Interactive Media Concepts and Trajectories _ By Cathy Freeman
By Cathy Freeman M.A. Interactive Media 2010 Elon University
Table of Contents _
By Cathy Freeman
Mastering Interactive Media: A Beginner’s Guide
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People, Places and Things (You Should Know About Interactive Media)
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Research: The Future of Interactive Marketing
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Reflections
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Mastering Interactive Media
a beginner’s guide
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MVP Model
(Most Valuable Protocol) By Cathy Freeman
Technology is changing everything – from the way we work, to the way we form relationships, and especially the way we market our products and ourselves. A protocol is a set of standards that enables communication between two endpoints. As the tools of the trade evolve, an established protocol like the MVP Model will help interactive media professionals understand audience trends and ascertain profitable strategies. The model below outlines current trends in audience analysis and interactive theory, with suggested tools and protocols for addressing those needs.
TRENDS
PROTOCOL
Hyperconnectivity
SMS, Microblogging, Lifestreaming Tools: Ping Me, Pinger, Twitter, Lifestream.fm, FriendFeed, Strands
User-Generated Content
Wikis, Blogs, Livecasting Audio/Video Tools: Wetpaint, Socialtext, PB Works. Wordpress, Justin.tv
Social Relationships
Social Networks, Interest Networks, Bookmarks Tools: Facebook, Ning, Delicious
Two-Way Convo
Forums, Micromedia Tools: Google Answers, Mahalo, Jaiku, Yammer 4
SYNTHESIS: Past and Future – An Interactive Media Chronology By Cathy Freeman French historian Fernand Braudel was the first to suggest that the future can only be forecasted by studying the things that do not change. Understanding the chronology of interactive media is the most viable way to interpret its current trends and potential future developments. By taking a look at history and its recurring themes, one can propose how chronic trends will shape the future. BEFORE THE INTERNET The printing press was the primary format for mass communication until the development of the telegraph from the 1830s to the 1860s. Samuel Morse (Morse Code) was the first to secure political backing, though 62 others also claimed the invention. His first message sent on the machine read, “what hath God wrought?” Western Union built the first transcontinental telegraph line in 1861 and all long‐distance communication depended on the telegraph by the turn or the 20th century. In terms of public opinion however, people feared the development of the machine and assumed that it would mean the death of newspapers. By the 1880s, Guglielmo Marconi used his political connections to get backing for the radio, which he sold to General Electric in 1919. The Radio Corporation ensued, later called NBC. Most everyone relied on the radio for information and entertainment by the 1930s, though most predictions about the enduring future for radio were negative. Simultaneously, the telephone was developing and flourishing between the 1870s and 1930s. Invented by Europeans as early as 1849, it was officially patented in the U.S. by Alexander Graham Bell in 1876. The American Telegraph and Telephone Company (AT&T) established in 1885. Ironically, predictions about the future of the phone mirrored past predictions about the radio and telegraph, and future predictions of the Internet. People expected the telephone to increase crime and privacy issues, but also to build closer communities and to further democracy. Factors such as a competitive free market economy and little government regulation led to the development of the television from the 1920s to the 1960s. Philo Taylor Farnsworth created his first “image dissector” at only 21‐years‐old in 1927. By 1946, 8,000 U.S. homes had TV and it had eclipsed the radio by the 1950s. Future predictions speculated that the family would not tolerate the TV for long. All of the inventions above were possible in part to common threads of young innovators, stable political backing and common governing bodies. These are the same trends that allowed for the birth of the Internet.
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HISTORY OF THE INTERNET The inventions of the telegraph, radio, telephone and TV paved the way for the explosion of the Internet beginning in the 1960s. Its early innovators included the likes of JCR Licklider, Leonard Kleinrock, Donald Davies, Paul Baran and Lawrence Roberts. Designs actually date back to the 1930s with Alan Turing first design of the general‐ purpose computer (ENIAC, the Electronic Numerical Integrator and Computer). In the 1940s, Claude Shannon proved that Boolean algebra and logic could advance to computer circuitry and Bardeen, Brattain and Shockley reduced the massive size of the computer with the transistor. The integrated circuit followed in 1958. This new creation grew in popularity much faster than anything before it. (It garnered 16 million users by 1995 and 63 million domain names by 2004). As the Internet continued to grow, experts predicted terrible things to come, including the loss of paper, TV and transportation. Most predictions echoed the very same sentiments associated with each and every prior invention. INTERNET TIMELINE 1957‐ Eisenhower’s Advanced Research Projects Agency (ARPA) 1960s‐ Ted Nelson, Douglas Engelbart created hypertext, the concept of allowing movement from one element to another by a click or key‐press (world wide web). Baran and Davies proposed sending blocks of data (packets) through a digital network 1965‐ Moore’s Law stated that the number of transistors per chip double and circuit’s performance increases by 35 percent every 18 months 1969‐Steve Crocker wrote the first RFC (Requests for Comments), which is a way to adopt new technical standards 1966‐ ARPANET (Advanced Projects Research Agency Network) was established as a military computer network for sharing info across long distance 1969‐ ARPANET went online connecting ULCA, SRI at Stanford, the University of California at Santa Barbara and the University of Utah 1970s‐ Microprocessor made computers much smaller 1972‐ First email by Ray Tomlinson, first to use @ 1974‐ TCP/IP proposed (packet switching technology that makes Internet possible) by Vincent Cerf and Robert Kahn 1976‐ Ethernet allowed data to be relayed across coaxial cables, emoticons develop to account for lack in human expression 1984‐ Jon Postel introduces top level domains through Request for Comments 1980‐89‐ National Science Foundation started the Computer Science Research Network (Internet Engineering Task Force and the Internet Research Task Force) 1987‐ Compuserve developers released the GIP image (Graphics interchange format) 1988‐ IRC created for real time chat 1989‐ MP3 patented 1990‐ Tim Berners Lee invented “World wide web” with his first html source code Early 1990s‐ Clinton administration allows government to access encrypted, private digital info (Clipper Chip)
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1991‐ Internet Service Providers became popular 1993‐ Mark Andreessen launched Mosaic, a browser later marketed by Netscape 1994‐ Secure Socket Layer introduced to transmit sensitive data, Yahoo created 1995‐ Apache released as free open source HTTP server software, first Internet phone, Amazon, ebay, Javascript 1996‐ Flash 1.0, first web‐based email provider (Hotmail) by Sabeer Bhatia and Jack Smith, ICQ (first global GUI‐based instant messaging client) 1997‐ RSS feeds based on XML language 1999‐ Blogger launched by Pyra Labs 2000‐ America Online acquires Time Warner 2001‐ Wikipedia launched 2003‐ iTunes launched 2004‐ Gmail announced by Google with 1GB storage 2005‐ YouTube launched FUTURE OF THE INTERNET The web is a technically a system of hyperlinked documents accessible online through the use of web browsers. One use of the web is the Internet. Mike Elgan said that the Web 3.0 “will function a little bit more like a human being. It will understand how facts and ideas are connected.” Web 3.0 will most likely be ultra‐customized, English‐ speaking, context‐aware and considerate of all resources. There are countless opinions about the projected future of online development. Many see the Internet becoming a neobiological civilization with a global “godmind.” Philip Tetlow suggests that the web is a living organism that will soon dispense with human hosts altogether. In The Economy of Ideas, John Perry Barlow said, “…in the years to come, most human exchange will be virtual rather than physical, consisting not of stuff but the stuff of which dreams are made. Our future business will be conducted in a world made more of verbs than nouns.” Alvin Toffler added in 1994, “as humankind explores this new electronic frontier of knowledge, it must confront again the profound questions of how to organize itself for the common good.” Interactive Design Association (IxDA) is an example of an organization designed to do just that—improve the human condition. Mark Rettig describes interaction design includes strategy, experience (repeated interaction and activities in context), interaction (interface over time), interface, information and functionality. Analyst Adam Sarner predicted that more money will be spent on marketing to multiple, anonymous online personas than offline marketing by the year 2015. More and more people are expected to weave higher percentages of augmented reality into daily life, whether it is through the use of GPS on a smartphone or through marketing and training on Second Life. The uses of AR are broad and vary according to user. Reed’s Law states that the utility of large networks can scale exponentially with the size of the network, which is why
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Facebook’s searchable databases that leverage the social graph make it one of the top‐ trafficked sites in the world. Online networking is said to fulfill self‐actualization needs tied to Maslow’s hierarchy of needs. Due to increased accessibility of data, more and more people will turn to virtual worlds to leverage the real world. Examples include “mirror worlds” such as Google Earth, Microsoft’s Virtual Earth and NASA’s World Wind. These metaverses use a virtual Earth to help users navigate the physical Earth. One very beneficial result of the tool is the Millennium Development Goals Monitor, which aggregates information and packages it as “global awareness” through Google Earth. It was used to illustrate the Sudanese government’s attempt to wipe out non‐ Arab tribes in Darfur. Experts conclude that Google Earth will someday integrate with Second Life to form a Second Earth where people can mimic their real existence with the help of an avatar. Today’s human‐computer interface is referred to as WIMP (windows, icons, menus, pointing). In the future, this will change with an increased use of the mobile Internet, embedded networked computing devices, and more flexible displays complete with multi‐touch features. Research shows that the most efficient human to computer imput is the spoken word and the most effective computer to human output is text. Speech recognition’s cutting edge research is based on subvocalization, which is the capture of nerve impulses as an individual talks to himself without speaking. Many believe handwriting recognition to be even more accessible than speech (Microsoft’s OneNote). Pen‐based computing is in its early phases, but is capable of transferring written notes and playing back the audio clips to match them. Already popular is e‐paper machines with eletrophoretic ink, such as Amazon’s Kindle. Wii’s detection of human movement with an accelerometer and optics is also becoming a well‐known and recognized interface. Foldable keyboards that can be easily found today will soon develop into mere projections of keyboards. Also on the horizon is the use of haptics, touch output or delivery of a tactile sensation from a device to a user. Brain‐computer interfaces in development will be able to pick up and transmit signals from facial movements and electrical activity in the brain to influence an avatar. Implantable medical systems could even use human body heat as an energy source, changing life drastically for the paralyzed. One thing is certain. As interfaces continue to grow smaller and smarter, it will be increasingly harder to discern human from machine. The integration of brain‐computer interfaces will undoubtedly contribute to a growing general condition of hyperconnectivity that already exists. This “always on” mentality appears when people engage in Internet‐based tools such as microblogging that leads to constant lifestreaming. This is not necessarily an issue of the future, but something that is already very present with the use of social networking tools and the blogosphere. Currently, the highest concentrations of hyperconnected people are in the United States
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and China. A continuously connected mindset has led to weakened boundaries between personal and professional communications. Increased Blackberry and PDA use has created issues of productivity and “time off the clock” as employees find themselves continually replying to email around the clock. Another negative result of hyperconnectivity is continuous partial attention, a term coined by Linda Stone that refers to a focus on a primary task while monitoring other background tasks. This doesn’t necessarily mean a loss of time spent building genuine relationships, but David Weinberger has contributed continuous partial attention to a culture of “continuous partial friendship.” Other drawbacks such as information pollution, interruption overload and “attention economy” are predicted to emerge. On the other hand, positive consequences include the therapeutic effect of sharing information through online writing and the collective intelligence established from the continual sharing and networking of knowledge. It has been predicted that we’re moving toward a world where every object will be tagged with an IP address in a human infrastructure networked in an “internet of things.” Wearable computing will allow inanimate objects to track forecasts, monitor posture and measure motion. The embedding of pervasive ubiquitous computing devices is known as “everyware.” Everyware, otherwise known as ambient intelligence, is a blanket of devices that can receive and send data. This appears in technologies such as radio‐frequency identification tags (RFID), two‐dimensional bar codes, gesture and voice recognition and GPS. Adam Greenfield predicted that everyware “will disturb unwritten rules about workspace and homeplace, the presentation of self and the right to privacy…” He also adds that a demand for constant identification is expected as military and global corporations drive the research on ubiquitous computing. FUTURE TIMELINE 2010‐2014‐ Internet redeveloped by National Science Foundation (Global Environment for Networking Investigations) with focus on privacy, increase in content delivery, new naming addressing and identity architecture 2010‐ Radio Frequency Identification can track anything, checkouts replaced with RFID on all items, Interactive Guidebooks Educate using GPS 2011‐ Supercomputers with petraflop capability, Japan’s goal is close to the intelligence capacity of humans 2012‐ Modified foods through gene research, intelligent clothing, e‐ink, e‐paper, foldable computer displays 2015‐ Teleportation is developing, genetic profiling increasing in the hands of law enforcement, genetic engineering modifying plants and animals to suit human needs, human cloning, auto‐piloted vehicles, adaptable materials, customized food 2020‐ Immersive virtual reality worlds used for business, socialization and relaxation, extensive use of robots that in turn force humans to try brain download to keep up with AI, emotional control devices 2025‐ Power‐sources are painted on thanks to nano solar cells, TV is holographic
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2035‐ Travel turns intergalactic 2040‐ Moon base will be established with a space elevator 2045‐ The Singularity exists and robots, genetics and nanotechnology develop beyond the ability of humans, biological life is replaced with “grey goo” 2050‐ Mars colony is established, time travel common, brain downloading practiced STUDYING THE FUTURE In a world of severe competition, changing technology and market convergence, past patterns can no longer serve as an accurate prediction of the future. Forward‐thinking organizations put in place holistic systems to anticipate the future with real‐time recognition, collaborative innovation, trend assessment and analysis. The object of studying the future is to enhance the probability of preferred futures. This is obviously a challenging endeavor, with a market economy that lacks uniform progression and a tendency for things to change environmentally before they change socially. Those who imagine the future should use computers to analyze underlying trend patterns, consider potential events, and choose the best opportunity to exploit change. Organizations must learn how to practice horizon scanning, action planning, strategic leadership and collaborative foresight to foresee the curveballs of the future. Projects originate from an organization need for a strategic plan. It begins with a quick assessment or scoping to state what is changing in the market and the effect on current stakeholders. Key audiences must be identified to engage stakeholders and place champions in important positions. Only when the scoping of an agreed project management plan is in place should work start on the foresight program or project. Foresight is the use of strategic thinking, action planning, networking and horizon scanning in order to study future events. Foresight that is tactical employs short‐term strategies to look at what can be handled with case. Foresight that is strategic tackles significant change in a world that could plausibly happen. It is the ability to systematically think about and develop alternative futures. Obstacles to strategic foresight are a lack of resources and incentives, frequent career movies and the limited attention of internal stakeholders. Remedy these challenges with reward systems and media formats that communicate all the future has to hold. Horizon scanning is the art of systematically exploring the external environment in order to better understand change and identify potential opportunity and challenges ahead. This many involve surveys, exercises or collaborative foresight. Action planning brings to life the hard work from horizon scanning and strategic thinking as the process of defining organizational strategy. To develop strategic leadership, one must increase agility and resilience and learn how to perceive signals of weakness. True leaders inspire (encourage exploration, stimulate self‐organization) engage (build social capital, establish learning processes), and enable (teamwork, values, direction, accountability). Use real‐time exercises and meetings to
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create daily problem solving and decision‐ making (focus groups, case study analysis, visualization maps, experimental virtual world programs, ethnographic study, etc). Strategic thinking is intent driven and provides a point of view about the long‐term market or competitive position that an organization hopes to achieve over time. It takes a systems perspective, intent focuses, and intelligent opportunism, and considers major trends based outcomes in nine dimensions (business, economics, environment, healthcare, industries, lifestyles, politics, society, technology). Trends don’t exist in isolation. They are extrapolations of the past and the present with uncertain future trajectories. This is why it is important to study them. The first step is to assess trends by creating a large inventory with classification system and ranking methods. After establishing a trends database and evaluating trend outcomes based on probability, one can determine key drivers of change on an organization. The next step is to select trends. Make an assessment of the likely impact of your identified trends over your scanning period. Assessment of scanning hits is the first step, where one must look for possibilities instead of answers. Trends are selected for future research by filtering in the following manner: Tier 4 (undirected viewing‐ unselected trends), tier 3 (informal search‐ selected trends, assessment covers timeframe, scope, impact, likelihood and urgency), tier 2 (conditioned viewing‐ more alerts), tier 1 (formal search‐key alerts, 10‐15 issues). Countertrends (opposite trend, wildcards (low probability, high impact event) and black swans (highly probably and impossible to anticipate) can be found in addition to trends. There are two ways to classify trends. A quantitative classification establishes a trends database and evaluates individual potential outcome based on impact, signal strength, likely public response, urgency, likelihood, speed of arrival and time frame (complete from both external and internal perspective). A qualitative classification is a written assessment based on relevance, controversy, credibility, and stimulus. A trend report is more focused than a scanning hits report, with a higher relevance rating. A strategy report coincides with an organization’s annual planning cycle and focuses on implications of trends for organization.
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SYNTHESIS: An Introduction to Interactive Media Theory By Cathy Freeman What is interactivity? In keeping with the collaborative and constantly evolving nature of interactivity, there is no single definition of the term. Essentially, it means that an audience is involved in the process of gathering information with at least one other party. However it is defined, in the online world, it is a beneficial way to enhance information seeking and create higher search rankings. As it is applied to the interaction between people and computers, interactivity can be referred to as the user’s style of control. Leaders in the field are constantly reworking the definition of interactivity involving the Internet. Here are a few examples: • Steur (1992) “the extent to which users can participate in modifying the form and content of a mediated environment in real time.” • Downes and McMillian assessing interactivity means looking at message dimensions (direction, time, place) and participant dimensions (control, responsiveness, perceived goals). Therefore, a high‐values site offers more control and responsiveness and a low‐values site requires navigation by selecting buttons. • Sproull and Kiesler (1991) found electronic work groups are as/more efficient that face to face work groups • Koolstra and Bos (2009) communication is most effective if there is a high level of interactivity between participants. They define interactivity as “the degree to which two or more communication parties act on each other in an interrelated matter.” They created an interactivity checklist that includes synchronicity, timing flexibility, control over content, number of additional participants, physical presence of additional participants, use of sight, use of hearing, and the use of other senses. Control is the most frequently mentioned aspect in the characteristic checklist. • Nathan Shedroff (1994) the process of creating interactivity is roughly the same across all media. It involves feedback, control, creativity and co‐creativity, productivity, communications and adaptivity • Lev Manovich 5 principles of new media: numerical representation (can be manipulated mathematically), modularity (new media is made of independent elements of pixels and code), automation, variability (can exist in infinite versions), transcoding (culture is reshaped by computer)
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What is interaction design? Now that we have a rough understanding of interactivity, we can better understand the field of interaction design. Bill Verplank and Bill Moggridge first proposed this term in the late 1980s. It has come to describe the discipline of defining behavior of products and systems of which a user interacts. Interaction designers define behavior, define the product related to behavior, anticipate how to use the product to affect human understanding and explore dialogue. According to Robert Reimann, the best skill for a professional designer is “the ability to invent and visualize a coherent solution and be able to effectively communicate it to others.” Interactive Design Key Aspects‐ 1. Social interaction design‐ accounts for interactions among users as well as between users and their devices 2. Affective (emotional) – need for products to convey positive emotions‐ use of dynamic icons, animations, sound, interfaces‐ recognizes human tendency to equate good design with quality in any product After defining behavior, interaction designers will create a product that best suits the needs of the user. The process looks like this: Six Steps of Interaction Design: 1. Design research 2. Research analysis and concept generation 3. Alternative design and evaluation (crude prototypes to convey concepts and ideas. Features and functionality are outlined in a wireframe, flow diagrams outline logic) 4. Prototyping and usability (test role, look and feel, implementation) 5. Implementation 6. System testing Theories of Interactivity Extensive research is essential to the groundwork of theories, which help explain observation. There are several ways to conduct the necessary research to understand theories. Research can be quantitative or qualitative. Quantitative research is a systematic scientific examination with mathematical models and specific measurement. The most common example is that of statistics. Qualitative research is the investigation of underlying meanings and the patterns of relationships by using ethnography, content analysis, focus groups or case studies. A mixed‐method approach combines the two. Before understanding the theories surrounding interactivity, it is important to comprehend at least the major communications theories that preceded interactivity.
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Communication Theories Information Theory is a branch of electrical engineering and applied mathematics. This field’s founder, Claude Shannon, established the source‐encoder‐channel‐decoder‐ destination pattern basic to communication. Shanon’s concepts of entropy of a random variable, source and channel coding and establishment of fundamental natural limits on communication are intrinsic to digital info today. Shannon’s model is based on the statistical concept of signal transmission first emphasized by Weiner. In 1948, Weiner published the foundational document for systems science, emphasizing the statistical foundation of communication and the idea of feedback. This is also the same year that Harold Lasswell defined communication theory as “who says what in which channel to whom with what effect.” Shannon also introduced the concepts of entropy, redundancy and noise. The more noise in a channel, the greater the need for redundancy, which reduces entropy (measure of the degree of randomness) of the message. The interface between two systems is a gatekeeper point. A system is any part of an information chain that is capable of existing in one or more states. When communication systems exist in identical states, they are considered corresponding. When they cannot exist in identical states, the system is non‐corresponding. Human communication systems are functional, not structural. Communication takes place when two corresponding systems, coupled together through one or more noncorresponding systems, assume identical states as a result of signal transfer along a chain. For a group to function, communication networks must be established. To study communication activity, one must look at traffic (who does talking and how), closure (how open the group is to outsiders) and congruence (the question of whether members are equal participants). Activity Theory (AT) originated as a way to access the developmental process by which a person is shaped by and shapes experiences through actions. It is traced back to German philosophers Kant, Hegel, Marx and Engels. Activity Theory is based on the notion that people work to achieve ideals by taking action and transforming the social and material world. This theory began to be implemented in research and design by human‐computer interaction (HCI) researchers in the 1990s. Symbolic Interactionism is a sociological perspective that studies human implementation of the Internet and its effect on human behavior. Human interaction is mediated by the use of symbols and signification. Symbolic interactionism assesses how people create meaning during social interaction, and how they present and construct the self. Social Network Theory studies how the structure of ties influences people and relationships. Matt Granovetter found that open networks like Facebook with weak ties are more likely to introduce new ideas and opportunities than closed networks with
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strong connections. Scale free networks exist where there are mostly weakly connected nodes, with a few highly connected hubs. Diffusion of innovations is a theory of how, why and at what rate new concepts and tools are adopted and implemented. In 1962, Everett Rogers defined diffusion as “the process by which an innovation is communicated through certain channels over time among the members of a social system.” Rogers research on innovation also applied to social network theory. In a society where mass amounts of information are spread through social networks, memes have emerged in the form of phenomena like LOLcats. Richard Dawkins first used this term to describe a self‐propagating unit of cultural revolution or unit of information that is passed along to the next generation. Online Communities Theory Online communities are becoming very popular avenues for people to exchange information, engage in conversation and make new friends. The online communities theory deals with groups that communicate primarily through media. According to Peter Kollock (1998), people who participate in online communities can be motivated by anticipated reciprocity (expectation that one will receive useful help in return‐ interactivity of a community encourages more interactivity), increased recognition (desire for prestige‐ privacy concerns) and sense of efficacy (sense that they have made an effect on this environment‐ Wikipedia) sense of community (people receive direct responses to their contributions). Not every member of an online community is active however. According to Pareto’s Law, 20 percent of the people accomplish 80 percent of the posting in discussion. And some people join and lurk, instead of posting. Uses and Gratifications Theory This theory focuses on the study of what people do with particular media and why they do it. It addresses the way in which audiences leverage tools for personal goals and is closely tied to Abraham Maslow’s hierarchy of needs, which outlines people’s basic needs for self‐actualization, self‐esteem, love and belonging, safety and security and physiological fulfillment. Researchers of this theory tried to understand how people’s use of media fulfills basic human needs. In 1948, Lasswell concluded that the media serves functions of surveillance, correlation, entertainment and cultural transmission. In 1973, Katz, Gurevitch and Haas found that all media users have the same needs (cognitive‐ knowledge, affective‐emotional, personal‐ confidence, social and escapist). In 1987, Denis McQuail reasoned that people look for information, personal identity, integration and social interaction and entertainment when using media. All of these ideas were formed before the age of the Internet. Everything changed when users obtained the ability to reformat the media they were absorbing. In 1998, Jane Singer said interactive communications obscure the line between the sender and the receiver of mediated messages. Involvement, benefits, threats, inconvenience and isolation are all user‐oriented dimensions of interactivity that are part of the uses and gratifications approach. Ha and James listed playfulness, choice,
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connectedness, information collection and reciprocal communication as the five dimensions of interactivity. Knowledge Gap Theory This theory refers to issues like the digital divide, where the gap between the information‐rich and the information‐poor is widened due to unequal access to a new medium and ability to use it effectively. Social Constructionism Social factors and the features of technology tools are intertwined. The greater the perceived reality, the greater the likelihood that the information will be incorporated into an individual’s world view. Cultivation Theory Developed by George Gerbner, this theory says that long term teachings of a common worldview, common roles and common values are a result of exposure to media. Cultivation yields first order beliefs (concerning real world) and second order beliefs (extrapolation of facts). Technological Determinism This is the theory that technological advances are a central causal element in processes of social change. Diffusion of Innovations Theory Diffusion research uses a multi‐step flow model to show the social process of how innovations become known throughout a social system. Everett Rogers is best known researcher in this field. The results of a Ryan and Gross study show the main elements of diffusion to be an innovation communicated through certain channels over time among the members of a social system. Characteristics of an innovation that affect rate of adoption are relative advantage, compatibility, complexity, and observability. The innovation decision process has five stages: knowledge, persuasion, decision, implementation and confirmation. It is also important to note five adopter categories: innovators, early adopters, early majority, late majority and laggards. Spiral of Science Theory This is the idea that people’s willingness to speak out on issues is influenced largely by their perception of the climate of opinion. It was developed by Elizabeth Noelle Neumann in 1973. This theory posits that people form opinions about public opinion while seeking to find out if they are in the majority. Powerful Effects Theory Media effects are most powerful when they reach communications participants on multiple levels. Mendelsohn said campaigns that are successful in changing an audience spell out campaign objectives, pinpoint the target audience, overcome indifference of the audience to the particular issue and find relevant themes to stress.
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Power Law Effect A system drives activity to reinforce unnaturally the behavior that caused something to be there in the first place. Power law distributions keep things with some power at the top because they are at the top and this can drive them higher. Agenda setting The media we consume tell us what to think about and how to think. A frame is a central organizing idea for news content that supplies a context and suggests what the issue is through the use of selection and emphasis. It helps us understand how people process news. In other words, the role of well‐known individuals commenting on the issue can have a significant impact on a person’s opinion on the topic. Intermedia agenda setting defines how media reports influence and set the agenda for other media reports. Thus far, there is no research on online agenda setting. Perception Theory Perception is the process by which we interpret sensory data. Influences on perception are structural (physical) and functional (psychological factors). Selective processes can be thought of as four rings of defenses (selective exposure, selective attention, selective perception and selective retention). Decoding the process of receiving and interpreting a message Selective perception tendency for people to be influenced by wants, attitudes, needs and other psychological factors Selective exposure tendency for people to expose themselves to those communications that are in agreement with existing attitudes Selective attention tendency for people to pay attention to part of a message that are consonant with strongly held attitudes Selective retention tendency for the recall of information to be influenced by wants, needs or other psychological factors Schema Theory People use schemas to process news. According to Graber (1988), a schema is “a cognitive structure consisting of organized knowledge about situations and individuals that has been abstracted from prior experiences.” Graber found that people store conclusions from evidence, rather than storing evidence itself. Fiske and Kinder were the first to propose that people are cognitive misers with a limited ability to deal with information. Image‐Perception Theory Linda Scott indentified three ways of thinking about pictures: as transparent representations of reality, as conveyors of affective or emotional appeal, or as complex combinations of symbols put together to make up rhetorical arguments. Visual tropes are arguments presented in a figurative form in order to break through a viewer’s skepticism or boredom (ads).
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Propaganda Theory Attitude change and theoretical thinking are rooted in propaganda theory. Harold Laswell outlined four major goals of propaganda: mobilize hatred against the enemy, preserve friendship of allies, preserve friendship of and procure cooperation of neutral, and demoralize the enemy. Propaganda vs. Persuasion The Fine Art of Propaganda by Alfred McClung Lee (1939) summarized seven devices of propaganda: name calling (giving an idea a negative label), glittering generality (associating something with a virtue), transfer (carrying prestige), testimonial, plain folks (ideas are good because they are of the people), card stacking (use of facts) and band wagon. Persuasion Persuasion is an attitude change resulting from exposure to information from others. One message is unlikely to change strongly held beliefs, so persuasion must be accomplished through a strategy of elements. These tactics often include fear appeal. To motivate by fear, one must communicate the magnitude of noxiousness of an event, probability of that event’s occurrence and efficacy of a recommended response. Learning theory (Hovland) and consistency theory are two approached to attitude change. A combination of the two is found in the functional approach, developed by Daniel Katz. The functional approach to attitude change insists that humans are rational and irrational depending on the situation. An attempt to change an attitude may backfire if not based on an understanding of the functions the attitude is serving. Other techniques of persuasion include the use of visuals, humor, sexual appeal, and repetition. Media Richness Theory The more personal a mean of communication, the more effective it will be. Human Action Cycle Model Humans pursue goals through a series of steps to achieve that goal through the use of computer (form goal, sequence the tasks, execute the action sequence, perceive results, interpret action outcomes based on expected outcomes, compare what happened with what user wanted.) Media Ecology This theory addresses how media of communication effect human perception, understanding, feeling and value and how interaction with media facilitates or impedes chances of survival. These various theories revolving around communication and interactivity allow some foresight into how and why people use the Internet today. In a Web 2.0 world, users generate their own content and publish it with the help of online collaboration structures and syndication. As a result, whatever is most interesting to the public at
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large become the most visible online. A community setting evolves into collective intelligence where personalized data can be easily found. In 1999, Robert Craig categorized seven traditions of communication theory. 1. Rhetorical‐ the practical art of discourse 2. Semiotic‐ communication by signs 3. Phenomenological‐ experiencing “otherness” 4. Cybernetic‐ the information systems approach 5. Sociopsychological‐ expression, interaction and influence 6. Sociocultural‐ the reflection of social order All of these traditions can be found in the theories of interactivity that exist surrounding the Internet today. New Media Timeline 1969‐ARPANET, new interactive media format called videotex (foundation for new media of the 1990s) 1970‐Alhohanet (first wireless computer networking system), IBM controls ¾ of mainframe computer market, first use of computer terminal for writing, editing and transmitting story to news service 1971‐ newspapers changing from mechanical to computer production systems 1975‐ Altair 8800 (first successful personal computer) 1976‐ Steve Jobs and Steve Wosniak form Apple 1977‐ Apple II personal computer introduced with 4K memory (first PC to use color graphics and floppy disks) 1978‐ IP added to TCP (transmission control protocol) 1981‐ IBM introduces first successful personal computer 1983‐ TCP and IP accepted as standard for ARPANET – beginning of Internet we know today 1984‐ first Macintosh personal computer introduced by Apple, Internet domain name system (DNS) established 1985‐ Windows operating system released by Microsoft, Nintendo released, online discussion community the well begins 1988‐ Moving Picture Experts Group (MPEG) established 1989‐ Time Berners‐Lee writes original proposal for World Wide Web 1990‐ WWW prototype created 1991‐ few videotex journalism projects but most media companies moving to BBS or dial‐up services 1993‐ Mosaic, first graphical Web browser released 1994‐ JPEG standard officially approved, Yahoo starts, Netscape founded, first digital camera designed for photojournalists 1995‐ Amazon.com, spec for DVDs finalized, potential for online journalism observed with Oklahoma City bombing 1996‐ use of instant messaging increases, Nintendo 64, Dreamweaver, Flash, Adobe Acrobat 1997‐ 43% of U.S. households own personal computers
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1998‐ American Online acquires Netscape Communications, 50% U.S. homes with personal computers, Drudge breaks news with Clinton/Lewinsky, more than 80% of U.S. online consumers trust online news as much as they trust other news 1999‐ Final Cut Pro, Craigslist, Blogger, U.S. Dept. of Commerce begins tracking Internet sales (calls e‐commerce a major indicator of nation’s economic health), Online News Association established 2000‐ 1,200 North American daily newspapers have launched online services, Wikipedia, iPod 2002‐ Second Life, Friendster 2003‐ MySpace, Skype, iTunes, Furl social bookmarking, growing power of blogs 2004‐ Google releases social networking service, Facebook, podcasts, Mozilla Firefox, Internet has become major source of news in America, Online Publishers Association announces that content surpassed communications to become leading online activity 2005‐ Google Earth, unique visitors to newspaper Web sites represented on average one‐third (46 million) all Internet users in course of month 2006‐ Twitter, Google acquires YouTube‐ online only presidential debate, Kindle
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SYNTHESIS: Reaching Interactive Media Audiences By Cathy Freeman Spreadable Media Viral media is the concept of distributing content through informal or ad hoc networks of consumers. It is a blurry term that refers to media that can imbed itself in pop culture with hidden agendas. The ideological code injected into viral media is referred to as memes, which compose culture as genes form to compose genetics. As a unit of information in the mind, memes are characterized by fidelity (the ability to retain content as they pass from mind to mind), fecundity (the power to induce copies), and longevity (the increased chance of being copied). They do not self‐replicate and rely on others to pass along information. Unfortunately, the notion of viral media fails to consider everyday transformation and repurposing of ideas, which is the natural process of communication. Communities reinvent ideas to fulfill specific purposes. By basing a term in biology, it is incapable of adapting to a complex system of social, technological, textual and economic relations. Human choice and medium are two factors that greatly effect memetics. Though it is an important movement away from push‐based communication to a pull‐based model of stickiness, viral media and memetics do not necessarily focus on participation and interactivity that is capable today. A spreadable model assumes that the repurposing and transformation of media content adds value, allowing media content to be localized to diverse contexts of use. It emphasizes consumer activity. Grant McCracken defines consumers as “multipliers” who shape the circulation of media content. Multipliers are also called “lead users” because they enable user innovation and identify new markets. Spreadability depends on a diversified user experience. It tracks the migration of individual consumers within a site and maps the flow of ideas through social networks. To make media spreadable, companies should first figure out what existing communities are most likely to use their products and what they are doing with it. From there, they should identify basic needs of that community and develop informational resources to support them. In this process, it is important to understand the concept of the moral economy. The moral economy is the set of social norms and mutual understandings that make it possible for two parties to do business with each other. The measure of a moral economy is the degree to which participants trust each other to hold up their end of an agreement. Discussions of viral media or spreadable media point to places where a new moral economy may be emerging.
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Another important community concept is the gift economy, which states that people do things for one another out of a spirit of building something between them. In this scenario, online success is based on the build‐up of good will that companies can convert into economic transactions through other channels, for example, Facebook gifts. The circulation of these gifts is socially rather than economically motivated. Symbolic goods stop circulating when they take on such economic value that there is no longer an incentive to give them to someone else of where their exchange fails to serve social goals within a particular community. In other words, symbolic goods cease their movement when they assume too much or too little worth. The fantasies of a commodity culture are those of transformation while those a gift economy are often deeply nostalgic. These ideas of social interaction reflect changes that are happening in communities as a result of online development. Spreadable media is possible because individuals are now more empowered with new capacities and desires for social interaction. Individuals have multiple interests and therefore engage with multiple different affinity spaces. These are a few of the social structures that reflect different kinds of communities today: • Pools: People have loose associations with each other, but a strong association with a common endeavor or with the values of the community. (brand communities, political organizations) • Webs: Webs are organized through individual social connections, so the ties with each member are stronger and they operate in a decentralized manner. • Hubs: Individuals form loose social associations around a central figure (fan clubs) Content is spread based not on an individual evaluation of worth, but on a perceived social value within a community or group. That is why it is important to understand what kinds of communities exist and why. When content or advertising spreads, it is because the community has embraced it as a resource for expressing its shared beliefs or pursuing its mutual interests. Corporations cannot artificially build communities around their brands and products but rather must allow their brands to be taken up by pre‐existing communities by creating content that supports and sustains expressive appropriation. Text will not become a part of popular culture unless consumers embrace it as a vehicle for expression their own meanings. To understand that statement in a gift economy, it is at that moment when the commodity becomes a gift and its worth is recognized. Videos will not become popular unless consumers can participate in the production of meaning in order to communicate something that matters to other members of their community. Fiske’s notion of the producerly introduces the general principle for transforming cultural commodities into cultural resources: open, loose ends and gaps that allow the viewer to introduce their own background and experiences. The loss of the producer’s control over meaning is a precondition for the video’s circulation.
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Parody and humor that uses shock are also two characteristics that facilitate the spread of videos. Parody must provide different levels of engagement and some level of ambiguity or confusion that encourages people to seek further information (Burger King’s Subservient Chicken is a good example of a partial work). This is an important part of any ad campaign because marketers will take a closer look at online video in 2009. 72% of U.S. Internet users watch video clips monthly, making it more popular than blogging or social networks. Effective video‐sharing sites must contain flash player technology that enables instant viewing in the browser, uploadability that allows file‐sharing and embedded code that allows users to post clips. In conclusion, spreadable media is good for active commitment from the audience, online word‐of‐mouth, audience empowerment, highly interconnected audiences and the ability to communicate with audiences where they already are and in a way that they value. Sampling Audiences Approaches Because communities are constantly changing, continuous testing is important. Also important is the study of other’s work, or competitive benchmarking. Thought leaders in the field of interactive communications include Steve Rubel, Seth Godin, Brian Solis, Henry Jenkins, Cindy Chastain, Dana Chisnell and Ross Mayfield. All of these experts have audience theories that are worth considering. The Power Law of Participation • The majority of users will not have a high level of engagement within a given group, but patterns have emerged where low threshold participation amounts to collective intelligence and high engagement provides a different form of collaborative intelligence. • Chris Anderson’s Long Tail examples have focused on models of consumption, not production, where intelligence is largely artificial. We network not only to connect, but to leverage the social network as a filter to fend off information overload. • The byproduct of use is a cornucopia of the commons, where the act of using the database adds value to it. As users engage in low threshold participation, we gain a form of collective intelligence. RF Intent Index (Ruder Finn) • Underscores the emerging trend that people’s online behavior is better explained and understood by similarities in intent rather than by demographic differences between them • “The way the Internet has allowed us to share knowledge laterally instead of up the chain of command requires a new way of thinking about our online communications. The Intent Index underscores the importance of knowing what
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•
people seek, and how we, as communicators, can intersect with what they’re looking for.” Michael Schubert, CIO of digital strategy, Ruder Finn Based on a study that asked participants how frequently they go online for 295 different reasons o More than twice as many people go online to socialize (81%) than do business (39%) or shop (31%) o 71% of people go online just to become part of a community
Understanding your audience begins by analyzing information you already have. This includes visitor loyalty, bounce rate, recency, location, search terms, keywords and traffic source. To find more data, communicators can use polls, focus groups, surveys, interviews, ethnographic research, on site user features and audience feedback (emails, blog links etc.). Focus groups are often of use when deciding on the look and feel of a site of product because they gather good data on emotive issues. Unfortunately, they do not test what users are actually doing. Web analytics offer a view of what happens when people visit Web sites or use online services. They provide insights into personas, such as activity cycles for different groups of users’ information seeking behavior. Personas are also important to consider when analyzing audiences. Personas are the archetypal representations or audience segments or user types, that describe user characteristics that lead to different collections of needs and behaviors. Personas are popularly used techniques for communicating insights, in addition to mental models and experience lifecycles. A mental model aligns design strategy with human behavior and provides an excellent way of understanding how users approached the content for which a product is designed. Experience lifecycle is a generic term that represents the start to finish series of interactions a customer has with an organization. For example, Lego uses an experience wheel that depicts the end‐to‐end experience of a frequent flyer. In conclusion, communicators can aggregate and synthesize user research of different shapes and sizes to form audience segmentations that encapsulate sets of characteristics, needs and behaviors. Web Analytics Web analytics is the process of studying data to understand the influence and potential impact of your communication. There are two kinds of methods used. On‐site analytics refers to assessment of visitors; activities on a site, including assessing which landing page is most likely to drive a purchase or response. Off‐site analytics is the measurement of a site’s potential audience, share and buzz. Terminology • Hit‐ request for a file from the server (available only in log analysis) • Page view‐ request for a file whose type is defined as a page in log analysis • Visit/session‐ series of requests from the same uniquely identified client with a set timeout
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• •
• • • • • • • • • • • •
First visit/session‐ visit from a visitor with no previous visits Visitor/unique visitor/unique user‐ uniquely identified client generating requests on the web server or log analysis or viewing pages with a defined time period. A unique visitor counts once within the timescale. Repeat visitor‐ visitor that has made at least one previous visit New visitor‐ visitor with no previous visits Impression‐ each time an ad loads on a user’s screen Singletons‐ number of visits where only a single page is viewed Bounce rate‐ percentage of visits where the visitor enters and exists at the same page without visiting any pages on the site in between % exit‐ percentage of users who exit from a page Visibility time‐ the time a single page is viewed Session duration‐ average amount of time that visitors spend on the site each time they visit Page view duration‐ average amount of time visitors spend on each page of the site Page depth/page views per session‐ average number of page views a visitor consumers before ending the session Frequency/session per unique‐ how often visitors come to a site Click path‐ sequence of hyperlinks one of more website visitors follows on a given site
Main industry bodies tied to web analytics include Jicwebs, ABCe, WAA and the IAB. Only one web analytics tool is needed per website. When starting a data reconciliation project for web analytics tools, keep in mind the following things: • Web Logs vs. Javascript driven tools o Web logs deal with effective and extensive filtering of robots and data caching. Without extensive custom coding weblogs are clueless about rich media experiences o Some browsers have Javascript turned off and will have their data missing from tag based files • First and Third Party Cookies o Demand first party cookies o Use Javascript tag based solutions. In case of web log files the server at least collects the mimimum data without much work because its built into web servers. • Incorrectly implemented tags • Incompletely implemented tags o Implement all tools on same pages • Check definitions of key metrics • Sessionization o Sessions are important because they essentially measure the metric of visit or visitors o Check the max session timeout settings between the tools • URL parameter configuration
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•
•
o Teach your web analytics tools which parameters to use and which to ignore o Tag campaigns correctly and configure web analytics tool correctly to ensure your campaigns are reported correctly, referrers are reported correctly and revenue and conversions are attributed correctly Data Sampling o At Source: A typical strategy from the paid web analytics vendor is not to collect all data, because the bill is based on page views you send over. This leads to a data reconciliation issue o Run Time: All the data is collected but when reports are run, it will be sampled to make it run fast. This is a better strategy. o Data sampling can impact the key performance indicators you are using, meaning that all/non/some of the data will not reconcile Tag Order o Switch the order of tags if a heavy tag is slowing speed.
Usability Interactive media must be extremely useable. To measure usability, a validation or verification test is usually conducted late in the development cycle. A matrix test design allows you to test a product across a range of roles according to different variables. In the interactive media planning stages, the following points should be addressed: site purpose and goals, constraints, target audience, site architecture, audience’s tasks, and content. Effective interfaces do not concern the user with the inner workings of the system. Be concerned with the user’s productivity and time. Wasting a user’s time will make the user leave. When designing an interactive site, programming a tagging system will make the site more searchable and useable. Tags can be any term that is usefully associated with the resource. A tag provides metadata about the resource. Geotagging refers to adding geographic tags that locate resources in a particular place. Metadata is the structured information that describes, explains, locates or otherwise makes it easier to retrieve, use or manage and information resource. It is essentially the data about data elements. Meta elements are programming instructions used to embed structured information in digital communication. Folksonomies are the user‐generated keywords that ensue from collaborative tagging. Joshua Schachter, the creator of Del.icio.us. was the first to popularize collaborative tagging. User‐center design (UCD) is an approach to design where the end user is placed at the heart of the design and development process. The key principal is integrating users that
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represent the profiles of the target user groups into the development process. Research carried out by Noam Tractinsky among others has shown that more aesthetically pleasing an item is the more usable people will believe it to be. Also, if a user’s experience makes you feel good you are more likely to use it again. Here is an outline of the process: Step 1: Define target audience • User personas make it easier for design and development teams to understand user needs by creating tangible descriptions of real people. Step 2: User Task Analysis • Task analysis is the identification and thorough understanding of end users’ goals and tasks Step 3: Create a prototype • Define how the system will work from the user interface perspective and test on real users Step 4: Test prototypes with real users • User small groups of no more than five from each target user profile Step 5: Beta release • A beta version is released to a restricted number of users for evaluation Step 6: Ongoing Evaluation • Testing can be done with focus groups, eye‐tracking, heat maps, Morae (the recorder, remote viewer and manager) Unfortunately, statistics and trends cannot explain why users behave in the way they do and what impressions they pick up from the site during their visit. To truly test interactive media, usability testing methods must include alternative user‐testing techniques (enabled browsing, open‐ended questions, etc) Search Engine Optimization SEO involves attracting visitors and links from other sites. Here are a few SEO tactics: • Page Title o Also referred to as the title tag, the page title should be unique for each page of the site • Meta Description o The meta description tag gives both search engines and visitors who person searches on the search engine an idea of what the web page is about • URL Structure o Create a URL structure that is friendly to search engines • Website Navigation o The use of site maps both HTML and XML help the spiders crawl the website easily and index it • Unique Content o Content must be informative and elicit action
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•
• • •
Anchor Text o Anchor texts are links that direct visitors to the internal pages of the website or to an external page Heading Tags o Represent the heading of the content of the webpage Alt Tag Optimization o Use alt tags for images Robots.txt. File o A Robots.txt. prohibits robots from crawling a particular page based on the nature and content of information that is available. This file must be placed in the root directory of the site and also be named as robots.txt.
Audience The four factors that promote audience engagement (usability) are self‐evidence, speed, feedback and accuracy. The key characteristics to address: physical demographics, cultural demographics, computer experience, findability, computer equipment profile, frequency of visits, location of access, competing sites, internal vs. external audience and design expectations
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People, Places and Things you should know about interactive media_
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Top 10 Interactive Media Resources Compiled by Cathy Freeman
1.
Forrester Forrester Research is a market research company that provides information about technology’s impact on consumers and businesses. It is a leader in forward‐thinking research and industry projections. Learn more about Forrester at http://www.forrester.com/rb/research or follow the Forrester Blog for Interactive Marketing Professionals at http://blogs.forrester.com/marketing/. This is a unique blog that excels in interactive media analysis.
2.
10,000 words 10,000 words, found at http://10000words.net/, was one of the first blogs to address the future of journalism in the context of technological advances. Content is broken into the following categories: maps, flash, video, photos, site management, audio, citizen journalism, blogging, news on the news, social networking, mobile, database, radio, wiki and design. It gives journalists and web aficionados practical tips on how to best incorporate multimedia into their work.
3.
Tech Crunch Tech Crunch is a very popular blog founded in 2005 that profiles new products and companies. It is known for having breaking information and unique content before it is widely available and can be found at http://www.techcrunch.com/.
4.
Mashable Located at http://mashable.com, Mashable is one of the largest blogs on the Internet, with a reported 7+ million pageviews each month. It features constantly updated news regarding social networks, startups, applications and more and countless instructional lists.
5.
Twitter Twitter is a quickly‐growing free micro‐blogging service that allows users to submit real‐time communication in 140 characters field called “tweets.” It is a choose to “follow” an individual when they select to receive their updates on a mini‐feed. Twitter is accessed at www.twitter.com.
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6.
Technorati Technorati (http://technorati.com) is a search engine used for browsing blogs. It indexes more than 112 million blogs and 250 million pieces of tagged social media. The tags help categorize the search results, which are listed with most recent posts first. It is an excellent tool for finding in‐depth on‐going conversations related to particular industries such as technology or entertainment.
7.
8.
9.
Media Bistro This website, found at www.mediabistro.com, is a gathering place for journalists and media professionals who are eager to learn about available job opportunities, events, forums and educational courses. It provides an industry‐ specific community, relevant news updates, instructional tips and even help for freelancers.
Alexa Alexa Internet provides a database at www.alexa.com that ranks web traffic based on an algorithm and data from users of the Alexa toolbar. It provides timely information and statistics about websites and their content. The lower the Alexa ranking, the higher the traffic and the more effective the web content.
Innovative Interactivity Innovative Interactivity (http://www.innovativeinteractivity.com) is a website devoted to interactive multimedia. Users can browse news, advice, competition info, tips and examples. The site focuses on new and unique perspective and techniques.
10. iMedia
Connection
iMedia Connection (http://www.imediaconnection.com) covers interactive marketing news and features. Users learn about industry news, media and consumer strategies, research and metrics and job opportunities through this online marketing‐related community.
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Top 10 Interactive Media Thinkers Compiled by Cathy Freeman
1.
Marc Andreessen (http://www.crunchbase.com/person/marc‐andreessen) Entrepreneur, blogger and software engineer Marc Andreessen is best known as the co‐author of Mosaic, the first widely‐used web browser. Andreessen also founded the Netscape Navigator Corporation and the social networking site Ning. He now serves as an investor and advisor for many successful startups including Twitter and Digg.
2.
Seth Godin (http://sethgodin.typepad.com/) Godin popularized and predicted the concept of permission marketing. He was one of the first authors and media professionals to say that marketers must show more genuine respect to consumers instead of abusing interruption sales techniques because he predicted the Internet’s ability to help consumers gain power. In “permission marketing,” businesses must provide value and control to consumers and eventually gain permission to submit marketing message. Godin is the author of 11 books and recently launched a community website called Squidoo that allows users to create pages for subjects of interest.
3.
Brian Storm (http://mediastorm.org/) Storm is the president of MediaStorm, a multimedia studio noted for its quality production and innovative business model where some stories are sold to news usher in the next generation of multimedia storytelling by publishing social documentary projects incorporating photojournalism, interactivity, animation, audio and video for distribution across multiple media.
4.
5.
Mark Luckie (http://www.getluckie.net) Luckie was one of the first print journalists to write about the future of journalism in the context of technology in his blog 10,000 words. The blog’s mission statement is,” to help usher in a new era in journalism by using and sharing innovative multimedia and online tools.” Luckie’s forward‐thinking insight into multimedia and passion for education make him a thought leader in the realm of interactivity.
Kevin Roberts (http://saatchikevin.com) Roberts is probably best known for his role as the Chief Executive Officer Worldwide of mega advertising agency Saatchi & Saatchi. He is the author of “The Lovemarks Effect” and “Lovemarks: The Future Beyond Brands” and
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invented the innovative idea behind the books. He refers to “lovemarks” as brands that operate with mystery, sensuality and intimacy and states that successful brands have to garner more than respect – they need love. He tells brands how to earn loyal followers forever by paying attention to the attraction economy.
6.
Tim Berners-Lee (http://www.w3.org/People/Berners‐Lee/) Berners‐Lee is a British engineer and computer scientist who is responsible for inventing the World Wide Web in 1989. He is now the director of the World Wide Web Consortium (W3C), which was formed to oversee the continued development of the web. He is also a director of the World Wide Web Foundation, launched in 2009 to fund and coordinate efforts to further the potential of the web to benefit humanity.
7.
Jakob Nielson (http://www.useit.com)
Nielson is responsible for developing user interface improvements and invented several usability methods. His namesake law, Nielsen’s Law, states that any network connections increase 50 percent every year (doubling every 21 months). He holds 79 United States patents, predominantly regarding ways to make the Internet easier to use. His five quality components of usability goals are learnability, efficiency, memorability, errors and satisfaction.
8.
Chris Anderson (http://en.wikipedia.org/wiki/Chris_Anderson_(writer) Editor‐in‐Chief of Wired magazine, Anderson is well known for his concept of the long tail that describes the niche strategy of selling small quantities of hard‐to‐ find items to many customers instead of selling only large quantities of popular items.
9.
Brian Solis (http://www.briansolis.com) Solis paved the way as a thought leader for social media with his information visualization The Conversation Prism that graphically represents current opportunities for online dialogue. He is a published author and an avid speaker on the topic of new marketing and engagement.
10.Josh
Bernoff (http://www.forrester.com/rb/analyst/josh_bernoff)
Bernoff is currently the Senior Vice President of Idea Development for Forester Research and an expert in social technology strategy. He is also the co‐author of the book Groundswell: Winning in a World Transformed by Social Technologies.
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Top 10 Interactive Media Readings Compiled by Cathy Freeman
1.
Groundswell: Winning in a World Transformed by Social Technologies Written by authors Charlene Li and Josh Bernoff, Groundswell is a bestselling book based on data from Forrester Research regarding social technology. It outlines case studies, new tools and an innovative social technographics profile that is useful in determining new media strategies based on an audience’s technical adeptness. http://blogs.forrester.com/groundswell/
2.
The Information Design Handbook This is a comprehensive guide to information graphics written by Jenn and Ken Visocky O’ Grady. It features design guidelines, case studies, color palettes and troubleshooting tips. The Information Design Handbook celebrates graphics that are examples of good communication and esthetics, and reveals the thought processes and design skills behind them.
3.
The Age of Engage This book by Denise Shiffman is informative for both specialists and beginners. It explains new Internet terms and clearly describes an innovative strategy that covers venture, value, voice, verifiable, vicinity and vehicle. According to Shiffman, marketers have to learn how to embrace user‐generated content as well as participate in and influence the conversations that consumers generate.
4.
The New Language of Marketing 2.0
5.
ANGELS stands for analyze market understanding, nail the relevant strategy, go to market plan, energize the channel, leads and revenue and scream. This book by Sandy Carter uses that acronym to address trends of globalization, segmented customers, corporate responsibility, technology advances and accelerated change.
The Elements of User Experience
The Elements of User Experience: User Centered Design for the Web by Jesse James Garrett features clear explanations and illustrations of usability. It gives an overview of web development from strategy to visual design, with a focus on user experience.
R
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6.
Reinventing Interactive and Direct Marketing
7.
This book by Stan Rapp introduces a new paradigm called iDirect, or the modern day growth at the intersection of digital technology and digital marketing. Rapp joins with experts from the Direct Marketing Association to outline a winning digital marketing plan. This collection of essays shows media professionals how to maximize digital ROI with new iDirect and iBranding imperatives.
The New Rules of Marketing and PR The Internet and social networks have changed the way businesses communicate with markets. This book by David Meerman Scott outlines the use of Web‐based communication tools like blogs, forums, wikis, audio, Web sites, podcasting, video, social networks and search engine marketing. It gives new rules for the use of news releases and other traditional marketing methods. Most importantly, this book describes how to reach an online audience through goal setting and thought leadership and how to thoroughly understand how web content influences buyers.
8.
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Lovemarks: The Future Beyond Brands Emotion is an opportunity to connect with consumers. According to author Kevin Roberts, lovemarks are the future of brands because everyone wants to embrace emotion. Lovemarks involve customers, show passion, accept responsibility and celebrate loyalty. The new consumer is no longer willing to passively accept whatever comes their way from producers. Mystery, sensuality and intimacy separate lovemarks from brands and the attraction economy is interactive, personal and intimate.
Designing for the Digital Age This book by Kim Goodwin is a great resource for human‐centered designers. It covers all elements of digital design such as project management, team building, user research, industrial design, consensus‐building, interaction framework, data analysis, collaboration, visual design and more. It is truly a comprehensive guide to great design for both beginners and skilled designers.
10.
Socialnomics The idea behind Erik Qualman’s book Socialnomics is that social media and instant communications are changing the face of business forever. Qualman offers a new look at the impact of social networks on business and addresses the future of marketing as businesses must now choose to speak directly to consumers in two‐way dialogue.
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Top 10 Interactive Media Issues Compiled by Cathy Freeman 1.
Privacy Growing risks such as spyware, phishing, cookies and digital photography are contributing to online privacy threats. As more people provide personal information such as photos to public networks such as Facebook, privacy will become even harder to maintain online.
2.
Hyperconnectivity Constant access to social networks and real‐time news is creating an “always on” mentality where users find it difficult to separate their digital and non‐digital personas. Hyperconnectivity generates a need to be connected at all times to online information.
3.
Security Internet security involves the protection of a computer’s Internet account and files from intrusion. Anytime a computer connects to a network and exchanges information, there is a security risk. Basic security measures include password protection and data backup.
4.
Open Access Open access is something that must be consciously maintained online. Open access is the availability of digital information that is free of charge and restrictions. It removes price and permission barriers so that people of varying socioeconomic, religious and ethnic backgrounds can have access to the same information and educational resources on the Internet.
5.
Intellectual Property With prevalent conflicts such as illegal downloading and file sharing, intellectual property rights are on the forefront of online media topics. Intellectual property (IP) refers to the legal rights that exist over creations and intangible assets such as music, design, phrases, fonts or literature. Types of intellectual property include copyrights, trademarks and patents. Creative work needs to be legally protected to prevent it from being reused illegally by other parties that are seeking economic gain.
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6.
7.
Credibility When dealing with other people and sources online, credibility is always a point of concern. Anyone can create a blog or anonymous avatar with little accountability or truth. All sources and individuals must be scrutinized before they can be trusted. This is especially true with online transactions.
The Digital Divide The Digital Divide refers to the imbalance between individuals with technological access and those without it. The concept holds that those with access to resources like computers and the Internet will in turn be able to succeed more readily and those without it will fall further behind. Public policy makers and scholars are attempting to lessen the damage of the Digital Divide with initiatives like One Laptop per Child that is designed to offer low‐cost laptops to children in poverty‐stricken areas.
8.
Natural vs. Virtual Worlds With the advent of transformative virtual worlds like Second Life and World of Warcraft, boundaries between online worlds and “real” worlds are blurring. A virtual world is defined as a computer‐based simulated environment where users interact via avatars, but in many worlds, virtual elements intermingle with non‐virtual. For example, items can be bought and sold in Second Life with real dollars (represented as Linden dollars). The amount of time spent in online worlds will certainly have a significant effect in off‐line realities, relationships and behaviors.
9.
Citizen Journalism Citizen journalism, or the expectation that the public has an active role in news production, is becoming the norm. With the spread of tools like smart phones, more news organizations are turning to citizens to provide grassroots news content. In the future, media professionals will need to pay attention to the public’s newly formed expectation of two‐way media dialogues.
10.User
Control
Marketers and media organizations are losing their once controlled messaging, as consumers find a voice of their own. Interactivity relinquishes control to the user, so they can absorb information and make choices at their leisure. Because of this, messages now need to be super‐targeted to the right audience.
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Top 10 Interactive Media Theories Compiled by Cathy Freeman
1.
Social Network Theory Social network theory views social relationships in terms of nodes and ties. The theory’s central idea states that open networks provide weak ties that are more likely to introduce opportunity rather than closed networks with strong connections. (http://www.istheory.yorku.ca/socialnetworktheory.htm)
2.
Online Communities Theory
3.
4.
5.
This theory addresses why people communicate in virtual online communities. It lists anticipated reciprocity, increased recognition, sense of efficacy and sense of community as motivating factors for online involvement.
Uses/Gratifications Theory This approach focuses on how and why people interact with particular media to meet their needs. It is closely tied to Abraham Maslow’s hierarchy of needs and focuses more on the consumer than the message at hand. Media needs can be cognitive, affective, personal integrative, social integrative or escapist. Uses and Gratifications Theory is one of the most relevant concepts to interactivity because it assumes that audience members are active and in consuming media. (http://en.wikipedia.org/wiki/Uses_and_gratifications_theory)
Knowledge Gap Theory As more people turn to technological tools for communication and educational purposes, a divide will widen between those with access to technology and those without. Knowledge Gap Theory proposes that with each new medium, the gap between the information‐rich and information‐poor widens because of differences in access to the new medium and the individuals’ capacity to use it effectively. (http://www.slideshare.net/preciousssa/the‐knowledge‐gap)
Symbolic Interactionism This sociological perspective investigates how people create meaning during social interaction and in turn present and construct the self. One of the perspective’s central ideas is that human behavior is based on how people define specific situations. Symbolic Interactionism has three basic premises that state that, “human beings act toward things on the basis of the meanings they ascribe to those things,” “the meaning of such things is derived from the social interaction that one has with others and the society,” and “these meanings are
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handled in and modified through an interpretive process used by the person in dealing with the things he encounters.” Herbert Blumer coined this theory in 1969.
6.
Spiral of Silence This theory asserts that individuals are less likely to vocalize an opinion if they feel they are in the minority. The silence springs from fear or isolation or disapproval from the majority opinion. Mass media plays a dangerous role in this process as it portrays the perceived public opinion. The Internet has the potential to break down the spiral of silence as individuals find solace in online groups.(http://en.wikipedia.org/wiki/Spiral_of_silence)
7.
Powerful Effects Theory The powerful effects concept asserts that successful campaigns have clear objectives, pinpointed audiences, and relevant themes. They also work to overcome audience indifferences. Media effects are most powerful when they reach consumers on multiple levels and different interactive levels must be used to reach users and reinforce messages.
8.
Social Constructionism Social Constructionism assumes that social factors and technology are intertwined and people attempt to construct a subjective reality based on information from objective and symbolic reality. Information used to construct a subjective reality is evaluated in terms of its perceived reality. The greater the perceived reality, the greater the likelihood that the information will be incorporated into an individual’s worldview.
9.
Technological Determinism This concept states that technological advances are a central causal element in processes of social change. In other words, technology affects habits and perception.
10.Diffusion
of Innovations Theory
Diffusion occurs when an innovation is communicated through certain channels over time and among the members of a social system. This theory holds that innovations are adopted based on relative advantage, compatibility, complexity and observability. Diffusion research uses a multi‐step flow model to show the social process of how innovations become known throughout a social system. (http://en.wikipedia.org/wiki/Diffusion_of_innovations)
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Top 10 Info Visualizations Compiled by Cathy Freeman
1.
The Conversation Prism This graphic charts online conversations between individuals and networks of the social web. Created by Brian Solis in 2008, this visualization shows where people are converging online centered on topics such as photography, video and wikis. http://www.briansolis.com/2009/03/conversation‐prism‐v20/
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Twitterverse Twitterverse charts the complex and evolving sphere of applications and tools that work with Twitter. It was released in June 2009 in response to the Conversation Prism to keep track of the results of Twitter’s booming popularity. http://www.twitterverse.com/
3.
Media Diet Pyramid
This pyramid visualization was created by Wired Magazine to represent average amount of time spent consuming media. Considering the statistic that the average American spends roughly nine hours daily consuming media, the Media Diet suggests an appropriate allotment of that time. http://www.wired.com/culture/lifestyle/magazine/17‐08/by_media_diet
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Web Trends Map The Web Trends Map is a yearly publication by iA Inc. that maps the 333 most influential web domains and the 111 most influential Internet users onto the Tokyo Metro map. Domains are carefully selected by the iA research team and each domain is evaluated based on traffic, revenue, age and the company that owns it. The iA design team assigns these selected domains to individual stations on the Tokyo Metro map in ways that complement the characters of each domain. http://informationarchitects.jp/web‐trend‐map‐4‐final‐beta/
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Internet Memes Timeline This interactive timeline tracks the Internet’s most popular memes in chronological order. Built from Wikipedia and Memelabs, the timeline is open for users to add to and edit. http://www.dipity.com/tatercakes/Internet_Memes/
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6.
New York Times Visualization Lab NYTimes.com users who visit the Visualization Lab can visualize data sets provided by Times editors and share those visualization with others. The lab, a version of IBM’s Many Eyes, is specially designed for The New York Times. Visitors can also browse impressive visualization produced by the Times. This tool is impressive because it demonstrates a significant value given to audience input. http://assets1.manyeyes.nytimes.com/visualizations?viewtype=list
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DiggLabs Digg Labs provides a broader and deeper view of Digg, which is a social news website designed to help people share Internet content. It offers tens of thousands of visualizations of URLs activity to browse and then view deeper content. http://labs.digg.com/
8.
Google Motion Chart Google Motion Chart is a dynamic chart used to explore indicators over time. The chart is rendered within the browser using Flash and requires one column detailing time and two columns of numeric values. http://code.google.com/apis/visualization/documentation/gallery/motionchart .html
9.
Fusion Charts Fusion Charts help you create interactive Flash charts for web and desktop applications. It offers more than 45 types of 2D and 3D charts including line, area, bar, column, pie, donut, combination, scatter, bubble, and scroll charts. http://www.fusioncharts.com/
10.Information
Visualization Manifesto
The Information Visualization Manifesto is a comprehensive list of 10 key rules about information visualization created by Manuel Lima. http://www.visualcomplexity.com/vc/blog/?p=644
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Research
The Future of Interactive Marketing: A Trend Report By Cathy Freeman
Executive Summary Interactive marketing produces two‐way dialogue between consumers and marketers through the use of technological tools like blogs, wikis, email, list servs, virtual reality, social media and the Internet. Despite rapidly evolving technology, marketing strategy will be unsuccessful in the future unless it taps into consumers’ basic human needs for conversation, intimacy, personalization and control. The future of interactive marketing strategy will account for the loss of humanity that can result from impersonal technological development, greed and mass marketing. Recent phenomena such as social media and microblogging will assist marketers in finding genuine voice and authentic conversation. In the future, effective marketing will follow seven trends to become real‐time, emotional, screen‐based, value‐added, user‐centered, social and mobile assets to willing consumers.
Definitions and Key Terms Interactive Marketing‐ Interactive marketing is an on‐going conversation that allows consumers to interact with marketers in a meaningful attempt to share present and future preferences and in return receive something of worth. Marketers retain consumers’ personal tastes and later offer pertinent value to the customer. Interactive marketing usually involves tools such as multimedia technology, the Internet, social media communities, virtual reality kiosks, point‐of‐purchase displays or any device that allows the user to generate content in a two‐way dialogue with brands or marketers. Social Media Optimization (SMO) SMO is a technique for generating publicity through social media and networking sites. Methods include adding RSS feeds, blogs, images, video and other interactive elements in hopes of generating brand awareness and ongoing dialogue with current and potential customers. The process of spreading content through “word of mouth” sharing is referred to as viral marketing. Information becomes viral when it is bookmarked and shared through social sites. SMO is an important part of online reputation management (ORM). Search Engine Marketing (SEM) SEM promotes sites by increasing visibility in search engine result pages (SERP). SEM includes use of paid placement, contextual advertising and paid inclusion. Search Engine Optimization (SEO) is the science of using key words and phrases in online content to ensure that a search engine finds a site in results determined by its algorithm. Wiki‐ A wiki is a website that allows for collaborative editing and content creation. The most notable example of a wiki is the community encyclopedia Wikipedia that lets anyone make entires and edits. Widget‐ Widget is short for “window gadget.” It describes the small application of some sort of data visualization. Examples include desktop calendars, calculators, or text boxes. Microblogging‐ Microblogging is a real‐time form of multimedia blogging where users send brief and often frequent updates through E‐mail, text messaging, instant messaging or microblogging services such as Twitter. Key Terms: blogosphere, podcast, wiki, viral media, video, RSS feed, long tail, email marketing, online forum, meta elements, widget, proximity, hyperconnectivity
Introduction Before the advent of the Internet, marketers relied on traditional non‐targeted media such as newspapers, TV, magazines and direct mail. Messages were carefully crafted by communications professionals and directed to the masses in hopes of gaining attention and possibly inciting action. They were almost always one‐directional because organizations and marketers held tightly to the control of their product and brand. Effective marketing relied on strong relationships with the media, interruption tactics and traditional advertising. In a short time, the Internet has drastically affected all prior notions of marketing strategy. In his book, The New Rules of Marketing and PR, David Meerman Scott said, “Forced to compete with new marketing on the Web that is centered on interaction, information, education and choice, advertisers can no longer break through with dumbed‐down broadcasts about their wonderful products. Instead of one‐way interruption, Web marketing is about delivering useful content at just the precise moment that a buyer needs it” (Scott 2008). The Internet medium has permanently changed the relationship between marketer and consumer as interactivity allows for two‐directional conversations. In 2009, there are approximately 1,668,870,408 Internet users in the world (Internet World Stats 2009). In the United States, the average American spends at least 12 hours online every week (Forrester 2009). Surprisingly, the average time spent online has not increased in the past year as it has in years past. Forrester analyst Jackie Anderson accounts for this change by explaining that people have changed the way they use the Internet. “Engagement with the online channel has deepened,” she said. “Web users are becoming savvier and better multitaskers. Many know exactly where they want to go when they log in” (Forrester 2009). What is increasing is participation in outlets such as social networks and online communities. In the past year, Americans have tripled the amount of time spent at social networking and blog sites. A 2009 study released by The Nielsen Company reports that 17 percent of all time spent on the Internet in August 2009 was spent at social networking sites. This figure is an increase from a total of 6 percent in August 2008 (Nielsen Wire 2009). Vice president of media and agency insights for Nielsen’s online division, Jon Gibs, suggests that this growth exhibits a major change in the Internet’s function. “While video and text content remain central to the Web experience – the desire of online consumers to connect, communicate and share is increasingly driving the medium’s growth,” Gibs said (Nielsen Wire 2009). As the function of the Internet becomes more social and therefore horizontal in terms of information‐gathering, marketers are loosing the ability to control what is being said and demonstrated regarding branding. In today’s hyperconnected culture, marketers
have to find customers where they enjoy spending time online and speak to them through meaningful two‐way conversation. As users take a more targeted and purposeful approach to the Internet, marketers must parallel this behavior in order to maintain genuine conversation with consumers and influence behavior. Forrester Research found in 2009 that overall advertising budgets are declining as marketers take this more targeted and direct approach. Dollars are moving away from traditional media towards interactive tools that are far less expensive (Forrester 2009). The chart above shows Forrester’s forecast for interactive marketing spending through the year 2014. It projects future increases in spending in mobile marketing, social media, email marketing, display advertising and search marketing and an estimate of $55 billion spent in interactive marketing in the year 2014 (Forrester 2009). According to this data, interactive marketing will expand steadily in coming years. As it expands, interactive marketing will need to become more real‐time, emotional, screen‐based, value‐added, user‐centered, social and mobile in order to accommodate the technological and emotion needs of this digital era. The body of this research will outline those seven trends of the future.
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RealTime Communication An asset of the Internet is that users can access current information and conversations happening in real‐time. Instant messaging and microblogging services like Twitter are examples of popular real‐time information‐sharing tools. Vice President of Dynamic Web Strategies, Edwin Jeffords, points to the need for real‐ time feedback for brand‐risk management and authentic conversation. “The biggest trend I see in marketing from a web perspective is the conversion from static data to real time results. A search on the web using Google, Yahoo, MSN, etc. will provide you with a list of links from sites that have at some point been crawled by the search engine spiders. A person can publish a blog or a new website, and it may not get crawled by the search engine for weeks. What the web is moving toward is real‐time search results. Take Twitter for example, all the data you tweet is stored on the Twitter servers. Therefore, when a search is performed, the results appear and are 100 percent current or real‐time. If I posted on a blog somewhere, it may be 3 weeks before it appears in a search result on a search engine.” A recent Cision Executive White Paper titled, “Web 3.0 and the Semantic Web: What You Need to Know Today and Tomorrow About the New Environment,” also illuminates the reliance on real‐time results monitoring in the future. Web 2.0 analytics already measure aspects of social media conversations beyond basic traffic like average time spent on a site, comments and on‐topic replies, inbound links, and discussion thread size. The white paper states that Web 3.0 will usher in real‐time reporting on topics like positive‐to‐negative qualitative measures of tone and prominence in news articles. The new semantic nature of the web will rank the influence of organizations and individuals where they reside with more automation. Therefore, ROI will be available in real‐time when it used to take weeks to be processed by a human (Cision 2008). With real‐time feedback, there is also an opportunity to complete more customer service in a timely matter and therefore satisfy more customers. Jeffords suggests using Twitter as the new focus group, risk management platform and customer service channel for marketers. “Marketers are finding new ways to leverage the simplicity of microblogging for huge return on their investment,” he said. Jeffords referenced Southwest Airlines as a good example of marketing success using microblogging. “There are three full‐time employees for Southwest who tweet on a daily basis as a customer service channel. They speak directly to the customers having issues, all in a public timeline. They may direct someone on how to claim lost luggage, notify followers of special deals or just answer questions regarding new routes. This not only creates a positive brand experience for the customer, but it attracts the hyperconnected customers that are the target demographic of so many marketers.”
Though he agrees with using the strategies outlined above, he reinforces the importance of maintaining a human element. “I think that the less a marketer tries to actually market with those tactics, the more successful they will be,” he said. “An open and public conversation shows true human interaction. Less marketing and more humanity sells on the web.” Real‐time results will “sell” in marketing because they provide convenience and instant (or close to instant) gratification. Anything that can boast to offer both of these assets will be a popular item in the future.
Emotional Connection
Whether based in love, hate, humor or pity, human relationships revolve around emotion. It is the primary motivator of behavior. With increasing noise in all media channels, audiences are unlikely to act unless the message at hand has deeply resonated with at least one emotion. Kevin Roberts, CEO worldwide of advertising agency Saatchi & Saatchi and author of Lovemarks: The Future Beyond Brands, describes lovemarks as organizations that are willing to embrace emotion and develop relationships. Lovemarks excel on mystery, sensuality and intimacy, much like any relationship. (Roberts 2006). The basic idea is that companies in the future will need to represent passion and involve customers in great stories. According to Roberts, “Everyone in business is experiencing the impact of the consumer revolution, The idea of lovemarks was inspired by the desire to respond to this radical shift in what consumers need and desire. The new consumer is no longer willing to passively accept whatever comes their way from producers. Welcome to the challenge of the attraction economy‐ the ability to entertain, satisfy and surprise consumers across the wide range of their taste and passions (Roberts 9). The attraction economy is a fundamental element in the future of interactive marketing. Attraction is emotion with a purpose and it requires personal attention, interactivity, engagement and respect, just as love between two human beings would require. Roberts outlines seven important elements in the attraction economy: (Roberts 37) 1. Surprise‐ Surprise attracts delight and therefore prompts continual innovation on the part of the marketer. 2. Empathy‐ This concept is based on the idea that “like attracts like” and is demonstrated in Amazon’s personalized recommendation system. Visitors are given suggestions for future purchases based on prior purchases. 3. Sense Appeal‐ Emotional connections must be made through the senses. 4. Design‐ Effective design skills are essential to attracting potential customers.
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5. Interactivity‐ Users who can interact personally with a brand are more likely to commit to it. Attraction is a two‐way process and people in the future will expect to be able to interact directly with brands. 6. Entertainment‐ This is where the power of the story comes in. Marketers who can create a story that help an audience member get “lost” in the narrative are more likely to establish a genuine connection. 7. Music‐ Music effects mood and emotion quickly. Used in an appropriate way, it can instantly draw an audience. If marketing messages can incorporate the majority of these attraction‐based objectives, they will be successful. The key is to provide unique content with every product and message in order to maintain the number one item on Roberts’ must‐have list – surprise.
ScreenBased Storytelling The easiest way to evoke emotion is through the art of storytelling. A great story plants the audience inside the situation at hand, with real emotions and consequences at stake. It resonates with viewers because it creates a circumstance that is universally identifiable. In Roberts’ scenario of the future built on lovemarks, stories and screen images are the language of marketing. Roberts says, “Great stories are great connectors. They bring together everything that makes us restless, passionate, inquisitive, complex human beings that we are. With stories we can attract people through those ah ha moments, where complicated or unfamiliar ideas suddenly come into focus through their connection with the familiar or the fabulous” (Roberts 266). In generations past, stories were communicated around campfires or through novels and magazines. As technologies evolve and more people seek information solely through digital means, storytelling methods will move from passive print to compelling interactive screen‐based narratives. Futurist Ben Hourahine of Leo Burnett predicts what he calls an “explosion of screen‐based media with more screens on the sides of buses, in petrol stations, supermarkets, the home and in the pocket.” Hourahine also expects more broadcast screens in 2010 (Hourahine 2009). Roberts describes this transition as SISOMO, or screen transformation through sight, sound and motion. It is the livelihood of the attraction economy and fulfills the demand for real‐time emotionally compelling stories that intersect with technology (Roberts 2006). First and foremost, SISOMO is highly interactive. One interactive SISOMO of the future will be found in interactive signage that becomes active when people nearby turn on
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Bluetooth to accept a message. The user can send a text message to a code found on the site or visit the mobile URL on the sign (Dushinski 2008). For example, Spectacolor HD is the first digital billboard in New York City’s Times Sqaure that shows advertising spots, streaming news, live HD broadcasts and an audio channel received via mobile phone. Advertisers will have access to Bluetooth downloads, interactive games and content sent from short code and free WiFi. It is an innovative technology that lets thousands of New Yorkers in the vicinity have unique experiences with the interactive billboard. The recent and fast‐paced success of free online video provider Hulu.com is another example of gravitation to the screen. In its first 18 months, Hulu attracted 38 million users, more than the combined subscriber base of the U.S.’s two leading cable companies. When asked about the future, Hulu CEO Jason Kilar predicts that video and media will finally be “what you want, when you want, how you want it.” He says that customers will be served in the end with more power from relevant advertising, real‐time results and greater transparency. He also believes the power of screen to dominate media, saying that mobile will eventually be a “very big part of the future of media.” Tom Kennedy, former managing editor of multimedia for the WashingtonPost.com and director of photography for National Geographic uses his experience to predict that the future of media and marketing will be heavily based on entertainment and virtual reality. “Journalism is going to have to be presented like a video game,” Kennedy said. “It will allow people to have augmented reality experiences that will put them in deeper richer aspects of a story.” Whether it is through a mobile device, interactive display, YouTube video, or podcast on an iPod, the public will be captivated by good stories presented in entertaining screen format.
Valueadded Content
The interruption‐based strategy of pop‐up ads and quickie commercials during a primetime television show are not a valuable part of future marketing strategy. Before the Internet, advertising techniques were designed to reach mass markets by interrupting the audience and announcing messages to the lowest‐common denominator (Scott 2009). Today and in the future, successful marketing will be based on opt‐in services and permission only. By targeting an audience and learning about its specific desires through genuine conversation, marketers can provide value to consumers instead of unwanted disruption. The primary tactic is to provide a resource that improves the life of the customer.
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In his book, The Next Evolution of Marketing, Bob Gilbreath says, “Marketers who provide meaningful connections help to forge an important bond between their brands and their potential customers, going beyond providing incentives and information to create a significant value‐added relationship with their target consumers. When successfully executed, meaningful connections take the product, service or brand to a higher emotional level, tying the brand to something that is of deeper importance in the consumer’s mind, usually through good old‐fashioned entertainment, by creating a unique experience, by providing a creative outlet, or by building or enhancing a bond of friendship with another person or group of like‐minded individuals (Gilbreath 82).
Gilbreath’s description of value closely echoes Kevin Roberts outline of the attraction economy. It also similar to Seth Godin’s case for opt‐in marketing in his book Permission Marketing, published ahead of its time more than 10 years ago. Permission marketing is a collaborative activity where the marketer helps the consumer to buy and the consumer helps the marketer to sell. Godin said, “…one of interactivity’s immediate implications for business is that margins are going to get hammered and customer loyalty will be harder to come by. But interactivity can also empower a business to engage its customers in individual dialogues, developing relationships with each of them that grow stronger with time. Not only can this strategy shield a business from being commoditized, it can also provide a valuable service to consumers—a service, moreover, that might easily be worth more than access to the latest, most accurate price comparisons on a commodity product (Godin 1999). Brands that exhibit genuine interest and concern in the well being of their customer and even potential customer will be most successful. This trend ushers in a new sense of corporate responsibility that will leave the public with the expectation that companies will not only do what is right for the world, but also for each individual.
Usercentered Control
Marketing is no longer about the quick sale. It is about developing relationships and providing unparalleled customer service that positions brands more as caring, sensible humans. To be user‐centered, marketing must offer control, valuable information, community and a rich user‐centered experience, complete with the opportunity to dialogue through user‐generated content. When the public can see that a company has relinquished the reins of control, it can establish a sense of trust for the brand and its products. User‐centered information, according to director of branding and marketing strategy for Lenovo Mark McNeilley, starts with knowing your target customer. “It’s about knowing what is relevant to them,” McNeilley said. “Depending on what category you
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are in. Though for any person or company, you have to be more authentic now and have a dialogue. The new formula is to spend a lot on creative and just let the reach happen. It’s about better and better creative.” Interest networks, especially those that revolve around a lot of user input, are good opportunities to target audiences with similar thoughts and preferences. In the words of Hulu CEO Jason Kilar, “It’s not about the Internet. It’s about the customer. The Internet is just a means, it’s just a tool to deliver a much better customer experience.” After developing a career at Amazon, Kilar designed Hulu as a free service aligned with the movement towards more user‐centered media. To illustrate his reasoning, Kilar points out that,“95% of all songs downloaded in 2008 were not paid for and more video has been uploaded to YouTube in the past 2 months than if ABC, NBC, and CBS had been airing new content every day, all day, year‐round, since 1948.” As consumers become more resourceful through each other and the Internet, marketers and corporations will face the facts that users are in the driver’s seat for good. Denise Shiffman defined marketing 2.0 in her book The Age of Engage as the “open, collaborative, social, virtual, user‐generated and mobile environment of the Live Web” (Shiffman 23). All of these characteristics describe the user, not the marketer or corporation. People are collaborative, social, creative and naturally on‐the‐go and marketers will need to adapt to today’s evolving user instead of struggling to demand order and control.
Social Relationships
Social media networking is becoming a fixture in the modern world of marketing. It reinvigorates a portion of human identity that delights in personal attention, community and conversation. Social networks provide a revolutionary ease for engaging very specific audiences all in one place. Potential customers can be targeted based on information provided willingly and openly on public sites. Also, marketers are able to engage in interactive conversations with users for the first time, generating more enthusiastic and energized customers. Becoming an active part of an already ongoing dialogue is an effective way to reach audience members where they enjoy spending time. Dynamic Web Strategies Vice President Edwin Jeffords encourages marketers to embrace social media tools. “Social networking is nothing more than a 21st century version of ‘word of mouth advertising,” he said. “And with sites like Facebook offering access to 300 plus million users, a marketer would be foolish to ignore it.” Jeffords shared these current pertinent Facebook statistics: General Growth: More than 300 million active users
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50% of our active users log on to Facebook in any given day The fastest growing demographic is those 35 years old and older User Engagement: Average user has 130 friends on the site More than 8 billion minutes are spent on Facebook each day (worldwide) More than 45 million status updates each day More than 10 million users become fans of Pages each day Applications: More than 2 billion photos uploaded to the site each month More than 14 million videos uploaded each month More than 2 billion pieces of content shared each week More than 3 million events created each month More than 45 million active user groups exist on the site The term groundswell, described by Charlene Li and Josh Bernoff in the book Groundswell, represents a social trend in which people use technologies to get the things they need from each other, rather than from traditional institutions like corporations. The social technographics profile dissects technology consumers into categories based on participation in groundswell activities. Instead of describing consumers solely based on age, gender or race, online participants can be described as creators, critics, collectors, joiners, spectators or inactives (Bernoff 2008). Targeted messages should reflect how audience members fit into these categories. Messages and tactics are useless without some insight into ongoing consumer conversations and aptitudes. In December 2008, Forrester Research found that most marketers surveyed were already using social technologies. Of those, 95 percent were planning to increase or at least maintain their investments, despite the current recession. Forrester also found that 43 percent of these companies had marketing budgets of at least $10 million (Bernoff 2008). Josh Bernoff adds, “Social networking spending was increasing. Blogging spending was up. User‐generated content spending was on the rise. Why? Because social applications work, and they’re far cheaper than most other forms of marketing” (Bernoff 2008).
Mobile Markets
If marketing messages were a cup of coffee, they will be coming in a Venti‐sized to‐go cup. Instead of sticking to the communal office coffee pot, messages will follow consumers wherever they go, much like the omnipresent Starbucks’ empire found on every street corner. To create relationships with people, marketers and their messages have to be found where consumers are.
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There is no electronic device more personal and omnipresent than the cell phone. The number of cell phones worldwide is larger than the number of households with Internet connections or even TVs. This ubiquitous lifeline stays in most people’s pockets or purses because it is the most convenient method for sending and receiving information at the drop of a hat. Now and in the future, a cell phone is no longer just a way to call home. It is a GPS system, a music library, an Internet browser, a digital camera, a movie screen and a file cabinet for any and every application. Due to the localized, personal and constant opportunity provided by the mobile market, mobile marketing will become an integral part of the mobile landscape. According to Kim Dushinski, author of The Mobile Marketing Handbook, “Mobile is the most global marketing tool and the most local at the same time. While more than 3 billion people worldwide have mobile access, many of these people with cell phones still don’t have desktop Internet access, TV or even newspapers” (Dushinski 8). As of 2008, more than 250 million of the 303 million residents in the U.S. have a cell phone (Dushinski 6). In addition to its growing prevalence worldwide, mobile phones are being used more often for online search. Comscore reported last year that 20.8 million U.S. and 4.5 million European mobile subscribers accessed mobile searches during June. This figure was an increase of 68 and 38 percent compared to June 2007 (Comscore 2008). In the chart below (left) you can see the 2007 data with Europe at the top of the chart in blue and on the right the 2008 data with the U.S. in orage making a clear jump in mobile search.
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According to early estimates by Nielsen Mobile and eMarketer, the U.S. mobile advertising market is expected to grow from $806 million in 2007 to $3.6 billion in 2010. This includes features like mobile messaging, display and search advertising. The opportunities for the mobile market do not end with mobile browsing and advertising. Mobile devices are ideal tools to use to execute proximity marketing, or the distribution of localized marketing information. Using Bluetooth systems, companies can automatically send messages within a certain distance up to 30 feet (Dushinski 2008). Bluetooth and other forms of proximity marketing are generally used with technically savvy audiences who voluntarily opt in for location‐based marketing content (Dushinski 2008). In the future, marketers will most likely employ things like 2D bar codes, image recognition and mobile sticky notes to target mobile subscribers. Two‐dimensional bar codes allow mobile phone users to photograph or scan items with their actual phone. The bar code reader software links mobile browsers to specific mobile sites that was programmed into the bar code. It can also send a text message to a user or contact information directly to an address book on the mobile device (Dushinski 2008). Image recognition requires a user to capture a picture of an image and send to an image recognition company using email or short code. The information regarding the image is then send directly back to the phone (Dushinski 2008). Similarly, AT announcements are opt‐in services that allow users to send text messages to the service that automatically locates the user. The message is then sent to all of the user’s friends who are signed up with the same service, or any friends of friends who are nearby (Dushinski 2008). In the same category of community‐building, mobile sticky notes provide users with the tool to write mobile reviews to share with other users at reviews sites such as Socialite. Restaurants have the opportunity to create a channel and then advertise their mobile reviews (Dushinski 2008). Pew Internet’s most recent survey, titled The Future of the Internet III, invited technology experts and social analysts to produce predictive statements tied to compelling considerations for the year 2010. Survey participants were asked to respond to the following scenario: “The mobile phone is the primary connection tool for most people in the world. In 2020, while "one laptop per child" and other initiatives to bring networked digital communications to everyone are successful on many levels, the mobile phone—now with significant computing power—is the primary Internet connection and the only one for a majority of the people across the world, providing information in a portable, well‐connected form at a relatively low
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price. Telephony is offered under a set of universal standards and protocols accepted by most operators internationally, making for reasonably effortless movement from one part of the world to another. At this point, the "bottom" three‐quarters of the world's population account for at least 50% of all people with Internet access—up from 30% in 2007.”
From the respondents, 81% mostly disagreed, while only 19% mostly disagreed. The general consensus being that mobile Internet devices will increase in popularity worldwide due to factors like cost‐efficiency (Pew Internet 2008). Because these future concepts of stories are far from prevalent, they will require a significant amount of public education. Marketers must be very clear about how what users can do with their mobile devices and any and all costs that might be involved in the transaction.
Conclusion
The future of interactive marketing signifies the end of mass marketing and the rise of the individual. It appeals to niche markets through targeted audiences found through defined online networks. It also signifies the beginning of user control as two‐way dialogue gives consumers more power than ever before. If it can develop a user‐friendly interface, the mobile market is the most significant marketing trend of the future. If it can become more intuitive, the services available through opt‐in will satisfy users needs for proximity, intimacy and convenience. Mobile marketing would greatly change the face of marketing all together and make a global impact due to the mobile web’s worldwide presence. Social tools may not look like Facebook and Twitter in the future, but they will serve the same community function and vocal outlet. The popularity of these websites will most likely diminish in the future, but online social networking is here to stay, so marketers will need to get involved as soon as possible. To embrace social media is to embrace humanity, the “bigger picture” trend taking place in the future of marketing and media. Impersonal corporate speak is being replaced by a demand for genuine, honest and human interaction that more closely resembles beating hearts than hungry salespeople.
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Bibliography
Adbrands.net: Interactive Agency Index. (n.d.). Retrieved September 21, 2009, from http://www.adbrands.net/agencies_index_interact.htm This site lists information on the leading interactive agencies, including the top 25 digital agencies worldwide, the top 20 digital agencies in the U.S and the Forrester Research list of leading web design agencies. Advertising Age's Mobile Marketing Guide. (n.d.). Retrieved September 16, 2009, from http://brandedcontent.adage.com/mobile09/ This site includes information on mobile applications, mobile search, mobile video, augmented reality and the effect of location on digital marketing.
Advertising Trends on the Industry Horizon: Matt Dickman, Ben Hourshine & Michael Richarme View the Ad Future | Suite101.com. (n.d.). Retrieved October 1, 2009, from http://advertising.suite101.com/article.cfm/ten_advertising_trends_on_the_industry _horizon Futurist Ben Hourahine of Leo Burnett predicts what he calls an “explosion of screen‐based media with more screens on the sides of buses, in petrol stations, supermarkets, the home and in the pocket.” Hourahine also expects more broadcast screens in 2010. Bernoff, J., & Li, C. (2008). Groundswell: Winning in a World Transformed by Social Technologies. New York: Harvard Business School Press. The groundswell is a social trend in which people use technologies to get the thing they need from each other, rather than from traditional institutions like corporations. This book shows how to best address this issue by analyzing the social technographics profile and how it applies to targeted audiences. The end result is learning how to include customers as collaborators in a company. Bernoff, J., & Strother, N. (n.d.). The Forrester Blog For Interactive Marketing Professionals. Retrieved September 3, 2009, from http://blogs.forrester.com/marketing/ The Forrester Blog discusses new benchmark data, mobile marketing best practices and elements of the social technographics profile.
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Carter, S. (2008). The New Language of Marketing 2.0: How to Use ANGELS to Energize Your Market. New York: Ibm Press. ANGELS stands for analyze market understanding, nail the relevant strategy, go to market plan, energize the channel, leads and revenue and scream. This book uses that acronym to address trends of globalization, segmented customers, corporate responsibility, technology advances and accelerated change Cision Global Media Intelligence. (2008). Web 3.0 and the Semantic Web: What You Need to Know Today and Tomorrow About the New Environment. A Cision Executive White Paper. This report discusses the importance of personal relationships in the future of the web and issues like social media metrics and intelligent communications. It tells readers how to take advantage of the interactivity of the Web 3.0. Claxton, L., & Woo, A. (2008). How to Say It: Marketing with New Media: A Guide to Promoting Your Small Business Using Websites, E‐zines, Blogs, and Podcasts. New York: Prentice Hall Press. This book provides business owners with the tools they need to effectively market their company to today's ever‐evolving online community. Packed with power words, content templates, practical steps for getting the word out, and the essentials of speaking to the right audience, this book is the key to building a community of loyal customers online. It also offers quick tips for generating website copy, articles, podcast scripts, and blog posts months in advance, so any small business owner can start an online marketing campaign regardless of limited schedules and budgets. ComScore M:Metrics Reports Mobile Search Grew 68 Percent in the U.S. and 38 Percent in Western Europe During Past Year ‐ comScore, Inc. (n.d.). Retrieved October 1, 2009, from http://www.comscore.com/Press_Events/Press_Releases/2008/09/US_and_We stern_Europe_Mobile_Search_Increases
Comscore reported last year that 20.8 million U.S. and 4.5 million European mobile subscribers accessed mobile searches during June. This figure was an increase of 68 and 38 percent compared to June 2007
Dushinski, K. (2008). The Mobile Marketing Handbook: A Step‐by‐Step Guide to Creating Dynamic Mobile Marketing Campaigns. Medfor, NJ: Cyberage Books. Dushinski outlines the use of new tools like Bluetooth marketing, interactive signage,
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2D barcodes, image recognition and AT announcements in the context of new marketing strategies.
Godin, S. (1999). Permission Marketing : Turning Strangers Into Friends And Friends Into Customers. New York: Simon & Schuster. Permission marketing is a collaborative activity where the marketer helps the consumer to buy and the consumer helps the marketer to sell. Greitzer, Matt (2008, January 18). MediaPost Publications Search Marketing Strategies For The Next Decade. Retrieved September 20, 2009, from http://www.mediapost.com/publications/index.cfm?fa=Articles.showArticle&ar t_aid=74591 This blog discusses the future of search marketing strategy, specifically search‐ focused content strategies. IAB ‐ Dedicated to the Continued Growth of the Interactive Advertising Marketplace. (n.d.). Retrieved September 17, 2009, from http://www.iab.net/. This website gives insights from industry leaders regarding the future landscape of interactive advertising, interactive advertising news and campaign resources. Jones, G. R. (n.d.). Interactive Marketing Trends. Retrieved September 16, 2009, from http://interactivemarketingtrends.blogspot.com/. This blog expounds on the importance of interactivity in future marketing trends and discusses how to incorporate technology in global branding strategies. McMahan, C., Hovland, R., & McMillan, S. (2009). Online Marketing Communications: Exploring Online Consumer Behavior by Examining Gender Differences and Interactivity within Internet Advertising. Journal of Interactive Advertising, 10(1). To explore gender differences in Internet advertising, this study analyzes gender in relation to interactivity. Specifically, assessments of commercial Web sites help clarify the role of gender for online consumer behavior, its effect on interactivity and advertising effectiveness, and the implications for online marketing communications. This exploration relies on dimensions of consumers' online behavior and consumers' beliefs about the interactive communication environment in relation to three types of features: human‐to‐human, human‐to‐ computer, and human‐to‐content. The investigation of gender differences in Internet advertising uses both computer observations with screen‐capturing software and a survey. The study subjects are college‐aged students, or
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Generation Y, a group of consumers who tend to go online in great numbers, have considerable spending power, and are computer savvy. Prediction and Reactions | Pew Internet & American Life Project . (n.d.). Retrieved October 1, 2009, from http://www.pewinternet.org/Reports/2008/The‐Future‐ of‐the‐Internet‐III/4‐Scenario‐1‐The‐Evolution‐of‐Mobile‐Internet‐ Communications/1‐Prediction‐and‐Reactions.aspx?r=1 Survey participants were asked to respond to the following scenario: “The mobile phone is the primary connection tool for most people in the world. In 2020, while "one laptop per child" and other initiatives to bring networked digital communications to everyone are successful on many levels, the mobile phone— now with significant computing power—is the primary Internet connection and the only one for a majority of the people across the world, providing information in a portable, well‐connected form at a relatively low price. Telephony is offered under a set of universal standards and protocols accepted by most operators internationally, making for reasonably effortless movement from one part of the world to another. At this point, the "bottom" three‐quarters of the world's population account for at least 50% of all people with Internet access—up from 30% in 2007.” Ramsey, G. (n.d.). Digital Marketing Analysis Channel. Retrieved September 16, 2009, from http://brandedcontent.adage.com/mic/emarketer/ This article uses charts to show total media advertising spending growth and U.S. online advertising spending growth. It then makes seven predictions for future spending trends. Razorfish: Digital Outlook Report 2009. (n.d.). Retrieved September 15, 2009, from www.digitalbuzzblog.com/razorfish‐digital‐outlook‐report‐09/ This special report gives insight into future trends in social influence marketing, mobile marketing, media convergence, email marketing and social media measurement. Roberts, K. (2005). Lovemarks: The Future Beyond Brands. New York: powerHouse Books. Emotion is an opportunity to connect with consumers. According to Roberts, lovemarks are the future of brands because people everywhere want to embrace emotion. Lovemarks involve customers, show passion, accept responsibility and celebrate loyalty.
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Roberts, K. (2006). The Lovemarks Effect: Winning in the Consumer Revolution. New York: powerHouse Books. The new consumer is no longer willing to passively accept whatever comes their way from producers. Mystery, sensuality and intimacy separate lovemarks from brands. The attraction economy is interactive, personal and intimate. Schmitt, G. (2009, May). Mobile Marketing: Is 'App‐vertising' the Answer?. Advertising Age. Retrieved September 18, 2009, from http://adage.com/digitalnext/article?article_id=136622 "App‐vertising" is a new name for an emerging mix of branded mobile applications and in‐application advertising that is poised to deliver on the promise of mobile marketing. This article outlines case studies of successful applications. Shiffman, D. (2008). The Age of Engage: Reinventing Marketing for Today's Connected, Collaborative, and Hyperinteractive Culture. Ladera Ranch, CA: Hunt Street Press. Marketing 2.0 is defined by the open, collaborative, social, virtual, user‐ generated, mobile environment of the Live Web. The Live Web is more about connecting people, but enabling them to create and participate in the conversation. Marketers are learning how to embrace UGC, as well as participate in and influence the conversation consumers generate. Scott, D. M. (2008). The New Rules of Marketing and PR: How to Use News Releases, Blogs, Podcasting, Viral Marketing and Online Media to Reach Buyers Directly. New York, NY: Wiley. The Internet and social networks have changed the way businesses communicate with markets. This book outlines the use of Web‐based communication tools like blogs, forums, wikis, audio, Web sites, podcasting, video, social networks and search engine marketing. It gives new rules for the use of news releases and other traditional marketing methods. Most importantly, this book describes how to reach an online audience through goal setting and thought leadership and how to thoroughly understand how web content influences buyers. Social Networking and Blog Sites Capture More Internet Time and Advertising. (n.d.). Retrieved October 1, 2009, from http://blog.nielsen.com/nielsenwire Americans have nearly tripled the amount of time they spend at social
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networking and blog sites such as Facebook and MySpace from a year ago, according to a new report from The Nielsen Company. In August 2009, 17 percent of all time spent on the Internet was at social networking sites, up from 6 percent in August 2008. Weinberg, T. (2009). The New Community Rules: Marketing on the Social Web. Sebastopol: O'Reilly Media, Inc. This book explores conversation marketing and online reputation tactics with microblogging, influential video and podcasting.
World Internet Usage Statistics News and World Population Stats. (n.d.). Retrieved October 1, 2009, from http://www.internetworldstats.com/stats.htm Internet World Stats is an international website that features up to date world Internet usage, population statistics and Internet market research data for more than 233 individual countries and world regions. Zeng, F., Huang, L., & Dou, W. (2009). Social Factors in User Perceptions and Responses to Advertising in Online Social Networking Communities. Journal of Interactive Advertising, 10(1). With the advent of popular Web destinations such as MySpace and Facebook, online social networking communities now occupy the center stage of e‐ commerce. Yet these online social networking communities must balance the trade‐off between advertising revenue and user experience. Drawing on the sociology and advertising literature, this study investigates the impacts of social identity and group norms on community users' group intentions to accept advertising in online social networking communities. By outlining how this type of group intention could influence community members' perceptions and value judgments of such advertising, this study delineates possible mechanisms by which community members may respond positively to community advertising. Implications for the prospect of advertising in online social networking communities are discussed
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Reflections
to read more, check out my blog at http://cathyfreeman.wordpress.com
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Take Down the ‘Do Not Touch’ Sign By Cathy Freeman September 2009
The next time you walk into a Hard Rock, you might not see a “do not touch” sign next to the pricy one‐of‐a‐kind memorabilia. In fact, you’re more likely to see a sign that reads, “touch me please.” The Hard Rock Café Las Vegas unveiled a new 18 by 4 foot interactive touch wall yesterday that will change the way the iconic restaurant displays its authentic collections. Using hand gestures and multi‐touch technology, guests can walk straight up the wall and explore images and videos at their leisure. Up to six users can expand their own collections simultaneously on the Rock Wall’s multi‐user interface. This innovative multimedia technology, created by Technomedia Systems and Obscura Digital, will most likely become a more common sight in restaurants and commercial centers in years to come. The restaurant is also using Microsoft Surface, a digital surface that lets users find and alter content with the touch of a hand across a horizontal table‐like surface. Surface enables instant transfer of information between phones and cameras to a screen that is easily manipulated and shared between multiple viewers. Guests at Hard Rock can use the surface to locate Hard Rock Cafes around the world, browse images inside and outside the buildings and zoom in further to explore collections. The movement to large multi‐user touch technology will mark a major change in the way people gather, view and share digital content. Panasonic’s Digital Wall is another example of this larger than life touch display. It lets users drag files, watch TV, and upload photos to a screen twice the size of a normal 110‐ inch display. What’s more is that the wall can be transformed by digital wallpapers that can coincide with your own tastes. This is customization at its finest. This technology is not new by any means, but marketers should be examining its immense potential in the future marketing world. Imagine sending an email to a potential customer who can open your message on a wall‐sized screen in order to view your product in all of its glory. Buyers can touch the object, change its colors, customize it or test‐drive it. Entire catalogs can be viewable in this expansive digital format. This could be the future of the store front or the window display. Customers can browse through virtual racks and buy at the wave of the hand. Like any other user face or developing technology, its success lies in its potential to satisfy customers’ basic tactile needs and this prototype is a great option for users to interact with each other while assembling information in a natural and intuitive way.
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Mobile Much? By Cathy Freeman September 2009
“Just text me when you get there.” “I’ll send you all a Facebook message with the directions to the restaurant.” “IM me when the layout is finished.” If you listen closely, these online meeting places are becoming a stronger element of our every day conversations. As I plunge deeper into my research of the future interactive world, it is impossible to ignore the weight of mobile marketing and evolving interfaces for the spreading of information. Before you craft messages and designs for an audience, you have to find out where the conversation is in the first place. There is no electronic device more personal and omnipresent than the cell phone. The number of cell phones worldwide is larger than the number of households with Internet connections or even TVs. If you need to contact someone or find a piece of information at the drop of a hat, the ever‐present lifeline in your pocket or purse is more convenient than any other outlet out there. It’s not just a way to call home anymore. These days, it’s a GPS system, a music library, an Internet browser, a digital camera, a movie screen and a file cabinet for every app under the sun. To keep up, mobile marketing will have to become an understood part of the mobile landscape. According to early estimates by Nielsen Mobile and eMarketer, the U.S. mobile advertising market is expected to grow from $806 million in 2007 to $3.6 billion in 2010. This includes features like mobile messaging, display and search advertising. Obviously, the localized, personal and constant opportunity of the mobile market cannot be ignored – but there is a lot of work to be done. It needs to be intuitive, user‐ friendly and consistent. Practically every age in the social technographic spectrum is using a cell phone, but they’re not all comfortable with the Internet, and they’re especially not comfortable with tiny buttons and bite‐sized font (is anyone?) You can only sell an innovative shiny product for so long before people have to come to grips with usability in every day life. People will always favor what is simple and predictable. The Internet, especially the mobile market, is about convenience and speed. It’s about making life EASIER. The key here is to address need, not force life to be any more complicated. Get connected. Here are some good resources on the topic: http://www.10000words.net/labels/mobile.html http://www.mobilemarketinghandbook.com/ http://www.mobilemarketingwatch.com/ http://www.mobilemarketer.com/
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I’d Like Google on the Side, Thanks By Cathy Freeman September 2009
The next time you Google a new car or search to see if your roommate’s bug is contagious, you might find an entire community waiting to swap stories with you. This week, Google released the Google Sidewiki, an add‐on for Firefox and Internet Explorer that allows anyone to comment on the sidebar of any Web site. I know what you’re thinking. In such an open forum, there’s bound to be a lot of useless information. Google is tackling this issue with the use of algorithms to keep the most relevant entries at the top of the page. It also takes into account your previous entries and any feedback from other users. Keep in mind that any comment you make will be applied to any site where that same text excerpt can be found. This add‐on is by no means a new discovery, but it could produce major waves with the weight of Google behind it. The potential to make the browser double as a social network for information sharing is making quite a few people feel anxious, especially bloggers who could end up loosing traffic. In response to this concern, a Google spokesperson said “Google Sidewiki’s features complement those of existing commenting systems, and provide a way for users to share helpful information with others for sites that don’t already have commenting in place. The increasing number of sites that enable commenting shows that there is genuine demand for allowing users to engage with sites more deeply and to contribute to the Web.” On the other hand, Google also plans to find relevant blog posts and other sources that relate to pages so that users can find helpful information more quickly. This could in turn help to drive traffic to hard‐working bloggers. Only time will tell. If it takes off, it will definitely foreshadow a heightened value of collaboration and interactivity on the web. Do you foresee Google Sidewiki transforming the nature of the search engine? Learn more from Google’s official blog here: http://googleblog.blogspot.com/2009/09/help‐ and‐learn‐from‐others‐as‐you.html.
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Usercentered Design with Room for Cream By Cathy Freeman October 2009
I don’t think a week passes that I don’t spend at least one night at my local Barnes and Noble. It’s something about the coffee aromas and mere presence of volumes and volumes of information at my fingertips. It’s the tangible hardcopy of my dear friend and confidant Google (even if it is a meager microcosm). I will always love the smell and feel of books. Always. (sorry, Google, I love you too). As I sit here, perched once again with my beloved MacBook Pro and café Americano, I am surprised by just how many people frequent Barnes and Noble on a Friday night. It was sheer luck that I snatched the one and only remaining comfy chair in the entire building. What is going on here? What makes people put on pants and find their cars keys and fight the traffic to sit Indian‐style under the fluorescent lights of a mega bookstore? Is it something in the Starbucks? (I realize I just dropped a lot of brand names in succession but I promise I am not getting paid…you would believe me if you could see my car.) I think the answers to these questions are important to the future of interactivity, marketing, the Internet – all of it. People are attracted to bookstores like Barnes and Noble because that is where they find control, valuable information, community, and a rich user‐centered experience. No one monitors how long you’ve been reading a book before you pay for it. You can sit there all day long and read three books and leave without paying a dime—and many people do. No one makes you download the trial version of your manual or self‐help book before you take if off the shelf. And certainly no one pops out of the bookcase with an annoying flashy advertisement. This model works because it offers the consumer a user‐centered experience, complete with tasty coffee, comfy chairs and most of the conveniences of home (minus the PJ’s). It offers a lot for a little in return. And it works because people really appreciate it. So here’s my point. If you want to be effective in wooing consumers online, look and see what works in the “real world.” Your first goal should be to find what would satiate your consumer’s intrinsic need for things like control, personalization, convenience and community online. This goal has to trump your personal agenda to sell or market whatever your latest and brightest idea may be. “If you build it, they will come,” is dead and gone.
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New Nielsen Study: Social Network Use Triples By Cathy Freeman September 2009
Good news for online advertisers everywhere. In the past year, Americans have tripled the amount of time spent at social networking and blog sites. A study recently released from The Nielsen Company reports that 17 percent of all time spent on the Internet in August 2009 was spent at social networking sites. This figure is up from a total of 6 percent in August 2008. Vice president of media and agency insights for Nielsen’s online division, Jon Gibs suggests that this growth exhibits a major change in the Internet’s function. “While video and text content remain central to the Web experience – the desire of online consumers to connect, communicate and share is increasingly driving the medium’s growth,” Gibs said. The chart, provided by The Nielsen Company, shows that despite a general decrease in online ad spending, money spent in social media advertising is climbing. According to Nielsen, online ad spending on social networks and blogs was estimated at $108 million for August 2009, a 119 percent increase over figures for August 2008. Why are these numbers continuing to rise? It’s simple. Social networks provide a revolutionary ease for engaging with very specific audiences. Potential customers can be targeted down to their very most “private” pieces of information because people are now willingly providing this information openly on public sites. Most importantly, marketers are able to engage in interactive conversations with users for the first time, generating more enthusiastic and energized customers. Becoming an active part of the dialogue is THE most effective way to reach audience members. To do this, you have to be present where your market enjoys spending time,
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and you have to talk to them in the same way they would enjoy talking to a best friend, high school crush or co‐worker. Because let’s face it, not many people enjoy talking to marketers. What’s your take on social network advertising? How does your time spent on social networks in the month of September compare to time spent in September 2008? Check out Nielsen’s blog for more information about the study. Top 10 Reasons Why We Will Love Google Wave By Cathy Freeman October 2009
In case you haven’t heard, Google sent invitations to a privileged 100,000 users to test a beta version of the new Google wave this week. Since most of us can’t get our hands on it (unless you’re one of those people buying invites off eBay), it’s hard for us to fathom the mega‐watt shared desktop that is the Wave. So I’ve compiled a list of the top 10 reasons why we should anxiously await our turn at the Wave. 1. No more keeping up with multiple usernames, avatars, sites and passwords. Wave is a combination of all your e‐mail, instant messaging, blog, wiki, multimedia management and document sharing – all in one consolidated web‐based application. 2. We can enjoy what we love about IM without feeling like we’re 15 years old. Wave can be a real‐time conversation where any user can see what is being said instantly – even as it is being typed. 3. Hopefully we’ll suffer through fewer long‐winded mid‐day meetings around the conference table. The Wave offers real‐time collaborative document editing and sharing between users. We’re talking collective intelligence at a whole new level. This could completely change the way businesses function, or the way journalists gather and create content in the future. 4. No longer will you have to resend emails because you forgot to attach a document (the very reason you sent the email in the first place). Users can drag and drop files inside the wave and everyone participating will have instant access to any added media. People (well, Google people at least) are positioning Wave as the email of the 21st century. 5. The Wave functions like a fast‐paced wiki, where anyone can edit anything at anytime. Users can add, correct and change information throughout the entire wave to present collaborative data. The playback function lets you read through every comment made on a wave.
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6. Gamers and app addicts won’t be left out. Developers can build their own applications into the wave, including complex games and bots. 7. Wave conversations can be embedded on any blog or Web site for easy public publishing online. 8. It is open source, allowing for better innovation and adoption by developers. 9. Not to worry, Wave autocorrects spelling and provides automatic language translations. 10. This doesn’t have to replace your blog. Add a wave to your posts to show readers what you’ve been working on with others or to allow others to get involved in a conversation with you. This will eventually increase participation in your blogging. Though Wave won’t be available to the public until the end of the year, I’m curious what you’re thinking about it. Would it be a helpful way to increase productivity in your daily life? Is it too much?
3 Ways to Increase Interactivity in TV and Film By Cathy Freeman October 2009
Ok, coach potatoes – you can run but you can’t hide. TV and film are on the fast track to interactivity. 3 Ways to Increase Interactivity in TV/Film • Let life imitate art (or vice versa) o It’s important to stay grounded in current social and online media trends. Encourage viewers to become content producers in a way never before thought possible. o Example: For those of you who watched The Office wedding last night, you might have noticed the “You Tube” scene at the end of the show. The wedding party very closely imitates a popular wedding video where the attendants dance down the aisle. Michael Scott even goes so far as to say “Did you see this on You Tube?” (It has received more than 24 million hits already). Did I mention that you can watch the show for free on the NBC Web site? • Use mobile interactive TV services o Engage audiences with text voting and polling, live chats, quizzes, contests and games that involve viewers through mobile devices.
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o Example: NetInformer partnered with WB20 to launch a text message TV contest where viewers who watched King of the Hill were prompted to play an interactive quiz via text for a chance to win $50.000. Each participant also received a mobile coupon for a free candy bar, which 20% of participants chose to download. 43% of participants also opted‐in for future WB20 offers. Create online demand o By putting power in the hands of the audience, you are instantly making them feel more invested in the film (and therefore more likely to purchase tickets, DVDs, etc). o Example: It’s not my favorite film genre, but the latest low‐budget independent film Paranormal Activity is using a very unique marketing campaign by encouraging people to go online to “demand” a nationwide release for the movie. Paramount has promised to release it if it receives one million demands, giving it the tagline “the first ever major film release decided by you.” Site visitors can retweet, share or link the information and even buy tickets in advance (it’s already a trending topic on Twitter.
I Saw the Sign (Data Visualization Tools) By Cathy Freeman October 2009
Good design starts with comprehensible data visualization. As Ken O’Grady put it in his latest book, The Information Design Handbook, the best information design goes unnoticed by the viewer because it conveys information quickly and effectively. Graphs and charts are frequently used to visualize information, but design tactics are not what they used to be. These diagrams are no longer just simple 2D images with linear narratives. Along with increased interactivity in media, information designers are forced to think harder about effective design and engagement strategies to reach highly active audiences with increasingly short attention spans. Though I can’t help you pinpoint your data, purpose, strategy and audience, I have compiled a quick list of easy tools you can use to illustrate your information in a more dynamic way. http://creately.com/ Creately will not only lets you create anything from a concept map to an office network diagram with quick templates, but it lets you collaborate with your team using things like post‐it notes and built‐in commenting. Oh yeah, and it’s free.
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http://www.lovelycharts.com/ This free online diagramming tool lets you easily drag and drop to create flow charts, sitemaps, business process modeling notation, wireframes and organization charts. The pro version will cost you but you’ll get import your own symbols and export to JPG or PNG formats. http://docs.google.com/support/bin/answer.py?hl=en&answer=91610 Google Spreadsheets let you create and insert charts that can easily show motion and progress over time. http://www.fusioncharts.com It’s not free, but they do offer a complimentary trial. It makes up for it with what it offers in interactivity and integration. Do you have any favorites you would like to add to the list?
The Future of Media as Told by Hulu CEO Jason Kilar By Cathy Freeman October 2009
I had the opportunity to attend an interesting lecture last night by Jason Kilar, CEO of Hulu and fellow UNC j‐school alum (go heels). If you’re not familiar with it (and you should be), Hulu.com brings together video from more than 230 content partners, including FOX, NBC Universal, ABC and Comedy Central. This content is then made available at our every beck and call – for free. Since its inception in early 2007, Hulu has welcomed more than 38 million users and joined hands with 250 Fortune 500 advertisers. It is the second most popular video site on the Internet (behind YouTube, the mega‐giant). If you think that sounds like drastic growth, here’s the reality laid out by Kilar: ‐ 95% of all songs downloaded last year were not paid for ‐ More video has been uploaded to YouTube in the last 2 months than if ABC, NBC, and CBS had been airing new content 24/7/365 since 1948 (when ABC began) ‐ In 18 months, Hulu attracted more users (38 million to be exact) than the combined subscriber base of the nation’s two leading cable companies The average person would point to the advent of the Internet for these surprising statistics. In Kilar’s words, “It’s not about the Internet. It’s about the customer. The
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Internet is just a means. It’s just a tool to deliver a much better customer experience.” At the core, this is about convenience and user satisfaction. “In the end, customers are going to be served and be served very well,” Kilar said. So what does that mean for the future of the media? Here’s what Kilar says we can look forward to: ‐ Media will be what you want, when you want, how you want it ‐ It will be in real‐time (no more waiting for yesterday’s news) ‐ It will be transparent and held accountable ‐ It will give power and participation to the people (more interactivity!) ‐ It will offer advertising that is actually relevant to its users and works well for marketers It’s looking pretty good don’t you think? Is there anything you would add to this list? Here’s a better question. How are we as communicators going to execute all of the above in conjunction with emerging technology?
Solis’ Social Marketing Compass Helps Brands Find True North By Cathy Freeman October 2009
OK, to those 50 (or so) percent who are not thinking before they tweet, take a second to look at the pretty picture to the right. From the great makers of the Conversation Prism, Brian Solis and Jesse Thomas of JESS3, comes the brand new Social Marketing Compass. This brightly colored information visualization illustrates how to cultivate a brand based on key emotions, channels, platforms and players. According to Solis, the Social Marketing Compass points a brand in a physical and experiential direction to genuinely and effectively connect with customers, peers, and influencers, where they interact and seek guidance online.
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In a technological era where tools are continually changing, we really cannot afford to voyage into the wilderness that is social marketing without at least a road map and compass at our side. Media noise online and off is only going to get louder and some people will choose to combat it with a megaphone and good old‐fashioned hollering (as we call it here in the South). But—you and I are part of a very small and very smart few who know that the best remedy for noise is hanging on to what is constantly good and true. Honesty. Empathy. Sincerity. Are you with me? It’s a return to these virtues that should be the new building blocks for marketing. I think Solis is right on target with his very reminiscent model of the moral compass.
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