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future media

A presentation on the future opportunities in media, turning threats into insights into opportunities.

The presentation future media – no more middle men, is an accumulation of a range of relevant thoughts from this blog, put into system.

It’s built as a master slide set (to pick and sort from), but I tried to ad some structure to it by identifying six major “forces” affecting media, and then a short final chapter summarizing a suggested future mindset.

I’ve also chosen to ad a lot of the explanatory text – not just the headlines – into the slides this time, hopefully this will create more context for the people reading the thing online.

Find individual slides available for download under a CC license on my flickr.com account everything new is dangerous.

Find the presentation below, or on my slideshare account slideshare.net/helgetenno.

View more presentations from Helge Tennø.

When the marketing becomes the product 2

A new presentation on the role of marketing in the post digital landscape, with a special focus on developing the product relationship into a membership based marketing business model.

Presented Tuesday for the SAS Institute in Norway.

As I find my slide style being remixed (and loving the fact that it is :) on slideshare.net, I am currently trying to redevelop some stuff. I’ve added a lot of text from this blog to the slides, and hope this will provide more context for the readers and participants.

If interested you can, as always, find most of the individual slides on my flickr.com account everythingnewisdangerous.

As always, I’d love to hear what you think, especially your favorite slides – and why.

The presentation is embedded below, or find it on slideshare.net.

View more presentations from Helge Tennø.

The product relationship and the marketing relationship

Products have always been important in peoples lives. Most of the stuff we own and talk about is stuff we have purchased. There is a deep and profound relationship between people and a lot of their stuff.

Unfortunately it’s easy to get the impression that this relationship hasn’t been the focus of marketing, which has spent most of its energy on positioning, availability and sales promotion. To some extent one can suggest that marketing has ignored the existing relationship between people and their products, and instead built it’s own marketing relationship, different from the product’s and built on a different set of values.

profound

This has led marketing and products apart, and often created a cleft between them. This cleft has been further forced by the traditional media mindset where it has been impossible for companies to connect with their audience and participants, where media has become an obstacle, a superfluous middle man, where the marketing and the advertising has become messages – not exchanges.

(And one might also suggest that where the product relationship is based on personal and individual narratives, the marketing relationship is based on a generic and artificial narrative)

There are two negatives here, the first one is that marketing is set on creating its own relationship – ignoring the really valuable one already in place between people and products. The other is the traditional communications landscape, which is increasing this distance between the marketing relationship and the product relationship.

Luckily the shift that has been going on for the last four years aims at correcting this. Where marketing changes from focusing on its own agenda to enforcing the values set by the product. Where we are seeing focus moving away from messages and to exchanges and relationships. Which brings marketing and products back together again. Creating a better environment for products, people, companies and the relationship between them.

The physical augmentation of digital services

We might be cautious of forcing new behavior on our participants, because of a reasonable fear that it will be difficult for people to adapt. So we try to find and design solutions inside people’s existing behavioral pattern. But this limits our ability to create better value in our relationships with our participants.

Behavioral psychologist Donald Norman says people adapt to technology; we have always made things that people had to learn – like a doorknob – which attributes new behaviors in their lives. It may have made their lives more practical or better – but they had to learn it.

phyical-objects

In the context of company/customer relationships and through the lens of services, Tim Brown, of IDEO, ads to this train of thought:

    “Any Service organization has got to get over the idea that a great service is something where the consumer doesn’t have to do anything. That’s a really bad service. A great service is where the consumer actually participates, and where they get drawn in, and where they become part of it.

People following this blog might have already seen some of my frustration with today’s standards for graphical user interfaces, which I find are almost exclusively based on anything else than the human aspect:

As the quote suggests we might be at the end of this era, forced through by a greater understanding for the human aspect as technology is immersing into our everyday life. And as a consequence of new platforms inviting us to interact without mechanical augmentations, such as the mouse and keyboard.

But this should not apply to only stuff happening on a two-dimensional screen, where the ability to involve and engage are limited, we should start thinking how to take our services outside the screen, and into the physical environment.

rafi haladjian screens

If one looks at a video game console like Wii, or even the physical augmentation of games like Buzz or Guitar Hero, we can ask ourselves, why aren’t banks, retailers or FMCG doing this? What is the barrier to thinking about physical objects when thinking of digital services?

There are already a range of brilliant and inspiring examples:
(Some of these are just concepts or prototypes)

The Copenhagen Wheel

Phillips – Direct Life

Charmr

The BP Photobooth

Sniff

The wrong business model?

Delivering immediate effect might not be the best business model for designing long-term valuable marketing initiatives.

Advertising is known for getting peoples attention and affecting people’s anticipation of an experience or product. Advertising is media related, the effect is purchasable through unlimited scope.

Advertising is direct, unwanted, often irritating and too often exhaustingly repetitive. It’s short compact stories or direct messages, highlighting exaggerations and often packaged in a clichéd pun. It’s responsive, and provides hot bursts of immediate effect, which cools down quickly.

Brilliant storytellers used to change millions of minds for decades, today they gather millions of views on youtube.

milions-of-views

In my mind, advertising is faced with a challenge; it’s own business model, label or sales pitch: We move people and products – fast.

There is a need for long term marketing initiatives; digital concepts and ideas need to carry the longevity of product relationships. Which also implies a different way of measuring value. (What are the metrics identifying the value of a relationship? Are they the same as used for our ability to traffic people back and forth from, and around in, cyberspace?)

the-longevity-of-product-relationships

The question is, if the advertising industry is in a place clients come with the preconception to create long term marketing initiatives, or if one needs to alter the idea of what the advertising industry does if we are to acquire and lead these projects.

As a friend of mine, David Reid, told me yesterday, referencing a quote by Martin Sorrell: “We are not in the advertising business, we are in the marketing communications business”.

I would say Zeus Jones and Berg London certainly aren’t advertising agencies, but they are doing some of the most interesting stuff out there in this regards. On the other hand you’ve got Razorfish, CP+B and AKQA proving me wrong.

Any ideas?

Thinking outside / igniting the real world component

Adding digital components to increase the engagement in and value created from a TV event, means thinking outside the obvious Facebook chat integration, the PC, online, and even the TV event itself.

outside

In a recent study by Kaiser on the trends of American youth, shared by JWT on their Intelligence blog, there are numbers stating the increase in multitasking while enjoying other mediums (TV, Radio, Computer). No surprise, but the interesting point is what kind of medium they are multitasking with.

    Multitasking is the wrong word here, as the brain can’t possibly do two things at the same time. The correct description would be “switching focus”. As stated by the America Scientist: “psychologists know that multitasking involves switching rapidly between tasks rather than actually performing multiple tasks simultaneously.” JWT has decided to dub the trend Distraction as Entertainment. (But I am having a hard time finding any good articles on their definition.)

From the report:

    “…almost half of kids (47 percent) report texting someone ‘often’ or ‘sometimes’ about what they are watching on TV—an activity that was almost unheard of five years ago.”

The device people were using together with TV is their mobile phone, up to half the kids are using it to keep in touch with friends and exchange ideas in this context.

This is interesting, with almost one in two kids talking with their friends about what they are watching on TV, and using the telephone – not a desktop/PC based social networking application – inspires to think about two things:

    1. The Laptop + TV living room idea is great, but the potential in Mobile+TV might be even bigger. To be frank, the popular TV-event + Facebook chat integration really isn’t that impressive, and seems more like a “lack of imagination band-aid”.

    2. Sending SMS is just a choice in regards to the goal of their communication – it’s simple, cheap or free and communicates short exchanges beautifully. Which means that we should be able to introduce new concepts based on a solid understanding of the context itself, low technological barriers and great rewards.

In my personal experience with games, it’s not the national or big games that create the best engagement; it’s the local ones. And not “local” in the geographical sense, but in a social sense, were one engages an existing group of friends. This is not because friends play more with friends online in comparison to with strangers, but because it enables the real-life dimension. Where the game does not exist exclusively online, but creates a form of social worth (a value defined by Jenkins) that ignites exchanges when the group meets socially in real-life. It becomes a valuable currency even when the game is not played. Something to talk about and share, at school, work or other gatherings outside the computer.

real-life-dimension

Using the game, not to play it online, but in order to share an experience that brings value both to their digital and real worlds (even though it’s the same place), it is the strongest enabler.

As JWT rounds of their blog post:

    “Content creators can turn this trend to their advantage by layering a multitude of media into entertainment, producing an immersive experience designed for simultaneous consumption and engagement.”

And I would ad, that it’s when media, and especially TV, not only plays on what’s happening and created inside media, but also plays on the activities, dimensions and social groups that exists outside media – and with additional ideas and activities outside simultaneous – it becomes really powerful.

To sum it up; its when the layering (as JWT defines it) not only includes media but also includes a real world component, includes the idea of the engagement branching of and existing outside the TV time slot, and adding a local, social dimension, things become interesting. And even though the PC/Laptop is a brilliant tool, the mobile phone might be a better instrument in this context.

Three projects, that all bring different but interesting aspects into this line of thinking; Parking Wars, MTV Backchannel and Fantasy premiere League. (unfortunatley I can’t find any examples with mobile)

And of course, this does not only apply to TV events, but all events. As events are like products; an invitation to become a part of something valuable…

invitation

Expanded version of Seven actionable marketing trends

After publishing the slideshow Seven actionable marketing trends about a month ago, I asked if there was an interest in an expanded version of the slideshow. Elaborating on each trend and including some references and quotes from the insights behind them.

    Unfortunately it has taken me some time to put this together, and I do apologize for the delay. But now the deck has been published via slideshare.net.

I would like to state that the goal of the document is not to work as a coherent presentation, but rather using the slideshare format to comprise and present a collection of valuable ideas that I felt was/is relevant in regards to each trend.

I hope you find the presentation useful, and that there are stuff/slides in there that proves to be inspirational.

As always, if there are any questions or comments, please contact me and I will do my best to reply.

Also, find most of the individual slides available under CC license on flickr:
http://www.flickr.com/photos/everythingnewisdangerous

Find the presentation below, or here:

View more documents from Helge Tennø.

Post Digital Design

How come design for technology is so inherently anti-human that we had to invent a whole new industry around it just to band aid the wounds created by having the wrong focus in the first place?

Behavioral Psychologist Donald Norman has been quoted saying:

    “Each time a new technology comes along, new designers make the same horrible mistakes as their predecessors. Technologists are not noted for learning the errors of the past. They look forward, not behind, so they repeat the same problems over and over again.”

When it comes to design for interactive platforms it seems that the knowledge from existing design practices have been overlooked in favor of designing interfaces more eager to ease the technological development budget, rather than accommodate the human mind.

technlogy-and-design

The problem with this is that it prohibits technology of immersing invisibly into peoples lives, because the technology itself becomes far to visible. We need to understand that it is behavior that initiates innovation, not technology. It wasn’t speed that made broadband the game changer, it was how it removed technology (the dial-up and cost model) from the process of going and being online.

This first film is by Berg and Mag+, its a case study presenting some insights into and visualization of e-Magazines. It presents the kind of thinking needed in order to bring technology into peoples lives

It seems we are at the end of a period where interactive design was mere decoration. Where algorithmic logic and robotic rationality shaped the reasoning behind the interfaces trying to engage people in services, content and marketing.

Design is for humans not robots. And humans should force technology to adapt and evolve, not the other way around.

Both videos where found at the brilliant blog Mobile User Interfaces by TAT, which together with BERG provides a lot of brilliant insights and inspiration into the future of design on interactive platforms.

Seven actionable marketing trends

My six guidelines / marketing trends have received a lot of positive feedback. As someone described it: “A very tangible and actionable list for digital marketing activities” – focusing on leveraging new consumer/media/digital trends.

As a result I wanted to publish it as an own slideshow, a small checklist or inspirational document in case anyone wanted to enjoy it, download it, print it or share it without all the other stuff in the original presentation surrounding it (and with an additional bonus guideline).

In addition to this I’m also thinking of doing the opposite – expanding it, into a more content rich presentation. Including more insights to create a bigger understanding of why each guideline is. And making it more tangible by presenting some known and lesser known examples proving each point.

Inspired by Godin, who said that in the future Amazon will act as a crowd sourced publisher, where if enough people list themselves as buyers of a future novel by a specific writer, Amazon will commission this novel, sell it and distribute it.

So what I am suggesting is that if enough people add a comment to this post, or send me a mention/tweet via @congbo. I will put together the larger presentation and hopefully create a piece of content that would be valuable too both colleagues and clients, planner and brands, marketers and executives.

I’m aiming for about 50 in total, so please comment or tweet if you want it all.

View more documents from Helge Tennø.

Imagine something remarkable

A company’s ability to engage and connect with people has to do with its imagination and not the product or product category.

A couple of days back a quite popular and knowledgeable blog wrote, as a small part of their quite smart overview on social media, that some brands don’t belong in it.

I do agree with their statement, but disagree strongly with their reasoning:

    ” Some brands do not need to engage with their customers online, period. Products like bread or socks, for example, are not the kind of things that people want to have a social relationship with anywhere, forget online. It just makes them look silly.” – madebymany.co.uk

Now to me, both bread:
- Bakertweet
And socks:
- LittleMissMatched (mentioned on several occasions by mister Godin)
have a potential following too them.

In my mind it doesn’t come down to the category. It comes down to the company – if you are boring and uninteresting brand, and never even tried to create something remarkable or interesting in regards to your product. Then social media, as would be the case with advertising, is not a golden ticket, and will either fail or prove you wrong faster – or both.

prve-you-wrong-faster

And it comes down to our imagination. Just because we haven’t seen it done before it doesn’t mean there isn’t a possibility that it might happen – in a way we could never imagine. In fact, having NOT seen it before only proves that there is a market and that it is there for the taking (if my initial statement is correct that is :o).

So, it’s not the product or category that defines a companies ability to connect and grow with its audience and participants. It is its ability to imagine something remarkable inside what to others seems like a lifeless and boring category.

imagine-something-remarkable

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