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Innovation in the Wired World Sheila Weir, Information Resource Officer U.S. Embassy Seoul-American Center Korea September 2012 What makes a Wired World? Image source: go-gulf.com by Shanghai Web Designers And why pursue the Wired Library?


  1. Innovation in the Wired World Sheila Weir, Information Resource Officer U.S. Embassy Seoul-American Center Korea September 2012

  2. What makes a Wired World?

  3. Image source: go-gulf.com – by Shanghai Web Designers

  4. And why pursue the Wired Library? Libraries are a cultural heritage and play an important role in education, democracies and the well being of a nation

  5. And what about the bricks? • Estimated 121,785 libraries in the US • Over 16,000 are public libraries – more than the Libraries in 2012 | Basic facts number of McDonald’s in the US. • 98.7% of public libraries provide internet access

  6. Libraries are relevant! Source: How libraries stack up: 2010, OCLC. http://www.oclc.org/reports/pdfs/214109usf_how_libraries_stack_up.pdf Libraries in 2012 | More popular than ever

  7. Innovative, Wired Libraries — What Drives the Success? • Adaptability & Innovation • Responsiveness to customer/community needs • Resourcefulness • Advocacy • Creativity • Collaboration

  8. Tech Petting Zoo

  9. eBooks Source: Miller, R. (2011, October 15). Dramatic growth. Library Journal, 136 (17), 32-34.

  10. eBook management • Complex licensing and device management • Companies like Overdrive are filling the niche to manage eBooks for libraries • Collection management should be similar to other collection development with a ‘portable’ element involved.

  11. Social Networking Libraries are Socially Savvy | Twitter

  12. Or a parody on social networking & technology

  13. Libraries are Socially Savvy | Flickr

  14. Mobile Access

  15. Libraries on the move

  16. Gamification is the concept that you can apply the basic elements that make games fun and engaging to things that typically aren't considered a game. Source: Image: http://www.simplyzesty.com/advertising-and-marketing/brands/5-brands-using-gamification-well/ ; Definition: Gamification Wiki, http://gamification.org/wiki/Gamification.

  17. Badging

  18. Scavenger Hunts Source: http://game.nypl.org/

  19. Content Creation: Libraries as Maker Spaces TechShops

  20. Tools include: CNC Milling Machine, Metal Lathe, a Thing-O- Matic 3D Printer, an Egg-Bot, a CNC Router, tools for welding, an injection molder, and laptops.

  21. Libraries as self-publishing centers

  22. Innovative Librarianship — What drives the success?

  23. Information Literacy experts

  24. Publishing and Evaluation

  25. eResearch and Contributing to Open Source College & research Libraries http://crl.acrl.org/content/current Information Technology and Libraries http://ejournals.bc.edu/ojs/index.php /ital/issue/current Online Collaborative Conferences http://www.library20.com/page/2- 012-conference

  26. Collaboration Collaboration and Partnerships

  27. Advocacy http://www.ala.org/advocacy/advleg/advocacyuniversity Why advocacy is important

  28. Enjoying and Embracing the profession The book help desk The Ryan Gosling effect! Libraries are Socially Savvy | Pinterest

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