Social Media

matt - Tuesday, March 22nd, 2011

Teen Girls View Shopping As Entertainment

eMarketer recently had an interview with Catherine Moellering who runs the Tobe Report, a fashion industry publication that forecasts trends.  There were a few important insights on Teen Girls and their shopping habits that are listed below:

  • Teen girls are motivated by what their peers are doing and what they’re wearing
  • You have to find a way to engage this consumer (teen girls) and keep her involved beyond sales promotions and coupons
  • It’s really about providing the tools on your site so girls will start to associate you, the retailer, as a great place for putting together their prom look

Bottom line – its important to engage the teen girl shopping demographic with social media, innovative tools, and other emerging media/tech they use in their lives.  You can read the interview here.

matt - Thursday, December 2nd, 2010

What Happens When You Require a Plug-In For Augmented Reality On The Web?

This…

Blackberry_AR

Is this really the experience you want for your consumers?

matt - Wednesday, September 22nd, 2010

Facebook “Likes” Acquisitions Are Starting To Resemble A Ponzi Scheme

facebook-like

Adweek recently published an article entitled, “The Variables of Like“, which went into the latest trend of brands trying any means necessary to increase ‘likes’ on their Facebook pages.  Some brands have even gone so far as to require someone to like a brand’s page before allowing them to view content.  We covered this on the blog here a few months back in a post entitled, “Forcing Someone To Use Facebook For A Brand Initiative Is Not An Effective Interactive Marketing Strategy…”

In the Adweek article, I was quoted a few times specifically when it came to how brands are currently trying to acquire likes:

And three weeks ago, Borders had about 50,000 fans. It then offered a 33 percent-off discount in return for a Like. Its community now has 265,000 members.

But such ploys can backfire. Matthew Szymczyk, CEO of Zugara, says these aggressive strategies can pile up Likes from people who don’t have true brand affinity. In this way, he believes the Likes are tantamount to “false advertising” because a message goes out from the user who just wants to see a video or play a game-not because he’s interested in the brand itself.

Lionsgate, for example, is running a Facebook promo that requires liking the page for the summer blockbuster The Expendables in order to play a game related to the movie.

“You’re almost building a Ponzi scheme with Facebook Likes,” said Szymczyk. “Would you rather have 100,000 liking and broadcasting it or 5,000 who are real brand advocates?”

With that said, I’d like to explain a bit more with why I feel artificially accruing Facebook Likes to unlock content is a Ponzi scheme.  When a user likes something on Facebook, this is then put in their friends feed and broadcast to their entire network that they’ve now liked something.  After viewing the content they were forced to like to interact with, they might decide to unlike that brand/page or block any messages and updates from their feed.  But when someone unlikes something, it in turn is not broadcast to their network in the same way a like is.  So only positive likes are broadcast out which can artificially increase a pages number of likes.  When you unlike a page, it only shows up as a decrease in overall likes.  Compounding this is that the “Unlike” option is not easy to find and relegated to an obscure area on the bottom left side of the page.

This method of accruing a large number of likes of a brand or page is similar to a Ponzi scheme because it’s using previous people’s likes (positive and not negative) to then increase their overall numbers.  So you now might have 10,000 people that have liked your page, but how many are in fact real advocates or even interested in interacting with you?  They might have been forced to like your brand to view content.  On the flip side, there are some very well done Facebook pages by brands that do a great job of engaging their fan base and allowing their page to grow organically.  Vitaminwater is a great example of leveraging the Facebook community and their fans to full effect.

However, this current trend of artificially building likes is a slippery slope as brands look to embrace Facebook Pages over their own microsites.  Clouding the issue even more is the weight put against likes and what their value is.  There was a time when overall site traffic numbers were the main metric for interactive marketing.  As the field matured, it became more important to track true engagement by a visitor outside of just a visit.  With Facebook likes, it’s important that brands look at fan engagement much more than their overall numbers.  Until then, the number of likes a brand or page might have is more akin to a digital pissing contest than to a true read of how many people are actively engaged with that brand or page.

matt - Sunday, August 29th, 2010

The Future of Augmented Reality + Facebook Music Video

In the past, we’ve seen how Augmented Reality might fit into everyday life and also how it might tap into someone’s social network and display relevant info.  This entertaining French music video takes both concepts a bit further to show how social media (in this case Facebook) and AR could function together in the future.  I also like the Telepresence dance concept which is already gaining traction in Teleconference form like this example from NTT.  (Video link via @Chris_Gillespie)

jack - Thursday, August 19th, 2010

Why You Will Soon Be Deleting Your Location Based App

As most of you know, yesterday, Facebook launched “Facebook Places” (their foray into the location based app marketplace). And even though Places is currently “coming soon” to “my region” (which is the tiny town of Los Angeles by the way), I can promise you that I’ll soon be done with Foursquare and moving forward with Places. And my guess is you will too. Here’s why: My friends and family are already on Facebook. It’s that simple. At the end of the day a community site, just like an offline community, is about the people. The power of these apps is not the “game-play” it’s the people/community and the experiences that they are subsequently able to facilitate. Imagine checking in to a restaurant, and seeing that an old friend and his wife just checked in at the bar across the street. Wouldn’t you meet them for a drink? Which would be more important: Minor details in the way the app functions, or the access it gives you to your community? I think for most people, it will be the later.

As we’ve seen, community sites take years to “tip” and unfortunately for Foursquare (and their competitors) they just didn’t have a large enough window. Will some people stick with the app they’re currently using? For the time being, probably. Will the “masses” adopt one of those apps now? Doubtful. Why would they use another application when the same functionality (in their eyes) is built in to an app they already have (let alone, most people currently have no idea what the heck Foursquare and Gowalla are…)?

I think we’ll see an exodus, as people that use a different app migrate to where the people are, Facebook. And while Foursquare was a brilliant idea, my guess is that it will soon be remembered fondly… the location based “Friendster” if you will.

So, that’s my two cents… what do you think?  Please comment below, or you can find me at: http://twitter.com/jack_benoff

matt - Monday, August 16th, 2010

Viral Videos and Politics Don’t Mix – Vermont Senate Candidate Old Spice Guy Remake

I’m not sure if Politicians looking to take advantage of the latest viral video sensations or social media crazes really know what they’re getting into.  First we had Mike Weinstein trying to channel Footloose through an 80′s inspired ‘viral video’.  And now we have Vermont Senate Candidate Dan Freilich trying to recreate the magic of the Old Spice Guy video response campaign.  Does it work? We’ll be political ourselves here and let you decide :-)

matt - Tuesday, August 10th, 2010

The Next Digital Revolution Will Be In The Living Room

After years of hype around Web TV and the “Digital Living Room”, it appears we’re finally ready to get connected in new and exciting ways.  In this op-ed entitled “Ready for the Tidal Wave” written for Adweek, I tried to communicate just how large this digital ecosystem is set to be.  You can read the entire adweek op-ed here or read it below.

InternetTV_Feature1

Ready for the Tidal Wave?

Those of us on the fringe of emerging media and technology are often faced with the question, “What’s next?”

Mobile (especially location-based services) is obviously here to stay and will be the critical component to any integrated marketing campaign. Also, marketers seem to understand that augmented reality can be a useful and utility-based technology.

But the area about to explode? Internet-connected TVs with application stores. That is, TVs with the ability to both connect to the Internet and have interactive apps downloaded directly onto them by consumers.

There’s been lots of talk about the Battle for the Digital Living Room. Sony, Microsoft, Apple, Roku, Boxee and a host of other players are trying to rush out Internet-enabled boxes or gaming systems that will provide digital content and Internet connectivity on standard television sets. Cable providers are also trying to get into the game with partnerships with companies such as ActiveVideo that can stream content “from the cloud” to most standard consumer cable boxes. Even Google is trying to get into the game by modifying its Android OS for this new, connected digital living room market.

(There’s a great three-minute video that shows just how disruptive Google’s entry into the connected-TV environment can and most likely will be.)

Not to be left out, many electronics manufacturers that create TV sets don’t want to be without a chair once the music stops playing. So now you have companies like LG, Panasonic, Samsung and others also trying to bring Internet-enabled television sets to the digital living room as fast as possible.

Regardless, whether it’s the TV itself, a gaming system, set-top box or other connected peripheral, the Internet-enabled digital living room is upon us.

So with all this connectivity, what’s the end game for the consumer? Think of the still-exploding smartphone app market and apply that to your living room and TV set. It’s no secret that consumer electronic manufacturers are hoping to replicate the success of the iPhone app market by offering the same type of direct-to-consumer app ecosystem.

Consider these recent projections from In-Stat:

• U.S. shipments of Web-enabled consumer electronic (CE) devices that support TV applications will grow from 14.6 million in 2010 to 83.4 million by 2014.

• By 2014, over 59 million U.S. broadband households will own at least one CE device that supports TV applications.

• By 2014, the U.S. installed base of CE devices that support TV applications will be 136 million units.

As you can see, there’s a pretty high trajectory for this market.

But what of the potential pitfalls?

Well, similar to the entire mobile ecosystem, there might be app compatibility issues and, unlike “mobile Web optimization” that can act as a common bridge, the interactive television app market doesn’t appear to yet have a Plan B.

However, unlike mobile phones, most consumers don’t trade their TVs in every year or are tied to one carrier to determine what hardware they can buy. So, in this instance, you’ll probably see a few market leaders dominate the space and because of app purchases, stick with the same brand /compatibility for future purchases.

Content owners or brands that wish to create apps in this digital living room ecosystem will most likely need to go with the leaders or wait until standards are in place and uniformity exists (which is unlikely at this point, since every new emerging tech market seems to fragment).

You’ll also most likely see demographic splits where older viewers are more interested in passive viewing experiences versus younger audience viewers who are more apt to download apps that can create a more social, collaborative and interactive experience similar to online.

By replicating what already works for interactive online video on the Internet, “social TV” on connected sets will most likely start gaining traction. If you were at CES this past January, you might have also seen that almost every TV set manufacturer has a partnership with Skype to offer the service via sets with webcam integrated into the hardware or ability to add webcam via USB. I personally cannot wait to see connected apps take advantage of this video chat technology tied in with contextual information from shows people are watching.

Finally, there’s the whole mobile app market itself that is already offering TV-companion apps, remote control functionality and so on. It will be interesting to track how consumers will start using the sets, and where and how mobile apps will be used in relation to TV-connected apps or if they will most likely function together. I’m betting on the latter vs. the former.

However it plays out, there’s a good chance that you’ll soon “augment” your viewing experience with downloadable apps that can provide further context on a show, allow you to play games tied to content you’re watching, and create an overall interactive experience for your new customizable digital living room. The only question will be if the market dictates 99 cents for these connected apps as it did for mobile.

matt - Thursday, August 5th, 2010

The Social Movie Viewing Experience Gone Wrong…

Cracked has an amusing 14 Inevitable Scientific Breakthroughs The World Will Regret and I found this Social TV/Movie example particularly funny and eerily prophetic.  Swap out the laptops and replace with mobile and it’s pretty much true.  This type of text to screen Social Movie Viewing experience is already in existence in theater with MuVChat and will be coming soon to the Digital Living Room with mobile and Connected TV apps.  I’m going to go out on a limb and say that this whole social viewing phenomenon probably won’t be adopted by Baby Boomers any time soon…

social_Tv_gone_wrong

matt - Wednesday, August 4th, 2010

Where Is Augmented Reality On Gartner’s 2010 Emerging Technologies Hype Cycle?

Gartner today released their annual Emerging Technologies Hype Report – you can buy the official report here. I’ve embedded the Hype Cycles form 2008 – 2010 so you can see how certain technologies are tracking.   I suggest you check out the 1st image below to get explanation of how the graph is defined.

Hype Cycle Definition

Gartner Hype Cycle Phases Explained

2008

Note: As you can see below, Augmented Reality was looking at more than 10 years adoption by mainstream…

gartner-2008-hype-cycle

2009

Note: In one year, Augmented Reality went from more than 10 years to mainstream adoption down to 5-10 years.

gartner-emerging-technologies-hype-cycle-2009.jpg

2010

Note: AR Continues to climb so expect even more of it in Q4 2010 and all of 2011

Gartner Hype Cycle Emerging Technology 2010

Conclusion: AR has been on a unbelievable trajectory and will continue so with mobile and kiosk-based AR sure to capture the imagination of marketers everywhere – especially in 2011.  Throw in Kinect and the adoption of ‘gestural controls’ in the digital living room, and I think you’re going to see much faster mainstream adoption of AR than predicted here.  If you’re sick of hearing of AR already, I think you’re going to need to deal with it because it’s not going away anytime soon…

P.S. The webinar also had another interesting graphic showing a different view of information in the hype cycle.  I personally think AR is transformational but that’s just me :-) Embedded below.

Gartner Emerging Technology Benefit Matrix 2010

Zugara - Wednesday, August 4th, 2010

What’s New in Mobile Marketing – 08/04/10

Zugara on Facebook