Archive for June, 2010

Share your ideas on a website

Posted June 29th, 2010, 13:27 by Ania


Are you looking for a tool improving your work on websites? You’ve just found it. A Bounce is a new online tool allowing you to comment any website (simply by grabbing a screenshot from attached link) and share ideas with friends.

The tool is realy intuitive and has nothing you can complain on. You can simply make notes by clicking anywhere on your screenshot and write a feedback in an overlay of site. You can tweet and share feedback with your friends.

It’s easy tool to build community around your brand but it’s not good enough to make money and reinforce your business model. But anyway it’s a really good start and maybe further versions will be covering business model as well - e.g. by integrating it with management’s tools as Basecamp.

Try it now without any sign up -

Build your own application on Facebook

Posted June 21st, 2010, 15:11 by Ania


Have you ever dreamed about creating own poll or quiz on Facebook? Now you can build community around your own Facebook profile via Application Builder and for free.

Facebook is offering applications allowing you for creating simple polls, quizzes, phrases, etc.

As you can see the scope of types is quite large - you can do really cool stuff. By choosing one of the types we need to make the personalization. There is nothing difficult - App Builder leads us all the time.

The first step is filling in an application name, description, language and define whether it contains alcohol or not to present it to adults only. The next steps up to the last one depend on selected type of application. Finally, in the last step we need to combine our application with Facebook. And that’s all – share, share and one more time SHARE with your friends ;)

The value of a Facebook fan

Posted June 15th, 2010, 12:52 by Ania


Nearly $ 72 more spent Facebook fan each year than a person who doesn’t identify him- or herself with the brand, based on research of Syncapse.

The average value of one fan on Facebook is $ 136,38.

At about one-quarter increase the likelihood of regular use of the product by a fan, than by people not identifying with the brand. What’s more, Facebook fans were 41% more likely to recommend a product than their non-fan counterparts – such conclusions can be drawn from the Syncapse’s research who has examined a twenty largest products and their fans.

Fans of brands can be divided into more or less valuable depending on their involvement: recommending products to your friends, a number of other products that he likes, activity on a website. According to Syncapse, a fan - at best - can be worth up to $ 310.

What’s more, about 80% of fans feel connection with the brand and all adjectives used to describe this connection were positive.

This pay attention how big value and impact has an audience on organization and aspect of long-term marketing value.

If you’re interested in reading it further, click the link below:

Don’t make me think - approach to web usability

Posted June 14th, 2010, 14:03 by Ania


I’ve decided today to write a few words about making better websites and what you should think of while making decisions about organizing, adding or creating some elements of your web and especially how user is generaly thinking about websites.

„Don’t make me think”
by Steve Krug was the first book I’ve read about usability while making websites. It was some kind of breakdown point in my career because I started a journey as a UI/UX Designer then in another company. It’s really suprising how actual this book is even today after 5 years it was released.

“Don’t make me think” is some kind of bible for those who’s dealing with interaction design. If you want to design effective websites, you can’t even for a moment forget about 3 facts of the way users are using the Internet as a medium.

1. We’re not reading websites – we used to scan it.

Noone will be reading your epos you’ve just written. We used to scan pages to find keywords we’re interested in. Those keywords are highly related with the things we are thinking about in this moment. Of course everyone react on the keywords which are culturally cultivated as: sex, for free, sale or even your own name.

2. We don’t make optical choices. We satisfice.

It means that user used to choose the first option which make sense. We don’t browse all website to find the information we are looking for. What more, we don’t compare things, it’s a quick decision – if there’s a highly propability to find my information in this link, I’ll click on it.

3. We don’t think how some things are working. We just cope with that.

Only a few people used to read instruction. We are all using the functionality which has been released intuitively. There is a good example how users are using a search box on Yahoo. They paste an URL address into an input from search box to visit the website they are interested in. They don’t really want to search for it but to visit. It’s the way how they cope somehow with the Internet and if they’ll find a solution for that they’ll keep using it.

Designing good website means – don’t make user think. Use hierarchy – what’s more or less important on your website, make contrasts to catch user’s eye, omit needless words, group similar information in categories, use breadcrumbs to inform user where exactly is he, use as much space as necessary - remember that less is more.

Trends in making websites in 2010

Posted June 11th, 2010, 10:21 by Ania


I’ve (willy-nilly) read recently “What the world needs now is an epic win!” and can 100% affirm there are some common parts with my studies background and Jesse about online gaming and websites. I’m not a big fan of optimistic Jesse’s vision about changing the world through games and it’s the only thing I can’t agree right now with her.

It’s a common knowledge that all of us have a “second life” which can be called an online one. The trigger to keep gaming or using website is not the thing that we can make a world better. The big thing is to show users a part of real life plus a hidden promise – “you will win if” … If you harvest a tree or plow the land on a FamVille. Those are small steps but you can always get a price and achieve higher level.

What more, see what your friends have on their farm. They have some exclusive decorations which they have paid for. If you want to have the same (and certainly you do), pay for that too.

There are lots of examples you can find about philosophy of buying and why we buy products.

Buy – ology - Truth and Lies About Why We Buy and Call of the Mall: The Geography of Shopping by the Author of Why We Buy

If you show everyone that something is exclusive and unique you can have 100% it will be sold. There was a shop which link I can’t find now where someone was making exclusive etuis on a cellphone and was selling only one per week. What was happening? Everyone was waiting when this etui will be released to sell. It took only 3 seconds to sell this thing for enormous amount after product was published online. Exclusive means I’ll be the one who will have it.

But returning to online games, it’s not an extension of our “offline” life as Jesse said. It’s a substitute which can alientate us from society. Those games which serves you as much things you have in common with your real life can replace you it. The success of online gaming is to create microlife and place it online. To achieve this you have to base your knowledge on mental models which we all are using in a real life just because it’s a part of our behaviour.

How do you think Apple has achieved so big success with iBooks? Just because it was based on a metaphor of our real life. We all have a book shelf at home so we get used to it. It’s obvious that user don’t have to learn iBooks and how to navigate through it because he knows it from his real (offline) life.

That’s why in this year we have a trend in making websites based on metaphor of our real life, it’s the same with games.

Example of a web: