"This guide is aimed at helping content creators sharpen their skills and better navigate the storytelling platform(s). It covers blogs, vlogs, podcasts and use of social media. It gives tips on how to be a better storyteller, identifies audiences and how to monetize platforms. It also explains some
...
of the tools that can be used for social media planning and content management. The target audience is women who are learning more about the different storytelling platforms and ways of making money online. Usually, the target audience will first go through the introduction training provided by KICTANet and will thereafter use this manual to become better content creators. However, even those who have not undertaken the introductory training but have a basic understanding of use of online platforms will benefit from this guide." (Introduction, page 4)
more
"This guide is for teams or managers involved in considering or building “civic technology”, i.e., technology that helps people engage government more effectively. It is the distillation of my four years spent building Grassroot, a civic tech platform in South Africa. The guide is focused on the
...
practical. I have chosen the topics by reflecting on what people have asked for advice on over the years; on what I wish I knew when I started, or on what early advice to me was most valuable; and on some of the things that went wrong along the way. Since software provides in itself no guardrails against building what should not be built, an organization or leadership team needs to develop its own precautions. But that is very hard when all around you people are pretending to build cool new apps and one article after another is talking breathlessly about supposed “technology for good”. As proof of these forces, we can observe that for half a decade one research report after another has pointed to the limited effect (if any) of well-intentioned but insufficiently rigorous technology projects (“let’s build an app”). And despite all of that research, the apps keep being built. That brings you to my motivation for writing this guide. I believe that technology can help ordinary people build power and make the state more accountable and responsive. I believe that, when targeted at the right problem at the right time, it can make an enormous difference. I’ve also seen close-up how the forces of contemporary thought, funding and status will push you towards building what should not be built, with teams who don’t know how to build it. You’ll notice the tone isn’t typical of academic how-to guides—my approach is to describe the process honestly and realistically, with hopes that it will give people a better sense of what “building an app” entails, and how they can do it well, or (better yet) not do it in the first place." (Preface)
more
"[...] la presente Guía Práctica aspira a condensar soluciones posibles y recomendaciones relativas a la multiplicidad de variantes que hay que tener en cuenta al momento de construir productos de difusión que consideren las distintas necesidades de accesibilidad para incluir a todas las personas
...
. También vale adelantar que, de ser viable, resultará conveniente contar, para cada producto, con la validación por parte de usuarios con formación en accesibilidad para personas con discapacidad, personas mayores o con poca alfabetización digital, o recurrir a la validación por parte de usuarios con discapacidad. Ello habrá de generar un aporte muy valioso desde la perspectiva experiencial, ya que facilitará la realización de ajustes razonables y fundamentados en cada producto. A continuación abordamos, en forma de guía simple, distintos aspectos que deben ser considerados a la hora de elaborar diversos productos de comunicación, sea para el desarrollo de campañas de comunicación, con propósitos educativos, periodísticos, etcétera." (Página 6)
more
"Anhand aktueller Praxisbeispiele vermittelt das Buch Ansätze und Werkzeuge für die Konzeption, Gestaltung und Verbreitung von neuartigen Medienangeboten. Aspekte wie Interaktion, Gamifizierung und Nutzerbeteiligung kommen dabei genauso zur Sprache wie Impact-Strategien, Reichweite und Social Medi
...
a Marketing. Mithilfe von Design Thinking, agilen Methoden und Prototyping werden die Mediennutzer konsequent in den Mittelpunkt gerückt. Die branchenübergreifende Herangehensweise des Buches erschließt dem Leser immer wieder unerwartete, zukunftsweisende Perspektiven – ganz besonders in Bezug auf emergente Technologien wie Augmented Reality (AR), Virtual Reality (VR), Big Data, künstliche Intelligenz, maschinelles Lernen und das Internet der Dinge." (Verlagsbeschreibung)
more
"This guide is intended both for new product managers and those who want to develop into product leadership roles as well as media executives and managers who want to gain an understanding of the product management function and how it can benefit their organizations [...] This guide is structured ar
...
ound a product lifecycle and provides an overview of the activities that take place during each phase, accompanied by inline links and references to more detailed explanations and resources at the end of the document." (Page 4)
more