4. METHODOLOGY investigate a contemporary phenomena in a real life situation. case study . intensive analysis in an unique real organization gathering several and detailed information in order to apprehend information totality.
8. WEB 1.0 SPECTATORS powerless users minimal interaction ONLY AN INFORMATION RESOURCE WEB 2.0 INTERACTION CONTROL content USER INFORMATION CONVERSATION SHARE
9. Social Web "Social Web is defined as people interlinked and interacting with engaging content in a conversational and participatory manner via the Internet." Shaun Connolly (2008)
13. ONLINE DIARIES WHERE PEOPLE CAN SHARE THEIR IDEAS IN A SIMPLE AND QUICK WAY BLOG
14. COMMUNITIES a place where members interact amongst themselves, where there is a specific reason to keep a dialogue
15. s ocial networks place where people get together to share ideas and interact with one another, all social networks are formed by specific ties which can be defined by several different aspects
21. IT WAS FOUNDED IN 1984 BY MICHAEL DELL. In 1985 the company built its first computer with its own design YOUNG COMPANY WEB SOCIAL PRESENCE USES THE TOOLS
23. IDEASTORM FORMED BY EXPERT CUSTOMERS, ABLE AND WILLING TO SHARE THEIR IDEAS WHICH ARE DRIVEN BY THE INTERACTIVE COMMUNICATION AMONGST THE COMMUNITY MEMBERS the user is motivated by their own ideas in relation to the brand's products
24. TWITTER b uy on impulse s peed with efficiency u sers create content indirectly (RTs) THE USER IS MOTIVATED BY THE PRODUCTS, PROMOTIONS AND SALES ANNOUNCED BY THE BRAND
25. USERS WHO REALLY IDENTIFY WITH THE BRAND, SOCIAL TIES, DIRECT INTERACTION THROUGH WALL POSTS FACEBOOK u ser is motivated by the brand
26. CONCLUSION 3 Twitter 2 Ideastorm 1 Facebook RELATIONSHIP LEVEL BETWEEN THE CUSTOMERS AND THE BRAND