Thinking in terms of the ambiguous label ‘web 2.0′ …I’ve incorporated several layers to this concept* all based on the needs of today’s consumer including the necessary two-way interaction that brands MUST provide to thrive.
This site is for any user who wishes to wear their own art on their nikes. This equates to the trend of consumer-made products and the need for people to create content. In addition, users are able to create a personal Nike blog to express themselves, selecting from a series of Nike templates. The ‘nikegallery’ is an actual place in Second Life that allows millions of users to view and/or purchase Nikes for their virtual life. The creator receives royalties for any Nikes sold. (For those who haven’t heard or tried it - Go check out… Second Life it’s the most popular virtual world today.) This experience speaks to social networking and the need for establishing skills status. Featured artists and top 100 designs are showcased on nikeartist.com along with a rating system. The ‘nikestudio’ provides the tools to apply the users’ art to their Nikes as well as a toolbox for creating.
*concept only






October 30, 2006 at 9:18 pm
Correction: Second Life isn’t the most popluar in terms of member-base count… Most popular Virtual Worlds from source: Betsy Book, May 2006:
* Habbo Hotel: 50 million members
* Neopets: 70 million+ virtual pet owners
* Coke Studios: 8+ million registered users
* Virtual Magic Kingdom: 1+ million registered users
* Goonzu: (Korea): 3 million members
* Guild Wars: 2 million members
* Project Entropia: 400,000 members
* Ragnarok Online: 17 million members
* Second Life: 290,000 members
* World of Warcraft: 5.5 million members
October 30, 2006 at 11:12 pm
Play with me
Meant to post all this last week. Took an impulse trip to Florida to watch the world UPA Ultimate Frisbee championships. Just got back to the cold frozen north last night. Joy.
Follow-up on Loitering postLast week I proposed that youth activity onli…