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Pedro Gonçalves

New App Makes a Playlist To Fit Your Mood - 0 views

  • In the future, the Danish company plans to explore “mood-based” advertising
Pedro Gonçalves

Super Sell Out: Morgan Spurlock's "Greatest Movie Ever Sold" Bows at SXSW | Fast Company - 0 views

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    ANYA KAMENETZ
Pedro Gonçalves

Young Users Hating On Brands - 0 views

  • Bad news for brands enamored with the possibility of connecting one on one with each and every consumer through the magic of social media: Young people don’t want to be friends with you.
  • just 6 percent of 12- to 17-year-olds who use the Web desire to be friends with a brand on Facebook—despite the fact that half of this demographic uses the site.
  • Among Web-connected 18- to 24-year-olds that figure does double—meaning that 12 percent of that demo is OK with befriending brands—though the vast majority of young adults are not
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  • Even scarier for brands: Young people don’t want brands' friendship, and they think brands should go away. “Many brands are looking to social media as a strong digital channel to communicate with these consumers, since it’s where 12- to 17-year-olds are spending so much time,” wrote Jacqueline Anderson, Forrester’s Consumer Insights Analyst, who authored the report. “But research shows that it is important to consider more than just consumers’ propensity to use a specific channel: Almost half of 12- to 17-year-olds don’t think brands should have a presence using social tools at all.”
  • According to Forrester’s report, they might be better off being more reactive than proactive, and they should listen. Just 16 percent of young consumers expect brands to use social media to interact with them, and 28 percent expect those brands to listen to what they say on social sites and get back to them.
  • Regardless of their willingness to interact with brands, nearly three quarters of 12-17 year olds—74 percent—use social networks to talk about products with friends and make recommendations.
Pedro Gonçalves

Interbrand | Employees are talking about your brand online: How do you manage the new o... - 0 views

  • Several speakers suggested introducing new types of control measures such as social media guidelines and new positions to monitor and manage rogue messages. Interestingly, companies such as noted rule-breaker Southwest Airlines and B2B icon SAP are moving in the opposite direction with a less is more approach. Rather than try to rein in communications, they have given their employees more freedom to express themselves and quickly experienced small wins that have helped build stronger reputations for their companies. For example, rumors were self-corrected by employees, stronger connections with customers were created, and employees felt more engaged in shaping their company.
  • This less is more approach is only effective when you have a strong culture focused on a deep and all-encompassing employee understanding of the company's vision. For this strategy to work effectively, employees need to be aligned with the messages you want to share and need to be invested in the success of the company.
  • brands considering where to focus their efforts and limited resources would do better to put less emphasis on putting more controls in place, and more effort toward helping employees better understand the CEO’s vision and what makes a company a special place to work. In the end, giving your employees the tools and freedom to spread that message and build your reputation makes more sense than reigning them in and holding them back.
Pedro Gonçalves

Simon Anholt on Brand Bulgaria - NATION BRANDING - 0 views

  • According to Anholt, a country has a good and strong brand image if people in other countries feel happy that it exists. If people know that Bulgaria exists but are not grateful that it exists, then something needs to be done.
  • “There are at least 25 things that excite people all over the world such as poverty, climate change, education, women’s rights, children, crime, terrorism,” said Anholt, adding that the country can choose one of these things, focus on it, to try to change it, thus making itself important for the rest of the world. As an example, he mentioned South Korea’s nation branding efforts, which include improving its image by spending more money on international financial assistance for poor countries.
  • “This is real politics, real innovation, not something dreamed up by PR agencies,” said Anholt. He warned that inventing a logo or slogan in order to advertise Bulgaria will not be enough and that it will not change people’s perceptions across the world about Bulgaria.
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  • Much more important than advertisements, he considers relevant news events to be of interest to people and more likely to make them pay attention to the country. “The promotion of individual sectors is different from building the complete image of a country and the two should not be confused. Effective tourism promotion can help improve the country’s reputation indirectly, because it encourages more people to visit; if they have a good experience, they can then become positive advocates for the country,” said Anholt. He advised the government not to spend taxpayers’ money simply on providing yet more information about Bulgaria, because “we live in an information age” and this can be found easily on the Internet. “The challenge is to get people interested in accessing the information”,
Pedro Gonçalves

Ikea Whips Up Lovely Cooking Videos to Push Its Kitchen Tools | Co.Design - 0 views

  • The films are a great example of how advertising has evolved for the age of perpetual beta. Had Ikea played the ads straight -- had they run nothing but porny shots of whisks and wooden spoons -- the whole campaign would've died as soon as it hit the intertubes; no one wants to look at that stuff (and the beauty of the Internet is that no one has to). But by blurring the line between advertising and content, Ikea creates incentive for people to click and, the thinking goes, to buy more stuff.
Pedro Gonçalves

The science of irrationality - Comment Central - Blogs - Brand Republic - 0 views

  • Why, for example, does adding one highly expensive purchasing option increase average order value? Because people base decisions on relative, rather than absolute, information – context is everything. Behavioural economics can help brands understand these decisions and inform their approach to product development, marketing and communications.  There’s a range of principles that are worth knowing about. Many of these aren’t necessarily new but it is only now that they are coming to bare on the way we do marketing.
  • Possibly one of the easiest principles to consider is that of chunking.  The term originates from a paper published in 1956 by a famous American psychologist George A. Miller.  Parts are easier than "wholes". The way a task is presented affects people's willingness to take it on and complete it. Something presented as one long task to be conducted in a single act will be less likely to attract people than something "chunked up" into bite-sized stages.  A long survey will probably produce higher conversion rate if broken up into more digestible chunks with clear information that shows where people are in the process. 
  • Another interesting example is that of social herding. This works on the premise that people are more likely to do things if they think others are doing the same.  They are more likely still if they believe they are being observed or monitored. Herding is not a new phenomenon and can even be traced back to philosophical studies of the early twentieth century.  Modern identification of this has lead to activity such as governments’ approach to curbing energy consumption.  What they found to be the most effective way to get people to reduce energy consumption is not by showing them how much money they can save but rather show them how much more energy above average they use.
Pedro Gonçalves

Wolff Olins - 0 views

  • “If too many people can buy it, the brand loses its exclusivity.”
  • Despite the ubiquity of digital and social media, the in-store experience is still integral to producing individualized experiences for high-wealth customers. “Even though the products are available to view online, it is not the same as the experience of seeing them in person,”
  • Digital and social media can amplify in-store experience for high-wealth customers, but shouldn’t necessarily be seen as a substitute.   
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  • The challenge for luxury brands is in evoking an aura of desirability across broad audiences, while curating individualized experiences for their core customer base.  Luxury brands have to develop strategies that promote both accessibility and exclusivity. Digital and social media can help increase awareness of and perpetuate the myth surrounding the brand, but they must be carefully curated in order to maintain an impression of exclusivity. Furthermore, these channels should be viewed in the context of the store experience. 
Pedro Gonçalves

Welcome to the Decade of Games - Seth Priebatsch - The Conversation - Harvard Business ... - 0 views

  • the decade of constructing the social layer is complete. The frameworks that we'll use to share socially are built, defined and controlled.
  • What's taking its place? The decade of games.
  • in this decade of games, these game dynamics will move far beyond your computer screen and into decidedly non-game like environments, like the way we court customers, engage with others at work, discover where to hang out on Saturday nights and what, when and how we choose to purchase.
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  • While the last decade was all about connections and integrating a social fabric to every facet of our digital and analog existence, this next decade is all about influence.
  • Game dynamics are fast becoming a critical currency of motivation. Their power lies not in connecting us to our friends, but in directly influencing our individual behavior.
  • Traditional forms of entertainment (movies, television... remember books?) are in a rapid decline. The demand for entertainment hasn't decreased, it's just shifted to a more interactive, pervasive form of entertainment. It's shifting to games.
  • We've seen simple game dynamics increase traffic to locations 4X over a matter of days. We've seen others extend the average amount of engaged time consumers spend at a business by upwards of 40%. This propagation of game dynamics into the real world via the social graph and mobile devices will have powerful business consequences for those who understand how to leverage them.
  • The appointment dynamic is a famous game mechanic in which to succeed a "player" must return at a predefined time to take a predetermined action. It's simple and immensely powerful. The appointment dynamic is powerful enough to alter the behavior of an entire generation — "happy hours" are appointment dynamics, as is the pervasive game "Farmville" by Zynga. But we've barely scratched the surface of what it can do. Imagine companies like Vitality leveraging this dynamic to improve the adherence rate to often less-than-pleasant medicinal regimens, or the government creating a large scale game (with financial incentives as rewards) to alter traffic patterns to decrease highway congestion in the mornings.
  • In the progression dynamic, a "player's" level of success is displayed in real-time and gradually improved through the completion of granular tasks. Somewhere deep-rooted in the human psyche we have this desire to complete any progression dynamic put in front of us as long as the steps to do so are itemized and clear. With this as a known dynamic, it's not hard to envision the ways that this can be leveraged even further in the real-world.
  • Communal discovery is a mechanic which involves an entire community working together to solve a problem. The reason I've saved the communal discovery dynamic for last is that it, perhaps more than all others, presents incredible opportunities to positively influence the world as we enter this decade of games.
  • DARPA launched a challenge late last year. They hid 10 red balloons at different locations all across the continental United States and offered $40,000 to the first team to correctly identify their locations. The winning team (a group from MIT) constructed a strategy that in many ways mirrored a pyramid scheme. It was a cleverly constructed waterfall of incentives that encouraged massive cooperation. Essentially everyone to give them data about any balloon's location won some portion of the prize money based on how many other people also submitted the location of that balloon. This created positive communal incentives across what rapidly became a large and self-propagating network. Their strategy managed to accurately identify all locations in less than 9 hours.
Pedro Gonçalves

Wolff Olins - 0 views

  • Launch? Here’s an age-old concept that is being re-shaped in the era of the proto-brand.  As social media and technology open up development, co-creation will become the normative process for many brands.
  • As the speed and quantity of new offers being thrown at us increases, our attention spans become shorter and we’re more easily distracted.   In this 21st century business environment, brands cannot rely on the one-liner.
  • In the world of open, brand is more valuable than ever.  More than what you can offer is the outcome of the way you act: trust, equity, and loyalty. Open up to people, and you gain empathy, support, and forgiveness.  Close the door to them, tell the same jokes over and over, and soon you’ll be looking at a theater of empty seats.
Pedro Gonçalves

Google's Android Arouses Augmented-Reality Dream - ClickZ - 0 views

  • Check out this demo of Wikitude, an augmented-reality travel guide, if you want to see what the future of mobile search looks like. By combining the camera on the phone with the built-in GPS and some fancy-schmancy programming, the Wikitude folks have come up with an application that gives you information about whatever you're pointing your phone at. In effect, your phone can become a virtual "window" on the world that merges the information about your location with the actual image of your location.
  • The applications for travel and tourism are obvious. You no longer have to blindly wander around a strange city wondering what you're looking at. Just point your phone at the monuments and buildings you see, and poof! There's all the historical information (and possibly even dates, times, and ticket prices) that you'd need. Analog and digital reality combined. Of course, the marketing applications for this are just as big. Systems like these (and I'm betting that they're going to be ubiquitous in new phones within a year or two) would allow marketers to place virtual "billboards" or information displays anywhere they want. Point your phone at a restaurant to get the times when it's open, a menu, and (with the touch of your finger on the display) make a reservation. Point your phone at a movie theater to get show times and buy your tickets with a tap of your finger. Look at a retail store and get a list of items on sale and even special "augmented-reality user only" coupons.
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