/////Building It Together/////
////Why Transmedia?////
/////What is Transmedia?////
                      Transmedia Tools
                       All traditional media

                       Facebook, SN – and new add on

                        tools – like Social Samba
                       IM, Twitter, email, photo sharing –

                        Instagram, Chute
                       Internal communications tools –

                        yammer, Jive, Basecamp
                       Broadcast synch apps – Miso

                       Location awareness and check-in

                        apps – Foursquare, Yelp, GetGlue
                       UGC

                       AR – and other new techs on the

                        horizon
Transmedia is about the
Story
The Audience and the Tools




The medium
and the message
////What it’s Not ////

    Integrated Marketing: Similar foundation, expands
     beyond traditional IM campaigns and creates unique
     to “media” story enhancements and deployments
    Franchising: Like IM, franchises often only focus on
     bring an IP across platforms and not creating unique
     story focus dependent on device/UX
    Gamifcation or SM: Both of these can be essential
     elements of a successful TM campaign, but do not
     define it
/////Why Transmedia?////




  Source: The New Multi Screen World – Understanding Cross Platform Consumer Behavior, Aug 2012
////Sequential and Simultaneous Use////




Source: The New Multi Screen World – Understanding Cross Platform Consumer Behavior, Aug 2012
////Immedia Lab and Transmedia SF////
                  Engage and Delight Your Customers
       on all of their Devices – Wherever, Whenever, However

- Inspires awareness
  and affinity
- Improves brand value
  and understanding
- Deepens relationships
- Encourages and
  promotes NPV
- Drives CONFIDENCE
////5 P’s of Marketing////

                       Product




            Place    People       Price




                      Promotion
////Today’s Smart, Well Informed Markets////

          B2B                      B2C                           P2P

 Relationship driven      Product driven             •   Product, Brand,
 Maximize the value of    Maximize the value of          Relationship
 the relationship         the transaction            •   Market segmentation and
 Small, focused target                                   narrow casting
                          Large target market
 market
 Multi-step buying        Single step buying         •   Many people research
 process, longer sales    process, shorter sales         everything
 cycle                    cycle
                                                     •   Brand value is a
 Brand identity created   Brand identity created         relationship
 on personal              through repetition and
 relationship             imagery                    •   Full spectrum
                                                         communications
 Educational and          Merchandising and
 awareness building       point of purchase          •   Rational, Emotional - pain
 activities               activities                     and pleasure
 Rational buying          Emotional buying
 decision based on        decision based on
 business - and           status, desire, or price   Know, friend and like
 personal - value
                                                       your customers
////Lessons for and from Business to Business////

                                CMM

• Several Customers/Clients to Consider
• Key Decision Makers
• Key Influencers/Gatekeepers
• “No” People/ “Yes” People




 Focus messaging on
 KDM – but consider
     all parties…
////KDM and Gatekeepers////

B2B – IT Sales (SGI)           B2C – Breakfast Cereal
• KDM – VP of Production,      • KDM – Mom
CTO, CEO
                               • Key Influencer – Kid
• Key Influencer – Director,
                               • Gatekeeper – Mom or
Line Artist, Developer
                               Dad
• Gatekeeper – CFO ($),
Head of IT (work)
/////CASE STUDIES////
////Match Factor B2C (with B2B subset) Case Study////


 •   B2C Social Networking Game

 •   Connecting and parsing = key
     value props

 •   Playful approach to
     connecting, expressing tastes
     and defining interests

 •   Objective: Develop and create
     effective channel for MVP to
     test business and outline
     effective TM strategy
Consumer Target Audience
                              Gen I and AO Connected: Connecting via technology is a key part of their lives



                                                                   Who are they?
                                                                   • 60% are female
                                                                   • Between the age of 14 -28
                                                                   • Mostly single, in a young and carefree life stage
                                                                   • Belongers – who seeks to connect with others
                                                                   • They aspire to build their connections and be well regarded
                                                                   • They are influenced by friends, society and mores




                                                                   What do they look for in games/brands?
                                                                   • Connecting with others is primary
                                                                   •   Sharing and revealing themselves is key to their reward
            Business Indicators:
                                                                   •   Entertainment, fun and creating
            • Highly connected – 500 friends
                                                                   •   Very high involvement across all multimedia experiences
            • Willing to share personal info – 500 photos
                                                                   •   Will spend time and money to connect with others and be well regarded
            • Distrust marketing, but believe WOM
            • Influence others and are influenced by others



          Motivators: CONNECTIONS INFLUENCE FRIENDS FUN RECOGNITION
Source data: Primary market research, 2012
Match Factor Identity Customer

•College student, studying to be a nurse, works in the
school nursing office
•Currently single, but would LOVE to be in a
relationship
•Is involved in and wants to be a part of many
different groups
      –In a sorority, plays in band, goes to church and has lots of
      friends

•Many of her FB profile pics are with friends
•Open about her life, tastes, religion, preferences,
etc
•Likes cloths and fashion - is into the latest styles
but wants to also look unique
•Has very eclectic taste in music, media and books
•Is eager for recognition and attention                                 Jillian Thomas –
•Checks in on FB everyday, texts several times a                      friends call her Jilly
day, Skypes with far away family and friends
Building a Life for Your Identity Customer

              Jilly
Match Factor Results, Brand Story and TM Plans

Brand Story: Play Match Factor -
    Inspire play by showing others
    at play.
Messages:
     •   See How You Match Up
     •   Meet Your Matches
     •   Match Your World

TM Strategy
1. Launch on Facebook
2.   Tie IM component into play
     and rewards – not Twitter
3.   Create Mobile variation that
     connects to local “matches”
4.   Develop UGC tools to improve
     K factor and reach
5.   Other vehicles – Pinterest,
     Instagram, Fancy, Fab
////Salesforce Storyworld////

    Multiple channels and touchpoints of interactions
     with their customers and within the company.
    Each channel tells a unique story – each product
     answers a specific pain in the customer and is also
     marketed in a specific way.
    The brand narrative envelopes all the separate
     offerings into the brand storyworld.
////Salesforce Storyworld////

    Big brand storyworld – connect everything on the
     cloud
    Brand mascot – whimsical use of their brand story –
     no software
    Creates a fun object interaction within a company
     that is all cloud – no physicality.
    Its name is SAASY...




 (a nod to the “software as a service...)
////Salesforce Storyworld////

   Massive immersive brand
    experience...or
////Salesforce Storyworld////



• 90,000 registrants at Dreamforce '12
• 800+ sessions at Dreamforce '12
• 350+ partners at Dreamforce '12
////Salesforce Storyworld////

                                   A space for customers, fans
                                    and the general public to
                                    interact with their brand
                                    identity.
                                   Posters were spread all over
                                    downtown.


 Free perks for the whole city in the form of free admission to
  luminaries keynotes.
 Creating a “cool factor” to their brand narrative

 Letting both customers and the average Jane to engage in

  this experience be art of a bigger story.
////Salesforce Storyworld////

 All internal and external demo videos
  and other interactive marketing tell
  engaging stories.
 Use of animation and story centric tools

  in promoting new tools and software –
  both for customers and their own
  workforce
////Salesforce Storyworld////

   Use of story to help sell, explain, promote
    and keep engaging on the multiple channels,
    platforms, touch points of all their audiences
    – where ever they may be.

 Tell the right story on the right platform
 And all the rabbit holes lead to the

  bigger brand narrative
////Transmedia for Brands and Corporations////
  Engage and Delight Your Customers – Wherever, Whenever,
                           However


• Engage, Inspire and Create Confidence
• Understand your customer first – where, when and
  how they want to engage
• Develop unique born transmedia user experiences.
  Focus on the right screen and right message for the
  right audience.
• Set “innovation” budget – ala ad agencies, Disney…

Transmedia sf - presentation for the IABC Jan 16 2013

  • 1.
  • 2.
  • 3.
    /////What is Transmedia?//// Transmedia Tools  All traditional media  Facebook, SN – and new add on tools – like Social Samba  IM, Twitter, email, photo sharing – Instagram, Chute  Internal communications tools – yammer, Jive, Basecamp  Broadcast synch apps – Miso  Location awareness and check-in apps – Foursquare, Yelp, GetGlue  UGC  AR – and other new techs on the horizon
  • 4.
    Transmedia is aboutthe Story The Audience and the Tools The medium and the message
  • 5.
    ////What it’s Not////  Integrated Marketing: Similar foundation, expands beyond traditional IM campaigns and creates unique to “media” story enhancements and deployments  Franchising: Like IM, franchises often only focus on bring an IP across platforms and not creating unique story focus dependent on device/UX  Gamifcation or SM: Both of these can be essential elements of a successful TM campaign, but do not define it
  • 8.
    /////Why Transmedia?//// Source: The New Multi Screen World – Understanding Cross Platform Consumer Behavior, Aug 2012
  • 9.
    ////Sequential and SimultaneousUse//// Source: The New Multi Screen World – Understanding Cross Platform Consumer Behavior, Aug 2012
  • 10.
    ////Immedia Lab andTransmedia SF//// Engage and Delight Your Customers on all of their Devices – Wherever, Whenever, However - Inspires awareness and affinity - Improves brand value and understanding - Deepens relationships - Encourages and promotes NPV - Drives CONFIDENCE
  • 11.
    ////5 P’s ofMarketing//// Product Place People Price Promotion
  • 12.
    ////Today’s Smart, WellInformed Markets//// B2B B2C P2P Relationship driven Product driven • Product, Brand, Maximize the value of Maximize the value of Relationship the relationship the transaction • Market segmentation and Small, focused target narrow casting Large target market market Multi-step buying Single step buying • Many people research process, longer sales process, shorter sales everything cycle cycle • Brand value is a Brand identity created Brand identity created relationship on personal through repetition and relationship imagery • Full spectrum communications Educational and Merchandising and awareness building point of purchase • Rational, Emotional - pain activities activities and pleasure Rational buying Emotional buying decision based on decision based on business - and status, desire, or price Know, friend and like personal - value your customers
  • 13.
    ////Lessons for andfrom Business to Business//// CMM • Several Customers/Clients to Consider • Key Decision Makers • Key Influencers/Gatekeepers • “No” People/ “Yes” People Focus messaging on KDM – but consider all parties…
  • 14.
    ////KDM and Gatekeepers//// B2B– IT Sales (SGI) B2C – Breakfast Cereal • KDM – VP of Production, • KDM – Mom CTO, CEO • Key Influencer – Kid • Key Influencer – Director, • Gatekeeper – Mom or Line Artist, Developer Dad • Gatekeeper – CFO ($), Head of IT (work)
  • 15.
  • 16.
    ////Match Factor B2C(with B2B subset) Case Study//// • B2C Social Networking Game • Connecting and parsing = key value props • Playful approach to connecting, expressing tastes and defining interests • Objective: Develop and create effective channel for MVP to test business and outline effective TM strategy
  • 17.
    Consumer Target Audience Gen I and AO Connected: Connecting via technology is a key part of their lives Who are they? • 60% are female • Between the age of 14 -28 • Mostly single, in a young and carefree life stage • Belongers – who seeks to connect with others • They aspire to build their connections and be well regarded • They are influenced by friends, society and mores What do they look for in games/brands? • Connecting with others is primary • Sharing and revealing themselves is key to their reward Business Indicators: • Entertainment, fun and creating • Highly connected – 500 friends • Very high involvement across all multimedia experiences • Willing to share personal info – 500 photos • Will spend time and money to connect with others and be well regarded • Distrust marketing, but believe WOM • Influence others and are influenced by others Motivators: CONNECTIONS INFLUENCE FRIENDS FUN RECOGNITION Source data: Primary market research, 2012
  • 18.
    Match Factor IdentityCustomer •College student, studying to be a nurse, works in the school nursing office •Currently single, but would LOVE to be in a relationship •Is involved in and wants to be a part of many different groups –In a sorority, plays in band, goes to church and has lots of friends •Many of her FB profile pics are with friends •Open about her life, tastes, religion, preferences, etc •Likes cloths and fashion - is into the latest styles but wants to also look unique •Has very eclectic taste in music, media and books •Is eager for recognition and attention Jillian Thomas – •Checks in on FB everyday, texts several times a friends call her Jilly day, Skypes with far away family and friends
  • 19.
    Building a Lifefor Your Identity Customer Jilly
  • 20.
    Match Factor Results,Brand Story and TM Plans Brand Story: Play Match Factor - Inspire play by showing others at play. Messages: • See How You Match Up • Meet Your Matches • Match Your World TM Strategy 1. Launch on Facebook 2. Tie IM component into play and rewards – not Twitter 3. Create Mobile variation that connects to local “matches” 4. Develop UGC tools to improve K factor and reach 5. Other vehicles – Pinterest, Instagram, Fancy, Fab
  • 21.
    ////Salesforce Storyworld////  Multiple channels and touchpoints of interactions with their customers and within the company.  Each channel tells a unique story – each product answers a specific pain in the customer and is also marketed in a specific way.  The brand narrative envelopes all the separate offerings into the brand storyworld.
  • 22.
    ////Salesforce Storyworld////  Big brand storyworld – connect everything on the cloud  Brand mascot – whimsical use of their brand story – no software  Creates a fun object interaction within a company that is all cloud – no physicality.  Its name is SAASY... (a nod to the “software as a service...)
  • 23.
    ////Salesforce Storyworld////  Massive immersive brand experience...or
  • 24.
    ////Salesforce Storyworld//// • 90,000registrants at Dreamforce '12 • 800+ sessions at Dreamforce '12 • 350+ partners at Dreamforce '12
  • 25.
    ////Salesforce Storyworld////  A space for customers, fans and the general public to interact with their brand identity.  Posters were spread all over downtown.  Free perks for the whole city in the form of free admission to luminaries keynotes.  Creating a “cool factor” to their brand narrative  Letting both customers and the average Jane to engage in this experience be art of a bigger story.
  • 26.
    ////Salesforce Storyworld////  Allinternal and external demo videos and other interactive marketing tell engaging stories.  Use of animation and story centric tools in promoting new tools and software – both for customers and their own workforce
  • 27.
    ////Salesforce Storyworld////  Use of story to help sell, explain, promote and keep engaging on the multiple channels, platforms, touch points of all their audiences – where ever they may be.  Tell the right story on the right platform  And all the rabbit holes lead to the bigger brand narrative
  • 28.
    ////Transmedia for Brandsand Corporations//// Engage and Delight Your Customers – Wherever, Whenever, However • Engage, Inspire and Create Confidence • Understand your customer first – where, when and how they want to engage • Develop unique born transmedia user experiences. Focus on the right screen and right message for the right audience. • Set “innovation” budget – ala ad agencies, Disney…