Whilst we sometimes focus on the rational benefits of technology, digital interactions affect us on a biological and emotional level. The web and its metrics made our real self and our web self became two different characters.
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Munich Feb. 2015
| Marcus Naumann, Strategy & Innovation Lead |
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The digital thrill-seeking society.
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“All of the sudden we’re in the information age & attention society!”
Virtual Reality
Beacon
Geolocation
Machine Learning
Apps
Wearables
Robots
Smart Data
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Oh, really. Why?
“All of the sudden we’re in the information age & attention society!”
Virtual Reality
Beacon
Geolocation
Machine Learning
Apps
Wearables
Robots
Smart Data
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9.5 hours needed to hunt and collect food to
generate the calories your body requires.
Enough time to snap your meal, send it around the
world and eat it after it was liked 25 times.
6th February 10.000 BC 6th February 2015
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Era of just being there
Era of hunting & gathering
Era of moving around
Era of creating culture
Era of fighting for strange reasons
Era of steam-machines
Era of fighting for no reason
Era of productivity increase
Era of politics & globalization
Consumer Web
100.000 BC
10.000 BC
5.000 BC
0
1098 - 1850
1900
1945
1960
1980
2000
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Era of just being there
Era of hunting & gathering
Era of moving around
Era of creating culture
Era of fighting for strange reasons
Era of steam-machines
Era of fighting for no reason
Era of productivity increase
Era of politics & globalization
Consumer Web
100.000 BC
10.000 BC
5.000 BC
0
1098 - 1850
1900
1945
1960
1980
2000
Alone or in small groups
Connected
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Whilst we sometimes focus on the
rational benefits of technology,
digital interactions affect us on a
biological and emotional level.
Grant Owens GVP Planning at Razorfish: “Technology has changed everything. Including our brains”
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The web satisfies the human need of
infinite jest.
Because everything we do is voluntary.
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If you can do anything you want online,
you probably won’t open your tax
declaration programme.
The web promises infinite jest.
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The web’s voluntary and frivolous character
triggers childish behavioural patterns.
Are we the same person online?
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Basic needs of a baby:
• Meeting their everyday needs
• Feel safe and secure
• Love and hugs
• Plenty of praise
• Smiles
• Talking
• Listening
• Learn new things
• Take care of their feelings
• Rewards and special treats
Source: department for child, youth and family New Zealand
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Basic needs of a consumer today:
• Meeting their everyday needs
• Feel safe and secure
• Love and hugs
• Plenty of praise
• Smiles
• Talking
• Listening
• Learn new things
• Take care of their feelings
• Rewards and special treats
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Basic needs of a consumer today:
• Meeting their everyday needs
• Feel safe and secure
• Love and hugs
• Plenty of praise
• Smiles
• Talking
• Listening
• Learn new things
• Take care of their feelings
• Rewards and special treats
customer centricity
customer care
reward for ownership
customer experience
social media
edutainment
customer experience
create loyalty
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• Smart Algorithms
• Protocols / Cache / Cookies
• Big Data / Smart Data
• Prospective Buying
Filtered information.
Welcome to the Era of the Child
Children can’t decide what
information is relevant to them. >
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• One-Click Registrations
• Gamification
• Unobtrusive Technologies
Brutal simplification.
Welcome to the Era of the Child
Kids get annoyed really quickly.
>
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• Design Thinking
• A/B Testing
• Dynamic landing Pages
Customer centric design.
Welcome to the Era of the Child
Kids can’t focus on two things at
the same time. >
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• Location-based services
• Beacon technology
• Mobile Streaming
• Reward Apps
• Image Recognition Software
Mobile web.
Welcome to the Era of the Child
Kids want to explore their
environment. >
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• YouTube Tutorials
• Buzzfeed Analytics
• Longreads
• E-Learning
Edutainment & data journalism.
Welcome to the Era of the Child
Kids enjoy learning.
>
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• Nest
• Touch Applications
• Arduino Boards
• Sensors and APIs
Internet of things.
Welcome to the Era of the Child
Kids can make objects
come to life. >
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• Social Media
• Snapchat / WhatsApp / Telegram
• Tinder
• LinkedIn
One-on-one connection.
Welcome to the Era of the Child
Kids need a peer group when
growing up. >
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• Augmented Technology
• 3D Technology
• Spatial perception
• Hololens / Glass / Occulus
Virtual Reality.
Welcome to the Era of the Child
Kids don’t care if a story is real.
>
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Information age
Modern Technology
Era of the child:
A behavioural change how humans act online
• impatience
• wish to belong to a group
• lack of concentration
• reward orientation
• capacity for enthusiasm
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static network human oriented technology>“I’m in” “It’s mine”
Gen X Millenials
alone kind of connected heavily connected together alone
No web Modem web Smartphone web Cozy web
Industrial Age Information Age
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Methodology
1,680 individuals with Internet access completed our survey in the United States,United Kingdom, Brazil and China
during the spring of 2014. This study was conducted in partnership with the Center for the Digital Future.
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Methodology
1,680 individuals with Internet access completed our survey in the United States,United Kingdom, Brazil and China
during the spring of 2014. This study was conducted in partnership with the Center for the Digital Future.
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Methodology
1,680 individuals with Internet access completed our survey in the United States,United Kingdom, Brazil and China
during the spring of 2014. This study was conducted in partnership with the Center for the Digital Future.
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Methodology
1,680 individuals with Internet access completed our survey in the United States,United Kingdom, Brazil and China
during the spring of 2014. This study was conducted in partnership with the Center for the Digital Future.
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Era of the child
Tech has changed human behaviour
Latest technology makes us
think and act in a childish
manner online.
• impatience
• wish to belong to a group
• lack of concentration
• reward orientation
• capacity for enthusiasm
Future generations
(Millennials) way more than
Gen X.
The Smartphone is one reason,
but what when the web gets
ubiquitous?
I. Find new areas of
investment
II. Create better
products
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Silicon Valley innovation is never just about
tech, rather about trends in society
and how people behave.
How to apply your new insights – business opportunities.
I
43. 43 Unbundling – everything is going to get unbundled.
Products and services are packaged up and
taken/delivered to market
It was expensive to take
products to market
Technology lowers costs which makes it
possible to unbundle:
Banks: expensive to open a branch.
Silicon Valley: pick off each of the lines of
business and deliver them in a network based
business model.
Silicon ice cream
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To be innovative in the era of the child,
you need to think like a child.
How to apply your new insights – product development.
II
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How to invent like a kid.
Discovery
Try out new things,
discover different
perspectives & strive for
mass outcome
Prototyping
Create and build
something – think with
your hands
Role Play
Be emphatic, dive into
the everyday life of your
customers
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6 phases
Understand Explore Synthesis Ideation Prototyping Testing
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Play Serious
61. COPYRIGHT
This document is the idea of Razorfish GmbH creative agency for digital marketing.
All information and comments in this document are to be treated confidentially.
Utilisation of the ideas, proposals as well as rudimentary concepts contained in this
document is permissable only within the scope of the assignment. In particular, the
passing on or transfer of ideas to a third party is only permitted with the explicit
consent of Razorfish GmbH creative agency for digital marketing.
Editor's Notes
Die nutzung nimmt nocheinmal extrem zu. Wir vergleichen hier nicht silver surfer und millenials. Sondern zwei generationen, die so nah beieinander sind, dass sie sie womöglich auf der straße gar nicht richtig auseinanderhalten könnten.
Nicht nur die nutzung nimmt nochmal zu, auch das verständnis ändert sich: für gen x ist das smartphone eine technology, für millenials ein nicht wegzudenkendes tool. Für shopping, für entertainment, social und sogar für banking.
Das verändert das verhalten ggü werbung. Popcorn advertising mag immer noch wichtig sein, aber die neue generation erwartet von einer marke eben auch hilfe.
Und das über die großen märkte hinweg auf konstant hohem niveau.
Die era des kindes:
Während der Schullaufbahn immer weniger Werkzeuge, die ein spielerisches und konstruktives Denken ermöglichen
Bis Arbeitsplatz
Steril
Post-It einziges Mittel
“98 % aller Kinder sind Genies. Nach der Schule sind es nur noch 2 %.”
Werkzeuge zum Bauen zur Verfügung stellen
Interessant:
Kindergarten alles da
Designer nicht nur Künstler/Grafikdesign
Designer = Kreative = Jeder, der innovative Lösungen entwickelt
Aus der erforschenden Perspektive macht das Sinn.
Man kann mehr mit Kartons machen als mit einem einfachen Spielzeug
Tolles Beispiel für Erforschung und Experimentierfreude
Viele Jahre ohne konkretes Ziel vor Augen dem nachgegangen, was sie interessiert hat
Lounge Chair, 1956
Vom Deo-Roller-Ball
Zum Prototyp einer Computermaus
Erste Computermaus
1983
By David Kelley and Dean Hovey
Zero to ship in 9 month
Im Zeitalter ohne 3D-Drucker
Alles genommen, was man in die Finger bekommen hat (Teile vom Kühlschrank-Motor, Schalthebel von seinem BMW)
Oder beobachten überfüllte Notaufnahme mit Fällen, die keine Notfälle sind.
Marienkrankenhaus in HH: Umstrukturierung, effiziente Einbindung allgemein- und akutmedizinischen Versorgung
Rollenspiele sind der beste Weg, um Schwachstellen in Ideen/Lösungsansätzen zu identifizieren.
Real vorstellen, wie sich eine Erfahrung anfühlt -> Erfahrung selber machen
Dabei war es mal so einfach.
Jeder von uns hat Polizei und Räuber gespielt – heute auch Zombie
Forschung über Verhalten von Kindern -> Rollenspiele sollten ernst genommen werden
KINDER folgen sozialen Drehbüchern
-> von Erwachsenen gelernt (Mutter/Vater/Kind: Kommst du nach Hause? Nein, ich muss noch arbeiten.)
-> Schnelles Verstehen: Regeln der sozialen Interaktion
-> Hohe Sensibilität, wenn Regeln gebrochen werden (Polizei und Räuber vs Feuerwehrmann)
ERWACHSENE- große Sammlung an soz. Drehbüchern durch Erfahrung
Ausgeprägte Intuition, ob authentisch
-> Rollenspiele sehr wertvoll und verlässlich, um Situationen zu erschließen
Iterativer Prozess, springen in eine vorherige Phase jederzeit möglich
Stetiger Wechsel zwischen Spiel und Ernst