Flag

We stand with Ukraine and our team members from Ukraine. Here are ways you can help

Get exclusive access to thought-provoking articles, bonus podcast content, and cutting-edge whitepapers. Become a member of the UX Magazine community today!

Home ›› Business Value and ROI ›› 6 Key Questions to Guide International UX Research ›› The Emmys and Earthquakes, Shaking Up Social Media

The Emmys and Earthquakes, Shaking Up Social Media

by UX Magazine Staff
3 min read
Share this post on
Tweet
Share
Post
Share
Email
Print

Save

The battle rages on to create compelling experiences that bank of the connectivity and data social networking services provide.

For as ubiquitous as conversations about social media are, it’s hard to overstate the impact services like Twitter, Facebook, and Instagram have on users of digital products and those trying to market to them. What was once the innocent-seeming sharing of photos and funny observations is now something much larger: a swelling heap of data begging to be mined for actionable insight and ad dollars.

In a bid for the lion’s share of SM attention during last night’s Emmy Awards, Facebook and Twitter both concocted some rather complex publicity schemes. Facebook partnered with iStrategyLabs to create a chunky tablet called the “Mentions Box” that Access Hollywood anchor Billy Bush carried around the red carpet during the pre show. Bush handed the box off to celebrities who would shake it like a Magic 8-Ball to generate a random question from a Facebook user that they answered while looking into the device’s camera. (Twitter went a more scattershot route by installing a zip-line camera for overhead coverage of the event, generating their own GIFs for Twitter users to share, and enlisting the comedian Retta to live tweet.)

iStrategy Facebook Mentions Box

It’s hard to gauge the success of the FB campaign, but you can watch a handful of the celebrity responses on Access Hollywood’s Facebook page. Boston.com also made passing mention of the device: “After a fairly awkward interview with interviewer Billy Bush, Matthew McConaughey answered a fan question from the Facebook ‘Mentions Box,’ revealing his childhood idol was his brother, Pat.”

Putting an unitented cap on the competition between the two SM giants, you can see the Mentions Box looking a bit like a jilted lover in the corner of the screen as Bush reads Seth Meyers a bit of Emmy hosting advice from Ellen DeGeneres from his smartphone via Twitter.

Billy Bush and Seth Meyers

For experience design practitioners, however, the more interesting aspect of social media’s frenzied expansion might be the way that mountains of collected data can be leveraged to create compelling experiences. Take, for example, this interactive map of last week’s earthquake in California’s Bay Area produced by Esri that shows the location of the quake and the intensity, as well as social media updates relating to the event.

Esri earthquake map

Naturally there were plenty of updates to follow, as USA Today pointed out—something Inquisitr gave chilling cotext to, reporting on the hijacking of earthquake related hashtags by the terrorist organization ISIS to give their Twitter posts a wider audience. Point being, there is value (sometimes sinister) in the exposure and data that comes with social networking.

There is value (sometimes sinister) in the exposure and data that comes with social networking

“Throughout history, different types of content and the mediums used to capture and present it have dominated the culture,” says Quinton Alsbury, Co-Founder and President of Product Innovation at Roambi (the winner of the Design for Experience award for Bringing Order to Big Data). “We believe that data is quickly becoming the primary content of the 21st century, so there is a huge opportunity to create the tools and the medium to help people interact with it.”

How do you see social media playing into conversations surrounding experience design and data visualization? How are you working to innovate or improve the way users engage with social media and the data it produces? We’d love to hear from you.

post authorUX Magazine Staff

UX Magazine Staff
UX Magazine was created to be a central, one-stop resource for everything related to user experience. Our primary goal is to provide a steady stream of current, informative, and credible information about UX and related fields to enhance the professional and creative lives of UX practitioners and those exploring the field. Our content is driven and created by an impressive roster of experienced professionals who work in all areas of UX and cover the field from diverse angles and perspectives.

Tweet
Share
Post
Share
Email
Print

Related Articles

Learn why your badges and streaks won’t wow kids raised on Minecraft.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 4: Special Considerations
  • The piece explains that young users, trained by thousands of hours of expert game design, can smell fake gamification at a hundred paces.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 4: Special Considerations
4 min read

Learn about the most difficult challenge for designers in Agile.

Article by Paivi Salminen
The Part of Agile Designers Fear the Most: Imperfect Work
  • The article argues that designers aren’t afraid of shipping imperfect work; they’re afraid of imperfect work remaining imperfect because teams tend not to come back to improve what they’ve already shipped.
Share:The Part of Agile Designers Fear the Most: Imperfect Work
4 min read

Find out why slapping gamification on your product without first selecting a genre is the silent killer of your engagement strategy.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 3: The Framework
  • The article argues that “adding gamification” without selecting a genre is akin to “adding music” without referencing jazz or heavy metal: a category error that most product teams never realize they’re making.
  • It contends that different game genres are not just aesthetic choices; they are fundamentally different motivational architectures, and mapping your product to the wrong one is why most gamification fails.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 3: The Framework
19 min read

Join the UX Magazine community!

Stay informed with exclusive content on the intersection of UX, AI agents, and agentic automation—essential reading for future-focused professionals.

Hello!

You're officially a member of the UX Magazine Community.
We're excited to have you with us!

Thank you!

To begin viewing member content, please verify your email.

Get Paid to Test AI Products

Earn an average of $100 per test by reviewing AI-first product experiences and sharing your feedback.

    Tell us about you. Enroll in the course.

      This website uses cookies to ensure you get the best experience on our website. Check our privacy policy and