• Skip to main content
  • Skip to footer
Clarintelligence | Discover What Drives Businesses into the Future

Clarintelligence | Discover What Drives Businesses into the Future

Discover What Drives Businesses into the Future

  • Member Login

Martin Hoffmann

The True Cost of Software

Here’s how to calculate the true cost of a software product:

  1. make an assumption about your hourly fee (this is essentially what your time is worth and can include opportunity cost for lost time)
  2. make an estimate for the total hours spent you waiting for that software to load, to reboot etc
  3. make an estimate for the total hours you spent trying to understand how the software works
  4. purchase cost of the software

True Cost of Software

=

(1.)*(2.) + (1.)*(3.) + (4.)

If (4.) is the smallest component, start looking for a new software.

Your time is your most valuable asset


*a big thank you to Adobe for inspiring this post.

When Life Meets Digital: The Hybrid Future of Work, Retail and Events in 2021. Lessons from Web Summit

How to decide what to focus on in a time when everything is in flux? And how to prepare for the future when this year has been a year of exceptions?

When everything is in flux, then we want to focus on those shifts that will have a lasting impact. A good way to spot those lasting shifts is to listen in when those compare notes, who deal with change on a daily basis. Last week’s Websummit has been exactly the place to do this.

Among the many insights to be gained from the conference one pattern stood out:

our new world of 2021 will be hybrid.

Yes hybrid, meaning a combination of the physical and the virtual. Throughout 2020 a digital layer has increasingly complemented our physical activities. This has happened across our work environment, events and retail. This has shaped a new order of things, which likely to last beyond our Covid-driven lifestyles.

Where do we stand now?

But before jumping ahead into the post-pandemic world, let’s first determine where we stand. What did we learn and how have we evolved so far?

The Web Summit talks have highlighted how the first phase of the pandemic was about reacting and less about proactive acting. Leaders’ activities circled around initiatives to protect the physical health of employees and customers while maintaining the financial health of the business.

In the next phase, executives have switched from managing toward leading. From the initial survival mode they moved on to determine how they can adapt their business in the medium- and long-term. Those who succeeded have developed a clear vision of what their business should look like once they would come out of the pandemic.

But not only executive focus has evolved over the course of the pandemic. Also media coverage has shifted its focus. In the beginning, media tried to determine how our lives are changing. Since then we have managed to understand and adapt to our new temporary lifestyles. Now the role of technology in fighting the pandemic and in shaping the future of how we live has become the main topic of investigation.

This allows for the question of what comes after the pandemic.

What’s ahead for us?

Now, that we are nearing the distribution of vaccines, businesses need to determine what our post pandemic future will look like. The short answer is:

the future will be hybrid.

This means we most likely will have a hybrid workplace. Events possibly will be carried out in a live-digital combination. And the customer interaction in retail environments will be increasingly hybrid as well.

At this point you might question whether Covid really can have such a lasting effect on our workplaces, events and consumption? And rightfully so. But it’s not all the effect of the pandemic. Covid has just been a catalyst for what’s been in the making for quite a while already. Our lives already have become virtual – or shall we say hybrid – prior to Covid. But the offering of many businesses hadn’t exactly kept up with this shift.

Our digital lives

You will have noticed how our lives have become hybrid over the past years.

We virtually schedule our real-life restaurant appointments and meetings. When we leave our physical office, we use our mobile phone to catch a cab. When we play a virtual game, a digital tool enables us to have a real-life video conversation with friends. And the assessment of wine and weather has been outsourced from our senses to our apps.

Gaming activities might serve as a helpful indicator as to where things are trending. In a way, games have already become a virtual extension of people’s real lives.

In games, users play together with real friends, “creating memories together”, as Discord founder Jason Citron calls it. He has built a highly successful app, to do exactly that. Discord gives people their space to get the feeling that they spend time together with their friends, unmediated by algorithms. A real conversation that happens to be online.

When game users spend money to dress up their virtual avatars, they do this to send a message to their environment, which is equal to the message of real-world fashion. Their avatar signifies an identity or a belonging to a group. In Websummit’s discussion between fashion guru Virgil Abloh and game guru Jens Hilgers, both agreed that by now, “dressing up” in a game has become a natural, self-evident act.

Covid as catalyst

One major effect of Covid on businesses has been in that it has removed any inertia. By reshaping our lives and activities, Covid has diminished all legacy and perceptions of how we should tackle a specific problem. As a result, businesses have been willing – or rather forced – to try new things. In other words, Covid has lowered the cost of change.

In that way, Covid has been a major catalyst for change. The year of the pandemic has accelerated digitalisation beyond what could have been expected. Businesses have increased their capabilities at a rate that has been unseen in recent years. If you ever wanted to visit a tech conference where all speakers agreed on one thing, Websummit 2020 would have been your chance. 2020 has been an incredible accelerator of change.

Bret Taylor, now president and COO of Salesforce has been around change for a bit. As the co-creator of Google Maps, as a Benchmark Capital entrepreneur in residence, as former CTO of Facebook, one should think that normalcy surprises him more than change. Yet he experienced 2020 as facilitating a “beginner mind”. Here is what he had to say: “We have re-imagined how we do business”. “We depended on so many things, had so many perceptions. We thought work needs to take place in the office, we thought we need to meet a customer in order to be able to convince them.”

Also Basecamp’s co-founder & president, Jason Fried saw 2020 busting many myth’s, around the right ways to work. He expects businesses coming out of 2020 with more choices than before.

Burberry’s Global Vice President Marketing, Digital & Innovation, Mark Morris has experienced a “greater willingness to try.” According to him the “tried and trusted approach in how they create value” of many businesses had been rethought.

In particular, businesses have rethought the roles of offices, of meetings, of communication, of sales and of idea generation processes.

But it didn’t stop at rethinking. Also execution has kept pace.

Levi Strauss CEO, Chip Bergh, saw one effect of 2020 in building up business’ capabilities much faster, while following consumer needs closely.

In a discussion with Philips’ Chief Innovation & Strategy Officer, Jeroen Tas and Citi’s Chief Innovation Office, Vanessa Colella, they emphasised not only that many products got out quickly, with new solutions being found, but have seen more collaborations among competitors.

At times the debate of these transformations felt more like a self-help group than a tech conference. Which, after years in which many corporates provided more press releases than action, was a pretty good thing to see.

The future of events: entertainment

At first glance, events seem like a diverse space with a variety of offerings. On the one side, we have information events like courses. Then we have information and networking events like Websummit and other conferences. Finally, on the other side of the spectrum, we have entertainment events across music, fashion, sports, and brand(ed) experiences.

Do we need to shed a light on each category to see what’s going on? Not quite. Let’s define entertainment events as events that offer an experience to customers while connecting those customers with brands or creators. In this framing of the category we can see that music-, fashion-, branded events, and gaming have become a collective melting pot of various format bundles.

On the one side we see more and more collaborations between the different verticals. On the other side we are experiencing a constant repackaging, remixing and bundling of content elements for different distribution channels.

For example life recording components have been packaged for different distribution platforms like Twitch, TikTok and Instalive.

Music- and fashion culture have been repackaged for the virtual world through in-game events. Rapper Travis Scott’s performance on the game Fortnite for 27.7 million players has been widely reported on.

Burberry has streamed fashion shows on Twitch and on other platforms. Lamborghini has built their own augmented reality platform to present the car. Games enable the younger generation to experience racing the car across the circuit. Now naturally, not every teenager’s income may be suited to buy a real-life Lamborghini. So what’s the game for then? Despite empty pockets, teenagers have another asset at work. They share their experiences on social media channels, essentially becoming brand ambassadors.

Much of the hybrid events of our day and age serve the purpose of building brand awareness, and they do so in a more personal and conversational way than pure live events were able to do. They redefine the brand to customer interaction, whether the brand is a musician, a fashion label or a consumer goods business.

The alteration of brand to consumer interactions through experiences continues beyond what we traditionally would have called events.

The future of retail

Historically, brands have built retail flagship stores so that they can control how they are perceived by customers. But flagship stores have been challenged, not only through Covid, but also through increasing rents in expensive shopping locations, placing a heavy burden on brand’s cost structures. And as customers spend more time in other spaces compared to shopping streets, flagship stores’ power to connect with consumers may further decline.

As a result the customer-brand interaction is shifting toward the hybrid.

Levi’s operates a reduced number of flagship stores now. But those stores have been enhanced digitally through curbside pickups, reservation and appointment systems, where customers get informed digitally when it’s their turn.

With their Shenzhen Store, Burberry have built what they call the next level of social store. Through WeChat’s Mini Programmes they have connected the real store with a virtual experience. This hybrid customer journey starts when customers book appointments or items prior to their visit. It then continues as customers view digital content for displayed physical products, or when they explore hidden rooms. The journey finally ends digitally once customers share their experiences after the visit.

Both Chipotle and Starbucks have opened virtual restaurants in real locations. Chipotle has experimented by offering a drop off outlet without kitchen. This enables them to save on expensive urban rents while still reaching their urban customers. While doing so, they try to translate real life sensory experiences into the digital space by offering the “sounds, smells, and kitchen views of a traditional Chipotle.“

What is the lesson to be learned? We have to rethink what we call an event. Entertainment events have become a broader, more fluid, category. An event has become a space where entertainment content gets (re-)packaged and distributed. Here is my attempt at a definition: events have become a multi-layered combination of content-elements that are distributed across channels, to build a customer connection through an experience.

If we frame it this way, then we can look at each content component and see how it fits into each channel to serve the purpose of engaging the audience of that specific channel. For a flagship store, the channel used to be the shopping street. But maybe the content of the store is equally relevant for TikTok users, and vice versa. Key is to bring the customer relationship much closer to where the customer is, and what she or he actually need within their specific context.

What about conferences?

But let’s not forget about the second category of events. The informational and networking events like courses and conferences. What about them? The economics of those events and their more narrowly defined purpose allow for fewer experimentation than the prior discussed experience events. This means, they have tighter budgets, and customer expectations are equally tighter. As a result, event organisers still seem to be struggling to find the right model to adjust.

Most important, the key component of conferences, the networking is harder to replicate digitally. At Websummit there has been the opportunity to do some networking, but without any real life anchor it doesn’t feel as natural as having a chat at the standing tables of the caterer.

The other downside is that it can be quite tiring to listen to a screen for three days.

What had been intended as a good idea, the event chats, quickly have hijacked by the self-promotion army. We were fortunate to be provided with mobile applications, some stuff that could transform our lives with just one click, a supercharging of our experiences, disruptive solutions, the thousandth collaboration app, and finally help in finding ideal customers from someone who repurposes an events’ chat function for spray and pray marketing.

All of this is compensated by saved time and costs for travel, the opportunity consume more insights in a shorter time frame and at a lower investment of course.

Overall, Websummit has been a well implemented experience. Like in the real world, there were four rooms with different talks in parallel. That way, switching between talks was quicker than in the real world conference which had some advantages. Talks have been transformed into interviews, which made a lot of sense, added context and were easy to follow on screen.

Depending on time and travel budget, the attendance of real events virtually seems like a feasible option for the future.

The future of work

Finally, our work environment. This is possibly where Covid has had the biggest lasting impact on the way businesses and people operate. Many shifts in our ways of work and communication are here to stay.

Let’s be honest, the impact is not only huge because the pandemic has had the biggest effect on our work lives. The changes are also huge because work and collaboration processes have been a area of inertia for corporates.

It’s fair to say that this change is good news for most of us, unless of course we are in the business of renting out office real estate.

A number of statistics were quoted. We can sum them up by stating that neither employees nor employers are particularly keen to go back to the old status. No surprises here.

Speakers concurred that the future will provide us with a hybrid workplace. The key term to describe our future of work is ‘distributed asynchronous work’.

What distributed means should be pretty clear from our experience in 2020. But it gets more interesting when we look what asynchronous means in reality.

Asynchronous means we don’t have to work at the same time anymore. In more casual teams it means respect for people’s own time and respect for the the diversity of our lifestyles. If someone needs to take care of the children or run errands in the afternoon, and accordingly prefers to work evenings instead, that’s fine then. If doing a lot of meetings in front of a computer camera becomes stressful after a while, then people may want to adjust their schedule to their own pace. As Jason Fried stated, the work style will provide more choices.

Sounds all good, but how is is implemented? Collaboration processes will be shaped by a new scheduling of communication and meetings. The result can be for example fewer synchronised meetings – probably good news to many. Instead people can consume the content of – what was formerly known as meeting – on demand, whenever it best fits their work schedule. They read or view the content in their own time, take their time to finish their thoughts and respond. Again, as Jason Fried said, the result will be more choices of different work styles.

According to Box founder and CEO Aaron Levie, the communication will be digital first, enabling people to move much faster. This communication will most likely consist of a multitude of tools. Aaron Levie suggested email for long-form communication outside of the organisation, channel based for quick exchanges within the team and messages for one-on one communication.

Of course it’s not all easy peasy. Jason Fried emphasised that remote work is a different type of work”. This means we have to learn how to do it, like “you learn playing guitar”

Lessons for Leaders

With all these changes, there is a final lesson for business leaders. Many of the speakers have emphasised the importance of a repeated communication of the purpose and roadmap of the business. Whether communication happens through memos or videos, repeated and clear messages are crucial:

According to Aaron Levie “Overcommunication is incredible important now”.

Bill Thomas of KPMG has“spent a lot time on communicating what is their purpose.”

Caryn Seidman-Becker, CEO of Clear sees communication skills“at an all time high”.

At Slack there had“been more memos from leadership distributed”said Cal Henderson. He emphasised the need to: “strive for clarity. The important things to repeat over and over again. What they need to think about needs to be over communicated.”

In that sense I hope that this article has prepared you for a clear communication, and let’s keep adapting and learning.


Want to dive deeper?

Read:

HOW TO TURN CHANGE INTO A CALLING
WHY games might become the next social platform

Did 2020 change the way you work and live? Let’s chat then:


Clarintelligence is a platform that dissects the drivers of business, innovation & culture to help executives develop strategies and adjust their business to an ever changing world. It was founded by private equity professional turned publisher Martin Hoffmann.

The results of this poll will be published here as soon as we have a substantial amount of results. The link is provided at the end of the poll.

THE NEXT BIG PLATFORM: from surrogate to social life extension?

The Hypothesis

The billion dollar question for marketers and investors alike, where will we media-junkies spend our time and “what’s the next big platform?”

In short, I don’t know the answer.

However to estimate the potential of media formats, we can look at users’ activities and see who ‘hosts’ these activities. This provides us with some guidance as to who has the potential to ‘bundle’ these activities.

In its recent 2021 Technology Outlook, Activate has done exactly that. They have drilled down into one of the media categories and they came to conclude that gaming is the contender for the next big platform. And they do not stand alone with this conclusion.

Gaming itself is growing steadily. But it’s about more than gaming as a growing segment of user activities. Gaming is also an enabling technology that can host other non-game activities of users, letting games emerge into wider platforms.

As we just said, platforms emerge by ‘hosting’ and bundling popular activities of users. Facebook not only hosts our connections with friends, our messaging with them, our media consumption, it also hosts the marketing activities of most businesses, creating the reinforcing loop that enabled the company’s growth.

Activate quite enthusiastically sees gaming taking on a similar role, stating that “Similar to previous waves of digital technology (e.g. search, social, eCommerce, mobile, apps, messaging), gaming will fundamentally change how people interact with each other and the internet overall. Most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of games”

This hypothesis is shared by others.

Andreessen Horowitz calls games the “new mall (and the new sports bar)”, expecting games to be “the next social network”, building on the evidence that many people today use games to socialise without a goal to win and that concert with attendance of up to 11 million people have been carried out in games.

In TechCrunch, Taylor Hatmaker explains that “we need creative ways to feel present with other people” and that virtual worlds provide us with the tool to do this. She convincingly cites the example of the game “Animal Crossing”, where she had a wonderful and fun time visiting her younger sister’s island in the game. Animal Crossing also hosted its own in-game talkshow as well as a conference.

Yet, in particular tech people and analysts tend to get enthusiastic about tech driven opportunities. Do we share this enthusiasm?

Following the user activities

Let’s look at the users.

We indeed have seen many examples of new in-game activities of users this year.

In-game-events have increase significantly. The attendance of “LIVE IN-GAME CONCERTS” was the most popular in-game activity in 2020, followed by “Virtual re-creations of social/life events within games (e.g. birthday parties, weddings)” and “In-game movie and TV show previews” sharing the second place.

The examples even extend beyond the classic tech and gaming community. In its anti-censorship campaign “Truth Finds a Way”, Journalists Without Borders have successfully used the game Minecraft to ‘smuggle’ libraries of censored books into autocratic states. The game contained books with content produced by leading journalists.

These examples indeed to provide proof of concept that games are able to host other activities. But 2020 is not a normal year. Covid is an extraordinary effect.

In the first place, people have changed their behaviours because they had to, not because the new modes of activities are more convenient or joyful. Users have fled to games to compensate for the lack of opportunity of real life activity. Again, user behaviours do not follow what is technically possible, they follow a real need.
Therefore we will have to see what will remain after the pandemic.
Once that need that was created by the pandemic, that lack of direct social contact, becomes redundant we will have to see what remains.
Time Out Magazine might not necessarily have to include a “Fortnite” Section next to its Berlin or New York recommendations.

We will have to see what activities will remain virtual and which ones will come back to normal life.

Reframing the Question: ‘how’, not ‘whether’

But may be “what will remain” is the wrong question after all.

We tend to fall into the habit of viewing new formats, new media environments through the lens of our old tools. This habit keeps us from understanding what this new environment really is about.

May be we have to reframe the question. It’s not whether people will keep using these virtual tools, it’s more what for and how they will use them.

Every medium reconstitutes the dialogue.

TV has moved us from a continuous focused activity to an activity where we are immersed into shorter sequences of information.

Social Media has changed the dialogue to let us communicate in a few seconds, mainly through headlines in a kind of continuous messaging. Facebook never sleeps.

Instagram has enhanced our ability to communicate through visuals. It has also driven creatives to create shareable content quickly, to build leaner workflows and to experiment.

What they all have caused is an unbundling of content. We are provided with content in snippets, fitting our shorter attention spans, fitting the Facebook feed where one message is not related to the previous and fitting to short ads.

Also our activities have become more and more fragmented due to new technologies. 100 years ago we met our neighbours the same way every week. Today, you might have 5 different lines of communication with your friends, through messenger, email, public posts on social networks, and meeting for a beer in the evening. Each conversation has a different tone to it.

Similarly, from these new tools, new forms of dialogue will emerge. The tools are there now, people have started to get used to them, and they fill find new use cases.

The current use case, let’s call it “compensation for lack of direct social contact” will fall away. A game cannot replace the live concert, the real-life experience.

Once we can start visiting real life concerts, these new dialogues will most likely extend beyond how they are conducted today on these platforms.

But this extends beyond games. We have also moved conferences into the virtual space. Virtual conferences currently are booming. But once the hurdles for real conferences fall away, Zoom cannot replace their main value propositions. Real-life conferences provide us with motivation and inspiration for the tasks to come, and they enable us to build a personal network, personal dialogues. These personal dialogues form much stronger bonds than you can form in front of zoom screens. If we just want to get the knowledge we can watch a Youtube video, read a book, or listen to a podcast.

However none of this means that people will not keep using these new tools. New forms of dialogue will emerge. Those dialogues will be new use cases, that may be we explore during this pandemic.

These dialogues will neither be the old form of event, nor will they be the traditional form of game.

„Societies have always been shaped more by the nature of the medians which men communicate than by the content of the communication”
Marshal McLuhan

The type of dialogue

These new dialogues can have different forms.

May be they will be used primarily for long distance connections. May be they will be used for when we don’t have time to go to a full concert and want to enjoy a 30 minute snippet.

Most likely however, they will continue the pattern of unbundling of content that we have experienced. Most likely we can expect these formats to be shorter, more bite-sized snippets than the real-life events, because that is how our attention span works on the internet. They will cater to this fragmentation of our conversations.

Possibly real concerts will be extended into the virtual space repackaged and remixed for this new environment. Possibly our real-life conversations will extended through these new tools.

The type of platform

Onwards, from activities to hosts.

Possibly these hosting platforms will not be a game as we know it. The features will adapt to new use cases. It might not make sense to start playing a game if we just came for the concert experience.

IT’S NOT ABOUT THE GAME. IT’S ABOUT FINDING WAYS FOR PEOPLE TO CONNECT, AND GAMES PROVIDE THE TECHNICAL TOOLS

May be we should think of it in terms of blockchain technology, where bitcoin is just one use case. The game is the bitcoin, but game technology can have far wider applications, like the blockchain has.

May be we should take a step back from games and ask, for what reasons do people seek connection and experience online and how?

Next to games, other tools are similarly shaping our new interactions. We have talked about virtual conferences. Video streaming has taken on interactive and community elements that we usually find in games. Virtual watch parties have increased. Streaming services have added interactive titles that influence the story, like Charlie Brooker’s Black Mirror Bandersnatch. Fitness streaming services have taken our workout virtual.

All these will generate new forms of interactions, new forms of dialogue. Those who will win are not the ones with the best technological features but those who enable an engaging form of dialogue.

This is why we should think not in terms of games but in terms of use cases and enabling technologies.


here is part 1 of this series

As always, I leave you with reading recommendations.

Here you can find the Activate Technology Outlook 2021

Nicholas Carr’s “The Shallows” is a of our day and age. It explores how what he calls intellectual technologies shape our behaviours and our brains. If you have found the documentary “The Social Dilemma” insightful, then this book will take you a level deeper.

Have a look at McLuhan’s classic “The Medium is the Massage” if you don’t own it yet. The version illustrated by Quentin Fiore is a visual masterpiece of its time.

Taylor Hatmaker’s TechCrunch Article

A short Overview of Gaming Trends by Andressen Horrowitz

The In-Venues of the Online Space

“Societies have always been shaped more by the nature of the media by which men communicate than by the content of the communication”

Marshal McLuhan

Last week the Activate Technology Outlook 2021 was published. All those want to understand how and where we spend out time in the digital world, will find this 140 page report loaded with useful data and insights. While useful, however I do not agree with all the conclusions of the report.

But let’s dive into the most important findings:

Lets’ first see where we, the users, spend most of our time, drilling down into our activities and finally to the venues we frequent. In Part 2 we will join in on the search for the next big platform.

By extending the scope of Activate we will try to assess the crucial question as to what are extraordinary effects due to the current pandemic and what are long-term structural changes that will remain.

How do we spend our time?

As a disenchanting start, the report accounts for multitasking of our activities, leading to a 31.5 hour day for the average American. For neuroscientists and doctors this may not be the best news, as is the insight that with 6:30 hours sleeping and 7:10 hours, other non-work related activities have to compete head to head with media consumption. Employers may not be too fond of the insight that work and work-related activities make up only 5:29 hours per day. But we have to bear in mind that we speak about averages here, therefore this picture is distorted.

But average or not, it seems fair to say we are glued to screens, and I am not sure if all these new meditation apps can compensate for the damage that multitasking and screen time do to our attentional capacities and memory processes.

But let’s leave neuroscience for another day and let’s look into what all of this means for businesses, marketers and for consumer behaviour.

What activities are most popular?

How and where do we spend our time on the internet? Most time we spend on videos (5 hours per day). This is followed by audio consumption like podcasts and music (2:35h) and then gaming (1:37). According to the data social media finishes only at fourth place (1:09), requiring the least of our time. This came a bit as a surprise to me.

For the future until 2024, Activate expects these user behaviour patterns and the split between activities to remain rather constant. Gaming is the only category expected to rise by 3.4% p.a. This is where I am doubtful. Activate did not specify on what assumptions they based this forecast, but history has shown that, as new media arise, users will find new ways to use these media. Similar, as user’s daily life changes, also their media consumption patterns will change. If we can agree on only one thing, then it’s that our current world is not static.

Which venues are most popular right now? Will they remain in demand after the Pandemic?

How is our media consumption changing and which venues are the featured places to be?

Not surprisingly, our overall tech & media consumption in hours has increased by 6.5% in 2020.

If we drill down by platform, we can see that Facebook’s usage has declined by 9%, whereas, starting on a lower level, Twitter usage increased by 78% and LinkedIn by 38%.

Now this leads us to an interesting point, namely the question as to whether these are just temporary or structural changes.

With the current crisis, 2020 experiences a lot of extraordinary effects. This is why we should be careful when we project current trends into the future.

When it comes Facebook, we probably agree that Facebook is facing a number of structural challenges.

First, younger generations are less attracted to Facebook. This reduces the number of users of the platform.

Then we have users’ increasing awareness that their attention is sold as a product, as laid out by the movie The Social Dilemma. This can has an impact not on the number of users on the platform and on the time spent per user.

The other factor is the attractiveness of Facebook as a platform to its existing users. What do I mean with that? Let’s just say you operate a fashionable club in a city like New York, London or Berlin. To keep your club attractive you will need to keep an eye out for what type of folks gather in your club. Trouble will start when bachelor parties start populating your etablissement. This is probably the best way to have urbanites avoid your club like Trump avoids facts. To apply the metaphor to Facebook, let’s remember that the platform started as a ‘club’ for Harvard students. Not much of that is left when we consider that Facebook is now host to some of the world’s most prominent conspiracy theorists and finest trolls that the internet has to offer. In many ways it still is useful, but it has lost some of it’s early excitement.

Now, staying with the example of the club, urbanites tend to be early adopters. If we look at PEW research data, we can see that Instagram, Twitter and LinkedIn – the fastest growing networks – have an over-proportional share of urban users if we compare it with Facebook. Facebook has become that cruise ship where you can’t choose the table-neighbours you have to spend the next week with.

While we are in an unusual situation this year, my estimate is that Facebook might continue to become diluted, or shall we say gentrified, beyond the current year. My estimate would be that the platforms that provide less noise and more substance and meaning continue to thrive. Instagram seems a solid contender at this time.


This has been part one of two articles on Platforms. In the next part we dive into the question of whether games will become the next big social media platform.
Continue to part 2

Poll Results: what could we learn in 2020?

The Results of our 2020 Poll will soon be published here.

Stay tuned and bookmark this page

Until then:

Disruption often is a catalyst for growth and it is an essential ingredient for innovation.

To read more, explore our Collection on:

Constant redefiniton

  • Go to page 1
  • Go to page 2
  • Go to page 3
  • Go to page 4
  • Go to Next Page »

Footer

© 2015–2025 · Clarintelligence GmbH · Imprint and Disclaimer || Log in