Emerging Media Demystified. From Upshot Interactive.


Archive for the ‘Mobile Branding’ Category


Web-based Apps or I ♥ Lando Calrissian

cloud_cityIf you’re a Star Wars nerd (guilty), what probably came to mind when the phrase “cloud computing” came into public use this past year was an image of Cloud City, the floating metropolis governed by Billy Dee Williams (nee Lando Calrissian) in the The Empire Strikes Back (you know, episode two, er, five, of the series). What could be bad about that?

Well, cloud computing isn’t about living in the clouds. It’s about web-based applications—having your computer applications and ultimately your data on somebody’s server out there in (cliché alert) cyberspace so you can access it anywhere you want. And when you put it like that with private companies holding on to your data, the “new hope” people love about Star Wars seems to morph into the darkness of The Matrix or The Terminator. It’s how so many internet-related issues get presented in the media—a battle between access and privacy.

Yet, as the mainstream media fans the flames of that debate to bump up circulation/ratings, the online community, both public and private has moved toward demanding (and providing) greater and greater access, although what they’re willing to give up to get that access remains unclear.

The “cloud” was, of course, there at the birth of the Internet where businesses and individuals agreed to offer up their information to hosting facilities and internet service providers. And it has only gotten bigger since then. More and more people use webmail apps as their only email service. Most users have no qualms about loading vast amounts of personal information onto Facebook, Flickr, Twitter, or whatever social networking platform they use. And the granddaddy of them all, Google, offers all of the above: Google Docs (word processing, spreadsheets, presentations and more), Google Calendar (just what you think it is), Gmail (ditto), Picassa (photo sharing/editing), etc., etc., etc.

Many of these applications are incredibly popular and continue to grow at breakneck speed because people enjoy the access. Still, every couple of news cycles, there is a big media storm about some issue of personal privacy or more specifically personal primacy, that is to say “whose rights come first?”, the application’s or the individual’s.

The most recent example of this was Facebook’s rather dismal handling of its revision of their Terms of Service (TOS). Facebook stated that users who used the social networking platform and uploaded pictures, messages, etc. were essentially giving Facebook ownership of that content in perpetuity (even if users cancelled their accounts). When users heard the word “ownership,” thousands of them balked (okay, maybe it was a little stronger than that). Yet Robert Scoble among others didn’t see what the fuss was about. As he blogged on Scobleizer, “If you are uploading your content to, and participating online with, you are giving a HUGE amount of ownership to services that, well, you really don’t control.” Facebook, of course, quickly backed off the new TOS language. Sure they still have tremendous control of everything we upload to the site, but they’re no longer claiming to “own” us and they’re giving us the great platform we want, so we forgive them.

Google, however, hasn’t made that same mistake. They just keep on coming up with services we want. And they keep compiling our information and using it to generate big piles of ad revenue. (Imagine what it will be like when they launch gDrive, an online virtual hard drive where we can store anything and everything we want.) Wisely, Google never explicitly claims “ownership” of our data, which is why we’re still boyfriend/girlfriend. Sure they get to hear all our secrets, but we’re getting what we want out of the deal too. Will Google stay true to their “Don’t Be Evil” mission statement? Who knows?

What we do know is that web-based apps will continue to grow because people want the access. Furthermore, as we become more reliant on mobile apps, we’ll extend our dependence on the distributed web even more. Is there a downside? If there is, it’s listed on those TOS documents so many of us click on without reading when we add an app. For now we’re on cloud nine with Google and most of the other web-based applications. And aside from the occasional hostile takeover by the Empire, what could be better than living among the clouds?

(Disclosure: Emerge creates web-based apps and offers web-hosting services to our clients.)

Hat-tip to Adam Fox for today’s theme. Image from Wookiepedia.

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Getting Your Message To Touch Home

msg_homeBy Seth Godin’s estimate, the average consumer is exposed to one million marketing messages a year-about 3,000 a day.  However, since all of us have gotten so good at tuning out these messages, the vast majority of them don’t ever get our attention and of those that do, most are not memorable.  The question is: how do you make your message touch home?

In this case you might want to think back to “home room.”  You remember, junior high?  Try as you might to suppress those memories, there are some things you can still learn from those horribly over-taxed teachers.   It was early adolescence, a time when your own body was sending you thousands of conflicting messages a day, to say nothing of all the messages from the rest of the world.  Anything the teacher had to say was not a very high priority, which is why middle school instructors had to come at you on multiple fronts.  The idea was to make connections in as many different ways as possible, which not only increased the likelihood that students actually understood the content, it also improved their recall ability.

The approach goes like this.  Educational theorists break the pathways, or modalities, by which people acquire information into three basic categories:  visual,auditory and kinesthetic (motor).  Visual learners gain understanding by watching-looking at pictures/diagrams.  Auditory learners learn by being told-responding to verbal instructions.  Kinesthetics tend to be more active and prefer learning via ‘hands on’ projects.  Yet, because most people are not purely one type or the other, a multi-pronged approach, utilizing all three learning styles, leads to the greatest level of student comprehension.  And, because students learned the content through a variety of different pathways, they have several different ways to  recall what they’ve learned.

It’s also one of the reasons why interactive marketing (particularly games and potentially mobile apps) is so effective.  It adds an extra contact point between your message and your audience, i.e. one more way they can access and retrieve your message.  In the case of games, what you’re adding, literally, is an extra touch point.  Pushing play devices across a screen, be it with a mouse or a touch pad, ties your audience to your message in an active kinesthetic way.

But there’s something more to touch than that, and it doesn’t just apply to middle schoolers.  A recent study by researchers from Ohio State University and Illinois State University showed that people who touched an item before buying were willing to pay substantially more for the item than those who did not.  The item in question, an ordinary drinking mug, was chosen for its insignificance, which makes the findings that much more powerful.  The results showed that holding the mug and touching it for a relatively short period of time (30 seconds) made the study participants feel that it was already theirs.  This feeling of ownership in turn led them to bid higher (often above the listed retail price) to make sure they did not lose the mug.

Many sales venues take advantage of this phenomenon.  It’s why car dealers let you test drive their cars.  It’s why the pet shop owners let you play with the puppies in the store.  In marketing, interactive is the area in which consumers’ physical connection with your brand is the most intrinsic to the medium.  It’s there in the controls of your online game promotions.  It’s there on the touch screens and keypads of your audiences’ smartphones. The physical, engagement of your audience with these marketing campaigns creates a kinesthetic pathway between your message and your audience along with the visual and auditory pathways common to more traditional campaigns.

Consider Down the Pipe, a game we built for NOBLE Chicago (for Kraft/Burger King).  The brand message was that Kraft/Burger King are fun and a little bit irreverent.  The game’s visual pathway reinforces this message with the images of a paper cup zipping around catching the rain of falling oreos and straws.  The auditory pathway speaks to the engrossing pleasure of the game through the swooshing cup sweeping across the game floor and the painful crunch of oreos crashing to the ground, not to mention the driving, high-energy soundtrack.  Kinesthetically, the game engages players’ whole bodies as they mouse the cup around fast enough to save every oreo and straw from destruction. The key word here is immersive. The game draws players completely into the branded environment via the pathways of sight, hearing and touch (we left the senses of taste and smell for the restaurant).

We then added a social aspect to the play (sharing high scores and competing with friends) which added an extra emotional charge to the game.  And as any educator/marketer will tell you, emotion is the most vital connection there is.  Ready to reach out and touch your audience?  Give us a call.

Image Credit:  Adam Fox

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iPhone Marketing Opps Your Brand is Missing

This was originally broadcast on iMediaConnection.com

With the introduction of the new version of the iPhone and the iTunes application store, Apple has demonstrated the combination of a few critical components that should make every smart digital marketer sit up in their chair and start brainstorming on how their brand can get a share of voice with this prime audience.

First, the progression of widgets from the desktop computer to the iPhone clearly demonstrates how you transition an audience from free content to almost $500 million per year with small bits of utility unified across screens, regardless of where they are. Yes, it is the monetization of widgets, in plain sight.

Second, and most importantly, these small interactions spread across multiple devices are the future of your brand. As of right now, and certainly as more carriers adopt similar mobile platforms, the way to drive awareness and action will not be through a funnel.

As my mother likes to say, “I’m not going to tell you ‘I told you so.’” If you would like some basics on how to leverage the iPhone for your brand, start with this article I wrote more than a year ago on iMediaConnection — “Give Your Brand the iPhone Halo.”

But last year was last year. Now that the applications have launched on the iPhone, what can we learn? Following are the highlights of what I’ve seen in the Apple application store, how they’re leveraging unique iPhone technology, and where the opportunities are for brand marketers.

Read the rest of this entry »

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What Are the Opportunities Your Brand is Missing On The iPhone?

What Are the Opportunities Your Brand is missing On The iPhone?

This week, I had the distinct honor of being published once again in iMediaConnection. The article, iPhone marketing opps your brand is missing focuses on what I think are the best iPhone applications for brands to learn from in developing their own iPhone strategy.

Yes, it is important for brands to get on the iPhone. Not just because brands get free shelf space in a store that outsells Wal-Mart. Not merely because the audience is exclusively made of the most affluent demographics. Not just because the device is cool.

Really, brands need to be on the iPhone because this channel is the future of your brand. There’s no other way around it. Ubiquitous computing is coming, and if you don’t have a multi-channel strategy that anticipates more devices like the iPhone… good luck to ya!

So please check out iPhone marketing opps your brand is missing on iMediaConnection.com now!

And I can’t click “Publish” without a few very important notes of thanks:

Thank you to Gretchen Hyman and the whole iMedia editorial staff who continue to make my writing readable. To call writing for you a pleasure is a complete understatement. I wish you could just hang with me all the time and edit everything I do. It would make my life so much better.

And thank you to everyone that has already read the article. In just three days, iPhone marketing opps your brand is missing is the most read article on iMediaConnection. Even though only one person has commented, It is so tremendously gratifying to see so many marketers finding value in the work I’m putting out there.

Imedia_iphone_most_read_eme

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iPhone Ruling the Mobile Web

The Bits blog at nytimes.com reports today on a M:metrics report that confirms what we iPhone users already knew: the iPhone is making the mobile Web a reality in the linty pockets of millions of people.

And not just by a little.

Even when compared to the rest of the mobile market, including Blackberry and Widows Mobile devices, in just six months, iPhone users are connecting at a rate of almost 85%.

How are they getting these numbers so fast? As Google’s Scott Jensen relayed from the Life After the iPhone panel at SXSW, it’s about a great user-centered interface that keeps the features front-and-center while the Web is just a way to deliver the information to the interface.

Using the Web to get your weather is a single click — one example of how the iPhone makes it easy for anyone to use the internet without the perceptual holdbacks other devices put in place. On most other mobile devices, the user has to think, "I know how I would open a browser on my computer at home… but how would I do that on my phone…?"

On the iPhone, there’s no thinking required. Yet another example of what’s possible when you make interfaces so self-evident, you don’t even have to think about how to operate a feature. You just use it.

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