4 items on »typolis:« tagged with
»research«
Forrester about Apple: Five Rules of Cool

In the third issue of Forrester Magazine Harris Collingwood, a researcher at Forrester, writes about Apple and five reasons for their coolness. Quiet interesting and kind of guideline for everybody who wants to be cool.
Here are the first four:
1. Great Products
No doubt: the products by Apple are great. Some products (as the Cube or the Newton) are even too great. But for the public image these products prove: Apple always works hard, just to get the best.
2. Decide on your Story, then stick to it
Since the »1984« ad, Apple consistently has claimed to be different from the other impersonal computer companies. Repetition pays. Apple's story has firmly established itself in the minds of the press. Say what you are. Stick to it, again and again.
3. Choose your friends well
Apple always did a good job in choosing »friends«. For example Bono saying the iPod is »the most beautiful object art in the music since the Electric Guitar«. Or Carrie in »Sex & the City« who constantly uses her Powerbook for writing her column.
4. Choose your enemies better
Apple's 2,5 percent market share looks less like a sign of weakness and more like an emblem of virtue. It has always been persistent against the big enemies, first IBM in the 80s and Microsoft in the 90s.
Read the article
Reading about Games - Linkdump
Mobile:
http://www.raywalk.com/
Computer:
http://www.agdinteractive.com/
http://www.adventuregamestudio.co.uk (thnx hannes)
Theory:
From the beginnings in 1982:
http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html
as PDF:
http://www.erasmatazz.com/free/AoCGD.pdf
More from the same author:
http://www.erasmatazz.com/Library.html
http://www.jesperjuul.dk/
System Architecture:
http://www.gamasutra.com/education/theses/20031110/Eladhari_thesis.pdf
http://www.gamasutra.com/education/theses/20031013/cj_thesis.pdf
Ubiquitous Gaming:
http://www.edgelab.ca/publications/puc_ubigames.pdf
http://www.dcs.bbk.ac.uk/~gzoum01/ubi2004.pdf
http://www.ludology.org/articles/ludology.htm
to extent...
http://www.raywalk.com/
Computer:
http://www.agdinteractive.com/
http://www.adventuregamestudio.co.uk (thnx hannes)
Theory:
From the beginnings in 1982:
http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html
as PDF:
http://www.erasmatazz.com/free/AoCGD.pdf
More from the same author:
http://www.erasmatazz.com/Library.html
http://www.jesperjuul.dk/
System Architecture:
http://www.gamasutra.com/education/theses/20031110/Eladhari_thesis.pdf
http://www.gamasutra.com/education/theses/20031013/cj_thesis.pdf
Ubiquitous Gaming:
http://www.edgelab.ca/publications/puc_ubigames.pdf
http://www.dcs.bbk.ac.uk/~gzoum01/ubi2004.pdf
http://www.ludology.org/articles/ludology.htm
to extent...
2006.08.01, 11:13
Mobile Mediennutzung stark im kommen
Das ergab jetzt eine aktuelle Online Studie der deutschen Sender ARD und ZDF. Im Rahmen der Befragung gaben 34 Prozent der rund 1800 Befragten an, via Laptop und Handy ins Netz zu gehen, 44 Prozent der Internet-Nutzer zeigten starkes Interesse am mobilen Fernsehen, wobei das Notebook vor dem Handy und dem Personal Digital Assistant (PDA) als präferiertes mobiles TV-Gerät gilt. Davon planen 16 Prozent den mobilen Empfang. Eine Marktanalyse von TNS Infratest und Theron Business Consulting von Mitte Juni 2006 ist ebenfalls zu ähnlichem Ergebnis gekommen. Demnach sei das Interesse der Mobilfunknutzer am Unterwegs-Fernsehen von zehn Prozent auf 15 Prozent gestiegen. MobilTV gilt mittlerweile als sinnvolle Ergänzung des klassischen TV, hauptsächlich für solche Menschen, die ständig unterwegs sind und trotzdem Fernsehinhalte nutzen möchten. "Allein während der Fußball-WM 2006 haben sich die durchschnittlichen Aufrufe von ORF1 verdreifacht. Spitzenzeiten waren die Elfmeterschießen und das Finale", so eine Sprecherin von Mobilkom Austria.
Quelle
Quelle
MobiLife

MobiLife brings advances in mobile applications and services within the reach of users in their everyday life by innovating and deploying new applications and services based on the evolving capabilities of the 3G systems and beyond.
The project addresses with a strong user-centric view problematics related to different end-user devices, available communication networks, interaction modes, applications and services.
The MobiLife consortium consists of 22 partners in 9 countries, 5 application owners and SMEs, 3 operators, 8 manufacturers and 6 academic partners. MobiLife is part of the Wireless World Initiative (WWI), which comprises several projects for IST.
