INFS1000 Lecture Notes - Lecture 9: Deep Learning, Ebay, Retail
WEEK 9: E-BUSINESS AND THE WEB
WHAT IS WEB 2.0?
• The second generation in the development of the World Wide Web
o Combination of technologies that focus on user collaboration, sharing of user-generated content, and
social networking
• Transition from a collection of websites providing info to user (Web 1.0), to a user driven computing platform
serving web applications
• Web 2.0 applications deliver software as a continually-updated service that gets better the more people use it,
consuming and remixing data from multiple sources, while providing their own data in a form that allows remixing
by others, creating network effects through participation
WEB 1.0
WEB 2.0
Controlled – visitors can only visit sites, cannot change or
contribute to sites
Interactive – users generate content, functionality or layout
of sites
Software as a product (license fees)
Software as a free service
Based on proprietary technology – users cannot see how
the application works or change it (code)
Based on freely available open source – code can be viewed
and changed
Product value is fixed
Product value increases with use (Facebook, Amazon,
Netflix)
Passive consumption of information and products (no
network effect
Social participation, communities, active consumption of
information and services
“Online catalogue”
“Social media”
HOW CAN BUSINESSES BENEFIT FROM WEB 2.0?
• Social Networking
o Provide a platform for individuals to create and maintain online relationships based on interests, location,
profession, knowledge etc.
o Used to connect with people, create a sense of community, pursue shared interests, or achieve business
goals (finding a job, recruiting employees)
• Market Research
o Collect and analyse existing customers’ feedback on products and services to identify and address potential
and future needs
§ Feedback websites and customer forums à e.g. TripAdvisor (3rd party), Dell Ideastorm etc.
§ Sentiment analysis à use software to sift through and analyse data on social media platforms
(blogs, wikis, FB, Twitter, LinkedIn)
§ Systematically monitor social media to sense public image of brand
• Power of the crowd
o Referral strength is huge à we trust the opinions of other users = crowd mind
o Combined with mobile
§ Locations-based services
• Crowdsourcing
o Tapping into a wide-range of talent and brain power
o Interdisciplinary collaboration brings fresh input
o Problems explored at a low cost
and often quickly
Document Summary
The second generation in the development of the world wide web: combination of technologies that focus on user collaboration, sharing of user-generated content, and social networking. Controlled visitors can only visit sites, cannot change or contribute to sites. Based on proprietary technology users cannot see how the application works or change it (code) Passive consumption of information and products (no network effect. Interactive users generate content, functionality or layout of sites. Based on freely available open source code can be viewed and changed. Social participation, communities, active consumption of information and services. Feedback websites and customer forums e. g. tripadvisor (3rd party), dell ideastorm etc. Sentiment analysis use software to sift through and analyse data on social media platforms (blogs, wikis, fb, twitter, linkedin) Systematically monitor social media to sense public image of brand: power of the crowd, referral strength is huge we trust the opinions of other users = crowd mind, combined with mobile.