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Six features of connected products

In terms of game-changing opportunities for marketing and product development in our time, there are few bigger than products that come out of the box digitally enabled.

What happens when everything from your car to a Barbie are designed as sensory devices, connected to the world, with built-in communication channels? What happens when all our products live and breath data, drawing it in and feeding it back out?

This isn’t science fiction, it’s happening right now. And after looking at a few examples of innovators in this space, I think it might be possible to identify six features sets that will be core to the wave of digital product innovation we can expect over the coming years:

  • BUNDLED - Unlocking exclusive digital experiences.
  • SENSITIVE - Collecting and interpreting data.
  • TALKATIVE - Sharing and broadcasting.
  • RESPONSIVE - Responsive to the world.
  • UNIQUE - Personalized to you, and evolves over time based on customer interaction with product.
  • PLATFORMS - Platforms not products.

Although you’ll see many products implement multiple features from this set, some focus on just one.

Bundled

The concept of bundling is simple: offer digital content and experiences exclusively to product owners, as a selling point for the product itself. This can be even more powerful when that access is provided on top of something already being used. i.e. imagine if you bought an MP3 player and it unlocked an exclusive Facebook music feature, only available to owners of that particular device.

Kids are natural born early adopters, and the competition for their attention is fierce, so it’s no surprise to see some of the leading edge examples of bundled digital experiences exist in toys marketed to tots barely out of diapers.

For example, Disney’s Clickables product range is designed to connect directly Disney’s Pixie Hollow virtual world, home to 25 million avatars created by young fans. Collectable physical charms and toys unlock special items and features in the Pixie Hollow world. And if you bump bracelets with your friend in the real world, your avatars automatically become friends in the Pixie Hollow virtual world.

This is obviously an very cool innovation in itself, but what’s possibly more important is that kids are going to grow up thinking its natural that if they bump their toys together, things will happen in a digital space. That’s a revolutionary shift in thought, the expectation that physical objects have a digital life beyond, and the two are inseparably connected.

All about Clickables | Pixie Hollow | Disney Fairies.jpg

Disney is not the only one with this idea. In fact, Webkinz, Barbie Girl MP3 Players, Build-A-Bear, and even the hugely popular Beanie Bears are all featuring unlockable bundled virtual worlds as a key feature of their physical products.

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Not to be outdone, McDonald’s has one of the most innovative bundling strategies I’ve seen yet. They launched their McWorld virtual world back in 2008, which looks like this:

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For McDonald’s, digital bundling is now integral to their hugely popular Happy Meals. When you buy Happy Meals now, kids don’t just get a toy, they get a unique code. That code unlocks exclusive content in the McWorld virtual world. For example, Star Wars Happy Meals include a Jedi toy, but they also include a code that unlocks an exclusive lightsaber feature within the Darth Vader quest on Happymeal.com.

Not content to stop there, the codes McDonald’s are bundling often unlock limited edition content on partner sites as well as their own. Recent promotions have seen codes unlocking content on the Build-A-Bear site, Beanie Bear’s BeanieLand, and even the LEGO Batman Xbox 360 game. McDonald’s recognized that while building membership in their virtual world could pay off long-term, it’s also important to “fish where the fish are” and ensure they are providing kids with exclusive content on other hugely popular destinations worlds.

Sensitive

No, sensitive products aren’t easily offended. Rather, many connected products are equipped with various sensors and inputs in order to collect and interpret data about you, about itself, and about it’s environment.

Nike+ enabled shoes gather data via an accelerometer.

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Botanicalls uses moisture sensors to interpret the condition of the plant’s soil.

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FedEx Senseaware gathers temperature, light, and location data.

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All these products are geared to sense and aggregate in order to deliver their added value functions.

Talkative

For those products that are sensitive, their next key feature is to communicate:

To you
Botanicalls will give you a call or a Tweet when it needs to be watered.

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To a community
The Withings WiFi scale can be set to communicate weigh-ins to friends on Twitter, for a bit of public peer-pressure.

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EcoDrive and Nike+ stats aggregate to help show you how your community is performing and to allow you to participate in challenges.

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Broadcast
Occasionally, products can even broadcast information to public space.

For example, RFID reader displays in retail stores are now able to identify products that have been selected and dynamically display information about them.

Or for another well known example, Mini used RFID to power this dynamic outdoor display.

First-ever Talking Billboards Revealed to Mini Motorists | Design News.jpg

Responsive

Connected products can also be responsive to the world, updating themselves based on content generated by people or by real world events.

The form of players in EA’s FIFA 10 Live Season videogame change dynamically based on the actions of those same players in the real world. If Cesc Fabregas is having a blinding season for Arsenal, he’ll be that much stronger in the game as well.

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Or showing how products could update based on content generated externally, the collar on the dress worn by Imogen Heap at the Grammy awards displayed a real-time feed of tweets addressed to her.

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Unique

I haven’t seen many examples of this, but it’s a natural next step. As products begin to capture location and activity data, gathering data on how they are used and who you are as the user, as well as the context and environment they are being used in, they can begin to personalize themselves to you, automatically adapting and optimizing themselves.

For example, Intel Labs is developing a new smart TV remote. It aims to recognize who’s holding the remote based on idiosyncracies of their hand motion (yes, seriously) and then once identified, automatically serves up personalized content and menus.

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Platforms

If your product deals in data, it’s possible to expose that data to the world, allowing other people to build things on top of it, creating additional value for your business and your customers on your behalf.

For example, Ford SYNC AppLink is connecting the car’s in-dash system with 3rd party application platforms, including Google’s Android. This means Android developers will be able to develop apps that run inside the car. It’s not a stretch to assume those Android apps built specifically for AppLink could hook into a Ford SYNC Applink API, drawing data directly from the car in real-time, including driving behaviour and geo-location. The car is built as a platform, not just a product.

Other brilliant examples come from the iPhone and Nintendo DS.

iStetho uses a special adapter for your iPhone plus an iTunes app to turn stethoscope input into visualizations that could be viewed, stored and analyzed.

Video_ iStetho Turns your iPhone into a Stethoscope-1.jpg

Bayer Didget is a blood glucose reader designed for diabetic children instead of their parents. It works as a fully functioning reader device on its own, but it also plugs directly into the Nintendo DS, converting test results into reward points that allow kids to unlock items, levels and mini-games within a DS adventure game called Knock ‘Em Down.

Bayer Drops in with Didget Blood Glucose Monitoring System for Nintendo DS | Game Guru.jpg

Yes, the DS and iPhone are by definition platforms. But I think there’s something in the idea that any physical product that takes in or creates digital input can be built with platform principles in mind, creating many future extension opportunities that the original designers may never have envisioned.

Summary

So, the six opportunity spaces for connected products I’ve spotted so far include:

  • BUNDLED - Unlocking exclusive digital experiences.
  • SENSITIVE - Collecting and interpreting data.
  • TALKATIVE - Sharing and broadcasting.
  • RESPONSIVE - Responsive to the world.
  • UNIQUE - Personalized to you, and evolves over time based on customer interaction with product.
  • PLATFORMS - Platforms not products.

Have you seen other connected products that include these features?
Do you have suggestions for other additions to the list, or a different
way of grouping them?
What areas of connected products do you think will be most prolific over the coming years, and where will the most impactful innovations come from?

Digital retail experiences: opportunities and trends

Integrating the physical world with digital technology (and vice-versa) is one of the most interesting and opportunity rich territories of our age, and where a lot of the most important work in our industry will be done over the coming years.

I’ve been looking forward to exploring this space with a series of posts for a while, and decided to start with digital in the retail environment.

However, while I’ve taken my sweet time writing this post PSFK came out and released this fantastic presentation on the future of retail.

That’s kind of what I was looking to do here, except way more comprehensive and beautifully produced. Definitely check it out.

I think this post takes a slightly different angle and includes a variety of examples you might not have seen, so hopefully you’ll still get something out of it.

I’ve approached this by looking at how brands are integrating digital to enhance and augment the retail experience throughout the customer journey, broken into seven steps:

  1. Drawing the customer in: engaging shop windows
  2. Ambient in-store interaction, engagement, entertainment
  3. Providing a richer product experience through RFID, shotcodes and augmented reality
  4. Digitally supported sales consultation and advice
  5. The evolution of the fitting room: augmented reality browsing and customization
  6. Facilitating social shopping: getting a second opinion in real-time
  7. Before you leave: digitally-enabled value adds

1. Engaging shop windows

The digital retail experience starts before customers have even entered the store. Here’s a range of examples illustrating how shop windows are increasingly reactive, interactive, and even commerce enabled.

Levi’s interactive windows

Although digital windows are becoming more and more commonplace and most examples are from recent years, I thought it was worth starting with some history. Levi’s was a pioneer in the interactive at retail space, working with experience legends Antirom to create a variety of multimedia kiosks for their flagship stores stretching back to 1995.

In this example from 1998, passers-by could interact with sensors on the glass to control the content displayed on plasma screens inside the windows of the flagship Regent Street store in London, 24 hours a day.

Levi Strauss & Co. Interactive Shop Window (1998) — Playpen.jpg

Esprit Mirror Mirror

Esprit borrowed from Disney mythology to create their “Mirror Mirror” installation, where a fairy godmother calls out to passerbys to brush away some snow from a mirror. The magic mirror then takes a photo of the shopper which is superimposed onto a virtual mannequin.

From there the product experience begins, with the now hooked-in shopper able to apply various outfits to their virtual self, including professionally designed haircuts and 50 items from Esprit’s current range.

The styling process results in a “model card” which is projected in-store, allowing the shopper to find and purchase the items they’ve selected. The model card could also be accessed from a mobile site using a custom QR code displayed in the shop window, and from there shared on to the Esprit Facebook page.

Tommy Hilfiger Collage

At their Trinity Street store in Dublin, Tommy Hilfiger offered window shoppers the opportunity to capture and stylize an image to submit to a collage being streamed in-store, as well as projected onto a series of high-profile buildings in Dublin.

In a nice commercial twist, at the end of the campaign, participants could return to the store to pick up a T-shirt printed with their custom design.

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Top Chef Text to Win

At the NBC Experience Store in Rockefeller Centre, a promotion for Top Chef offered passerbys the chance to win up to $5,000. Simply send a text from your phone to the shortcode to set the slot machine spinning, with your prize details texted back to your phone.

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Elle MacPherson Intimates interactive window

Elle MacPherson went with a simple but eye-catching digital installation, using the movement of people walking by or standing in front of the windows to reveal the video display.

Selfridges augmented reality Tissot demo

Watch brand Tissot built an augmented reality app for their website that allows shoppers to quickly and virtually try on a variety of watches from their homes, without ever setting foot in a shop.

Selfridges and Tissot then partnered to bring the experience to Selfridges’ window display on Oxford Street. Street teams handed out wristbands that activate the experience, and the interactive window display allowed customers to try on the watches, explore watch features and see related videos, before heading in store to try it for real.

Hugo Boss augmented reality window

Fashion brand Hugo Boss also went the augmented reality route for its Black Magic interactive window.

A promotion in London dailies the Stylist and Shortlist drove customers to the Hugo Boss store at Sloane Square, where customers could activate a fashion show in the window with their flyer, and then take it in store to try their luck at a game of virtual blackjack for the chance to win shopping vouchers.

Gimmicky yes, but it fulfilled their goal of garnering attention and driving footfall.

Thomas Cook real-time signage

Although markedly less flashy than the preceding examples, Thomas Cook is using their digital signage in a way that is practical to the brand, and something I expect we’re going to see a lot more of: displaying real-time information.

The travel brand installed in-window digital signage in 80 locations across the UK, allowing Thomas Cook to centrally produce and locally update everything from last minute travel deals through to the latest packages on offer.

2. Ambient in-store interaction, engagement, entertainment

Once you’ve been hooked into the store, digital installations will engage, immerse and entertain you, enticing you to stay and shop.

Intel’s holographic glass display

Intel recently began demoing a proof of concept for something they’re calling “Intel Intelligent Digital Signage”, which may be the most advanced in-store display platform of it’s kind.

It’s a 7-foot-6-inch LCD display with holographic glass that features a plethora of interactive options, allowing shoppers to browse merchandise, read customer reviews, submit their own feedback on products, discover promotions, and share finds with their friends via social and mobile integration.

As if that wasn’t enough, an integrated camera is able to determine gender and age of the viewers, and based on time-of-day and other criteria can dynamically display targeted content. It even stores the interaction with that content along with anonymized demographic data and sends that back to the advertisers.

Intel_s Touch-screen, AR-Packed, Digital Ad Display Almost Isn_t Fair | Fast Company.jpg

S. Oliver

The fashion company s. Oliver has installed screens in their waiting room areas that recognise the sex of the viewers and display films accordingly.

Orange interactive video wall

Mobile brand Orange’s flagship store in Milton Keynes features a massive 4 x 2.5 metre videowall with a number of interactive features.

First was a Mexican wave concept, where store visitors were invited to have a video of them doing the wave on a mobile phone, which would then be uploaded and posted onto the wall along with other wave contributors. When visitors walked by the wall LED sensors would trigger the multi-person wave, effectively saying hello and goodbye to people.

When the wave wasn’t being activated, an ambient ‘Picture Clock’ display would feature photos submitted by residents of Milton Keynes via a UGC website, matching up photo submission times with the current time of the day.

Adidas SLVR

Adidas asked UK design agency Spotspot to imagine a launch space for their SLVR brand. The resulting concept speaks to the potential depth of interactive digital installations in future retail spaces, with connected and responsive digital displays embedded throughout the environment.

Spotspot | interactive objects for commercial and public spaces | interactive retail experiences | – Adidas SLVR launch-1.jpg

Spotspot | interactive objects for commercial and public spaces | interactive retail experiences | – Adidas SLVR launch-2.jpg

3. Providing a richer product experience

Once you’re shopping, digital technology including shotcode, RFID tagged product and reader displays, and augmented reality are able to provide a wealth of detail around the product you’re interested in, from related products, to reviews, to promotions.

Procter & Gamble RFID Retail

One of the key opportunities in digital retail lies in the fact that increasingly products are being created with embedded digital information via technologies such as RFID.

From a retail perspective, one example of how that could be powerful comes from P&G, in partnership with German retailer Metro Extra.

P&G tagged products at this store with RFID tags, with Metro installing digital displays on the shelfs that were capable of reading these tags and displaying contextual messaging. So if a customer picked a bottle of shampoo off the shelf, the display would recommend the best conditioner to match.

Displays that were used for advertising only might get ignored fast, but imagine if the display were used to bring to life product benefits, instructional details, or even value-based messaging like that around the brands cause marketing initiatives.

Ralph Lauren QR codes

The RFID displays from P&G and Metro Extra are quite a way off from being commonplace, and are quite intrusive on some levels. Another way to go about enabling a deeper product dive is to simply provide a shotcode along with the product, like Ralph Lauren experimented with at their Union Square store in New York.

A touchscreen window display allows shoppers to browse the collection, and select products for purchase via QR codes, sending those purchases directly to a mobile commerce shopping cart.

Another way of implementing this would be to implement QR codes in the retail tags, allowing shoppers to get more information about any product, or to save it for later consideration or purchase.

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Lego kiosk

One of the earliest examples of augmented reality was Lego’s in-store kiosk. The idea is simple — hold up the box to the kiosk, and you can see what the assembled product will look like.

4. Digitally supported sales consultation and advice

The shop assistant can use digital technologies as well to help you evaluate and compare your choices.

Diesel Ginza Interactive Mirror

At Diesel’s store in Ginza, an interactive mirror was designed to enhance the communication between the sales assistant and the shopper. A digital camera can snap photos of up to six outfits, allowing the shopper and salesperson to compare them against each other.

5. The evolution of the fitting room

Once you’ve got some items picked out, augmented reality fitting rooms enable rapid browsing and colour selection.

Adidas augmented reality t-shirt shopping

This sounds complicated but there is an idea in here so bear with me.

In five Asian cities, Adidas ran a print campaign encouraging readers to take a snapshot of an ad with their phone, and then take the snapshot at retail.

Once at retail, customers headed to a digital mirror, and discovered that holding up that image on their phones would trigger an augmented reality t-shirt to display on top of their image in the mirror. The t-shirt was even pre-countoured to fit on a body, allowing you to virtually try it on.

Then to try on the next t-shirt, just give your phone a flick, and the next shirt would appear, allowing you to browse the entire collection.

In terms of results, it’s reported that 75% of the people that used the digital mirror took photos of themselves wearing one of the t-shirts, and 74 people ended up spending over 500 dollars on their shopping visit.

The idea is an evolution of a virtual-shoe fitting mirror released back in 2007 at the Adidas Paris flagship store, which allowed shoppers to virtually try on different footwear.

Trying On Clothes In A Virtual Mirror | Impact Lab.jpg

The t-shirt execution was much harder to pull off given the need to realistically show the clothes draping on a figure.

This particular mechanism may still be a bit clunky, but the idea of augmented reality shopping could definitely have some merit. A store can only stock so much of a range, and people only have patience to try on so many shirts. If you could scan the entire range and see how it looks on you in minutes rather than hours, that could actually be a useful experience.

Back in 2008 researchers at the Fraunhofer Institute for Telecommunications presented a “virtual mirror” that would allow consumers to do just that via a touchscreen interface on the mirror, which may be more practical than the phone. However you can see that the issue of drapery was still obviously not being addressed at this point, which is where Adidas was looking to innovate a bit further.

Trying On Clothes In A Virtual Mirror | Impact Lab-1.jpg

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6. Facilitating social shopping - getting a second opinion in real-time

Once you’ve got your items picked out, share them virtually with your friends or significant others to get their second opinions.

Diesel Cam

Diesel stores in Spain now come equipped with Diesel Cam, which enables shoppers to photograph themselves with clothes they are trying on and immediately post the photo via Facebook Connect to get feedback from friends, or simply show off.

Manor Tweet Mirror

Nedap Retail has developed “Tweet Mirror”, another social media enabled digital mirror recently installed at Swiss retailer Manor.

The mirror allows you to capture pics of various outfits, compare and share with friends via Twitter, e-mail or mobile for a second opinion.

7. Before you leave — digitally enabled value adds

Estee Lauder Social Media Makeover

This is a much more manual approach than the Diesel Cam, but the output is still very much about digital sharing

Looking to connect with a younger audience than their core 35-55 year old demographic, cosmetics brand Estee Lauder looked at the incredible time and effort their target was putting into social networking spaces and asked the question “where can our brand provide value in this space?”

The answer was the Social Media Makeover promotion — in partnership with Bloomingdales, Estee Lauder would offer free makeovers and professionally produced photos. At the end of the hour long session you’d get a hard copy of your photo and the photo emailed to you, ready for instant profile uploads.

Marketing_ Estee Lauder Promotion Connects With Social Media - Advertising Age - News.jpg

Sony Ericsson Photo Envy

Sony Ericsson and mobile network 3 partnered together for a retail experience called Photo Envy Studio at 3’s store in London’s Oxford Circus. Visitors were directed into the store by street teams, where they were invited to “make their friends jealous by having the perfect pictures taken”, superimposing them in photos of sky diving, bungee jumping or snowboarding.

This one feels a bit inauthentic for an audience who actually does do most of these things themselves, especially with the connection with Sony Ericsson’s ill-conceived and short-lived mascot “Eric”, but the idea of creating currency in-store specifically designed for social sharing is an interesting one.

Summary

The integration of digital technologies into the retail space is still nascent, but it’s clear there is potential for enhancing the customer experience throughout all aspects of their store visit.

Here’s a quick recap of some of the common threads in the above for how digital is being used in the retail environment:

  • Attracting attention, engaging customers and actively driving them into the store
  • Providing intelligent, real-time interactive displays
  • Delivering context sensitive promotions and real-time sales and offers
  • Enhancing the shopping experience, including easier browsing/fitting, enhancing peer and shop assistant review, easy access to product reviews and details
  • Capturing customer demographic and behaviour data
  • Providing in-store experiences
  • Creating a seamless connection between online and retail profiles, enabling social shopping
  • Proliferating interactive touchscreens through the technology getting cheaper and more reliable

Hope this post has been useful, and if you’ve seen other compelling digital retail experiences or can imagine other future applications please leave your thoughts in the comments.

And one last suggestion, definitely check out Helge Tenno’s presentation on New Business Opportunities in Retail:

Helge covers a much broader swathe of ground in his presentation, ranging from product to in-store and business opportunities, and it’s chock full of great examples and thinking.

Incentivizing social media participation: points, giveaways and other reward schemes

I’ve written about creative ways brands have incentivized participation a few times over the years, from World of Warcraft’s Zebra giveaway, to Orange Balloonacy’s Boost from a Buddy scheme, to the next-level points system in the Ford Fiesta Movement.

However in the last year social media has grown to be a key communication and interaction channel for brands, and it’s been fascinating to watch the intense experimentation and creativity that brands have gone to in order to get people to fan them, to participate with them, and talk about them in their streams.

Here’s some examples along with results where available, broken into three key groupings: Competition, Giveaway, and Cause Marketing.

Competition Based Incentivization

Kellog Krave Choc Chunks

Kellogg’s Krave has launched the most complicated and integral points consumer-facing points scheme I’ve seen yet.

Fans earn a virtual currency called ‘choc chunks’ by performing various social media activities on behalf of Kellogg’s, like becoming a fan of the brand, uploading photos, and referencing the brand in status updates. They can then exchange their chunks on the Krave Choc Exchange for prizes like music festival tickets and iTunes vouchers.

Results:
The activity has taken the brand’s Facebook page from >1,500 to 40,000 fans in just seven days.

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Ford Fiesta Movement

I wrote with morbid fascination about the Ford Fiesta Movement’s social participation scheme back in 2009, but it seems even more important now that the campaign has been deemed by many to be a major success and is being revisited with Fiesta Movement 2 for 2010.

The full details of how the points scheme worked are worth a read, but the gist was that Ford exchanged a free car and some competition prizes in exchange for full, enthusiastic co-option of social media influencers’ channels. Influencers were selected based largely on their social media reach, and then rewarded directly based on a points scheme that counted posts on various channels and comments and interactions on those posts.

Results: 4.3 million YouTube views, 500,000 Flickr views, 3 million+ Twitter impressions, 50,000 interested potential customers (97% of which didn’t already own a Ford)

Fiesta Movement | The 2011 Ford Fiesta_ Agents | FiestaMovement.com.jpg

Fiesta Movement | The 2011 Ford Fiesta_ Agents | FiestaMovement.com-1.jpg

Nissan - The Hypercube

From 7,000 wannabe entrants, Nissan selected 500 cultural influencers — musicians, artists, writers, DJ’s, bloggers, and more — to campaign for the opportunity to win one of fifty Nissan Cubes. The resulting storm of creative activity resulted in both a torrent of original content created by the entrants featuring the Hypercube, then posted and distributed by the entrants across social networks ranging from Flickr to Twitter to YouTube.

Results: 330,000 site visits, 1.5 million canvas views, 50,000 registered voters, 250,000 votes, 87% increase in awareness of Hypercube, 8,000 tweets and 2.6 million Twitter impressions

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Orange Balloon Race - Get a Boost from Your Buddies

Another example from back in 2008, the whole of the Orange Balloon Race was an incentivization program to spread the word of the campaign. It was simple to enter the contest, by picking and naming a balloon. But to put wind behind it you needed support. That meant getting your friends to sign up, and it meant putting your balloon widget on all your social media spaces and getting friends to click it.

Results: 40,000 sign-ups, 3,000 sites applying to participate, 15,000 player widgets installed, generating 3.2 million exposures to the race

World_s first internet balloon race.jpg

Giveaway or Reward Based Incentivization

Skittles 2-for-1 Facebook vouchers

Skittles has had a big year on Facebook, skyrocketing to over 4 million fans. Many promotions and incentives paved the way, one of them being a 2-for-1 voucher for Skittles candy available only on Facebook.

Results: The 2-for-1 offer helped drive over 100k fans joining in just 10 days.

American Express - I Want to Be With Coco

Capitalizing on the buzz around Conan O’Brien following his controversial departure from NBC and their sponsorship of his subsequent tour, American Express released a very simple competition. Post the following on Twitter, and get entered to win tickets:

Hey @americanexpress I want to be with Coco in [your closest city]. Pick me! http://bit.ly/bEUqsh #amexConan

Results: By the second day of the competition Amex had doubled their Twitter users, from 12k to 24k.

American Express (AmericanExpress) Twitter stats.jpg

Microsoft’s Bing Farmville incentive

Farmville’s fans are so rabidly obsessed that a 12-year-old recently blew his $300 in savings and then $625 on his mom’s credit card to buy more virtual currency to spend in the game.

So when Bing ran an ad in FarmVille offering some of that same virtual currency just for becoming a fan of Bing on Facebook, you can bet that many would click “Yes” just as fast as they could.

Results:
This is pretty much as close as it gets to straight up buying fans, and stretches the definition of “fan” slightly beyond the point of credibility. But if they just wanted a bigger fan number in a hurry, it was pretty effective, with Bing gained 425,000 fans in just one day, tripling the 117,000 fans they started with and bringing them to the point where they are now only trailing Google by 80k fans.

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Massive Attack Heligoland Tweatre

To promote the release of Massive Attack’s new album “Heligoland” they employed a very simply Twitter promotional mechanism, centered around 7 films they’d created alongside the album and reside in their “Tweatre’. To watch the films, you needed to login with Twitter. And (noted in slightly smaller text), when you logged in you automatically sent a tweet to your network letting people know you were watching the films in the “Tweatre”, thus driving more people back to watch and spam their networks as well.

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T.G.I. Friday’s - Fan Woody

Last fall T.G.I. Friday’s ran a major media campaign including TV and paid search telling customers that if they could get 500,000 fans of “Woody” by October 1st, all the fans would get a free burger.

Results: T.G.I. Friday’s hit their goal by September 19th, 12 days ahead of target. Less good is that the page is now removed, and the fans appear not to have been merged into T.G.I. Friday’s own page, which is currently sitting with just 378,000 fans.

TGI Fridays’ “Fan Woody” Campaign Offers Free Burgers if Page Hits a Half Million Fans.jpg

Papa John’s Pizza Giveaway

Papa John’s kept it simple — become a fan on Facebook, get a free medium pizza.

Results: Papa John’s gained 200,000 fans, including 125,000 in a single day.

Squarespace iPhone giveaway

Last summer Squarespace offered to give away 30 iPhones over the course of 30 days. To enter, you simply had to write a tweet with the hashtag #squarespace.

Results: Squarespace succeeded in reaching the number one trending topic on Twitter. They also notoriously helped kick off the debate about whether this type of promotion constituted nothing more than spam.

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Sephora - Sephora Claus

Sephora’s holiday sweepstakes encouraged Twitter users to tweet the sentence “Dear @sephora, all I want for the holidays this year is _______.” with a drop-down list to pick the product they wanted most, and to share that wish with all their friends. Sephora would pick one Twitterer a day to reward with a gift.

Results: Over 1,000 tweets were sent in the first day

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Toys’R'Us Black Friday Preview

Black Friday in the States is shopping as sport, a highly competitive and ritualized event. Fans line up from dawn or even camp out for days in some cases, and in that context you can imagine the promise of a little competitive edge could be a compelling incentive.

With that in mind, Toys’R'Us offered on Facebook a preview of all the deals on offer, plus access to exclusive mystery deals, but only for fans only.

Results: The exclusive preview promotion helped make Toys’R'Us the fastest growing brand on Facebook for the Black Friday period.

Subway “Tweet to Eat”

Subway is the latest brand to bribe a bit of buzz, with their “Tweet to Eat” promotion. Each day a “famous Subway fan” will be featured, and people are asked to tweet to @subwayfreshbuzz why that celeb is a great fit for Subway. Tweeting gets you an entry to win one of five $10 gift cards per day. A bit on a cheap side as an incentive, no?

Twitter _ Search - @subwayfreshbuzz.jpg

Cause Marketing Based Incentivization

Kraft “Share a Little Comfort”

Kraft’s Share a Little Comfort initiative involved Kraft donating a free box to Feeding America for every tweet or Facebook update that promoted the effort.

Results: Kraft hit their goal of 1 million donations within three months, with each donation correlating to a tweet or Facebook update.

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PUR Daily Drop

Water filtration brand PUR’s Facebook presence centers around a cause marketing initiative called “Daily Drop”. For every new fan they get, PUR donates 10 cents to the Children’s Safe Drinking Water Fund. Then, every day each fan can contributed another 10 cents to the fund by clicking on the donate button, which publishes an update to your wall as well.

Results: PUR has 64,000 Facebook fans to date.

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Target Bullseye Gives

Target’s Bullseye Gives programs allowed Target fans to vote for the charity they thought most deserving of Target’s donation dollars.

Results: Through the two-week campaign, traffic to Target’s profile increased 5,000 percent, resulting in Target adding close to 100k fans, as well as producing 291,000 votes which generated tens of thousands of additional peer-to-peer impressions.

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#beatcancer

Another Twitter mentions based donation drive, eBay/PayPal and MillerCoors pledged to donate one cent to breast cancer research for every tweet using the hashtag #beatcancer, with the initiative organized by BeatCancerEverywhere.

Results: The campaign netted out with 681,629 mentions, 209,771 of which came in a single day, setting a new Guinness world record for the “distribution of the largest mass message through social media within 24 hours”. The mentions translated into an estimated 100 million impressions for the first 24 hours alone, and raised over $70k for charity.

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Colgate Smiles

Brian Morrissey of Adweek notes that Colgate’s Smiles Facebook application was suffering from a distinct lack of interest and usage until Colgate came up with the idea of partnering with SocialVibe to add a cause marketing spin. Every time someone shared a smile, Colgate would make a charitable donation.

Results: 500,000 shares in three weeks.

Cheerios Feed a Curious Mind

For every new fan of their Facebook page, Cheerios offered to donate a book, up to 500,000 in total, to non-profit First Book.

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Coca-Cola Open Happiness Virtual Gifts

Coca-Cola offered a $1 donation to Boys & Girls Clubs of America for everyone who sent a virtual gift on Facebook of a special Coca-Cola bottle, also unlocking an exclusive preview of their Super Bowl commercials.

Sara Lee - Deli Difference

How do you get people to follow a deli sandwich brand on Twitter? Sara Lee was struggling with this, and hit upon the idea to donate $1 to charity organization Share Our Strength for every extra follower they gained in a 24-hour period, up to $25,000.

Results: Sara Lee only gained an extra 1,000 or so followers through the promotion. Apparently there are limits to our generosity, and receiving tweets about deli meat is one of them.

What’s the verdict

Three quotes as food for thought:

On the face of it, this benefits all parties. Charities get help, people get to feel good about themselves for doing nothing more than clicking a button, and brands get to piggyback themselve into the stream. The problem is these kind of programs threated to pollute the stream. What happens when we’re all just marketing to each other, blasting out updates for brands, whether there’s a cause attached or not? Luckily, as Karl Long says, you get the network you deserve. I’ll let a few instances of this pass, but the unfollow and unfriend button will be put into use once this takes off.
- Brian Morrissey, Here Come the Social Media Bribes, May 2009

Dolan allowed it was possible marketers could “pollute the environment” with contests, but she believes the Sephora audience is defined enough as beauty consumers to obviate such risks. “It’s a very qualified audience,” she said. “It’s not this bribery of we’re giving away a car or 100 iPods.”
- Adweek, November 2009

The proverbial “penny for your thoughts” will soon no longer apply in the realm of Facebook as Revolution mag reports the company is proposing changes in its Statement of Rights and Responsibilities which will “ban users from selling status updates or using their profiles for commercial gain.”
- Agency Spy, August 2009

Three quotes spanning the spectrum of the debate. On one hand, you’ve got the brands saying “our customers are smart enough to not abuse these promotions”. At the other extreme you’ve got Facebook saying “you can’t sell your streams”. Then you’ve got smart people like Brian Morrissey and Karl Long suggesting that ultimately it will be self-regulation that is most effective. We’ll simply block or un-follow people that abuse our streams.

As social media spaces and our personal communication streams grow in importance and influence, it’s natural that brands are going to try to find creative ways to grow their networks, and incentivize the distribution of their content within those networks.

And as you can see from the results above, whether you appeal to people’s self-interest or generosity, these incentivization tactics really do achieve goals of increasing subscriber bases and generation peer-to-peer impressions.

Facebook and Twitter will surely look to apply some forms of regulation to ensure that our streams don’t end up polluted and choked with spam. But by the same token these platform providers are also trying to encourage increasing uptake by brands of their spaces, and there is clearly desire from a segment of their audience base for brand interaction as well, so there must be some give and take.

Ultimately it feels like it is going to be down to us as marketers and consumers to regulate this. Create spam, get reviled and unfollowed. Be clever and create fun and rewarding incentives, and get rewarded with followers and fame.

Patricia McDonald of BBH Labs’ has a good post on some guidelines for how to do these type of incentivisation programs right, and hopefully the above examples can provide some inspiration as well.

What do you think? Is this just marketers being clever about how to be involved in conversations as per the Cluetrain? Or is this just the evolution of spam?

Would you recommend this type of incentivisation program to a client, or run one yourself? What guidelines would you follow yourself?

Further reading

A few of my favourite articles from elsewhere on the topic of incentivisation, all worth a read:

Dominos affiliate widget: social commerce is on its way

A few years back, I was working with a technology company who had ran a multi-billion dollar b2b affiliate marketing programme. The deal was simple — integrate their brand into your advertising, and they’ll cover a percentage of your media costs. The greater the integration, the more they’d cover, up to a very significant percentage. The program was hugely popular and successful, and helped make the technology maker ubiquitous as a brand.

At one point I had an idea — what if we extended this programme to consumers?

I was salivating over the marketing and commerce potential of widgets, and the pioneering Amazon Associates program, founded in 1996, already had over 200,000 members.

The idea was never implemented, possibly because of how much effort is involved in setting up affiliate programmes, and how many company silos something like that crosses. However I’ve always thought that there was massive potential in the idea. As marketers we’re saying that consumers are providing brands with “earned media” by getting them to install cool and useful widgets on their spaces, thereby getting our brand in front of their and other people’s eyes without any further media investment. But what if we gave them the option and incentive to also monetize that space, like a real media owner?

If they could place products they’d recommend into their pages, and get a cut every time the product sold, that could be big.

Fast forward three years, and Amazon is now up to 900,000 members in their Associates program, who can make up to 15% on sale referrals through both affiliate links and an easy use widget, customizable to include any range of items from the Amazon catalog.

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But still, besides a few innovative music startups basing their business model around the idea of social commerce, I’ve seen little in the way of brand innovation in the space.

Until now. This week, Dominos’ launched a social affiliate programme for pizza sales.

The concept is simple. Install the widget on your blog or social networking space. Any time someone purchases through the widget, you get a 0.5% cut from it. There’s even a dashboard to track your sales.

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I’m not sure if 0.5% is enough to get most people to stick a pizza widget on their social spaces. But people definitely use brand names and assets on their social spaces as status indicators. And if they could get a cut from referrals of the latest thing they like, covering anything from brands to bands, I’m sure some would.

I referenced a few other innovative startups in the music space trying out an affiliate model, they are:

mflow

Currently in private beta, mflow allows you to follow people who’s music preferences match your tastes. Every time you buy one of their recommended tracks, they get a 20% cut. And the same deal works for you.

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Posse

Based out of Australia, Posse lets fans choose upcoming gigs they like and post links to the concerts anywhere from emails to Facebook. Anytime someone clicks through and buys a ticket (handled via Ticketmaster), they get a portion of the sale straight into their PayPal account.

Posse.com - have fun selling tickets to music concerts online and make money - bands, fans, stars, gigs and moolah..jpg

So what do you think? Is Domino’s still ahead of the curve, or is social commerce and affiliate marketing 2.0 well and truly on its way?

Platforms or Campaigns? Both. (AKA a platform-centric campaign model)

There’s been a lot of debate in recent weeks about whether marketers should be focusing on campaigns or platforms online. If I had to pick, I’d pick platforms. However, the good news is it’s not a zero sum scenario.

The benefits of platforms — scalable growth vs one-off activity, basis for long-term relationships, and depth of interaction and connection with the brand to name a few — mean that they open up massive opportunity for long-term marketing success.

However for platforms to reach their potential, they can still use the galvanizing force of campaigns to build awareness and activate the community. What changes is the campaign model. The nature of the platforms offer up amazing possibilities for activating the platforms themselves while still communicating brand values through the nature of that activation.

Here’s three examples of that approach in action:

Example #1 - Nike+ Men vs Women

From a marketer’s perspective, the most famous brand platform on the web is still Nike+. So it’s a very good place to start when talking about campaigns vs platforms.

The platform is obviously central to Nike+. Nikeplus.com lives at the heart of the product, providing the statistical richness, community connection, personal goals and group challenges that have made it such a compelling example of what the future of marketing might look like.

However, Nike+ “Men vs Women” is a great example of how campaigns and platforms are not exclusive, but rather complementary.

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Men vs Women was an actual challenge on the Nike+ community, but one made larger than life by an integrated campaign including OLM, print, outdoor and even an athlete-laden TVC featuring the likes of Roger Federer and Fernando Torres.

With Men vs Women, Nike was able to excite and engage their existing platform community, while elevating and hero community features and real activity into their product and brand communications.

The platform lives at the heart, but the campaign activates it.

Example #2 - McDonalds McWorld x Star Wars

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In 2008 McDonald’s launched their McWorld virtual world.

Your experience with virtual worlds may be the boom and bust of Second Life, but virtual worlds are absolutely massive with kids today. And McDonald’s saw a real opportunity to build not just a HappyMeal.com microsite, but a true platform.

Although anyone can join HappyMeal.com and play in the virtual world, McDonald’s smartly tied it’s offline marketing to it’s online platform. For every new Happy Meal promotion, a code is provided along with the physical toy that traditionally comes with the Happy Meal. These codes unlock special items or areas in the Virtual World.

For example, when McDonald’s launched their Clone Wars Happy Meal toys, those toys then unlocked a Star Wars section in the Virtual World, with Jedi quests and exclusive Jedi characters.

This integration with their offline campaigns helps keep the platform fresh with topical content, as well as helps drive membership in the platform itself.

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Example #3 - Skittles “Mob the Rainbow”

The first two examples are of brands activating around their own platforms. This time let’s use an example of a brand using a 3rd party platform for campaign activation.

Skittles is one of the biggest brands on the web, with over 3.6 million fans. With their Mob the Rainbow social campaign, they’ve come with up an innovative way of harnessing those fans into a campaign force, social media Flash mob style.

The idea is their “mob” of fans are given fun and wacky tasks to compete together. And in doing so, Skittles is not only going to engage their fans with their brand, but create lots of opportunities for that activity to end up in their fans Activity Feeds or even drive word of mouth, helping build brand affinity and their fan base further.

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A new model of platform-centric campaigns

The above examples show how we can still do campaigns online, but by centering around these platforms, we can at once both express and fulfill a value proposition. e.g. if you get Nike+ you can participate in fun challenges to help you get fit. If you play in McWorld, buying a Star Wars Happy Meal unlocks exclusive Jedi action just for you.

In the offline / broadcast world, advertising can only express a value proposition and it’s often quite illusory and intangible (use this body spray, get a beautiful girl…not). In the online world, we can create these platforms and communities, and use campaigns to activate them and provide real value (get fit, play exclusive games).

The benefit of these campaigns is they are not just driving brand awareness, they are activating their existing platform communities and providing new value to them, as well as driving further membership, creating long-term value for the brand.

We start to then move away from building bespoke campaign experiences every time, which require constant traffic driving for no long-term benefit:

Campaign > Microsite model

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To campaigns that feed and build equity in a platform, helping grow a long-term user-base while activating and providing value to the existing audience:

Campaign > Platform model

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In this respect we can often end up with the platform living at the core of the marketing effort, with brand and activation layers surrounding it, but refreshing over time.

This is obviously a simplification, there are lots of scenarios where microsites or one-off destination support will still be the right choice for a campaign, or where we aren’t looking to activate around brand platforms.

But as a way of looking past using digital media as simply another broadcast channel to support a brand messaging campaign, and towards using the unique interactive properties of the web to engage and provide value to customers and brand fans over a long-term period, this is a type of campaign and marketing model I think we will start seeing a lot more of in the coming years.

Brand iPhone apps: benchmarks for success

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“My iPhone app has had 200,000 downloads — is that good?”

By all accounts the long heralded “Year of Mobile” is finally upon us, and it’s raining apps. IDC is predicting the iPhone will have 300,000 apps by the end of 2010, and Android will rise to 50-75,000.

And we can count on brands to help fuel a lot of the growth and hype. Just in the last few months we’ve seen app releases from Van Cleef & Arpels, Piaget, Gucci, Hilton, Polo Rugby, Jack Daniels, Weber, Audabon, Jaeger-LeCoultre, Discovery, Time Out, Stella Artois and more. The iPhone bandwagon is picking up speed, and all the big brands are hopping on board.

This is not without merit either. Admob survey results have 70% of respondents say that they’ve downloaded a branded app already, and 60% said they’d be interested in doing so.

So for all this activity, how do we know what success looks like?

This post is a first shot at exploring the short and long answers to that question, by addressing the following:

  • Context and mitigating factors: Like any other metric, measuring iPhone apps “success” is relative and depends on the context. What kind of app do you have? Who are you targeting? How have you promoted the app?
  • Metrics: Just as microsites are not all about pageviews, iPhone apps are not all about downloads. Besides star ratings, sales and re-usage rates are going to become increasingly important metrics for brands.
  • Benchmarks: Understanding that context makes benchmarking problematic, it’s still good to have some guidance. I’ve tried to find examples for each type of metric where possible to help give some idea of what to shoot for and what constitutes success for your effort.

To frame all that, let’s look through the eyes of the metrics, starting with the stat most brands are currently referencing when referring to success: downloads.

Downloads

People like a big, simple number, and one most akin to traditional forms of measurement, so it’s no surprise that downloads is what we’ve collectively defaulted to. Here’s the collected downloads to date for all the brand apps I could find who’ve publicly reported figures.

Category Brand   App   Downloads
Entertainment Audi A4 Driving Challenge 3,500,000
Utility Bank of America Mobile Banking 3,000,000
Entertainment Barclaycard Waterslide 9,800,000
Utility Charmin Sit or Squat 400,000
Utility Chipotle Mobile Ordering 250,000
Entertainment Coca Cola Magic Bottle 500,000
Entertainment Coca Cola Spin the Bottle 870,000
Entertainment Coleman Creepy Campfire tales 12,000
Entertainment Coleman Latern 80,000
Utility Dunkin Donuts Dunkin’ Run 25,000
Utility eBay Marketplace 4,600,000
Utility IBM/Amex U.S. Open 450,000
Brand Experience Jaeger-LeCoultre Jaeger-LeCoultre 100,000
Entertainment Lions Gate Crank: Stun-O-Matic 2,000,000
Utility North Face Snow Report 2008 100,000
Utility North Face Snow Report 2009 300,000
Utility Pizza Hut Ordering 100,000
Utility REI Snow Report 54,000
Utility Stanley Works Level 400,000
Entertainment Universal Pictures Bruno 250,000
Entertainment vitaminwater Sound Lab 250,000
Utility Zipcar Zipcar App 170,000
Entertainment Zippo Lighter 6,000,000

Now here’s the caveat — while you can use these types of numbers as guidance for what success looks like, when comparing with your own app make sure you keep the following in mind:

  • Promotion
    Promotion makes a huge difference to the success of an app. You simply can’t compare downloads without factoring in the investment in promotional support and media.

    Nearly all of the most popular apps have received support, often through traditional channels including PR and brand websites, but the key is that this is usually supplemented with a significant mobile media buy through a network such as the Google-owned Admob.

    The effect of these media buys can’t be underestimated, due to the compound effect you receive from pushing an app into the top 50 listing, where over 40% of iPhone users find new apps from. Even just pushing it higher within a section listing has huge implications to your overall total.

    As an example, Sherwin-Williams was able to push their app from number 70 to number 18 in the utility section through advertising, resulting in a 500% increase in downloads.

  • Availability
    Not every app is available worldwide. But the benefit of localizing and making the app available in global app stores is huge, as even the smaller countries will contribute downloads to your sum on a daily basis, and taken in aggregate over the course of the year it really adds up.

  • Differing objectives
    Is a brand utility used every day worth more than a branded game played once or twice then deleted? You simply can’t compare the two directly, they have fundamentally different objectives.

    Despite that, many times marketers are still reporting downloads as the key success measure about the success of a brand utility instead of frequency of use, increases in brand loyalty or affinity, or other more relevant metrics (more on this later).

    As with any marketing activity, it’s key that metrics are selected and prioritized that are the closest aligned with our objectives.

  • Counting updates in downloads figure
    I think most agencies and brands are using third-party reporting software, but if you are using Apple’s own report out of the box it’s not at all clear that Updates and Downloads need to be manually filtered. There’s a binary code in one of the columns that distinguishes between the two, if you don’t sort against that, you’ll count Updates in your Downloads figure, which could inflate your total downloads stat by a factor or 2 or 3, a huge difference.

  • Duration
    Stats really accumulate over time for a popular app, and there is some advantage from having launched in the app store when there was 1k apps rather than 100k competing for attention. For example, Bank of America’s mobile banking and ATM finder app lanched in July 2008 as one of the first ever branded apps. By February they were up to 2 million downloads, and then in September they were reporting 3 million.
  • Free apps are downloaded 7x more often than paid apps
    Most brand apps thus far have been free, notable exceptions being Kraft’s very successful 99 cent iFood app. According to Pinch Media’s research, the average number of downloads for a paid app is 9,300, compared to about 71,000 for the average free application.

Beyond the need to segment between brand utility and entertainment apps such as games, possibly the most important overarching point to make about downloads is that the long-tail is all important.

Stats vary, but it’s clear that like most media landscapes, there is a small number of blockbusters and a much larger set of apps who are ignored entirely. Appsfire has a nice graph that makes the point:

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According to their data, only 20,000 of the 100,000 apps in the app store are being used at all, and 80% barely have any active users.

It’s very much a situation of “the rich get richer” in the App Store, as 60% of iPhone users find new apps by browsing the lists of Most Popular apps. So if your initial promotional blast gets you into the top 25 downloaded apps, you are much more likely to build massive compound downloads from that point on. If you never make it in that list, you will never see anywhere near comparable success.

In other data, Pinch Media reports that “the top 10% of paid applications average nearly 75,000 downloads. The second 10% of applications fell to a mere 9,232, slightly less than the overall average cited above. The third 10% fell by more than half that, to 3,849. A full 50% of all paid applications have an average download of less than 1,000.”

The average number of downloads for an app is a mere 25,000. Still, this is better than Facebook apps by a fair margin, where there are a few superstar apps with millions of users, but the majority of Facebook apps have less than 100 users.

Star rating

Star ratings are public, which means we have a much richer data set than downloads to play with here. And Johnny Makkar from Attention Digital has put together a comprehensive compilation of over 200 star ratings from branded iPhones application as a Google spreadsheet.

In Johnny’s summary of the star ratings, he notes that out of the 200 apps listed, only 15 have a rating of 4 stars or better.

That’s a pretty dismal stat. However if it’s any consolation, Neil Perkin and Seth Godin have talked recently about the problem with using starring systems as a reliable form of measurement, a lot of which comes down to the motivations people have for applying a star ranking in the first place, and the resulting polarization of results. Anecdotally I have a feeling that brands seem to be especially punished by this phenomenon, possibly because the expectations may be higher, or maybe people just don’t like the brands and see it as an opportunity to vent.

Re-usage + interaction rate

“Although novelty apps have had the most downloads, research shows, use of them fades quickly. “You play with it a few times, show it off in a bar, then you don’t use it much,” said Raven Zachary, president of Small Society, an app maker in Portland, Ore.”

This is the biggest problem with using downloads as the key stat. It’s up-weighted in favour of novelty apps, and gives no consideration to the biggest white elephant in the iPhone room: most apps that are downloaded are rarely used again.

“We think 100 engaged consumers are much more important than 1,000 downloads,” Ed Kaczmarek, director of innovation for Kraft Foods.

The North Face Snow Report app has been downloaded 300,000 times to date, but the more important stat may be that they report people are using it multiple times a day. Building a brand utility that becomes that valued by a customer has value outweighed the sheer impressions generated alone.

Achieving this type of usage is no mean feat though. AdMob usage stats from their universe of 2,239 apps indicates very few apps have a large active user base:

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Pinch Media stats indicated that only 20% of people returned to a free app after the first day of download. Worse, by day 30 only 5% of people are still using the app.

My prediction is that re-usage becomes a benchmark at least equal in importance to downloads, especially in the case of brand utilities. This is stat is somewhat analogous to the “time spent” metric that has been more common in microsite reporting in recent years, but unlike that metric which can be skewed by people who have left their browser open or are simply lost in your site looking for something, whether someone comes back to your app time and time again is a pretty good indicator as to whether they actually like it and are having a good brand experience.

Though again, if you are developing a novelty app that’s promoting say a movie launch, maybe you don’t care about this metric very much at all, and would be happier with more downloads and less frequent usage than the reverse. It’s definitely case dependent.

Sales from the app

Mobile commerce is still far from commonplace, but remember that eCommerce was in that position a decade ago and is now a juggernaut.

eBay has reported that it’s app has resulted in $400 million of sales through the eBay marketplace. The question is whether these purchases would’ve happened anyway, and it would be interesting to see whether the app has resulted in an incremental uplift in eBay sales. Regardless, it’s clear eBay has opened up an important new channel for their customers.

The other reference of note is back in August Pizza Hut reported $1m in sales from 100,000 downloads of their iPhone app in just the first two weeks of release.

Sales of the app

Kraft was one of the first brands to test the idea of not just providing a brand utility as added value to the consumer, but to actually charge for it as well. Their $0.99 iFood Assistant app featuring recipes and tips and has spent most of the year in the top 100 apps chart, with Brandweek sources estimating the number of downloads to be in the seven-figure range. Weber’s seen the opportunity and is now upping the ante with their $4.99 On the Grill recipe app.

With the introduction of micropayments from within iPhone apps in 2010, in-application purchases of content is also a trend to look out for. In one recent example, in two weeks the vitaminwater Sound Lab application converted more than 64,000 downloads of 50 Cent’s latest single “Baby By Me.”

Other metrics

Although Downloads, Star Ratings, Frequency of Use, and Sales are the most common ways of measuring success of a branded app, there are other benefits to brands that can be achieved and measured.

A few examples:

  • Audi claims their A4 Driving Challenge game has resulted in about half a million referrals to the A4’s iPhone Web site.
  • Kraft says that 90% of people who use the app also go on to register at kraftfoods.com. The app is also helping Kraft reach men. “A strong percentage of iFood Assistant users are men,” Kraft spokesman Basel Maglaris says. “We’re appealing to a broader base of consumers than our traditional audience (of) women.”
  • Lion Gate’s Stun-O-Matic app to promote its new action movie “Crank: High Voltage,” generated 800,000 trailer views from 2 million downloads of the iPhone app.
  • REI has looked at their Snow Report app’s detailed usage and notes that “Over time this has translated into 750,000 minutes spent using the application and with the REI brand top of mind”
  • The 9.8 million downloads of Barclaycard’s Waterslide game app have reportedly translated into 650,000 hours of brand engagement
  • Of the nearly 300,000 who downloaded the vitaminwater appliation in the first two weeks, users uploaded 1 million remixes to the companion site at 50soundlab.com, a very high engagement figure.

What about sponsorship?

A new model is emerging in the iPhone landscape, which is the sponsorship of applications as an alternative to launching brand-owned apps.

Some examples of this have been Sprite and Zoozbeat, Smirnoff’s 6 month sponsorship of Time Out, and Swatch Distill.

Is a download of a sponsored app worth the same as a download of a brand-owned app? I’d argue it’s not. Just like Red Bull with their brand-owned events, it’s a different level of value for a brand to own something rather than to sponsor it. But how do we define the difference?

Last thoughts

A few points of summation to leave you with:

  • Pick metrics that are aligned with your objectives
    Are you looking for awareness and campaign support? Downloads is probably your #1 objective. Are you looking to deepen your relationship with your customers and increase brand affinity? Re-usage of the app might be the best choice. Commerce? Sales.

    Other things to consider over and above sheer downloads…do your users like your app? Do they keep coming back to it? Is it shifting perceptions of your brand in a positive way? Is it driving sales? Figure out what’s important to you and measure that, don’t get too blinded by downloads alone.

  • Downloads are important, and you need promotional support to get them
    Reach is still important, so approach it like anything else — don’t release and pray, promote it. Even viral films get their initial seeding boost, and iPhone apps are no different. Nearly every successful app has a solid promotional strategy behind it.
  • Don’t take your ratings too personally
    Out of 200 brand apps, only 15 were rated four stars or more. Focus more on the actual qualitative feedback, look for ways to continually improve the value and UX of your app, and ultimately look at re-usage stats. If people keep coming back, there’s a good chance they like it.

  • Downloads without re-usage is a missed opportunity
    95% of apps aren’t being used after 30 days. Getting an iPhone app on a customer’s phone is a major opt-in invitation to what could be a long-term relationship channel. Unless you are deliberately looking to only support a one-off campaign, think about your apps as comms and engagement platforms, which should evolve and develop over time, continuing to add value. Get that strategy right, and you can in the 5% of apps that stay active after thirty days, and you’ll have a rich portal into your customers lives for months or years to come.

That’s it for now, if you have any more benchmarks or stats to add to the collection, or any thoughts on how to best approach setting and achieving your metrics, I’d love to hear from you in the comments!

Crowdsourcing cause marketing: Pepsi Refresh Everything, Chase Community Giving, and more

In October of last year I wrote about cause marketing driving sales growth, and agreed with Faris Yakob that marketing by doing good would be one of the most important trends of 2009.

2009 hasn’t disappointed, and one of the biggest sub-trends has been the mashing up of crowdsourcing with cause marketing. Pepsi has just taken that idea dialed it up to 11.

Pepsi Refresh Project - cause marketing instead of the Superbowl

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At first blush the Pepsi Refresh Project looks like familiar cause-marketing x cause-marketing territory. People submit and select community-based projects to receive funding from Pepsi. What’s new is the scale. Pepsi have allocated $20 million to fund these projects.

The Refresh Project will be the biggest and most ambitious cause marketing crowdsourcing initiative yet by far. And as a sign of just how much Pepsi believe in it as a brand statement and a primary marketing vehicle, they are doing it instead of doing a SuperBowl TV ad. This is the first time in 23 years they will not have a commercial in the SuperBowl, and instead of that big-bang 30-second spot, they are taking that production and media money and putting it into action, involving their target audience in the process.

Funding will be provided in tiers from $5k to $250k, allowing thousands of ideas to be funded across categories such as Arts and Culture and Neighbourhoods. Submissions and voting will roll throughout the year, for a solid 10 months.

It’s a huge bet, but in order for their Refresh Everything proposition to have legs it needs to be based on real action from the brand, and this is as big a commitment as they come. And instead of spending that money on one big moment, they are spreading it into a participatory experience that will last through the year, hopefully creating real and lasting impact in the world as a result.

Pepsi isn’t the first to have the idea of crowdsourced cause marketing, though they are committing to it on a much bigger scale. Here’s a few other examples of brands with similar ideas:

Chase Community Giving - $5m on Facebook

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Chase Community Giving launched in November with the premise “what happens when you put $5 million in the virtual hands of over 300 million Facebook users“? Starting with 500,000 charities, users vote in the top 100 that will receive $25k each, with one charity receiving a cool million. The genius of the idea is making the database that large, ensuring that every charity has the chance and motivation to rally their friends and supporters on Facebook to get involved.

And how are they doing? Round one of the voting has just finished, and they already at over 1 million fans on their Facebook page as well as over 2 million installs of their Facebook app. Their wall posts are also consistently getting over a thousand likes and hundreds of comments. Pretty amazing results for a big financial institution on Facebook.

Interestingly Chase give $100 million to charity a year already. Chase Community Giving is simply about giving people a chance to decide how that gets spent, and raising awareness of their charitable actions in the process. Smart marketing of an existing service.

American Express Members Project - crowdsourcing cause marketing pioneer

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American Express’ Members Project was the pioneer in crowdsourced cause marketing space. At the Members Project website, card holders could suggest projects to make a positive impact in the world, discuss them on a forum, and ultimately vote and decide which five projects would split $2.5 million in funding.

Although the project ran in 2007 and 2008, with the latter receiving over a thousand ideas and 200,000 votes, it wasn’t pursued for 2009, leaving the opportunity for Chase to step in and tweak the concept, taking it to another level using Facebook.

Target Bullseye Gives - original crowdsourcing cause marketing on Facebook

Chase wasn’t the first brand to use Facebook for crowdsourcing cause marketing either. Target’s Bullseye Gives campaign invited Facebook users to decide how to divide up $3 million amongst 10 selected charities, allocated by percentage of votes those charities received.

The campaign resulted in 97,000 new Facebook fans for Target, a daily page view increase of 4,800%, 167k users voting and 3,000 wall posts.

Google Project 10^100

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Google Project 10^100 is a “call for ideas to change the world by helping as many people as possible”. It’s a perfect example of the democratising power of the internet, to allow anybody to put an idea forward and have a chance for a company with the clout, brainpower and resources of Google to bring it to life.

The power and reputation of the Google brand is enormous, as is their reach, and the response was overwhelming: 154,000 submissions from 172 countries.

After a long delay while they sifted through the much-greater than anticipated number of entries, Google chose the finalists, the public voted, and soon we can expect to hear which projects are receiving funding from Google to become real. Check out the 16 shortlisted ideas.

Fad or trend?

So, is this a fad? Or do people really care about their world and want their brands to play a bigger role in doing good in it? Maybe I’m an optimist, but I’m trending towards the latter and would agree with Contagious that we’re witnessing the evolution of “Goodvertising“.

We’re in a new era of transparency, where every day there are new ways to see whether we are making the “right” brand choices based on a whole matrix of factors, from customer satisfaction to ethical sourcing to environmental impact to contribution back to society. These are now key factors to brand image, and in some categories serve as a real differentiator. Companies will need to innovate across this entire spectrum in order to stay one step ahead of their competition in the 2010’s.

Ninety Red Bull events | Part 2: The Lessons

In my last post “Ninety Red Bull Events | Part 1: The List” I catalogued ninety individual Red Bull brand-owned events, attempting to use the list to demonstrate a few points about the scale, longevity, and depth that Red Bull’s strategy and success in integrating into youth and action sports culture is based around.

In this post I’m going to distill some of the lessons from diving deeper into that list, with the aim of provides something of a case study in how to build a dominant youth brand based on an authentic influencer strategy, focusing on investing in value creation over the long-term and earning media from that investment.

Creating vs sponsoring

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After sponsoring a handful of existing events early in the brand’s history, Red Bull made a strategic decision to create their own events and have followed this direction consistently ever since.

This is a hugely important differentiator for them, and sets them a league apart from sponsor brands
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  1. Early investment becomes equity
    As a sponsor brand, the more important and popular the event becomes, the more it costs. However Red Bull’s initial investment in creating the event quickly starts paying compound interest, and as the event grows in stature they reap all of the rewards while costing them only the maintenance of re-running the event.

  2. Sole-branding
    Most big events have their platinum, gold and silver sponsors. How much are brands really getting out of these sponsorships? And if you want to distinguish your brand by putting your name on the event, be prepared to shell out mega bucks. Red Bull on the other hand is the title sponsor for every one of these ninety events, and their branding is ubiquitous and seamlessly integrated into the event rather than tacked on and diluted amongst a hundred other sponsors. There is no question who is putting on the event and responsible for bringing it to everyone and making it happen.

  3. Authenticity and credibility
    For me there is a big difference with a brand simply paying to have their logo attached to something, and with a brand who puts their energy, resources, and creativity to work in bringing something to life themselves, even if it is of course delivered behind the scenes by a host of event and activation agencies. There’s a different level of commitment involved, and a different type of authenticity and credibility is conferred to the brand as a result. Successful creation signals commitment to and deep understanding of the space, whereas anyone can pay to logo-ize something. I’m not saying sponsorship is always a bad thing by any stretch, but I’d argue it definitely lacks the same resonance with the audience.

  4. Underground up
    There is something powerful about how so many of these Red Bull events started out small and local, and have grown to be big and hugely important and influential amongst the athletes and their fans. Athletes themselves say voluntarily that many of these events are as important or second only to the X-Games in stature and importance to their career. This is huge for authenticity with their target. Red Bull has grown up with it’s audience, and them with it.

  5. Control
    Last point on creation vs sponsorship is about control. Namely, when you own the event, you do what you want with it. You control the promotion, the PR, the messaging, the branding, when it happens, where it happens, who’s involved. Everything. Even as a long-term sponsor of an event, you are ultimately at the mercy of the event’s owners and along for the ride.

Longevity

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Many brands flit from campaign to campaign, with their event activation a tacked on component that is rarely addressed consistently. Getting commitment to ongoing events from a brand can be near impossible.

Red Bull is fundamentally different in this regard. They create experiences that generate value for the brand and then they build equity in them consistently over time, just as most brands would do with important product innovations and sub-brands.

This is hugely cost effective compared to reinventing the wheel every year, and it ensures the brand becomes fundamentally woven into the lives of the athletes and influential consumers they wish to reach, as Red Bull is guaranteed to be part of their year, every year. Plus the audience often scales in size annually. Flugtag and Red Bull Soap Box race are now yearly highlights for many consumers, reaching in-person audiences of hundreds of thousand of people in many cities. In Brazil over one million people turned up for the Red Bull Air Race.

From the list below you can see sponsorship of some events such as Flugtag reaching back all the way to 1991, but the vast majority of the events they’ve created over the years are still ongoing, year after year.

Depth and breadth

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Another key differentiator with Red Bull is the incredible effort they have gone to in order to “own” action sports and become embedded in youth culture across the board. They have quite literally gone after every action sport you can think of, and in a number of cases essentially created their own sports. They’ve since started attacking music and art with the same vigour.

Where most brands are happy to tack on their logo to a handful of events in a year and call it a sponsorship strategy, Red Bull is literally ubiquitous. In many cases they are absolutely essential to the vitality of the sports they sponsor.

Use creativity to reinforce the brand and create cut-through

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Looking down the list, another thing becomes immediately clear — all of the events sound awesome.

“Last Man Standing”. “Down and Dirty”. “Exodus”. “Chopper Assault”. “City Rage”. “Heavy Metal”.

Red Bull have used crazy sounding and subversive names to build excitement around events before you’ve even heard of them to and to indelibly stamp them as “Red Bull”.

Additionally, Red Bull seek out and create a sense of drama and the spectacular with each event to rival anything Evel Knieval could’ve ever imagined.

Downhill bike racing through Rio’s most notorious barrios? Wakeboarding in the dark in a flooded mine? Motocross duelling in bullrings? Roller derby on ice skates? Red Bull has made it their mission to bring barely imaginable experiences into existence, and give them all the spectacle and pomp of a “real” sport. And then to do it again, year after year.

Create shareable content and earn your media

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How can Red Bull possibly afford all this? Well, they do the opposite thing most brands do. Most brands spend a tiny bit on content, and then 10x as much on media to try and spread that content as far as possible, because people aren’t really that interested in what they are saying so they have to get it in front of eyeballs by force. Which of course then diminishes the value of reaching those people, given they would rather you weren’t.

Red Bull was doing earned media before it was a buzzword. They invest in unique, compelling experiences, and in the creation of content from those experiences. They get a significant amount of very deep and powerful brand interaction at the actual experiences themselves, both from participants and spectators. And then through a combination of PR, word of mouth, and pull media channels they get an absolute ton of exposure of their content. And through platforms like their popular Facebook page, content-rich website, Red Bulletin, and a legion of popular microsites and brand communities like FMXWorld, Red Bull can legitimately claim to be a media brand in its own right at a time when most brands are still talking about the idea.

The reason Red Bull is so exciting as a brand and a case study to so many is they’ve flipped the traditional advertising model on it’s head. They invest most of their budget in experiences, content and media assets, and allocate comparably little to actual media itself. They trust if they build cool things, people will seek it out and talk about it, and they are right.

From a Brandweek article from 2001:

In the antithesis of any major’s marketing plan, Red Bull buys traditional advertising last. Only when a market is deemed mature does the company begin a media push. The idea is to reinforce, not introduce, the brand. “Media is not a tool that we use to establish the market,” said vp-marketing David Rohdy. “It is a critical part. It’s just later in the development.”

The brand spent $100 million in the U.S. last year, according to the company Measured media spending was only $18.9 million last year, up from $9 million in 1999, per Competitive Media Reporting.

In a way their model is to first build targeted, ubiquitous relevance rather than broad mass awareness. They don’t blast out, they focus deep and then bubble up. And the latter approach gives them a much stronger and longer-lasting foundation for their activity, and costs them less. Paid media fits into the mix later to solidify the position, but it’s an enhancer rather than the foundation.

Mix global platforms and local activation

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Red Bull is looking for the ultimate blend of local relevance and cost-effective impact. So they have a chaotic but effective mix of global platforms such as Flugtag and Air Race and tens of locally focused events. Many events start out locally and then get rolled out across regions as the template is perfected.

Living and creating with your audiences

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I think I got this insight out of one of the many great Mobile Youth presentations on Red Bull. Basically the point is everything Red Bull do is about creating and living with their audience, rather than messaging at them.

What else?

I think you can probably tell from this post and the preceding list that I’m a massive fan of Red Bull’s strategy. It’s unique, it’s effective, and it has a lot to say about where the next generation of marketing is heading. Would love to hear what other lessons you’ve taken from Red Bull’s approach, and what other brands you think are doing this right.

Great additional references:

Ninety Red Bull events | Part 1: The Mega-List

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There are few brands that can offer more lessons in how to approach the next generation of marketing than Red Bull. Focusing their strategy on earned media, cultural integration and value creation, Red Bull’s approach is pioneering, and a template that many brands would love to follow.

However it’s also proven a difficult strategy to replicate, specifically because just how different it is from the traditional marketing model. It’s definitely not just about sponsoring a couple of youth events and calling it a day. The scale of Red Bull’s commitment to non-traditional marketing is unprecedented. As far back as a decade ago, Red Bull was spending more than 80% of their significant marketing budget on non-measured media. That’s completely inverse to the traditional marketing formula of focusing on packaged communication messages and the broadcast media to spread them.

Core to Red Bull’s success has been their unique strategy of focusing on brand-owned events. It struck me that one of the best ways to make the point about what it takes to seriously succeed at their level and at this game was to show the scale they are operating on. To this end I’ve gone about finding every Red Bull event I could, as well as how long they were run. So far I’ve got ninety, and this is far from a complete list. Note also this list does not include team and individual sponsorships, of which there are many.

I think the list makes some self-evident points, including the incredible breadth and depth of these events, the creativity that infuses them, and the admirable long-term commitment and focus Red Bull has shown in sustaining these events as using them as a platform for all of their marketing activity. However in part II, we’ll take a more in-depth look at lessons from Red Bull’s success with these events. It would be great to hear your thoughts as well.

Action Sports - Events

Sport Event   Start   End
Adventure racing Red Bull X-Alps 2003 Ongoing
Air Racing Red Bull Air Race 2003 Ongoing
BMX Red Bull Empire of Dirt 2007 2008
BMX Red Bull Elevation 2005 2008
BMX Red Bull Down and Dirty 2007 Ongoing
Breakdancing Red Bull BC One 2004 Ongoing
Cliff diving Red Bull Cliff Diving World Series 2008 2009
Cricket Red Bull QuickHit 2009 Ongoing
Downhill biking Red Bull Desafio no Morro 2009 Ongoing
Downhill biking Red Bull Road Rage 2009 Ongoing
Drifting Red Bull Drifting World Championships 2008 Ongoing
Enduro Red Bull Last Man Standing 2005 2007
Enduro Red Bull City Scramble 2009 Ongoing
Football, Streetstyle Red Bull Futbol de Calle (Streetstyle) 2007 Ongoing
Free-skiing Red Bull White Rush 2001 2005
Freestyle Motocross (FMX) Red Bull Ride to the Hills 2005 Ongoing
Freestyle Motocross (FMX) Red Bull X-Fighters 2001 Ongoing
Freestyle running Red Bull Art of Motion 2007 Ongoing
Hanggliding Red Bull Speed Run 2008 Ongoing
Helicopter Red Bull Chopper Assault 2009 Ongoing
Ice hockey Red Bull Open Ice 2009 Ongoing
Ice-skating Red Bull Crashed Ice 2003 Ongoing
Kayaking Red Bull Divide and Conquer 2004 2005
Kiteboarding Red Bull Kite Punks 2007 2008
Motocross Red Bull Jams 2008 Ongoing
Motocross Red Bull Romaniacs 2004 Ongoing
MotoGP Red Bull U.S. Grand Prix 2005 Ongoing
MotoGP Red Bull Rookies Cup 2007 Ongoing
Mountain Biking Red Bull Exodus 2009 Ongoing
Mountain biking Red Bull Stumps, Clumps and Jumps 2001 Ongoing
Mountain Biking Red Bull Rampage 2001-2004, 2008 Ongoing
Mountain biking Red Bull Mountain Mayhem 1998 2002
Off-road biking Red Bull Hare Scramble 2005 Ongoing
Para-skiing Red Bull Blade Raid 2008 2008
Parkour Red Bull City Rage 2006 2006
Rally Red Bull Klunker Car Rally 2007 2009
Relay, marathon x-sport Red Bull Dolomitenmann 1997 Ongoing
Skateboarding Red Bull Stairway to Hell 2007 2007
Skateboarding Red Bull All Access 2005 Ongoing
Skateboarding MannyMania 2007 Ongoing
Skiing Red Bull Cold Rush 2007 Ongoing
Skiing Red Bull Snow Thrill 1998 Ongoing
Snowboarding Red Bull Snowscrapers 2009 Ongoing
Snowboarding Red Bull Rail Jam 2007 Ongoing
Snowboarding Red Bull Gap Session 2006 Ongoing
Snowboarding Red Bull Heavy Metal 2002 2004
Snow Kayaking Red Bull Snow Kajak 2008 Ongoing
Snowmobile Red Bull Fuel and the Fury 2002 2006
Soapbox Racing Red Bull Soapbox 2000 2009
Surfing Red Bull Riders Cup 2007 Ongoing
Surfing Red Bull Rivals 2009 Ongoing
Surfing Red Bull Junior Surf Masters 2008 Ongoing
Surfing Red Bull Riders Cup 2007 Ongoing
Surfing Red Bull Rising 2007 Ongoing
Surfing Red Bull Big Wave Africa 1999 2008
Surfing Red Bull Night Riders 2007 Ongoing
Various Red Bull First Person 2008 Ongoing
Various Red Bull Vegas Am Jam 2003 Ongoing
Wakeboarding Red Bull Blackout 2007 2007
Wakeboarding Red Bull Upstream 2008 Ongoing
Wakeboarding Red Bull Wake the Line 2008 Ongoing
Wakeboarding Red Bull Depth Charge 2002 2002
Wakeboarding Red Bull Wake Lab 2008 Ongoing

Art, music and culture

Area Activity   Start date   End date
Art Red Bull Art of Can 2001 Ongoing
Art Red Bull Artbeat 2005 2006
Art Red Bull 381 Projects 2009 Ongoing
Art Rooms of Red Bull 2009 Ongoing
Art ChinaShop Magazine 2008 Ongoing
Music Red Bull Can Make Music 2008 2008
Music Red Bull Big Bang 2008 2008
Music Red Bull Bedroom Jam 2007 Ongoing
Music Red Bull Music Academy 1998 Ongoing
Music Red Bull Records 2008 Ongoing
Music Red Bull Beat Riders 2004 Ongoing
Music Red Bull Soundclash 2007 Ongoing
Music Red Bull Big Tune 2007 Ongoing
Music Red Bull Masters of Remix 2009 Ongoing
Music Red Bull Thre3 Style 2009 Ongoing
Music Red Bull Ascension 2003 2006
Music Red Bull Artsehcro 2005 2005
Music Batalla de los Gallos 2005 Ongoing
Music Red Bull EmSee 2009 Ongoing
Music Red Bull 45S 2009 Ongoing
Music Red Bull Studio Live 2002 Ongoing
Music Red Bull On the Move 2008 2008
Misc Red Bull Paper Wings 2006 Ongoing
Misc Red Bull Flugtag 1991 Ongoing
Photography Red Bull Illume 2006 Ongoing
Photography Red Bull 5Pics 2008 Ongoing
Writing Red Bull Tall Story 2007 2007

Next up is Part II: The Lessons from Ninety Red Bull Events.

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Brain food | 2009-08-23

My goal on this blog is to provide original insight and analysis. I don’t want to just post links, that’s what my Twitter feed is for.

That said, as a voracious consumer of RSS feeds (it’s that little sub-dermal chip connected directly to my brain stem that does it) I’ve been wondering if it might be useful to curate the most interesting things I find on a semi-regular basis, so more people get to hear about them.

So here’s the first edition for your consideration. Definitely let me know if it’s useful or not, and if so I’ll keep at it in addition to my usual but less frequent long-form posts.

Smart.fm: Experience design process by Adaptive Path

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Adaptive Path is one of those impressive companies that absolutely lives on the edge of what they do, which is in this case is Experience Design.

Whenever a company like that, whether it’s Apple, or Pixar, or IDEO or whomever, opens up about their processes and gives you a look at how they do what they do best, it’s definitely worth a look.

This is especially true as marketing moves away from simply messaging and towards experiences and engagements, you’d be hard pressed to find a better company to crib notes from.

Smart.fm experience design at Adaptive Path

GM ‘The Lab’ blog + Universal Music Tumblr

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Two of the key themes of the Business 2.0 era are transparency and connection. It’s fascinating seeing how companies are experimenting with technologies like blogs, micro-blogs and Facebook to bring people closer to their business in new and inventive ways, and how they are becoming more open and transparent in the process.

Two new examples on my radar this week are GM’s “The Lab” and Universal Music’s Tumblr.

As PSFK notes, GM’s The Lab blog is fascinating because it opens up the transportation design process, something that has traditionally been kept tightly under wraps. The reaction from auto fans says it all — this post on the Bare Necessity Car has 260 comments!

Separately, the Universal Music Tumblr is interesting to me because Tumblr is so the complete opposite of what brand communication used to be about. Tumblr is chaotic, continual, jumbled, informal. For brands to use this technology with any credibility, they’ll have to conform to the nature of the medium. And that’s a big and important mindset shift for marketers and companies geared towards infrequent, big bang campaigns.

Pepsi’s new record label, QMusic

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Another one of the prevailing themes I’m interested in is the intersection of brands and culture. With the move in marketing towards creating value, culture is one of the biggest arenas that brands are going to ramp up in, far beyond the association and co-option that has been the standard to date.

Pepsi’s announcement that they are moving beyond just sponsoring acts to grooming their own via a new label in China called QMusic is significant. As Contagious mentions, this is part of a bigger trend. TAG Records, Bacardi being the label for Groove Armada, and most recently, the finally launched Red Bull Records shows that brands are becoming less content to sit on the sidelines and sponsor and more keen to follow Red Bull’s lead in areas like action sports and become an integral part of the culture, investing in creating cultural value directly.

Socializing Banners

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Adweek reports that CBS is experimenting with social features embedded directly in banners.

Most people do not click on banners. In fact, most people’s brains are trained so their eyes ignore them automatically. Is adding some social features to a banner going to change that? No. At least not right away.

But there are two redeeming thoughts here.

The first is that that for a while, socialization was something that happened in a social network. Now through Facebook Connect, Google Connect, Twitter and other technologies, social can and should be everywhere you are. It seems obvious already, but still most marketing is not taking full advantage of this opportunity. Which is a shame, especially since Facebook Connect’s results are staggering.

Second, the idea that catching attention and building passive awareness is no longer good enough for advertising. The idea that banners, OOH, and all other advertising as we know it is going to continue to shift towards providing people with something of value, and provoking an action.

The question now is what are you going to get people to do. That action could be contributing a vote or a few words, it could be a share, it could be downloading an app, getting a coupon, getting a name down for an event.

But of course, it’s not that easy. The big question is why would they want to in the first place? And that’s why marketers increasingly need to start from the question “what are we providing of value?”. Which reminds me of this Fanta campaign from Germany, where texting to a Fanta shortcode underneath a bottle cap rewards the customer with 3 minutes worth of talk time.

Penguin Spinebreakers partners with Island Records

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Penguin has got to be one of the most interesting brands on the web right now. There was the amillionpenguins wiki-based collaborative novel project. The We Tell Stories digital fiction project. A first step into building services, the We Make Stories suite of web-based story creation tools for children. The Penguin Dating collab with Match.com. They are pushing boundaries left and right.

And now NMA reports on a colab with Island Records, where they are bringing Island artists into their teen social network Spinebreakers by having them review books, and then giving Spinebreakers users Island records to review.

The co-promotion is nice, but really I’m just interested to stumble upon Spinebreakers, as it’s great to see this minimally-branded niche social network thriving away, another example of Penguin looking at declining readership and deciding to see technology as part of the solution and part of their future.

GAP Stylemixer: mobile integrated discounts and CRM 2.0

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And finally, my fellow AKQA peeps over the pond in the U.S. have developed a social media campaign for the Gap, and one of the showpieces is an iPhone app called Stylemixer. The primary function of the app is as a “social shopping tool”, allowing you to create, share, and get feedback on outfits.

However as Contagious rightly pointed out, one of the most interesting features is that when opened near a Gap store, the app can automatically unlock discounts for the store. As companies begin to be able to engage with their customers via real-time channels like apps, feeds and widgets, the possibilities in CRM 2.0 explode. Creative innovations like this one are the start of something really big.

First edition fin

Well, that’s it for the first edition, hope that was useful. Any other unique stories from the week you think I’ve missed, please let me know in the comments.