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Player Instructions, De-cluttered Layout, Quality / Efficiency Toggle, Task Reminders, Copy Scenes

April 12th, 2012 by Seth Kenvin

Market7 Release From April 11 ’12

So much new stuff that this post’s headline wraps to a second line! As we prepare for NAB, we’re releasing a slew of features across multiple modules. And, we have some even newer stuff in development which we can show at the event. Email info@market7.com to arrange getting together with us. What’s available now, and demonstrated below, includes:

  • Clear & present instructions on basics of using Annotative Player to help new users get started
  • Refined layout when adding comments in Player making advanced features more discreet and basic features more obvious
  • Toggle to switch video play between higher quality and better bandwidth efficiency versions including automatic prompting when bandwidth challenges are encountered
  • Schedule reminder emails to be sent in advance of Tasks being due
  • Copy entire scenes of Collaborative Script including any uploaded media within a project or across projects (which can be especially useful to achieve templates on episodic content that tends to follow the same pattern)

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Preview New video.Market7 Annotative Player

December 25th, 2010 by Seth Kenvin

Market7 Release From Dec 20 ’10

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On-line Video Is Next In Continuous Progress Of Promotion

October 19th, 2010 by Seth Kenvin

Extending tradition of corporate & organizational outreach

One of my frequent refrains about our business is that organizations now need to consider how to represent themselves with video similarly to how they had to consider their web presences 10-15 years ago. Last week I visited a client that’s a major consumer product provider, that’s been around for nearly a century. The reception area doubles as a company historical museum — while checking it out I was struck that online video, and before that the web, are just next iterations in a constant progression of companies taking advantage of technology to enhance and spread interaction and presence with their customers.

Through the years, and into the future, important initiatives include:

  • Choosing¬†memorable¬†& associative name for company, product, service
    (this one goes back before the 20th century)
  • Establishing notable brand design
    (this was primarily typography until mass printing with designs became economical)
  • Newspaper advertising
  • Brochures & printed collateral
  • Media relations and general PR
  • Radio advertising
  • In-store displays
  • Television advertising
  • Promotional email
  • Banner and other web advertising
  • Social media marketing

Interesting that as more techniques for promoting and communicating come on, the prior ones tend to maintain relevance and often thrive.

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Our Users make us who we are.

March 14th, 2008 by Curtis Schofield

Dear Users : It’s easy to forget that we are a community and we will need reminders and help in this process.

We don’t exist in a vacuum. We are all working together – all of us engineers, designers, clients, producers – to facilitate a new expectation of what a pleasant experience is.

For this reason I would like to encourage any of our users to know that we value whatever feedback they can give us and that we are interested and concerned about giving them the best possible experience from the best possible research and design.

Each person that spends time crafting something of particular matter to a user is extending themselves towards the important details of what is really going on between the human and the interface; together we take a step towards an interesting and unknown future. It is a future that we are building together. Learning from each other and striving towards something that ultimately remains ineffable.

I think that is rad.

Happy 3.14 day -> present

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UX Intensive, Design, and Urban Neo-Expresionism.

February 28th, 2008 by Curtis Schofield

Attending the Adaptive Path UX intensive is much more than simply drawing little characters all over the beautifully bound notebooks that were given to us. It is also much more than a hot bed for the most intense flu that I have had since I was 13.

The traditional archaic approach of a software project is to do design at the very end or the very beginning of a project. This mode of operating has always seemed to me less about a practical and critical application of design theory and more of process related to conditions.

At a firm that has many designers, it’s much more common to see design get taken care of in the beginning. In more technical conditions, design can often be left towards the end of a project where there is a significant scramble and workup to the level of “picture perfect”.

One of the advantages of being a small and flexible company is that we have been able to take part in a variety of the methods and process of the firms we are working with.

The real challenge is to be different and intelligent with our design process then Integrate it into the small flows of change and meld it into a continuous part of our development track.

The UX Intensive contained a huge amount of data and a large amount of technique. Using these techniques as appropriate and throughout the development of our second string of features will be a interesting challenge.

This is the real challenge of design. It is more about asking How, What, Why than deciding what sort of feature set we should cause our application to ingest.

It is about crafting something excellent through successive attempts and the slow joy and pain of experience.

And now for something completely different :
Hidden Under an Urban-Sub-Texture

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