SXSW Interactive 2014
What’s Hot, What’s Not and What’s Next
Alyssa Gardina
@agardina
PART ONE
WHAT’S HOT
BIG [BAD?] DATA
The line between relevant and creepy is getting
blurred as personal and location based data are
easily gat...
25% of all #SXSW tweets
DIGITAL CURRENCY
As the Internet truly becomes the WORLD wide
web, there is an increasing need for a common
global currenc...
Bitcoin, anyone?
HARDWARE OVER
SOFTWARE
The popularity of apps decreases
(sorry, Foursquare) and hardware
becomes SXSW’s new darling.
IRL o...
Wearable madness
3-D printing for all
THINKING BEYOND
PLATFORMS
Don't be limited by existing form factors.
Great content is the key as brands become
builders of...
The form factor is the message
PART TWO
WHAT’S NOT
TECHNICAL DIFFICULTIES
As SXSW continues to grow, difficulties plague
the conference experience, amplified by
attendees’ c...
CONTENT AND
EXPERIENCE OVERLOAD
As more content is created, branded
content needs to go beyond bringing a
good idea to lif...
WHAT APPS?
Developers are predicting that mobile apps will no
longer exist in 3-5 years. The web browser will catch up
and...
PART THREE
BRANDS AT SXSW
GO BIG OR STAY HOME
Don't bring your brand to Austin unless
you have an authentic way to
breakthrough the noise. Ones that...
Powering up attendees
Welcoming our robot overlords
Catching a lift
3-D printing the
brand experience
PART FOUR
KEY TAKEAWAYS
1. One-to-one is #1
2. Boundaries are blurring
3. Brands will always make a splash
4. If you go, go with a goal
@agardina
agardina@webershandwick.com
slides @ webershandwicksouthwest.com
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SXSW Interactive 2014: What’s Hot, What’s Not and What’s Next

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Learn the key takeaways from this year's SXSW Interactive conference in Austin, TX. From data to wearables to big brands activations, this recap covers what’s next in the digital space and how you can apply it to your day-to-day work.

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SXSW Interactive 2014: What’s Hot, What’s Not and What’s Next

  1. 1. SXSW Interactive 2014 What’s Hot, What’s Not and What’s Next Alyssa Gardina @agardina
  2. 2. PART ONE WHAT’S HOT
  3. 3. BIG [BAD?] DATA The line between relevant and creepy is getting blurred as personal and location based data are easily gathered. Platforms and brands need to stay on the right side of this line. Big data is ripe for monetization and companies are looking for new ways to best leverage it while avoiding consumer backlash. The legal community is paying close attention. Think about real data requirements AND protection before collection.
  4. 4. 25% of all #SXSW tweets
  5. 5. DIGITAL CURRENCY As the Internet truly becomes the WORLD wide web, there is an increasing need for a common global currency for commerce (real and virtual).
  6. 6. Bitcoin, anyone?
  7. 7. HARDWARE OVER SOFTWARE The popularity of apps decreases (sorry, Foursquare) and hardware becomes SXSW’s new darling. IRL over online experiences – is this CES or SXSW?
  8. 8. Wearable madness
  9. 9. 3-D printing for all
  10. 10. THINKING BEYOND PLATFORMS Don't be limited by existing form factors. Great content is the key as brands become builders of experiences.
  11. 11. The form factor is the message
  12. 12. PART TWO WHAT’S NOT
  13. 13. TECHNICAL DIFFICULTIES As SXSW continues to grow, difficulties plague the conference experience, amplified by attendees’ complaints on social media. Struggling to dial in presenters, audio issues, cell service and infrastructure shortfalls were again frequent. The rain didn’t help any, either!
  14. 14. CONTENT AND EXPERIENCE OVERLOAD As more content is created, branded content needs to go beyond bringing a good idea to life. It will need to be increasingly customized and provide unique experiences to breakthrough. Insert YOU Here
  15. 15. WHAT APPS? Developers are predicting that mobile apps will no longer exist in 3-5 years. The web browser will catch up and eventually provide a more powerful user experience that transcends across mobile operating systems.
  16. 16. PART THREE BRANDS AT SXSW
  17. 17. GO BIG OR STAY HOME Don't bring your brand to Austin unless you have an authentic way to breakthrough the noise. Ones that provide relevant services and experiences have a head start.
  18. 18. Powering up attendees
  19. 19. Welcoming our robot overlords
  20. 20. Catching a lift
  21. 21. 3-D printing the brand experience
  22. 22. PART FOUR KEY TAKEAWAYS
  23. 23. 1. One-to-one is #1 2. Boundaries are blurring 3. Brands will always make a splash 4. If you go, go with a goal
  24. 24. @agardina agardina@webershandwick.com slides @ webershandwicksouthwest.com
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