Tag Archives: chat

Google Wallet makes mobile payments a reality.

Years ago, when I was working in mobile marketing, mobile payments were all the rage.

Brands were just starting to experiment with SMS, and premium SMS messaging offered content creators an opportunity to monetize their mobile campaigns.

If someone with a text-messaging enabled mobile device saw your call to action, “Text WAYNE to 12345 to get Lil’ Wayne’s newest single!”), they could type in the keyword, send it to a short code and Voila! they were listening to Weezy right from their mobile phone.

Of course, it didn’t always work that smoothly or all the time.

If you had Verizon phone, for example, which restricted hyperlinks, good luck trying to click through to the URL provided on the link you received.

Or if you hit your monthly messaging limit, you wouldn’t be able to send or receive text messages at all.

And at the time, mobile payments were restricted to paying for premium mobile content on your wireless carrier bill.

In order to complete a purchase, there was a double opt-in process, where the user had to validate that they wanted the content and understood the costs and conditions associated with the offer.

Typically, taking advantage of these premium offers involved giving your wireless carrier AND the aggregator AND (in some instances) the content platform provider a portion of the fees associated with that purchase.

Subscription chat lines and information services, like KGBKGB, sprung up to tap into users’ voracious appetite for texting.

You couldn’t buy tangible things with your mobile device.

Outside of wallpapers, ringtones and music downloads, mobile content was the only thing you could really purchase.

Today, that’s no longer the case.

Smartphones, mobile web sites, and mobile apps let you use your mobile phone to purchase virtually anything.

You’re no longer tethered to your wireless carrier if you want buy something.

iTunes and the proliferation of copycat app stores mean that you can cop plenty of compelling content right to your device.

And not have AT&T or Verizon Wireless mucking about in the transaction.

But there’s a different mobile payments space growing and maturing.

We’ve seen early glimpses of that with PayPal.

Apps like Square that have turned your mobile phone into a payment processing center.

In Europe and Asia, paying using your mobile device is commonplace.

But here in the states, the growth of mobile payments has advanced at a snail’s pace.

Until now.

Google Wallet is a mobile payment system that allows its users to store their debit cards, credit cards, loyalty cards, and gift cards on their mobile phones.

Using near-field communication (NFC), Google Wallet lets users make secure payments by simply tapping their phone on any PayPass-enabled terminal at checkout.

Although Google Wallet launched in 2011, it was only this August, that they set up expanded support to all major credit and debit cards including Visa, MasterCard, American Express, and Discover.

What does it all mean?

Well for one, you’re no longer reduced to making mobile payments solely with PayPal.

More importantly, the tedious process of entering your payment information, name, address, credit card number, expiration date, security code, etc., is as simple as providing your username and password.

This is a real boon for online retailers, who see the majority of their drop offs occurring at checkout.

The best thing about Google Wallet, unlike PayPal (the carriers) and virtually any other merchant processing system, is that they don’t charge processing fees.

No fees?

That’s awesome!

Mind you, I’m not a Google person myself.

Google Wallet doesn’t work on iOS devices.

So unless there’s an app in the works, hundreds of millions of Apple users will be in the dark.

But big up to all you Android users, who have the ability to truly experience what the mobile revolution is shaping up to be…

At least as it relates to mobile payments.

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Filed under apps, digital advocacy, mobile, technology

The Digital Divide

A snapshot of the Moodle we developed to teach out digital curriculum.

When you think of the digital divide, the first thing that comes to mind is the standard issue of the gap in access and exposure to technology, between children of different economic circumstances.

This lack of access and exposure, leaves lower income and minority youth at a marked disadvantage, by depriving them of skills which are becoming increasingly valuable in the workplace and essential in various industries.

But there is a deeper issue.

Lack of adequate instruction.

Unlike us, children today are exposed to technology and digital content, regardless of economic background, to a far greater extent than any other period in history.

Internet capable mobile devices, social media, interactive gaming systems, and a torrent of digital content, are the norm, not the exception.

Youth today immerse themselves in completely virtual worlds, and engage in social interactions and activity, across a variety of devices and platforms.

iPhones, Blackberries, Androids, PS2s, Nintendo DS3s ( and the list goes on) enable youth to play games, surf the Internet, update their status, listen to music, watch videos, text, chat and share content with each other wirelessly.

We need to examine how this exposure is impacting our youth, and what implications the “mobilizing” of technology has on them.

I believe we should be creating curriculum, which addresses the responsible use and utilization of technology, and programming that harnesses the inherent familiarity with handheld technology that youth have, regardless of economic circumstances.

Ever since I began teaching at the PAL Digital U.N.I.Verse.City, I have been able to see what youth of today are doing with technology.

Most youth know how to surf the net.

Any kid knows how to get to YouTube, or send an email.

They know how to use Google, Bing, Ask.com and Yahoo to conduct searches, and find pretty much anything they’re looking for.

Their mobile phones are extensions of their hands, and their fingers were built for texting (I’ve even seen a few texting without even looking at the phone).

As such, their behavior, adoption and use of technology is distinctly different from ours, and requires a distinctly different approach for educating them on using technology responsibly and appropriately.

Most classroom instruction on technology teach kids the basics.

But kids today need real lessons which go beyond the basics.

They need instruction that helps them see technology as an extension of their inherent creative capabilities.

In our course, we’ve married the theoretical with the practical.

First off, our course lives online. We developed a Moodle, which each student can access, where each lesson, document, evaluation, reference, and assessment can be accessed.

When we teach about Canon EOS 60Ds cameras, the kids are shooting on those cameras.

If we talk about data transfer and tagging, the kids are transferring content from the cameras and putting descriptive tags and meta content within the files.

Our classroom instruction recognizes that these kids need a level of engagement that challenges them, and expands their horizons.

More importantly, academic institutions need to accept that technology is changing at an ever increasing pace, and we have to be prepared to meet the youth where they are (which is far more technologically savvy then we were at their age).

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Filed under digital advocacy