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Ben Rigby, Founder & Technical Director, MobileVoter.org Mobilizing Generation 2.0
1972  Hello World 1981  4 th  Grade 1986-90  High School 1981-83  through 6 th  Grade
1991 – 95  Stanford 1995-7  The Main Quad 1997-2003  Akimbo Design 1997  DFILM
2004 – today:  Mobile Voter 2007 Book: Mobilizing Generation 2.0 2004-06: Youth Voter Registration by SMS  2008:  The Extraordinaries
How are organizations using Web 2.0 to engage youth?
First, what is Web 2.0?
It’s us. Massively connected to one another by the Internet.
Blogs Social Networks Web Photo & Video Wikis Maps Virtual Worlds Games Mobile Phones
SO, how are organizations using these tools engage youth?
Tendencies Jump In Blind (do everything) Do Nothing Do It 1.0
A better way. Step 1: Learn your tools.
Blogs ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Blogs Reporting Alternative News
Social Networks ,[object Object],[object Object],[object Object],[object Object]
Social Networks http://profile.myspace.com/index.cfm?fuseaction=user.viewprofile&friendid=293503589 Recruiting Supporters
Web Photo & Video ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Web Photo & Video http://www.youtube.com/watch?v=Rww0P0Uae5E BAD !
Web Photo & Video http://www.communitycounts.us/townhall/miller/ GOOD !
Web Photo & Video What’s on TV?
Wikis ,[object Object],[object Object],[object Object],[object Object],[object Object]
Wikis AbbotsGreed.com
Maps ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Maps Crisis in Darfur Holocaust Museum
Virtual Worlds ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Virtual Worlds Meetup at Nonprofit Commons
Games ,[object Object],[object Object],[object Object]
Games "Akoha  combines online games, social networking and real-world activity to help make the world a better place. Akoha players carry out acts of kindness - known as "missions" - to collect points recruit new players and, as important, spread acts of kindness. The Montreal-based company was founded in 2007 by long-time friends and entrepreneurs Austin Hill and Alex Eberts, who believe that games and online communities could make make a positive impact on people around the world."
Mobile Phones ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Mobile Phones Mobilizing Supporters
Mobile Phones On-demand Volunteerism
Trends Leading to Success ,[object Object],[object Object],[object Object],[object Object]
 
Hospitals, Volunteering, & The Web? Brainstorm: 3-Way calling, translation, recruitment for ground positions, call banking, support calls, reminders, follow up surveys, focus grouping, data cleaning,  web site tech support, health advocacy/prevention, elderly calls, webcam visits, outbreak reporting, emergency response comm team, blogging, research on patient’s behalf… ????
On-Demand Volunteerism
Busy people rarely volunteer. 74% of citizens don’t do it. “ Lack of time” is main reason.  Source:  2008 U.S. Bureau of Labor Statistics survey  http://www.bls.gov/news.release/volun.nr0.htm
But we DO have time…  A few minutes here, a few there: Bus is late. Post office line is eternal. Dentist hasn’t called me yet. Friend is late to dinner. Dad is going off on the phone. Work is so boring.
Most of us won’t give a Saturday.  But we’d give a few minutes of our  spare time.
The Extraordinaries is designed to create real social good from these moments of spare time. It’s a mobile phone application that allows people to volunteer on-the-spot and on-demand.
How it works Select an opportunity Learn about it. Take action.
What you can do ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
It’s crowdsourcing for social good Each task is infinitely repeatable and incredibly valuable.
It’s volunteerism crafted for the mobile generation.  But that serves as a  feeder  to traditional longer-term volunteer engagements. It’s  the hook.
 
Appendix: Mobile Phones & Mobile Phone Gaming 60m iPhone apps sold in first 2 months that they were available. Being downloaded at a rate of 2m/day. 31m mobile phone gamers in the U.S. Average time spent playing mobile games: 4.6hrs/week. Over 80% of the U.S. population owns a mobile phone. 4 billion mobile subscribers worldwide.  Game mechanics drive loyalty and engagement. http://apple20.blogs.fortune.cnn.com/2008/08/11/steve-jobs-60-million-iphone-apps-downloaded/  http://www.emarketer.com/Article.aspx?id=1006508 http://www.clickz.com/3623306   http://pewresearch.org/pubs/998/networked-families http://mobileactive.org/mobile-web-and-your-organization http://www.slideshare.net/amyjokim/putting-the-fun-in-functiona
Appendix: Volunteerism 74% of Americans did not volunteer in 2007.  15% of those who did, performed tasks related to their occupational skills. 46% of non-volunteers cited “lack of time” as the main reason for not volunteering. http://www.bls.gov/news.release/volun.nr0.htm   http://ww.volunteeringinamerica.gov/assets/resources/VolunteeringbyOccupation.pdf   ??

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Ben Rigby's presentation for California Association of Hospitals and Health Systems (CAHHS)

  • 1. Ben Rigby, Founder & Technical Director, MobileVoter.org Mobilizing Generation 2.0
  • 2. 1972 Hello World 1981 4 th Grade 1986-90 High School 1981-83 through 6 th Grade
  • 3. 1991 – 95 Stanford 1995-7 The Main Quad 1997-2003 Akimbo Design 1997 DFILM
  • 4. 2004 – today: Mobile Voter 2007 Book: Mobilizing Generation 2.0 2004-06: Youth Voter Registration by SMS 2008: The Extraordinaries
  • 5. How are organizations using Web 2.0 to engage youth?
  • 6. First, what is Web 2.0?
  • 7. It’s us. Massively connected to one another by the Internet.
  • 8. Blogs Social Networks Web Photo & Video Wikis Maps Virtual Worlds Games Mobile Phones
  • 9. SO, how are organizations using these tools engage youth?
  • 10. Tendencies Jump In Blind (do everything) Do Nothing Do It 1.0
  • 11. A better way. Step 1: Learn your tools.
  • 12.
  • 14.
  • 16.
  • 17. Web Photo & Video http://www.youtube.com/watch?v=Rww0P0Uae5E BAD !
  • 18. Web Photo & Video http://www.communitycounts.us/townhall/miller/ GOOD !
  • 19. Web Photo & Video What’s on TV?
  • 20.
  • 22.
  • 23. Maps Crisis in Darfur Holocaust Museum
  • 24.
  • 25. Virtual Worlds Meetup at Nonprofit Commons
  • 26.
  • 27. Games "Akoha combines online games, social networking and real-world activity to help make the world a better place. Akoha players carry out acts of kindness - known as "missions" - to collect points recruit new players and, as important, spread acts of kindness. The Montreal-based company was founded in 2007 by long-time friends and entrepreneurs Austin Hill and Alex Eberts, who believe that games and online communities could make make a positive impact on people around the world."
  • 28.
  • 30. Mobile Phones On-demand Volunteerism
  • 31.
  • 32.  
  • 33. Hospitals, Volunteering, & The Web? Brainstorm: 3-Way calling, translation, recruitment for ground positions, call banking, support calls, reminders, follow up surveys, focus grouping, data cleaning, web site tech support, health advocacy/prevention, elderly calls, webcam visits, outbreak reporting, emergency response comm team, blogging, research on patient’s behalf… ????
  • 35. Busy people rarely volunteer. 74% of citizens don’t do it. “ Lack of time” is main reason. Source: 2008 U.S. Bureau of Labor Statistics survey http://www.bls.gov/news.release/volun.nr0.htm
  • 36. But we DO have time… A few minutes here, a few there: Bus is late. Post office line is eternal. Dentist hasn’t called me yet. Friend is late to dinner. Dad is going off on the phone. Work is so boring.
  • 37. Most of us won’t give a Saturday. But we’d give a few minutes of our spare time.
  • 38. The Extraordinaries is designed to create real social good from these moments of spare time. It’s a mobile phone application that allows people to volunteer on-the-spot and on-demand.
  • 39. How it works Select an opportunity Learn about it. Take action.
  • 40.
  • 41. It’s crowdsourcing for social good Each task is infinitely repeatable and incredibly valuable.
  • 42. It’s volunteerism crafted for the mobile generation. But that serves as a feeder to traditional longer-term volunteer engagements. It’s the hook.
  • 43.  
  • 44. Appendix: Mobile Phones & Mobile Phone Gaming 60m iPhone apps sold in first 2 months that they were available. Being downloaded at a rate of 2m/day. 31m mobile phone gamers in the U.S. Average time spent playing mobile games: 4.6hrs/week. Over 80% of the U.S. population owns a mobile phone. 4 billion mobile subscribers worldwide. Game mechanics drive loyalty and engagement. http://apple20.blogs.fortune.cnn.com/2008/08/11/steve-jobs-60-million-iphone-apps-downloaded/ http://www.emarketer.com/Article.aspx?id=1006508 http://www.clickz.com/3623306 http://pewresearch.org/pubs/998/networked-families http://mobileactive.org/mobile-web-and-your-organization http://www.slideshare.net/amyjokim/putting-the-fun-in-functiona
  • 45. Appendix: Volunteerism 74% of Americans did not volunteer in 2007. 15% of those who did, performed tasks related to their occupational skills. 46% of non-volunteers cited “lack of time” as the main reason for not volunteering. http://www.bls.gov/news.release/volun.nr0.htm http://ww.volunteeringinamerica.gov/assets/resources/VolunteeringbyOccupation.pdf ??