I made this PowerPoint presentation for my Promotions class in 2006. We were interns for this Spokane company called Zak! Designs, a children's drinkware company, and we presented this to them at the end of the internship.
1) The document proposes an "Advergame" for Coca Cola to be released on YouTube and as GIFs online.
2) The game would have players try to explode a Coca Cola can, exciting viewers and increasing brand awareness and sales.
3) It draws inspiration from "Angry Birds" for its style, targeting men and women aged 10-40 who would recognize elements from that game.
Magic toy shop - UXDi London 2014 - Project 2 Marta Fioni
UX Design course project: developing wireframes for a vintage toy shop an e-commerce website. I have researched the competitive scenario, sketched the interface, developed wireframes of homepage, product pages, search pages, check out flow and reward and engagement system. I have then designed the clickable prototype in Omnigraffle, and run guerrilla testing to reiterate on the design.
The MYRCA Club at Linden Meadows School will meet every Tuesday at 12:25 PM in the library. Each week, students in the club will have the opportunity to try different activity stations related to MYRCA books, including making book trailers, posters, reading, discussing and dramatizing books, and creating artifacts, comics, and character trading cards about books. The document provides details about the various book-related activity stations available to students in the MYRCA Club.
The document discusses various persuasion techniques used to influence people in advertising and propaganda. Some key techniques mentioned include using weasel words, appealing to emotions over intellect, bandwagon appeals by implying "everyone is doing it", testimonials from celebrities or prominent people, appealing to people's sense of patriotism, using statistics or claims without evidence, and associating products with positive attributes like beauty or popularity through transfer techniques. The document also notes techniques like name-calling, slogans, humor, and scapegoating. The overall purpose of these techniques is to persuade audiences to believe in or want to do something that benefits the sponsor.
The document provides details on several existing video game product covers. Common features noted across the covers include the use of armor, guns, and bright colors to attract audiences. The covers also utilize large logos and appeal to audiences interested in action and war genres. Location settings depicted include sci-fi, western, and military themes. Character designs and weapons aim to suggest the games involve danger, action, and defense. Color palettes and sky backgrounds carry connotations of good versus evil. Cartoony graphics aim to broaden the audience appeal.
1. The document discusses research conducted on existing video games like Final Fantasy, Earthbound, and research analysis and findings from questionnaires and interviews with potential audiences.
2. Common features identified across researched games included them being role-playing games from prior to 2000 with simple art styles.
3. Questionnaires and interviews provided insights into the target audience being mainly males aged 16-19 who prefer story, customization, and upgrades.
4. The research will help make the new product appealing to this audience through including these elements.
This advergame promotes Coca-Cola by having players control a Coca-Cola can character. Released worldwide on mobile and web, it is inspired by Google mini-games for its appealing style. The target audience is gamers and Coca-Cola drinkers ages 4-16 without regard to gender. The game avoids offensive content to remain kid-friendly and non-offensive to social groups.
The document proposes an "Coca Cola Bottle Pick Up Game" advert game that would be released on social media platforms. The game genre is described as "covert advertising" to promote the Coca Cola brand. Players control a character navigating levels to collect Coca Cola bottles while avoiding obstacles, with the goal of getting the character from the bottom to the top of each level. The target audience is described as ages 7 and up of all genders, with younger audiences seen as most attracted to the game. Some potential legal and ethical considerations are briefly discussed, such as avoiding offense and not directly copying or infringing on existing games.
1) The document proposes an "Advergame" for Coca Cola to be released on YouTube and as GIFs online.
2) The game would have players try to explode a Coca Cola can, exciting viewers and increasing brand awareness and sales.
3) It draws inspiration from "Angry Birds" for its style, targeting men and women aged 10-40 who would recognize elements from that game.
Magic toy shop - UXDi London 2014 - Project 2 Marta Fioni
UX Design course project: developing wireframes for a vintage toy shop an e-commerce website. I have researched the competitive scenario, sketched the interface, developed wireframes of homepage, product pages, search pages, check out flow and reward and engagement system. I have then designed the clickable prototype in Omnigraffle, and run guerrilla testing to reiterate on the design.
The MYRCA Club at Linden Meadows School will meet every Tuesday at 12:25 PM in the library. Each week, students in the club will have the opportunity to try different activity stations related to MYRCA books, including making book trailers, posters, reading, discussing and dramatizing books, and creating artifacts, comics, and character trading cards about books. The document provides details about the various book-related activity stations available to students in the MYRCA Club.
The document discusses various persuasion techniques used to influence people in advertising and propaganda. Some key techniques mentioned include using weasel words, appealing to emotions over intellect, bandwagon appeals by implying "everyone is doing it", testimonials from celebrities or prominent people, appealing to people's sense of patriotism, using statistics or claims without evidence, and associating products with positive attributes like beauty or popularity through transfer techniques. The document also notes techniques like name-calling, slogans, humor, and scapegoating. The overall purpose of these techniques is to persuade audiences to believe in or want to do something that benefits the sponsor.
The document provides details on several existing video game product covers. Common features noted across the covers include the use of armor, guns, and bright colors to attract audiences. The covers also utilize large logos and appeal to audiences interested in action and war genres. Location settings depicted include sci-fi, western, and military themes. Character designs and weapons aim to suggest the games involve danger, action, and defense. Color palettes and sky backgrounds carry connotations of good versus evil. Cartoony graphics aim to broaden the audience appeal.
1. The document discusses research conducted on existing video games like Final Fantasy, Earthbound, and research analysis and findings from questionnaires and interviews with potential audiences.
2. Common features identified across researched games included them being role-playing games from prior to 2000 with simple art styles.
3. Questionnaires and interviews provided insights into the target audience being mainly males aged 16-19 who prefer story, customization, and upgrades.
4. The research will help make the new product appealing to this audience through including these elements.
This advergame promotes Coca-Cola by having players control a Coca-Cola can character. Released worldwide on mobile and web, it is inspired by Google mini-games for its appealing style. The target audience is gamers and Coca-Cola drinkers ages 4-16 without regard to gender. The game avoids offensive content to remain kid-friendly and non-offensive to social groups.
The document proposes an "Coca Cola Bottle Pick Up Game" advert game that would be released on social media platforms. The game genre is described as "covert advertising" to promote the Coca Cola brand. Players control a character navigating levels to collect Coca Cola bottles while avoiding obstacles, with the goal of getting the character from the bottom to the top of each level. The target audience is described as ages 7 and up of all genders, with younger audiences seen as most attracted to the game. Some potential legal and ethical considerations are briefly discussed, such as avoiding offense and not directly copying or infringing on existing games.
This side-scrolling platform game has the player collect coins to unlock a can of Coca-Cola. Released on mobile, tablet and computer, it aims to spark interest in purchasing Coca-Cola bottles. The game style is similar to classic Mario games, collecting items while avoiding dangers. The target audience is 16-19 year olds but suitable for all ages, who may be loyal Coca-Cola fans or act on impulse. No offensive content is included and the simple gameplay does not pressure younger players to buy Coca-Cola. Using the Coca-Cola logo is allowed as the game promotes the brand.
The game is called Cokerman and is a horror genre video game that will be released worldwide on the internet. The goal of the game is to collect as many bottles as possible before being caught by the character Cokerman. It is inspired by a Snapchat game where the player collects bottles within a time limit. The target audience is ages 14 and up since it is a horror game not intended for younger kids. It will include warnings about offensive content such as blood and seek permissions to use any protected intellectual property.
This advergame is a sidescrolling game for Photoshop where the player collects Coca-Cola cans for points. The game is inspired by pixel style games like Mario and appeals to all ages as there is no violence, offensive material, or bad language. The sole purpose is to promote the Coca-Cola brand in a fun, family-friendly game.
This document provides a concept for an advergame called "Fire Jump" that would be played online. In the game, the player controls a human character who must jump across moving stones to avoid falling into fire and reach a cola can. The game is inspired by classic platformers and aims to promote the refreshing taste of cola to players ages 10 and older without offending any cultures, beliefs, or copyrights.
This document outlines a proposed Christmas-themed advergame that would promote Coca-Cola. The game would have the player tackle obstacles to collect presents, including a Coke can, to win. It draws inspiration from Super Mario in its gameplay of defeating objects. The target audience is teenagers and young adults who enjoy gaming and PCs. Legal considerations include ensuring the game does not offend any groups and avoids copyright issues.
The document discusses research conducted for a new video game project. It analyzes existing game covers and identifies common features like similar color schemes. It also discusses audience research through surveys, interviews, and observations. The research found that the target audience is mostly male under 18 who enjoy action games like Call of Duty. They associate certain color schemes with action genres. Creating appealing gameplay, graphics, and video content was identified as important for appealing to this audience. The document evaluates the strengths and weaknesses of different research methods used.
This document outlines a proposed Coca Cola advertising game that would be released on gaming consoles and PC. The side-scrolling game's goal is to guide the player's character to the finish without falling, while a Coca Cola logo is displayed in the background. The target audience is teenagers of all genders who want to have fun. Legal considerations include using the Coca Cola logo and character, so ensuring the game is sufficiently different from any copyrighted works.
The document proposes a Toy Finder app that helps people find gifts for occasions like Christmas and birthdays when they are short on time. The app would allow users to search for a toy, identify locations near them that have it in stock, and determine the cheapest price factoring in travel costs. This provides an alternative to websites like Amazon that only show online purchases, by highlighting both nearby and affordable local options for buying toys.
This proposal is for a family-friendly interactive media product called "Ghosting Away." It is a game where players control a ghost character who jumps between blocks, defeats enemies, collects coins, and completes levels. The target audience is kids, teenagers, and families aged 7+ because it contains no violence and aims to be fun. For the production, the proposal mentions using character designs from planning, researching effective colors, and including varied enemy weapons and block patterns/colors from planning. Legal considerations are that the product will not include offensive material and will be sufficiently different from existing IPs to avoid copyright issues.
This is a proposed advergame called "Thirsty Pacman" where the player controls Pacman to navigate a maze and collect Coca-Cola to quench his thirst. It would target 16-19 year old males and females who drink Coca-Cola in real life. The game mimics the classic Pacman gameplay but with a new goal of reaching Coca-Cola to appeal to nostalgia and promote the brand to a younger audience. Legal considerations were made to ensure the game does not offend any groups through sensitive content and differs enough from the original Pacman to avoid copyright issues.
This document outlines a proposed advergame called "Pixel Cola Game" that would promote Coca-Cola. The game would be released online and feature a female character collecting Coca-Cola cans. The goal is to communicate that drinking Coca-Cola refreshes and relaxes people in a seasonal mood. It is inspired by Mario in its coin-collecting gameplay. The target audience is adolescents of all genders and social statuses, who would be interested due to Coca-Cola's popularity. No offensive content would be included to ensure it is child-friendly and avoids offending any groups. While using Coca-Cola's branding, the game aims to be sufficiently original to avoid copyright issues.
Toys Gift Catalogue Presentation Template
If you want to buy this presentation template, please visit http://madlis.com
Good design gets out of the way of the content you are sharing. It helps your audience focus on the content itself instead of the design.
But, it's no secret that most people dislike giving presentations. The dread of public speaking consistently ranks among the greatest fears in public surveys.
This presentation slides can help you reduce the anxiety involved with giving a presentation. Well-designed slides not only build your own confidence, they make your key points clearer to the audience.
Toys Gift Catalogue Presentation Template
If you want to buy this presentation template, please visit http://madlis.com
Good design gets out of the way of the content you are sharing. It helps your audience focus on the content itself instead of the design.
But, it's no secret that most people dislike giving presentations. The dread of public speaking consistently ranks among the greatest fears in public surveys.
This presentation slides can help you reduce the anxiety involved with giving a presentation. Well-designed slides not only build your own confidence, they make your key points clearer to the audience.
Created an overall view with ideas on how to increase retail revenue without only increasing the unit price. Keep your store flowing, balanced, and colorful while maintaining proper housekeeping.
The document summarizes research into the popularity of loom band bracelets among children in the UK. It finds that loom bands have widespread appeal among kids, both boys and girls, due to their low cost and social acceptance. While most children enjoy making bracelets, the key drivers of the trend are mass conformity and parental approval rather than any particular brand. The research was conducted using a proprietary child testing methodology involving discussion groups in schools.
Toys "R" Us is facing challenges as it is no longer the dominant destination for toy shopping. Research found a disconnect between what toys parents think their kids are playing with and what kids actually play with. The document proposes a new brand strategy for Toys "R" Us to focus on the relationship between parents and children through play. It would position the store as a place where parents can bond with their kids through toy shopping. A rebranding campaign including in-store, digital and traditional advertising would encourage parents to make toy shopping a special bonding experience with their child.
The document outlines the design of a new website for a toy shop called "The Biggest Little Toy Shop". It discusses researching user needs and prototyping the user journey. Key features of the proposed design include filtering options to guide users to popular toys, multiple product images and condition details to show toys from different angles, and story-focused product descriptions to build trust. The design aims to create a magical experience for users at each step to encourage repeat visits. A prototype of the site is available for demonstration.
This document discusses three existing platform game products that the author researched and plans to draw inspiration from for their own final product. It summarizes the key features of each existing product, including use of colors, textures, shapes, health bars, levels, coins, Halloween themes/details, Christmas themes/details, and background designs. It notes that the audience would enjoy these products due to their detailed nature, challenging gameplay, and holiday themes. The author analyzes the common features of the researched products and which aspects they will include in their own work, such as health bars, characters, enemies, blocks, and background design.
The document discusses design aspects for cartoonish game characters that are memorable yet not disturbing. It emphasizes using color, accessories, and diverse physical features to create an easily recognizable cast. The varying shades of teal in the background project a sense of mystery and confusion, reinforcing the investigation nature of the product. This screenshot details the game's confusing puzzle design and hints at elements like time travel.
This document discusses various types of research used in media production. It defines primary and secondary research, as well as quantitative and qualitative research. It also outlines different areas of research like audience, market, and production research. Key terminology around research metrics like circulation, hits, box office figures, and ratings are defined. Advantages and disadvantages of different research methods are provided. Harvard referencing style is also briefly covered.
This document summarizes research conducted on Huggies Pull-Ups for a summer intern project. It provides background on Huggies and the disposable diaper industry, findings from focus groups and store observations. Key insights include parents seeking guidance on developmental milestones and training pants being seen as optional. The proposed strategy is to position Pull-Ups as an essential milestone in potty training to own the transitional space. Current media spending focuses on magazines, television and digital.
This side-scrolling platform game has the player collect coins to unlock a can of Coca-Cola. Released on mobile, tablet and computer, it aims to spark interest in purchasing Coca-Cola bottles. The game style is similar to classic Mario games, collecting items while avoiding dangers. The target audience is 16-19 year olds but suitable for all ages, who may be loyal Coca-Cola fans or act on impulse. No offensive content is included and the simple gameplay does not pressure younger players to buy Coca-Cola. Using the Coca-Cola logo is allowed as the game promotes the brand.
The game is called Cokerman and is a horror genre video game that will be released worldwide on the internet. The goal of the game is to collect as many bottles as possible before being caught by the character Cokerman. It is inspired by a Snapchat game where the player collects bottles within a time limit. The target audience is ages 14 and up since it is a horror game not intended for younger kids. It will include warnings about offensive content such as blood and seek permissions to use any protected intellectual property.
This advergame is a sidescrolling game for Photoshop where the player collects Coca-Cola cans for points. The game is inspired by pixel style games like Mario and appeals to all ages as there is no violence, offensive material, or bad language. The sole purpose is to promote the Coca-Cola brand in a fun, family-friendly game.
This document provides a concept for an advergame called "Fire Jump" that would be played online. In the game, the player controls a human character who must jump across moving stones to avoid falling into fire and reach a cola can. The game is inspired by classic platformers and aims to promote the refreshing taste of cola to players ages 10 and older without offending any cultures, beliefs, or copyrights.
This document outlines a proposed Christmas-themed advergame that would promote Coca-Cola. The game would have the player tackle obstacles to collect presents, including a Coke can, to win. It draws inspiration from Super Mario in its gameplay of defeating objects. The target audience is teenagers and young adults who enjoy gaming and PCs. Legal considerations include ensuring the game does not offend any groups and avoids copyright issues.
The document discusses research conducted for a new video game project. It analyzes existing game covers and identifies common features like similar color schemes. It also discusses audience research through surveys, interviews, and observations. The research found that the target audience is mostly male under 18 who enjoy action games like Call of Duty. They associate certain color schemes with action genres. Creating appealing gameplay, graphics, and video content was identified as important for appealing to this audience. The document evaluates the strengths and weaknesses of different research methods used.
This document outlines a proposed Coca Cola advertising game that would be released on gaming consoles and PC. The side-scrolling game's goal is to guide the player's character to the finish without falling, while a Coca Cola logo is displayed in the background. The target audience is teenagers of all genders who want to have fun. Legal considerations include using the Coca Cola logo and character, so ensuring the game is sufficiently different from any copyrighted works.
The document proposes a Toy Finder app that helps people find gifts for occasions like Christmas and birthdays when they are short on time. The app would allow users to search for a toy, identify locations near them that have it in stock, and determine the cheapest price factoring in travel costs. This provides an alternative to websites like Amazon that only show online purchases, by highlighting both nearby and affordable local options for buying toys.
This proposal is for a family-friendly interactive media product called "Ghosting Away." It is a game where players control a ghost character who jumps between blocks, defeats enemies, collects coins, and completes levels. The target audience is kids, teenagers, and families aged 7+ because it contains no violence and aims to be fun. For the production, the proposal mentions using character designs from planning, researching effective colors, and including varied enemy weapons and block patterns/colors from planning. Legal considerations are that the product will not include offensive material and will be sufficiently different from existing IPs to avoid copyright issues.
This is a proposed advergame called "Thirsty Pacman" where the player controls Pacman to navigate a maze and collect Coca-Cola to quench his thirst. It would target 16-19 year old males and females who drink Coca-Cola in real life. The game mimics the classic Pacman gameplay but with a new goal of reaching Coca-Cola to appeal to nostalgia and promote the brand to a younger audience. Legal considerations were made to ensure the game does not offend any groups through sensitive content and differs enough from the original Pacman to avoid copyright issues.
This document outlines a proposed advergame called "Pixel Cola Game" that would promote Coca-Cola. The game would be released online and feature a female character collecting Coca-Cola cans. The goal is to communicate that drinking Coca-Cola refreshes and relaxes people in a seasonal mood. It is inspired by Mario in its coin-collecting gameplay. The target audience is adolescents of all genders and social statuses, who would be interested due to Coca-Cola's popularity. No offensive content would be included to ensure it is child-friendly and avoids offending any groups. While using Coca-Cola's branding, the game aims to be sufficiently original to avoid copyright issues.
Toys Gift Catalogue Presentation Template
If you want to buy this presentation template, please visit http://madlis.com
Good design gets out of the way of the content you are sharing. It helps your audience focus on the content itself instead of the design.
But, it's no secret that most people dislike giving presentations. The dread of public speaking consistently ranks among the greatest fears in public surveys.
This presentation slides can help you reduce the anxiety involved with giving a presentation. Well-designed slides not only build your own confidence, they make your key points clearer to the audience.
Toys Gift Catalogue Presentation Template
If you want to buy this presentation template, please visit http://madlis.com
Good design gets out of the way of the content you are sharing. It helps your audience focus on the content itself instead of the design.
But, it's no secret that most people dislike giving presentations. The dread of public speaking consistently ranks among the greatest fears in public surveys.
This presentation slides can help you reduce the anxiety involved with giving a presentation. Well-designed slides not only build your own confidence, they make your key points clearer to the audience.
Created an overall view with ideas on how to increase retail revenue without only increasing the unit price. Keep your store flowing, balanced, and colorful while maintaining proper housekeeping.
The document summarizes research into the popularity of loom band bracelets among children in the UK. It finds that loom bands have widespread appeal among kids, both boys and girls, due to their low cost and social acceptance. While most children enjoy making bracelets, the key drivers of the trend are mass conformity and parental approval rather than any particular brand. The research was conducted using a proprietary child testing methodology involving discussion groups in schools.
Toys "R" Us is facing challenges as it is no longer the dominant destination for toy shopping. Research found a disconnect between what toys parents think their kids are playing with and what kids actually play with. The document proposes a new brand strategy for Toys "R" Us to focus on the relationship between parents and children through play. It would position the store as a place where parents can bond with their kids through toy shopping. A rebranding campaign including in-store, digital and traditional advertising would encourage parents to make toy shopping a special bonding experience with their child.
The document outlines the design of a new website for a toy shop called "The Biggest Little Toy Shop". It discusses researching user needs and prototyping the user journey. Key features of the proposed design include filtering options to guide users to popular toys, multiple product images and condition details to show toys from different angles, and story-focused product descriptions to build trust. The design aims to create a magical experience for users at each step to encourage repeat visits. A prototype of the site is available for demonstration.
This document discusses three existing platform game products that the author researched and plans to draw inspiration from for their own final product. It summarizes the key features of each existing product, including use of colors, textures, shapes, health bars, levels, coins, Halloween themes/details, Christmas themes/details, and background designs. It notes that the audience would enjoy these products due to their detailed nature, challenging gameplay, and holiday themes. The author analyzes the common features of the researched products and which aspects they will include in their own work, such as health bars, characters, enemies, blocks, and background design.
The document discusses design aspects for cartoonish game characters that are memorable yet not disturbing. It emphasizes using color, accessories, and diverse physical features to create an easily recognizable cast. The varying shades of teal in the background project a sense of mystery and confusion, reinforcing the investigation nature of the product. This screenshot details the game's confusing puzzle design and hints at elements like time travel.
This document discusses various types of research used in media production. It defines primary and secondary research, as well as quantitative and qualitative research. It also outlines different areas of research like audience, market, and production research. Key terminology around research metrics like circulation, hits, box office figures, and ratings are defined. Advantages and disadvantages of different research methods are provided. Harvard referencing style is also briefly covered.
This document summarizes research conducted on Huggies Pull-Ups for a summer intern project. It provides background on Huggies and the disposable diaper industry, findings from focus groups and store observations. Key insights include parents seeking guidance on developmental milestones and training pants being seen as optional. The proposed strategy is to position Pull-Ups as an essential milestone in potty training to own the transitional space. Current media spending focuses on magazines, television and digital.
Huggies Pull-Ups is a training pant product introduced by Huggies in 1989. It is now the dominant brand in the training pants category. Research found that while diapers are essential, training pants are seen as an optional milestone tool. The strategy is to position Pull-Ups as an essential milestone in potty training to own the transitional space between diapers and underwear. Tactics include partnerships with parenting magazines, interactive displays, and TV placements portraying Pull-Ups as a tour guide in the potty training process.
This document summarizes research conducted on Huggies Pull-Ups for a summer intern project. It provides background on Huggies and the disposable diaper industry, findings from focus groups and store observations. Key insights include parents seeking guidance on children's development and potty training. The strategy is to position Pull-Ups as essential for potty training milestones. The target audience is open-minded, family-focused women ages 25-44 with 1-5 year old children. Current and potential media tactics are also examined.
Huggies Pull-Ups is a training pant product introduced by Huggies in 1989. It is now the dominant brand in the training pants category. Research found parents seek guidance on children's developmental milestones from family and friends. Huggies' strategy is to position Pull-Ups as an essential milestone in potty training, owning the space between diapers and underwear. Tactics include partnerships with parenting magazines, sponsoring family fitness events, interactive displays in stores, and TV placements presenting Pull-Ups as potty training mentors.
This document summarizes a student group's charity drive event project. The group planned to sell products like t-shirts, rings, and dolls and collect donations to raise funds for Tzu Chi charity. They analyzed competition and selected products strategically for their target market of students and couples around Valentine's Day. Evaluation found the doll product was most successful while couple t-shirts did not meet customer needs due to sizing issues. Through the project, the group gained experience in business areas like marketing, operations, and social responsibility. They ultimately achieved their fundraising goal and donated the collected funds to the charity.
IFEA 2016 - BYOD: Grow Event Revenue with Online Marketing - Part ISaffire
This document provides tips for using online marketing to grow event revenue. It discusses using integrated ticketing on websites, user generated content on social media, promotional codes, flash sales, charity partnerships, calls to action, testimonials, video content, email marketing, and building an email list. The goal is to create a sense of urgency and FOMO (fear of missing out) to drive online ticket sales and event attendance.
The document discusses a survey of customer behavior and brand awareness of diapers in Russia. Some key findings:
1. The most commonly used and top-of-mind diaper brands are Merries, Pampers, and Huggies. GOO.N brand awareness is also high.
2. Quality, price, brand image, and promotions are the most important factors considered when choosing a diaper brand. Quality is the most important attribute.
3. Customers primarily find out about diaper brands through word-of-mouth from friends/relatives, free samples, advertisements in stores and online. Hospital staff also provide recommendations.
Ask a CEO if they want to spend a pile of money on an analysis of their company's story, and they'll probably throw you out of their office. But if you tell them that you have a powerful insight that can help them raise the prices on all of their products, they might ask you over to their house for dinner. Money talks, in other words. Unfortunately, in most companies, the power of story to affect pricing still remains unknown, or at least it's vastly under-utilized.
Ask a CEO if they want to spend a pile of money on an analysis of their company's story, and they'll probably throw you out of their office. But if you tell them that you have a powerful insight that can help them raise the prices on all of their products, they might ask you over to their house for dinner. Money talks, in other words. Unfortunately, in most companies, the power of story to affect pricing still remains unknown, or at least it's vastly under-utilized.
The document discusses various marketing strategies and techniques used by advertisers to manipulate consumers into purchasing products. It describes how advertisers conduct extensive research to understand target audiences and their preferences. It then explains how advertisers craft emotional connections in ads by appealing to audiences' desires, needs, and fears. Ads often promise that purchasing a product will fulfill emotional wants or solve anxieties. The document also notes how advertisers frequently sell an ideal lifestyle or image rather than the product itself. Specific techniques highlighted include using idealized families and cartoon characters to influence children, and celebrity endorsements. The overall aim of these strategies is to get consumers' attention and convince them that purchasing a product is necessary or beneficial.
CYCLES Course (4): Communication and CheckBryan Cassady
Phoenix Retreats offers a new approach to addiction treatment using psilocybin and ibogaine, which have shown cure rates of 50-70% in research with John Hopkins, compared to 5-15% for traditional treatment. It aims to help people replace addictive habits with holistic methods and support from nature. Storytyping is used to illustrate a story of someone who doubted the approach but saw its success with prisoners and prostitutes. Pretotyping ideas are discussed like simulating the core experience to validate market interest before fully developing the treatment program.
Building Your Employer Brand with Social MediaLuanWise
Presented at The Global HR Summit, 6th June 2024
In this keynote, Luan Wise will provide invaluable insights to elevate your employer brand on social media platforms including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok. You'll learn how compelling content can authentically showcase your company culture, values, and employee experiences to support your talent acquisition and retention objectives. Additionally, you'll understand the power of employee advocacy to amplify reach and engagement – helping to position your organization as an employer of choice in today's competitive talent landscape.
[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This presentation is a curated compilation of PowerPoint diagrams and templates designed to illustrate 20 different digital transformation frameworks and models. These frameworks are based on recent industry trends and best practices, ensuring that the content remains relevant and up-to-date.
Key highlights include Microsoft's Digital Transformation Framework, which focuses on driving innovation and efficiency, and McKinsey's Ten Guiding Principles, which provide strategic insights for successful digital transformation. Additionally, Forrester's framework emphasizes enhancing customer experiences and modernizing IT infrastructure, while IDC's MaturityScape helps assess and develop organizational digital maturity. MIT's framework explores cutting-edge strategies for achieving digital success.
These materials are perfect for enhancing your business or classroom presentations, offering visual aids to supplement your insights. Please note that while comprehensive, these slides are intended as supplementary resources and may not be complete for standalone instructional purposes.
Frameworks/Models included:
Microsoft’s Digital Transformation Framework
McKinsey’s Ten Guiding Principles of Digital Transformation
Forrester’s Digital Transformation Framework
IDC’s Digital Transformation MaturityScape
MIT’s Digital Transformation Framework
Gartner’s Digital Transformation Framework
Accenture’s Digital Strategy & Enterprise Frameworks
Deloitte’s Digital Industrial Transformation Framework
Capgemini’s Digital Transformation Framework
PwC’s Digital Transformation Framework
Cisco’s Digital Transformation Framework
Cognizant’s Digital Transformation Framework
DXC Technology’s Digital Transformation Framework
The BCG Strategy Palette
McKinsey’s Digital Transformation Framework
Digital Transformation Compass
Four Levels of Digital Maturity
Design Thinking Framework
Business Model Canvas
Customer Journey Map
Easily Verify Compliance and Security with Binance KYCAny kyc Account
Use our simple KYC verification guide to make sure your Binance account is safe and compliant. Discover the fundamentals, appreciate the significance of KYC, and trade on one of the biggest cryptocurrency exchanges with confidence.
IMPACT Silver is a pure silver zinc producer with over $260 million in revenue since 2008 and a large 100% owned 210km Mexico land package - 2024 catalysts includes new 14% grade zinc Plomosas mine and 20,000m of fully funded exploration drilling.
How are Lilac French Bulldogs Beauty Charming the World and Capturing Hearts....Lacey Max
“After being the most listed dog breed in the United States for 31
years in a row, the Labrador Retriever has dropped to second place
in the American Kennel Club's annual survey of the country's most
popular canines. The French Bulldog is the new top dog in the
United States as of 2022. The stylish puppy has ascended the
rankings in rapid time despite having health concerns and limited
color choices.”
Navigating the world of forex trading can be challenging, especially for beginners. To help you make an informed decision, we have comprehensively compared the best forex brokers in India for 2024. This article, reviewed by Top Forex Brokers Review, will cover featured award winners, the best forex brokers, featured offers, the best copy trading platforms, the best forex brokers for beginners, the best MetaTrader brokers, and recently updated reviews. We will focus on FP Markets, Black Bull, EightCap, IC Markets, and Octa.
Part 2 Deep Dive: Navigating the 2024 Slowdownjeffkluth1
Introduction
The global retail industry has weathered numerous storms, with the financial crisis of 2008 serving as a poignant reminder of the sector's resilience and adaptability. However, as we navigate the complex landscape of 2024, retailers face a unique set of challenges that demand innovative strategies and a fundamental shift in mindset. This white paper contrasts the impact of the 2008 recession on the retail sector with the current headwinds retailers are grappling with, while offering a comprehensive roadmap for success in this new paradigm.
At Techbox Square, in Singapore, we're not just creative web designers and developers, we're the driving force behind your brand identity. Contact us today.
Top mailing list providers in the USA.pptxJeremyPeirce1
Discover the top mailing list providers in the USA, offering targeted lists, segmentation, and analytics to optimize your marketing campaigns and drive engagement.
Event Report - SAP Sapphire 2024 Orlando - lots of innovation and old challengesHolger Mueller
Holger Mueller of Constellation Research shares his key takeaways from SAP's Sapphire confernece, held in Orlando, June 3rd till 5th 2024, in the Orange Convention Center.
HOW TO START UP A COMPANY A STEP-BY-STEP GUIDE.pdf46adnanshahzad
How to Start Up a Company: A Step-by-Step Guide Starting a company is an exciting adventure that combines creativity, strategy, and hard work. It can seem overwhelming at first, but with the right guidance, anyone can transform a great idea into a successful business. Let's dive into how to start up a company, from the initial spark of an idea to securing funding and launching your startup.
Introduction
Have you ever dreamed of turning your innovative idea into a thriving business? Starting a company involves numerous steps and decisions, but don't worry—we're here to help. Whether you're exploring how to start a startup company or wondering how to start up a small business, this guide will walk you through the process, step by step.
Best practices for project execution and deliveryCLIVE MINCHIN
A select set of project management best practices to keep your project on-track, on-cost and aligned to scope. Many firms have don't have the necessary skills, diligence, methods and oversight of their projects; this leads to slippage, higher costs and longer timeframes. Often firms have a history of projects that simply failed to move the needle. These best practices will help your firm avoid these pitfalls but they require fortitude to apply.