ThinkBalm Innovation Community is now Tandem Learning Innovation Community
After we broke the news that we planned to disband the ThinkBalm Innovation Community, members of the community expressed lots of interest in finding new leadership for the community moving forward. We are excited to announce that effective immediately, Tandem Learning will assume the community management responsibilities of the newly named Tandem Learning Innovation Community.
The value of this community is in the membership and the collective wisdom and experience of the group, and Tandem’s focus on new technology, user experience, learning design, and strategic business innovation allows them to touch on the areas of interest that bind our community together. We believe the leadership at Tandem is committed to maintaining the integrity of the community while finding new and exciting ways to add value to everyone who participates.
Exciting times are ahead for all of us and we’re looking forward to what happens next!
Erica Driver, co-founder and principal, ThinkBalm
Sam Driver, co-founder and principal, ThinkBalm
We’re so pleased to have the opportunity to continue the amazing work that Erica and Sam began in 2008 as we assume responsibility for the newly deemed Tandem Learning Innovation Community. While we know many of you from our work in virtual worlds and immersive technologies, we’re looking forward to interacting with all of you in the weeks ahead as we plan for the future of the community. In our new role as the community managers, we will honor the tenants of the community as established under ThinkBalm and will seek even more ways to bring value to our members. Please feel free to contact me directly with your thoughts, ideas, and feedback…this community belongs to all of us and it’s your input that will continue to make it valuable and successful.
Koreen Olbrish, CEO, Tandem Learning
Koreen.olbrish@tandem-learning.com
Change is under way at ThinkBalm
by Erica Driver and Sam Driver.
At ThinkBalm we’ve had a couple of great years as industry analysts dedicated to covering work-related use of immersive technologies—an early-stage, emerging technology market. We have worked with some terrific people at great client organizations like Altadyn, BP, Chevron, Forterra Systems (now part of SAIC), Linden Lab, Moondus, ProtonMedia, Teleplace, and Tandem Learning. We’ve published nine comprehensive reports spanning market overview, business value, technology selection, barriers to adoption, and best practices—and made this research freely available via our Web site. We launched the ThinkBalm Innovation Community, grew it to more than 470 members, and hosted more than 35 facilitated work sessions, training sessions, and networking events. More than half of our research reports arose directly out of ThinkBalm Innovation Community activities.
We believe that mainstream adoption of immersive technologies in the workplace—virtual worlds, immersive learning environments, and virtual event platforms—is a matter of when, not if. But these technologies are still a new concept to most organizations and overall the barriers to adoption are quite high. In April, we modified our earlier prediction that we expected to reach the early majority adoption phase in 2013, to say we think it will take longer than this. (See the blog post, “Immersive tech for meetings/conferences must be scalable and easy to use.”) One thing is clear: this emerging market does not yet need full-time, dedicated industry analysts to cover it.
In early July, Erica will be joining the marketing team at QlikView, a business intelligence software vendor. Sam will stay on with ThinkBalm for some time to work on client consulting engagements. We won’t be publishing any more general research, and plan to disband the ThinkBalm Innovation Community.
Erica: “My ride is here”
For the past fourteen years, I’ve been a software industry analyst. I’ve researched, written about, and delivered consulting to clients on a wide range of topics. Emerging technologies have always been near and dear to my heart. You’ll find my name not only on ThinkBalm reports about work-related use of the Immersive Internet but on Forrester Research reports about enterprise collaboration platforms, virtual worlds, information workplace platforms, message archiving, and other topics.
One thing I haven’t done yet in my career is influence a software market from the inside. Here’s my chance! It is with great enthusiasm that I have accepted a position as Sr. Director, Global Product Partner Marketing at QlikView. QlikView is an innovative software company with a great product and culture and I can hardly wait to dig into my new role.
One of the greatest gifts of the past two years is the people I’ve met. The people who are working on Immersive Internet initiatives are innovators and free thinkers—truly a special breed. Thank you to all of you who have participated in ThinkBalm Innovation Community events and activities, and in ThinkBalm’s research. I hope you’ll stay in touch.
Sam: “Building businesses”
As a late entrant to the analyst role, the past two years at ThinkBalm have been a tremendous learning experience for me. I had always favored the experimentation and excitement of entrepreneurship and the act of doing things, so I’ll keep working on client solutions as we wind down the analyst business, and will continue to look at individual projects moving forward.
Perhaps the most exciting part of ThinkBalm for me was the exposure to so many innovative thinkers and problem solvers all concentrated in one area. The energy associated with startup businesses, be they tiny shops or a project team inside a larger organization, is what has brought everyone together and made our all-volunteer innovation community such a great resource for us all. I hope to see this spirit continue as the market matures. The connections I’ve been able to make within the community already serve up a wide variety of interesting business ideas directly or peripherally related to immersive technology, and I am looking forward to the future.
© 2010 ThinkBalm. All rights reserved.
In the name of engagement, InXpo adds game features to its platform
by Erica Driver.
Computer and video games are big—and they’re on their way to becoming big in the workplace. According to the Entertainment Software Association, people in 68% of American households play computer or video games. And according to the NPD group, a global provider of consumer and retail market research information, the average number of hours gamers spend online gaming has increased to 8.0 hours per week in 2010 from 7.3 hours per week in 2009.
When you combine this with the fact that people learn—and have always learned—new skills and information by playing games and engaging in competition, it becomes clear that game concepts and mechanics are destined to be transformed into business tools. It is not a matter of if, it’s a matter of when. Games in the workplace can increase engagement and productivity; help employees set priorities, share resources, and meet goals; facilitate team-building; and help organizations discover untapped leadership skills. (For great insights on these and other aspects of games in the workplace I highly recommend the book Total Engagement (2010) by Byron Reeves and J. Leighton Read. Another great book on the topic is Learning in 3D (2010) by Karl Kapp and Tony O’Driscoll.)
InXpo recognizes this potential and is dipping a toe in the gaming waters
InXpo customers deploy the InXpo Virtual Events platform for a wide range of purposes such as trade shows, meetings and conferences, career fairs, learning and training, and persistent virtual offices. Today, InXpo announced a new offering called InXpo Social Suite. This add-on to the InXpo Virtual Events Platform, slated for general availability in early May, will incorporate games and social network integration. The thinking behind this is that by offering increasingly compelling content and activities, InXpo customers (let’s call them hosts) can increase the engagement of users (let’s call them participants), thereby obtaining benefits such as improved knowledge retention, higher customer satisfaction scores, and increased revenues.
InXpo is working with a game design team from Tribeca Flashpoint Media Arts Academy to create a set of lightweight, casual computer games. The first two games InXpo will offer are a trivia challenge and word scramble. InXpo hopes to have 5 or 10 games in its library by the end of the year. Event hosts will be able to configure the games to reinforce learning objectives or advertise event sponsors’ products, for example. The system will track participants’ points and advancement in the game and list high scorers on a leaderboard.
What it means for business decision makers
If you are looking for ways to increase engagement—for example, increase the amount of time prospects spend on your Web site or attending your virtual conference or trade show, or retain employees or customers longer—adding games to your interaction portfolio may be a boon. Especially games that have a strong social element and allow people to compete with each other in a fun, challenging way.
If you feel uneasy about incorporating InXpo’s game elements into live customer interactions, start with internal trials. Perhaps hold an all-hands meeting or a regional sales meeting in the environment and solicit feedback from participants about their experiences with the game technology.
InXpo’s efforts to incorporate games and game mechanics into enterprise software isn’t new; providers of 3D enterprise immersive software have been offering game mechanics in their products for several years. But the launch of InXpo Social Suite is another sign that the market is driving immersive software toward richer, more engaging environments, regardless of underlying technology.
© 2010 ThinkBalm. All rights reserved.
Immersive tech for meetings/conferences must be scalable and easy to use
by Erica Driver and Sam Driver.
In our January “trends” blog post, we predicted that 2010 would be a year of churn in the emerging enterprise immersive software market. It’s only a few months into the year and already a rapid-fire series of events has occurred, setting many industry participants on edge:
- Forterra Systems was acquired by SAIC (see our February 8, 2010 post about it here).
- Oracle discontinued funding Sun Project Wonderland (now called Open Wonderland) (see our March 1, 2010 post about it here).
- Key roles on Linden Lab’s enterprise team were folded into the broader organization and several folks on the enterprise team have moved on, including former general manager Chris Collins.
- Virtual Worlds Management, the company that has held Virtual World Expo and 3DTLC conferences since 2007, renamed itself Engage Digital Media and has de-emphasized its focus on virtual worlds. The 3DTLC conference and 3DTLC.net blog have been suspended. 3DLTC.net editorial content has been folded back in to VirtualWorldsNews.com.
“Light immersive” (pseudo-3D) technology has advantages
From our perspective, this period of churn applies primarily to 3D immersive software, which we’ll refer to as “rich immersive.” Vendors that offer pseudo-3D technology (e.g., InXpo, ON24, Unisfair, and others), which we’ll refer to as “light immersive,” are largely unaffected—in fact, indications are that the leading vendors in the light immersive segment are in a growth spurt.* Why? Two reasons:
- Two of the most common use cases for immersive technology are meetings and conferences (see the May 26, 2009 ThinkBalm report, ThinkBalm Immersive Internet Business Value Study, Q2 2009).
- For meetings and conferences, ease of use matters a lot. And for all but collaborative meetings (which are by definition small), scalability matters a lot. As a category, rich immersive technology has not yet been able to deliver on these requirements to the same degree that light immersive technology has (see the September 23, 2009 ThinkBalm report, Crossing the Chasm, One Implementation at a Time).
In many cases, rich immersive technology offers a level of engagement that is hard to achieve with light immersive technology. Some use cases absolutely depend on 3D—like training simulations, some business activity rehearsal, collaborative prototyping, 3D data visualization, and remote facility operations. Collaborative meetings, which by definition comprise a relatively small number of people, also benefit from a strong sense of presence and collaboration, communication, and productivity tools built into 3D environments. But for presentation-style small meetings, and large meetings and conferences, the market is speaking loud and clear: ease of use and scalability are higher priorities than deep immersion.
Early majority in 2013: not for rich immersive software
Due to this string of events—and with more events sure to unfold as 2010 rolls on—we’re modifying our soft projection that work-related use of immersive technology will reach the early majority adoption phase in 2013. We made this projection several times, most recently in the January 19, 2010 ThinkBalm report, The Enterprise Immersive Software Decision-Making Guide. By early majority we mean that enterprise immersive software will have “a significant installed base within Global 1000 companies and large public sector organizations and at least a few successful very large-scale implementations.” We think our projection still holds for light immersive technology, but not for rich immersive (3D) technology. Early majority adoption of rich immersive technology will take longer than this. (Belgian Journalist Roland Legrand wrote about this trend in his recent blog article titled, “Early mainstream work-related adoption of immersive software: 2013 is a bit too early.”)
What it means for immersive software vendors targeting meetings and conferences
A few things are clear:
- Design decisions should favor ease of use. The user experience must be hassle-free and intuitive from the moment a participant RSVPs for a meeting or event to the time they fill out a post-event feedback form. Populating the user profile, navigating in the environment, moving from one meeting room to another, accessing and downloading meeting materials, communicating with speakers, and networking with others must all be straightforward experiences.
- A browser interface is a must. For the optimal user experience, technology providers must offer a web-based interface for meeting and conference attendees and participants. Ideally, no browser plug-in is required, either, because many workplaces shut down this option for their computer users.
- Scalability means thousands. Vendors targeting large meetings and conferences must offer the ability to bring not just tens or hundreds but thousands—or even tens of thousands—of people together in the same virtual place at the same time. By this we mean all participants should be able to be in the same keynote or general session together, watching and listening to the presentation and communicating with others around them.
* For example, ON24 held more than 300 virtual events in 2009. And InXpo, which held more than 500 virtual events in 2009, is seeking to fill nearly a dozen open positions.
© 2010 ThinkBalm. All rights reserved.
Pseudo-3D immersive tech adopters illuminate business decisions
by Erica Driver.
I recently spoke with three business decision makers who have been involved with deployment of pseudo-3D immersive environments in their organizations or for their customers. I spoke with Michael Doyle, executive director and editor of the Virtual Edge Institute; Kate Spellman, senior VP and managing director of UBM Studios; and Caroline Avey, director of innovative learning solutions at ACS Learning Services. We talked about why they are using pseudo-3D immersive technology rather than alternatives.
Pseudo-3D is used for conferences and trade shows—but it doesn’t stop there
When you think of virtual event platforms from companies like InXpo, ON24, and Unisfair, what likely comes to mind is large virtual conferences and trade shows. Here are a couple of examples:
- The Virtual Edge Summit. This conference, which was focused on virtual events, meetings and communities, was held over two days in February, 2010—both online and in Santa Clara, California. Michael Doyle, the executive director of the Virtual Edge Institute, said that 400 people attended in person and 600 attended online.
- COMDEX. COMDEX was a computer industry trade show last held in 2003. The event had become massive, with more than 200,000 visitors and 2,300 exhibitors. UBM Studios will bring COMDEX back this November as an online event focused on the show’s original audience: the high tech channel. Kate Spellman, senior VP and managing director of UBM Studios, said they expect to have about 35 exhibitors and 3,000 attendees.
While large conferences and trade shows certainly represent the bulk of usage to date, we’re starting to organizations use pseudo-3D immersive software software in other innovative ways. For example, ACS Learning Services held a launch event in January, 2010 for a new company-wide innovation program that leverages an idea management system. The company deployed the Unisfair platform for the launch event and now is leaving it up and running, for one year, to function as a portal for employees who want to learn about the innovation program and the idea management system. The idea behind the portal is to enable self-directed, discovery-based learning, a place to launch the program, a vehicle for social-networking to discuss ideas, and a front door to the formal learning via a deep link to both the learning management system and the idea generation system. The Unisfair platform provides a level of engagement above and beyond what people get from just the learning management system and a webinar.
Pseudo-3D technology meets requirements for scale and ease of use
Vendors like InXpo, ON24, Unisfair and others offer pseudo-3D immersive environments that can scale to tens of thousands of simultaneous users by giving participants the illusion that they are in a 3D environment, rather than delivering a full 3D experience. (See the related March 26, 2010 ThinkBalm blog article, “Pseudo-3D is a rising star, keeping barriers to adoption low.”) In a nutshell:
- Hundreds or thousands of event attendees requires a highly scalable solution. About 600 people attended Virtual Edge Institute’s Virtual Edge Summit online, accompanying another 400 who attended physically. UBM Studios is expecting 35 exhibitors and about 3,500 attendees at this fall’s COMDEX trade show. Caroline Avey, director of innovative learning solutions at ACS Learning Services, said, “Because we have 15,000 employees located in 170 countries, there is just no way we could have brought everyone together for a physical launch event.” None of the 3D immersive technologies can support this number of simultaneous users being in the same virtual place at the same time.
- Ease of use sometimes means that browser-based technology is the only real option. At ACS Learning Services, the project team had only six weeks to create the learning objects, design the experience, and customize the Unisfair environment. This required a solution that was simple to configure and deploy. Also, the team had limited insight into the computer setups and Internet access of employees around the globe. This required that a solution that adhered to the least common denominator; it had to be Web-based, with no plug-in.
Hybrid events will move beyond parallel experiences as technology and behavior evolve
A hybrid event is a meeting, conference, or trade show that some speakers and audience members attend physically while others attend virtually. Due to technical complexity and the habits of presenters and attendees, hybrid events are largely parallel events today. Networking activities are segregated: people attending physically mingle amongst themselves, apart from remote attendees. Speakers tend to address one audience or the other (physical or virtual)—not both at the same time.
With the Virtual Edge Summit, which took place in February, 2010, the Virtual Edge Institute has started to tackle some of these issues by:
- Connecting attendees with electronic communication tools. The event producers set up a Twitter hashtag (#ve10) and encouraged attendees to tweet throughout the event. The producers set up a dedicated screen in some of the meeting rooms to display tweets in real-time, and tried to incorporate tweets into the Q&A discussion. InXpo, one of the virtual event platforms used during the Virtual Edge Summit, provides voice over IP integration with Skype, which enabled participants who were attending via InXpo Virtual Events Platform to communicate with each other via text, voice, or video chat. But participants attending via other virtual event platforms, or in person, had no way of joining in on these Skype conversations.
- Attempting to cross the visual divide. The producers streamed video of speakers presenting remotely into the physical meeting room, where it was displayed on a screen. Likewise, presentations that took place on-site were streamed out to the virtual environments. Participants attending remotely could watch live video of the speakers presenting. This visual integration was limited to the presenters only. The on-site and remote audiences had no visual connection to each other.
My take: pseudo-3D immersive technology meets some burning business needs
My conversations with these early adopters confirm what I’ve been hearing from others. First, pseudo-3D technology meets requirements for scale and ease of use. When it’s not practical or possible to bring thousands of people together physically, pseudo-3D immersive technology provides an alternative. Full 3D solutions cannot scale to meet this need (yet). Second, pseudo-3D immersive technology will increasingly be used not just for large conferences and trade shows but other things as well, such as training. ACS Learning Services’ use of the technology as a learning portal is a great example.
And third, while hybrid events are largely parallel experiences today, they will move beyond this as technology and behavior evolve. I envision a time in the not-too-distant future when the walls of physical meeting rooms will be lined with displays showing the virtual audience’s communications (and avatars, when they exist), and the virtual meeting rooms will display not only streaming video of speakers but of the entire physical audience. Communication tools and networking opportunities will be available to all participants, whether on-site or remote. Speakers will become accustomed to having distributed audiences, and will more naturally be able to include them in their presentations and discussions.
© 2010 ThinkBalm. All rights reserved.



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