วันศุกร์ที่ 29 มีนาคม พ.ศ. 2556

No Product but Platform

No product
But
Platform -》have big ambitions --》indistinguishable from MAGIC
Expect them to be BIG enough to change Peoples'lives -》 Only then you are COOKING something
Attributes of Platform
- broad capabilities (to cut across industries, market, applications)
- bring many ordinary ideas into a WHOLE that is collectively Remarkable

Koh Kred Project/Artisanal

"artisanal publishing" - where authors who love their craft must dedicate the time and resources to "control every aspect of the process of from beginning to end"
"artisanal xxx", it could be anything

วันพฤหัสบดีที่ 28 มีนาคม พ.ศ. 2556

Implement Gamification using Drupal

Gamification & Drupal
- http://drupal.org/project/userpoints
- http://drupal.org/project/userpoints_nc

Campus 2.0

You can design sth. perfect on the paper
OR
You can start with a system that's rubbish, experiment and build a better one with feedback. That's the Silicon Valley style - but it's also the scientific way.

Silicon Valley Style
'freemium' - give away the basic product to draw users, and then charge for premium add-ons.
add-ons: certification ($10-$30)
'big-data on education'

A large lecture room can be replaced but no substitute for a CONVERSATION

วันจันทร์ที่ 25 มีนาคม พ.ศ. 2556

UnMoney

เราจะทำอย่างไร หากวันหนึ่งเงินทั้งหมดที่เรามีกลับไม่มีค่า
How do we do if one day your money has no value?
Actions
- to create a community who have the same concern
- to create example community that less rely on the main currency
- to start the exchange operation
- to practice 'unmoney' concept
- to spread the knowledge of 'unmoney'

วันจันทร์ที่ 11 มีนาคม พ.ศ. 2556

Behavior-Change Gamification
Seeks to beneficial new habits among a population
-better health choice -> less obesity
-make kids learn more -> a more effective education
-building systems that help people save more money for retirement -> better financial decision

Business idea
Health care space on motivating people to improve their personal wellness
Concept
If people could only see just how their choices about diet and exercise affected their bodies, they would be bound to respond.
Motivation/Drive is at the heart for sustainable behavior change
Gamification
- game element
- game design technique
- non-game contexts