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February 01, 2010

Context is King: How Videos Are Found And Consumed Online

(* Source: Ashkan Karbasfrooshan *)

 

Editor’s note: This is the third in a series of posts by guest writer Ashkan Karbasfrooshan. Previously, he wrote about the State of Online Video, and 12 Surprising Things Holding Back Online Video Advertising.  In part 3 today, he examines how videos are found and consumed online. Karbasfrooshan is the founder and CEO of WatchMojo , a producer of premium, informative and entertaining video content. The company’s catalog of 5,000 videos has generated over 110 million streams since 2006.

To try to understand—let alone guess—the future of video advertising, one needs to start by looking at the biggest trend in media over the past few decades.  In November 2006, Bear Stearns Cable and Satellite analyst Spencer Wang published a study called “Why Aggregation & Context and Not (Necessarily) Content are King in Entertainment”.  While Bear Stearns has since been acquired by JP Morgan and is now a mere footnote in business books, the study’s findings are more relevant than ever.  Let’s examine 8 key factors behind online video consumption

Factor 1: Media is Fragmenting

According to a recent NY Times article, in the 1952-53 season, more than 30% of American households watched NBC during prime time, according to Nielsen.  In fact, up until twenty years ago, you could buy a 30-second spot on CBS, NBC or ABC and reach “everyone.”  Today, NBC’s prime time reach is 5%.  Sure, NBC is lagging CBS and ABC, but neither the Tiffany network nor Disney’s counterpart is faring much better.  The secret’s out: fewer people watch TV and teenagers spend every waking minute connected to the Internet, increasingly through the mobile web.

Factor 2: Deportalization is Here to Stay

As the media world becomes fragmented and consumers move online, the Web is following a similar path, known as deportalization: the move away from the dominant portals of old, as social networks gain huge followings and vertical niche sites gain smaller, but more loyal, followings.

Ten years ago, you could buy a banner on MSN, AOL or Yahoo and reach “everyone” on the Web.  Five years ago, you could get the same result by buying a text link through AdWords and reach consumers who were either searching directly on Google.com, or surfing on the countless number of websites that were part of Google’s publisher network through AdSense.

Suffice to say, times have changed.  In fact, less and less often do consumers even seek out content  by actually going to a given site.  To paraphrase Jeff Jarvis, if something is important, it will find me, be it via newsletter, Facebook, Twitter or a shared link in an email.  In fact, Facebook might very well be the last giant Web property and when it launched Facebook Connect, it too began to extend its tentacles across the Web.  Twitter’s growth has maintained thanks to its off-site (API) growth, while YouTube exploded due to its open embeddable nature from the get-go.

However, after YouTube sold to Google for $1.65 billion and the site’s aggregate traffic soared, some video producers tried to find a way to generate an audience—and revenues—outside of YouTube in order to build a legitimate business.  In other words, media is becoming fragmented, the Web is becoming deportalized, and the front line of it all is online video.

Factor 3: Content is Not a Zero-Sum Game

If we return for a second to television, it’s worth noting that with the advent of cable television, as the number of channels rose, so did overall content consumption.

Analogously, as the number of content producers and distribution points increases online, consumption increases exponentially.  For proof, look no further than the recent comScore figures touting over 31 billion videos were viewed in November 2009.

Factor 4: Content is King?

Indeed, to paraphrase Viacom’s Chairman Sumner Redstone: content becomes more important than distribution mechanisms; as new channels of distribution creep up, it is the content that is always going to be necessary, hence the adage “content is king”.  If you fast forward to 2010, it’s true that with all of these social media aggregation and distribution tools, you are seeing media rise to the surface.  No one, after all, cares about the pipes; it’s what flows through the pipes that matters.  The context—Facebook, Twitter, email—in which people are introduced to media and consume it is becoming more important than the content itself.  Content is no longer king, context is.

Factor 5: Demand for Content is Elastic, Supply of Funds is Not

The problem, as you can imagine, is that while it’s perfectly plausible for global advertising to grow, it will not grow fast enough to feed all of the mouths at the creative table.  As “consumer touch points” increase, the number of people that each piece of content reaches becomes smaller at the time of publishing/broadcast but can grow over time.  That’s the theory, anyway.

This is a double-whammy trend.  It is negative because the audience for something (and corresponding revenue) will be less than what the most popular event on television will be, which partially explains the cachet television still has over its online brethren.

But it is also a positive trend in that as a content owner you will be able to derive more revenue over the course of the content’s shelf life.  Don’t get me wrong, syndication on television is an enormous revenue stream, but that is not an option for all programming, whereas online, technically, anything has both a shot at building an audience and having some kind of residual revenue stream.  The problem is that there is no vetting process per se online so the lowest common denominator can be zero.

Factor 6: Chasing Hits Has Proven Futile

Ultimately, overall consumption of media will increase but hits become less frequent and each hit will become more niche.  The stats support this hypothesis, despite YouTube’s aggregate size and macro-level success, each clip’s average viewership shows that regardless of whether the video is user-generated, premium or super-premium (for a definition of the differences click here), on average:

  • It will garner 500 views over time
  • 25% of those views will come in the first four days and
  • by and large, only the first 30 to 60 seconds will be watched.

How can you build a business on that?

Factor 7: Discovery vs. Recovery

Exasperating matters is how content is actually unearthed.  To borrow from John Battelle’s breakdown of search: videos are found via recovery and discovery.

Statistics show that:

  • 45% of views come from direct navigation where a user goes to YouTube and searches to “recover” something they have already seen or are actively looking for.  Of course, YouTube is the world’s second largest search engine and most of those searches are now conducted on YouTube.com, which reinforces the argument that YouTube is now the best Internet M&A of all time.
  • The other 55% of the time, users stumble upon a video and “discover” it.  That is right, over half of the time, users land on something randomly.

In other words, while traditional media views the web as a place where pirates turn to to rip off their copyright, the truth is, only half of all of the content consumed is actually searched for, the other half is stumbled upon, meaning you actually have to distribute it widely enough to increase the likelihood that people even notice it, let alone give a damn!

This is why you need both lots of content and a diversity of it.  Indeed, Time.com former Managing Editor Josh Tyrangiel admitted that “long form journalism, a staple of magazines like Time, is not working” online.  The same applies to long form video online, and by extension, on mobile.

Factor 8: Size Matters

So what works?  To gain more insight into that (and to avoid an overly biased outlook), I reached out to Dina Kaplan, who is the COO of blip.tv.  (We use blip.tv’s video player on our web property).  According to Kaplan, a Pyramid of Content is emerging on the Web.

I tend to agree.  Back in February 2007, I wrote an article called “The Commoditization of Distribution and the Scalability of Content”.  In it, I alluded to a rudimentary pyramid with super premium on top, premium in the middle and UGC at the bottom:

It’s certainly not rocket science, and Kaplan and I are not alone in having that view.  She continues: “Hulu is the best-known platform sitting at the top of the pyramid, in terms of hosting and distributing network content.  YouTube, which has long been known for hosting great viral and one-off videos, has owned the bottom of the pyramid.”

The question remains: who will own the middle.  A couple of years ago, YouTube made a move towards “torso content”.  Kaplan’s blip.tv is obviously making a play for the middle, “blip.tv [wants to own] the middle of the content pyramid: the best original shows produced for the Web.  These shows are produced by talented individuals and production companies who are building up loyal audiences for their shows, just as the producers of a traditional TV show would.”

With things like Apple launching the iPad and IPTV gathering steam, Kaplan is confident that “shows will move around from screen to screen and you’ll choose to watch content on whatever screen is most convenient for you at that moment.”

Of course, with Boxee’s struggles to get traditional media on-board, one wonders if new media producers have a golden opportunity to win traditional ad dollars, which dwarf new media dollars by a wide margin.  For all the talk and excitement about online advertising and online video advertising, TV advertising in the US remains a $75 billion industry.

When you realize the dichotomy between the existing business that is Television and the potential that might be Online Video, you realize why the stakes are so high.  Also read:

Part 1: State of Online Video

Part 2: 12 Surprising Things Holding Back Online Video Advertising

 

November 13, 2009

How to create Advocacy & Conversation

(* Source: Frank Striefler *)

 

 A great presentation by Frank...

 

 

View more documents from Frank Striefler.

April 14, 2009

The 10 Commandments of Community Management

(* Source: Amy Muller *)

 

Some nice examples here...

 

 

February 23, 2009

London Trends

January 29, 2009

Three Major Changes in Digital Marketing

(* Source: Helge Tenno *)

 

Another interesting set of slides from Oslo...

 

 


 

January 19, 2009

Marketing in 2009

(* Source: Valeria Maltoni *)

 

 

Marketing in 2009 Cover

Valeria says...

I have long believed that dialogue is the art of thinking together - talk changes our lives, it allows us to learn by listening. Customers and communities are changing the nature of marketing and communications through talk, but also through actions. If you're like me, you think that social media = tools and marketing = business.

Since we are in our own right working on changing not just the tactics for the channels but the nature itself of marketing (as currently done), I asked twelve great marketers from my network to share their thoughts on what we'll be working on in 2009.

More than predictions, which is hard to do, we focused on direction. This eBook is the result of our collective energy and execution experience. For a bite-size preview, here's what they say:

  • "Basic metrics you can initially use to match up before, during and after sales deltas are frequency, reach, and yield" - Olivier Blanchard, The Brand Builder, @thebrandbuilder
  • "There are three imperatives for execution programs in 2009 - start with measurement, create content for the open Web and for mobility" - Matt Dickman, Techno||Marketer, @MattDickman
  • "The foundation and core of what social media is, consists of the five C's. Conversation, community, commenting, collaboration and contribution" - Mike Fruchter, My Thoughts on Social Media, @Fruchter
  • "With social media as a platform for participation, people can behave the way they were hardwired to behave in the first place - humanly, tribally" - Francois Gossieaux, Emergence Marketing, @fgossieaux
  • "Companies with greater social intelligence have stronger bonds with employees and customers, and that translates into revenue" - Lois Kelly, Beeline Labs, @LoisKelly
  • "Change ensures our own livelihoods - new opportunities and trends to capitalize upon, unique products and profit centers that merit development, robust innovation to leverage"- Christina Kerley, CK Epiphany, @ckepiphany
  • "Social media interaction allows us to have… well, interaction with our customers. It lets us see them as people instead of statistics and it lets us hear their voices" - Jennifer Laycock, Search Engine Guide, @JenniferLaycock
  • "A proper social media education is more than just learning new tools. The most important lesson we can impart is the necessity to think 'humans'"- Connie Reece, Every Dot Connects, @ConnieReece
  • "Social media isn't causing problems, but it is revealing them. And the problems aren't new; they've been around for a while" - Mike Wagner, Own Your Brand!, @bigwags
  • "The secret of success in social media is a product or a service that people actually like and use" - Alan Wolk, The Toad Stool, @awolk

I pulled together their ideas in this PDF - Marketing in 2009. We'd love to hear your reactions and examples.

November 13, 2008

Morgan Stanley Tech/ Internet Trends

(* Source: Morgan Stanley *)

 

Mary Meeker shares the below presentation on tech trends at the State of the Technology Industry November 2008 Web 2.0 Summit.

October 15, 2008

Next Generation Participation

(* Source: ThreeBillion *)

 

 

 

Paul says...

View SlideShare presentation or Upload your own. (tags: collaboration brand)

User generated content has been an amazing phenomenon and has changed the way people use and consume the internet. The shift towards the consumer being the publisher has had profound effects on the way we market to young people. Whether that be the platform, the idea or execution.

BUT has UGC really changed the Internet? Moreover, has it REALLY changed the way we connect to young people in our marketing? The answer is not really, but there could be much bigger things to come. Here is a little presentation from 180360720.no and it's worth 5 minutes of your time. 


October 06, 2008

Modern Brand Building

(* Source: Paul Isakson *)

 

I'm been a big fan of Paul for a while now and here is another reason why.  Paul talks about modern brand building is this presentation.

View SlideShare presentation or Upload your own. (tags: deepspace space150)

October 01, 2008

New Digital, Seven suggestions to guide advertising in the right direction

(* Source: Helge Tennø *)

 

A great presentation by Heige and in his words "Seven suggestions to what's changed and what's important in digital / marketing / advertising"

 

 

August 16, 2008

Content Marketing = Brand New Marketing

(* Source: Helge Tennø *)

 

Helge says... 

Demonstrating the great potential of digital opportunities, and moving dollars and minds from the rather ineffective – and way to ominous – interruption marketing.

The angle I decided on was not saying that this is THE new thing, but rather finding the reasons why this is happening right now, and showing that this is a natural consequence of a larger set of trends and ideas.

The six important ideas/trends for Content Marketers are:

  1. Culture
  2. Technology
  3. Mobility
  4. Activity
  5. Ineffective
  6. Emotional Research

 

July 15, 2008

Content Marketing

(* Source: Paul Isakson *) 

 

 

Paul on some things he especially liked:

Slide 3: The thought of not focusing on one idea, but creating a range of ideas that engage people and bring them closer to the brand - something that the research of Duncan Watts is leading people to and something that Faris and Noah have been on to for quite a while, as have a few others.

Slide 33: If you're producing applications for brands/clients, always remember that the application is a means to an end, not the end itself.

Slides 47-59 on Emotional Research - it's time to start looking at things differently, don't you think?

 

October 23, 2007

Sliderocket

(* Source: Jim Bachalo *)

 

For all of you out there that love slideshare.  Here's another... 

sliderocket.jpg

Built in Flash and Flex, another web2.0 application for creating quality presentations.

You can sign up for the private beta here: http://www.sliderocket.com/index.html

Some of the buzz: http://www.sliderocket.com/buzz.html


 

October 09, 2007

Virtual Universes Landscape


(* Source : Fred Cavazza *)

Virtual universes are hype, that’s a sure bet. With very strong media coverage for universes like Second Life or World of Warcraft, announcers and users are discovering new spaces for playing, communicating, entertaining and even working which are in complete rupture with 2D spaces they already know.

Complete rupture? No, not exactly since most of these universes are evolution from existing services (chats, social networks, maps…). All these virtual universes bring some oxygen to sometimes unappealing concepts by providing new possibilities. But with new opportunities comes a lot of covetousness and build a very competitive environment inside which the most media covered are not the most interesting.

Did you know it?

  • There are more than 150 millions of Neopets‘ users which have already created more than 217 millions of accounts (you can count again, that’s more than MySpace)
  • KartRider and QQ are social platforms which generated nearly $100M in quarterly earnings (it’s quarterly earnings, not annual turnover)
  • There was $1 Billion Invested in Virtual Worlds in the Last Year (again, it’s $1 billion, not $1 million)

Do these figures astonish you? Well… so they did to me! But they are real.

Four main fields

Comparing all these universes won’t make any sense. First of all because they are very different and then because they target very different audience. But if you REALLY need a comparison, then you can have a look at these two (partial) comparison charts: Virtual Worlds Comparison Chart, Casual Immersive Worlds and Virtual Worlds Platforms and User Numbers.

Let me introduce you to these universes by using a map where I positioned most of them. All of these are not vast virtual world like Second Life, but they all share common characteristics: avatars, virtual currency and virtual places where avatars can meet, chat, play and interact.

This map is divided in 4 main fields:

  • Social, with universe revolving around community building
  • Games, with universes relying on online games
  • Entertainment, where music, videos and films related content
  • Business, where selling or exchanging goods is the main motivator for users and with enterprise applications (virtual training, serious games…)

Please not that these fields overlap themselves:

A wide typology of uages

You can find on this map various groups which are related to specific usage:

Obviously, all these universes are not at the same maturity level: some are approaching the final stage of their life cycle (like Everquest), some others are crossing a turbulence area (Yankee Group Says Hype of Second Life Far Outweighs Its Ability to Impact Mainstream Interactivity), others are growing very fast (Gaia Online) and some are repositioning themselves (like IMVU which is morphing into a social network and Entropia Universe which will try to compete with video games).

A nearly saturated market?

With more than 150 active or soon-to-be-launched virtual universes, accept some numerous take over and disappearances. In this profusion, which universe is the right one? Its’ a hard guess since only two audience niches are sharply targeted: teen and adults (Virtual Worlds Are Trendy Spot for Kids and Teens).

It took 10 years to structure the internet media landscape and provide announcers with reliable communication tools (adwords, adsens…) and measure tools. How long will it takes with the virtual universes media landscape? Who will master advertising inside these new territories / markets? Is co-creation a reality? So many questions… which will find answers in the next months. Stay tuned.

October 01, 2007

MellaniuM Puts Second Life In Skype


(* Source : Caleb Booker *)

Today I met with Joe Rigby, co-owner of a very young startup called MellaniuM. His company is in the process of experimenting with two things: video streaming from 3D environments, and finding new ways to use custom virtual worlds for business applications. He's already had some impressive successes.

We started off in Skype voice chat, but then he met me in Second Life at the same time. Using tools his company haven't even named yet, he was able to broadcast video of our avatars meeting through Skype. (Click the picture for full-size.) They still consider it technology in the pre-alpha stage, and won't feel like it's ready for consumers until they have it running in much higher detail. Even at the low resolution, being "in" Second Life through Skype and, in addition, seeing myself through multiple camera angles at once was a pretty impressive experience.

This was, of course, just the beginning. He switched from Second Life to a custom environment they had built with the Unreal 2 engine and again, streamed it right through Skype. The great part about using an engine like this one was that they were able to import high-detail AutoCAD files and make them look extremely realistic. Soon I was watching a high-quality alien avatar from Mars Attacks! exploring the environment in real-time. Below is a video of the world he had walked me through that they apparently built over the course of a few days.

Recently Rigby showcased the technology at the Copper/Cobre Conference. All of the other presenters went up and showed PowerPoint presentations. Rather than show a series of AutoCAD sketches, he plugged his laptop into the projector and walked the crowd through a 3D rendering. A copper smelter in the U.S. retained him to create a "virtual furnace" that not only showed the schematics in high resolution, but had walls lined with photographs of how everything is supposed to look as you assemble the machine. Not only that, but you can actually enter the furnace itself and (through color coding) see how everything is supposed to fit together.

Even though his company has already been retained by a few engineering firms for more work, Rigby sees more applications for high-resolution custom worlds. He's currently in touch with several galleries in London to create scale models of the buildings with high resolution art renderings inside. People could download them for a token fee (maybe five dollars) and collect them over time as the gallery updates itself with new exhibits. Also, since "Unreal 2" is a server-based platform, you could walk around these little worlds with your friends.

MellaniuM has only been experimenting with the possibilities since September of last year and has already shown some great innovations. If they keep up this pace they'll be the ones to watch in the future.

 See Video

September 24, 2007

Plenty of Material Girls in the Virtual World


(* Source : Nextgreatthing.com*)

Sherrie Hui says : 

Imagine how much you would shop if you could pick a perfect body. With the advent of computer graphic simulation, playing dress-up has taken on exciting, previously unattainable possibilities. Just about everything looks good on your idealized avatar, right? Virtual costumes play into today’s love of customization, allowing men and women to more fully realize an online or gaming identity, and savvy businesses are taking the first steps to brand fantasy fashion.

Miuccia Prada’s creations, often dubbed “cerebral” or “highly editorial”, translated perfectly into the high-gloss CGI world of Shinji Aramaki’s anime film Appleseed: Ex Machina. The designer’s costumes have added a touch of luxury to the virtual world of anime—possibly the only other facet of Japanese pop culture that generates a Prada-sized tsunami of consumer fanaticism. Design influences have always flowed between worlds both physical and imagined. Prada’s Appleseed outfits informed her fall 2006 Metropolitan Arrmor collection, and Vogue’s new darling, Rodarte, drew inspiration from Hayao Miyazake’s Spirited Away for spring 2008. The trend that’s truly grabbing everyone’s attention is virtual retail.

prada-appleseed.gif
A costume from Appleseed: Ex Machina

Fashion brands are transitioning from the real world to simulated environments, like The Sims and Second Life, with increasing fluidity. H&M has partnered with The Sims and Yahoo to give consumers the ability to do everything from dressing an avatar in H&M to creating personal designs and assembling an online runway show. From the virtual designs submitted to The Sims 2 H&M Fashion Runway Showcase, H&M will choose one design to manufacture and sell in stores.

hm.jpgsecond-life.jpg
H&M in The Sims 2; Aimee Weber on Second Life

While simulated sex is still the most profitable Second Life industry, fashion is growing fast enough to garner investments from American Apparel and Adidas, which have both opened virtual stores selling styles that imitate the ones they carry in their brick-and-mortar establishments. (Second Life avatars deal in Linden Dollars, which can be exchanged for actual currency.) Avatar fashion has even spawned Second Life critics and commentators, like Janine Hawkins (alias: Iris Ophelia) of the popular fashion magazine Second Style. Hawkins earns a Linden Dollar salary from arranging fashion shoots, writing about trends, and interviewing designers in the virtual world.

For those still anchored to their first life, gaming offers another entrée into avatar fashion. Even retail-allergic men enjoy customizing the outfits on their wrestlers for Xbox 360’s WWE Smackdown vs. Raw, and players can earn “style points” for their outfits on Def Jam: Icon, a street-fighting game with hip-hop elements. Video game developers can earn product placement dollars by branding items found in games, like Vans sneakers in Tony Hawk’s Project 8. Gamers who fall in the love with the Vans on their avatars can seek them out in real life.

Life gets easier in the avatar world. If you want to design your own wedding dress, just create a virtual model on iVillage and piece together design templates for a personalized gown. You don’t need to draw, sew, or get out of a chair. Despite the obvious limitations of an avatar stand-in, virtual fashion allows consumers to explore creative arenas that seem intimidating in everyday life.

August 17, 2007

Bates Digital Boot Camp

(* Source: b-side *)

 

Thanks David for the invite to your digital conference.  Here is a copy of my presentation for your reference. 

July 19, 2007

Online Productivity Toolbox: 30+Resources to Get Things Done


(* Source: James Mowery *)

productivity_2.png

Being unproductive on the web is easy: click over to YouTube, surf Facebook profiles or go on a Wikipedia binge for a couple of hours. But thanks to the many free and useful new applications on the web, it’s also getting easier to keep your life in order. For the next installment of our “toolbox” series, we take a look at the best services for staying in control of your life on the web.

Word Processing Services

zoho.png

Online word processing provides you with ways to manage and write documents without a download - great for collaboration or those using multiple computers.
Google Docs - A way to create your documents and share them too.
Zoho Writer - Serious competition to Google Docs. There are some options present that Google Docs lacks and of course vice-versa.
ThinkFree - Think Microsoft Office, except this is the online equivalent.
Buzzword - A recently discovered service that is still in private beta. It has many offerings and a slick interface to boot! (Private Beta)

Web Portals

pf1.png

You have the potential to be productive the moment you turn on your computer and fire up that web browser. You can have all the information you want and need accessible to you immediately by using one of the following services.

Netvibes - Generally considered to be the first successful, independent startpage.
Pageflakes - Pageflakes could be considered the brother-in-law to Netvibes and both have very similar offerings in customization and content.
iGoogle - If you have a Google account, then the iGoogle comes part of the package deal, and since many of us have Google as our home page anyways, why not give iGoogle a trial?
My Yahoo - The offerings are somewhat more customizable than iGoogle, but essentially the same concept from a different provider.

Calendar Services

gc.png

Let’s say you have your parent’s anniversary, project deadlines, and finally taking the family pet to the vet all coming up this week. Having all these things on a calendar is undoubtedly the way to go for keeping track of these events. Unless you prefer writing it on your hand…

Google Calendar - I personally use Google Calendar on a daily basis. It is just that freaking awesome!
Yahoo! Calendar - Yahoo provides a pretty good, but basic, calendar application for organizing your life
30 Boxes - Has a lightning fast interface that is really easy to navigate makes this a good contender.
Kiko - A very nice calendar application with a drag & drop interface.

Contact Management Services

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Your cell phone and e-mail program are likely your primary sources for keeping information about your contacts. This is fine. You must ask yourself though, what happens if your cell phone is lost, your webmail account goes down or you lose all the data on your computer? You are pretty much screwed. Time to rethink the way we do contact management.

Plaxo - One of the best known services which allow you to keep track of contacts. Other services that can tap into your Plaxo account and utilize your contacts with your permission.
Tabber - was created with the notion of linking together friends from many social sites and services, but it still serves very well as an address book and contact management application.
Highrise - A premium option to manage your business contacts. If you are more serious about keeping your contacts and have hundreds of them, this could be a cost efficient solution depending on your needs.
HyperOffice - Another premium service that offers control of your contacts. This is for more serious contact management.

News Readers

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Why bother with the daily newspaper when you can receive all your information through the Internet? These news readers will help you stay on top of current events with nothing but a browser and a connection.

Google Reader - If you would like a straight and simple news reader, then Google Reader might be worth your time to check out.
Bloglines - A competitor to Google Reader, and offers most of the same services, just a matter of personal taste as to your selection.
Netvibes - Netvibes, as well as being a web portal, serves the other critical purpose of being a news reader for any page that provides an RSS/ATOM feed.
Pageflakes - Like Netvibes, provides RSS modules and can be used as a news reader.

Communication Services

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Stickam - If live video conversations are your thing, then Stickam provides you an excellent opportunity to mingle with friends, coworkers, or just random people if you so desire. We wouldn’t use it for business calls, though.
Google 411 - This service from Google is likely something you have never tried before, but once you do, you might use it for a long time coming. A good 411 replacement. (US Only)
Meebo - If you prefer to communicate with friends and colleagues through IM, then Meebo is the site for you to do it all in one easy to use program.
Gmail - The king of e-mail? We think so. Much more efficient at handling large volumes of email than rival services.

Charting & Diagram Services

fc.png

Ever heard of brainstorming? Of course you have! Well, the following applications follow the same line of thought, but now you can throw your ideas in charts and diagrams often referred to as “mind maps” to plan any future project you may attempt. I personally use these types of applications very often.

Flowchart.com - The title says it all really. Flowchart allows you to create charts and diagrams in a nice drag & drop interface. (Private Beta)
MindMeister - Offering both a free and premium version, MindMeister focuses on collaboration in an easy to use “mind mapping”environment.
Mind42 - Yet another “mind mapping” web app that allows you to collaborate with others. This one is completely free.
Gliffy - Likely the most technical and detailed option on this list. It has many more options available than the others.

Mapping Services

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If you need to find out where you are going, and how to get there, these tools can help prevent (or at least reduce) the amount of times you get lost on those long road trips.

Google Maps - Recently has taken over as one of the best mapping tools out there. Not only does it have streets, but you can get an insane amount of data displayed on Google Maps through other services like StreetAdvisor.
Yahoo Maps - Google has obviously driven Yahoo to improve its mapping services, and it shows here.
Mapquest - A very reliable source for getting you from point A to point B.

File Storage Services

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Box.net - A very nice solution to uploading and backing up your files, as well as sharing them. You can sign up for free and get a gig of space, or you can have additional storage with the premium options.
MediaMax - Another powerful and useful service to regularly back-up all your important data.

 

May 09, 2007

Shift Happens

(* Source: James Chadwick *)

 

James says...

Last month Slideshare ran a competition to find the world’s best presentation. They got over 400 enteries and they just announced the winner and runners-up here. 

The winner was Shift Happens, an overwhelming collection of powerful statistics about the shifting power dynamics in the world today. More proof that stats and facts, not soft rhetoric, are the most powerful form of persuasion and communication.

 

April 26, 2007

Experiences, Not Ads

(* Source: Misha Cornes *)

 


Haasheader

 

 

Last week I gave a lecture at UC Berkeley's Haas School of Business.   A former professor asked me to speak to her Integrated Marketing Communications class, and I spent some time talking to them about trends in user-centric design, inter-agency collaboration, and a view of the agency world from the MBA perspective.  It's always fun to meet with students, and it was great to be back at my alma mater on a sunny Berkeley afternoon.

I think most students see themselves as brand managers, not ad professionals, and it was great to have an engaging and frank discussion with a bunch of smart future clients.  Among their more interesting questions:

  • Can the the interactive channel could hold its own as the center of a marketing campaign? (Yes.  I pointed them to the Jeep Patriot Adventure and Mudds campaigns)
  • Should we take a best-of-breed or one-stop shop approach to agency hiring? (Depends.  I think the more engaged a brand's customers are, the more important it is to hire specialists who are experts in their channel.  The Nike/ Weiden & Kennedy split is a prime example of a great ad agency that is not equipped to handle the digital medium.)
  • How can we get more into user-generated campaign ideas without giving up control of the brand? (Oy.  There's basically an inverse relationship between your willingness to experiment/ let go and how excited consumers are going to get about your campaign.  Strike a balance between no control (Chevy Tahoe) and no fun (Nissan Sentra).

You can view the slide presentation here.


 

April 19, 2007

Video Gaming Trends By David Rosenberg At The PSFK Conference NYC

(* Source: Piers Fawkes *) 

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PSFK Conference Presentation: A Whole New World - David Rosenberg

 

David Rosenberg is the Director of Emerging Media at JWT in New York. Currently at JWT for almost two years, David's group focuses on gaming, mobile and social media programs that utilize new media technologies to deliver strategic branding solutions for clients. In addition, David constructed the marketing wire frame for The Nursery (thenursery.tv), a creative incubation and experimentation lab that produces original animation content in order aggregate audiences on and offline.

This talk given at the PSFK Conference New York 2007 looked at what was driving the widespread adoption of video gaming and online worlds and what cultural shift video gaming was defining.

Video here.