In February, Google added WebVR to Chrome on Daydream-ready phones (like Pixel and ZenFone). The WebVR standard allows users to view virtual reality (VR) experiences in a browser like Chrome by simply tapping a link and putting on a compatible headset. Yesterday, the company revealed it added support for Google Cardboard and launched a new homepage for web-based VR experiments.
WebVR support on Chrome for Oculus Rift and HTC Vive is “coming soon.”
new report from market research firm Gartner, overall device shipments will remain flat in 2017, even as traditional PCs (including laptops) go into a decline that’s forecast to last at least through 2019. Excluding smart phones
The study, conducted by adaptive learning provider Front Row Education, found that 75 percent of teachers use technology with students on a daily basis and that a bit more than half have a 1-to-1 ratio of devices to students in their classrooms (up 10 points from last year’s survey). That increase in student devices is helping to drive an increase in the use of technology, with about 60 percent of teachers surveyed saying they expect to increase the use of technology in the 2016–2017 school year.
60 percent of teachers have access to Chromebooks, up 15 percent from last year; 64 percent have access to iPads, down 5 percent from last year. iPads tend to be the tool of choice in lower grades (75 percent in K–2), while Chromebooks dominate the middle school years (66 percent). Interestingly,
first: link to the Hospital Center, but not to the study; difficult to check the facts, which are discussed in the editorial.
title talks about “social media,” but it is not about social media, it is about texting. danah boyd and Eszter Hargittai are apparently not household names in the house of the managing editor
then the author jumps from one issue to another: mindfulness or contemplative computing, but h/she has no clue about these issues also.
the research, which claims that social media (which is not social media, but more like BYOD + texting) has a negative impact on academic performance is no different the research that shows very positive impact of learning with social media. It is NOT about social media, it is about how it is used (methodology).
Join Mario Callegaro, Senior Survey Research Scientist at Google UK, and one of own survey research scientists, Sarah Cho, on February 24 at 10 am PT / 1 pm ET for our webinar, Market research surveys gone mobile: Optimizing for better results.
Senior Survey Research Scientist
Quantitative Marketing Team, Google UK
Survey Research Scientist
.My notes from the Webinar.
Surveys uncover the WHY. Big Data,
why mobile matters. tablet and smart phone penetration: around 60-80% in Europe. According to Pew In the US, 68% smartphone and 45% tablet
faster reaction but longer questionnaire completion time on smartphones = device effects
survey design device vs. survey take device – mismatch. When there is a mismatch, questions are asked.
5 strategies to handle mobile phone respondents: 1. do nothing
surveym0nkey: do all surveys have to be mobile optimized? no, so make sure you think about the context in which you are sending out
2. discourage the use of mobile phones for answering 3. optimize the web questionnaire for mobile browsers 4. mobile app
design considerations for multiple devices surveys. two “actors”: survey designer and survey platform
confounds when interpreting findings across devices: use homogeneous population (e.g students)
difference between mouse vs fingers as input devices
what about tablets: as long as flash is not used, tablet is very much the same as laptop/desktop. phablets (iPhone growth of the screen)
mobile survey design tips (Sarah)
multiple choice: ok to use, but keep wording short, format response vertically instead of horizontally.
open-ended q type: hard to type (but no word on voice recognition???)
multimedia: images, clarity, video, avoid (bandwidth constrains), use Youtube, so every device can play it, versus Flash, Java Script etc
The Google Glass name is being phased out and replaced by Glass: Enterprise Edition. Google has recently been letting more partners try Glass, according to the report, as it aims to drum up interest in its product.
Follow the history of GG through our IMS blog entries:
Start with the audience. Figure out who you’re trying to reach with your content and then reverse engineer from there. For example, we like going after Apple because Apple fans are so insane about their products.
Expect to roll out a lot of content consistently over time. It takes a while to build up an audience.
Get an email list going–it’s still the best way to reach fans.
Answer this question: “Why would people want to share this?” Because if people don’t share it organically, it probably won’t go far. For example, designers love sharing this CEO video with each other because they can all relate to the know-it-all CEO who thinks he/she knows best how to design a logo.
The more heavy-handed you are with the sales pitch, the less likely people are to share it. Let the funny lead the way whenever possible.
Don’t be so fearful to push people’s buttons. Have some edge. Make fun of people. HBO is great because there are no advertisers who say, “Don’t say that.”
Find your intersection. What’s the thing that you can make that no one else can? That’s your island. For Vooza, it’s funny plus tech.
Make it findable. Think about how people search for things online and get into that stream with the right headlines, keywords, etc.