Let The Sun Shine!

24

October

2016

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When it is cold outside, you will most likely put on a warm winter coat. And when the sun starts shining, the ice cream sales skyrocket. This may seem evident, but connecting sales data to weather information can be very insightful. The weather influences our purchasing behaviour much more than we could even imagine. Do you know how? Let’s find out.

Purchase channel
One obvious influence the weather has, is the channel we use for our purchases. On sunny days, bricks-and-mortar stores enjoy more footfall, while online turnover increases on rainy days. However, the influence of rain is industry dependent [1]. On rainy days there was a 12% increase in website traffic for retailers in the home & furniture, wholesale, and clothing verticals. However, there was no significant difference for big box retailers.

This is interesting, unfortunately the studies do not reveal the underlying reason. I think it has to do with different products reacting differently to weather change. As big box retailers have a big variety of products, the fluctuations are more likely to cancel each other out.

Mood change
Temperature, air pressure, humidity, snow fall and sun all have an impact on people’s mood. These moods reflect into different purchasing behaviours. On sunny days, people tend to be more opportunistic in their purchases. For example, more cars are sold on hotter days. On the other hand, during hurricane seasons, people book more holiday to resorts in exotic destinations.

This is not only shown in economics. Different moods, caused by the weather, also change your chances in romance! The French psychologist Nicolas Gueguen initiated an experiment in which an attractive male approached unaccompanied young, asking their telephone number [2]. “I just want to say that I think you’re really pretty,” he cooed. “I’ll phone you later and we can have a drink together someplace.” Antoine achieved an impressive success rate of 22% on sunny days but only 14% when it was cloudy.

Conclusion
Obviously, fluctuations of the weather are influencing shopping. However, the influences reach further than I expected myself. Another eye-opener is how easily we can connect all these kinds of situational factors’ data to already existing data, to find new insights. Do you have any suggestions for different situational factors, to elaborate on?

References
[1] http://www.richrelevance.com/blog/2012/08/what-happens-with-online-shopping-when-it-rains/

[2] http://www.sciencedaily.com/releases/2013/01/130128081950.htm

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Technology of the Week – The Gamification of Education

12

October

2016

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In our Technology of the Week video, we are discussing information goods and their application in education. Information goods are defined as anything that can be digitalised. This does not necessarily mean they have been digitalised yet. However, many goods have undergone his transformation in the past decade. As an example, take the music industry. To begin with, we could only listen to live music. We found a way to digitalise music, by ‘saving’ it on a LP. Later on, people invented cassettes and CDs. From MP3 files nowadays people listen to music using streaming software such as Deezer and Spotify.

Education is a very broad phenomenon and includes everything in the process to facilitate learning. In order to educate, a lot of information goods are used. Indeed, the key materials used for education include books, CDs and videos. At the same time, we see a trend where kids spend more and more time playing video games: on tablets, computers and consoles. Why is it that youngsters love to play games, but never really want to study? This made education experts think long and hard, and caused them to come up with a solution. Why not use this passion for games in education? Teachers, children, students but also employees use more and more devices to gain knowledge and train. They add game elements to the learning process. This process is called gamification.

Gamification is basically the use of game elements in non-game contexts to engage users or solve problems. So what are game elements? If you break down a game into its basic components, whether it be a board game like monopoly, or an online role playing game like World of Warcraft, it consists of roughly the same ingredients. The first one is progression. Users need to see themselves progressing and succeeding along the way, with points and rewards on offer for getting further along in the game. Secondly, the time investment must be recognised, through achievements, collaboration with others, and encouraging virality to bring in new users. The third and final ingredient involves the ability to continually unlock information. This can be achieved through the use of bonuses, countdowns, loss aversion tactics or infinite play.

When it comes to education, companies such as DuoLingo and Kahoot capitalised upon these elements and used new technologies to create a fun way to learn. DuoLingo is an app that enables users to learn a language for free, whilst having fun. The different levels, the points system, and the indication of time spent are game elements. They enable the user to learn a language; the perfect example of gamification.

Some companies even took the gamification of education one step further. Take Snappet and Dreambox LearningThey combine multiple existing programmes, such as the aforementioned Duolingo and Kahoot, to offer software that creates a digital learning environment. These software products are being used more frequently in schools. They give real-time feedback to students and enable teachers to spend more time on students who need more attention. Users get rewarded for good answers instead constructive feedback where improvements can be made.

Gamification of education has not only been implemented in schools. Companies such as McDonald’s and Deloitte saw the big opportunities and have used gamification in their employee training programmes. For example, McDonald’s created a game to educate their employees about a new till system, by integrating game elements into a real life training program.

The question remains, what will education look like in the future with this increased use of gamification? It has already gone through major changes in recent years, and in the future might we all be participating in one big role playing game in class, or will there even be physical schools at all? One thing is sure, the internet and gamification of education has already altered education and in the future we will see even greater changes.

Link to video: https://www.youtube.com/watch?v=GNBXiLYG1Uc
Group 44
Suzanne Louis – 369054

Nick Filby – 366641
Luc Faëlens – 369624
Olympe Lefèvre – 374320

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Your Romance Is So Boolean…

8

October

2016

3.89/5 (19)

Chances are big you have ever tried an online dating application. Or at least considered one. It no longer is a taboo if you met your fiancée through the world wide web. Online dating applications such as Tinder, OkCupid and Match have millions of users per day. They range from testosterone driven adventure seekers to incurable romantics. Nonetheless, they are all searching for the perfect match.

In the quest of finding this perfect match, users have many conversations and look at even more profiles. This creates an enormous amount of valuable data. But how can we use this data? Will data analysts become the new Cupids and brew love potions? Is it even possible to catch abstract concepts such as love and romance in algorithms, in order to find a perfect match?

According to Christian Rudder, founder of OkCupid, the problem is not in the algorithms, but in the data itself: “My intuition is that most of what users enter is true, but people do misunderstand themselves.” That is where big data comes into play. Why would we ask people to fill in questionnaires, would it not be better to find this data statistically?

Nowadays, we know so much about a person through analysing their behaviour on the internet. On a dating profile, one can easily state he loves classical music. However, his Spotify-history or iTunes purchases could reveal he actually listens to pop music most of the time. Everyone knows how important a first impression is. If you are not into snobs, why would a dating applications even bother to show people with a Ralph Lauren loyalty card?

Big data offer enormous opportunities to online dating application. At the same time, these opportunities raise serious issues. What about privacy concerns? How will such an influence affect people’s social skills? Would you like to be introduced to your future wife by your computer?

 

References:
http://www.bbc.com/news/business-26613909

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