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Sxsw presentation june

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Sxsw presentation june

  1. 1. Lessons fromSXSW Interactive 2011<br />
  2. 2. What I’ll be talking about<br />Potted history of SXSW<br />All that matters...<br />SoLoMo<br />Social TV<br />Game dynamics and the game layer<br />Brand journalism<br />The future’s in your mind<br />
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  6. 6. Twitter launched prior to SXSW “to a whimper”<br />Image of Zuckerberg<br />Foursquare<br />
  7. 7. Twitter launched prior to SXSW “to a whimper”<br />Image of Zuckerberg<br />Foursquare<br />
  8. 8. SXSW Interactive 2011<br />
  9. 9. SXSW Interactive 2011<br />
  10. 10. SXSW Interactive 2011<br />
  11. 11. Phones<br />Social<br />Location<br />Mobile<br />SoLoMo<br />
  12. 12. “<br />A smartphone today would have been the most powerful computer in the world in 1985<br />”<br />Horace Dediu, former Nokia Executive <br />In fact, today's phones have about the same raw processing power as a laptop from 10 years ago. And every year they close the gap.<br />Source: The Guardian<br />
  13. 13. Smartphone salesto beat PC sales by 2011<br />
  14. 14. Location, location, location<br />The mobile phone acts as a cursor that connects the digital and physical worlds<br />
  15. 15. Nicaragua Raids Costa Rica, Blames Google Maps<br />
  16. 16. The father of Foursquare<br />
  17. 17. It’s not just about badges<br />now Foursquare is moving beyond the early-adopter market...<br />...the app will become more useful as a local guide for people who don’t want to check in everywhere they go.<br />Source: Financial Times<br />
  18. 18. Social TV<br />
  19. 19. Social TV<br />technology that supports social interaction in thecontext of watching television<br />Source: Wikipedia<br />
  20. 20. Backchannel<br />Backchannel is the practice of using networked computers to maintain a real-time online conversation alongside live spoken remarks.<br />Initial thinking was around integrated TV set offerings... but<br />
  21. 21. The Second Screen<br />
  22. 22. Wifi – unleashes laptops<br /> (and smartphones)<br />Source: Percentage HH, Touchpoints 3 (2010) vsTouchpoints 2 (2008)<br />
  23. 23. Smartphone salesto beat PC sales by 2011<br />
  24. 24. Tablets redefine the backchannel<br />
  25. 25. Re-linearization of TV<br />“<br />”<br /> linear TV, far from being dead, <br />is actually making a resurgence<br />Chloe Sladden, Twitter<br />
  26. 26. Beyond Twitter<br />
  27. 27. Game dynamics and the game layer<br />
  28. 28. The Game Layer<br />“creatively designed incentives and game-like compulsion loops”<br />
  29. 29. Game Dynamics<br />A collection of ways to influence behaviour that form the basis of many games but that can also be applied to achieve desired business and/or social outcomes<br />A form of applied Praxeology<br />The science of human action<br />Related to behavioural economics<br />
  30. 30. Appointment Dynamics<br />
  31. 31. Influence <br />and Status<br />
  32. 32. Communal Discovery<br />
  33. 33. Labour camp gold farmers<br />
  34. 34. Brand Journalism<br />
  35. 35. Brand Journalism<br />“<br /> a method of engaging our audience in discussions about the brand. This is done by creating compelling content and messages as well as by incorporating the audience’s own viewpoints <br />”<br />Kyle Monson, JWT<br />
  36. 36. What brands can learn…<br />from news rooms and political campaigns<br />Working in real time<br />new content every day that promotes and encourages dialogue with their target audience<br />They must also monitor new blog entries, videos and other items using (for example) RSS feeds or Twitter<br />and political campaigns <br />Messages are clearly formulated, with daily news about the “brand”, but oriented toward current events<br />Source: Albert Pusch, Brand Republic<br />
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  42. 42. Seth Godin in 2004<br />changing the marketing without changing the underpinnings of the business is almost always a bad strategy<br />The marketer doesn't get to run the conversation. It's not really brand journalism that's happening, you see. It's brand cocktail party!<br />
  43. 43. Win or Fail?<br />
  44. 44. A quick look into the future…<br />
  45. 45. From gesture to mind control<br />
  46. 46. …for prosthetics<br />
  47. 47. Smart dust<br />Wireless sensor networks<br />
  48. 48. Robots!<br />
  49. 49. SXSW Interactive 2012<br />come with us!<br />
  50. 50. In summary<br />The only things that matter are social networks, games and phones...<br /> ...and cheetah robots...<br /> ...and in the words of William Goldman,<br />“nobody knows anything”<br />
  51. 51. Social gibberish<br />http://www.youtube.com/watch?v=NUbbDXHtQxU&feature=player_embedded<br />

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