Friday, October 15, 2010

Edge Shave Gel Uses Twitter for Random Acts of Kindness

Great idea... that's actually being followed through. Via Adage

From Football Tickets to Megaphones, 'Anti-Irritation' Platform Grows

Edge has created an 'anti-irritation community' at its website  EdgeShaveZone.com.
Edge has created an 'anti-irritation community' at its website EdgeShaveZone.com.
Within days, the fan, Matthew DeCoste, an interactive designer at Euro RSCG, New York, had tickets to the game as part of an "anti-irritation" campaign in which the Energizer Holdings brand is seeking to soothe some of the many gripes lodged in social media.

Mr. DeCoste had heard of the promotion from a friend at a time when Edge was giving out iTunes and Starbucks gift cards, and he thought he'd try upping the ante, he said in an email.

Of course, Edge can't solve every problem. Mr. DeCoste, who said he got tickets 20 rows back in the end zone, tweeted friends jokingly about the goal post blocking his view. "As the game started getting away from the Pats, I was getting text messages from the same Jets fans about the train schedule back to Manhattan in case I wanted to leave the game early," he said. "So, that was kind of irritating. That being said, I'm still appreciative."

Via its @EdgeShaveZone Twitter handle and #soirritating hashtag, Edge is slowly developing a following of gripers like Mr. DeCoste as part of a long-term campaign with big aspirations to own the position of irritation prevention.

Jeffrey Wolf, Edge's senior brand manager, terms it "the anti-irritation platform," which started last month via Edelman. It included releasing a ranking of the 50 most-irritated U.S. cities (Atlanta was first, thanks largely to traffic) and the Twitter campaign, which is backed by promoted tweets and e-cards to brand fans. Edge also has an "anti-irritation community" at its website, EdgeShaveZone.com.

Ultimately, the brand has bigger things in store for the effort, including as-yet undisclosed work coming later this year under development by WPP's JWT, New York, promo shop Ryan Partnership and media shop MEC.

The social-media effort has started slowly, with still fewer than 900 followers since it launched last month. But the following is likely to swell once more of the Twitterverse, a veritable cauldron of gripes, catches on to the chance of getting problems solved by adding the #soirritating hashtag in a sweepstakes for the social-media age.

Edge last month also sent a megaphone to a University of Alabama professor who said her husband wasn't listening to her and a Blu-ray disc player and the movie "Office Space" on DVD to ease the irritation of an employee annoyed by a coworker.

A few irritations are harder to tackle, such as recent ones about a neighbor's barking dog, a UPS package stolen from a porch, a ham-handed blood drawer, high Ticketmaster fees and a "power-mad boss" who's made employees cry for eight straight days.

Mr. Wolf is part of a panel of Energizer and Edelman employees who review the irritations and then decide which to address and how.

He's not sure what tangible effect the effort has had on brand sales just yet, but notes that it's part of a shift from a heavy focus on promotion under former Edge owner SC Johnson to more brand-equity-building activity since Energizer bought it last year. Energizer and Edge have continued to gain share in shave preparations since the sale (up 5.1 points for the four weeks ended Sept. 5, thanks in part to sibling Schick entering the fray earlier this year, but despite a new push by rival Procter & Gamble Co.'s Gillette Fusion ProSeries products).

"What I'm most encouraged about is where we're going to take this brand moving forward with this robust campaign we'll roll out within the next year," Mr. Wolf said.

Edge led the category with the introduction of shave gels 40 years ago, he said. "What I'm hoping to do with this brand is be the innovator or thought starter in marketing communications as well."




Monday, October 11, 2010

Boomers -- Yes, Boomers -- Spend the Most on Tech

Nice piece from Adage revealing the real age of the technophiles amongst us

Due to Broad Demographic Grouping Problems, Biggest Misconception About Group Is That They're All the Same

YORK, Pa. (AdAge.com) -- Marilynn Mobley has a desktop at work, a laptop at home, a netbook for travel, an Android smartphone and just last week she bought an iPad. She time shifts all her TV viewing using DVRs and enjoys watching Blu-ray movies at home. She's also 63 years old.

Tech Use chart
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Tech Use chart
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Tech Use
"The misconception that boomers do not appreciate tech crosses all generations. I've heard it from fellow baby boomers who say, 'Wow, you're so into technology,' and on down to 20-year-olds who are also surprised," said Ms. Mobley, a strategic counselor for Edelman in its Boomer Insights Generation Group.

However, she's not nearly as unusual as the media portrays. Boomers are almost as likely as Gen X and Gen Y to own computers, access the internet daily, own mobile phones, DVRs, digital cameras and GPS systems. And while boomers do trail in areas such as early adoption of new devices and services, many of those generation gaps are closing.

"It's actually a myth that baby boomers aren't into technology. They represent 25% of the population, but they consume 40% [in total dollars spent] of it," said Patricia McDonough, senior VP-analysis at Nielsen Co.

In fact, spending on technology is one area where boomers are ahead of their younger counterparts. The 46- to 64-year-old group now spends more money on technology than any other demographic, according to Forrester Research's annual benchmark tech study. That includes monthly telecom fees, gadget and device spending, and overall online purchases. They averaged around $650 spent in online shopping vs. Gen X ($581) and Gen Y ($429) over a three-month period.

And adoption rates of the tech areas where they do lag are soaring. In 2000, baby boomers made up 28% of the internet population and accounted for just 24% of the traffic on a typical day, according to Pew Internet & American Life Project data. But by 2010, those percentages had climbed to 34% of the internet population and 32% of all traffic. Ten years ago, only a quarter of boomers went online every day; in 2010 that number jumped to 70%.

Among 50- to 64-year-olds, social-media usage grew by 88% from April 2009 to May 2010, up from 25% to 47% of all users in that age group, according to Pew Internet. And one in five of them now use social media every day, up from one in 10 last year.

Along with the timeless youth platitude that "old people just don't get it," the misconceptions about boomers and technology incompetence may also be a demographic grouping problem.

The age range in many market-research surveys and studies, for instance, often puts the oldest demographic group at 50 and older. However, Robert DiLallo, director of Grandparent Marketing Group, New York, said that designation is too broad.

"People who are 65 and older were at the tail end of their careers when the real tech revolution began and did not get introduced to the internet that way," he said. "I'm 60 years old, but I'm no more like a 70-year-old in my tech use than I am an 18-year-old."

THE FACE OF TECH CONSUMPTION: Edelman strategic counselor Marilynn  Mobley
THE FACE OF TECH CONSUMPTION: Edelman strategic counselor Marilynn Mobley
Forrester's research, for instance, found that among seniors ages 66 and older only 67% owned cellphones. However, 84% of young boomers ages 45 to 54 and 80% of older boomers ages 55 to 64 owned cellphones.

Boomers also use their phones for more than calling, vs. seniors. According to Deloitte's annual media research, 66% of boomers send text messages, trailing Gen X-ers at 80% and millennials at 88%, but way ahead of the 28% of matures (64-plus) who text. Another 37% of boomers have accessed the internet by phone, just behind Gen X at 42% and millennials at 55%, but again ahead of matures at 20%.

Grandparent Marketing Group research notes that the boomer generation and millennials are strikingly similar demographic groups. Both number around 80 million and both grew up in some of the U.S.'s most prosperous eras ('50s/'60s and the '90s).

So it should be no surprise that boomers' internet behavior is more similar to millennials, according to Pew research. Both groups overwhelmingly use email (91% of boomers/94% of millennials), search engines (88%/89%), research health information (78%/85%), get news (74%/83%) and check out online ratings (30%/31%).

The key for marketers to reach boomers is not to dismiss technology as irrelevant to them, but rather to figure out what technology they prefer.

"Which platforms resonate with which demographic?" said Ed Moran, Deloitte director of insights and innovation. "Take gaming for example. For male mature users aged 60 to 75, the PC is the preferred platform, while for the under-15 age group, it's consoles or the iPhone."

Ms. Mobley concurred: "I think the biggest difference in the way boomers use technology vs. the younger generations is that we tend to see it as a way to get something done -- whether that's something at work or staying in touch with friends and family. Gen X and especially Gen Y just see it as a part of life."


Wednesday, September 29, 2010

Game mechanics

Had this sitting in an open tab for so long that i figured i better share it one day. i've found this small, game engagement mechanics come in handy when articulating how i see interaction working. Enjoy

Thanks Tech Crunch and SCVNGR

SCVNGR’s Secret Game Mechanics Playdeck

Erick Schonfeld Aug 25, 2010

Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit.

SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games. I’ve republished the accompanying document below, which should be interesting to anybody trying to inject a gaming dimension into their products.

Rght now, that should be a lot of people. Every six months or so, a set of features sweeps across the Web and every site and app feels the pressure to adopt it. We’ve seen this with social, geo, and now game mechanics. Of course, all games on the Web have some sort of game mechanics—those elements of game play which make them fun and addictive. But game mechanics are spreading to all kinds of apps, most famously Foursquare (which makes you check into places for badges and rewards). At our Social Currency CrunchUp in July, we had a panel which explored how game mechanics are invading everything. (One of the CEOs on the panel was SCVNGR’s Seth Priebatsch). Every site from Mint to the Huffington Post now has some sort of game mechanics.

SCVNGR’s playdeck tries to break down the game mechanics into their constituent parts. Some elements are as basic as “achievements,” “status,” and “virtual items.” But there are also more complex ones such as the “appointment dynamic” (a player must return at a specific time and perform an action to get a reward, like in Farmville), “free lunch” (a player gets something because of the efforts of other people,like in Groupon), “fun once, fun always” (a simple action that maintains a minimum level of enjoyment no matter how many times you do it, like Foursquare’s check-ins), and “cascading information theory (give out information in the smallest dribblets possible to keep players guessing and moving forward). SCVNGR employees are instructed to memorize the flash cards. Now you can too. There will be a quiz.

SCVNGR Game Dynamics Playdeck

Guide To This Document: This list is a collection of game dynamics terms, game dynamics theories that are interesting, useful and potentially applicable to your work here at SCVNGR. Many of them have clear applications within the SCVNGR game layer (progression dynamic, actualization), many of them don’t… yet (status, virtual items). Many of them are just interesting for your general education on game dynamics theory (epic meaning, social fabric of games). Many of these game dynamics concepts are well known and are sourced from all over the internet and from researchers such as Jane McGonigal, Ian Bogost and Jess Schell and articles on gamasutra (which I highly recommend reading). Others are used exclusively internally here and won’t make any sense outside of HQ. Along with a link to this document, you will have received these dynamics in a set of flash cards. Please memorize those. If you’re on the engineering / game-design team you can access our internal game dynamics visualizer (with the most up to date dynamics) through your account. Download the SCVNGR app for iPhone& Android (if you haven’t already) and start playing. Find places where these game dynamics exist or places where you could implement them by building on the game layer using our tools, or others.

1. Achievement

Definition: A virtual or physical representation of having accomplished something. These are often viewed as rewards in and of themselves.

Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward.

2. Appointment Dynamic

Definition: A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dyanmics.

Example: Cafe World and Farmville where if you return at a set time to do something you get something good, and if you don’t something bad happens.

3. Avoidance

Definition: The act of inducing player behavior not by giving a reward, but by not instituting a punishment. Produces consistent level of activity, timed around the schedule.

Example: Press a lever every 30 seconds to not get shocked.

4. Behavioral Contrast

Definition: The theory defining how behavior can shift greatly based on changed expectations.

Example: A monkey presses a lever and is given lettuce. The monkey is happy and continues to press the lever. Then it gets a grape one time. The monkey is delighted. The next time it presses the lever it gets lettuce again. Rather than being happy, as it was before, it goes ballistic throwing the lettuce at the experimenter. (In some experiments, a second monkey is placed in the cage, but tied to a rope so it can’t access the lettuce or lever. After the grape reward is removed, the first monkey beats up the second monkey even though it obviously had nothing to do with the removal. The anger is truly irrational.)

5. Behavioral Momentum

Definition: The tendency of players to keep doing what they have been doing.

Example: From Jesse Schell’s awesome Dice talk: “I have spent ten hours playing Farmville. I am a smart person and wouldn’t spend 10 hours on something unless it was useful. Therefore this must be useful, so I can keep doing it.”

6. Blissful Productivity

Definition: The idea that playing in a game makes you happier working hard, than you would be relaxing. Essentially, we’re optimized as human beings by working hard, and doing meaningful and rewarding work.

Example: From Jane McGonical’s Ted Talk wherein she discusses how World of Warcraft players play on average 22 hours / week (a part time job), often after a full days work. They’re willing to work hard, perhaps harder than in real life, because of their blissful productivity in the game world.

7. Cascading Information Theory

Definition: The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.

Example: showing basic actions first, unlocking more as you progress through levels. Making building on SCVNGR a simple but staged process to avoid information overload.

8. Chain Schedules

Definition: the practice of linking a reward to a series of contingencies. Players tend to treat these as simply the individual contingencies. Unlocking one step in the contingency is often viewed as an individual reward by the player.

Example: Kill 10 orcs to get into the dragons cave, every 30 minutes the dragon appears.

9. Communal Discovery

Definition: The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun.

Example: DARPA balloon challenge, the cottage industries that appear around McDonalds monopoly to find “Boardwalk”

10. Companion Gaming

Definition: Games that can be played across multiple platforms

Example: Games that be played on iphone, facebook, xbox with completely seamless cross platform gameplay.

11. Contingency

Definition: The problem that the player must overcome in the three part paradigm of reward schedules.

Example: 10 orcs block your path

12. Countdown

Definition: The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction.

Example: Bejeweled Blitz with 30 seconds to get as many points as you can. Bonus rounds. Timed levels

13. Cross Situational Leader-boards

Definition: This occurs when one ranking mechanism is applied across multiple (unequal and isolated) gaming scenarios. Players often perceive that these ranking scenarios are unfair as not all players were presented with an “equal” opportunity to win.

Example: Players are arbitrarily sent into one of three paths. The winner is determined by the top scorer overall (i.e. across the paths). Since the players can only do one path (and can’t pick), they will perceive inequity in the game scenario and get upset.

14. Disincentives

Definition: a game element that uses a penalty (or altered situation) to induce behavioral shift

Example: losing health points, amazon’s checkout line removing all links to tunnel the buyer to purchase, speeding traps

15. Endless Games

Definition: Games that do not have an explicit end. Most applicable to casual games that can refresh their content or games where a static (but positive) state is a reward of its own.

Example: Farmville (static state is its own victory), SCVNGR (challenges constantly are being built by the community to refresh content)

16. Envy

Definition: The desire to have what others have. In order for this to be effective seeing what other people have (voyeurism) must be employed.

Example: my friend has this item and I want it!

17. Epic Meaning

Definition: players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves.

Example: From Jane McGonical’s Ted Talk where she discusses Warcraft’s ongoing story line and “epic meaning” that involves each individual has motivated players to participate outside the game and create the second largest wiki in the world to help them achieve their individual quests and collectively their epic meanings.

18. Extinction

Definition: Extinction is the term used to refer to the action of stopping providing a reward. This tends to create anger in players as they feel betrayed by no longer receiving the reward they have come to expect. It generally induces negative behavioral momentum.

Example: killing 10 orcs no longer gets you a level up

19. Fixed Interval Reward Schedules

Definition: Fixed interval schedules provide a reward after a fixed amount of time, say 30 minutes. This tends to create a low engagement after a reward, and then gradually increasing activity until a reward is given, followed by another lull in engagement.

Example: Farmville, wait 30 minutes, crops have appeared

20. Fixed Ratio Reward Schedule

Definition: A fixed ratio schedule provides rewards after a fixed number of actions. This creates cyclical nadirs of engagement (because the first action will not create any reward so incentive is low) and then bursts of activity as the reward gets closer and closer.

Example: kill 20 ships, get a level up, visit five locations, get a badge

21. Free Lunch

Definition: A dynamic in which a player feels that they are getting something for free due to someone else having done work. It’s critical that work is perceived to have been done (just not by the player in question) to avoid breaching trust in the scenario. The player must feel that they’ve “lucked” into something.

Example: Groupon. By virtue of 100 other people having bought the deal, you get it for cheap. There is no sketchiness b/c you recognize work has been done (100 people are spending money) but you yourself didn’t have to do it.

22. Fun Once, Fun Always

Definition: The concept that an action in enjoyable to repeat all the time. Generally this has to do with simple actions. There is often also a limitation to the total level of enjoyment of the action.

Example: the theory behind the check-in everywhere and the check-in and the default challenges on SCVNGR.

23. Interval Reward Schedules

Definition: Interval based reward schedules provide a reward after a certain amount of time. There are two flavors: variable and fixed.

Example: wait N minutes, collect rent

24. Lottery

Definition: A game dynamic in which the winner is determined solely by chance. This creates a high level of anticipation. The fairness is often suspect, however winners will generally continue to play indefinitely while losers will quickly abandon the game, despite the random nature of the distinction between the two.

Example: many forms of gambling, scratch tickets.

25. Loyalty

Definition: The concept of feeling a positive sustained connection to an entity leading to a feeling of partial ownership. Often reinforced with a visual representation.

Example: fealty in WOW, achieving status at physical places (mayorship, being on the wall of favorite customers)

26. Meta Game

Definition: a game which exists layered within another game. These generally are discovered rather than explained (lest they cause confusion) and tend to appeal to ~2% of the total gameplaying audience. They are dangerous as they can induce confusion (if made too overt) but are powerful as they’re greatly satisfying to those who find them.

Example: hidden questions / achievements within world of warcraft that require you to do special (and hard to discover) activities as you go through other quests

27. Micro Leader-boards

Definition: The rankings of all individuals in a micro-set. Often great for distributed game dynamics where you want many micro-competitions or desire to induce loyalty.

Example: Be the top scorers at Joe’s bar this week and get a free appetizer

28. Modifiers

Definition: An item that when used affects other actions. Generally modifiers are earned after having completed a series of challenges or core functions.

Example: A X2 modifier that doubles the points on the next action you take.

29. Moral Hazard of Game Play

Definition: The risk that by rewarding people manipulatively in a game you remove the actual moral value of the action and replace it with an ersatz game-based reward. The risk that by providing too many incentives to take an action, the incentive of actually enjoying the action taken is lost. The corollary to this is that if the points or rewards are taken away, then the person loses all motivation to take the (initially fun on its own) action.

Example: Paraphrased from Jesse Schell “If I give you points every time you brush your teeth, you’ll stop brushing your teeth b/c it’s good for you and then only do it for the points. If the points stop flowing, your teeth will decay.”

30. Ownership

Definition: The act of controlling something, having it be *your* property.

Example: Ownership is interesting on a number of levels, from taking over places, to controlling a slot, to simply owning popularity by having a digital representation of many friends.

31. Pride

Definition: the feeling of ownership and joy at an accomplishment

Example: I have ten badges. I own them. They are mine. There are many like them, but these are mine. Hooray.

32. Privacy

Definition: The concept that certain information is private, not for public distribution. This can be a demotivator (I won’t take an action because I don’t want to share this) or a motivator (by sharing this I reinforce my own actions).

Example: Scales the publish your daily weight onto Twitter (these are real and are proven positive motivator for staying on your diet). Or having your location publicly broadcast anytime you do anything (which is invasive and can should be avoided).

33. Progression Dynamic

Definition: a dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.

Example: a progress bar, leveling up from paladin level 1 to paladin level 60

34. Ratio Reward Schedules

Definition: Ratio schedules provide a reward after a number of actions. There are two flavors: variable and fixed.

Example: kill 10 orcs, get a power up.

35. Real-time v. Delayed Mechanics

Definition: Realtime information flow is uninhibited by delay. Delayed information is only released after a certain interval.

Example: Realtime scores cause instant reaction (gratification or demotivation). Delayed causes ambiguity which can incent more action due to the lack of certainty of ranking.

36. Reinforcer

Definition: The reward given if the expected action is carried out in the three part paradigm of reward schedules.

Example: receiving a level up after killing 10 orcs.

37. Response

Definition: The expected action from the player in the three part paradigm of reward schedules.

Example: the player takes the action to kill 10 orcs

38. Reward Schedules

Definition: the timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered. Three main parts exist in a reward schedule; contingency, response and reinforcer.

Example: getting a level up for killing 10 orcs, clearing a row in Tetris, getting fresh crops in Farmville

39. Rolling Physical Goods

Definition: A physical good (one with real value) that can be won by anyone on an ongoing basis as long as they meet some characteristic. However, that characteristic rolls from player to player.

Example: top scorer deals, mayor deals

40. Shell Game

Definition: a game in which the player is presented with the illusion of choice but is actually in a situation that guides them to the desired outcome of the operator.

Example: 3 Card Monty, lotteries, gambling

41. Social Fabric of Games

Definition: the idea that people like one another better after they’ve played games with them, have a higher level of trust and a great willingness to work together.

Example: From Jane McGonicgal’s TED talk where she suggests that it takes a lot of trust to play a game with someone because you need them to spend their time with you, play by the same rules, shoot for the same goals.

42. Status

Definition: The rank or level of a player. Players are often motivated by trying to reach a higher level or status.

Example: white paladin level 20 in WOW.

43. Urgent Optimism

Definition: Extreme self motivation. The desire to act immediately to tackle an obstacle combined with the belief that we have a reasonable hope of success.

Example: From Jane McGonical’s TED talk. The idea that in proper games an “epic win” or just “win” is possible and therefore always worth acting for.

44. Variable Interval Reward Schedules

Definition: Variable interval reward schedules provide a reward after a roughly consistent amount of time. This tends to create a reasonably high level of activity over time, as the player could receive a reward at any time but never the burst as created under a fixed schedule. This system is also more immune to the nadir right after the receiving of a reward, but also lacks the zenith of activity before a reward in unlocked due to high levels of ambiguity.

Example: Wait roughly 30 minutes, a new weapon appears. Check back as often as you want but that won’t speed it up. Generally players are bad at realizing that.

45. Variable Ratio Reward Schedule

Definition: A variable ratio reward schedule provides rewards after a roughly consistent but unknown amount of actions. This creates a relatively high consistent rate of activity (as there could always be a reward after the next action) with a slight increase as the expected reward threshold is reached, but never the huge burst of a fixed ratio schedule. It’s also more immune to nadirs in engagement after a reward is acheived.

Example: kill something like 20 ships, get a level up. Visit a couple locations (roughly five) get a badge

46. Viral Game Mechanics

Definition: A game element that requires multiple people to play (or that can be played better with multiple people)

Example: Farmville making you more successful in the game if you invite your friends, the social check-in

47. Virtual Items

Definition: Digital prizes, rewards, objects found or taken within the course of a game. Often these can be traded or given away.

Example: Gowalla’s items, Facebook gifts, badges

Thursday, September 23, 2010

Monday, September 20, 2010

Try before you buy


'Tryvertising' - a new trend that lets consumers experience a product virtually before they buy it - has prompted an online watch retailer to develop an app that lets would-be customers see how a watch looks on their wrist before they commit to it.

Canadian Nuevo Watches offers a form of virtual tryvertising with its new app, reports global trend monitoring website Springwise.com.

Click here to find out more!
Compatible with the iPhone and the 4th generation iPod touch, the Nuevo app from Monokromik lets users try on and select watches in the Neuvo watch collection without physically touching them.

The free app is available for download from the iTunes store (search 'Monokromik'); it requires iOS 3.1.3 or later. Once it's downloaded, users can virtually try on any of Montreal-based Nuevo's four CAD 45 watches, which come in black, bronze, gold or silver. The watches are only sold online, which makes the app especially useful.

Website: www.neuvomonde.com

Thanks to insideretailling.com.au

Store renovations

We all know that store windows, when done well have the ability to really lift public mood. So given that insight it's nice to see some retailers going to town on their refurbishments. After all, why should a renovation leave the window looking shabby and dull.

I think all retailers should take a leaf out these guys' books:

Gucci in New York



Nespresso in Paris:



Christian Dior, New York:





And then of course no-one can forget Gap's famous demolition ad of 2005:

eBay for Wine Lovers!



Opening today is Australia's first dedicated wine auction house - Crackawines.com.
The brainchild of Wine Ark founder Dean Taylor and digital media specialist (and current COO of Carsales.com.au) Shane Pettiona.

Cracka’s Wine Auctions will begin everyday at 1pm, seven days a week where prices start at the RRP and continue to fall until all the stock has been sold. When you click to purchase it locks the price. Shop too early and you could miss out on a super-low price. Leave it too late and there may be no more stock left.

It follows a similar model to that of theoutnet.com, whose 'Going, Going, Gone' sales are the same reverse type of auction - once the sale clock starts counting the price drops - and will only run for a limited time.

And delivery is quick aswell with Melbourne, Sydney and Brisbane customers assured to expect delivery of their auction purchases within 48 hours.

And as if you needed more reason to start bidding Cracka Wines is offering a $25 credit to new members and a chance to win $5000 in cash. In addition, all buyers go into a weekly draw for a bottle of Penfolds Grange during 2010.