broadcasting, innovating, television, viewing

Doing digital on TV: How lastminute plan to get us all channel-hopping on Saturday night

Lastminute_channel-hopping
thanks Emily for the heads up on this brilliant bit of thinking from lastminute.com who – fresh to to TV advertising for the first time in four years – are playing for a media first on Saturday night.  an emailer to their database explains:

"On Saturday 28 February at 9.50pm, watch us on telly and win a big bundle of
good stuff.

We're creating a television first – and we want you to be
part of it. Tune into ITV on Saturday 28 February at 9.50pm. Three 60 second
adverts will be aired, straight after each other, starting on ITV, moving to
Channel 4 and then ending on Channel 5.

It's going to be the world's
first Mexican wave of thumbs up… spanning the channels and spreading the good
stuff, right around the UK. Watch the three adverts and guess the number of
thumbs you see.
Come back here and tell us
how many thumbs you think you saw.
Simple!

You
could win a great big bundle of good stuff"

everything is in place here; (1) an dCRM and PR strategy to get this onto people's radars, (2) an innovative bit of media thinking that is consistent with and relevant to the campaign aims and (3) incentive to get involved, in the form of prizes to be won after the event.

but what's most smart is the line of thinking that got them to this idea in the first place.  Simon Thompson, chief marketing officer at lastminute explained in a Guardian article that "because Lastminute.com is a digital-based brand we have to go on to telly with a digital mentality … To follow this ad consumers need to participate".  a brilliantly simple bit of logic that has gotten them to a very smart place indeed.

so it's all good – unless you're the OMD TV buyer, in which case 9.49pm on Saturday night may be a very nervous moment indeed ;o)

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designing, engaging, innovating

Exploring a new word order: visualising word associations with Visuwords’s online graphical dictionary

Visuwords I've been pointed in the direction of the wonderful visuwords application by Eva.  describing itself as an 'online graphical dictionary', it assembles words in space depending on their relationship to each other.  so in the above example brandmark (verb: "mark with a brand or trademark") is three steps away from symbol (noun: "an arbitrary sign (written or printed) that has acquired a conventional significance).

it would be even cooler if you could click on a word and then
subsequently see the association cloud emerge from that word; but then
you wouldn't want to lose too many hours on a word association
breadcrumb trail…

a great tool for quick desk reference when writing decks, brainstorms or to explore the word associations of brand names or positionings.  try typing in Absolute for example, and you're not far away from arbitrary, living and infinite; not such bad word-company for a radio brand in the early 21st Century.

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engaging, innovating, selling

Connecting with Fans and giving Reasons to Buy: how Trent Reznor’s Nine Inch Nails are re-writing the rules of music marketing

the above is a great video from MIDEM – the world music marketing conference – that took place in Cannes (where else?) a few weeks ago.  in it, Michael Masnick discusses how musician Trent Reznor – for his band Nine Inch Nails – has been experimenting with a variety of
new and unique business models to reach
and connect with fans.  according to
Masnick, Reznor's secret is really quite simple:

CwF + RtB = $$$ … where:

CwF = Connecting with Fans

Reznor has used a range of techniques, including hiding secret urls in tour t-shirts (al la ARG), allowing interaction with the music, and ultimately giving a lot of his music away for free

RtB = Reason to Buy

tangible reasons to purchase a product above and beyond the music itself.  for example using CDs that change colour when they're played (a 'non-duplicable USP'), or developing added features which you only get when you purchase product rather than download for free.  Reznor has gone further by super-premiumising physical content (up to $300 a pop for an album) for which fans are happy to pay a super-premium rate

$$$ = lots of revenue generation

the approach certainly seems to work.  by super-premiumising limited editions of Nine Inch Nail's Ghosts I-IV album, he generated $750,000 in less than 30 hours.  the album was free to download, and yet it generated $1.6m of revenue

Masnick goes on to suggest a broader model for Reznor's approach:

Compete with Free + Return to Business = $$$

we could apply this model to a whole host of brands and products.  compete with free by giving your product away; to fans to generate WOM or to potential customers as a recruitment tool.  then return to business; developing ways to premiumise a brand or product, adding value – through marketing – which encourages purchase and revenue generation.  fewer people buying fewer things but at a vastly increased unit price could be no bad thing?

marketing is too often about selling.  it shouldn't be.  selling focusing on the needs of the seller, marketing should focus on the needs of the buyer…  marketing should be a natural extension of the product that adds value and desirability to products based on the wants and needs of the target audience.  how could brands you work on benefit from thinking that Connects with Consumers and develops Reasons to Buy?

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converging, experiencing, innovating, selling

When brands hit the high-street: How National Geographic made their brand manifest in spectacular fashion

Nat_geo_tills
I learned three things in a jump into central London yesterday.  one, that Uniqlo doesn't do gloves.  two, that the recession has yet to hit Abercrombie & Fitch, the till queue for which was a good twenty-punters long.  and three, that National Geographic have opened a rather amazing store on Regent Street.

National Geographic are not the first (and they won't be the last) media organisation to open a branded retail space, but they're certainly in line to be the one that opened the grandest.  its 20,000 sq ft across three floors sells everything from bug spray to the latest technology in exploration gear, but that is just the start.

the store also aims to provide an absorbing learning experience through interactive visual displays as well as an auditorium to host film
screenings and public lectures.  it's an amazing space, and one that will go towards funding the Society's aims, as copy in the store explains:

"when you buy at the National Geographic Store, you're helping launch new expeditions across the world.  thanks to your help, projects we've helped fund have uncovered the Inca city of Machu Picchu and the wreck of the R.M.S. Titanic.  today the Society supports more than 500 expeditions and research projects a year" (source: poster in National Geographic Store)

it is certainly opening in interesting times; as an article in Retail Week observes, the store is likely to be the last major opening Regent Street (and indeed London) will see in a while:

"Retail pundits will tell you that Regent Street is a thoroughfare
filled with brand flagships where having a presence is rather more
important than making money. This may be so, but in recessionary times
the tendency to let the eye stray towards the bottom line is more
tempting than last year."

which is a shame, because it's exactly this kind of initiative, exactly this kind of engaging brand innovation, that is most likely to future-proof a brand.  as a focus for PR efforts, as a destination, and as a source for new news and sparks for word of mouth, the National Geographic Store is everything an interactive and engaging brand experience should be…

…an experience grounded not in the necessity to sell, but in the discovery and exploration of why that brand pertains to exist in the first place, and what that brand's point of view on the world is; the concept and idea of that brand made manifest.  everything, in short, that a retail space in the early 21st Century should be.

Nat_geo_store_front

Nat_geo_clothes

Nat_geo_globe

Nat_geo_gallery

Nat_geo_statue

Nat_geo_seal

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designing, innovating, praising

Speaking a thousand words: the legacy of Emory Douglas’ guerilla images

Emory_douglas
an image from the Emory Douglas exhibition at Manchester's Urbis Gallery

Mediation was in Manchester this weekend and found time to catch the Emory Douglas exhibition at the splendid Urbis centre in the city.  it charts the origins of the Black Panther movement and more specifically the work of Emory Douglas – the first and only Minister of Culture for the party – who illustrated the philosophical and ideological views of the party and its supporters.

the bold combinations of graphic design, drawing and slogans still resonate strongly today, but Douglas went beyond the creation and publication of his illustrations, he used media to great effect too.  the exhibition leaflet observes that Douglas "turned the city into a gallery, papering the streets with posters".  it was arguably this very public display of his revolutionary imagery that gave them such power.

Douglas' media legacy has some diverse beneficiaries.  the National Gallery's Grand Tour is turning the walls of buildings inside out – publicly displaying and in doing so democratising access to stunning works of art.  artist Banksy too owes much to Douglas' trailblazing – it is the public nature of the graffiti artist's work that generates most conversation and debate around his anti-state messages.

if a picture truly is worth a thousand words, then Douglas spoke volumes.  when browsing the commercial posters on display on the average UK highstreet, how many brands can say the same?

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ad funded programming, advertising, branding, broadcasting, content creating, converging, engaging, gaming, innovating, internet, planning

From theory to practice: the challenge of planning Transmedia

Keith_Arem_Ascend
Keith Arem's graphic novel Ascend, for which a game is currently in development

it's now been over two years since Faris bought transmedia planning to our attention in his post of the same name on TIGS.  the theory has been well expounded in the period since then; with

I'm sure that the idea of TP has cropped up in most media, comms and ad agencies by now…  it certainly has in Mediation's.  but we've yet to see – as far as I can make out – a significant campaign emerge based on TP principles.  the same is actually true of the entertainment industry; in an interview with Games TM magazine(edition 75), Henry Jenkins – the Godfather of TP – concedes that truly persuasive examples have yet to arrive.

they're doing better than us though.  transmedia planning should be everywhere by now.  the theory is familiar and is not only relatively unchallenged, but is offers the very solution to some of the biggest marketing challenges of the moment.  of its many advantages, the primary benefit has to be the extent to which it pays back on the time taken to consume it.  Jenkins goes on to observe that "regardless of the commercial motives behind it, transmedia entertainment done well also provides rewards for fans".

so why is getting the theory working in practice so difficult?  here's some starters for ten…

firstly, the financial investment required.  the reason the best examples of TM largely remain in the entertainment arena (the Matrix, Cloverfield, Heroes, Lost etc) because it takes a significant chunk of investment to develop and then create the content often required.  the commercial models for Fox or Paramount are set up to do this, the commercial models for marketeers often aren't.

but this is a bit of a cop out.  for the cost of making three 30 second ads you can certainly afford to make an episodic drama for online distribution.  and no it doesn't matter if it's not going to go on broadcast TV because those people who consume AV content online are exactly those people most likely to 'get' transmedia narratives…  this means of course that the media budgeting has to evolve just as much as the production pot.

no, the real issues in making TP happen lie much closer to home than 'we don't have the budget' territory.  they are twofold, the first of which is we're bound to the conventions of the media spaces we use.  in the Games TM article mentioned above, .  he observes that:

"if a project requires a 30-minute budget introduction, games can do that, but the medium could just as easily offer six high-budget five-hour episodes to revolutionise the story.  film and television are still limited by rigid series structures and minimum lengths".

advertisers on those channels are bound by those same conventions; conventions we as an industry – planners, buyers and media-owners (and indeed Ofcom) alike need to start challenging.  it's the limitations of the spot model that in many cases is preventing transmedia's breakthrough into broadcast channels; and as long as transmedia only exists online, it's unlikely to capture the imagination of marketeers or the budgets of FDs.

but the final barrier to making TM happen in brand comms is the closet to home of all.  Jenkins notes that TM experiences can "be a source of … frustration [for consumers] if it's inconsistent, undermines the coherence of the work, or promises insights it never delivers".  Arem's solution is simple: "have a good team of like-minded individuals around you … my philosophy for all of our projects is to have a core team to supervise all creative and technical aspects of the production.  the main focus of that team is to keep the story and assets consistent, and integrate them with the entire franchise".

I think you know where I'm going with this.  agency structures are lucky if they can do this internally let alone with other agencies, resulting in the presention of a joined up and unified transmedia solution to a client.  not only might different creative agencies have to work to one vision, but that vision has to be molded by the space planned by its media agency, and of course vice versa.

the reality is that as long as the conversation with a client only gets as far as "how big is the pack shot?", both agencies and clients will be bound to a dynamic that not only acts as a barrier to transmedia planning, but actively works against it emerging into the mainstream where it so surely deserves to belong.

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advertising, branding, innovating

How not to make ads: why randomised communications don’t work

Ad_generatorthe Ad Generator is a brilliant application created by Alexis Lloyd, a a multimedia designer, information architect, and new media artist, who describes how…

"Words and semantic structures from
real corporate slogans are remixed and randomized to generate invented slogans.
These slogans are then paired with related images from Flickr, thereby generating
fake advertisements on the fly. By remixing corporate
slogans, I intend to show how the language of advertising is both deeply meaningful,
in that it represents real cultural values and desires, and yet utterly meaningless
in that these ideas have no relationship to the products being sold."

it's a fascinating idea, and it completely works as art (and even as a nifty screen saver if browsing in Firefox you press F11), but the product doesn't cut it as ads.  the assertion is flawed; the idea that "these ideas have no relationship to the products being sold" is from an age long-ago abandoned, if indeed it ever existed.

John Grant in After Image articulated that, instead of relying on the traditional (image-based) approach, brands should direct their efforts at building
shared meaning and learning as the basis for marketing.  this was after 'image'.  and you can't randomise words and pictures to create shared meaning and learning.  as Faris would observe; brands are ideas, and people have an intrinsically participatory relationship with ideas.  not with random words and pictures.

as for me, I believe that the role for brands is twofold: that brands give people reasons to be loyal to a product or service, and further that brands provide an affirmation of our purchase decisions.  as such, adverts are what brands say.  you can't create that from the ether.  whether or not you resonate with and believe them is another thing, but you can't random up an ad.

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experiencing, innovating, social networking, viewing

Cutting thru choice fatigue: How the Secret Cinema and Nokia dictate and curate a unique movie experience

SS_logo

Thursday lunchtime Mediation received the following message from Secret Cinema: "Lords and Ladies, Dukes and Duchesses, Partisans and Plebians and the Claypool Foundation of Arts.  Secret Cinema in association with Nokia will take place this Friday 3rd of October at 8pm … Dress should be majestic and wondrous for this shall be an evening of wild, wild romance, honey song, long journeys, laughter and dance."

Last night Mediaton therefore duly popped along to Hackney for this month's secret cinema event.  their website observes that "the internet is changing the way way we watch films.  the secret cinema changes WHERE you watch film."

but the event goes far beyond screening in an interesting location.  the movie – which isn't revealed until the very last moment – is explored and teased from the moment you arrive…  key scenes, themes, characters and quotes are all on display in everything from the actors who greet you to the pre-screening entertainment.  it's brilliant.

but the best bit is when the movie starts, and you're sat watching the Marx Brothers' in A Night At The Opera – a movie you may never have otherwise seen, with a few hundred other people who similarly had no idea that was the movie they would be watching.  in a world of choice fatigue, it is a curious joy to have an evening of your time dictated and curated by others.

Nokia do well to be associated with the Secret Cinema organisation and movement.  they also do well to screen a short movie at the event which, rather than being an ad, shows established artists revealing what they would do for 96 seconds.  it's all in aid of promoting Nokia's mobile TV channel capsule 96 and it feels entirely in tune with the event.

if anything, Nokia could be doing more to create associations with the event…  rather than getting an email revealing the location, how much more interesting and intriguing would it be to get content and clues direct to your phone.  sophisticated flash-mobbing making the event even more engaging courtesy of Nokia.

thanks to Eva for the heads up on this, very appreciated.  Secret Cinema was a joy to attend.  get yourself along next month for a bit of mystery.

SS_queuing
partisans queuing outside Hackney Empire

SS_balcony
performers entertain before the movie starts

SS_compere
our compere for the evening

SS_aviators
actors perform an iconic theme from the movie

SS_Nokia
Nokia's trailer for Capsule 96

SS_Opera
performing a piece from the opera featured in the movie

SS_silent_movie
a silent movie short

SS_reveal
after all the teasing, the big reveal…

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engaging, gaming, innovating, internet, praising

Shaking up YouTube: Brilliantly creative use of YouTube courtesy of Wii

Wario_shaken_YouTube
click the above picture or here to see some brilliantly creative use of YouTube for Wii's 'WarioLand Shake It' game.  very smart breaking of the conventions of the YouTube infrastructure to bring to life the nature of the game…

in fact it says much about just how used we've come to the left-hand-screen-surrounded-by-other-clickables format that when it starts to fall apart it is really rather unnerving.  and the fact that you can still click on the components of the page once it's been destroyed is just genius.

lovely lovely stuff.  thanks to Daryl at Vizeum for the heads up.

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content creating, experiencing, innovating

How Diesel brought together art, fashion, performance and media by taking Holograms to the next level

at a time when its not always enough for brands to engage us with their ideas or imagery, it's no surprise we're seeing a host of alternatives to 'broadcast adverts' being explored.  everything from events and experiences to content and applications are being developed to communicate with us on our – rather than brands' – terms.

in this context, where it has become the convention to be unconventional, an arms race inevitably develops: no one does events as well as Nike, or experiences as well as O2 etc.  brands can be at best nervous and at worst avoid completely exploring such territory.

not Diesel.  the above video is of their Spring/Summer 08 catwalk show in June at the Pitti Immagine Uomo fair in Florence.  the brand brought brought together Barcelona animation studio Dvein (GGI visual effects and 3D animations) and Danish multi-media production agency Vizoo (technology) for the show, neither of whom had previously worked
on anything like this before.

Diesel_hologram
the result is spectacular – a ground-breaking event, experience and subsequently content all rolled into one.  as the CR blog post puts it "a perfect blend of cutting edge digital art and performance."

many brands would have stopped there, but Diesel took the crucial next step of maximising their investment by telling people about it.  there's a marketing rule of thumb that for every pound you spend investing in an asset you should spent between one and three pounds telling people about it.  of course as user-distribution (YouTube etc) develops these economies change, but Diesel still found time to make and deploy the little effort below.

by encouraging people to visit diesel.com to experience the holograms as they happened, the brand blended old and new world media (almost) as seamlessly as they blended live models and holographic sea creatures.

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