2Know Magazine: Sharing KM Knowledge
2Know: Sharing KM Knowledge
March 2018 - Magazine No. 222
March 2018 - Magazine No. 222

While attractive and enticing leads clients to our app or site, extraordinary design and arrangement of interactions and micro-interactions are the key to an improved UX.

Micro-interactions are tiny, nearly unfelt communications segments that take place when we use an app/site. This communication assists us in fulfilling tasks and generates a simple, intuitive User Experience. Both macro and micro interactions generate interest among users and lead them to curiously explore for other functions.

Micro-interactions can be implemented in many situations in order to improve User Experience. Here by are some examples from our day to day work routines:

  • Icons that change color when passed by a mouse: signals the users that it can be clicked on.
  • Vibration when devices silenced: signals the user that messages are now received differently.
  • Content activated at the bottom of the screen: notifies the user of an incoming message.
  • Animation streamed across the screen: signals the user that some activity is being implemented in the background.


Critical when planning:

  • Feedback or result displayed following an action
  • Informing users when a single task is completed
  • Animating the object's transition from one state to another
  • Putting a smile on the users' face. Fun is an integral part of a successful UX.


In conclusion,

Collection and acquiring data is any website or application's most important process. These processes require user cooperation, i.e. a series of actions users are required to perform. Foreseeing actions that might prevent mistakes can better our understanding of said processes, e.g. by "accompanying" users to the next stage. If we all remember that each user entrance is an opportunity for interaction and plan it well, we may successfully turn a boring process into a vivid reality.







Term: Headless CMS

Anyone who has ever managed content in a network or organization gradually realizes the importance of reaching the knowledge consumer anywhere and in any way possible. Our dynamic and evolving world requires flexibility and diversity fitting for the various technologies currently available, such as Smartphones of all sorts, Tablets, etc.

Content Management Systems (CMS) provide a compatibility solution for these standards. The content construction is based on a certain device's technology and design template (usually PC-based) yet can adapt to other devices. The disadvantage of this sort of solution is that the content is initially constructed for a specific device's settings; displaying the content via another device might be insufficient considering the needs of content managers or knowledge consumers.


Boundless content construction

Headless CMS is an alternative to the traditional CMS solutions. The term "headless" refers to the lack of a display layer, i.e. technological requirements or design pattern and templates that can fit only a limited number of platforms, technologies and/or users.

Headless CMS systems enable boundless content management that as it is free from templates. The system serves as a database for any data we wish to display on our site; in other words, the system is a base content that can be accessed via any platform in any design or template we choose.

In the past, we may have encountered few "headless" items such as RSS offered by various suppliers as gross knowledge that can be displayed according to the users' selection.

Several systems based on modular, flexible content void of any design are currently available.


The advantages of Headless CMS

  • Flexibility
    • Various platforms: PC, Tablet, iWatch, etc.
    • Various locations: access from anywhere (usually stored on a cloud)
    • Various users
  • Time saving:
    • Not focusing on design, allows us, who prepare the content, to pay more attention to content.
    • Furthermore, managing data in one "space" saves time that would be otherwise dedicated to writing the data multiple times.
  • Creating collaborations: content which is used by various parties in the organizations and was previously managed separately can lead to knowledge sharing when all parties come together to create uniform content.
  • More secure data: the data not being stored in the final site which is exposed to users, serves as another protection from cyber attacks.

The disadvantages of Headless CMS

  • This technology's weakness ironically stems from its main novelty: The difficulty of adapting to multiple platforms which requires the developer/manager to be familiar with said platforms.
  • Lack of personalization: the content is constructed uniformly and might not suit certain populations.


Headless CMS Vs. Traditional CMS

When choosing a platform, consider the following aspects:

  • Variety of platforms in use
  • Diversity of target audience
  • Complexity of data (might affect the manner in which the data is displayed in each platform)

The wider the diversity and the more complex the data, the more we should prefer a flexible Headless CMS solution. A clear target audience and few technologies in use are settings suitable for a Traditional CMS solution.


Where is technology leading us?

  • Uniform knowledge: the same information can serve organizations which have managed this knowledge in various contexts, e.g. knowledge for employees and knowledge for clients.
  • Adaptability tools: the required flexibility coerces Traditional CMS websites (such as WordPress) to create Headless CMS tools based on the content currently held in traditional platforms.
  • Advanced technologies: databases can use more robotic means, both audio and visual.




Written By Ala Perlov


What is storytelling?

Storytelling is a form of communication that dates back to the dawn of mankind that will exist in the farthest future. It is an expression of our need to share, listen and tell. In this digital age telling a story is more than transmitting data or documenting a past event. Storytelling is an important tool for any internet activity as it helps one establish focused communication, transmit the message and motivate others to act. Technological advancement and the data revolution have directly affected the existing data as well as the way new data is entered, changed, promoted, and navigated through.

A classic example of a transition from passive to active data consumption is the Wikipedia project which charts human data in millions of internet pages and allows adding, changing and editing it. Anyone can participate in this project; although an editing board supervises over the quality and credibility, users can nevertheless freely add original quality data to the human knowledge treasury.


What about Immersive?

'Immersive' refers to digital technology that shifts the audience from passive viewers/readers to active experiencers and grants users a sense of entering a world of which they are an integral element.

Immersive storytelling is a new storytelling medium that consists of marketing via narrative. This is a story in which the audience is wrapped, a story blurring the lines between fiction and reality; a story that uses technological tools to tell a tale. Examples include escape rooms, computer games, online storytelling, or any variation that incorporates said elements. The stories exist in virtual settings in which we delve into stories to tell them or transmit content.


Immersive storytelling can be attained via the following tools:


  • Snapchat is a social network and social media platform that has lately been gaining momentum. Its target audience is mainly 13 to 34-year-olds. Brands and marketing personnel use Snapchat to create stories: a series of snaps that compose a story; short video segments or pictures that create a photographed story that can be told. All Snapchat updates have a short lifespan of 24 hours before they are deleted.


  • Immersive theatre uses AR (Augmented Reality) goggles, enabling stage actors to perform in an animated setting. Israeli start-up ARshow develops augmented reality software and hardware solutions for live performances.


  • Immersive movies: London-based Karen Palmer creates digital movies that combine movies, stories, games, art, science and technology.


  • Immersive journalism: VR technology enables the New York Times , The Daily 360 and CNNVR tell stories innovatively and turn an old genre light and refreshing in order to attract a younger audience with new demands regarding data consumption.

  • .

Where are we headed to?


We are undoubtedly steadily proceeding towards a new world that combines reality and VR. The difference between the two will gradually decrease. Our ability to utilize this medium for uses beyond entertainment and gaming such as content and data channeling is immense. I believe that it is a matter of time till we begin to see large organizations generating their own VR content.

As soon as the technology will be both sufficient and available, everybody will want to take part in this next stage of storytelling.



Written by Rom Knowledgeware
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