Thanks to Fallon Planning for this post:
http://fallontrendpoint.blogspot.com/
No phone is an island. It needs to connect with other phones, otherwise you’re just talking to yourself. The same can be said of mobile marketing. As a stand-alone medium, the handset is a relatively ineffective communications platform. But in conjunction with other forms–print, broadcast, out-of-home–it can be an incredibly powerful way to reach the consumer.
Just think about how put off people are by the concept of push SMS (i.e. getting pinged with marketing messages). No one wants spam to come to the cell phone, especially not the mobile industry. Phones are personal device (not to mention expensive) so we want full control of them. Not only do we customize them with colors and sounds, but we choose who we speak to, how, and when. Just look at how popular texting is becoming; it’s more popular than voice for young mobile users. There are even services like Slydial that let you dial up voicemail–no conversation required.
So how can brands market to consumers using their phones without pushing to them? Through engaging content and branded utility, basically providing something they want. This can be a mobile alert (your VP pick) or a mobile poll (your favorite performer). But unless there is some outside trigger, how can a brand generate awareness, let alone action?
The key is integration with other platforms that already have the consumer’s interest. TV shows like Top Chef and American Idol have done a great job of using airtime to promote their mobile components. Heart, Conde Nast and Wenner all include shortcodes and QR codes in their magazine’s ads. And services like ShifD (from the New York Times) and Instapaper let readers easily “bookmark” items on both their PCs and phones.
One platform still in its infancy, yet perhaps with the most potential, is out-of-home (OOH). This term, which includes advertising outdoors and in public venues, makes perfect sense for mobile. Billboads can do more than create awareness, they can include an IMMEDIATE call to action. Digital signage can enable a two-way interaction. In fact, any screen can become a touchpoint. Here are some examples in action:
- Jumbli is a simple word game you can play on the big screen.
- Wiffiti is their text-to-screen solution
- Fotowall lets you send pictures to screens in bars, restaurants and other venues
- Touchtunes lets you chose what song you want to play on the jukebox.
Once they have people’s attention, then they have valuable real estate.Advertisers can include a call to action on the screen through Locamoda’s shortcode so you can can get, say, the number for a taxi or a free drink. A smart campaign for Beck integrated with social networks to draw crowds to listening parties at local bars.
Such services will be immeasurably important. Digital is a young person’s main source of communication and entertainment. But (prior to some popular belief) they do NOT want to be sitting in front of their computers all day. They’d prefer to use their down time (commuting, waiting in line) to do things like IM, read sports news, or just kill time with a game. These emerging platforms are letting mobile users interact with their environments–and brands–in ways never before possible.
Tags: Marketing & Branding · Wireless World
Social Media and Web 2.0 is a lot about providing the tools and therefore the means for everyone to create content, that they believe others may want to see. I have personally created a lot of corporate, professional entertainment and music films over the years using high end equipment but now, like many millions around the world, find it a fun and satisfying process to be able to create films and stories in virtual worlds, aka machinima. (Quite a few are over on my personal virtual blog justvirtual)
There are literally millions of machinimas emanating from the likes of World of Warcraft, Sims, Movies, Halo, Second Life, Half Life and many more. Most are done for the love vs the money and some make it onto the big screen. For the creators it is about expressing ‘their’ world and experiences to each other but of course there is something else as important here.
Laurel (heart) talked recently on a machinima I did in Twinity and about the ‘free advertising’ it offers for the brand or platform. For me it is also about creating an environment where simple tools encourage large numbers of people to come together remotely and do real-time, collaborative content creation for extended periods. It makes the world very, very sticky when they have shared creative goals and purpose - not just pre-constructed game play. Some may say game quests are social too and I believe when the players get ‘creative’ with the mechanic and ‘bend the rule’ together it certainly is.
Comfortably Fun
Using game or social virtual worlds to entertain each other in this deeply immersive way, leads us to imagine what the potential will be when bandwidth and graphic realism are no longer limitations. Perhaps a portent of the future here is a machinima I did of a forty three minute performance of Pink Floyd’s The Wall, in a social world, Second Life. It was captured last week and it is useful to remind us all what is going on here. There are around 70 people logged in together in real time from around the world, most audience a few performers. About 8 are ‘animating’ on stage or controlling lights, effects or triggering scripted animations and I am recording the whole thing at the same time. This is digital puppeteering. I captured elements of the performance three times and put together this compilation edit. More after the embed…
So this all started with an invite from a self motivated group, led by Debbie Trilling, who for the love of what they do, created an inworld, cross-reality, musical tribute. CARPs (Cybernetic Art Research Project) inventive and emotionally driven version of Pink Floyd’s 1980’s album was a truly international affair and many hours were spent developing and performing a Virtual Show to this music that reaches a new audience every few years.The reason the music reaches new audiences is because of its use in ‘community created content’ just like this, a far more poignent way to share digital content. More than 2000 avatars have experienced this particular concert inworld generating 10 000s of impressions across blogs and media sites. That is the key point - don’t dismiss game or virtual worlds as being irrelevant because of perceived low numbers - these are active and proficient online users who see the 2D web as a ’simple’ publishing tool and become prolific creators of content and by implication major influencers.
Professional marketeers need to be aware of the power of machinima (consumer films in worlds they are very loyal too) and how by allowing the use of often locked down content is probably the best way to introduce ‘old’ content to new audiences. As an example, while I was putting together this ‘mash-up’ compilation I tried a recording of the reunion performance of the Comfortably Numb at Live 8 a few years ago and was entranced by the synergy of visual and song. Hope you do too. BTW a medium quality (90MB MP4) download of the YouTube above is available here. Worth playing full screen with the volume up and the lights down
To further consider how effective game world movies are. I created again out of a moment of relaxation a ‘flycam’ film around some of my ‘builds’ in Second Life. I like others were entranced by the new feature in the engine, Windlight. This rendered more naturalistic reflections and skyscapes for example. The machinima was a self expressive piece, some improvised guitar and piano and flowing movement, not really an typical ‘traffic’ generating video.
Ticking along at a few hundred views over a month on YouTube then Linden Lab decided to feature it on their machinima page. For a week or so it was getting between two to four thousands views per day. Over the past four months or so it has been viewed over 30 000 times, not bad for an ‘art’ video? But outside the numbers what is the dynamic at play here? Well it is really simple. If you own any space where people frequent, make it really, really easy for them to share their experiences. You scratch their back and they will yours. Give them the tools to make it easy to create professional looking content. Let them do the viral marketing for you. Even though the community realise they are doing you a ‘big’ favour, the joy they get from sharing is part of their own virtuous circle.
Popularity: 1% [?]
Introduction | When something previously deemed ‘emerging’ has managed to completely invade the mainstream, you know it's time to throw overboard any remaining doubts and inhibitions, and just get going to claim your shrinking piece of the pie.
Case in point: the near-total triumph of the ‘online revolution’ (1.4 billion people online, anyone?), which now has the ‘offline world’ more often than not playing second fiddle in everything from commerce to entertainment to communications to politics.
In fact, ‘offline’ is now so intertwined with ‘online’ that a whole slew of new products and services and campaigns are just waiting to be dreamed up by … well… you? Our definition:
OFF=ON | More and more, the offline world (a.k.a. the real world, meatspace or atom-arena) is adjusting to and mirroring the increasingly dominant online world, from tone of voice to product development to business processes to customer relationships. Get ready to truly cater to an ONLINE OXYGEN generation even if you’re in ancient sectors like automotive and fast moving consumer goods.
For this briefing, we chose to focus on hands-on innovation. Which to us means coming up with new goods, services and experiences. And as this is about current OFF=ON developments, we’re excluding researched-to-death topics like straightforward ecommerce or cross-media strategies.
After all, it’s the start of a new business season, we’re all busy, and you’re all ready to get something new executed fast. So here we go:
Let’s start with some fun stuff that nevertheless falls into the sign-of-the-times category. To marry well-known digital visuals (from pixels to logos to black-and-white QR compositions) with physical objects creates a powerful OFF=ON message. Learn from:
The by-now-commonplace practice of letting customers customize and personalize an existing offline product online (from Nike ID to personalized M&Ms) is being joined by products that start out online-only, then find their way into the offline world. Witness:
A booming OFF=ON category all by itself, a digital lifestyle lubricant is a traditional product that incorporates functionalities and enablers to make it more compatible with the online world. From iPod chargers sewn into coats to web-based connections for plush toys.
Want to add your own lubricants? Here’s a selection of examples to get you going:
This is where OFF=ON gets most interesting. A whole new set of business practices and processes, not to mention client involvement and marketing techniques, have emerged online, and the offline world is slowly but certainly adapting. To clarify, this is not about linking online to offline (which is very useful but not new; think, for example, of brick & mortar pick-up locations for online purchases), but instead about mirroring offline what’s being done better online.
Case in point: last December, The Wall Street Journal reported on shops (Brookstone, Staples and Canadian supermarket Loblaws) taking a page from the e-commerce world, featuring endorsements from shoppers on product displays in their physical stores.
Clearly, that’s just the beginning. From real-world supermarket layouts mirroring more intuitive website layouts, to allowing for more in-store customization, catering to consumers who are accustomed to mixing and matching whatever they feel like online.
It’s a pretty heady mix of trends like INFOLUST and FREE LOVE and other trends that encompass changing behavior and expectations among consumers who live part of their lives in a limitless online world. Please re-read our EXPECTATION ECONOMY briefing for more on the drivers behind changing and ever-higher expectations.
To get hands-on, let’s move on to an ‘offline’ business that is mirroring the best that the online world has to offer:
What other (superior) processes and changed consumer behavior now taking place online can you incorporate into your offline business? Here are a number of keywords and phrases defining the online world, ready to be projected on a white wall ;-)
Remember our tips on how to apply a trend? The easiest one suggests that you babble away in the language of those consumers who are already 'living' the trend: show them you get it,* show them you know what they're excited about—this really is marketing, advertising and PR in its simplest form.
If nothing innovative comes to mind when brainstorming about OFF=ON (something we have a hard time imagining, but hey), at least try to speak your digi-audience's language:
*Though make sure you back it up in execution of whatever it is you’re peddling, OK?
* The above doesn't even include text messaging/SMS shorthand speak. Or chat abbreviations. Or Web 2.0 monikers. One thing though: if you do this, you make sure you get it 100% right. Just saying.
Wait, there's more. The attraction is mutual. Just as there’s immense value in incorporating online into everything you do if you're a predominantly offline brand, there’s also brand equity in being visible in the bricks-and-mortar world if you're 'from the web'.
In fact, expect ‘online’ to enjoy being 'offline' more than ever. Three quick sub-trends that are currently fueling ON=OFF: visibility, warm bodies and mobile mania.
Reality check: many consumers still value the physical over the virtual (and as we will see further down below, even the very wired are venturing out more, not less). So online brands want to be seen and want to be part of the real world to add visibility to their brands. Not to mention that despite the rapid growth of ecommerce, consumers still spend the majority of their budgets offline. Examples:
The more people connect, date, befriend, network and socialize online, the more likely they are to eventually meet up in meatspace. Why? Because people actually enjoy interacting with other warm bodies. Or so we've heard ;-) From parties to travel to tennis matches to seminars to conventions to hooking up for a night, frequent online contact if not social networking actually often result in meeting up outside cyberspace. A small batch of examples:
Last but not least, with sites like Facebook having hit the 100 million member mark, and chat being the new email, it’s no surprise that warm bodies-FEEDER BUSINESSES are popping up, too. Here are two services that add a touch of real world to burgeoning online human interaction:
OK, it’s really happening now. For years and years, futurists, cyber-gurus, trend watchers and other overly-optimistic gadget-fetishists have been predicting the glorious coming of the mobile web. Never mind that the lack of wireless broadband combined with archaic and money-grabbing mobile operators turned that dream into a sustained mobile nightmare.
But. The clowds are parting. 3G, 4G, even 5G are coming to the rescue, and of course (dare we say it) the iPhone! You can spend the next few weeks poring over the countless research docs on mobile-finally-meets-web currently being released (here, here and here, for a start), but they all show the same thing: owners of iPhones and smartphones and tablets and nano-notebooks are embracing an improved online-on-the-go experience.
But please forget proprietary portals or paying by the byte: all consumers ever wanted to do on-the-go was whatever they were already doing on clunky computers, and then some. Read: diving into the online world fast and without limits, on whatever gadget offers the best marriage between size, apps and portability. With some serious GPS action thrown in, too.
Which means that cyberspace as we know it (read: a wonderous world of control and make-believe restricted to desktops at home or in poorly-lit offices, and laptops that don’t venture too far from spotty hotspots) is about to vanish, and will be replaced by something that is everywhere, enabling consumers if not enticing* them to actually venture out into the—you guessed it—real world.
Though when that happens, what will constitute the real world will be up for debate. Anyway. Get ready for a generation that is (finally) always online while offline. And vice versa.
* Helped by thousands of GPS-aided apps, refinded local search tools and other PLANNED SPONTANEITY services, being online-on-the go will mean more offline adventures and experiences than ever before.
Yes, we know, we know, those of you who are hyper-wired and live in a Web 4.0 world may crave something that looks beyond our short-term-future findings. Which means you will inevitably end up at Kevin Kelly's thinking. Watch his ‘Next 5,000 days’ TED video, which deals with the web of things and more, here. If you haven’t done so already, of course.
It doesn’t take marketing genius to apply OFF=ON and ON=OFF to your own brand. Here’s what you can set in motion today:
www.trendwatching.com/trends/offon.htm