July 07, 2009

Brand Identity Is More Than Image - The Case for Product Informed by Brand Truth

EgvBrandIdentity

Click for larger image.

Brand Identity Model for a Media Company

  

Identity is not just image.  Not even in the world of media companies.

Brand Identity goes far beyond a company’s logo and tagline. It is the unique expression of a deep belief system that must live at the heart of everything that emanates from and around a brand entity, manifesting itself not just in what are considered creative marketing communications conventions, but just as (if not more) importantly, in the essence of the product experience the brand delivers. Product naturally and deeply infused with brand identity innately conveys differences that are immediately experienced and observable. They are noticed even when you’re not looking for them. What I’m talking about is NOT a logo branded on an object, but the user’s (direct) product experience itself.

Everything in the brand ecosystem – from what it says to what it does - should be thought of as a potential medium upon which brand identity is insistently and consistently embedded. It’s core to the DNA. Identity remains constant, while a particular medium and its implications may change with time and place.

In the world of Challenger Brands, when brand identity and product truth are in alignment, there is an opportunity to create not just product satisfaction, but enthusiasm - to outperform the competition, over deliver on expectations, and even dare to surprise (in a good way) and delight the user community.

What is Product for Media Companies?

We often think of product in very simple terms (a car, a shampoo, a camera, a vacation destination) and models (only what the company creates that is obvious to the consumer) that miss much of the essence of 21st century product experience. For purposes of this post, product most broadly defined for a digital media company (or traditional media company with significant digital presence) includes its media content (text, video, photos), technology platforms, unique experience applications and capabilities, and its “user” community. These represented by 3 of the 6 areas in the outer ring of the model.

The Model

This model of brand identity is an extension of one first introduced in an April 3 post in this blog. This is a framework in which Brand Identity is at the heart, informing the surrounding ecosystems of communications audiences (ring 2) and vehicles (ring 3), as well as all the implicit and explicit ways that identity should manifest in all tactical aspects of the business (outer ring) – from product to content to monetization and partnership strategies. This post focuses on the newly added outer ring.  The details of the rest of the model are at the original post, but briefly here:

Center: Brand identity defines what you stand for, as well as what you stand against.  It should inform, and be in the DNA, of everything in the rest of the model.

Second Ring:  The “audience” ecosystem is comprised of the various groups with which the brand communicates and which will inevitably communicate back.  (The medium is about conversation, not just broadcast.)  For each of these, brand identity manifests in a unique positioning statement and communications architecture.

Third Ring: This is the portfolio of communications vehicles (both digital and real world) that will be relevant for different members of the “audience” ecosystem at different points in time. Brand identity drives their strategic plan and creative execution.

Fourth Ring: For Challenger Brands in particular, brand identity must manifest in all areas of the business, beyond the traditional creative venue of marketing communications (ring 3). These include product experience (product, content and community), business relationships (revenue generation and audience building), and the nature of the brand’s greater connection to the world at large.  These are represented as discreet elements in the model for purposes of discussion, but obviously influence each other greatly in the real world (e.g. Content: accessibility impacts Audience: engagement.)  All of these elements also have unique relationships with the various members of the “audience/user”’ ecosystem.

Brand Identity and the Arena of Product

Products have just as much opportunity to touch people emotionally as does a marketing campaign. Product is often thought of as pragmatic and not creative, yet it can be (and should be) just as creative and "emotional" an expression of the brand identity as any marketing communications campaign.

For media companies, content is what has traditionally been first thought of as the core of the “product” offering. For today's robust media company, it is but one third of the product trifecta, with product platform and community providing the "context for the content", rounding out a media company's product offering. So how might we think of the relationship between Brand Identity and these three components of Product?

(1) Content:
How does Brand Identity inform decisions about the design and production, timeliness, location and sharing nature of the content?

Design/production values and accessibility: Does the brand identity demand a polished Hollywood look , or something more of the order of garage or homemade?  Is production solely from professional sources, consumer generated or a curated mix of the two?

Timeliness vs Quality Tradeoff: Where along the continuum of "content that reflects the most current moment" to "in-depth thoughtful production" does the brand identity determine for the media mix? In the online world, where immediacy is possible, the decision has to be made about what expectation to set.  And the closer to the immediacy end of the spectrum, traditional quality measures may decline.  However, "immediacy" in and of itself may be a new measure of online content quality.

Distribution/Location: Different distribution locations provide different opportunities for discovery and also context for content, and context of media is often as critical as the nature of the content itself. Does the brand identity reflect a philosophy of a controlled walled garden, a free range system where search and discovery are critical, or somewhere in between?

Sharability: Does the brand reflect an attitude of open sharing or one of "close to the vest?" And is sharing defined as inside the brand community or into any possible group.  Again, in the online world, the power of the passed link (to content) is undeniable in building a brand's power.


(2) Product Platform: How does Brand Identity inform the product platform specification, execution and evolution?

Convenience/Ease of Use/Speed: What guidance does the brand identity provide in relationship to setting priorities and making tough development calls in relationship to the ease of user access (convenience), to ease of use (once product/content is accessed), to speed of use (how product/content reacts to user interaction)?

Performance: Thinking about product performance now needs to go goes beyond functionality and benchmarks, and also give equal consideration of how product engages the user's senses and emotions.  What does the brand identity say about how the user feels when engaging with the product?

Engagement Experience: Is all engagement "deliberately planned" or is there room for "spontaneous engagement"? Does the product treat users as audience, participants or co-shapers?  What other objects or experiences need to surround the product?

Scalability: Does brand identity indicate a boutique audience or one of potential global dimensions? How does that impact plans for scalability of platform, content, audience and interaction?


(3) Community and Participation: How does Brand Identity inform the nature of the desired relationship with the "user" communities to the product platform and its content?

Types and Varieties of Engagement Opportunities: Communities contribute to, but rarely take over, the manifestation of Brand Identity. They congregate around brand identity.  The levels of content engagement that are provided and enabled by a brand will define, in large part, the extent to which the users/audience will co-create and co-define the product.

Levels of Interaction: Brand identity reflects an understanding of "audience or user" and their predisposition to engage in certain online media behaviors.  The group's technographic profile should guide the level of complexity and intent of online experiences  - understanding when, where and for whom enabling creating, curating, commenting, or sharing of content is important.

Ability to Personalize: Personalization of product may be one of the deepest forms of engagement one can have with brand identity. Enough said.

Lessons Learned

Brand Identity needs to be as much a part of the core DNA of product as it is for marketing communications. Both are  physical manifestations of how the media brand wants to attract and interact with its users/audience.

Brand Identity and Product Truth are inextricable interlinked. They must be if a media brand is to be successful.  And in a Web 2.0 world, Product Truth becomes concrete in a product experience that is shared equally by the content, product platform (technology and experiences) and the communities that surround them.

For a media company that is a Challenger Brand, the question will then be to make wise choices as how to best prioritize resources against that which comprises product: content, platform and surrounding community - deciding in which cases Brand Identity suggests performance "at industry levels" and where it demands exceptional commitment to excellence. Egv_tiny_blogicon


May 22, 2009

Do Big Brands Need to Think Like Little Fish?

LittleFish

Photo by Benson Kua

"Being a Challenger is primarily a state of mind, not a state of market"

- Adam Morgan in "Eating the Big Fish"


So once you’ve made it to the top of your category, have a dominant share and are seen as the market leader, you’ve got it made … right?  There’s no way all those pesky little fish nipping around your heals are ever going to eat your lunch. That might have been the case in Don Draper’s time, but it’s a dangerous, if not fatal, concept to hold onto in the digital age.

More than any other time in brand history, the age of digital and social media that can compress time and expand geographic reach, as well as fuel consumer influence (but not dominance) on brands, requires a “Challenger Brand” way of thinking and behaving.  The seminal work in this field is Adam Morgan’s “Eating the Big Fish” (first published in 1999) and for a deeper dive into the subject, that book is highly recommended.  But for purposes of this post, here is a “Cliff Notes” style overview of a Challenger Brand.

By definition, a Challenger Brand is neither the market leader in a category, nor is it a niche brand.  Its leaders have great ambitions and a vision for their venture that exceed their physical resources (e.g. people and money) in comparison to the Market Leader, especially if they were to be deployed against marketing tactics that mimic the leader.  The mindset of the Challenger embraces the kind of non-conventional thinking that successfully bridging this resource gap entails, a mindset that is focused on generating a “focused few” highly leverageable ideas that are immediately actionable.

Challenger Brands can be people, businesses, causes, and even countries, examples: T.E. Lawrence/”Lawrence of Arabia” (my favorite movie), Al Gore, the young Elvis, Avis (the classic example), Apple (maintained for 30 years), Nintendo, Google (in the early days), Facebook, Red Bull, Blurb, method, the Obama Campaign, The Lance Armstrong Foundation, Tourism New Zealand, and Tourism Queensland (“the best job in the world” campaign).

While a Market Leader cannot technically be a pure Challenger Brand (their dominant market share makes that impossible), they can embrace Challenger Brand thinking and behavior and continue to move quickly and surprisingly like the nimble small fish they once were.  If you are (or even are just affiliated with) a Market Leader, embracing the role of “change agent” and swimming against the conventions of your category should never be counterintuitive.

Below are seven common market scenarios/challenges, four externally and three internally rooted, that Brand Leaders may face, in which continuing to deeply embrace Challenger thinking and behavior will serve them well. To get more specific, we are going to use the yet to be launched media company/cable network OWN (Oprah Winfrey Network) to give suggestions as to how the situation might be framed in Challenger terms.  OWN is selected as it is birthed in part out of a Market Leader who has retained Challenger Brand thinking and behavior (that’s Oprah herself).  But OWN is also entering and will compete in a category - cable (and digital media?) network based around “best life/self improvement” programming - in which it will NOT be the Market Leader at launch.  It has the opportunity to be a Challenger Brand infused with Market Leader DNA.

External Cause Scenarios

1. Brand exists in a category where the long entrenched rules are unraveling, with the industry experiencing rapid and significant change.

In the case of cable networks or cable/digital hybrids, it has appeared to be the norm (or even a “rule”) that viewers demand “high quality,” professionally produced passive programming. In the world of journalism (text or video), there is clearly a change underway in the definition of, and balance of power between, the relative value of quality vs. timeliness in media.  CNN leads breaking stories with grainy i-Report cell-phone video and later packages it in with professionally shot segments, graphics and theme music.  Bloggers and folks on Twitter are among the first to report and share images of events such as the Mumbai hostage taking and the landing of the plane in the Hudson River.  In these cases, timeliness trumped quality. Non-fiction TV can’t be far behind in being forced to (if not voluntarily address) this change of the  mix of professionally and consumer generated media that goes far beyond commentary shows featuring humorous and cute animal YouTube videos.

OWN’s Challenger Opportunity: Respect, but don't let the old production model dictate all programming experiences. Embrace a new model of relative value between quality and timeliness of media. Create new ways of aggregating “real time” content from sources other than its own, including (if not especially from) the audience. But give them a place of their own in the programming mix beyond 3 minute segment inserts in the "real show."


2. Brand is threatened by a “superior” competitor or completely new sources of competition.

The competitor that one faces does not have to be another company in the category.  The real competition can just as easily come from significant changes in audience/consumer behavior as well as from businesses and platforms outside the category.

Most would agree that the time of appointment viewing “must see” TV is pretty much over.   There is no such thing as a TV captive audience, not even for breaking events. People have many “viewing” choices and mostly multi-tasking around media anyway.  They need a reason for engagement and new tools for relevant content discovery. The “partial continuous attention” audience is a more significant challenge to creatively address than another network or show. No matter what the ratings are.   And quite frankly, how accurate are the ratings anyway in a world of multitasking vs. a world of single focused activity.

OWN’s Challenger Opportunity: How do you break the “rule” of ratings as the guiding force and create multiplatform media where it’s OK if engagement cannot always be measured.  Develop the story for brand partners by which value is created when old category revenue models and measurement criteria are disrupted and become less relevant.


3. Brand is faced with potential “commoditization of the category.”

What is unique about how the Challenger brand thinks about and lives in their category? Defining and understanding the category you want to compete in is critical. (Remember the story of trains saying they were in the "train" business and not in the "transportation" business?) Additionally, if all the participants in the category define it in a similar manner, the product they deliver begins to become indistinguishable except for the network brand logo. In the world of cable TV, how many  look alike “life improvement” shows can really be “consumed?”

OWN’s Challenger Opportunity: What's the category in which you want to define yourself and live?  Is it non-fiction cable TV network?  Probably way too narrow, especially if you think about what time constraints and life experiences you are competing against for the "audience's" attention. (For me, you wouldn't be competing just against TV time, but against going to yoga class, walking my dog and reading my RSS feeds - things that I see as "life enhancing/self improvement.")

And regradless of subtelty or breath of the category definition, there are ways to think about programming development that fends off commoditization.  That is: Don’t always go with the expected heavy hitters; use the media and the "audience" to incubate your own next generation of “trust agents.” (Isn't that one of Oprah's greatest strengths afterall - trust?)  Trust can be built and vetted within communities online before migrating to cable distribution.


4. Brand encounters situation where the greater social ecosystem or public opinion is set/moving against it.

OWN isn't a political movement, so you might ask how this situation might be relevant.  This scenario can also be framed as the friction or resistance one might encounter when trying to expand audience apart from a well-understood core to include a group that might seem to be counter intuitive to the core.   While I don't have access to the stats, it's my understanding that the show "Oprah" on broadcast TV has an audience dominated by urban females, while OWN has a goal of a broader audience (including male and I assume non-urban if significant cable audience is to be found.) 

OWN’s Challenger Opportunity: If the brand "Oprah" is to be a catalyst in the launch of OWN, then it is important to understand what part of that "Oprah" DNA will work for and against that goal. I am NOT of the mindset that "Oprah" is a female only brand.  Highlighting the Challenger brand aspect over the industry "Goliath" story will be important.  And that is based around a story NOT of Oprah's media dominance and finances, but of her ability to create and rally community and engagement.  And that is neither male nor female.

Internal Cause Scenarios

1. Brand allows its own complacency or even arrogance to lull them into a sense of security and permanence of success.
Success can be a problem if it is seen as an end product and not a transitory state.  Market Leaders, and sometimes their “spawn” who are closely identified with a predecessor’s DNA, can be lulled into complacency or a sense of invincibility by confidence that comes out of years of success documented by boatloads of press clippings and awards. There are times when that comfy seductive sense of security is exactly what a Challenger needs to battle against.

OWN’s Challenger Opportunity: Remember that “category inexperience” is often what powers Challenger brands at the beginning, enabling them to bring vitality and new possibilities to play.  A novice’s perspectives can come both from “new blood” outside the industry brought into partnership in the venture, and also can come from the “seasoned pros.” For the Pros, they need to be willing to take the time to temporarily set aside their knowledge and vested interests and “walk in the door” afresh, questioning their own assumptions about the business.  As for ”new blood” from outside the industry, well that requires some expansive Pixar style thinking that asks: “How do you hire/partner for a task that has never been done before?”  Answer: Look for people who have demonstrated mastery in another area – personal or business – outside your category, as well those who have demonstrated the ability to convert failure into success.  That’s the criteria by which NASA found the first astronauts – who were test pilots.


2. Brand believes none of its competitors are “significant” anymore.
When a Market Leader owns the category from a market share or share of mind perspective, what is left to compete against?  I say there’s plenty – it’s just not as obvious as someone with bigger ratings or ad sell throughs.  So how do you find your new “enemy?”

OWN’s Challenger Opportunity: Oprah as a brand has successfully redefined “the enemy or monster” that she competes against innumerable times: so there are already great lessons here for OWN.  That which she competes against is no longer other daytime talk shows. The “enemies” are the bigger causes and issues she brings to light and around which she rallies her constituency.  OWN needs to think about not only what it fights for, but what it fights against.  That may be bigger global social or economic causes, intimate personal battles, and yes, even sometimes, the direction of an industry.


3. Brand becomes shackled by its own success and fears breaking the “magic formula.”
Remember that in the digital age, where just about everything is transitory, there is no longer such a thing as a “magic formula” (at least not one that lasts very long).  Clinging to that notion and becoming loss or risk averse creates behavior that is counter to what usually gets a Challenger to their success in the first place.  

OWN’s Challenger Opportunity: Don’t let an affinity for old models and paradigms be your undoing.  It’s great to leverage what has worked in the past, especially as television is generally a medium of familiarity and predictability.  But what new models or paradigms might you create, which of course, you eventually will have to destroy when they also become conventions?

I offer up the following as one.  Use the fact that you are hopefully building digital from the starts as a vibrant component (rather than the conventional “site brochureware” of many cable companies), and incubate and mentor new talent online (not just TV talent transplanted into the digital arena). Communities are the natural petrie dishes for new “trust agents” to evolve against specific areas of expertise.    Be conscious to create mechanisms to identity and platforms to cultivate this, and bring that talent into other media at appropriate times.

Lessons learned as to why it's a good idea for Big Brands to think like little fish?

You can retain your status quo of Market Leader (or offspring of the same) by being willing to constantly question, evolve and transcend the category conventions in order to be the change agent in partnership with your audience/customer. Doable.  But not easy.  Egv_tiny_blogicon

 

April 28, 2009

What Predicts The Ability To Innovate? : Some Perspectives From Pixar

800px-Pixar_-_front_gates


NASA had a problem.  What's the screening criteria for a job that's never been done before - like going to the moon? Namely how do you find those guys (and it was guys then) who have the highest predictive chance of success at something that has never been done before?  They found test/fighter pilots.  But in more general terms, they found a talent pool of people who had failed and recovered.  (It's rather apparent what happened to those who had failed and NOT recovered.)  The generalized criteria:  Error recovery (meaning resiliency and adaptability) and NOT failure avoidance. 

Now think about this same question in terms of today's media or technology companies - whether at the business or individual level. If innovation is determined as a key to differentiation and success, and innovation means doing something that has never been done before - then how do you define the talent criteria and what are the predictors?  Where and how do you find your version of "test pilots cum astronauts?"

Randy Nelson of Pixar provides an interesting take on this question, essentially breaking it down into four criteria.  The video and some key takeaways:

  • Depth: How do you find the "parallel predictor" of someone who will succeed at something new? Look at what else in life they have mastered on a personal or business level. "Mastery in anything is a good predictor in mastering the thing you want done."
  • Breath Breadth: Narrowness is sometimes the thing you get with depth and this needs to be balanced by breath.  You don't want a repetitive one trick pony again if the challenge is going to be to innovate.  You want "someone who is more interested than interesting."   This is indicative of a problem solver; someone who will lean into the problem not just acknowledge its existence.
  • Communication: "Communication is a destination, not a source." It is not something that the "emitter" can measure, although plenty of times we get that judgment.  Only the receiver of communication can measure it.  The listener is the one who can say they get it. 
  • Collaboration: "Collaboration is not a synonym for cooperation; it is not cooperation on steroids."  Innovation requires many people working together; it's not a one person job.  So you need a system or protocol that allows people not to get in each other's way and enables them to amplify what each is doing.




Lesson?  In the innovation economy, stop looking for someone who has done it before. Look for someone who has done something else amazing before (and not necessarily in the same business.)   Egv_tiny_blogicon

    

(Note: Thanks to Edward Boches, Chief Creative Officer of Mullen, for initially sharing this video via Twitter.) 
   

April 19, 2009

Ashton Kutcher's Billboard - Possibilities Beyond Celebrity for the Future of Broadcasted or Public Social Media

Twitterashtonpicframed

One of the 1,133 digital billboards provided pro bono by Lamar Advertising in the race to a million followers against CNN. 

     -  From a story in Advertising Age


If you work in the social media space or are a CNN or Oprah viewer, it was nearly impossible to not know about the "race to a million followers" on Twitter last week between celebrity/entrepreneur Ashton Kutcher (@aplusk) and CNN's newly acquired account (@cnnbrk).  Kutcher started the challenge slightly trailing CNN, but used YouTube-distributed videos and calling on his more engaged social media followers to surpass Larry King/CNN's cable TV promo efforts. The "celebrity" facts: Kutcher passed the million mark first and appeared on Oprah (@oprah) to be crowned "king of Twitter."

But what else might this mini-digital duel reveal beyond the obvious celebrity vanity stories and the growing importance of social media bylines?

Benefit for social ventures and charities

Consider that as part of the challenge, the winner agreed to donate 10,000 mosquito nets (the loser 1,000 nets) to April 25th’s 2nd annual World Malaria Day. That means 1,000s of people will have additional protection against a disease that threatens 40% of the world's population and  infects 500 million people a year. And Twitter is full of "tweets" about additional donations coming in from everyday people as a result of the awareness brought about by the race and subsequent interviews.  That's a win.

Other celebrities including Hugh Jackman (@RealHughJackman) and social entrepreneurs have been using the platform as well to engage an audience predisposed to quickly responding to and sharing information.

Near future traditional/digital media mashups

Let's go back to the digital billboards at the beginning of this post.  Not sure in terms of any measurement that might exist what they contributed to Kutcher's tally.  But the more important aspects to consider are two fold:

(1)  Since the billboards are digital and connected to a network, the message/creative could be programmed and distributed (and theoretically updated/changed) nearly instantaneously to the 1,000+ screens.  No printing turn around time.  No guys on scaffolds with buckets of glue. The content was nearly immediate/real-time.

(2) Now what if (for safety's and reading time's sake) that the screens had been indoors, like those we see at Starbucks, Coffee Bean and Tea Leaf, etc. AND that the screen network's application set was sophisticated enough to take both the simple "old school" billboard message and combine it with real-time information of interest via a feed. On the simple end this could just be a tally of number of followers updating, perhaps with an additional message encouraging peple to join in via their cell phones while they were waiting in line.  Something more complex would be a real-time "curated" feed overlay to the screen of the relevant "tweets" about both the "million follower race" as well as information about Kutcher's malaria cause.

All of the pieces to do this today exist.  If you look online at applications written off the Twitter API like Glam Media's Tinker or similar Twitter parsing/aggregation apps from Federated Media like ExecuTweets, you get a sense of what is possible through some design and then integration of an RSS feed into a public digital screen.

Below is an example of what the live Tinker feed looked like this morning for Ashton Kutcher.  Imagine what an "indoor billboard" at a coffee shop or train station might look like with the main visual of the billboard at the beginning of this post,  with an overlay in the lower horizontal part of the screen of the Tinker Twitter stream when the race was still on.


TinkerKutcherStreamFramed  

Other possibilities? 

Here's one. Given that Earth Day is this week - what about a brand doing an Earth Day promo with inspiring photos (professional images and real-time consumer photos) cycling through the screen and relevant tweets of what people were doing that day to help their local environmental efforts, as well as links to activities people could join, appearing simultaneously along the bottom of the screen. Egv_tiny_blogicon



April 06, 2009

Is This Advertising?

IsThisAdertising1

"Every advertisement should be thought of as a contribution to the complex symbol which is the brand image."

-  David Ogilvy


In this post, three categories of objects are considered: in public spaces, online, and even those that are purchased. Which of these do you consider to be advertising if we consider the following as guidelines? 

  1. Brand image lives in people's minds as a result of their direct and indirect (through media and other people) experience with the product or company.
  2. Advertising is a form of communication that typically attempts to persuade potential customers to purchase or to consume more of a particular brand of product or service.
  3. Advertising provides some level of "experience" with the product before you buy it.
  4. Advertising is a paid medium; you have to pay to place it in the real world or digitally.


Objects Found In Public Spaces

Nike Logoed Shirt: If an athlete is wearing it as part of a paid endorsement, then it's advertising.  But what about when your favorite trainer or running buddy is wearing it?

iPod/iPhone White Ear Buds: In the billboard, TV and print ads, well, it's advertising.  What about the dozens of times a day you see those white ear buds coming down the street? You know what the product is without even seeing it.

Starbucks InStore Music Screen: In about 600 Starbucks stores in the US, there are flat panel screens that provide information on the music that is currently playing, and to my knowledge, not paid for by the music companies or artists.  But doesn't it serve the other "non-paying" criteria of advertising, and couldn't it become that?  Easy to make happen since WiFi is right there with easy one click access to the iTunes store for downloads.

Obama Poster: Post the election and pre-inauguration, Moveon.org raised money by selling postcards and posters, as well as limited edition version ($500) signed Shepard Fairey posters.  In many a window in San Francisco.  Good promo for brand Obama, yet initiated and paid for by others.

Planet Dog Sticker: Seen in the back window of many a station wagon, this sticker costs $2.  And for that you get to state your canine affiliation as well as promote someone else's brand of which you may or may not have purchased one of their toy products.

 

IsThisAdvertising2

Objects Found Online

"Will It Blend?" YouTube Video: Well-known series of videos produced by the blender company that have pulverized anything from an iPhone to glow sticks, often at the request of fans.  Produced by the company with a "home-made" feel.  More than six million views.  Free distribution on YouTube and in many an article on "viral videos."  Blender sales conversion rate?

Rachel Maddow Show Facebook Page: 50,000 fans to go along with over 200,000 followers on twitter.  Experience brand Maddow through notes, video links for the shows; as well as other stuff she likes that never makes it to broadcast.

Twitter Page of Zappos CEO: More than 350,000 people can't be wrong.  And if sold one pair of shoes to each per year - that's millions.

Hunch Public Beta Invite: Great "welcome" letter/FAQ from Caterina Fake gets you interested in and sharing the "brand" before it even does anything for you.  And your participation is actually critical to building the functionality and value of the product.

HGTV Widget: Weeks on my Facebook profile page and I didn't win.  But did I think about HGTV each day that I logged in even though I wasn't watching cable ... yep.


IsThisAdvertising3

Objects That Are Purchased

Whole Foods Shopping Bag: $2 to avoid paper bag shame and carry them into stores other than Whole Foods, even competitors. Sorry Mollie Stones.

Kleenex/Hannah Montana: I am sure that money exchanged hands here to place image and logo of pop idol on tissue box -- but which way?  Brand Miley may well have more power than brand Kleenex, so cash may have gone upstream instead.

"Unstuck" Book by Founder of SYP: A well written book on its own, but also a great promo vehicle for the SYP agency and great client pitch leave behind. Old school print version only; not on Kindle yet.

Starbucks Cup (old version with "The Way I See It" quote): I loved the old "The Way I See It" quotes on the Starbucks cups from people like Keith Olbermann and Jeffrey Sachs.  Currently they're using quotes from "real" customers.  See me with my soy chai walking down the street may not be 'advertising,' but if the cup is on a talk show host's desk?

What's The Point?

Lots of other examples to be sure. That SmartCar or Aptera parked on a busy public street. Those custom Nike ID shoes my trainer wears with a "swoosh" color of his choosing. The Motorola logo on the headsets the coaches are wearing on the sidelines at the SuperBowl.  When I change the name (or some form thereof) of a company to a verb such as “tweeting” or "googling" and use it in an email, blog post or magazine article. Other ideas?

Lesson Learned: Not everything that builds brands is paid advertising. Sometimes the conduit of the message is free or people might even pay for the message itself. Egv_tiny_blogicon


(Note: Thanks to friend Michael Markman for suggesting the iPod ear buds and SmartCar as examples in this post.)
   

April 03, 2009

Digital World Meet The Real World - An Audience And Media Model

MediaStrategyCircles

This is a simple model for looking at the meta choice relationships for a brand/person/program between its audiences and communities, response goals (emotional and intellectual), and engagement/distribution platforms.


Center Circle: This is the initial source or core entity which can be a person, brand, network, program, movement, etc.


Second Ring: With your core subject area at heart, this is about the identification of the high level breakdown of the audiences/communities that are important for you to engage with.  This may include both individuals or organizations that already know of you or do not know of you, who are your advocates, detractors or are passive bystanders.  If what is at the center is completely new, then it is about finding communities "talking about" (meaning anything from micro-blogging and ratings to full blown blog posts or videos) relevant related subject areas.

This is the time for some "digital anthropology" of listening and learning before engaging appropriately. It's also time for finding the influencers, ambassadors and action-oriented conversation leaders and media creators through observation, as well as through a variety of social media influencer tools such as those from social marketing companies like BuzzLogic, and new conversation comment trackers (the class of startups such as SparkWords, Kutano, Reframe It may evolve into this).  A careful parsing of popular vs influential individuals is in order, segmented by content area.


Third Ring: What is the engagement result for which you are striving - both emotional and intellectual?  What's the tone in which you are going to deliver and then what's your expectation back from the audience/community?  And are you "prepared" for the unexpected?  Data may be important, but it is passion that drives things forward.


Fourth Ring: This is where one needs to become wary of the obsession with the newest "shiny geeky object," particularly in digital space.  There are literally dozens of distribution/engagement categories with hundreds of companies and technologies populating them.  It's easy to get swept up in the "Twitter-verse," and forget that what's right for one is not for another. That said, a healthy dose of clearly defined experimentation is always important.

It is critical to link thinking about the fourth ring "distribution/engagement categories" to a traditional and technology-based understanding of second ring "audience/community." In "Groundswell," Charlene Li and Josh Bernoff coined the term “Technographics”  - as similar to demographics and psychographics, but with a focus on developing profiles based on technology behaviors. Before a mixture of real world and digital world distribution/engagement models can be selected, it is critical to know the distribution model of the people with whom you are hoping to engage. Are they at one end of the spectrum as creators who are active bloggers or video creators/uploaders; somewhere in the middle where the might comment or rate on content created by others; or are they passive readers or viewers who don’t leave a “visible” footprint. One can see how critical this understanding is if you look at an example of launching a consumer generated media campaign to an  audience with a technology profile that is dominated by raters/commenters.  Not much is going to happen in that case as the activity does not translate to the audience, even if the subject area is relevant.


Fifth Ring: There is incredible power to be found at the intersection of the Digital (Web) and Real (Live) Worlds. Life is lived in both places.  No matter how much the Web has evolved, you can't (yet) touch objects as you can in the real world to create powerful sensory physical experiences and memories.  And nothing in the real world can reach the potential of the Internet for distribution and democratized exchange that pierces geographic, economic and social borders.  Think of the power where one can feed the other in relationship with appropriate audiences/communities. Egv_tiny_blogicon


The media model in this post is not about the interrelationship between a particular selection of  real/digital distribution and engagement vehicles; it is about the high level portfolio of choices.  There is an earlier post with an example of interrelated digital and real world distribution/engagement vehicles for a theoretical campaign.


February 25, 2009

Nike Stores, Digital Screens and the Nike+ Application: An Opportunity In Waiting For In-Store Social Media and Influencer Building?

Nikestore  
Multiple digital screens with rotating images and videos form the visual gauntlet at the entrance to the Nike Store Downtown San Francisco. (photo taken with iPhone)

Before one even sees a single shoe or pair of running sweats at the Temple of Nike in downtown San Francisco, one takes a ride up the escalator and passes by a series of programmed digital screens that are also peppered throughout the store.  Images of bodies in motion artfully shot along with select Web screens and animations of the Nike+ application speak to the brand story of aspiration and achievement.  One literally travels from the outside world to the athletic world enabled by Nike.

On Wednesday nights the store is full of runners, members of the Nike Running Club.  They are “the faithful,” armed with iPods sequestered in arm bands and Nike+ sensors tucked into shoes.  Before heading out on a weekly group training run, they browse new merchandise and promos specially selected and staged for the evening. (Last week’s merchandise was Livestrong shirts to coincide with Lance Armstrong’s participation in the Tour of California race.)

It’s all a great idea – bring the influencers together who use and wear the brand frequently in public, give them a group activity (that syncs with the core brand story) to do in significant numbers, and highlight new products they might like.

So what’s missing? 

Web meets (live) World is being overlooked. There’s a unique opportunity to engage these people even further with each other and the brand – powered by the technology they are already “wearing” and the screens and backend networks (video distribution and retail computer systems) already in the store environment surrounding them.

Consider This : An opt-in real-time public social media system with retail benefits and bragging rights

A whole host of new opportunities for engagement are made possible if 2-way connections can be established between:

  1. The cell phones* of the runners with an intelligent network serving the video to the screens (as opposed to video coming from a DVD)
  2. The cell phones* of the runners with the retail transactions network (cash registers)
  3. The network serving the screen video to the network that handles the retail transactions at the cash register
  4. Video screens in multiple (a least 2) Nike Store locations holding running events at the same time

(* assuming iPhone type  devices and or docked/synced iPod minis)


The Schematic:

NikeTechConnections  

If the above technology is in place, and we enable individuals to opt-in as public/in-store social media participants, some programming/engagement opportunities might be:

1. If a runner has achieved some significant mileage milestone with their Nike+ (e.g. the 4,000 mile mark), and they come into the store for a run night or make a purchase, their mileage achievement appears on the in-store screen network or on a specific set of screens designated for this purpose (cell phone or retail network sends info to the video network) and they are also given the ability (a digital coupon/reminder) to purchase (dare we say “get for free?”) a limited edition mileage achievement shirt (retail network to phone)

2.  On run nights, teams can issue challenges in-store to those in the same store, or in another store with a run happening at the same time.  Winning team gets on-screen in-store bragging rights, and a discount for purchases that night or an equivalent value that could be donated to their “running charity.”  (This involves syncing of team iPods in-store, aggregating those numbers, comparing to other teams, and visually displaying score results on the screens in store, or between stores.)  This could also be an aggregate competition, running many weeks in the case of earning dollars for a running charity.

3.  When runners come into the store for the run night, they can send their “in-store digital identity/opt-in registration” information to the screens and the screens visual “slide show” during the pre-run shopping time is information (run stats, photos etc that have been pre-approved) of the actual in-store runners/participants.

There are many other “public and personalized social media” experiences, as well as “professionally produced” programming concepts that are possible when we can connect the customer devices and networks in the Nike Store.    I am not advocating that this be done just because it can or is trendy because we are using the word “social media.”  I believe the experiences in this environment must give “the participant” at least one of the following, as did the three previously outlined examples.

  1. Help me – have a better day/run, live a better/healthier life, be more effective, make better decisions
  2. Surprise me – by gifting me, recognizing my achievement, or showing me something I didn’t know that will contribute to my cocktail conversation factor
  3. Amuse me – by giving me something to do while I am waiting in line or for the run – trivia, puzzles, games – and if I like it a lot, let me quickly download or bookmark it on my portable device
  4. Inform me –about a product or service, my community, the world – of which I have particular interest; provide quick information with the ability to mobile bookmark and learn more later without having to search for a piece of paper to write down a url
  5. Connect me – to people, events, causes that I can participate in; locally and also globally; one time or on a continual basis

With these premises in mind, the appropriate 2-way technology in place, and the brand story clear – great Web meets (live) World personal experiences can be delivered on a meaningful and continual basis at the same time that: a brand is being built, promos are being offered, sales are uplifted, environments enhanced, ad dollars earned and impressions made, customers amused while they stand in line.  Seems like a win to me. Favicon-short


February 20, 2009

Digital Screens Are Not Billboards

Starbucks

Digital Screen at Starbucks showing song currently playing in-store

They’re both rectangular, have images and text designed to catch your attention in a short period of time, and are built around a business premise of taking messages to places that people physically (vs. digitally) frequent.  But that is where the similarity ends… or rather where it should end.

Burma Shave and Route 66

Billboards have been around in some form since the mid 1800’s when Jared Bell began making 9’ x 6’ posters for the circus in the US.  Their numbers expanded in the early 1900’s when the Model T was introduced and more people took to the highways. Advertisers quickly saw the miles and miles of open road as an untapped promotional landscape, with cheap potential for increasing consumer reach. Billboards even began to achieve pop culture status when the 6 panel Burma Shave billboards began lining highways such as Route 66 in the mid 1920’s. 

(Does this not sound a lot like the Internet of late 1990s/early 2000’s?  And I won’t pull the cheap shot of referring to the … ah …. “Information Superhighway.”)

However, billboards are not, nor have they always been, welcome additions to the visual environment. (Kind of like the way I feel about pop-ups that are still around and clutter my screen on occasion.) Many cities in the US tried to ban them as early as 1909 - “visual pollution”; and they are currently banned in 4 states (Vermont, Alaska, Hawaii and Maine), as well as in some 1500 individual towns.

Starbucks2

(These billboards and others can be seen at Toxel.com.)

So when do billboards work?  When they move away from some of the “in-the-box” thinking and premises of the media and embrace directions such as:

  1. Breaking the old 2D language: Adidas (top right) and Mini Cooper (middle right).
  2. Evolving the image (content) over time: Tide (bottom right).
  3. Integrating visual elements into the surrounding environment outside the billboard space: “Kill Bill” movie promo (lower left).
  4. Blending into the environment rather than encroaching on it:  Nike and its “gate billboard” at the opening of a park and running/nature path (middle left).

Evolution or De-volution?

So where are we now in the timeline of intelligent digital screens that are part of out-of-home networks?  How might they “break out of the frame” and “integrate with the surrounding landscape?” What are the rules they need to construct new creative/interaction models so they are not relegated to the role of disregarded chorus member in what some might call the growing cacophony of screen pollution.

Friend or Foe? Networked Digital Out-of-Home Advertising or Place-Based Media

Some might say that the whole host and variety of digital screens that we now see populating coffee and bagel shops, Nike stores, the window displays of brokers, airport terminals, and even doctors offices are the new millennium equivalent of twentieth century billboards, and with that they also bring with them the potential visual downside if misused. Like the drivers of the Model-T’s, out-of-home screens, are focused on marketing to consumers when they are 'on the go' – but now it is in high frequency foot traffic public places, in-transit queues, waiting lines and in specific commercial locations (such as in a retail venue).

 “In fact, billboards are not just for roadsides anymore. Advertisements have been popping up more frequently inside subways and buses, shopping malls, office buildings and airports.” 

- Jan. 2007 New York Times

But most are getting it all wrong.  Digital screens too often are turning into Route 66 billboards or an homage to “Blade Runner” with all of the associated problems in terms of consumer engagement or downright disdain because of ill conceived approaches and media that brings no personal value to viewers. With that, the opportunity could be lost to foster and grow a truly unique form of communication and connection.

Ported Static Ads vs. Dynamic and Personally Relevant Social Media Opportunity

We will concede that digital signs (even when approached like billboards) can offer what the industry may see as benefits over traditional static signage in that, depending on the intelligence of the backend network sending content to the screen:

  1. content can be updated and exchanged more easily, focusing on the day’s most important promotional item or message,
  2. content can be hyper-local parsing by zip code or other micro-targeting data,
  3. content can adapt to the time of day and audience profile with different programming cycles for different time-of-day experiences.

Unfortunately, the creative of many digital screens is populated by directly ported print ads or banners, TV ads and promo videos that do not take the full potential of the medium into consideration, and other creative that looks as if it was almost directly pulled from the Web, because … well … “It’s kind of interactive.”  Those translations fall short of what the medium (I am assuming there is an intelligent backend here) could be if it took but a few premises into consideration.  If we use the earlier model of the 4 points of “out of box” thinking around interesting and engaging billboards and apply it to networked digital screens:

1.    Breaking the old 2D language: The breaking out of the “self-contained rectangular frame” is in the potential for 2-way connection with people via their mobile devices.  This can include information that is downloaded (store and refer to later), information that is uploaded (consumer generated content) and two-way engagement (play). Examples might include: games and puzzles, download coupons and offers, bookmarking urls and downloading pdfs that relate to more info about on-screen content, consumers uploading content (a survey, comments, shout-outs, photo experiences) to the screen system on the spot, customers being identified through an integration of the digital screen and retail systems to display pre-approved personal information or offers.

2.    Evolving content over time:  By creating programs, events and initiatives, screen network providers, the venues that host them, or major brands that “buy space/time” on them – can create integrated campaigns in which content that people/customers actively create, contribute and comment on is an important element.  This provides ever-fresh and personally relevant screen programming that with more sophisticated two-way and database capabilities/applications could be set to trigger screens when the person who contributed or commented on the content arrives at the venue and activates a mobile device and their ”digital opt-in signature.”

3.    Integrating visual elements into the surrounding environment outside the screen: A website and mobile device outside the individual screens or screen network defines the person’s “surrounding environment” in this case.  Screens should not be seen as isolated uni-directional islands blaring propoganda.  Appropriate social media programs (per #2 above) means enabling people to create and upload, as well as download and experience – media related to the (perhaps shorter form) content of the out-of-home digital network screen on their own personal screens, tethered or mobile.

4.    Blending into the environment rather than encroaching on it: Simply said, the look and feel (UI) and nature of the content of screen programming needs to fit seamlessly into its physical environment and feel a part of it, not at odds with it.  It must deliver on the customers’ expectations of what any experience in that environment should be, in alignment with brand image, without being obtrusive or invasive.

In essence, screen programming needs to embrace and reflect the surrounding brand environment in which it exists (in creative execution and content) and be an integrated part of the kind of experience customers expect (even require) in that environment.  The programming experience needs to be personally meaningful to individuals at the point of physical delivery, but also provide information that can be taken with them when they leave the physical location (via their mobile device) or sent to their computer at home (mobile to screen while at the venue) for later engagement.

So screens are NOT billboards. Simple concept.  Takes some thinking and risk-taking (technically, creatively and in partnerships) to execute. Favicon-short

(Disclosure: Danoo, a Kleiner Perkins backed startup in the out-of-home digital network space is a client.)

 

February 04, 2009

Are Applications Advertising? - Examining the Nike+ Online/Real World Experience

Nike

"I do not regard advertising as entertainment or art form, but as a medium of information."

- David Ogilvy

In one of those moments of sublime serendipity, I recently received my Nike+ kit on the same day that I read a post by gaming industry advisor Keith Boesky excitedly documenting his achievement of reaching the 4,000 mile mark, as well as another post over at AgencySpy about the Nike work at R/GA. The intersection of the three made me think about the relationships between and relative value of advertising and applications, as experienced by individuals in defining their relationship with a brand.

If you already know about Nike+ and want to skip the background info in this rather long post and get to the core of the discussion, jump down to the subhead “Thinking About the Value of Application vs. Advertising.” Otherwise, some background on Nike+ and what these blog posts said that “got me thinking.” 

Nike+ Background

The Nike+iPod Sports Kit is hardware and software that enables you to measure and track the distance and pace of a walk or run (and as of this summer your workouts on some gym cardio equipment). A small accelerometer device is attached/embedded in certain Nike shoes and it communicates with some iPods during runs.  Software then enables that workout data to be uploaded to the Nike+ community website during an iPod sync.  Through the website, challenges can be issued (aka trash-talking) and awards for goals set and obtained.  Over 100 million miles have been logged on the system by over a million runners, half of those miles were accrued in the 8 months between February and October 2008.   That’s a lot of miles and a very engaged community.  Who wouldn’t want that?

Keith's Experience

From his post, Keith is an enthusiastic runner and goal setter.  Every time he runs, he now has a positive and highly personal brand experience with Nike that often inspires him to think about other achievements and learning’s in life (not just the run data that he is accumulating).  That’s a valuable personal and emotional connection for a brand to have earned with an individual. 

“I passed the 4,000 mile mark today with my trusty Nike +. I knew I was going to do it with this run, and I was excited to plug my iPod in to confirm my achievement. When I passed the last milestone, at 3,000, it was the highest category, I was certain I leveled to the highest class. When I plugged it in, I was taken back 22 years to Mount Fuji…”


The Post at AgencySpy re Nike+

This is what I read on the same day about the RG/A Nike+ work that made me think about the relationship between Advertising and Applications and the respective value of each. This is in the words of their unnamed “spy on Nike+ at the agency,” and to me clearly reflects a bit of an old school agency perspective as the inferred benchmark of “goodness” being “is it advertising?” (NOTE: The underlines that follow are mine.)

"It's a great piece of digital work, and it helps to build the brand, but it's an application, not really 'advertising'. That doesn't mean it should be dismissed, cuz it's clearly awesome but you can't build a brand on an app. I can't take an app and air it on tv or in a magazine or on a billboard. I can use those media to drive people to the app, but that builds the app, not really the brand."


Thinking About the Value of Applications vs. Advertising

What's Advertising?
(1) From the quote that started this post, David Ogilvy says that advertising is information.

(2) Wikipedia says advertising is:

“…communication that typically attempts to persuade potential customers to purchase or to consume more of a particular brand of product or service … through the creation and reinforcement of "brand image" and "brand loyalty".”

(3) I’ll add one more thing to the definition, you have to pay someone to place advertising for you in places where people will be likely to see it – whether it’s a banner ad, a billboard, a radio spot, an interactive retail screen, the back of an athlete’s uniform or a multimillion dollar SuperBowl buy.

What’s a Brand?
We need to understand this if brand is what advertising is supposed to help define and build. (NOTE: The underlines that follow are mine.)

“Brand: a person’s perception of a product, service, experience or organization.” – AIGA’s The Dictionary of Brand

A “person’s perception” is about “emotional connection,” and that connection is informed by some mix of interpreted facts, personal feelings and experiences, shared “third party” experiences of others of personal influence/recommendation (delivered thru traditional media, tweet or blog), and expectations of things to come.

5 Evaluation Factors
From the definitions of brand and advertising above, 5 main factors of evaluation for “Application v Advertising” can be drawn. (Thanks to blogger friend Michael Markman for his feedback here.)

  1. It can facilitate some level of brand experience/perception before any direct experience or purchase of the brand product itself.
  2. Overall goal is to persuade to initial purchase or continue to buy more.
  3. You have to pay an "expert" (agency media buyer) to place it (professionally created content) before an audience.
  4. It is designed to create and reinforce brand image and/or brand loyalty to those who have already purchased.
  5. It can contain both factual information and emotional context that comes from individual interpretation as well as that from their influencers.

Here’s how the Nike+ application plays out when evaluated by these 5 factors

  1. It enables some level of brand experience/perception before any purchase of the brand product
    • Even though you can’t directly experience Nike+ without purchase, you can experience what other enthusiasts and influencers (who you may personally know – even better) say about it – as in the case of me reading Keith Boesky’s 3,000 mile blog post before starting to use my new Nike+
  2. Overall goal is to persuade to purchase or consume more
    • With Nike+, unless you loose or break the hardware, you are probably not going to personally purchase more, but you are going to persuade others to purchase – growing the market none-the-less.
  3. You have to pay to place it before an audience
    • You pay to develop the site and application, but that’s it – you own the end product and community.  It is not an outflow of cash to another entity.
  4. It is designed to create and reinforce brand image and/or brand loyalty to those who have already purchased
    • Enough said.  You are immersed in the Nike brand world with the community and application – reinforcing the message of individual initiative and achievement with group comradery and even “trash talk.”
  5. It can contain both factual information and emotional context that comes from individual interpretation as well as that from their influencers
    • The facts – your stats of distance, time and frequency.  The emotion – talk and challenges from others in the community to drive you on to better performance.

What the Application Has That Advertising Does Not

There are two key ingredients that Application has that Advertising does not – in terms of the value of building the relationship with Brand.  For this Nike+ application:

  1. There is a completely personalized experience – hence more meaningful information AND emotional connection.
  2. It can be solitary/omni- directional (as with advertising) or a shared (two-way) community experience depending on the user’s choice.
  3. The results of people/the community using the application could be taken into other media for pure distribution (eg mobile alerts for getting latest challenges or updates of teammates’ running), or in creating new experiences or content, such as a show about the experience of people on 5 different continents forming a virtual Nike+ running team.

So What's the Point?

Applications are both information and emotion - even more so than “traditional” advertising.  So let’s go back to the excerpt from AgencySpy and do some deconstruction:

  1. “… it's an application, not really 'advertising.'
    •   Yes and that’s where its additional value comes from.  Advertising should no longer be the baseline of effectiveness goodness for engaging an audience.
  2.  "...you can't build a brand on an app...”
    • Maybe only if you are Google, or we could name a few others in Silicon Valley  You can certainly build with both application and advertising.  Some brands initially built their value with no advertising (Starbucks).
  3. “I can't take an app and air it on tv or in a magazine or on a billboard."
    • Debatable these days about the value of some of these media; but you could actually take the result of the community content that comes from the app and make content/stories to be distributed by those media.  Current TV integrated application and broadcast with Twitter streams and the presidential debates.
  4. "I can use those media to drive people to the app, but that builds the app, not really the brand."
    • Not really – the information and emotional experience of the Nike+ app that these people experience on every run and share with a community of over a million people IS the brand experience

OK ... done typing now. Favicon

 

December 04, 2008

Social Media = Cave Art?

Cave

"Ads are the cave art of the twentieth century."

- Marshall McLuhan


So said McLuhan in "Culture Is Our Business," written in 1970.  In this new century, might this now be rewritten as "Social Media is the cave art of the twenty-first century?"

So what if we evaluate these 3 media - advertising, social media, cave art - in terms of :
  • Purpose
  • Direction
  • Accessibility
  • Reach
  • Time

From the perspective of Purpose

Advertising is about persuasion to purchase and consume, and building brand awareness/loyalty.
Social media is made for conversation and community, through the sharing of resources, stories and experiences.
Cave art probably had many purposes ranging from the purposeful to the artisitic; from shamanic storytelling to even "Killroy was here" style signage.  No one knows for sure.   The word "art" in 'cave art" reveals our own bias, as probably not all of it was done for "art's sake".

From the perspective of Direction of Conversation

Advertising in general is monologue.
Social media is one-to-many  bi-directional, or at least you hope it is.
Cave art is considered to be omni-directional, meaning connecting not only people in this world but others.

From the perspective of the Accessibility to the Means of Creation

Advertising comes from a limited creative commercial class.
Social media is anyone's game  to create and  distribute given various levels of creative skill and passion.
Cave art, like social media, was probably created by all comers.  And as still practiced today in parts of Africa and Australia, it is not class based.

From the perspective of its Reach

Advertising is meant for scale and requires it to cover costs.
Social media can be completely personal or fully broadcast to the blogosphere, defined or even undefined community.
Cave art probably existed at  many levels from personal (a shaman's cave), to semi public (sites of rites of passage) and public.

From the perspective of Time

Advertising has a relatively long time lag between time of conception to production to time of public appearance and reaction.
Social media is designed for virtually instantaneous response, as well as response over time.
Cave art is timeless.  If public, it was consumed instantaneously, if semi-public it was seen during those who passed the gateway of the ritual, and if public, whomever "stumbled-upon" it, saw it.  The oldest known examples are from 30-40,000 years ago and it is still practiced today.

So in light of current technologies and media shifts, I'm gonna go for the rewrite/update.

"Social Media is the cave art of the twenty-first century."

Afterall, in Facebook we're invited to write on another person's (cave) wall. Favicon

(Note: Thanks to my friend Kevin Stein for talking with me today about our mutual interest in cave/rock art.  And let me veer a bit off the business and geekdom course and indulge in some other interests. I'd link to his blog but he does not have one yet).
 
    Or

Liz Gebhardt


  • © Amanda Jones
    Digital and traditional (live & broadcast) media/ marketing strategist and producer living at the intersection of Web meets (live) World. More than two decades of experience in building media and technology businesses, content programming and distribution, brand stories and integrated communications campaigns.

    Believes that strategy is all talk unless it can be executed in a way that delivers on both the creative and business promises. Embraces the role of navigator of the uncharted path vs. passenger along the known road.