Digital Media Solutions for the Non-profit Sector – A Prologue

Not too long ago, I transitioned into the world of non-profits.  Recently joining an organization to help support and manage the transition towards upgrading its online presence, updating its digital media solutions to showcase and highlight its projects and research, and providing a more integrated network to meet its many operational, communication, and strategic needs, has introduced me to an area of technology that is focused on the non-profit world.

How one approaches not only their web design, but also how they reach out to their target audience (or constituents) is very different.  A non-profit’s brand is closely intertwined with its identity, and in turn, its identity – what it does, what it stands for and represents, what it creates and produces, what it defends – speak directly to a certain group of individuals.  And it is these individuals who will provide the kinds of brand-building, presence-developing, and ultimately, fund-raising, that most, if not all non-profits depend on.

The ownership of ones’ brand is extremely important, but in some respects, I find that the need to truly own one’s identity, to truly identify what one actually does and specifically, provides and offers, is of particular significant to a non-profit organization.

Certainly, it is increasingly easier and cheaper to spread the world about non-profits.  The lack of resources (both personnel and monetary) are no longer barriers that are insurmountable.  Twitter and its kind (twitpic)

An example of using YouTube to support non-profits (it’s a dated video, but I think still relevant):


I’ll elaborate more about how digital media (and all its fun, related aspects such as online marketing and campaigns, community building, etc.) come into play as non-profits seek to expand their networks, fundraising capabilities, and brand presence.  For the time being, I’ve listed some information here that could be a helpful start.

Useful links:

NTEN: Nonprofit Technology Network

Wild Apricot: a non-profit technology blog

Big Duck: communications for non-profits blog

Mobile Active: global network of non-profits applying mobile tech to serve their needs (this is definitely something I’m very interested in exploring)

Today’s children and technology

A recent article describing how today’s children, having been immersed so deeply with an environment filled with incredible advancements in technology, brings to mind memories of my own childhood experiences of play.  Surrounded by influences of environment, education, and parental guidance, paired with a child’s individual personality and interests, I am reminded of the sort of spirited pursuits of adventure of yesteryear.  There was this inventive curiosity and carefree exploration that seemed to percolate through childhood.  Think about how almost anything could be turned into a toy.  Think about the look of complete wonder on a child’s face when they see a colorful object, a stuffed animal, heck, even a pencil.

Learning the English alphabet with today's technologies

There’s been research probing the role of technology among today’s children and young adults.  What does it mean to have grown up during a time where there was always a cell phone and the Internet?  Moreover, how has the inclusion and use these technologies and games, as well, inform the practices, actions, thought processes, and assumptions that both children and adults make?

At some point, it stopped.  Suddenly, there was all this so-called grown-up concern of things called feasibility, practicality, marketability, and profitability.  How do we address all those things, but still come up with innovative products, tools, and services that achieve these market and profit-driven goals while simultaneously embracing a sense of marvel and open possibility.

I’m reminded of lab experiments conducted during physics classes that involved working with slinkies and using plastic toys and coins (purchased at one of those 99 cent stores) as props for constructing projects.  In graduate school, non-digital game prototypes developed in game design classes stretched my imagination how to use seemingly rudimentary and ordinary items to create and simulate a play experience.  Perhaps as our society continues its rapid and constant transformation and evolution, making use of these sorts of imaginative and creative processes that we seem to situate only in childhood, could play a larger role in how we think about technology – its function and role – in our lives.