Users, Not AudiencesPlanning the Digital Brand
Kip VoytekSVP, Communications & Experience PlanningSVP/ECD, R/GABefore that, game designer, union organizer, speechwriter, programmer, physical computing hobbyist, digital dilettante. WHY AM I UP HERE
STRUCTUREthis   that
Background - Game Design “a series of interesting choices” - Bruce Shelly
Background - Interaction Design Rhythms of Software and MarketingUsability  Greater Functionality  Meaningful Brand Engagement
(R)Evolution #1:  Convergence of Design & PlanningInteraction DesignExperience DesignCommunications PlanningExperience Planning
(R)Evolution #2:  Many ideas, not just one big oneInsight   Big Idea  CampaignCrafting/Designing/PlanningBrand Experiences & Product Extensions
(R)Evolution #3:   Broadened remitStoryContentProduct ExtensionUtility
(R)evolution #4:  Moving “targets” (aka people)UserHumanCustomerProspectTargetPersonaCustomerInfluencerSegmentAll of them, none of themAll the time, neverMultiple leansReal-TimeSocialWant UtilityCompute everywhereMove as they want
(R)evolution #5:  New types of insight(s)AudienceNeeds & EmotionsCategory Conventions& StandardsCulture/alContextUser Behaviors on-siteBeing Digital
(R)evolution #6:  Redefining EmotionEmotion triggers action, meaning sustains it.- Cindy Chastain, IxDA10
(R)evolution #6:  Redefining EmotionUtility is the most important emotion
(R)evolution #6:  Redefining EmotionUtility is the only emotion
(R)evolution #7:  User-Generated . . . AwarenessAWARENESSAWARENESSEFFECTIVEUSEEARLY SUCCESSAWARENESSSATISFACTIONTRIALCONSIDERATIONAWARENESSAWARENESSMany: 1 awareness leads to success for core usersSuccess leads to 1:1 advocacy
(R)evolution #8:  Reprise
(R)evolution #9:  Presence in Social/Conversations3rd Party Content Sites- site- articles-  readers comments- editorial commentsBrand Content Site
microsite
 distribution- articles- tools- blogs- status- videos- pics- links- UGCVideo Sharing NetworksBlogs & Personal PublishingMico-blog &Status toolsSocial NetworksCustomer & Prospect Conversations
(R)evolution #8:  Expanded Brand PictureStoryUtilityContentEnjoying/Using ProductCampaign/MessageUSEFULNESS& FUNCTIONALITYINFORMATION & RESEARCHAWARENESSTONE & VOICEInsights& BriefsBRAND VALUES & STRATEGY Brand Promise
From one big idea to a whole bunch of multi-sized onesBig ideas can over-focus you on: Novelty
 The unique whatever
 The differentiator, one-ness
 One feature
 All the features
 Ideation at the expense of design and execution, quality and depthMessages always have big ideas, products usually don’t
CampaignCampaignNBANCAAStreetHSLbJKobePlatforms need more than one big ideaNike & BasketballPlatform“Advertising is subtractive, digital is additive.”  - Nick Law, CCO R/GA

Users, Not Audiences

  • 1.
  • 2.
    Kip VoytekSVP, Communications& Experience PlanningSVP/ECD, R/GABefore that, game designer, union organizer, speechwriter, programmer, physical computing hobbyist, digital dilettante. WHY AM I UP HERE
  • 3.
  • 4.
    Background - GameDesign “a series of interesting choices” - Bruce Shelly
  • 5.
    Background - InteractionDesign Rhythms of Software and MarketingUsability  Greater Functionality  Meaningful Brand Engagement
  • 6.
    (R)Evolution #1: Convergence of Design & PlanningInteraction DesignExperience DesignCommunications PlanningExperience Planning
  • 7.
    (R)Evolution #2: Many ideas, not just one big oneInsight  Big Idea  CampaignCrafting/Designing/PlanningBrand Experiences & Product Extensions
  • 8.
    (R)Evolution #3: Broadened remitStoryContentProduct ExtensionUtility
  • 9.
    (R)evolution #4: Moving “targets” (aka people)UserHumanCustomerProspectTargetPersonaCustomerInfluencerSegmentAll of them, none of themAll the time, neverMultiple leansReal-TimeSocialWant UtilityCompute everywhereMove as they want
  • 10.
    (R)evolution #5: New types of insight(s)AudienceNeeds & EmotionsCategory Conventions& StandardsCulture/alContextUser Behaviors on-siteBeing Digital
  • 11.
    (R)evolution #6: Redefining EmotionEmotion triggers action, meaning sustains it.- Cindy Chastain, IxDA10
  • 12.
    (R)evolution #6: Redefining EmotionUtility is the most important emotion
  • 13.
    (R)evolution #6: Redefining EmotionUtility is the only emotion
  • 14.
    (R)evolution #7: User-Generated . . . AwarenessAWARENESSAWARENESSEFFECTIVEUSEEARLY SUCCESSAWARENESSSATISFACTIONTRIALCONSIDERATIONAWARENESSAWARENESSMany: 1 awareness leads to success for core usersSuccess leads to 1:1 advocacy
  • 15.
  • 16.
    (R)evolution #9: Presence in Social/Conversations3rd Party Content Sites- site- articles- readers comments- editorial commentsBrand Content Site
  • 17.
  • 18.
    distribution- articles-tools- blogs- status- videos- pics- links- UGCVideo Sharing NetworksBlogs & Personal PublishingMico-blog &Status toolsSocial NetworksCustomer & Prospect Conversations
  • 19.
    (R)evolution #8: Expanded Brand PictureStoryUtilityContentEnjoying/Using ProductCampaign/MessageUSEFULNESS& FUNCTIONALITYINFORMATION & RESEARCHAWARENESSTONE & VOICEInsights& BriefsBRAND VALUES & STRATEGY Brand Promise
  • 20.
    From one bigidea to a whole bunch of multi-sized onesBig ideas can over-focus you on: Novelty
  • 21.
    The uniquewhatever
  • 22.
  • 23.
  • 24.
    All thefeatures
  • 25.
    Ideation atthe expense of design and execution, quality and depthMessages always have big ideas, products usually don’t
  • 26.
    CampaignCampaignNBANCAAStreetHSLbJKobePlatforms need morethan one big ideaNike & BasketballPlatform“Advertising is subtractive, digital is additive.” - Nick Law, CCO R/GA
  • 27.
    But we needconcision People think focus means saying yes to the thing you’ve got to focus on. But that’s not what it means at all. It means saying no to the 100 other good ideas that there are. You have to pick carefully. I’m actually as proud of many of the things we haven’t done as the things we have done. - The Beloved Chairman (Jobs)
  • 28.
    Requirements for Insight/Takeaway/Briefportableyoucan hold it in your headintuitivethe value benefit are immediately graspablerichthe concept goes somewhere, allows for input partly negativeit inherently says no
  • 29.
    New Models &Metaphors: Mantras, Haikus, Partis, Building Statements
  • 30.
    The ending bitsUsers, not audience
  • 31.
    Function + utility+ message + emotion + engagement + delight
  • 32.
    The mediumis the message and the product
  • 33.
    Individual people,individual paths, individual needs
  • 34.
    Whatever theweb is (social, interactive, co-created, loose and will) so is your brandFurther reading, exploring . . . Read digital:Emergence, Steven JohnsonDesigning Interactions, Bill Moggridge (CD is key)101 Things I learned in Architecture School, Matthew FrederickThe BLDG|BLOG BOOK, Geoff ManaughLive Digital:Get to level 20 in World of Warcraft (ferrealz)Do your info-graphics in IllustratorPlay with the “Game of Life” or Turtle Art
  • 35.
    THANK YOU FORATTENDINGTHIS WORKSHOPDON’T FORGET TO...