My Headshift colleague Eliot (@eliotf) pointed me towards an interesting presentation, Hiding Data, Content and Technology in Real World Games, shared by Chris Thorpe recently.
I love how Chris describes layering a highly useful interface on top of play around social objects, utilising ambient data collection and [...]
[Originally posted to the Headshift blog last Friday]
Most owners of social software systems use the data generated through usage in their reporting of metrics. So, alongside the standard metrics such as unique users, page impressions, time spent, etc, social tools often enable actions which can also be counted and [...]
robin@cybersoc.com (Robin Hamman at cybersoc.com), Robin Hamman