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The 4 Types of Productivity Styles http://99u.com/articles/42643/the-4-types-of-productivity-styles "There is no one-size-fits-all approach to productivity. Instead, we need personalized approaches. This means employing work strategies that align with our own cognitive styles, and allocating efforts in a way that suits our strengths and preferences." The Prioritizer "A Prioritizer is that guy or gal who will always defer to logical, analytical, fact-based, critical, and realistic thinking. To increase her efficiency, she will time how long it takes to complete certain tasks in order to more accurately plan her days and weeks. She has never met a goal she did not like and applies a laser-like focus to ensure she accomplishes her goals." The Planner "The Planner is the team member who thrives on organized, sequential, planned, and detailed thinking. Though at first glance he may appear as a Prioritizer, the Planner will immerse themselves in the details of a project, while the Prioritizer focuses on only the details that help him complete the project quickly and accurately. The Planner has never met a calendar or project-planning tool that he did not like." The Arranger "An Arranger prefers supportive, expressive, and emotional thinking. She is the ultimate team player and excels at partnering with colleagues to get work done. She is a natural communicator and deftly facilitates project meetings. She hates when people lack that personal touch or rely too heavily on data or facts. Arrangers are talkers; they love stories, eye-to-eye contact, expressing concern for others, and asking questions about the way a project or task helps others. They have been known to need to institute a personal chat budget, only allowing a few minutes of chit chat during work hours, and have to avoid adding one more person to the cc: line on their email messages." The Visualizer "A Visualizer prefers holistic, intuitive, integrating, and synthesizing thinking. He thrives under pressure and is easily bored if he is not juggling multiple, diverse projects. A Visualizer focuses on the big-picture and broad concepts making connections. At times, he has a tendency to overlook details and tends to value the possibilities over process. His excessive spontaneity and impulsiveness can lead to breakthrough ideas, but can also derail project plans at times. A Visualizer has probably not seen the surface of their desk in years because if something is out of sight, it is out of mind. And, his emails tend to be long, filled with concepts and ideas." Read more detail: http://99u.com/articles/42643/the-4-types-of-productivity-styles Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:53am</span>
What is Code? http://www.bloomberg.com/graphics/2015-paul-ford-what-is-code/ "What is code?" Paul Ford answers the question, with a 38,000 word masterpiece in Bloomberg. This is the first article I’d tell an aspiring programmer to read, and the one that anyone working in technology should have in their permanent collection. "Today I read perhaps the single best article I’ve ever read on programming. Paul Ford has written the definitive guide for explaining a profession that employs 11 million people and occupies 7 million more hobbyists’ time by answering the question, "What is code?"" Review: https://poststatus.com/what-is-code/ This article takes over the full issue of this week’s BusinessWeek. Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:53am</span>
Academic publishers reap huge profits as libraries go broke 5 companies publish more than 50 per cent of research papers, study finds http://www.cbc.ca/news/technology/academic-publishers-reap-huge-profits-as-libraries-go-broke-1.3111535 ‘The big problem is that libraries or institutions that produce knowledge don’t have the budget anymore to pay for [access to] what they produce.’- Vincent Larivière, University of Montreal Essentially, they’ve become an oligarchy, Larivière and co-authors Stefanie Haustein and Philippe Mongeon say in a paper published last week in the open access, non-profit journal PLOS ONE. Read the full paper The Oligopoly of Academic Publishers in the Digital Era Vincent Larivière , Stefanie Haustein, Philippe Mongeon  Abstract: "The consolidation of the scientific publishing industry has been the topic of much debate within and outside the scientific community, especially in relation to major publishers’ high profit margins. However, the share of scientific output published in the journals of these major publishers, as well as its evolution over time and across various disciplines, has not yet been analyzed. This paper provides such analysis, based on 45 million documents indexed in the Web of Science over the period 1973-2013. It shows that in both natural and medical sciences (NMS) and social sciences and humanities (SSH), Reed-Elsevier, Wiley-Blackwell, Springer, and Taylor & Francis increased their share of the published output, especially since the advent of the digital era (mid-1990s). Combined, the top five most prolific publishers account for more than 50% of all papers published in 2013. Disciplines of the social sciences have the highest level of concentration (70% of papers from the top five publishers), while the humanities have remained relatively independent (20% from top five publishers). NMS disciplines are in between, mainly because of the strength of their scientific societies, such as the ACS in chemistry or APS in physics. The paper also examines the migration of journals between small and big publishing houses and explores the effect of publisher change on citation impact. It concludes with a discussion on the economics of scholarly publishing." Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:52am</span>
This is a little project being undertaken in Canada.  Watch your social media feeds for tweets and such and please share. FAIR EBOOK PRICES LONG OVERDUE FOR LIBRARIES As demand grows, libraries are responding by offering more ebooks. This is what libraries have always done and will always do - ensure access to information for all. But we face challenges. http://www.fairpricingforlibraries.org/ DID YOU KNOW? In some cases, major multinational publishers charge libraries 3-5 times more for ebooks than they charge consumers. There are caps and time limits on ebook use. This means there are fewer titles and fewer copies for readers to discover. Lots of samples on the website. Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:52am</span>
National Making Week Underway, White House Releases Fact Sheet on "Nation of Makers" Initiative Via Gary Price at LJ InfoDocket http://www.infodocket.com/2015/06/14/national-making-week-underway-white-house-releases-fact-sheet-on-nation-of-makers-initiative/ "From The White House: The President is proclaiming a National Week of Making and the Administration is announcing important progress on the Nation of Makers initiative: More than 150 K-12 and higher education leaders, representing more than 4 million students, are committing to an all-hands-on-deck effort to broaden participation in making, tinkering, and invention, with expanded access to the tools, design courses, mentors, and spaces that are essential; Federal agencies, companies, non-profits, cities, and schools are collectively making commitments to create over 1,000 maker-oriented spaces in the United States, which will expand access to tools and technologies for both students and entrepreneurs; and Federal agencies, including the Department of Veterans Affairs (VA) and the United States Agency for International Development (USAID), are launching challenges and competitions that leverage the diverse talents for creativity, problem-solving, and innovation in the growing Maker community. The complete fact sheet runs 5500 words. From the Fact Sheet: Institute of Museum and Library Services will work with the Children’s Museum of Pittsburgh and other partners to create a framework for effective spaces for making and learning in museums and libraries. An e-publication highlighting the framework along with an online toolkit will be released by November 2015. Here’s a section of the fact sheet that focuses on projects from libraries and museums. Museums, libraries, non-profits, and companies will give more students and visitors the ability to access maker-oriented spaces, start projects, show their work, and meet Makers in their communities. For example: Changing Expectations, which will collaborate with Code.org to create a maker-oriented space fortraditionally underserved students at an inner city library in the Austin, Texas area. Children’s Museum of Pittsburgh, with educational support from Kickstarter, will launch a campaign to support makerspaces in schools, starting with 10 schools in the Pittsburgh region. Museum of Science and Industry in Chicago will expand its after-school Innovation Clubs program at its Wanger Family Fab Lab, create an equipment loan program to enable schools to try out DIY technologies before they buy their own; and will double the number of 3D printing workshops it offers each year, helping the lab reach 12,000 individuals. The New York Hall of Science is partnering with six museums and science centers to create a site, learnXdesign, dedicated to creating STEM-focused Making projects for educators around the country. The institutions collaborating on the site include the Center of Science and Industry in Columbus, Ohio; Science Museum of Minnesota in St. Paul, Minn.; Tech Museum of Innovation in San Jose, California, Museum of Science in Boston, Massachusetts, ¡Explora! in Albuquerque, New Mexico, and Telus Spark in Calgary, Canada. The North Carolina State University Libraries’ D.H. Hill Library, which serves more than 1.4 million users annually, will add a Makerspace to its facility this summer with tools such as 3D printers and scanners, sewing machines, and electronics equipment, along with a teaching and demonstration space. The Science Museum of Minnesota is launching "Making Connections Saturdays," a monthly celebration of hands-on activities with local artists, crafters, fixers, and tinkerers from around the Twin Cities who are typically underrepresented in the maker movement. The Tech Museum of Innovation in San Jose, California, will open a first-of-its-kind, interactive exhibit merging the worlds of making and biology." Read the Complete Fact Sheet Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:52am</span>
The Evolution of Social Media [Infographic] http://www.adweek.com/socialtimes/the-evolution-of-social-media-infographic/620911 Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:52am</span>
Data Reinvents Libraries for the 21st Century Libraries are proving that they’re more than mausoleums of old knowledge — they’re in a state of progressive reform, rethinking services and restructuring with data. http://www.govtech.com/data/Data-Reinvents-Libraries-for-the-21st-Century.html "Whatever the case, the truth is that today libraries are proving they’re more than mausoleums of old knowledge. They’re in a state of progressive reform, rethinking services and restructuring with data. It’s a national trend as libraries modernize, strategize and recast themselves as digital platforms. They’ve taken on the role of data curator for information coming in and citizen-generated data going out. They host civic hacker hubs. They serve as booming e-book distributors. They provide digital clinics for aspiring technophiles. It could be called a refresh to a retro institution, a data movement that’s growing organically in spurts. According to latest 2013 statistics from the American Library Association’s Digital Inclusion Survey, 97.5 percent of libraries help visitors complete online government forms, 74.1 percent support e-government and civic engagement programs, 98 percent offer technology training, and 53.3 percent provide office space to a mobile workforce. And data is a common thread running through all of these services." Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:51am</span>
The ‘Internet of Things’ will be the world’s most massive device market and save companies billions of dollars Read more: http://www.businessinsider.com/how-the-internet-of-things-market-will-grow-2014-10#ixzz3cZKCBvyp "Here are a few of the key findings from the BI Intelligence report: The Internet of Things will be the largest device market in the world. We estimate that by 2019 it will be more than double the size of the smartphone, PC, tablet, connected car, and the wearable market combined.  The IoT will result in $1.7 trillion in value added to the global economy in 2019. This includes hardware, software, installation costs, management services, and economic value added from realized IoT efficiencies. Device shipments will reach 6.7 billion in 2019 for a five-year CAGR of 61%. Revenue from hardware sales will be only $50 billion or 8% of the total revenue from IoT-specific efforts, as software makers and infrastructure companies will earn the lion’s share. The enterprise sector will lead the IoT, accounting for 46% of device shipments this year, but that share will decline as the government and home sectors gain momentum. By 2019, government will be the leading sector for IoT device shipments. The main benefit of growth in the IoT will be increased efficiency and lower costs. The IoT promises increased efficiency within the home, city, and workplace by giving control to the user. However, many are hesitant to use devices as security problems are still an issue. The IoT lacks a common set of standards and technologies that would allow for compatibility and ease-of-use. There are currently few standards (or regulations) for what is needed to run an IoT device. Consortia that group together global industrial, tech, and electronics companies are involved in an effort to standardize the IoT and solve the most pressing security concerns." Read more: http://www.businessinsider.com/how-the-internet-of-things-market-will-grow-2014-10#ixzz3cZKKTaOI   Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:50am</span>
15 steps to an academic library service model http://proud2know.eu/15librarybusinessmodel_blog22/ "In last month’s blog: 10 steps to a library value proposition, I looked at part of Alexander Osterwalder’s & Yves Pigner’sBusiness Model Canvas honing in on analysing library customer segments, pains and gains for a strong library value proposition. This month, I will further go into this strategic development and communication tool by taking you through 5 more elements to the canvas that focus on the essentials around the resources necessary to realise your plans.  Link this information with solid knowledge of your customer relationships, segments, channels and your value proposition will help you acquire the bigger picture of the key elements for developing a new library service model when planning significant change. This totals 15 steps to a Library Service Business Model. For the 1st 10 steps, see last month’s blog, and for the next 5, read below. http://stephenslighthouse.com/2015/05/20/10-steps-to-a-value-proposition-for-your-library/ The Business Model Canvas, Strategyzer.com Essential: collaboration first and foremost What is important to point out here, is to use this model by exploring the following elements with as broad a team as possible including various stakeholders. You will be familiar with the 5 elements below when considering new service plans, however, exploring them, with other stakeholders external to the library may not be the usual practice. This helps engage with new partners, your communities and create the most comprehensive insights on how and whether to make something happen. 1.  Key activities Key activities will help you make your value proposition happen, reach markets, work on your customer relationships or earn revenues. What are the key things that need to be done to reduce or eliminate a pain or create a gain for your PhDs for example? These are large types of thematic activities, such as problem-solving or training. Do you have an online website or platform for your PhDs? In this case, key activities here might be PhD website management, PhD literacy, PhD network service management, or platform promotion. 2.    Key partners Key partners are those individuals, bodies or institutions who are essential in providing your business / service model. You can help provide better services by partnering with others, reduce risk or acquire resources you need to provide new plans. In the case of developing more services for PhD students, this could mean alliancing with competitors or non-competitors within or outside the university. These could include IT, Communication, Research services or other service centres focussed on writing or publishing such as University Presses. 3.    Key resources Like Key Activities, key resources are those that will help you deliver a value proposition for your client segment, develop your relationships, earn revenues, etc. : all the elements of building your library service business model.  These can include financial, physical, intellectual or human resources.  You can also acquire what you need from key partners. E.g. What physical resources, i.e. IT infrastructure or physical space do you need to offer optimised services to your PhDs? Intellectual resources: Would international benchmarking information on PhD services help you develop your services? Human resources: What skills do you have in house to engage, develop and disseminate new PhD services, and what not yet? Can you borrow skills or expertise from within your institution, e.g. hire someone on a project basis? Financial: Do you have an innovation budget that you can call on / create? Scanning key resources together will raise awareness of the consequences of your plans on your assets. 4.    Cost structure As service institutions, libraries are both value-driven, i.e. focussed on value creation, and cost-driven. Austerity forces are driving libraries more to cost-driven models where the need is high to keep costs down and be efficient. This is especially the case when necessary change is not necessarily paired with an increase in budgets. As part of your new library service business model, it is useful to note what types of costs are necessary, e.g. fixed versus variable. Libraries generally have high fixed costs with permanent staff on the payroll for example. Variable costs have the potential to rise when buying in knowledge, software or hardware to address new activities in the areas of data management or publishing for example, which can also form part of PhD service ideas. Exploring the costs with your stakeholders will help you weigh up together whether the costs balance out with the value to be created. 5.    Revenue streams How is the Library supported financially? Is generating additional revenue part of your strategy? Do you aim to cover real costs or aim for profit? Does the Library purely acquire central funding, or are there other streams such as faculty subsidies, project income, SLAs (Service Level Agreements), or crowdfunding? And are your streams with or without strings? Do you provide your expertise in digitisation to others for a price? Perhaps you lend out technology for a fee, or provide access to scanners or poster printers for a price. Explore together what revenue streams you could create to fund new activities for PhDs for example. In summary Identifying and analysing these 5 aspects will help form a solid framework to discuss the concrete how of delivering your value proposition to key stakeholders.  In this model, you will above all do this collaboratively with your team and with your stakeholders to acquire the most all-inclusive and valuable picture. Your team will above all shed light on how far your proposed library service business model demonstrates a strong balance between value and investment by using this canvas. This is essential in times of increasing new and diverse demanding opportunities in the area of library research support in a context of stretched budgets and demands for heightened efficiency. ******** If you haven’t yet tried the Business Model Canvas, why not try it out for one of your new library service / business models? If you’d like some guidance, just drop me a line at info@proud2know.eu     This work by Vanessa Proudman is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported" Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:50am</span>
Resume Writing Checklist for Brainy Jobseekers http://www.essaymama.com/blog/resume-writing-checklist/ Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:49am</span>
Lankes Faculty Minute http://quartz.syr.edu/blog/?p=8159 Here is a great "Faculty Minute" that David Lankes did for the Syracuse iSchool on Expect More and libraries. Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:49am</span>
Toronto Star: Toronto’s City Librarian Discusses Ebook Pricing in Interview From The Star: Toronto Public Library is crying foul over "unreasonably high" ebook prices that it says limit its titles as demand soars for virtual reading. In an interview with the Star on Tuesday, the city librarian [Vickery Bowles] called the prices and conditions "unsustainable," saying some publishers charge libraries $85 for an ebook while the average consumer gets the same title for only $15.99. [Clip] In 2009, the library spent under $200,000 on its electronic collection, 1.1 per cent of total spending. That figure is expected to be more than $3 million for this year, almost 20 per cent of the entire collections budget. [Clip] If Toronto Public Library is going to (need) 100 copies of an ebook, what would work for us is if we could buy 10 copies at a premium price of, say, $40 per copy, and we would have ongoing and perpetual access to those 10 copies," she said. Read the Complete Article Stephen  
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:49am</span>
2014 Journal Impact Factors http://scholarlykitchen.sspnet.org/2015/06/18/2014-journal-impact-factors/ Yesterday "(June 18, 2015), the 2014 edition of the Journal Citation Report (JCR) was released, listing citation performance metrics for 11,149 journals. While the JCR calculates many different citation-based metrics, most editors and publishers will be chiefly interested in just one single metric-the Journal Impact Factor (JIF). The JIF measures, for any given year, the citation performance of journal articles in their second and third year of publication. Despite regular attacks on the use of this metric for evaluation purposes (viz. DORA), JIFs are considered a crucial factor for where scientists choose to submit their manuscripts. A high initial JIF can result in a flood of new manuscripts (e.g. PLOS ONE); conversely, a steady JIF decline can signal that scientists should submit their best papers elsewhere. For new journals without a JIF, encouraging submissions can be a real challenge." Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:49am</span>
New Data: Americans Used 4.1 Trillion Megabytes (MB) of Data in 2014, Up 26% vs. 2013 Via Gary Price oat LJ InfoDocket http://www.infodocket.com/2015/06/17/new-data-americans-used-4-1-trillion-megabytes-mb-of-data-in-2014-up-26-vs-2013/ "From CTIA-The Wireless Association (U.S. Wireless Industry Trade Group): Today, CTIA-The Wireless Association released the results of its annual survey, which shows Americans used 4.1 trillion megabytes (MB) of data in 2014, a 26 percent increase over 2013. Helping to drive the increase in data usage were smartphones and tablets, which now number more than 208 million and 35.4 million respectively, accounting for 68 percent of all mobile devices used on wireless networks. According to the CTIA annual survey, every minute, Americans: exchange 3.6 million text messages (SMS); exchange almost 300,000 videos and photos (MMS); and use 7.7 million MB of data. One of the biggest trends in this year’s survey is the proliferation of multiple wireless devices in households. There are now more than 355 million total wireless subscribers, or 36 million more devices than Americans, a wireless penetration rate of 110 percent. Top-Line results can be found in this 11 page PDF (Free). The full text report is fee-based. Purchasing info and methodology can be found here." Annual Wireless Industry Survey http://www.ctia.org/your-wireless-life/how-wireless-works/annual-wireless-industry-survey Year-End U.S. Figures from CTIA’s Annual Survey Report "Unless otherwise noted, facts are from CTIA-The Wireless Association, CTIA’s Wireless Industry Summary Report, Year-End 2014 Results, 2015 Topic  Dec. ’14  Dec. ’13 Dec. ’12  Dec. ’08 Dec. ’03 Wireless Subscriber Connections Equals # of active devices, including smartphones, feature phones, tablets, etc. Since users may have more than one wireless device, it is not equal to individual subscribers. 355.4M 335.6M 326.48M 270.3M 158.7M Wireless Penetration Equals # of active units divided by the total U.S. and territorial population (Puerto Rico, Guam and the USVI) 110% 104.3% 102.2% 87.2% 53.6% Wireless-Only Households1 % of U.S. households 44.0% 39.4% 38.2% 20.2% 4.2% Annual Wireless Data Usage (in MB) 4.06T 3.23T 1.468T N/A N/A Monthly Wireless Data Usage (in MB) 338.4B 269.1B 122.3B N/A N/A Annual Voice Minutes of Use 2.455T 2.618T 2.30T 2.20T 829.9B Monthly Voice Minutes of Use 204.6B 218.2B 191.7B 183.8B 69.2B Annual Text Messages 1.92T 1.91T 2.19T 1T N/A Monthly Text Messages (at year-end) 169.3B 153.3B 171.3B 110.4B N/A Annual Multimedia Messages 151.99B 96.1B 74.4B 14.9B N/A Monthly Multimedia Messages (at year-end) 15.4B 10.1B 7B 1.6B N/A Annual Wireless Revenue $187.8B $189.2B $185.0B $148.1B $87.6B Cell Sites 298,055 304,360 301,779 242,130 162,986 911 Calls2 460K &gt;400K &gt;400K 260K 139K Capital Investment $32.1B $33.1B $30.1B $264.76M $145.54M K=Thousand M=Million B=Billion T=Trillion 1Figure is from the Early Release of Estimates from the National Health Interview Survey, January - June 2014. National Center for Health Statistics, December 2014. 2CTIA Wireless 911 and Distress Calls. CTIA Annual Wireless Industry Survey CTIA’s annual wireless industry survey develops industry-wide information drawn from operational member and non-member wireless service providers. It has been conducted since January 1985, originally as a cellular-only survey instrument, and now including PCS, ESMR, AWS and 700 MHz license holders. No break-out of results specific to spectrum bands or licenses is performed. Previously a semi-annual survey, it is now released annually. The information solicited from the service providers includes: direct employment, number of cell sites, total service revenues, capital investment and other metrics. The CTIA survey also develops information on the number of reported wireless subscriber units or "connections" for the responding systems, and an estimated total wireless connections figure (taking into account non-responding systems). To preview the report look at the Annual Year-End 2014 Top-Line Survey Results. The report will be available for purchase shortly. If you would like to purchase the report, it will be at a member or non-member price. Annual subscriptions are also available. Methodology The Annual Wireless Industry Survey is completely voluntary and thus does not yield a 100 percent response rate from all service providers. However, the survey has an excellent response rate. For the December 31, 2014, installment of the survey, CTIA aggregated data from companies serving over 97 percent of all estimated wireless subscriber connections. Because not all systems do respond, CTIA develops an estimate of total wireless connections. The estimate is developed by determining the identity and character of non-responding markets (e.g., RSA/MSA or equivalent-market designation, age of system, market population), and using surrogate penetration and growth rates applicable to similar, known systems to derive probable subscribership. These numbers are then summed with the reported subscriber connection numbers to reach the total estimated figures. No carrier-specific or market-specific information is maintained as a result of the survey. All such information is aggregated by an independent accounting firm to a nationwide level. The underlying source material for the survey is then destroyed per confidentiality agreements." Stephen  
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:48am</span>
THE NEW DEMOGRAPHICS OF SOCIAL MEDIA: Facebook is losing its grip on teens as visual social networks gain popularity Read more: http://www.businessinsider.com/facebook-is-losing-its-grip-on-the-teen-demographic-as-visual-social-networks-gain-popularity-2015-6#ixzz3dM7K0hu5 TechMore: BI Intelligence Facebook Snapchat Instagram "There are some fissures beginning to show in Facebook’s remarkably strong hold on nearly every demographic. Teens, for instance, still use Facebook a great deal, but they no longer see it as the most prestigious or important social network: The rise in teens listing Instagram as their "most important" social network, and the decline of Facebook in this category, has been one of the most pronounced demographic trends in social media. In late 2012, 42% of teens listed Facebook as the "most important," according to Piper Jaffray. By early 2015 only 14% did so. That’s a 28-point drop. In a new report from BI Intelligence, we unpack data from over a dozen sources to understand how social media demographics and preferences are still shifting. Access The Full Report By Signing Up For A Trial &gt;&gt; Here are a few of the key takeaways from the BI Intelligence report: Pinterest has tremendous reach among women. Among US female internet users, 42% reported being on Pinterest in Pew’s late-2014 survey, compared to only 13% of men. Instagram has become the most important and most-used social network for US teens. 32% of US teenagers cited it as their most important social network in Piper Jaffray’s twice-annual teen survey, compared to only 14% saying that of Facebook. Snapchat, Vine, and Tumblr had by far the most youthful user bases of the social networks we looked at. 45% of Snapchat’s adult users are between 18 and 24, followed by Vine (28%) and Tumblr (28%), according to comScore. LinkedIn enjoys high adoption among highly educated and high-income users. LinkedIn is used by 44% of Americans with income of $75,000 or more, according to Pew. Messaging apps also have become more broadly popular, but still skew young: 7% of all people in the US aged 12 and older use WhatsApp, according to the Edison Research and Triton Digital survey. The aging of Facebook, Twitter, LinkedIn, and even Pinterest is more apparent than ever. That’s especially true of Facebook: Less than two-fifths of Facebook’s adult user base in the US is aged 18 to 34, according to comScore." Read more: http://www.businessinsider.com/facebook-is-losing-its-grip-on-the-teen-demographic-as-visual-social-networks-gain-popularity-2015-6#ixzz3dM7c9cbd Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:48am</span>
A Library Primer  Via LISNews http://lisnews.org/a_library_primer A book about libraries from 1903 that is in the Project Gutenberg collection.  There are 55 chapters in the book. CHAPTER PAGE I, The beginnings—Library law 9 II, Preliminary work 10 III, What does a public library do for a community? 12 IV, General policy of the library 15 V, Trustees 17 VI, The librarian 20 VII, The trained librarian 23 VIII, Rooms, building, fixtures, furniture 25 IX, Things needed in beginning work 30 X, The Library Bureau 35 XI, Selecting books 39 XII, Reference books for a small library 46 XIII, Reference work 53 XIV, Reading room 57 XV, List of periodicals 61 XVI, Buying books 63 XVII, Ink and handwriting 69 XVIII, Care of books 73 XIX, Accessioning 76 XX, Classifying 78 XXI, Decimal classification 81 XXII, Expansive classification 84 XXIII, Author numbers or book marks 91 XXIV, Shelf list 92 XXV, Cataloging 94 XXVI, Preparing books for the shelf 99 XXVII, Binding and mending 103 XXVIII, Pamphlets 108 XXIX, Public documents 110 XXX, Checking the library 113 XXXI, Lists, bulletins, and printed catalogs 114 XXXII, Charging systems 116 XXXIII, Meeting the public 122 XXXIV, The public library for the public 123 XXXV, Advice to a librarian 126 XXXVI, The librarian as a host 128 XXXVII, Making friends for the library 131 XXXVIII, Public libraries and recreation 133 XXXIX, Books as useful tools 134 XL, Village library successfully managed 135 XLI, Rules for the public 137 XLII, Rules for trustees and employés 140 XLIII, Reports 146 XLIV, Library legislation 147 XLV, A. L. A. and other library associations 152 XLVI, Library schools and classes 154 XLVII, Library department of N. E. A. 156 XLVIII, Young people and the schools 157 XLIX, How can the library assist the school? 160 L, Children’s room 163 LI, Schoolroom libraries 164 LII, Children’s home libraries 166 LIII, Literary clubs and libraries 168 LIV, Museums, lectures, etc. 170 LV, Rules for the care of photographs 171   The Project Gutenberg EBook of A Library Primer, by John Cotton Dana (copyright 1899) http://www.gutenberg.org/files/15327/15327-h/15327-h.htm Free, out of copyright and written by a library leader. Ready for some LIS schools. ;-) Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:48am</span>
Journal of Information Literacy ISSN 1750-5968 Volume 9 Issue 1 June 2015 Article Boss, K., Angell, K. and Tewell, E. 2015. The Amazing Library Race: tracking student engagement and learning comprehension in library orientations. Journal of Information Literacy, 9(1), pp. 4-14. http://dx.doi.org/10.11645/9.1.1885 Abstract Seeking to introduce first-year students to library resources and services in an engaging way, an orientation titled The Amazing Library Race (ALR) was developed and implemented at a university library. Informed by the pedagogy of problem-based learning, the ALR asks students to complete challenges regarding different departments and services. This study assesses this initiative’s success using observational and artifact-based data, addressing the challenging prospect of evaluating the impact of library orientation sessions. Two rubrics were developed to measure student involvement and student learning comprehension. More than 14 hours of in-class observations were used to track engagement, and 64 artifacts of student learning were collected and coded to evaluate learning comprehension. After coding, interrater reliability was established using the intraclass correlation coefficient to establish the validity of the ratings. This paper will outline these methodologies, present the results of the data analysis, and discuss the possibilities and difficulties of measuring student engagement in information literacy instruction centred upon active learning." Copyright for the article content resides with the authors, and copyright for the publication layout resides with the Chartered Institute of Library and Information Professionals, Information Literacy Group.  These Copyright holders have agreed that this article should be available on Open Access. "By ‘open access’ to this literature, we mean its free availability on the public internet, permitting any users to read, download, copy, distribute, print, search, or link to the full texts of these articles, crawl them for indexing, pass them as data to software, or use them for any other lawful purpose, without financial, legal, or technical barriers other than those inseparable from gaining access to the internet itself. The only constraint on reproduction and distribution, and the only role for copyright in this domain, should be to give authors control over the integrity of their work and the right to be properly acknowledged and cited." Chan, L. et al 2002. Budapest Open Access Initiative. New York: Open Society Institute. Available at: http://www.soros.org/openaccess/read.shtml [Retrieved 22 January 2007]. Boss, Angell & Tewell. 2015. Journal of Information Literacy, 9(1). http://dx.doi.org/10.11645/9.1.1885 4 The Amazing Library Race: tracking student engagement and learning comprehension in library orientations Katherine Boss, Librarian for Journalism, Media, Culture and Communication, New York University Libraries. E-mail: katherine.boss@nyu.edu Katelyn Angell, Reference and Instruction Librarian, Long Island University. Email: katelyn.angell@liu.edu Eamon Tewell, Reference and Instruction Librarian, Long Island University. Email: eamon.tewell@liu.edu   Read the Complete Article (12 pages; PDF) Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:48am</span>
Via David Lee King: http://www.davidleeking.com/2015/06/11/huge-list-of-social-media-policies/#.VX7SOPnF9EI Huge List of Social Media Policies "Social media policies and guidelines can be really hard to write. Thankfully, Social Media Governance can help! This site has links to hundreds of social media policies from corporate, government, and non-profit organizations and businesses." Follow both links for insights. Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:47am</span>
New Research Report: "Mobile Video Usage, A Global Perspective" Via Gary Price at LJ InfoDocket http://www.infodocket.com/2015/06/14/new-research-report-mobile-video-usage-a-global-perspective/ From the IAB (Internet Advertising Bureau): Contrary to popular opinion, mobile screens are regularly being tapped for streaming longer-form video, according to "Mobile Video Usage: A Global Perspective," a new comprehensive survey of consumers from 24 countries around the world who watch smartphone video. Thirty-six percent of total respondents said they watch videos that are 5-minutes or longer on their phones daily or more frequently. Smartphone video viewers in Turkey, Finland, China, Russia and Singapore are particularly frequent viewers of such videos. Even longer programming, such as movies and full-length television show episodes, are also viewed by audiences on mobile devices, with Chinese viewers being the most inclined to watch both films and TV shows on their mobile screens. From the News Release and Summary Across the 24 countries in the survey, there are several common ways that mobile video viewers discover digital video to view on their phones, including: YouTube (62%) Social media platforms (33%) Search results (20%) Advertising (14%) When looking for mobile video to watch, advertising has even more influence in the U.S. (22%) and Canada (18%). Apps are indisputably the main method for viewing mobile video in each of the markets studied. Nearly half of respondents overall (48%) said that they "only" or "mostly" leverage mobile apps to stream video on their phones, with the UK (63%), Brazil (60%), and Turkey (58%) leading the trend. By contrast, across the survey sample only 18% said they "only" or "mostly" use mobile websites to view video. More than a quarter (28%) of viewers across the participating countries said that they often see ads on mobile video that they’ve already seen on TV. Numbers climb higher in France (38%), Turkey (36%), Finland (35%) and the U.S. (35%). But, marketers might be missing out with this approach - since 80+ percent or more of consumers in most markets expressed interest in any kind of tailored ad versus "I prefer no tailoring of ads at all." The findings point to the importance of ads being relevant to the content of the video being watched, but also show viewing history being a significant factor, especially in the U.S. and Canada. Direct to Full Text Report (68 pages; PDF)" Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:47am</span>
Meerkat and Periscope: How Businesses Are Using Live Mobile Broadcasting http://www.socialmediaexaminer.com/meerkat-and-periscope-with-brian-fanzo/ "The Social Media Marketing podcast is an on-demand talk radio show from Social Media Examiner. It’s designed to help busy marketers and business owners discover what works with social media marketing. In this episode I interview Brian Fanzo, partner and chief digital strategist atBroadsuite, a company that helps businesses succeed with social and mobile marketing. Brian is one of the leading authorities on Meerkat and Periscope. In this episode Brian Fanzo will explore the live mobile broadcasting apps Meerkat and Periscope and what they mean for your business. You’ll discover the pros and cons of each platform, as well as how to get started." Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:47am</span>
THE SOCIAL DEMOGRAPHICS REPORT: A breakdown of who’s on each of the different social networks BI Intelligence "The top trend over the last year has been the growth of image-focused social networks — particularly Pinterest, Instagram and Snapchat — among specific demographics. In the US market, the data show that gender, income, and education level have little impact on whether or not an individual has adopted social networking as an activity. But it does have a big impact on which social networks people opt to use. In a new report from BI Intelligence, we unpack data from over a dozen sources to understand how social media demographics and preferences are still shifting. Access The Full Report By Signing Up For A Trial &gt;&gt; Here are a few of the key takeaways from the BI Intelligence report: Pinterest has tremendous reach among women. Among US female internet users, 42% reported being on Pinterest in Pew’s late-2014 survey, compared to only 13% of men. Instagram has become the most important and most-used social network for US teens. 32% of US teenagers cited it as their most important social network in Piper Jaffray’s twice-annual teen survey, compared to only 14% saying that of Facebook. Snapchat, Vine, and Tumblr had by far the most youthful user bases of the social networks we looked at. 45% of Snapchat’s adult users are between 18 and 24, followed by Vine (28%) and Tumblr (28%), according to comScore. LinkedIn enjoys high adoption among highly educated and high-income users. LinkedIn is used by 44% of Americans with income of $75,000 or more, according to Pew. Messaging apps also have become more broadly popular, but still skew young: 7% of all people in the US aged 12 and older use WhatsApp, according to the Edison Research and Triton Digital survey. The aging of Facebook, Twitter, LinkedIn, and even Pinterest is more apparent than ever. That’s especially true of Facebook: Less than two-fifths of Facebook’s adult user base in the US is aged 18 to 34, according to comScore." Read more: http://www.businessinsider.com/update-a-breakdown-of-the-demographics-for-each-of-the-different-social-networks-2015-6#ixzz3dnnubuKn Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:47am</span>
Infographics Are Evolving into Many Formats http://www.coolinfographics.com/blog/2015/6/15/infographics-are-evolving-into-many-formats.html "The internet is full of noise, and your job is to break through that wall of information with something that resonates with your target audience. When you are communicating any message, you want to ensure that your audience will understand and remember the valuable takeaways about your products or services. You want your communication to be clear and concise. This is where infographics come in." 1. Static Infographics - Kitchen Conversion Guide 2. Interactive Infographics - Daily Dose of Water 3. Video Infographics - The Fallen of WWII 4. Zooming Infographics - The History of Film 5. Animated Infographics - Flight Videos Deconstructed "With so many new and different formats of infographics available to today’s marketers, providing your audience with a story that conveys your message has never been more exciting. Sharing the key takeaways from your product or services can be done in an expertly designed way that appeals to your audience and leaves them wanting more." Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:47am</span>
HBR: 99% of Networking Is a Waste of Time https://hbr.org/2015/01/99-of-networking-is-a-waste-of-time "Building the right relationships — networking — is critical in business. It may be an overstatement to say that relationships are everything, but not a huge one. The people we spend time with largely determine the opportunities that are available to us. As venture capitalist and entrepreneur Rich Stromback told me in a series of interviews, "Opportunities do not float like clouds in the sky. They are attached to people."" Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:47am</span>
15 Surprising Benefits of Playing Video Games  http://mentalfloss.com/article/65008/15-surprising-benefits-playing-video-games "Complex, challenging, and ambitious, video games have come a long way since the simple arcade titles of the 1970s—and evidence is mounting that the benefits of play go well beyond entertainment and improved hand-eye coordination. Here are 15 ways games are programming better people.  1. THEY’RE PRODUCING BETTER SURGEONS. While you may think you want your surgeon reading up on the latest medical research instead of playing games, you might want to reconsider: a study of laparoscopic (small incision) specialists found that those who played for more than three hours per week made 32 percent fewer errors during practice procedures compared to their non-gaming counterparts. 2. THEY MAY HELP PEOPLE OVERCOME DYSLEXIA. Some research points to attention difficulties as being a key component of dyslexia. One study has shown dyslexics improved their reading comprehension following sessions of games heavy on action. The reason, researchers believe, is that the games have constantly changing environments that require intense focus. 3. THEY COULD IMPROVE YOUR VISION. "Don’t sit too close to the television" used to be a common parental refrain without a lot of science to back it up. Instead, scientists are discovering games in moderation may actually improve—not strain—your vision. In one study, 10 weeks of play was associated with a greater ability to discern between different shades of grey. Another had participants try to play games using only their "lazy" eye, with the "good" one obscured. Those players showed significant, sometimes normalized improvement in the affected eye. 4. YOU MIGHT GET A CAREER BOOST. Because certain genres of games reward and encourage leadership traits—providing for "communities," securing their safety, etc.—researchers have noted that players can display a correlating motivation in their real-world career goals. Improvising in a game can also translate into being faster on your feet when an office crisis crops up. 5. PLAYERS CAN BECOME FASCINATED WITH HISTORY.            Many games use actual historical events to drive their stories. Those characters and places can then spark a child’s interest in discovering more about the culture they’re immersed in, according to researchers. Parents who have obtained books, maps, and other resources connected to games have reported their children are more engaged with learning, which can lead to a lifetime appreciation for history. 6. THEY MAKE KIDS PHYSICAL. While some games promote a whole-body level of interaction, even those requiring a simple handheld controller can lead to physical activity. Sports games that involve basketball, tennis, or even skateboarding can lead to children practicing those same skills outdoors.  7. THEY MAY SLOW THE AGING PROCESS. So-called "brain games" involving problem-solving, memory, and puzzle components have been shown to have a positive benefit on older players. In one study, just 10 hours of play led to increased cognitive functioning in participants 50 and older—improvement that lasted for several years. 8. THEY HELP EASE PAIN. It’s common to try to distract ourselves from pain by paying attention to something else or focusing on other body mechanisms, but that’s not the only reason why games are a good post-injury prescription. Playing can actually produce an analgesic (pain-killing) response in our higher cortical systems. The more immersive, the better—which is why pending virtual reality systems may one day be as prevalent in hospitals as hand sanitizer. 9. YOU’LL MAKE NEW SOCIAL CONNECTIONS.  Gamers are sometimes stigmatized as being too insulated, but the opposite is actually true. The rise of multi-player experiences online has given way to a new form of socializing in which players work together to solve problems. But studies have shown games can also be the catalyst for friends to gather in person: roughly 70 percent of all players play with friends at least some of the time. 10. THEY MAY IMPROVE BALANCE IN MS SUFFERERS.  Since it is a disorder affecting multiple nerves, multiple sclerosis patients often have problems with their balance—and no medications have been conclusively proven to help. However, one study showed that MS patients who played games requiring physical interaction while standing on a balance board displayed improvement afterward. 11. YOU’LL MAKE FASTER DECISIONS. We all know someone who seems to have a faster CPU than the rest of us, able to retrieve information or react in a split second. For some, that ability might be strengthened through gaming. Because new information is constantly being displayed during play, players are forced to adapt quickly. In one study, players who were immersed in fast-paced games were 25 percent faster in reacting to questions about an image they had just seen compared to non-players. 12. THEY MIGHT CURB CRAVINGS.  Players preoccupied with indulging in overeating, smoking, or drinking might be best served by reaching for a controller instead. A university study revealed a 24 percent reduction in desire for their vice of choice after playing a puzzle game. 13. THEY’LL REDUCE STRESS. While some games are thought to induce stress—especially when you see your character struck down for the umpteenth time—the opposite can be true. A major study that tracked players over six months and measured heart rate found that certain titles reduced the adrenaline response by over 50 percent. 14. GAMERS MIGHT BE LESS LIKELY TO BULLY. Though the stance is controversial, some researchers have asserted that action games may reduce a bully’s motivation to—well, bully. One study that had players assume the role of both the hero and villain showed that those controlling the bad guy’s behaviors displayed a greater sense of remorse over their actions. 15. THEY CAN HELP ADDRESS AUTISM. Gamers using systems that incorporate the entire body to control onscreen movement have been shown to be more engaged in celebrating victories with their peers, which runs counter to the lack of communication people with autism sometimes present. A study also showed that sharing space with multiple players can also lead to increased social interaction for those with the disorder." Add to that all the reading, logic, and fun involved in some games . . . Stephen
Stephen Abram   .   Blog   .   <span class='date ' tip=''><i class='icon-time'></i>&nbsp;Aug 05, 2015 04:46am</span>
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