COLABA CONVERSATION 2021 - ORF | Maharashtra gov.
From December 1 to 3, 2021, the Maharashtra government and the Observer Research Foundation collaborated to hold the second edition of the hybrid event, Colaba Conversation. This session sought high-level leadership interventions on how policies may be re-engineered to support a just and equitable recovery and to Interact with young minds on climate, culture, commerce, connectivity, and the future course for Mumbai.
The Colaba Conversation pondered on the pandemic's long-term ramifications and looked into the policy solutions that need to be designed and implemented to solve the systemic fault lines that are now obvious. Tagglabs was appointed as the ideal partner to execute all on-ground services. We were in charge of the actual stage set up as well as the creation of the full set, which encompassed the cameras, lights, and audio equipment setup. Tagglabs recorded and edited all of the recordings of the various panellists 15 days before the event.
Over three days, participants discussed subjects such as increasing institutional resilience in response to emergencies, bridging the recovery gap between response and recovery, multinationals' extraterritorial regulatory responsibilities, ocean strategies for utilizing economics, politics, and security, and notable guests like Aditya Thackrey, Jay Kotak, and Mithila Palkar. The physical sessions were broadcast live on social networking sites such as Facebook, Linkedin, and Twitter, and posted on Youtube later. We held over 30 sessions with panellists from 20 countries for the 3-day event.
Our expertise and persistent efforts lead to:
- Seamless execution of on-ground services
- Streaming of all of the content LIVE on various digital platforms.
Making the three-day event a success. Our audience participated and interacted with each other on various crucial issues.
Siemens - Annual Conference 2021
Siemens, in collaboration with Tagglabs, held a large-scale Hybrid award ceremony for the company's ~1500 employees at six different locations: Bangalore, Chennai, Hyderabad, Noida, Gurgaon, and Mumbai. Tagglabs planned the entire show's flow and set up audio/visual equipment in 4 locations while live-streaming the event from all six locations.
The ceremony was coordinated from the main office in Mumbai, and it thanked the staff for their hard work over the previous year. Since everyone could not travel to the main venue, we planned the show flow where everyone could get together virtually.
- We set up audio/visual and streaming equipment in Gurgaon, Bangalore, Noida, Hyderabad, and Chennai.
- We set up a streaming setup with three feeds: LED content in the backdrop, a master feed that showed everyone what was unfolding during the event, and six feed window views for each of the six locations. It was shown in six different locations on a single plasma screen.
- We set up our visual equipment in four of the six places. We had one camera set up in all 4 locations, out of 6.
- Corded microphones were provided in four locations by us and It was linked to the same feed as the other cameras.
You cannot build something relevant for your audience if you don't know them. To gamify your players, you will need to put that information into a business context.
The users' motives, desires, and cognitive styles
Gamification is more than technology. When used in moderation and with purpose, gamification can do a lot for your event and its participants. It may also be advantageous to your sponsors and speakers. But before gamification is applied, it is always better to know more about your audience. It's critical to understand your audience’s mindset and how they approach games. The Bartle Test can be used for this. Based on their incentive to play, gamers can be divided into four categories: achievers, explorers, socializers, and killers.
Knowing your users better will only take you closer to our goal of having a successful event.
Gamification, like most other forms of design, must be user-centred. An essential aspect of user-centred design is understanding your users' needs, their thinking patterns, and their behaviour. Spend some time thinking about user-centred design before adding points, badges, and other gamification features to the system.
Gamification, like most other forms of design, must be user-centred.
An essential aspect of user-centred design is understanding your users' needs, their thinking patterns, and their behaviour. Spend some time thinking about user-centred design before adding points, badges, and other gamification features to the system.