Friday, April 21, 2006
The Google Logo
In truth, the logo is weedy, corny and ill-conceived. It’s the same with the Google homepage — a brutal display of functionality. Clearly, no graphic designer has been near it. Compare it to the home pages of other large corporations, and its obvious that Google has avoided hiring slick design companies and serious branding consultants. It looks like they’ve just gone and done it themselves.
And yet, I think there’s something magnificent about Google’s lack of design. There’s something defiant, almost obtuse about its reluctance to indulge in the sort of oleaginous branding and design that is now the corporate norm.
I also love how they change the logo on the days of specific events. Apparently, a 23-yr old webmaster named Dennis Hwang does them all. What other company bastardizes its logo so brilliantly and with such positive results? Look here for all the different variations they come in.
Thursday, April 20, 2006
NBC Loses on the Olympics
The Winter Games drew revenue of $684 million, but NBC spent close to $600 million just for rights to air them. It's all Bode Miller's fault! The majorly hyped events fell flat with our athletes getting tossed on their arses.
It's not a surprise to most. The Summer games tend to draw bigger crowds (I don't know why...seriously). NBC is going to pump $1.2 billion into that with hopes of making $800 million to a billion. Maybe if we make the Olympics all about betting, more people would get into it? It's less Olympical, but much more American.
Something makes me think that Americans don't really care too much about the Olympics. With TiVo, I was able to watch every event (including Ice Dancing) and really take it all in. But I think I'm the exception. I guess most folks have enough going on in their lives to make that much time in front of the TV feel like a waste. Thank god that's not me!
Gladwell & The Narratives Behind Brands
1. Conventions - conventionally accepted explanations (“thou shalt not steal”)
2. Stories - a very specific account of cause and effect (“I was playing with my truck, and then Geoffrey came in . . .”)
3. Codes - high-level conventions, social rules and categories (if you're turned down for a mortgage, you’ve shown an inability to conform to a prescribed standard of creditworthiness)
4. Technical Accounts - stories informed by specialized knowledge and authority (giving patient and expert attention to every sort of nuance and detail)
On Gladwell's blog is a message from Jason Oke, Sr. Planner at Leo Burnett Toronto about the limits of market research, which is really cool:
How we feel about a brand, and which products and services we choose, is usually explained by a fantastically complex set of factors: the brands our parents used, the brands we see people around us use, the image of the brand, our personal experience with it, a sale, a half-remembered ad from 10 years ago, and so on. This is probably best explained as a story - we may both buy Tide, but there's a different narrative that brought each of us to pick it up.
But in market research, the answers people give sound more like conventions: "It's a good value", "my family likes it", "it tastes good." And it seems that because of the artificiality of the situation, the perils of introspection, etc, most market research actually encourages people to answer in conventions, and doesn't encourage the telling of stories. Many of these stories are probably complex and deeply buried such that they are hard to consciously access anyway.
Wednesday, April 19, 2006
Gladwell & The Narratives Behind Brands
1. Conventions - conventionally accepted explanations (“thou shalt not steal”)
2. Stories - a very specific account of cause and effect (“I was playing with my truck, and then Geoffrey came in . . .”)
3. Codes - which are high-level conventions, social rules and categories (if you're turned down for a mortgage, you’ve shown an inability to conform to a prescribed standard of creditworthiness)
4. Technical Accounts - stories informed by specialized knowledge and authority (giving patient and expert attention to every sort of
nuance and detail)
On Gladwell's blog is a message from Jason Oke, Sr. Planner at Leo Burnett Toronto, which uses this theory to explain the limits of market research:
How we feel about a brand, and which products and services we choose, is usually explained by a fantastically complex set of factors: the brands our parents used, the brands we see people around us use, the image of the brand, our personal experience with it, a sale, a half-remembered ad from 10 years ago, and so on. This is probably best explained as a story - we may both buy Tide, but there's a different narrative that brought each of us to pick it up.
But in market research, the answers people give sound more like conventions: "It's a good value", "my family likes it", "it tastes good." And it seems that because of the artificiality of the situation, the perils of introspection, etc, most market research actually encourages people to answer in conventions, and doesn't encourage the telling of stories. Many of these stories are probably complex and deeply buried such that they are hard to consciously access anyway.
What You Don't Know Might Hurt You...in 3-5 Years
While TV still plays a heavy role in ads for now (an average 400,000 internet video streams vs. 28 million people watching 'Desperate Housewives'), marketers have to understand the possibilities of these new platforms, or sooner-or-later they’ll fall behind other companies with more pioneering on-line digital efforts.
Basically, the market currently doesn’t have the tools to account for how new media advertisements reach consumers. Everyone seemed to pan Nielson Media Research for not being on top of these new platforms, and that new firms that can better track data and develop accurate statistics will be more influential in the coming years.
Monday, April 17, 2006
VH1's Favorite Lyrics
1. U2 - One "One life, with each other, sisters, brothers."
2. The Smiths - How Soon is Now? "So you go, and you stand on your own, and you leave on your own, and you go home, and you cry, and you want to die."
3. Nirvana - Smells Like Teen Spirit "I feel stupid and contagious, here we are now, entertain us."
4. Bob Marley - Redemption Song "Emancipate yourselves from mental slavery, none but ourselves can free our minds, have no fear for atomic energy, 'cause none of them can stop the time."
5. Coldplay - Yellow "Look at the stars, look how they shine for you."
6. Eminem – Lose Yourself "Look, If You Had One Shot Or One Opportunity, To Seize Everything You Ever Wanted, One Moment, Would You Capture It Or Just Let It Slip?"
7. Robbie Williams – Angels "And Through It All She Offers Me Protection, A Lot Of Love And Affection, Whether I'm Right Or Wrong"
8. The Who – My Generation "Hope I Die Before I Get Old"
9. Radiohead – Creep "I'm A Creep, I'm A Weirdo, What The Hell Am I Doing Here? I Don't Belong Here"
10. Marvin Gaye – What's Going On "Father, Father, We Don't Need To Escalate, You See, War Is Not The Answer, For Only Love Can Conquer Hate"
Burger King On Xbox
This is a new venture for the No. 2 fast-food chain, which has been pushing the boundaries of nontraditional media ever since ad agency Crispin Porter + Bogusky took over. I was actually at the meeting when that happened. I was fairly unimpressed at the time but and had no idea what a profound affect this agency would have on the brand.
The new marketing strategy has helped create more buzz and build stronger loyalty among its key market (16- to 34-year-old men) than possibly it has ever known. Viral videos, wacky characters on its menu and in commercials, even the “Have it your way” confessional box on Fox's reality show “Unanimous” - these all give BK an edge and coolness I didn't think it could pull off. But it does.
Who would have thought that BK, the archetypal "me too" brand, could be such a pioneer?
Of course, this doesn't make the franchisees' lives any easier. The corporate structure is nototrious for costing the franchisees money because of new logos, signage or packaging. Each restaurant will need to purchase 900 units of the game in order to make its profit of 20% to 25%. They would break even when about 73% of the games were sold. Don't be surprised if this game is hard to find.
'American Idol' Finale Ad Costs $1.3 Million
Average cost of an AI spot is $496,866 for Tuesday and $518,466 for Wednesday results, according to Advertising Age research. While some market analysts are saying that traditional TV advertising is dead (given the increasingly important role of TiVo and the internet), FOX is definitely singing a different tune.
Still, even these top-price "Idol" costs fall well below NBC's "Friends" finale in 2004, at $2 million a spot.
Friday, April 14, 2006
American Idle: The Celebrity Machine
I wish American Idol would let you vote AGAINST some one. Bucky beat Ayla? And people actually like Ace?? I mean, come!! For real!
It definitely feels like the "success" of American Idol is getting to these kids quicker. When it first came out, in Season 1, everyone seemed pretty genuine at the start. But now we have contestants yelling "Let's make some good TV!" It flies in the face of the show's credibility as a real talent show.
(The self-reflexivity of that statement makes up for this, though. That line is a symbol of the media-savvy participants and demonstrates how the younger generations are becoming much more aware of their environment and the messages that shape their consciousness. But that's beside the point.)
The show created a system of celebrity, a structure/machine that spits out disposable media stars willing to put their faces across multiple media platforms for little-to-no money. They become cultural sensations for “15 minutes of fame” and get their images plastered on TVs, cell phones, even board games. In turn, the networks get a new stable of “stars” every new season that are willing to give away their images just for the chance to be famous.
Think of the show like a revolver. The hard part has been done, the infrastructure is already there. The show got popular enough to pull in a decent ad revenue on the show. As the demand for product got bigger, while still being offset buy a significant publicity and promotional budget, it was free to extend to other media formats (remember the board game?)
The Future of Media Lies in the Hands of the Under-30 Crowd
The yonger generation simply uses more media touchpoints, making advertisers froth at the mouth to get more information on every platform (and therefore more ad $$s). Disney calls this "nonlinear platform programming."
Comcast CEO Brian Roberts said media companies are putting content on multiple devices to "make the [media consumption] pie bigger." Estimates say that per-person, media consumption will expand by more than 800 hours from 1998 to 2008.
Still, when college students were asked what technological device or service they would most likely pay for after college, the cellphone topped the list.
Tuesday, April 11, 2006
Webaroo: Internet Without the Connection?
While the entire Internet would take an estimated 1 million gigs, Webaroo selects and store only the most relevant Web pages. Users can download their favorite Web sites to a library available offline, as well as editor-compiled "Web Packs." The packs are updated when users connect their to the Internet.
Webaroo will make its money in advertising, providing an opportunity for advertisers to reach consumers offline. While WiFi has become more widely available, it is by no means ubiquitous. But as wireless and cellular networks spread, there may be less demand for an offline service.
Monday, April 10, 2006
Connected Yet Disconnected (Thesis Topic?)
As we get further into this connected-yet-disconnected culture, live events will take on more importance. Theater, concerts, and other group events will give us the communal activities that traditional media have outgrown.
Humans are social creatures, with a visceral need to gather and experience group moments.For example, over 1,000 people gather in San Francisco to have a pillow fight after learning about the event on MySpace.com. While new media might find ways to make it easier for us not to leave the comfort of our own homes, it might also give us new reasons to do just that.
- influenced by an interview with Brian Collins, Executive Creative Director at Ogilvy & Mather Worldwide, The Brand Integration Group.
The Language of Cigarettes
Hard to believe, but none of the packages seen here are actual cigarette packs. They do all use the common graphic language associated with cigarettes developed by the tobacco industry. Love 'em or hate 'em, they look cool!
Get "Lost"
This is amazing site that uses the Wikipedia model of open-source database where anyone can add information or correct something they know to be false. Seems like only recently that shows like Lost (and Sopranos) have been able to create this devoted and curious audience that is so ravenous for information on the show.
Here is a great article that says Lost is actually new media, given that the bulk of audience experience doesn't come from the show but from discussion groups on line and other venues. So that's what new media means!!
Friday, April 07, 2006
Judas: Traitor or Consumer Touchpoint?
It's interesting but strange that this all comes around the same time as the release of the DaVinci Code movie. Is this truly an open theological discussion or just an incredible intergrated and synergized marketing campaing? God only knows...
Monday, April 03, 2006
A New Lost Theory
Get this: it's a story of a man who is being hanged and who, after the rope snaps, escapes his captors and returns home, only to realise that he is dead, and IT'S ALL A FANTASY, IMAGINED WHILE HE WAS DYING. It inspired the film Jacob's Ladder.
Also in an earlier episode we see the bunker has a copy of Flann O'Brien's Third Policeman - a book about a man who DOESN'T REALISE HE'S DEAD. Getting the idea?
Saturday, April 01, 2006
Games for Grandpa
Players try to quickly complete exercises including simple math equations, reading aloud, drawing pictures and memorizing numbers. The game then scores the results on an age scale of 20-70 to reveal the user’s “brain age.”
Brain Age games are based on the work of popular Japanese neuroscientist and author Ryuta Kawashima, whose studies show that certain reading and math exercises help stimulate the brain.
Ben Sawyer, co-founder of the Games for Health Project, said, “If you could push the incidence of Alzheimer’s back an average of five years, it would cut the overall incidence of Alzheimer’s in half.”