Por qué monitorizar?

Monitorizar las redes, se vuelve día a día un mecanismo de utilidad creciente para las estrategias de marketing y operaciones.  ¿Qué nos permite obtener un proceso de monitorización? Estas son algunos de sus beneficios:

  1.  Podemos conocer qué se dice de nuestros competidores y cómo se les percibe: Por contraste con nuestra propia oferta y comunicación podemos establecer el posicionamiento que tenemos frente a ellos producto a producto, marca por marca, categoría por categoría.
  2.  Saber qué se piensa de nuestra categoría y de nuestro sector: Un importante punto de partida para poder marcar las líneas de definición de la identidad digital de nuestra organización y nuestra oferta. En un mundo con creciente importancia de los valores que ejercen – y aspiran a transmitir – las organizaciones, saber cómo no ser incluido “en el mismo saco” cuando la imagen de una sector es negativa, es una ventaja. Por ejemplo.
  3.  Conocer cómo se me percibe a mi y a mis productos y servicios: Analizadas todas las menciones sobre nuestra marca, podremos concluir qué imagen está proyectando la organización y a qué procesos y operativos afecta…. y contrastarla con la que supuestamente consideramos que es o aspiramos a ser. Así, un proceso de monitorización y escucha efectiva, permite vincularse con objetivos claros de mejora y, gracias a la capacidad de rastreo permanente que permite la vida actual en las redes, hacer un seguimiento en plazos muy cortos corrigiendo y mejorando tácticas y estrategias.
  4.  Porque facilita la exclusividad de nuestra oferta y nuestra postventa personalizando más nuestros productos y servicios: Un buen análisis permite organizar a clientes potenciales en clusters de grupos de interés con necesidades concretas y construir procedimientos de atención y venta dirigidos a hipersegmentaciones de mercado difíciles de detectar por otros procedimientos.
  5.  Porque puedo tratar analizar y tratar adecuadamente cualquier crisis de reputación: Es una evidencia que la reputación de una compañía no se decide hoy en los medios convencionales sino que cualquier opinión controvertida y dañina para una empresa se transmite a toda velocidad a través de los usuarios 2.0. Detectar las conversaciones, seguir su crecimiento y evaluar el impacto real de las acciones tomadas para contrarrestar el daño causado es imposible sin un seguimiento estructurado y en tiempo real de las redes. A través de las conversaciones en las diferentes plataformas sociales es posible llegar a controlar las crisis reputacionales una vez que se han producido e, incluso, antes de que se produzcan.

En definitiva, un proceso de monitorización no es más que un mecanismo para mejorar la toma de decisiones en un rango amplísimo de situaciones. Permite introducir la voz del cliente en la mejora de procesos, perfeccionar la post-venta, optimizar los planes de medios, detectar lo valores percibidos de marca y construir los que deseamos, canalizar y revisar el impacto de las acciones de comunicación realizadas con nuestros medios… y todo ello con mejoras evidentes en profundidad, ámbito y velocidad con respecto a las herramientas del pasado.

Territorio creativo

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Sorprendentemente e apesares dos esforzos en introducir as novas tecnoloxías da educación nas escolas cos Plans Avanza e Avanza 2, Internet na Aula, resulta que segundo o AIMC a xente conéctase menos a internet dende o centro de estudios ca do que xa se conectaba no 97. O mesmo pasa coas conexións dende o lugar de traballo.

Se esto fose certo, podería ser que estiveramos a tirar cos cartos publicos destinados a fomentar o uso das TIC. Dios queira que o EGM se equivoque, porque senón solo nos queda subir as audiencias co noso Proxecto Abalar para que veña a nos a Sociedade da Información. Non deixemos cair o PIB.

 

 

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Quen carajo interpreta as gráficas

«La edad es un factor determinante en el acceso a Internet, cuatro de cada diez internautas tienen menos de 35 años».

Coño claro!! e pola mesma 6 de cada 10 deben de ter máis. Está claro que idade e un factor determinante, porque sempre está presente inda que solo sexa porque todo o mundo ten unha idade (ou outra).

«Distribución de internautas y población total por edad». Está claro so o 12,2 son menores de 24 anos nesta enquisa na que non entran menores de 16 porque se se incluíran o mesmo se incrementaban os niveis en educación primaria.

«Entre la población internauta se observa mayor porcentaje de ocupados por cuenta ajena y personas con estudios universitarios que entre la población total»
 Non sei a porque se divide en etapas a ESO, se non se fixera sería a o tramo significativamente maior, pero aínda así está claro que non hai unha diferencia significativa entre os datos de universitarios e os de segunda etapa de secundaria.
Eu non sei quen carajo elabora estes informes que levan unha chea de capital público e que unha chea de xente ten que consultalos para o seu traballo (mesmo as empresas e accionistas de empresas relacionadas co mercado das telecomunicacións, por exemplo) Xa non vou entrar en detalles sobre o cuestionario, porque teño máis que facer, e esto non se arregla nun día. Pero bueno, aí queda a idea.
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Título pendiente de revisión

Síntome impelida a dicir «por fin» rematou o proceso de tese. Aínda non tiven tempo suficiente de darme conta pero pareceume que estaría ben colgar aquí a presentación que empreguei onte para defendela. Deixo para dentro duns días ou de medio millón de repensamentos máis ou menos algunha reflexión a maiores sobre as observacións do tribunal. Aínda é pronto. Pero agora non quero esquecer a brillante dirección de Daniel Martí e Ángeles Parrilla. Entre os tres fixemos un bo traballo.
Unha cousa que xa teño clara, nunca estamos atent@s a todo. Polo tanto é importante que por se acaso sempre teñamos unha dúbida. Unha dúbida sempre cabe en calquera lado. Eu digo que levemos siquiera dúas ou tres, por se alguén se queda sen elas, poder prestarlle unha.

Aínda vou dedicar unha semana máis para mi, solo unha. Estou falando polo google talk con Isidro. Acábame de lembrar que vou cumprir anos en tres días. Non sei porque tendemos a valorar as cousas. Pero eu creo que 40 é unha idade perfecta, espero que o tempo continúe a causar perfeccionamentos en min. Agora Isidro e eu estamos a falar das datas dos cumpreanos de abril, non nos acordan os días. A Isidro parécelle terrible, eu creo que non importa, creo que as datas non importan. O tempo non importa, o que importa é o que sentimos. O amor importa.

PS. O amor importa, pode ser un título estupendo

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O artigo de Juan Torres censurado

«Es muy significativo que habitualmente se hable de “castigo” para referirse a las medidas que Merkel y sus ministros imponen a los países más afectados por la crisis.

Dicen a sus compatriotas que tienen que castigar nuestra irresponsabilidad para que nuestro despilfarro y nuestras deudas no los paguen ahora los alemanes.

Leer completo en http://www.twitlonger.com/show/n_1rjd7vo

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Intelixencia colectiva

Se intimar unha orde é intimar con mirada, o desenvolvemento dos futuros medios de comunicación de masas (audiovisual, informático..) moi pronto contribuirá a promover, coa arte do comando a a distancia, unha sorte de cibernética sociopolítica contra a cal non poderá organizarse duradeiramente ningunha resistencia, pois a natureza mesma das teletecnoloxías da pantalla opónse á actividade da memoria e, polo tanto, a compartila reflexión… sendo a arte do tele-comando da orde do reflexo condicionado, pero xamáis da orde de algunha «sabedoría» democráticamente compartida.

Virilio, Paul (1997) Un paisaje de acontecimientos. Barcelona: Paidós, pp. 29-30

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Relacións Familiares e usos de Internet

4.5. Family relationships

Differents studies have examined the influence of familiar context on the Internet use of adolescents[34] [35]. Particulary, communicative forms and unsatisfactory familiar relations have been related to intensive and problematic use of the Internet, and more specifically with applications orientated to interaction and communication[36] [37].
Regarding this point, the questionnaire contained a question which tried to investigate the subjective perception that the adolescents had of the type of relationship they had with their parents. Specifically, they were asked to indicate the way in which they rated their relationship with their parents, being able to choose from six possibilities: “Total trust: my parents trust me and I tell them everything that happens to me”, “Fairly close: we often talk about issues that worry us”, “My parents are very authoritarian and we hardly communicate”, “My parents are very authoritarian, but they listen to me”, “My parents have no idea what is happening in my life and I think they don’t even care” and, lastly, the option “Other” was included.
This question was transformed and recoded to capture two options: close and communicative relationships and authoritarian relationships (items one and two, coded as value 1) and/or with scarce or no communication (items three, four and five, coded as value 0); finally, the “other” option was treated as missing values by the system.
Other variables collected through the questionnaire and which were used in this study were: age (collected as a continuous variable), sex (man=0 and woman=1) and access to Internet from their own bedroom. Finally, the educational level variable, which was originally going to be included in the analysis, was eliminated in the end due to the high correlation with age, which could distort the results of the factor analysis.

Comunicación & Sociedad

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International Journal of Human-Computer Studies

Recently, crowd computing has been receiving interest from researchers, scientists, and practitioners as well (Barkuus and Jørgensen, 2008 and Brignull and Rogers, 2003). Crowd computing is a field in which interaction takes place between many people that are physically collocated, sharing a large display, and possessing collaborative or distributed control in public settings (Kaviani et al., 2009, Schieck and O’Neill, 2009 and Sieber et al., 2009).

Crowd computing systems can be seen as a type of locative media. Locative media is digital media applied to real places that mediate interaction in real society (Willis et al., 2009). As a special type of locative media, crowd computing considers the users of the system as a crowd. This means that many, unspecified users are gathered in the same location, possibly with the same purpose. This gathering of a large number of users in the same place and time is what differentiates crowd computing from other locative systems. For example, an arrival information system installed at a city bus stop is an example of locative media but not of crowd computing. Most locative systems are based on the same location, but users do not always have to interact in large numbers. Crowd computing is also different from traditional CSCW systems, where many users collaborate together, but they do not necessarily have to be co-located or collaborate at the same time.

Existing studies on crowd computing and locative media have constructed a well-founded basis for the field by aiming for three common themes: location, community, and context (Willis et al., 2009). Location is about “where the system is” or “what happens at which the system is installed”. Community is about “who uses the system there”. The two themes form together an important superordinate concept known as “context”. There are several studies that propose a contextualized crowd computing system in a certain location which focuses on the community of users. For example, Vajk et al. (2008) developed a multiplayer game application as a form of media which utilized a public display and mobile phones at the venue of a forum on mobile phones. José et al. (2008) developed a system which supported implicit interaction among people, enhancing awareness of each other through automatically detected individual Bluetooth devices in a campus bar. McDonald et al. (2008) suggested three applications that support one-to-one, one-to-many, and many-to-many interactions among attendees of academic conferences. Attendees were able to interact by accessing information about one another based on their location, thereby promoting serendipitous interactions that may not have been able to take place without the use of the applications. Schieck and O’Neill (2009)’s system visualized pedestrians stepping on and looking at the system embedded in a walkway so that users can play on it for fun. These studies reveal the three recurring themes of crowd computing: utilizing locations for the user community in specific contexts.

Based on this foundation of the field, further studies in this area should be strengthened in three ways to expand upon existing contributions, which also relate to the motivations of this study. First, studies need to examine the basic characteristics of their potential users, or the crowd. This allows the system to be designed appropriately according to crowd behavior and can offer deep understanding of a crowd’s motivation so that their behavior can be explained. This study, therefore, starts by examining existing studies on the motivation of crowds. Specifically, this study views crowds from the perspective of optimal distinctiveness theory, which presents a theoretical basis on understanding a crowd’s innate motivation and desire (Brewer, 2003 and Hornsey and Hogg, 1999).

Second, either individual users or small groups of users can be viewed as interaction agents in crowd settings. Numerous prior studies in swam behavior (e.g., Bonabeau et al., 1999) and complexity theory (e.g., Helbing, 2008) investigate the self-organizing and indirect-coordination functions of individuals in a crowd setting. However, relatively little research has been carried out on group interaction, especially in the crowd context. However, the group is where the action takes place in a crowd (Goffman, 1967) and to ignore the group level is to ignore the level of analysis in which meaning and behavior of a crowd are established and solidified (Harrington and Fine, 2000). Therefore, a group may be treated as a single entity with its own characteristics, not just as a simple sum of individuals (Bisker and Casalegno, 2009 and Stott and Reicher, 1998).

Group culture has been pointed out to be an important contextual factor in prior studies on communication (Gudykunst et al., 1988 and Leonard et al., 2009) and is defined as what the members have, the things they do, and what they think in common (Fine, 1979 and Herskovits, 1948). Communication processes, agents, and even contents depend on the cultural context of the group (Leonard et al., 2009). This study focuses on a specific type of group culture known as idioculture as a means for exploring interaction of small groups within a large crowd. This is because idioculture is a unique cultural product of small groups which provides distinct group characteristics (Fine, 1979). Because crowd computing systems involve a large number of people in the same place at the same time, the crowd has an inclusive effect on the small groups that gather together. Therefore, such small groups form a natural desire to distinguish themselves from other groups. Idioculture is utilized as a tool by small groups to obtain certain amounts of distinctiveness within a highly inclusive crowd context. Therefore, based on the influence of idioculture on group communication and distinctiveness, it should be closely examined in crowd computing research.

Third, the common goal of systems from the HCI perspective is to enhance the quality of user experience. User experience is generally defined as “all aspects of how a user uses, understands, and perceives when he or she uses an interactive system” (Law et al., 2008). Depending on the specific characteristics of systems and contexts, diverse factors of user experiences have been investigated (Hassenzahl et al., 2010, Hassenzahl and Tractinsky, 2006, Law and Schaik, 2010 and O’Brien, 2010). However, it is not yet known which aspects of user experience is important in crowd computing systems. Therefore, this study seeks to identify user experience elements specific to a crowd computing system in order to investigate the impact of idioculture on user experience.


Fonte

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