WHAT ALL THAT BETA
         TALK MEANS FOR BRANDS



          @andywhitlock
          nowincolour.com


Saturday, 8 May 2010
IN SOFTWARE
                       BETA = NOT PERFECT YET




Saturday, 8 May 2010
THE LABEL HELPED LIMIT EXPECTATIONS




Saturday, 8 May 2010
THE LABEL HELPED LIMIT EXPECTATIONS




Saturday, 8 May 2010
WHILE GLITCHES WERE ADDRESSED




                       BETA TESTING: “REDUCING IMPACTS TO USERS
                       AND INCORPORATING USABILITY TESTING."
                       - WIKIPEDIA


Saturday, 8 May 2010
BEFORE A NEW VERSION WAS RELEASED




Saturday, 8 May 2010
THE WEB MADE THIS TWO-WAY CONVERSATION
            MORE AND MORE FLUID AND REAL-TIME, UNTIL
            THE NOTION OF BETA TESTING BECAME CONSTANT




Saturday, 8 May 2010
“There's no final version.
                       Nothing is static.”

                       - Google System blog, 2007




Saturday, 8 May 2010
Saturday, 8 May 2010
Saturday, 8 May 2010
Saturday, 8 May 2010
BETA: NOT SO MUCH A BADGE TO WEAR
                       AS SOMETHING TO FEEL COMFORTABLE IN




                                                    TA
                                                    BE
                                             BETA




Saturday, 8 May 2010
THIS IS THE WAY OF THE WEB




                           EDIT      PUBLISH




                           PUBLISH      EDIT




Saturday, 8 May 2010
AND WAS QUICKLY ‘RUSSELLED’
                           INTO THE WORLD OF BRANDING



                  “I think [Always in Beta is] a good way for brands to
                  think too, because it might help them develop some of
                  the habits they'll need to operate in a blurry,
                  unpredictable world.”

                  “They have to keep innovating in order to stay relevant
                  and interesting."
                  - Russell Davies, 2007




Saturday, 8 May 2010
- Gareth Kay



Saturday, 8 May 2010
FROM BIG LAUNCHES TO THE STEADY RELEASE


Saturday, 8 May 2010
MAKE LOTS OF SMALL BETS




                       Elf Yourself was one of 20 games Office Max created in the
                       hope that one would stick.




Saturday, 8 May 2010
EXPERIMENT WITH FORMATS




                       Use a musician to reveal the new England away kit - while away



Saturday, 8 May 2010
LEAVE ROOM FOR YOUR AUDIENCE




Saturday, 8 May 2010
EMBRACE MISTAKES




                       Turn problems into opportunities

                                                          stolen from Russell Davies
Saturday, 8 May 2010
WE ALL ‘DIG’ THE OPENNESS AND HUMILITY OF
               BEING ALWAYS IN BETA, BUT DOES THAT MEAN
               EVERYTHING SHOULD REMAIN UNFINISHED?




Saturday, 8 May 2010
A CHILD’S BIRTHDAY CAKE?




Saturday, 8 May 2010
A SECURITY SYSTEM?




Saturday, 8 May 2010
SOME THINGS SHOULD JUST WORK




Saturday, 8 May 2010
IMPROV COMEDY: SOME LESSONS...




Saturday, 8 May 2010
IMPROV COMEDY: SOME LESSONS

                       1. Open endings can be exciting
                       2. Audiences love to feel a part of things
                       3. But you can’t ask much of them
                       4. The pros are pros for a reason
                       5. Mortal-proof formats help to control things




Saturday, 8 May 2010
HOW CAN BRANDS BEST COPE WHEN THE
                 ENVIRONMENT FOR THEIR IDEAS IS SO
                 COMPLEX AND HARD TO PREDICT?




Saturday, 8 May 2010
HOW DO HUMANS MANAGE?




Saturday, 8 May 2010
HOW DO HUMANS MANAGE?




           OUR GENES BUILT A BRAIN!


Saturday, 8 May 2010
EVOLUTION = SLOW
       Fur for cold climates

                               BEHAVIOUR = FAST
                               Must dive left behind that rock




Saturday, 8 May 2010
EVOLUTION = SLOW
       Fur for cold climates



       THIS IS HOW TRADITIONAL BRAND COMMUNICATIONS OPERATED.

       WE BUILT FINITE THINGS AND PUT THEM IN FINITE PLACES.

       THE ENVIRONMENT WAS SIMPLE AND PREDICTABLE, SO ALL
       DECISIONS COULD BE MADE UP-FRONT AND WOULD STAY RELEVANT
       UNTIL THE END OF A CAMPAIGN.




Saturday, 8 May 2010
BUT THE MEDIA LANDSCAPE IS NOW COMPLEX AND UNPREDICTABLE.

       NO AMOUNT OF UP-FRONT DECISIONS CAN FULLY SHAPE THE BEHAVIOUR
       AND EXISTENCE OF AN IDEA ONCE IT’S OUT THERE.

       MEMES - LIKE GENES - NEED A ‘BRAIN’ TO LOOK AFTER THEM ON THE
       GROUND, BECAUSE BRANDS CAN’T EVOLVE THEIR IDEAS FAST ENOUGH.



                                                     BEHAVIOUR = FAST
                                                     Must dive left behind that rock




Saturday, 8 May 2010
In A For Andromeda, the Andromedans transmitted scrambled instructions into
           space. Humans - 200 light years away - deciphered and followed them. They led
           to the building of a computer which then tried to destroy Earth.

           Although the Andromedans had a basic plan, they only managed to affect things
           from so far away by creating a machine capable of making its own behavioural
           decisions to achieve that end.




Saturday, 8 May 2010
Andromeda case study



              CLIENT




       Andromedans




Saturday, 8 May 2010
Andromeda case study



              CLIENT    OBJECTIVE




       Andromedans      Destruction




Saturday, 8 May 2010
Andromeda case study



              CLIENT    OBJECTIVE     AUDIENCE




       Andromedans      Destruction   Foreigners




Saturday, 8 May 2010
Andromeda case study



       THE BIG IDEA       EXECUTION        RESULTS




      A killer computer   Intriguing     6 billion
                          instructions   participants

                                                     out
                                              t work
                                         Didn’


Saturday, 8 May 2010
THIS WASN’T THE    THIS WAS
                         BRAIN




                       A killer computer   6 billion
                                           participants




Saturday, 8 May 2010
THE TWO PARTIES WANTED DIFFERENT THINGS




Saturday, 8 May 2010
TOTAL
        Your ideas need to be in-built          CONTROL
        with instructions/advice to be
        looked after by the hive brain.
                                                              SOME
        That in-built intelligence is as                      CONTROL
        important as the idea itself.


                                           SOME
                                           PERSUASION




                                                 COLLECTIVE
                                                 CONTROL



Saturday, 8 May 2010
HOW DO YOU CREATE STRATEGIES THAT WILL
           BE LOOKED AFTER BY THE HIVE BRAIN?



           1. ALIGN YOUR GOAL WITH THE DESIRES OF YOUR AUDIENCE
           2. CREATE ELASTIC FRAMEWORKS TO FLEX WITH CHANGING CONDITIONS
           3. LEAVE ROOM FOR PEOPLE TO ADD THEIR OWN MEANING
           4. CREATE IDEAS THAT LOSE MEANING IF YOUR BRAND/MESSAGE IS OMITTED
           5. BUILD A CAPACITY FOR LEARNING
           6. ENSURE PROCESSES ENABLE YOU TO REACT QUICKLY




Saturday, 8 May 2010
1. ALIGN YOUR GOAL WITH THE
       DESIRES OF YOUR AUDIENCE




Saturday, 8 May 2010
2. CREATE ELASTIC FRAMEWORKS TO
       FLEX WITH CHANGING CONDITIONS




Saturday, 8 May 2010
3. LEAVE ROOM FOR PEOPLE TO ADD
       THEIR OWN MEANING




Saturday, 8 May 2010
4. CREATE IDEAS THAT LOSE MEANING IF
       YOUR BRAND/MESSAGE IS OMITTED




Saturday, 8 May 2010
5. BUILD A CAPACITY FOR LEARNING




Saturday, 8 May 2010
6. ENSURE PROCESSES ENABLE YOU TO
         REACT QUICKLY




Saturday, 8 May 2010
CONCLUSION:
              PLAN FOR ADAPTATION: CREATE
              SMART, BREATHABLE FRAMEWORKS




Saturday, 8 May 2010

What all that beta talk means for brands

  • 1.
    WHAT ALL THATBETA TALK MEANS FOR BRANDS @andywhitlock nowincolour.com Saturday, 8 May 2010
  • 2.
    IN SOFTWARE BETA = NOT PERFECT YET Saturday, 8 May 2010
  • 3.
    THE LABEL HELPEDLIMIT EXPECTATIONS Saturday, 8 May 2010
  • 4.
    THE LABEL HELPEDLIMIT EXPECTATIONS Saturday, 8 May 2010
  • 5.
    WHILE GLITCHES WEREADDRESSED BETA TESTING: “REDUCING IMPACTS TO USERS AND INCORPORATING USABILITY TESTING." - WIKIPEDIA Saturday, 8 May 2010
  • 6.
    BEFORE A NEWVERSION WAS RELEASED Saturday, 8 May 2010
  • 7.
    THE WEB MADETHIS TWO-WAY CONVERSATION MORE AND MORE FLUID AND REAL-TIME, UNTIL THE NOTION OF BETA TESTING BECAME CONSTANT Saturday, 8 May 2010
  • 8.
    “There's no finalversion. Nothing is static.” - Google System blog, 2007 Saturday, 8 May 2010
  • 9.
  • 10.
  • 11.
  • 12.
    BETA: NOT SOMUCH A BADGE TO WEAR AS SOMETHING TO FEEL COMFORTABLE IN TA BE BETA Saturday, 8 May 2010
  • 13.
    THIS IS THEWAY OF THE WEB EDIT PUBLISH PUBLISH EDIT Saturday, 8 May 2010
  • 14.
    AND WAS QUICKLY‘RUSSELLED’ INTO THE WORLD OF BRANDING “I think [Always in Beta is] a good way for brands to think too, because it might help them develop some of the habits they'll need to operate in a blurry, unpredictable world.” “They have to keep innovating in order to stay relevant and interesting." - Russell Davies, 2007 Saturday, 8 May 2010
  • 15.
  • 16.
    FROM BIG LAUNCHESTO THE STEADY RELEASE Saturday, 8 May 2010
  • 17.
    MAKE LOTS OFSMALL BETS Elf Yourself was one of 20 games Office Max created in the hope that one would stick. Saturday, 8 May 2010
  • 18.
    EXPERIMENT WITH FORMATS Use a musician to reveal the new England away kit - while away Saturday, 8 May 2010
  • 19.
    LEAVE ROOM FORYOUR AUDIENCE Saturday, 8 May 2010
  • 20.
    EMBRACE MISTAKES Turn problems into opportunities stolen from Russell Davies Saturday, 8 May 2010
  • 21.
    WE ALL ‘DIG’THE OPENNESS AND HUMILITY OF BEING ALWAYS IN BETA, BUT DOES THAT MEAN EVERYTHING SHOULD REMAIN UNFINISHED? Saturday, 8 May 2010
  • 22.
    A CHILD’S BIRTHDAYCAKE? Saturday, 8 May 2010
  • 23.
  • 24.
    SOME THINGS SHOULDJUST WORK Saturday, 8 May 2010
  • 25.
    IMPROV COMEDY: SOMELESSONS... Saturday, 8 May 2010
  • 26.
    IMPROV COMEDY: SOMELESSONS 1. Open endings can be exciting 2. Audiences love to feel a part of things 3. But you can’t ask much of them 4. The pros are pros for a reason 5. Mortal-proof formats help to control things Saturday, 8 May 2010
  • 27.
    HOW CAN BRANDSBEST COPE WHEN THE ENVIRONMENT FOR THEIR IDEAS IS SO COMPLEX AND HARD TO PREDICT? Saturday, 8 May 2010
  • 28.
    HOW DO HUMANSMANAGE? Saturday, 8 May 2010
  • 29.
    HOW DO HUMANSMANAGE? OUR GENES BUILT A BRAIN! Saturday, 8 May 2010
  • 30.
    EVOLUTION = SLOW Fur for cold climates BEHAVIOUR = FAST Must dive left behind that rock Saturday, 8 May 2010
  • 31.
    EVOLUTION = SLOW Fur for cold climates THIS IS HOW TRADITIONAL BRAND COMMUNICATIONS OPERATED. WE BUILT FINITE THINGS AND PUT THEM IN FINITE PLACES. THE ENVIRONMENT WAS SIMPLE AND PREDICTABLE, SO ALL DECISIONS COULD BE MADE UP-FRONT AND WOULD STAY RELEVANT UNTIL THE END OF A CAMPAIGN. Saturday, 8 May 2010
  • 32.
    BUT THE MEDIALANDSCAPE IS NOW COMPLEX AND UNPREDICTABLE. NO AMOUNT OF UP-FRONT DECISIONS CAN FULLY SHAPE THE BEHAVIOUR AND EXISTENCE OF AN IDEA ONCE IT’S OUT THERE. MEMES - LIKE GENES - NEED A ‘BRAIN’ TO LOOK AFTER THEM ON THE GROUND, BECAUSE BRANDS CAN’T EVOLVE THEIR IDEAS FAST ENOUGH. BEHAVIOUR = FAST Must dive left behind that rock Saturday, 8 May 2010
  • 33.
    In A ForAndromeda, the Andromedans transmitted scrambled instructions into space. Humans - 200 light years away - deciphered and followed them. They led to the building of a computer which then tried to destroy Earth. Although the Andromedans had a basic plan, they only managed to affect things from so far away by creating a machine capable of making its own behavioural decisions to achieve that end. Saturday, 8 May 2010
  • 34.
    Andromeda case study CLIENT Andromedans Saturday, 8 May 2010
  • 35.
    Andromeda case study CLIENT OBJECTIVE Andromedans Destruction Saturday, 8 May 2010
  • 36.
    Andromeda case study CLIENT OBJECTIVE AUDIENCE Andromedans Destruction Foreigners Saturday, 8 May 2010
  • 37.
    Andromeda case study THE BIG IDEA EXECUTION RESULTS A killer computer Intriguing 6 billion instructions participants out t work Didn’ Saturday, 8 May 2010
  • 38.
    THIS WASN’T THE THIS WAS BRAIN A killer computer 6 billion participants Saturday, 8 May 2010
  • 39.
    THE TWO PARTIESWANTED DIFFERENT THINGS Saturday, 8 May 2010
  • 40.
    TOTAL Your ideas need to be in-built CONTROL with instructions/advice to be looked after by the hive brain. SOME That in-built intelligence is as CONTROL important as the idea itself. SOME PERSUASION COLLECTIVE CONTROL Saturday, 8 May 2010
  • 41.
    HOW DO YOUCREATE STRATEGIES THAT WILL BE LOOKED AFTER BY THE HIVE BRAIN? 1. ALIGN YOUR GOAL WITH THE DESIRES OF YOUR AUDIENCE 2. CREATE ELASTIC FRAMEWORKS TO FLEX WITH CHANGING CONDITIONS 3. LEAVE ROOM FOR PEOPLE TO ADD THEIR OWN MEANING 4. CREATE IDEAS THAT LOSE MEANING IF YOUR BRAND/MESSAGE IS OMITTED 5. BUILD A CAPACITY FOR LEARNING 6. ENSURE PROCESSES ENABLE YOU TO REACT QUICKLY Saturday, 8 May 2010
  • 42.
    1. ALIGN YOURGOAL WITH THE DESIRES OF YOUR AUDIENCE Saturday, 8 May 2010
  • 43.
    2. CREATE ELASTICFRAMEWORKS TO FLEX WITH CHANGING CONDITIONS Saturday, 8 May 2010
  • 44.
    3. LEAVE ROOMFOR PEOPLE TO ADD THEIR OWN MEANING Saturday, 8 May 2010
  • 45.
    4. CREATE IDEASTHAT LOSE MEANING IF YOUR BRAND/MESSAGE IS OMITTED Saturday, 8 May 2010
  • 46.
    5. BUILD ACAPACITY FOR LEARNING Saturday, 8 May 2010
  • 47.
    6. ENSURE PROCESSESENABLE YOU TO REACT QUICKLY Saturday, 8 May 2010
  • 48.
    CONCLUSION: PLAN FOR ADAPTATION: CREATE SMART, BREATHABLE FRAMEWORKS Saturday, 8 May 2010