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The Seven Principles You Need to Know to Build a Great Social Product

The Seven Principles You Need to Know to Build a Great Social Product
Social products are an interesting bird. For even the most experienced product designer, social products prove an elusive lover. While there are many obvious truths in social products, there are also alot of ways to design them poorly. Especially when you are deep in the moment making pixel-level decisions trying to remember what’s important, things may not be so clear. The only magic I’ve found in designing compelling social products that have the best shot at breaking through the noise and capturing people’s time and money is in being extremely clear on how your social product meets a few key design principles. 1. This isn’t touchy feely stuff. To successfully use the fleeting moments you have, you need to orchestrate everything under your control to work together seamlessly under a single brand with a single reason for existence. 2. It’s not always obvious upfront what should be your best in the world focus and enshrining the wrong thing can be a problem. 3. 4. 5. 6. 7.

http://techcrunch.com/2010/11/26/the-seven-principles-you-need-to-know-to-build-a-great-social-product/

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How To Use the “Seven Deadly Sins” to Turn Visitors into Customers - Smashing Magazine Advertisement Since the beginning of time, people have exploited the human desire to sin so that they could achieve their goals. Finding out what causes people to sin helps us understand the triggers which prompt people to take an action. The Web has made it even easier to exploit these tendencies to sin, in order to build user engagement and excitement about your service or product. In this article we’ll show examples of how successful companies exploit the tendency to conduct all the famous Seven Deadly Sins, and in turn generate momentum with their website visitors. Ready? CSS, Web Development, Color Tools, SEO, Usability etc. Vitaly Friedman's The Web Developer's Handbook creativity | css galleries & showcases | color tools | color schemes, palettes | color patterns | fashion: colors selection | color theory | royalty free photos | css daily reading | web design daily reading | css layouts | css navigation menus | css techniques | css: software & Firefox Extensions | css-web-tools & services | html-web-tools & services | accessibility checkers | miscellaneous tools | ajax | javascript | DOM | fonts | typography | RSS | CMS | blogging |

Viral Cycle Time Another often overlooked viral loop concept is cycle time. That's the average time it takes to complete one loop, e.g. the cycle from sending out an invite to the person who was invited sending out an invite. In other words, Viral cycle time is the wavelength of viral loops. It's often overlooked (at least initially) because the focus is usually on just getting exponential. Like anything, though, there are opportunities to optimize. For example, if your viral loop is based on email (often is), you can send out varying kinds of reminders at opportune times.

Categories, Links, and Tags Ontology is Overrated: Categories, Links, and Tags This piece is based on two talks I gave in the spring of 2005 -- one at the O'Reilly ETech conference in March, entitled "Ontology Is Overrated", and one at the IMCExpo in April entitled "Folksonomies & Tags: The rise of user-developed classification." The written version is a heavily edited concatenation of those two talks. Today I want to talk about categorization, and I want to convince you that a lot of what we think we know about categorization is wrong. In particular, I want to convince you that many of the ways we're attempting to apply categorization to the electronic world are actually a bad fit, because we've adopted habits of mind that are left over from earlier strategies. I also want to convince you that what we're seeing when we see the Web is actually a radical break with previous categorization strategies, rather than an extension of them.

Twitter – A Teaching and Learning Tool I think I have found the perfect place to reflect on the way a network, and specifically how Twitter, can impact on what goes on in the classroom. No mains gas, no telephones, no mobile signal, no internet connection, no possible way to interact with my personal learning network (PLN). Tucked away in the Cornish countryside the location of the cottage we are staying in provokes vocabulary such as: isolated, severed, detached and remote. But similar rhetoric could also be applied to the lack of connection I have with my network. I am removed from the network I want to reflect upon and away from the classroom that it can impact.

How to Recycle Your Existing Content? Every Internet marketer knows about the importance of creating content. Whether it’s creating content for their blog, or creating content in the form of articles to submit to article directories, or creating content by writing guest posts on other people’s blogs in the same marketplace – it’s all about creating content. You’ve most likely even heard of the phrase “Content Is King”. It’s common to see or hear people in forums talking about writing 5 articles daily and submitting them article directories to gain backlinks and exposure. While that is easy to say (in terms of theory), the reality is that NOT everyone has the time to write 5 articles per day, and NOT everyone likes to write articles. Some people just plain do not like writing.

Trackbacks / Pingbacks / CommentAPI What are trackbacks? When posting entries to your blog, you often take reference to another articles or bloggers. By posting your opinion about what another blogger said on your own blog, that person may not get aware that you wrote something about him. This is where trackbacks (or "trackback pings") come in place: Most blog applications share a common interface for receiving and sending notifications.

Game Mechanics: Sounds dry, actually fascinating. Attended a dynamite workshop this week on Gamification, run by Gabe Zichermann. He’s written a book on it, is consulting for Google about it, and is doing a video and another book on the topic for O’Reilly, the well-regarded tech publishing house (responsible for my beloved Head First HTML/CSS book, highly recommended to anyone looking for a basic primer on website building blocks). The workshop was on game mechanics. Now, I am not a big video/computer game fan. When I first encountered this topic, it sounded pretty dry and irrelevant: “I’m not building a game,” I thought, “so I can’t see how this will be of much interest.” Hypertext Now: Hot Wired Style If I was slow to read Jeffrey Veen's Hot Wired Style: Principles for Building Smart Web Sites, my tardiness may in part be excused by the title. The Wired style is so well known, so idiosyncratic, and so recognizable, that a style guide seems almost redundant. Fortunately, the title is wrong. This isn't a style guide, it's an expanded case study: a description of the philosophy and implementation decisions that underlie a popular and ever-changing family of Web sites. The chapter headings break down into a list of exhortations that might appear in any Web design manual:

The Soul of Web 2.0 Introduction: In The Beginning Back in the 1980s, when personal computers mostly meant IBM PCs running Lotus 1*2*3 and, perhaps, if you were a bit off-center, an Apple Macintosh running Aldus Pagemaker , the idea of a coherent and interconnected set of documents spanning the known human universe seemed fanciful. But there have always been dreamers, among them such luminaries as Douglas Engelbart, who gave us the computer mouse, and Ted Nelson, who coined the word ‘hypertext’. Engelbart demonstrated a fully-functional hypertext system in December 1968, the famous ‘Mother of all Demos’, which framed computing for the rest of the 20 th century. Before man had walked on the Moon, before there was an Internet, we had a prototype for the World Wide Web.

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