Showing posts with label user engagement. Show all posts
Showing posts with label user engagement. Show all posts

Friday, 8 August 2014


   COMMUNITY MANAGEMENT AND USER                                                     ENGAGEMENT                                                                              Twitter, Facebook, Google+, Whatsapp, Reddit, e-learning, Blackboard, Moodle, BlikBoo are all online communities. Have you ever wondered what an online community actually is? There are several theories out there that explain this environment in more detail and I'd like to introduce you to the two following ones:



1) Community of Practice &  2) Community of Inquiry                                


                                   Community of Practice (CoP)



Community of practise is in simple words ‘turning conversations into collaboration’. Etienne Wenger is a co-author of the book ‘Cultivating communities of practice: a guide to managing knowledge’ (2002). He is known as a social learning theorist and researcher. 

There are three fundamental elements that form knowledge management strategy[1]:

Domains- identity of the community which is established by area of knowledge. Ettiene demonstrates that community of practice is often misunderstood concept. This theory is about forming personal network but with a goal of exploration and development of the area or field of practise/expertise. 

Community- personal network that belong to the domain. This means online communities are only the ‘tools’ that enable community to develop relationship among each other, share knowledge and address problems. In order to start this process, all three elements have to meet. 

Practice- ‘knowledge’ or user-generated content that is shared on the domain by the community.. The content should be explored in depth as that has a power to accumulate practical knowledge to change community behaviour in ability to act either collectively or individually.

The only important characteristics or requirement for each member of the community is knowledge. Full cycle of the activities within the doughnut has to be fulfilled and integrated in order to enhance mutual engagement between the community members.
Ettiene demonstrates that people organize their social presence as a place where all can engage and learn.
He uses the term ‘learning partnership’ as described in ‘New pedagogies’ by Michael Fullan, which in Community of Practice means if people are engaged with others in the same practise by sharing what they’re experiencing and learning they can recognise themselves as partners. Engaging in a similar practise gives them a sense of recognition as practitioners through ‘learning contract’ that has been established between them. Community of practice establishes on-going relationship among people who have a potential of helping each other when they need to. Ettiene describes having a challenge (or problem) becomes curriculum of the learning partnership between community members (e.g. confusion leads a community member to ask specific question to other community members and therefore resolve it or see solutions from different perspective). When other members of the community join conversation, there is all of the sudden knowledge-sharing experience or knowledge-creation, in other words, effective learning. Very important point is that Communities of Practice (blogs, discussion forums, file-sharing) are only tools for the learning partnership; they are not substitute to Community of Practice. Therefore, knowledge-sharing process is only successful when community members are engaged in producing content and subsequently establish social partnership among each other. This creates sense of belonging and identity that members share. ‘Knowing is not merely an individual experience, but one of exchanging and contributing to the knowledge of a community.’ (Etienne Wenger, 2000)[2] Ettienne interprets this quote as human communities accumulating their knowledge and learning experience. This means that the theory Community of Practice applies not just only to an online environment but also everyday life situations where people meet and exchange their knowledge in a field of expertise they’re all connected to.
Let's apply this theory into the higher education- the main reason why students should interact with each other is because of stimulation as every field/ course they’re currently completing is too complex to cover for an individual at any academic level. Members of any community will only use a resource if they find personal value in participating. Knowledge shouldn’t be in isolation but in constant development’ (Ettienne, 2002)[3].
One of the most important notes is that community members need guidance or support to function optimally, and this is only possible through:

1   1) Community leader who communicate with students internally within an online community of the domain or offline in a class.
       2)Technological infrastructure that enables members of the community to communicate on regular basis and most efficiently.

The work of a student produces two kinds of results: knowledge result and grades/rewards. Lecturer has to be in charge of stewardship and provide students with a usable knowledge and  therefore contribute to constant development so each student will be able to share the knowledge with others and expand their own capabilities. The key is highlighting importance of a question asked or giving a positive feedback (validation) that shows students right direction in their analytical thinking in a discussion.
This theory still doesn’t clearly address problem proposal questions as it describes only the important parts of a knowledge-sharing process. It demonstrates the process of participating rather than motivational factors that might encourage participants to interact with each other.


              Community of Inquiry  



Community of Inquiry is a theory that describes whole communication flow on a platform, and either potential for regular interactions of users or gaps preventing users to interact. The theory of Garrison & Anderson (2005)[4] explains potential inactivity of users in depth and contains all fundamental elements that meet users’ expectations in any type of an online community environment.
Garrison & Anderson in their theory Community of Inquiry demonstrate that there are three pillars which drive successful e-learning experience:
1) Social presence, 2) Teaching presence, and 3) Cognitive presence.[5] Each element plays a significant role for improving student satisfaction level in online learning.

Strong teaching presence fosters efficiency of the cognitive presence. There are three essential parts of the teaching presence:

·         Instructional design and organization (establishing curriculum, macro-level communication, designing methods)
·         Facilitating discourse (encouraging, acknowledging or reinforcing user contributions)
·         Direct instruction (presenting questions or content, focusing discussion on specific topic/issue, identifying misconceptions, and explanatory feedback).

Strong teaching presence also means that community leader and all members would initiate discussion with an initial activity that might be engaging for others to discuss further and establish peer-driven discussion. 

Garrison demonstrates that social presence is group of individuals who share common interests and have personal relationships so the interactions will be then easier to happen within an online community.
Social presence[6] consists of three categories:
·         Affective (being able to express emotions, feelings and beliefs by means of technology)
·         Cohesive (in other words group cohesion- individuals contributing to perform a task on an intellectual level with guidance from a teaching presence)
·         Open communication (building and sustaining commitment to the community- referring or quoting from others, asking questions, expressing agreement/disagreement).

Cognitive presence is a group of individuals who discuss and analyse certain events. There are four phases of cognitive presence:
·         Triggering event- problem, issue or task that members are intended to discuss or work on as designed by the instructor or community leader.
·         Exploration- members start talking and discussing a problem or topic (feedback, brainstorming, exchanging info and different ideas)
·         Integration- members discuss ideas or topics proposed by an individual or community leader and try to reach consensus and find relationship that reach a group agreement
·         Resolution- testing of the solution outside of an online space.




The theory Community of Inquiry also focuses on knowledge management, but compared to Community of Practice, it explains communication flow on the platform more in depth. The model highlights that teaching presence needs to provide social presence with means of cognitive presence to encourage community members to participate in an online collaborative learning.




[1] See (Ivey Business Journal, 2004) ‘Knowledge management as a doughnut: Shaping your knowledge strategy through communities of practice’
[2] See Jayant R., Singh J., (2008)
[3] See (Ivey Business Journal, 2004) ‘Knowledge management as a doughnut: Shaping your knowledge strategy through communities of practice’
[4] See Daspit J., D'Souza D.,Academy oí Management Learning & Education’(2012)
[5] See (Journal of Consumer Research, 2009) ‘Pragmatic Learning Theory: An Inquiry-Action Framework for Distributed Consumer Learning in Online Communities’

[6] See (Jayanti R., Singht, 2009) J. Pragmatic Learning Theory: An Inquiry-Action Framework for Distributed Consumer Learning in Online Communities’
                                

                          

Wednesday, 16 July 2014



                                                           
                      TECHNOLOGY AND INNOVATION IN DIGITAL MARKETING




New digital marketing terminology. What is growth hacking?[1]



 Growth hacking isn’t used as a buzz word, but it is a controversial concept used in digital marketing strategy and that needs an explanation. The term ‘growth hacker’ was first used in 2010 by Sean Ellis[2], founder of growthhackers.com (discussion forum on the topic ‘Growth hacking’ for marketers and web developers). The reason why Sean used the word was his frustration while recruiting for his replacement. He was receiving many resumes of traditional marketers with invaluable marketing experiences and relevant business degrees but with very broad focus. None of the applicants met the most important requirement, and that is someone who can develop strategies for growth in a start-up business. He therefore changed the position headline for ‘Growth hacker’ and started receiving relevant applicants for a job offer. Growth hacking is typically used in a start-up environment as a new marketing approach where there are no marketing resources and budget. The only thing that matters early in start-ups life is the growth. Micah Baldwin, founder of Graphic.ly says: ‘Growth Hackers aren't much more than technical marketers who use data to make decisions.’ This means that data driven information gives growth hackers right impulse to act in forming the existing product. Jesse Farmer, co-founder of Dev BootCamp, describes growth hacker as ‘Part engineer, part marketer, part data scientist, and part product designer. Most people imagine growth hacking is some big grand thing, but it's thousands of tiny, effective, thoughtful decisions and experiments.’


Ryan Holiday in his speech at DMX Dublin 2014 noted that if you built a brand from an old marketingmindset, the questions would be: ‘How can we get people to hear about our product or how do we increase awareness?’ Growth hacker approaches this question in a slightly different way- ‘How do we get users?; How do we get people to sign up for, interact with and join our service?; and How do we improve our product based on that interaction?’[3]. Ryan Holiday demonstrates that mainstream media often doesn’t drive users, it drives attention and this is only effective for status purposes. There are different methods in approaching potential or existing users. This section will reflect on the experts’ opinions and case studies of global companies that used growth hacking methods and grew from tiny start-ups to a huge success. Strategies differ based on a product, but most common might be platform integration, A/B testing, pay-per-click advertising, blogs, affiliate marketing. In other words, everything that is trackable and scalable. Techniques that are used by growth hackers might seem to be a bit controversial, but these tactics have built some of the biggest global brands such as Facebook, LinkedIn, Dropbox, Twitter, AirBnb or Zynga.One of the best examples related to platform integration is by AirBnb, company where users create their profile to search for a short term accommodation. AirBnb as a start up business asked simple question: ‘How can we use other platform that is significantly bigger in size- number of users to generate thousands of users immediately? (Ryan Holiday, 2014)’ Platform integration is about filling the gaps and leveraging strengths of the product. AirBnb integrated its platform with Craiclist, well-known website for job advertisements, housing or a place for buyers and sellers. Software engineers at AirBnb coded a set of tools that allowed their users automatically syndicate their posts on Craiclist which is considered to be a free advertising. This smart integration leaded to an extreme traffic and brought millions of users to AirBnb. Now, the question would be: ‘Is this method legal? Interviewing growth hackers at several companies showed that if the company (in this case Cracklist) isn’t technically feasible enough of blocking third party to integrate its platform, then this method is considered to be legal.

Aaron Gin, growth hacker at StumbleUpon[4], website that provides its users with web content recommendations for ranking, describes his everyday job duties as follows: ‘I consider growth hacking a mindset because hacking is the core tactical attitude towards finding growth. Hacking is essentially taking advantage of something for your own gain, aka you are finding tactical arbitrage before someone else does. From this foundation, tactics and your day-to-day may change based upon finding the best strategy to grow.[5]’ Nir Eyal suggested the idea of fans contributing to an author when they feel they have a stake in the author’s work or cause. This is the approach that leaded Nir to a product fit. Nir Eyal used his blog and social media as well as discussion forums for entrepreneurs to get opinions about his upcoming book and give possibility to edit it while still writing it. The result was unexpected- majority of his blog subscribers bought his book immediately after its release as they felt they are part of it. He mentioned that marketers should not worry about the outcome, but the process. [6] 

Value empathy is about seeing things through the users’ eyes. When sending out links for login or signing up to our users, we should first think and answer the following question: ‘What should the copy on this landing page be if the user who is landing wants to feel welcomed and comfortable, energized, challenged, etc.?’

To end this section with some deep sense, Ryan Holiday in his book 'The Obstacle is the Way' noted the following: 

'There is not good or bad, there is only the perception. We don’t control the world around us; we control how we respond to it. The obstacle is the way! What stands in a way, that’s the way!' 






[1] Interview Transcript, (Ryan Holiday, 2013), ‘Growth Hacker Marketing’
[2] See https://www.growthhacker.tv/, Episode 78
[3] See DMX Dublin 2014, http://www.dmxdublin.com/
[4]See https://www.stumbleupon.com/return
[5] Interview Transcript, (Ryan Holiday, 2013), ‘Growth Hacker Marketing’
[6] See https://www.growthhacker.tv/, Episode 121



BOOK RECOMMENDATION:


1) RYAN HOLIDAY: Growth Hacker Marketing: A Primer on the Futurcommunie of PR, Marketing, and Advertising’ (September 2013).

Buy on Amazon: http://www.amazon.com/Growth-Hacker-Marketing-Advertising-Portfolio-ebook/dp/B00BPDR3JM