#8211; take the mini-survey.</a></span></p>
<p><em>*Please take the survey only once—duplicate responses will not be considered. Decisions regarding winning responses are determined by Latitude&#8217;s team and should be regarded as final. Latitude takes participant privacy very seriously. We will never share or sell your personal information, and we will never report on any data you provide here in a personally identifiable way.</em></p>
<p><em><strong>Got questions? Email us at life-connected@latd.com</strong></em></p>
<hr />
<p>Image Credit: <a href="http://www.flickr.com/photos/mi-ki/2480460182/sizes/l/in/photostream/">Coal Miki</a></p>
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		<title>Poll: How Active or Passive Should Media Experiences Be?</title>
		<link>http://latd.com/2012/03/30/poll-how-active-or-passive-should-media-experiences-be/</link>
		<comments>http://latd.com/2012/03/30/poll-how-active-or-passive-should-media-experiences-be/#comments</comments>
		<pubDate>Fri, 30 Mar 2012 21:57:20 +0000</pubDate>
		<dc:creator>Kim Gaskins</dc:creator>
				<category><![CDATA[homepage]]></category>
		<category><![CDATA[Media+]]></category>
		<category><![CDATA[media_posts]]></category>

		<guid isPermaLink="false">http://latd.com/?p=8977</guid>
		<description><![CDATA[We&#8217;re currently working on a multi-phase innovation study, The Future of Storytelling, to understand audiences&#8217; changing expectations for stories, including the broader roles they play in our lives and how we interact with them. One key dimension we&#8217;re investigating is &#8230; <a href="http://latd.com/2012/03/30/poll-how-active-or-passive-should-media-experiences-be/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re currently working on a multi-phase innovation study, <a href="http://latd.com/2011/08/09/study-what-is-the-future-of-storytelling/">The Future of Storytelling</a>, to understand audiences&#8217; changing expectations for stories, including the broader roles they play in our lives and how we interact with them. One key dimension we&#8217;re investigating is participatory vs. passive media experiences. Take the poll below to tell us which persona best fits you.</p>
<p><script type="text/javascript">document.write("<scr"+"ipt type=\"text/javascript\" src=\"http://www.surveygizmo.com/s3/polljs/872522-V73IAK3BT6V9TZE5K75QK15L481JA7/?cookie="+document.cookie.match(/sg-response-872522/gi)+"\"></scr"+"ipt>");</script></p>
<p>We realize this might be a difficult question to answer — story preferences can be complex, driven by the story&#8217;s genre, our mood, or other situational factors like who we happen to be with at the time. If you were inclined to answer, &#8220;it really depends&#8230;&#8221; above, leave us a comment and let us know a little more about your thoughts on the topic.</p>
<hr />
Image credit: <a href="http://www.flickr.com/photos/polarity/4734135496/sizes/l/in/photostream/">Robert Agthe</a></p>
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		<title>L1: Exchanging Privacy for Other Perks: Quantified Selfers Get It [Infographic]</title>
		<link>http://latd.com/2012/03/07/l1-exchanging-privacy-for-other-perks-quantified-selfers-get-it-infographic/</link>
		<comments>http://latd.com/2012/03/07/l1-exchanging-privacy-for-other-perks-quantified-selfers-get-it-infographic/#comments</comments>
		<pubDate>Thu, 08 Mar 2012 01:42:27 +0000</pubDate>
		<dc:creator>Kadley Gosselin</dc:creator>
				<category><![CDATA[connected_posts]]></category>
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		<category><![CDATA[People Connected]]></category>
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		<category><![CDATA[tracking]]></category>
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		<guid isPermaLink="false">http://latd.com/?p=8834</guid>
		<description><![CDATA[Latitude&#8217;s L1 activities are designed to let individuals engage with us in playful, &#8220;bite-sized&#8221; ways, providing us with ongoing data streams which will offer snapshots of how people all over the world are using the Web&#8212;and how the Web is &#8230; <a href="http://latd.com/2012/03/07/l1-exchanging-privacy-for-other-perks-quantified-selfers-get-it-infographic/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p align="center"><img class="size-thumbnail wp-image-8835 aligncenter" title="L1" src="http://latd.com/wp-content/uploads/2012/03/L1-150x150.jpg" alt="" width="90" height="90" /></p>
<p><em>Latitude&#8217;s L<sup>1</sup> activities are designed to let individuals engage with us in playful, &#8220;bite-sized&#8221; ways, providing us with ongoing data streams which will offer snapshots of how people all over the world are using the Web&mdash;and how the Web is changing the way we live. We&#8217;ll continue to add new, interesting ways for you to engage with us and become an active contributor to our research. Check back at <a href="http://latd.com">latd.com</a> for L<sup>1</sup> findings or connect with us on <a href="http://twitter.com/latddotcom">Twitter</a> and <a href="http://facebook.com/latituderesearch">Facebook</a>.</em></p>
<p>We decided to investigate the topic of self-tracking amongst <a href="http://latd.com/2012/02/02/innoq-whats-a-quantified-self-worth-mini-survey/">quantified selfers</a>—lead users of tracking apps and services (like <a href="http://www.fitbit.com/">FitBit</a> for tracking fitness, <a href="http://www.mint.com">Mint</a> for finances and <a href="http://teuxdeux.com/">TeuxDeux</a> for productivity) that generate a whole lot of personal data. We wanted to know what people track about themselves now (and what people will want to track in the future), whom they feel comfortable sharing their data with, and how they think about their own data&#8217;s value.</p>
<p>We&#8217;re only months into 2012, and it&#8217;s shaping up to be an important year for online privacy reform. Google, the Obama administration and the National Telecommunications and Information Administration (NTIA) are amongst those <a href="http://arstechnica.com/tech-policy/news/2012/02/white-house-announces-new-privacy-bill-of-rights-do-not-track-agreement.ars">refining and instituting privacy agreements</a> in favor of users and their increasingly valuable data.</p>
<p><strong>Our big finding</strong></p>
<p>Despite the increased attention given to privacy controls and data collection, it seems that individuals who are interested in using services to track their own behavior may be less concerned about companies using their personal data and more concerned with having free access to services that help them self-track. This may come as a pleasant surprise to companies and organizations whose businesses depend on having access to mountains of consumer data, and to those who naturally accrue loads of user data but haven&#8217;t quite figured out what to do with it yet.</p>
<p><strong>How are people tracking themselves?</strong></p>
<p>Given the portability of mobile devices and the explosion of self-tracking apps like LoseIt and RunKeeper, it&#8217;s no surprise that 90% of quantified selfers use a smartphone to record and track their own data. The same number use a traditional computer, while a whopping 78% still use the classic pen and paper method.</p>
<p align="center"><img class="alignnone size-full wp-image-8848" title="devices" src="http://latd.com/wp-content/uploads/2012/03/devices1.jpg" alt="" width="466" height="343" /></p>
<p><strong>What are people tracking?</strong></p>
<p><img class="alignnone size-large wp-image-8838" title="infographic" src="http://latd.com/wp-content/uploads/2012/03/infographic-1024x981.jpg" alt="" width="640" height="613" /></p>
<p align="center"><em>Click <a href="http://www.flickr.com/photos/37527143@N03/6962668659/in/photostream">here</a> to view a larger version. Infographic created by Latitude, (cc) some rights reserved.</em></p>
<p><strong>Implications</strong></p>
<ul>
<li><strong>Offer benefits for sharing data, and be transparent about it.</strong> Increasingly, people understand that their data might be worth something to a business, and they often expect something in return. In many cases, they&#8217;re satisfied with the right to use an app or service for free, or even with simple transparency about how their data will be used &#8211; and then deciding from there whether or not to opt-in. More companies need to realize the advantages of being explicit about (and even creating) benefits around sharing data (benefits like the ability to compare your data to that of thousands of other users like you), especially when the majority of users already feel they get more value from these types of applications when they share their data.</li>
<li>
<p><strong>Make the self-tracking experience seamless.</strong>Traditional mobile apps are still booming, but the next generation of self-tracking apps will be all about accurate behavioral tracking and seamless auto-input. No remembering to record your stress level, or painstakingly enter nutrition information for everything you ate that day. Lowering the barrier to entry will only attract more users who will generate more data which, if shared, is beneficial to both users and companies. People are open to giving up some privacy control if they can see the benefit (whether it&#8217;s extra features or the idea of self improvement), but a service still needs to be incredibly easy-to-use—making auto-entry of data an enormous opportunity.</p>
<p><em>“I&#8217;d like a service that automatically records every piece of food I eat and totals the calories, letting me stop when I&#8217;ve reached a certain level so I don&#8217;t overeat.” -Female, United States</em></p>
<p><em>&#8220;Seamless, or closer-to-seamless recording and input (without manually having to enter it) would be awesome.&#8221; -Female, United States</em></p>
</li>
<li>
<p><strong>Emphasize personal improvement &#8211; on topics that matter. </strong>People have a natural desire for self improvement, whether it’s through saving money, eating healthier or recycling more. Self-tracking is successful across many life areas because people have a desire to better themselves. Health-related tracking is already a leading area of opportunity, with room for improvement when it comes to motivating users (giving people benchmarking data or helping to meet their goals). New technologies for health monitoring will continue to fuel the space, as this tech becomes more affordable for and accessible to the average consumer (not just available in doctor&#8217;s offices and medical labs anymore), and as we find new ways to track behaviorally more &#8220;subjective&#8221; things like stress and mood.</p>
<p><em>“I would love a stress monitor, which would mean finding an accurate way to assess stress (genuinely, in the way that a cortisol test does).” -Male, United Kingdom</em></p>
</li>
</ul>
<hr />
<p>Header image credit of: <a href="http://www.flickr.com/photos/yourdon/2819551282/sizes/l/in/photostream/">Ed Yourdon</a></p>
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		<title>Future of Storytelling Expert Series: Transmedia Best Practices from Filmmaker Sean Hood</title>
		<link>http://latd.com/2012/02/10/future-of-storytelling-expert-series-transmedia-best-practices-from-filmmaker-sean-hood/</link>
		<comments>http://latd.com/2012/02/10/future-of-storytelling-expert-series-transmedia-best-practices-from-filmmaker-sean-hood/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 22:20:38 +0000</pubDate>
		<dc:creator>Kim Gaskins</dc:creator>
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		<guid isPermaLink="false">http://latd.com/?p=8013</guid>
		<description><![CDATA[Recently, Latitude launched an innovation study on The Future of Storytelling. Why? So we can uncover the questions, challenges, and aspirations of tomorrow&#8217;s storytellers and identify how they can better align with audience&#8217;s changing expectations. Every week for the next &#8230; <a href="http://latd.com/2012/02/10/future-of-storytelling-expert-series-transmedia-best-practices-from-filmmaker-sean-hood/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><em>Recently, <a href="http://latd.com/clients-us/">Latitude</a> launched an innovation study on <a href="http://latd.com/2011/08/09/study-what-is-the-future-of-storytelling/">The Future of Storytelling</a>. Why? So we can uncover the questions, challenges, and aspirations of tomorrow&#8217;s storytellers and identify how they can better align with audience&#8217;s changing expectations. Every week for the next several weeks, Latitude will share its conversation with a different influential individual. We&#8217;ll follow the series with a summary of best practices and insights for content creators and businesses from Latitude&#8217;s SVP, Neela Sakaria.</em></p>
<p><strong>This week&#8217;s spotlight on Sean Hood:</strong></p>
<p><img src="http://latd.com/wp-content/uploads/2011/11/sean_hood_headshot.jpg" width="91" height="135" align="left" style="padding-right:10px;"><a href="http://genrehacks.blogspot.com/">Sean</a> is a screenwriter, filmmaker, and instructor at The USC School of Cinematic Arts. He best known for horror films but more recently for action films. Sean has written screenplays for The Haunting in New York (Horror), Conan The Barbarian 3D (Fantasy), Rambo: Last Stand (Action) Blackwell (Thriller), and Subterranean (Sci-Fi). You can read his complete filmography on <a href="http://www.imdb.com/name/nm0393517/">IMDb</a>.</p>
<p><strong>We&#8217;re glad to connect with you, Sean. We&#8217;ve been following some of your writing online, and we know you&#8217;re a very active thinker about the future of storytelling. Can you give us a little background on yourself and how you got into the &#8220;transmedia&#8221; space?</strong></p>
<p>I&#8217;ve spent the last twelve years as a filmmaker. I went to the USC Graduate School of Cinematic Arts, and I&#8217;m teaching there now. Mostly, I write screenplays to make a living, but also direct my own films, and I blog about the future of storytelling and the craft of screenwriting at <a href="http://genrehacks.com">genrehacks.com</a>.</p>
<p align="center"><iframe width="560" height="315" src="http://www.youtube.com/embed/iPQ99y8KaTU" frameborder="0" allowfullscreen></iframe></br><em>Content that Sean created for the 2011 <em>Conan the Barbarian</em> movie bled out into a Web series, motion comics, graphic novels, a traditional novel, online multiplayer games, iPhone games&mdash;all of which told unique branches of the Conan story.</em></p>
<p>In the last five years especially, it&#8217;s become more and more difficult in Hollywood to get original projects off the ground. There&#8217;s a real focus on pre-branded content. So, I keep my eyes open for other ways to tell stories in emerging mediums. Movies are so expensive that I think many Hollywood filmmakers are looking for other, cheaper ways to tell stories&mdash;whether that be through webisodes, independent films, emerging mediums on multiple platforms, or transmedia. Transmedia in particular is becoming really attractive to storytellers, I think, because there really aren&#8217;t any rules for it yet; no one quite knows what they&#8217;re doing, and people are just sort of playing and goofing around with these new ideas and formats and seeing what happens. You don&#8217;t get to do that kind of experimentation in mainstream film or TV.</p>
<p><strong>As a storyteller, why do you think transmedia holds so much appeal? Where do you see the most potential for it to change the ways stories are told?</strong></p>
<p>Every time a new technology emerges, artists and storytellers tend to hi-jack and repurpose it for their own ends. Right now, there&#8217;s so many new kinds of media for communication: a YouTube video, a tweet, a Facebook comment, a blog article, a web chat, an iPhone game, a webisode, a motion comic, an eBook&mdash;any activity on the web suddenly prompts us to ask, &#8220;How can I use this tools all-together to serve a narrative?&#8221;</p>
<p>Yet with all these new tools, the fundamental nature of a story remains the same. For me, a story always contains two things. One: a story is about somebody for whom the audience has some <em>empathy</em>. Two: that somebody has some sort of problem&mdash;something they want something very badly but are having trouble getting, and they are fearful of what will happen if they fail. With those fundamental elements, you can use almost any tool to create a world around those characters or around that situation and build out from there.</p>
<p>What&#8217;s also appealing thing about transmedia&mdash;and one of the reasons I got into film to begin with&mdash;is that it&#8217;s highly collaborative. Transmedia offers opportunities to collaborate not only with other artists and storytellers, but directly with the audience. Otherwise, I get lonely sitting by myself in my office with my dog.</p>
<p><strong>Going back to what you said earlier about Hollywood favoring pre-branded content and franchises due to cost issues&mdash;it sounds like you&#8217;re implying that transmedia is an attractive option cost-wise from a creator&#8217;s standpoint, offering a place to really experiment freely?</strong></p>
<p>That&#8217;s absolutely true. For me, transmedia is about brand creation rather than brand recycling. I mean, the only movies I&#8217;ve written that actually get made have been sequels, remakes, or adaptations&mdash;and I&#8217;m not complaining. It&#8217;s lucrative, and it&#8217;s a lot of fun. But we screenwriters, filmmakers and storytellers got into the craft because we thought we had our own stories to tell. In transmedia, there&#8217;s an opportunity to start really small. Your project may eventually have seven branches in different mediums, but you start the project off on just one of those little arms to see how it takes off. Then, it can branch to another medium as it gets more and more popular and complex. If you are lucky, you get to a point where some of the more expensive mediums like a movie or a TV show become viable because you&#8217;ve pre-tested the concept and built an audience.</p>
<p><strong>One of the things we&#8217;ve definitely been hearing and thinking about is: is it best to conceive of a project as &#8220;transmedia&#8221; from the outset, or can you decide to go that direction later?</strong></p>
<p>You have to envision a transmedia project right from the beginning. If you think of it as just telling one story in one medium and then replicating it on a bunch of others, it&#8217;s not transmedia. You have to imagine how the world of your story and how the problem of your characters can branch out&mdash;you have to think about how different elements of the story can be told in different mediums, and why these branching mediums are necessary. The whole should be greater than the sum of its parts, and that takes vision from the outset.</p>
<p>That said, transmedia is not about pre-planning every single little piece as it extends in all these different mediums and different platforms. It&#8217;s more like crafting a little piece of DNA; you know it&#8217;s going to grow up into something really big, and you can imagine its potential in all these different realms. But once it starts growing and lots of other people get involved, you are more like a farmer growing a crop&mdash;you seed it, water it, feed it and nurture it, but you can&#8217;t completely control it, or even be entirely sure of what it will grow into. A transmedia project doesn&#8217;t just burst from your head, fully formed, like Athena from Zeus&#8217; skull. A transmedia storyteller comes up with ideas and potentials and then works with a multiplicity of collaborators, including the audience, as it grows. It takes on a life of its own.</p>
<p><strong>So why all the excitement about transmedia <em>now</em>?  And is it really something new?</strong></p>
<p>I think it&#8217;s because of the Internet. Even before the Web, there was always the possibility of a popular movie inspiring a line of original comic books or an original line of novels or toys. However, it was always a top-down process. Now everyone can sit in front of the computer and access all these different kinds of media. Anyone can be a writer, a filmmaker, a designer, or a visual artist, and put their work in front of an audience. The Internet has made us all active storytellers. This creates a different kind of opportunity for career storytellers because, not only they can put all their stuff online, they can interact directly with their audience through their phones and their iPads and their computers. They can co-create. It&#8217;s a massively new feedback loop.</p>
<p>Furthermore, storytelling always has to reflect the lives and the consciousness of the people of its age.  We&#8217;re at the point now where everyone&#8217;s consciousness is constantly being expanded, taxed, overwhelmed, and sometimes even enlightened by all these different communication mediums that we have at our fingertips. So, the stories we tell have to reflect that, and utilize these very mediums that have so deeply affected, expanded and fragmented the human experience. There is no better way to do that than with a transmedia project.</p>
<p align="center"><img src="http://latd.com/wp-content/uploads/2011/11/conan_comic.jpg"></p>
<p><strong>One of the most striking things for me is the role of mobile and what it enables; there&#8217;s this expectation among consumers and audiences that they can bring the story or content to a level of personal relevance that they couldn&#8217;t before. In other words, it&#8217;s not just about me going deeper and deeper into the storyworld and finding out more about a character or a storyline. In some cases, it&#8217;s also about opportunities to bring the story out into <em>my</em> world.</strong></p>
<p>Yes, exactly. In other words, stories used to be told in such a way that either you were alone in a room with a book or you were in a dark theater watching a screen or in a living room in front of a TV set. It was sort of locked down, but now it can come out into the world. It&#8217;s going to be really interesting. Of course, there are all sorts of gimmicks and games now&mdash;from flash mobs to planking to geo-caching, but, beyond that, I think there is an opportunity for storytelling to truly leak out into the real world, not only in the sense that you&#8217;re taking it with you everywhere on your phone, but that part of the story itself is experienced in public, physical locations.</p>
<p>I mean, when followers of the <em>The Dark Knight</em> transmedia campaign were going to bakeries and finding cell phones from the Joker hidden in cakes, the &#8220;medium&#8221; of the story became the real world.</p>
<p><strong>From your perspective, what makes the difference between novelty or gimmicks, as you say, and really meaningful, good experiences?</strong></p>
<p>The difference is that all the platforms, gimmicks and surprises that the storyteller uses in a transmedia way has to come from the characters&mdash;whatever problems, needs, hopes, schemes or dreams the characters have. The audience should feel that they&#8217;re moving from one medium to the other because the flow of the story and the goals of the characters call for it, because the story <em>couldn&#8217;t be told in any other way</em>.</p>
<p>Then, not only does the audience accept it, but they become that much more <em>engaged</em> because it&#8217;s reflective of the way we actually live. We live life in transmedia; we read a kindle while watching TV and are interrupted by a text. We talk on the phone while driving a car and are distracted by a video billboard. We tweet our location, share what we see, and comment on what others are doing hundreds of miles away, all in real time. So, it makes sense that fictional characters would be expressing themselves in this fragmented way, and that a story would unfold on multiple sites.</p>
<p>For me, the key is to think: &#8220;What are the needs of my characters, how would they express those needs and pursue their goals in today&#8217;s world, and how can that be expressed through transmedia?&#8221;</p>
<p>Transmedia, when it works, is not about plot. There are multiple plots all co-created and supported by the mob. Transmedia, at its best, is about <em>the characters</em>.</p>
<p><strong>Yes, exactly. So, to what extent should the audience have input into how the story plays out?</strong></p>
<p>I think it really depends on the particular project. What&#8217;s key is that the interactivity has to spring from the desire and engagement of the people involved. Otherwise, it can be very disruptive to the experience. The joy of listening to a story around a campfire comes from having empathy for the characters&mdash;really feeling the joys, terrors, and heartaches of that character&mdash;and also believing in the character&#8217;s world.  Too often a clumsy interactive device&mdash;a simple, choose-your-own-adventure, for example&mdash;can disrupt that magical dreamstate. When I&#8217;m suddenly making a choice for my character, I&#8217;m not feeling for the character; I&#8217;m made aware that, &#8220;Oh. This isn&#8217;t a real person. This world is fake.&#8221;</p>
<p>So, the interactivity should be based on the audience believing, or suspending disbelief, that the characters and story are real and, specifically, that their own actions in the story have an effect on the emotional lives of the characters and the choices they are making&mdash;not that they&#8217;re making choices for the characters, but their input changes the quality of the fictional world. Then that world and the people in it become more and more real. Then the audience becomes a character interacting inside this world. Then, there&#8217;s the opportunity to become even more empathetically connected to the characters moving around the multiple mediums. The characters feel more like real people, and we feel for them more.</p>
<p>So, with interactivity, there&#8217;s an opportunity there to enhance storytelling, by increasing engagement and empathy, and there is an opportunity to blow it, depending on whether things are executed skillfully or clumsily.</p>
<p><strong>As you said, at the fundamental core of any story is the notion of relating to or empathizing with a character. That hasn&#8217;t changed over time, but what is changing about the mechanics of storytelling, or the way we capture and unfold stories?</strong></p>
<p>There is a major change that I think we&#8217;re on the brink of&mdash;closer than many people think&mdash;in the world of video games. Right now, video games are very immersive and cinematic in the way we can move through space and shoot at things, fight, manipulate objects, and so on. That kind of physical interaction with a finely detailed environment is very sophisticated. But the big change happens when the user becomes <em>emotionally involved</em> in the unfolding action the way they do in a novel, a play or a movie.</p>
<p>I talked earlier about the idea of empathy. We can empathize with characters represented as simply as a scribbled cartoon&mdash;take Charlie Brown, for example. That&#8217;s because human beings can project an inner life onto almost anything: a doll, a pet, almost any object or animal. We can imagine, &#8220;what is that creature feeling?&#8221;</p>
<p align="center" width="150" height="225"><img src="http://imagecache2.allposters.com/images/CUP/G378-730.jpg"></p>
<p>So, as soon as the characters in a game or some sort of interactive environment seem to have an inner life and authentic emotional reactions to the things we, the game player, do within that game, that&#8217;s going to trigger our empathy, and get us wondering, &#8220;What is that character thinking? What is that character&#8217;s intention? Is she sad? Is she happy? What is she thinking?&#8221; Suddenly, you&#8217;re not just shooting zombies. You&#8217;re not just beating up bad guys. Now you&#8217;re imagining how this pixelated figure might be feeling and what she might be motivated by, and you are becoming more and more engaged in the relationship you are forming with this character.</p>
<p><strong>What do you think is the best way to get people to connect in that deeper, emotional way? Will we need more advanced technology, or is it just about conveying some other element of the narrative differently?</strong></p>
<p>We don&#8217;t need hard AI driving this kind of interaction; we just need enough of those triggers in the game character we interact with to make us project onto that image the idea of an <em>inner life</em>. Remember, we are capable of projecting an &#8220;inner life&#8221; onto a stuffed animal, a cartoon character, or a marionette. We just need the right triggers.</p>
<p>Filmmakers have become adept at creating these triggers. In a famous experiment, a shot of an actor with a blank expression was inter-cut in three ways; it was intercut with a beautiful woman, with a banquet table, and with a coffin. These three different montages were then shown to three different audiences, and the audiences were asked what the character&mdash;the man with the blank expression&mdash;was thinking. Each audience read his expression differently. One said, &#8220;Oh, that man is so in love.&#8221; Another said, &#8220;Oh, that man is so hungry.&#8221; The third said, &#8220;Oh, that man is so sad.&#8221; It&#8217;s the same completely blank expression, but we project an inner life upon it.</p>
<p>As of now, most of the interactive environments available haven&#8217;t really been able to access that capacity of the audience to believe in the inner life of the characters. But, when the people who design games move away from the rendering of the physical space, and into the development of characters and behaviors, then you can hit a tipping point; people are going to have entirely different experiences inside this virtual world because they&#8217;ll be interacting emotionally and empathically with the characters rather than just moving around in space and shooting them.</p>
<p><strong>That brings up a really interesting question: is it possible that the more immersive visuals we&#8217;ve been able to create for video games have reduced the effort we put into thinking about them, and actually <em>diminished</em> our ability to project an inner life onto characters?</strong></p>
<p>Often, if you look at a character in a game, it looks really close to being human but there&#8217;s something that feels creepy about it&mdash;like a wax figure or an automaton. In robotics, they call it the &#8220;uncanny valley.&#8221; We may find that, in the near future, a much more simplified graphic character that nonetheless behaves as though it has an inner, emotional life, will be far, far more involving and engaging. Some movies&mdash;like Beowulf and The Polar Express&mdash;have animated characters that look almost human but not quite, and to me they are creepy and off-putting. That emphatic connection is completely broken. I&#8217;m more likely to believe Bugs Bunny is real. So, we may find that backing off on the photorealism actually helps to cultivate empathy.</p>
<p align="center"><img src="http://i2.listal.com/image/1365427/600full-the-polar-express-screenshot.jpg"><br /><em>Screenshot from The Polar Express</em></p>
<p><strong>That kind of counterintuitive response is very interesting. Switching gears a bit, do you have any suggestions for other storytellers who are interested in or working in the transmedia space?</strong></p>
<p>I&#8217;d say that no one really knows exactly what &#8220;transmedia&#8221; is yet.  So, if you&#8217;re a storyteller, there is no reason you shouldn&#8217;t be telling stories and playing around with whatever you can get your hands on. We&#8217;re at a time now where digital cameras, editing software, online publishing tools, and so on, are literally free&mdash;or close to it. I think it&#8217;s too often that people who write screenplays or books wait around for somebody to give them permission to publish, to produce, or to share that work with the world. There&#8217;re thousands of tools that can help a storyteller create content and reach an audience. Maybe you only get a hundred people to look at your work at first&mdash;but that&#8217;s a lot of people. To be a storyteller, you don&#8217;t have Charlie Kaufman or Steven Spielberg; you just have embrace the tools available all around you and be inventive.</p>
<p align="center"><a href="http://www.fortunatoprocopio.com/melancholybaby.html"><img src="http://latd.com/wp-content/uploads/2011/11/Melancholy_Baby_Final_poster_sm.jpg"></a><br /><em>Click <a href="http://www.fortunatoprocopio.com/melancholybaby.html">here</a> to watch Melancholy Baby, a short film that represents a more personal aspect of Sean&#8217;s filmmaking. It was created, developed and distributed to an online audience.</em></p>
<p><em>This interview was conducted by <a href="http://latd.com/2011/02/25/neela-sakaria-senior-vice-president/">Neela Sakaria</a>, SVP at Latitude.</em></p>
<hr />
<p><em><a href="http://latd.com">Latitude</a> is an international research consultancy helping clients create engaging content, software and technology that harness the possibilities of the Web. To learn more about working with Latitude, fill out <a href="http://latd.com/about-latitude/#request">this form</a> or contact Ian Schulte (<a href="mailto:ischulte@latd.com">ischulte@latd.com</a>).</em></p>
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		<title>Innovative Thinkers Wanted: How Do YOU Envision the Future of Storytelling?</title>
		<link>http://latd.com/2012/02/09/innovative-thinkers-wanted-how-do-you-envision-the-future-of-storytelling/</link>
		<comments>http://latd.com/2012/02/09/innovative-thinkers-wanted-how-do-you-envision-the-future-of-storytelling/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 16:57:16 +0000</pubDate>
		<dc:creator>Kim Gaskins</dc:creator>
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		<guid isPermaLink="false">http://latd.com/?p=8668</guid>
		<description><![CDATA[Update: we are no longer seeking participants for this phase of the study. Many thanks for all the thoughtful contributions we received. Study Background Latitude has been at work on a new, multi-phase innovation study, The Future of Storytelling. We&#8217;re &#8230; <a href="http://latd.com/2012/02/09/innovative-thinkers-wanted-how-do-you-envision-the-future-of-storytelling/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><span class="download">Update: we are no longer seeking participants for this phase of the study. Many thanks for all the thoughtful contributions we received.</span></p>
<p><strong>Study Background</strong></p>
<p>Latitude has been at work on a new, multi-phase innovation study, <em><a href="http://latd.com/2011/08/09/study-what-is-the-future-of-storytelling/">The Future of Storytelling</a></em>. We&#8217;re aiming to uncover the questions, challenges, and aspirations of tomorrow&#8217;s storytellers, and identify how they can better align with audiences&#8217; changing expectations. (You can read more about the study&#8217;s goals <a href="http://latd.com/2011/08/09/study-what-is-the-future-of-storytelling/">here</a>.)</p>
<p>So far, <a href="http://latd.com/?s=transmedia+expert+series">we&#8217;ve spoken with a number of experts</a> and innovators in the emerging &#8220;transmedia&#8221; space to understand what kinds of challenges leading-edge content creators are facing, and what the &#8220;next big thing&#8221; might be, as seen from their perspective.</p>
<p><strong>Now Seeking Forward-Thinking Participants</strong></p>
<p>Now, we turn to you: we&#8217;d love for you to tell us what kinds of stories are resonating with you now&mdash;and, more importantly, what kinds of storytelling experiences you&#8217;d like to be having in the future. <em>(Do you follow your favorite TV character on Twitter? Watch webisodes with bonus content? Ever wish you could influence the course of events in a story? How about have a dynamic conversation with one of the characters about whatever&#8217;s on your mind? Or maybe &hellip; )</em></p>
<p>We&#8217;ve devised a survey (which takes approximately <strong>15 minutes</strong> to complete) with basic questions about how you experience media in various contexts and a couple of open-ended questions where we invite you to get creative about possible futures for storytelling. <strong>We&#8217;re offering $50 Amazon cards to 20 individuals with the best responses</strong>.*</p>
<p><span class="download">Click <a href="http://latdsurvey.net/meta4/META4login.html">here</a> to go to the survey.</span></p>
<p><em>*The 20 best responses are determined by Latitude&#8217;s team upon closing of the survey, and should be considered final/non-negotiable. Rewards will be issued within 4 weeks&#8217; time. Please take the survey only once&mdash;additional data from the same participant will be discarded and considered not eligible for reward.</em></p>
<p><em>Privacy and information-use note: more information about privacy and attribution are available at the very beginning of the survey. Latitude respects the privacy of its participants. Unless you choose to be personally attributed when prompted in the survey (in the event we wish to publish your input openly), we will never publish your responses in a personally identifiable way. If you do not wish to be personally attributed, we reserve the right to publish your input but <u>not</u> in a personally identifiable way (e.g. &#8220;Female, 29, New York, NY&#8221;). Latitude will never sell your information or make it available to third parties. &#8220;The Future of Storytelling&#8221; is a self-sponsored, non-client study designed, run, and published by Latitude.</p>
<p>Got questions? Contact: <a href="mailto:life-connected@latd.com">life-connected@latd.com</a></em></p>
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		<title>Future of Storytelling Expert Series: Author Xavier Waterkeyn on Communicating Transmedia Value</title>
		<link>http://latd.com/2012/02/06/future-of-storytelling-expert-series-author-xavier-waterkeyn-on-communicating-transmedia-value/</link>
		<comments>http://latd.com/2012/02/06/future-of-storytelling-expert-series-author-xavier-waterkeyn-on-communicating-transmedia-value/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 19:47:50 +0000</pubDate>
		<dc:creator>Kim Gaskins</dc:creator>
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		<description><![CDATA[Recently, Latitude launched an innovation study on The Future of Storytelling. Why? So we can uncover the questions, challenges, and aspirations of tomorrow&#8217;s storytellers and identify how they can better align with audience&#8217;s changing expectations. Every week for the next &#8230; <a href="http://latd.com/2012/02/06/future-of-storytelling-expert-series-author-xavier-waterkeyn-on-communicating-transmedia-value/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><em>Recently, <a href="http://latd.com/clients-us/">Latitude</a> launched an innovation study on <a href="http://latd.com/2011/08/09/study-what-is-the-future-of-storytelling/">The Future of Storytelling</a>. Why? So we can uncover the questions, challenges, and aspirations of tomorrow&#8217;s storytellers and identify how they can better align with audience&#8217;s changing expectations. Every week for the next several weeks, Latitude will share its conversation with a different influential individual. We&#8217;ll follow the series with a summary of best practices and insights for content creators and businesses from Latitude&#8217;s SVP, Neela Sakaria.</em></p>
<p><strong>This week&#8217;s spotlight on Xavier Waterkeyn:</strong></p>
<p><img src="http://latd.com/wp-content/uploads/2011/11/XavierWaterkeyn.jpg" align="left" style="padding-right:10px;">Xavier Waterkeyn is a literary agent and best-selling author. In just five years, his books have sold over 1.5 million copies. He has worked, in no particular order, as a director, interviewer, adult educator, tour guide, actor, manager of a psychic centre, graphic designer, photographer, marketer, bookseller and editor. Despite his many careers, Xavier likes to think of himself simply as a storyteller. And perhaps a bit of a know-it-all.</p>
<p><strong>It&#8217;s great to speak with you, Xavier. We know you&#8217;ve been quite busy working with your partner, author Nathan Farrugia, on <em><a href="http://thechimeravector.com/">The Chimera Vector</a></em>&mdash;a transmedia project that involves a lot of different components: an eBook, an audiobook, a <a href="http://www.kickstarter.com/projects/nathanxavier/the-chimera-vector-graphic-novel?ref=card">graphic novel</a>, and an app down the line. Can you tell us a little about your experience creating and overseeing the production of all these different pieces?</strong></p>
<p><em>The Chimera Vector</em> is primarily a technothriller novel. It takes you into a world of conspiracy where various people in various organizations are striving to accumulate power&mdash;creating chaos and mayhem&mdash;and it&#8217;s all about secret operatives and what they&#8217;re trying to do to stop all of that. So, we&#8217;ve got a core text that appeals to people ages 18-30 generally, and we&#8217;re looking at the kind of media this target market engages with: social media as well as the traditional media of book, film, and so on. <em>The Chimera Vector</em> novel is being simultaneously adapted as an eBook, as well as being sold print-on-demand.</p>
<p><strong>Who do you see as the primary audience for transmedia, and how do you think transmedia can fulfill varied audience needs and preferences?</strong></p>
<p>It&#8217;s now hopelessly outdated to think of people simply as &#8220;readers&#8221; or &#8220;viewers&#8221; or &#8220;audience members&#8221;&mdash;since, at any one point, any number of different texts in different media will appeal to all of them. And there are different personality types as well, and people who have different sense modality prejudices; there are the visual people who want to see stories; there are the audio people who want to hear stories; there are the readers who want to read stories.</p>
<p>There&#8217;s also a range between the totally passive to the actively engaged super-fan. So, people who just want to look at something, read it, watch it, listen to it, go away&mdash;and then there are people who immerse themselves in a world and become contributors and co-creators to that world.</p>
<p>A transmedia experience should ideally encompass all of those different worlds. That&#8217;s what happens when you do transmedia properly. So, what you need to do then is use the technology that you have available to the best of your ability to engage an audience member in that process.</p>
<p><strong>Do you approach transmedia by thinking everything through from the get-go, and or is there a sizable element of improvisation&mdash;which could mean flexibility with regard to bringing in a new platform, or letting the audience influence the storyline, and so on?</strong></p>
<p>I believe that you cannot sit down and second-guess the creative process. And as creators, we have to leave ourselves open to the possibility of things happening during a co-creative process that we might not have thought about originally during any planning stage. However, our process from the very beginning is to think of as many possible points of engagement and as many different media and forms of communication because, ultimately, we&#8217;re talking about the communicative act in the entertainment industry; we&#8217;re talking about bringing somebody into our world. It doesn&#8217;t matter if it&#8217;s an MTV video equipped for a pop song or a video game that&#8217;s taken five years to develop&mdash;creators think from the very beginning, &#8220;if we&#8217;re going to do a game called &#8216;Myst,&#8217; let&#8217;s think of what a novelized version of that would look like and read like.&#8221;</p>
<p align="center"><img src="http://latd.com/wp-content/uploads/2011/11/graphic_novel_color.jpg"><br /><em>Image from The Chimera Vector graphic novel</em></p>
<p><strong>A certain amount of audience participation&mdash;and, in many cases, co-creation&mdash;seems essential for transmedia. How do you get people engaged, and strike the right participatory balance so that people are motivated, but not feeling like they have to work <em>too</em> hard?</strong></p>
<p>If the core text is engaging, then a fandom will arise spontaneously. Now, we&#8217;re not saying, &#8220;let&#8217;s control fandom,&#8221; but instead &#8220;let&#8217;s factor that in from the very beginning and let&#8217;s make it easy for fans to engage in the process.&#8221; In short: the one thing fans want is engagement, and the one thing that we have to do as creators is make that engagement as easy as possible for them. For creative reasons? Who knows. Some of the best fans do become creators, and that&#8217;s okay.</p>
<p>So, to get people engaged from the start, we&#8217;re saying, &#8220;why don&#8217;t you come in and join with us in the creation of the world? We&#8217;re starting you off with this novel and with this world and with these characters and their concerns&mdash;but we&#8217;re inviting your active participation.&#8221; We might listen to suggestions about plot events and write that scene into the next book. Or we might think how a fan&#8217;s suggestion could inspire an entirely new plot line.</p>
<p><strong>What are some of the pitfalls or mistakes you&#8217;ve seen?</strong></p>
<p>Marketing-wise, I think that people don&#8217;t think as globally as possible. I don&#8217;t believe they cross-promote enough. Take <em>Heroes</em>, for example. Did you know they created a <a href="http://www.nbc.com/heroes/novels/novels_library.shtml?novel=173">graphic novel</a> for the series? I didn&#8217;t, until I specifically started researching the space. So, there&#8217;s a graphic novel out there; somebody has gone to the trouble of drawing it, creating it, designing it, publishing it and you don&#8217;t know that it exists&mdash;but you know about the television series.</p>
<p align="center"><img src="http://images.teamsugar.com/files/users/2/25928/40_2007/C06.preview.JPG" width="400" height="300"></p>
<p>It would be so easy to product-place the graphic novel within the series. The problem is that the left hand doesn&#8217;t know what the right hand is doing. That&#8217;s the core marketing mistake: you&#8217;ve got a whole bunch of people doing different things, and they didn&#8217;t think about their strategy holistically. It&#8217;s the absence of holistic thinking that&#8217;s bringing people down, not only for creative reasons but also strictly for marketing and economic reasons.</p>
<p><strong>As somebody who&#8217;s creating in this space, is there anything that you wish you knew about people&#8217;s mindsets as they&#8217;re having these experiences? Or is it more about creating and seeing how people react to the world you&#8217;ve built?</strong></p>
<p>I think it&#8217;s both. Personally, our initial approach has been &#8220;build it and they will come.&#8221; But, in terms of research, the sort of things that I would like to know would be &#8220;who are the people that are into this?&#8221; More than that, what turns them on?&mdash;and not just the text, but what style of engagement works for them? People have sub-languages; for example, Twitter and Facebook are creating their own languages. Relatedly, I&#8217;d want to know: &#8220;how do you use social media without sounding as if you&#8217;re doing a sales pitch?&#8221; That&#8217;s really important.</p>
<p>What we really want to know is, how we can talk to you without talking <em>at</em> you or down to you? How do we invite you into this process and make it as inviting as possible? How do we communicate how fun it could be? That&#8217;s the challenging part.</p>
<p><em>This interview was conducted by <a href="http://latd.com/2011/02/25/neela-sakaria-senior-vice-president/">Neela Sakaria</a>, SVP at Latitude.</em></p>
<hr />
<p><em><a href="http://latd.com">Latitude</a> is an international research consultancy helping clients create engaging content, software and technology that harness the possibilities of the Web. To learn more about working with Latitude, fill out <a href="http://latd.com/about-latitude/#request">this form</a> or contact Ian Schulte (<a href="mailto:ischulte@latd.com">ischulte@latd.com</a>).</em></p>
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		<title>L1: What&#8217;s a Quantified Self Worth? [Mini-Survey]</title>
		<link>http://latd.com/2012/02/02/innoq-whats-a-quantified-self-worth-mini-survey/</link>
		<comments>http://latd.com/2012/02/02/innoq-whats-a-quantified-self-worth-mini-survey/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 18:21:10 +0000</pubDate>
		<dc:creator>Kim Gaskins</dc:creator>
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		<guid isPermaLink="false">http://latd.com/?p=8611</guid>
		<description><![CDATA[Latitude&#8217;s L1 activities are designed to let individuals engage with us in playful, &#8220;bite-sized&#8221; ways, providing us with different, ongoing data streams that we can analyze and share as insights with our community. We&#8217;ll continue to add new, interesting ways &#8230; <a href="http://latd.com/2012/02/02/innoq-whats-a-quantified-self-worth-mini-survey/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><em>Latitude&#8217;s L<sup>1</sup> activities are designed to let individuals engage with us in playful, &#8220;bite-sized&#8221; ways, providing us with different, ongoing data streams that we can analyze and share as insights with our community. We&#8217;ll continue to add new, interesting ways for you to engage with us and become an active contributor to our research. Check back at <a href="http://latd.com">latd.com</a> for L<sup>1</sup> findings or connect with us on <a href="http://twitter.com/latddotcom">Twitter</a> and <a href="http://facebook.com/latituderesearch">Facebook</a>.</em></p>
<p><strong>This Week&#8217;s Topic: The Quantified Self</strong></p>
<p><em>(You can scroll down to skip right to the survey.)</em></p>
<p>Many people are familiar with the story of two innovators at <em>Wired</em>, co-founder Kevin Kelly and contributing editor Gary Wolf, who picked up on the rise in self-tracking tendencies, and created a blog called &#8220;The Quantified Self&#8221; in 2008 to explore the topic further. Now, with the growing popularity of mobile apps (like Mint, LoseIt and RunKeeper) and new sensor-based gadgets (like headbands that track your sleep cycles and GPS-enabled Nike+ shoes), most tech-forward people have dabbled in self-quantification. Why are we so captivated by data-driven self-knowledge? Because &#8220;unless something can be measured, it cannot be improved,&#8221; <a href="http://quantifiedself.com/2007/10/what-is-the-quantifiable-self/">Kelly tells us</a>.</p>
<p>Because self-tracking isn&#8217;t anything new to many of us, we&#8217;re already generating loads of data&mdash;and companies are, more and more, realizing the value of this data. Interestingly, a recent <a href="http://www.mediapost.com/publications/article/161410/consumers-willing-to-share-data-but-at-a-price.html">survey</a> found that individuals think of personal data-sharing with companies as a two-way street, with 86% of consumers seeing major benefits to sharing their data with businesses online. Understanding why, how, and with whom we share our data is becoming an increasingly interesting and complex task as new self-quantification tools and possibilities arise. <strong>Fill out the mini-survey below to tell us what you think.</strong></p>
<p align="center"><em>Survey not displaying correctly? Try <a href="http://www.surveygizmo.com/s3/794676/InnoQ-What-s-a-Quantified-Self-Worth">this</a> instead.</em></p>
<p align="center"><iframe src="http://www.surveygizmo.com/s3/iframe/794676/616d29c6b68c" frameborder="0" width="700" height="3050" style="overflow:hidden"></iframe></p>
<p>Image credit: <a href="http://www.flickr.com/photos/razorshine/4662188057/in/photostream/">Riaz Kanani</a>, (cc) some rights reserved.</p>
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		<title>Infographic: Robots @ School</title>
		<link>http://latd.com/2012/01/17/infographic-robots-school/</link>
		<comments>http://latd.com/2012/01/17/infographic-robots-school/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 07:00:24 +0000</pubDate>
		<dc:creator>Kim Gaskins</dc:creator>
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