About Forrester
Forrester Research, Inc. is an independent research company that provides pragmatic and forward-thinking advice to global leaders in business and technology.

TJ serves CIO Professionals. His research focuses on the business of collaboration software, which includes adoption, business models, pricing, and positioning, and how information workers affect the adoption and deployment of collaboration software within their business. His research of the collaboration space also deals with how these technologies are applied to facilitate interactions between companies — vendor to partner, vendor to supplier, vendor to customer — for purposes of marketing, product development, and innovation. In addition, TJ researches serious gaming, which is the use of games and gaming dynamics for business or educational purposes and the use of virtual worlds for collaboration and training. His work helps professionals understand the technology and demographic trends that are affecting the markets they serve and provides guidance on how best to position their products to meet these challenges. TJ has been cited in ComputerWorld and the Financial Times.
Prior to joining Forrester, TJ was an analyst at a new product development firm, conducting voice of the customer and litigation-related market research for technology and other firms.
TJ has a B.S. in public relations and an M.S. in applied communication research from Boston University.
Video Games Provide An Effective Way To Reach Customers And Employees
Serious gaming, or the use of games and gaming dynamics for non-entertainment purposes, is poised to take off thanks to the rise of Technology Populism, the greening of IT, and the emergence of the...
Vendors Should Prepare For An Empowered, Mobile, And Collaborative Workforce
Business leaders' increased interest in enterprise 2.0 technology has spurred collaboration software vendors of all stripes to roll out social applications in their suite of tools. Despite this...
Firms Continue To Experiment As Vendors Seek Profitable Business Models
serious games and virtual worlds won't turn the corner on business adoption
A Guide For Hooking Business Customers And Partners With This New Technology
From the point of view of most business leaders, the utility of virtual worlds in business is not apparent. Heretofore, virtual world vendors have not done a particularly good job articulating the...
Users Coalesce On Key Vendors For Simple Survey Projects
Market researchers today are using online surveys in droves — in stark contrast to previous models of software package use and pure outsourcing. Why? They are quick, inexpensive, and offer...
Road Map: The Social Business And Collaboration Playbook
Social business technology can transform the way employees work by eliminating barriers to collaboration, improving customer engagement, and accelerating the flow of information and ideas. But even...

A Small, Technically Savvy Group Leverages Publicly Available Social Software To Enhance Their Efficiency And Productivity At Work
Enterprise 2.0 is a hot topic as business executives and IT leaders seek ways to bring social technologies into their business. But hype aside, are we close to seeing a social revolution in business?...

Yes, But It Won't Be Overnight
Virtual worlds have consistently struggled to demonstrate their relevance to business leaders. Problems with the stability of the technology, lack of compelling case studies, and failure to integrate...
Forrester has gone from fielding virtually no inquiries about virtual worlds prior to 2007 to fielding 91 by the end of 2008. As they do with any other nascent technology, IT decision-makers and...
Customer experience — its relationship to loyalty and satisfaction and the likelihood that it will lead to future business — is now a well-established discipline. However, measuring...
