Aerva: How to Stop Viewers in Their Tracks with Captivating Public Space Digital Entertainment
1. CASE STUDIES COMPANY PRODUCTS & SERVICES MARKETS & GO-TO-MARKET
Digital Signage Expo 2011: Lunch-N-Learn
How to Stop Viewers in Their Tracks with Captivating Public
Space Digital Entertainment
Sanjay Manandhar
CEO
Aerva, Inc.
sanjay.manandhar@aerva.com
Twitter: @sanjaymanandhar
2. WHAT are you trying to ACHIEVE?
End User Entertainment
Branding/Awareness Building
Media Revenues
Commercial Sales in the area
3. WHO is the CUSTOMER?
End User
Brand/Agency
Board Owner
y
City
Private Landlord
OOH Operator
4. WHAT is the PROJECT?
Timeline + duration
Event
Campaign
Media buy/media l
M di b / di plan
Features
Messaging/Videos
Mobile interactivity
Social Media Interactivity
Gaming g
Money flows
Execution
E ti
Hardware, Software, Permits, Proof-of-Performance
6. Case Study
FOUNTAIN SQ Downtown Gentrification
OBJECTIVE
Engage fan-base in hockey rink & on TV
DISPLAY
28 feet x 42 feet outdoor LED
IMPLEMENTATION
Mobile interactivity for Pic2Screen, mobile Poll
Digital Signage engine
Ad management engine
Network management
RESULTS
Highly engaged viewers
Client generating ad revenues
Cli i d
Increased foot traffic into downtown
7. Case Study
KODAK TIMES SQ NYC
OBJECTIVE
Allow user generated and controlled
content to draw attention to the brand
DISPLAY
Kodak LED in Times Square
IMPLEMENTATION
Mobile interactivity for Pic2Screen
User submitted
User-submitted images via email RESULTS
User texts code to trigger exactly Highly engaged viewers
when they want picture posted on the web and on location
Photo Moderation Web Interface in Times Square
Network management Invaluable brand building
for Kodak
8. Case Study
REDWINGS Hockey Game
OBJECTIVE
Engage fan-base in hockey rink & on TV
DISPLAY
Four-sided LED board above center-rink
IMPLEMENTATION
Mobile interactivity for mobile Poll
Live switch from game to media player
Network management
RESULTS
Highly engaged viewers
Invaluable b d b ildi
I l bl brand building
for RedWings and sponsors
9. Case Study
MOBILE Interactivity
APPLICATION What is the GOAL?
Txt2Screen, Polling, QR codes, Gaming
IMPLEMENTATION
What mechanism (IP, SMS, IVR, Bluetooth, etc.)
Shortcode/longcode
Free/Premium
RESULTS
usage,
Metrics (total usage total transactions)
10. Case Study
FACEBOOK + MOBILE + DIGITAL SCREEN
OBJECTIVE
Allow users to send videos from Facebook
to a public digital billboard to augment a
brand
b d
DISPLAY
Any display (indoor, outdoor, web)
IMPLEMENTATION
Facebook Connect application RESULTS
User-submitted videos via Facebook Engagement of Facebook users
Video Moderation Web Interface Highly engaged viewers
Network management on the web or on location
Scale f F
S l of Facebook users and
b k d
viral nature of sharing
11. TECHNOLOGY ASPECTS
DISPLAY MOBILE Interactivity
LED nits Mobile (polling,
LCD text2screen, pic2Screen)
Mesh
Lighting choreography SOCIAL MEDIA Interactivity
Twitter, FourSquare
CONTROLLING Software Facebook
Schedules + Timelines
Content types GAMING++
Interactivity QR Codes
Gaming
RELIABILITY
Display redundancies
Network redundancies
UGC moderation
12. MEDIA Buy
OOH Line Item
Planned Spot Campaign
Ongoing Campaign
Some Parameters
Costs vary wildly from low to extremely high
Exclusive position/time, roadblock positions
Package deals with static OOH or other media
One-off or ongoing
Juxtaposition rules (with other brands)
Proof of Performance
Reports, Images, Videos
13. AERVA COMPANY OVERVIEW
Aerva’s platform is designed to be at
the intersection of three high-growth channels
Mobile
Social Networking
Digital Signage (digital out-of-home)
g g g ( g )
Scalable and flexible go-to-market
with a variety of partners
Founded in 2005 by MIT alums
Hangman application integrating mobile with Digital out-of-home