Fracking The New Oil. Digitally

Quick Read: If data is the new oil, how do we go about extracting and refining it – at scale? Introducing Digital Fracking and a few notable examples. 

Fracking, at its core, is an aggressive, invasive technique for extracting valuable raw materials out of hard to reach out places.

fracking-broomfield_73213_990x742(Fracking. Image Source)

While this term has traditionally been used in the context of oil mining, this can equally be applicable to data, to arrive at the concept of Digital Fracking. A few examples first:

Have you read  this recent story of a brilliant entrepreneur who’s been making money off you without you even noticing? He is Luis von Ahn, the Carnegie Mellon Professor who pioneered innovative interventions to extract value from what normal people normally do online. Some extracts from the story,

The ESP Game

A tremendous number of unlabeled images are floating around on the web, which impairs everything from the accuracy of image searching to the blocking of inappropriate content.  So, in 2005, Von Ahn launched a fun game called the ESP Game.

The concept is simple – The program would randomly pair each player with another user on the web, and show them a series of images. Both players were instructed simply to “type whatever the other guy is typing.” The more overlap you produced, the better your score was.

Result: Within just four months, it had lured 13,000 bored web surfers into producing 1.3 million labels for roughly 300,000 images (source). And was subsequently acquired by Google and relaunched as Google Image Labeler (2006 – 2011).

reCAPTCHA

Most of us would know what a CAPTCHA is. Essentially, it is a program that protects websites against bots by generating and grading tests that humans can pass but current computer programs cannot. By showing a distorted string of letters for example. 

Captcha

Now did you hear of reCAPTCHA? Most of us would have at least been subjected to it albeit unwittingly.

Launched by Von Ahn, the brilliant twist of reCAPTCHA is that this test isn’t just verifying your humanity. As this article says, it’s also putting you to work on decoding a word that a computer can’t. The first word in a reCAPTCHA is an automated test generated by the system, but the second usually comes from an old book or newspaper article that a computer scanner is trying (and failing) to digitize. If the person answering the reCAPTCHA gets the first word correct (which the computer knows the answer to), then the system assumes the second word has been translated accurately as well.

In 2009, Google acquired reCAPTCHA and put the program to work on a tremendous scale, digitizing material for Google Books and the New York Times archives etc. 

reCAPTCHA(Source: Google reCAPTCHA page)

And then more recently Von Ahn came up with Duolingo – a free language learning program that is again a crowdsourced text translation platform at its core.

duolingo

As he says, “It’s just taking something that people do anyways, and trying to extract value out of it.” See his amazing TEDx video where he explaine these in greater detail.

Drug Side Effects

Researchers estimate more than 90 percent of drug side effects go unreported. And it can take years for the FDA to detect a pattern of problems that leads to changes in how a drug is prescribed. While on the other side of the spectrum, hundreds of millions of people are waking up every morning and writing about their personal experiences on forums and social networks. 

Armed with an insight on this gap, two start ups – Treato and Epidemico have begun treading the path of fracking the social networks and online medical forums to mine data on drugs and their potential side effects for pharma companies and patients.

Treato(Treato)

Today, major pharma companies pay Treato and Epidemico for more detailed analyses of what patients are saying about their drugs: how they’re using the medication, what reactions they experience, or why they switch from one pill to another. (source)

Extracting Value From Online Reviews

And then there’s HugDug (a recent project by Seth Godin) – a brilliant intervention that has been able to hit a sweet spot between two disparate concepts – affiliate marketing and generosity. I keenly look foward to HugDug achieving scale and becoming a truly unique example of Digital Fracking by extracting value from tons of reviews lying out there.

As Von Ahn says “Look how many hours have gone into building the Panama Canal or the Pyramids – and with all the people that are on the web now, you can get a lot more hours.”

And to that point, the most important question that’s answered by the concept of Digital Fracking is this: How do you extract those hours – At scale? 

(Feautured Image, Source)

Selfies And The Art Of Sky Diving

Quick Read: Selfies as a mode of expression via pictures, videos or 3D shapes is gaining main stream traction. GoPro is a fascinating company that took an unmet ‘selfie need’ and expanded it to encompass newer grounds with great success, while gaining a cult like status.   

It is believed that Robert Cornelius took the first ever selfie in the year 1839. 

Ever since then, over the span of  175 years, the humble selfie has evidently made spectacular inroads into our popular culture. Today we see world leaders, hollywood celebrities, protesters in police vans and even the Pope having all smiles for the selfie. No wonder then, today we have:

In fact – given our recent advancements in 3D printing – it is inevitable that we even have the 3D printed selfie today!

twinkind_window_5126(3D Selfies. Source, TWINKIND)

According to this paper, while selfies have been called different names like  a symptom of social media-driven narcissisma way to control others’ images of usa new way not only of representing ourselves to others, but of communicating with one another through images, or even as the masturbation of self-image, the one that stands out the most for me is the concept of selfie as a device to control others’ images of us. 

This primal urge to control others’ image of us seemed to have proven to be a gold mine for a company that is now on its way to a hotly anticipated IPO. Think Video Selfies. And think about all the exciting activities like surfing, skiing, snowboarding, auto racing, river rafting, sky diving etc. And you get the picture.

Hang on. Did we just say ‘Video Selfie’?

GoPro

2002. On a surfing trip to Australia, Nick Woodman wanted to take a selfie. Albeit with a twist. He wanted to capture quality action photos of his surfing. Having met with limited success, his desire for a camera that could capture him surfing in ‘professional angles’ started to take shape. And thus the name ‘GoPro’ was born for his company that would subsequently go on to sell small, waterproof, wearable cameras that you can use while doing exciting stuff.

GoPro-surfing-longboard-600x400(How to take kickass selfies with GoPro. Source)

Today GoPro makes what it calls ‘smaller, lighter, mightier still’ HD video cameras with a 170-degree angle view under their line up of HERO series to capture and produce high quality content along with an entire ecosystem of mounts, accessories, software and applications.

But what makes GoPro an extremely fascinating brand is the street cred that it earned for itself as an unconventional media company. Sample these..

The GoPro Ad: Instead of advertising, the company aggressively hands out GoPro cameras to extreme athletes asking them to simply shoot and bring back their footage. A small in house team then edits the footage, slaps a hip sound track, throws in the GoPro logo and boom – A stunning free GoPro Ad! (Interestingly – given the versatility of the GoPro camera – a lot of footage that they get from users is so astounding that people are known to insist it had to be fake.)

GoPro on YouTube: GoPro’s YouTube channel ranks among the top 100 with nearly 2 million subscribers and 455 million views of its 1600+ videos posted till date. In fact as per this article, the number of videos with “GoPro” in the title has grown so much—60 percent from 2012 to 2013—that watching 2013’s crop alone would take you 2.8 years. Reportedly GoPro is expected to make about $1.7 million per year from its YouTube channel alone.

The GoPro Channel: In CES 2014, GoPro announced plans to unleash its unique brand of action sport videos on Xbox Live for both the Xbox One and 360. In fact, Virgin America inflight entertainment system already lists this channel that features curated GoPro content where users will also be able to purchase GoPro products directly online.

Expanding cultural footprint of GoPro’s media content: GoPro has strategically carved an outsized cultural footprint for itself by being part of several high points in recent history. Take the recent opening ceremony of the Sochi Olympics, where many athletes were seen filming themselves with GoPros or Felix Baumgartner‘s record-breaking jump from 128,100 feet for the Red Bull Stratos mission. Chances are that you must have seen the footage filmed by one or more of the seven HD GoPro cameras used in the mission.

(GoPro Super Bowl Ad 2014 featuring the Red Bull Stratos mission)

GoPro, Apple and Red Bull: While some observers see GoPro as a company that clearly wants to create a kind of ecosystem, similar to that of Apple, with a devoted fan base addicted to its hardware and software and a thriving core of creators and consumers, there are also those that think, GoPro could make for a new sort of hybrid company, the way Red Bull is both a drink maker and powerful media brand.

Jason Stein, founder of Laundry Service, a digital media agency in New York even says:

“Red Bull has become this media entity, created around the lifestyle of people who drink Red Bull, GoPro is doing the same, but the reason I think they have more potential is that their product is an actual media device.”

Hence analysts expect that GoPro could create revolutionary possibilities in content creation and consumption in the days to come. This article even speaks about a future possibility where the company could sign agreements with sports leagues to place GoPros within the games. So when you tune into your NBA or NFL or IPL, imagine getting a live feed from whichever player you want!

Beyond Hardware

Evidently the GoPro story is no longer about a hardware maker that had captured two-thirds of U.S. sales and 45 percent of the global pie of the pocket digital camcorder segment (source).

It’s about software and experiences. It’s about enabling awesome creative expression and adrenaline packed content production – the non traditional way. It’s about brilliant marketing that is inspired by this unique culture. All borne out of one key human need – to be able to influence other’s image of us by showcasing those fleeting experiences and moments that (we think) could define us.

Like perhaps a selfie.

3D Printing, Value Chain and Lawyers

Quick Read: 3D Printing as a technology can can have revolutionary implications on all the 3 key stages of a value chain –  Manufacturing, Distribution and Retail. And not to forget lawyers!

Let’s Start With Manufacturing

Today Lego finds itself going to war with the 3D Printing technology. Why?

Because, what has happened over the last decade to music, newsprint, film and photography now seems to be threatining the world of shapes and objects. As this Washinton Post says..

Soon hobbyists…. will be able to craft their own (lego) bricks, thanks to 3D printers that make fabricating those plastic parts as convenient as going to Toys R Us. With such technology, entire structures can now be reverse-engineered, reduced into a pile of components and snapped together in minutes. 

Lego’s sophisticated molding process that currently enables it to produce 55 billion Lego pieces a year is probably not under an immediate threat from the 3D printers. But once the technical challenges like being able to meet the established tolerance levels for finish, texture and fit of various materials and being able to operate at scale are solved, which –  many experts believe is just a matter of time – Lego might be at a major  risk.

lego_ironman(Lego Ironman, Source)

So the recent remarks from Lego’s CFO John Goodwin who said “3-D printing is a fascinating development and certainly opens up a lot of new avenues” gain significance as a first ever major acknowledgment by Lego about the impending storm.

This has even led to some analysts predicting that the future for Lego could be as an Intellectual Property publisher of the digital models of their blocks, not unlike the modern record company which doesn’t actually create physical tracks anymore but just owns the IP rights of their music.

Moving Over To Distribution

Distribution (and inventory management) are known to be Amazon‘s expertise. But faster shipping can come at a price. For e.g, in Q1 2013, Amazon’s shipping costs were 4.7 percent of revenue (source). So it has reportedly been testing the grounds for newer, cheaper and faster delivery methods like drones.

But here is – what could potentially be – the billion dollar question. 

What if the whole value chain starting from maintaining inventories of raw materials, industrial scale manufacturing, packaging, palletising, shipping, bulk breaking, transporting, warehousing to distributing were to become redundant? What if we manufacture goods just in time near the final destination?  

As this article says, that’s where 3D printing comes in –  by producing goods in exactly the ordered configuration precisely when they’re needed, 3D printing is ideal for filling gaps in the supply chain (which reduces uncertainty), keeping inventory low more generally (which saves companies money on shelving) and reducing waste (which occurs when the goods aren’t sold).

Called as Just In Time manufacturing, UPS has already started to venture into this business model in a small but significant way. And the initial results are reported to be more than encouraging.

3D Printer UPS Store(3D Printer at a UPS Store, Source)

So when the largest shipment/logistics company in the world begins such seemingly ‘odd’ experiment around On demand 3D printing, it can only indicate one thing.

Even the distribution behemoths are swearing by the mantra – if you can’t beat them join them. 

And Finally Speaking Of Retail

This year’s SXSW – the annual music, film, and interactive festival being held in Austin as we speak now (from March 7 – 11) has been generating a good amount of buzz.

Oreo‘s Trending Vending Machine is an example.

Envisaged by Mondelez as a fun experiment with Twitter, the concept is a mash up between the vending machine experience and social media based real time marketing. Named, Trending Vending Machine, it has been offering the SXSW attendees Oreos with 3D printed flavours picked from trending tweets and delivered to the attendees in 2 minutes (source). This marketing effort includes the hashtag #eatthetweet.

While this certainly makes for a pretty good engagement driving initiative by Mondelez where the world of social media hashtags meets cookie cutter biscuits – literally, the underlying story here could be that of the emergent possibilities of 3D printing in the retail sector where:

  • Inventories for the retailer are non-existent and limitless at the same time!
  • Shopper engagement becomes the norm, in fact the key enabler for the whole set up
  • And finally personalisation becomes a category code, and not just a fancy differentiation strategy

In fact, going by this logic, 3 D printers could even upend the very concept of retail sector as we know it today!

After all, why would anyone even bother to walk down an aisle when all they need to do is perhaps just download a design, chose a nearest 3D printer and click PRINT?

Or shall we call it MAKE?

Some food for thought on a related note: Thanks to 3D Printing, professions like Intellectual Property and Law can be in good demand for a long long time to come!

(Featured Image: 3D Printed edible Lollies at CES 2014, Source)

The Allure Of Being Limited: Part 1/2

Quick Read: Value as a concept to a consumer has 2 key dimensions: perceived benefit and perceived cost (of a product). But the moment a third dimension called ‘availability’ is introduced, the equation becomes intriguing and interesting, especially when the former is limited – in reach or time.

Value is an interesting concept. It can be defined as  the consumer’s perceived benefit derived from a product in relation to its perceived cost, and can be represented by the equation:

Value = Benefit / Cost 

What generates value? Dial up the benefit and/or dial down the cost of your product for the consumer. Simple. Isn’t it? But that is conventional.

Let’s take the concept of Limited Availability. When something becomes limited in availability, the concept of value can become a bit unconventional and even compelling – almost as intriguing and compelling as the concept of turbulence is for physicists.

Don’t believe me? Let’s take 3 examples.

What if the sun were to become limited edition?

Difficult to imagine, right? But for the 3,300 odd people living in the small Norwegian town of Rjukan they don’t have to. Because sunlight for them is literally limited – to just 6 months in an year. The towering peaks that surround the town rise to almost 2,000 meters above sea level and block out the sunlight for 6 months, meaning Rjukan residents live in a permanent shadow from September to March. Every year.

So in October 2013, the town of Rjukan created history by getting sunlight to shine on the town.

And the day that happened, the town square was reportedly abuzz with cheering families, delighted children, sun loungers doning shades and drinking cocktails while waving Norwegian flags as TV cameras flocked from around the world. It was almost like a spectacle, an epochal moment for the town.

How did they do it? 

NORWAY/(Giant mirrors reflecting sun light into the Town Square of Rjukan. Source)

Giant mirrors.

At a  cost of 5 million Norwegian kroner, they installed giant mirrors on a mountainside to reflect the sun into the town. Using computer controlled technology, these mirrors, called heliostats are powered to shift every 10 seconds to track the movements of the sun and reflect sunlight into the town square throughout the day.

Regardless of the cost involved per capita for Rjukan, this unique solar project stands out as a sculpture, an installation that makes us think about the value that we attribute to something as fundamental as sun especially when it becomes limited. Limited in reach and time. 

An insanely irritating game with bad graphics = a viral hit?

Flappy Bird is a 2013 game developed by Dong Nguyen – a Vietnam based developer. For the uninitiated, the following lines from this Verge article can give you a quick sneak view into the ‘Flappy Bird Phenomenon’:

..the game goes as follows: you tap the screen to propel a tiny, pixelated bird upwards. If you hit any of the green pipes on your way … the game is over. The goal is simply to accumulate the highest score possible. The catch? You’ll very likely spend an hour even reaching a score of five. The app has been downloaded 50 million times, and has accumulated over 47,000 reviews in the App Store — as many as apps like Evernote and Gmail. Mobile games studios generally spend months coding up deliberately addictive and viral titles, but Nguyen did it by spending a few nights coding when he got home from work.

See the video of the game play here:

But for many gaming industry experts Flappy Bird is an enigma. Huffington Post described it as “insanely irritating, difficult and frustrating game which combines a super-steep difficulty curve with bad, boring graphics and jerky movement”. Despite that by early 2014 it was  one of the top free games on the App Store and Google Play in the US and the UK and was touted as “the new Angry Birds.” And was reportedly earning around $50,000 a day in revenue through its in game advertising. But that’s not the most interesting part.

On the 8th of Feb, when Flappy Birds was soaring past stratospheric heights in popularity and cult status, Dong Nguyen tweeted the following.

Flappy Bird

With this single tweet (dutifully reported by the likes of The Wall Street Journal, Guardian, Forbes, Reuters etc. and aided by the existing popularity of his game) Dong was instantly catapulted to a status of cult guru trying to pull an act of ‘Limited Edition’ to his game.

This promnise of limited availability has unleashed an instant panic in the gamers, fuelled debates among gaming experts globally and even invited suspcisions that this could just be a marketing stunt.

Not surprisingly, the game was taken down on App Store and Google Play within the next day while the whole phenomenon has become a viral hit globally. And spectacularly, following the removal, many media outlets reported that several merchants on eBay were offering phones that had the app pre-installed for US$1499 or more, with some receiving bids of over $90,000!! (source 1,2, 3)

As mind blowing as this might prove to be, the story nevertheless tells us two things:

  1. That Flappy Bird is proof that no one really knows what the audience wants. (Do read this article by the same name)
  2. And that the promise of limited availability can sometimes stretch the definition of the word irrationality or insanity (depending upon who you are)

So that’s two examples so far on how compelling the perception of value can turn out to be when driven by a promise of limited availability.

The third example is my personal favorite and deserves a seperate blog post.

To be continued..

Video Games As Disruptive Innovation?

Quick Read: Today’s video games like Grand Theft Auto V, are more than just stunning life like gaming experiences. We could have some exciting possibilities here – where experiential & interactive branding can be embedded in games. And more interestingly, a world where video games can be virtual beta testing grounds for new product and UX design. These could be potential disruptive innovations for fields like Market Research and Product Design. 

Visit Los Santos & Blaine County – where plastic surgery, bad movies and big sharks rule the roost – see for yourself.

So says the landing page of Grand Theft Auto V – the super hit block buster action adventure video game that has been rated as the fastest selling entertainment product in world history.

It broke industry sales records by earning US $800 million in the first 24 hours of its release, and US $1 billion within its first three days.

gta-5-grand-theft-auto-99

One of the key features of the game is that it has an Open World game level design – i.e., a world where a player can roam freely through the fictional city of Los Santos and is given considerable freedom in choosing how or when to approach objectives. So as a character in the game you have the freedom to spend your time pursuing adventure sports, lounge about by the beach, go shopping, visit the local artisan, enjoy music and other such entertainment options.

Los Santos(The Landing Page of GTA-V that lists the possibilities and features of Los Santos city and Blaine County)

But Fernando Pereira Gomes – a street photographer by passion and a game enthusiast who went to the midnight launch of the game and played the night away, noticed something even more interesting.

He noticed that the characters in the game had phones with cameras at all times during the game play. This means the players can practically take pictures from within the game(!) and upload these. So with this new tool, and the huge world of Los Santos and its streets, he started experimenting with the camera and went on to take some truly stunning photographs that he has started to share on his blog. Ever since its launch, his blog and the pictures have been rapidly climbing up the popularity charts – thanks to the ingenuity of his idea and the beauty he captures from within the game’s landscape. See a demo video on how he does it here. Now that is Street Photography taken to a completely new level!

He goes on to say..

What I found was remarkable. The game is so realistic that it felt like being in the streets outside, running around for shots, anticipating passersby’s movements and reactions. In a way, it was also incredibly frightening that these algorithms could look so real, or is it that we ourselves are becoming ever more algorithmic?

StreetPhotoV(Los Santos Street Photo by Fernando Pereira Gomes sourced from his blog)

On first look this is fascinating for two reasons:

  1. For the GTA V’s rich media, content and the game design that enables such  interesting possibilities (makes a definitive commentary on the evolution of game design).
  2. And for the creativity and ingenuity of someone like Fernando Gomes who has ventured beyond the apparent possibilities in the game and went on to make a mark for himself.

On second look, and from a marketer’s and a product designer’s stand point, I thought there could be even more compelling possibilities dormant here waiting to be realised. Two things I could think of:

In Game Experiential Branding

In game branding is nothing new. But how about adding an experiential / interactive angle to this ‘in game branding’? More specifically, how about, say a brand like Samsung, tying up with the game franchise and embedding its full camera functionality in the game’s camera phone? Wouldn’t it be an interesting way to let the gamers – many of whom tend to be tech’s early adopters and thereby potential customers of “the latest phone out there” –  try out the phone’s exciting new features?

The opportunities of ‘customer involvement’ here could be limitless – almost life like with little risk involved while affording an almost first person experience of the phone and/or its camera to the user. The best part is the free marketing that these early adopters could do for the brand if and when they share these pics on their social network.

A Virtual Beta Testing Ground For The Upcoming Wearables  

Let’s take Google Glass as an example  (one among the most awaited wearables in the market for 2014). As we speak now, it is in its Beta testing phase with some early adopters signing up to use, explore, develop and test new possibilities. In fact an Android developer Mike DiGiovanni looking to test the concept of using Glass as a second screen, has managed to capture Grand Theft Auto’s crucial in-game GPS interface, beaming it to the player’s Google Glass eyepiece in real time (source).

But how about embedding the functionality of  something like Google Glass within the game and let the players use it and explore its possibilities by themselves? I would guess something like this could give a treasure trove of real time feedback and insights to the product designers in order for them to refine its design and functionality.

Google Glass

Implications

Ben Hammersley  in his must read WIRED article on Wearables as the 3rd wave of computing, rightly says that when it comes to something like Google Glass, how our social progress plays out will be just as interesting as the technology itself. The social component of the implications would probably need to be tested and tried in real life, but the technology component and its possibilities can perhaps be tested in the game’s ‘reel’ life already today.

And may be when the game design becomes so smart to be able to reflect life like social dynamics – a not so unlikely prospect in the near future –  we might not even need the good old focus group or the hordes of beta testers!

Now, that could be a disruptive innovation for market research and product design!

Market research agencies and product designers of the world – hope you are investing in video games. No?

(Featured Image: Source, Fernando Pereira Gomes Street Photography on the streets of Los Santos within the game Grand Theft Auto V)

The New Marketing Mindset

Invention and Innovation could sometimes be polar opposites.

Seems counter intuitive, right? But when you read this brilliant piece on Segway, it would seem almost commonsensical. Segway, the article posits, failed because it was focused solely on inventionbelieving that it alone has come up with the perfect idea for a great product. The company didn’t spend as much time or effort on innovation the ongoing iterative process of going back and forth with the consumers to test and understand what the market wants and ensuring that the product meet their needs.   

This on going iterative process with the consumer to test and understand what market wants and applying these learnings to make your product meet their needs has a specialised name today.

Growth Hacking.

Depending upon who you are / what you’ve been smoking / or what you’ve been reading recently, this could possibly be the first time you hear this term or probably even the zillionth! Whichever be the case, Growth Hacking as a term is topping the charts in popularity, appeal and relevance to describe a must have mindset in the world of product design and marketing.

Coined by Sean Ellis in this legendary article, Growth Hacking is essentially marketing albeit repurposed to the evolving dynamics of consumer, product and consumption today. Chances are that most of us would have been witness to, experienced, and were target consumers of live Growth Hacking experiments. Don’t believe me?

  • Did you yearn for an invite for a Gmail account back when Gmail was introduced? That was neat Growth Hack from Google!
  • Did you refer your friends to try out Dropbox to get free storage space in return? You were being Growth Hacked!
  • Do you remember those end lines in mails that said something like Sent from my Blackberry/iPad/iPhone..? Growth Hack, it was!

Read about the 10 of the best growth hacks of all time here. Aaron Ginn’s page is a great place to start on a journey to explore more resources on Growth Hacking and Ryan Holiday’s book Growth Hacker Marketing could make for a great primer on this topic over an afternoon meal.

Today ‘Growth Hacker’ as a term has gone mainstream even in the jobs’ lexicon. For it is not unusual to run into marketing job postings that come labelled as “Wanted Growth Hackers”!

While case studies of how Growth Hacking has worked out for (now) big brands like Instagram, Pinterest or Airbnb make for a fascinating read, lesser known examples can give an equally compelling perspective and an insight on how Growth Hacking can actually move the needle. The story of Bilingual Child – an iOS App to teach Spanish for kids – is a recent example. Not content with how their sales were panning out, the team at Bilingual Child went on to delve a bit deeper into the data and discovered a Growth Hack. The result:  they tripled their revenue by adding one button! Read the story here.

Bilingual Child

(Source, Medium. Click on the picture to read the story)

Well, if you have come this far you could be forgiven for thinking that Growth Hacking is majorly applicable to software products or startups. But nothing could be farther from the truth.

Amy Webb was having no luck with online dating. So she figured out the system, monitored and measured the impact of her  ‘hacks’ and went about achieving what she set out to do – finding her match. Hear this story of how she went on to hack her online dating life — with frustrating, funny and life-changing results.

Is this Growth Hacking? You bet it is – Amy’s bold and calculated attempt to drive growth in the quantity and the quality of potential matches for her. The core essence of her approach is equally (if not more so) applicable to something like say updating my LinkedIn profile. And that for me is a compelling takeaway from her TED talk.

So the bottom line is clear, irrespective of the field of application – a company, a product or even a person, the ability to delve into data, bring in curiosity and operate with a mix of creativity and an analytical ability has huge implications in driving growth. No wonder then, Growth Hacking is said to be redefining the very mindset of marketing as we know it.

After all, when was the last time you had a name for a discipline that neatly encapsulated the objective and the enabler of the activity in a single breath?  

(Featured Image, Medium’s collection on Growth Hacking, Another great resource on this subject)

Block By Block – A Consumption Focused Design Paradigm

It took more than a 100 years for inkjet printers to become commercially viable. The reason?

Severe interdependence of the components and underlying systems. 

For e.g., even with the slightest change in the chemistry of the ink, the composition of the resistors had to be changed, and this potentially impacted the physical layout of the circuits and so on.  The solution for this?  Modularity of design. 

Wikipedia defines modularity as ..

 the degree to which a system’s components may be separated and recombined.

Today most tools, gadgets, processes, systems, structures, designs that we interact with on a daily basis have modularity built from deep within. Right from the nuts and bolts of a system to the way it has possibly been put together on an assembly/production line, modularity is all pervasive.

In fact it is almost accepted wisdom now among designers and manufacturers that the speed at which an innovation can be commercialized is directly proportional to the speed at which the underlying design (of the system) and the process (of the assembly or integration) is standardized and modularized.

Now consider the above statement in conjunction with the following self explanatory paradigm of Design Thinking evangelized by IDEO, called the Desirability – Viability – Feasibility triad of innovation design. 

IDEO

Based on the above two, my hypothesis is the following:

While modularity in the context of production has almost proven itself to be a pre-requisite for establishing technical feasibility and – in many cases – for driving business viability of a given innovation , modularity in the context of consumption – if done right – can have far reaching implications in seeding the attributes of human desirability for the same.  

Three recent examples that seem to suggest the compelling potential for modularity in the context of consumption as a design paradigm:

(1) Phoneblok: Most of us, by now, would have seen this short video on the idea of building a phone with modular detachable blocks. This  presents the idea of Phonebloks –  hailed as a radical vision of what tech could be. The idea for me, is sheer ingenuity and insight. The possibilities  of such a consumer focused modularity in design seem to be truly empowering and liberating.

(2) NoFlo – A Flow Based Development Environment: The philosophy of Modular Programming is the default standard in most coding systems. But this modularity was mostly – for lack of a better term – limited to the realm of abstraction and ideation, since the corresponding code nevertheless lends itself as ‘strings of spaghetti’ and presents challenges for debugging compilation and logic errors.   With NoFlow as a development environment, modularity can be made more tangible and actionable in order to help inform, structure, design, test, debug and implement a complete software package.  The following is the video put together by the team for their Kickstarter campaign to raise funds (the funding was successful!).

(3) Modularity in content consumption: Unleashing the power of modularity in the domain of content consumption is in fact the name of the emerging game. Platform agnosticism is one of the many ways in which modularity lends itself in the consumption context for services like Amazon, Youtube and now Dropbox.  The latest edition of WIRED in fact features a fantastic story on  Dropbox’s radical plan for a future where “the gadgets are dumb, the features are smart, and data trumps devices.”

Dropbox

So there we have, emerging examples of modularity in the context of consumption (as opposed to only production) and how they promise to pan out in mobile, software design environments and cloud based architectures. Something for the technology powerhouses to sit up and take note? In fact in a recent interview with Forbes Clayton Christensen worries about Apple saying Modularity Always defeats Integration! 

Even in life as usual as we know it, no matter what we do from fixing a meal, concocting a cocktailassembling a piece of furniture, to laying out our Google Newsfeed, there’s always been a sense of joy, an inexplicable sense of desirability that we had for our stuff, for after all, it was our creation.  Step by step. Block by block. Isn’t it?

(Source for the featured image)