MEDIA POSITIVE PLANNING
Oct 21, 2014
MEDIA POSITIVE
PLANNING
WE ARE IN THE BUSINESS OF CHANGING BEHAVIOUR
Behaviour = Motivation x Opportunity Clay Shirky
Motivation x Opportunity
WE ARE IN THE BUSINESS OF CHANGING BEHAVIOUR
People haven’t changed Marketing hasn’t changed
Connectivity has changed
CHANGE IS NOT APPLICABLE TO EVERYTHING
PEOPLE HAVEN’T CHANGED
We form tribes around shared interests
We change our behaviour by copying others
We rely on other opinions to guide our own
We are super social animals
29
Marketing hasn’t changed MARKETING HASN’T CHANGED
Tell me and i’ll forget
Show me and i’ll remember
Involve me and i’ll understand
Confucius, c.500 BC
MARKETING HASN’T CHANGED
How consumer insight, innovation, bleeding edge technology,
UX and P2P copying launched Smirnoff in the US
(in 1950)
CONNECTIVITY HAS CHANGED
Urbanisation causes breakdown in existing communities
Globalisation increases physical distance between people
CONNECTIVITY HAS CHANGED
Advanced industrialisation creates mass free time...
...for the first time
CONNECTIVITY HAS CHANGED
Which was filled by mass media, rather than people...
...as people were limited by location, but media weren’t
CONNECTIVITY HAS CHANGED
Our free time can focus on what we are really interested in...
Other people
Now we aren’t limited by location
MEDIA ECONOMICS
1968 2011
$0
$High
Cost of media
Amount of media
Scarce
Infinite
ATTENTION ECONOMICS
Media planning is based on media scarcity
Value is monetary
But infinite media has no monetary value
.... The resource it consumes is attention
PERSONAL MEDIA
Infinite media supply means that no two media are the same
The most important media are those we curate ourselves
HOW TO PLAN FOR ATTENTION ECONOMIES
WE AREN’T LOOKING IN THE RIGHT PLACE
Totally Generic Information
Demographics are about similarity
People are about difference
YES, WE ARE ALL INDIVIDUALS
Averages by nature are not differentiating
Our individuality makes us human
SO WE ‘HOLD DATA’ FOR OUR SOCIAL GROUPS
We understand the subtle nuances of our communities
And we change the message accordingly
BUT INDIVIDUALITY ISN’T THE HALF OF IT
Cultural copying Statements of
individuality
Being human
Who we are Who we think we are
WE LEARN BY COPYING OTHERS.....
But we’ve been trained not to admit it
(to teachers or to qualitative researchers)
UNLESS WE REALLY HAVE TO...
Humans are to individual thinking as cats are to swimming
We can do it, but only if we really have to*
*Daniel Kahnemann via Mark Earls
HOW WE MAKE DECISIONS
A tiny few passion brands
150 years of advertising
UX design
Spreading ideas via People and
culture
OR IN ‘OPPORTUNITY’ TERMS...
BUT WE CAN’T PREDICT WHAT WILL SPREAD...
An influential match?
Or the right conditions for fires
What lights the fire?
INFLUENCE ISN’T DONE BY THE INFLUENCER
Who influenced who?
And who chose to copy who?
FROM SIMPLICITY TO DEPTH
Morality plays stripped out characterisation...
...So as not to distract the audience from the moral
Morality plays didn’t survive the birth of radical depth
Simple character Radical depth
Simple character
RICHNESS
Nobody ever comes out of a movie saying “that was a really good
movie. I really enjoyed it. It was
really clear”
Russell Davies
So to succeed, ideas move from ‘Big, Simple, Single’
To ‘Niche, Many, Rich’
MAKING NICHE, RICH, MANY
And we need to be much smarter at designing spreadability
AND INSPIRING REMIXES
...to give meaning and relevance for individual social circles
....combining and recontextualising...
Incentivising and making easy....
PEOPLE DISTRIBUTE NICHE IDEAS
Because it’s really easy
The hard bit is all the other niche ideas they already spread
HOW THINGS SPREAD
HOW THINGS SPREAD
“As content spreads it gets remade, either literally through sampling and
remixing, or figuratively via its insertion into conversations and interactions”
Professor Henry Jenkins, Spreadable Media (2009)
Content’s not king. If you were going to a desert island & you had the choice of taking your
friends or your DVDs, you’d take your
friends. If you didn’t, we’d call you a sociopath.
Content isn’t king, content is just something to talk about
Cory Doctorow
Photo Credit - Muha
CONTENT IS A MEANS NOT AN END
Social networks are about people, not content
The opportunity for brands is to be something to talk about
(Content is a medium not a message)
PHATIC COMMUNICATION AND BONDING
Apes don’t groom to look pretty, they do it to bond
Humans don’t tell stories for aesthetic reasons
We do it to bond
UNCONSCIOUS SOCIAL COMMUNICATION
“If we want to predict what will spread, we have to develop a fuller
understanding of the ways that the circulation of information may
strengthen or damage social relations”
Confer Status Strengthen
bonds Define the community
Professor Henry Jenkins, Spreadable Media (2009)
EXAMPLE: HUMOUR
The message is
‘I’m a funny
guy’
A joke is a medium
not a message.
The joke is the means
by which you transmit
this information
The physical act of
sharing humour
strengthens
bonds
Confirming that
subject is a
shared source of
humour defines
who is in and
out of the
community Stuff doesn’t spread BECAUSE it’s funny
What makes stuff funny is also what makes it spread
ADVERTISING: WEAK FORCE ACTING AT A GREAT DISTANCE
If we make it, they won’t come
Mass media works in a different way to P2P
To combine the two, we need to start in a different place
INTERPERSONAL: STRONG FORCE OVER SHORT DISTANCE
If it was easy, everyone would be doing it
(actually everyone is already doing it, it’s only brands that aren’t)
IT’S EXTREMELY DIFFICULT TO SPREAD THAT FORCE FURTHER
BUT HIGHLY EFFECTIVE WHEN YOU DO
CONVENTIONAL START POINT
Traditional explosives used to create critical mass
Unlocking a more powerful reaction
CONVENTIONAL START POINT
Earned
Owned Bought
Existing Communities
Participants BECOME a core channel
Bought media creates initial speed and scale
PLANNING FOR FAILURE
"..our company's success rate runs between 50 and 60 percent. About half of our new products succeed. That's as high as we want the success rate to be. If we try to make it any higher, we'll be tempted to err on the side of caution”
A.G. Lafley, CEO, Procter & Gamble 2000-2010
LOOK FOR THE RIGHT CONDITIONS
Then help them do it spreadably
Do it lots
Understand what, where and why people do stuff
Then talk about the best bits
EXAMPLE: A SPREADABLE THING
NB – slide blatantly lifted from Mike Arauz’s awesome Design for Networks
ADD SOME EXISTING COMMUNITIES
Designed to appeal to a number of niches
Conferring status and belonging on each
NB – slide blatantly lifted from Mike Arauz’s awesome Design for Networks
EXISTING BEHAVIOUR
We form tribes around shared interests
Which tend to be based on rivalry and competition
Which, like humour, can be explained by social motivation
Confers Status Strengthens
bonds Defines the community
CULTURAL RELEVANCE
BE the thing
people CARE about
CAVEAT
THE TERRIBLE RISK OF NOT TAKING RISKS
‘000s of studies confirm that you can map spend to share
Suggesting that creativity is the way to beat the model
BIG/SINGLE/SIMPLE AND COMPRESSION
‘Compression’, or ‘ensuring everything works ok’...
Brings the very best work down to median
Even though the success rate of ‘awesome’ is exponentially higher
Than the fail rate of ‘fail’
See John Willshire for the full impact of Marketing Compression
REDEFINING MEDIA
REDEFINING MEDIA
WHAT IS MEDIA?
This time it’s personal
PERSONAL MEDIA
Infinite media supply means that no two media are the same
The most important media are those we curate ourselves
Convergence Portability Social Curation
Spreadability P2P
Media Positive Two way Generous
Create/seed/promote Screen-neutral Collaborative
Ideas Delivery
Brand people
Ideas people
Networks
Data
Technology
Networks
New collaborations New research New audience insight
New trading methodology Individuals not audiences Plan not for who you reach, but for who they reach
What is media? PERSONAL MEDIA
MEDIA POSITIVE PLANNING
Don’t plan for who you reach, plan for who they reach
Create media space, don’t fill it
Griffin Farley, BBH
Gareth Kay, Goodby Silverstein
COMMUNICATION PRODUCTS BEAT COMMUNICATING PRODUCTS
Ideas that solve problems
Utility Stories Social value
Gareth Kay, Strategy for a Post-Digital World
COMMUNICATION PRODUCTS BEAT COMMUNICATING PRODUCTS
Have a cultural mission, not a commercial proposition
Be interesting, not just right
Make stuff playful & useful
Do stuff, don’t just say stuff
Gareth Kay, Strategy for a Post-Digital World
ADVERTISING IS THE LAST THING YOU SHOULD DO
Ideas that solve
problems
Communities that tell stories
Brands promote stories
Brands promote stories
Brands promote stories
REDEFINING MEDIA
HOW TO MAKE A MEDIA AGENCY BIT GOES HERE......
How Social Insight
Why Business Insight
What Cultural Insight
Video Talent Words Games Music
What type of product will achieve your objectives with maximum spreadability?
TOOLS
How will it spread? How can it be personalised?
What is the social idea?
SPREADABILITY
What screens will it live on? Where will it live in the real
world?
DEVICES
Entertainment Utility Community
RAW MATERIALS
VIDEO
TALENT
GAMES
WORDS
MUSIC
PRODUCT DESIGN
STARTER FOR 10
Editorial & content
Talent management
Digital performance
Business consultancy
(spreadable) Comms strategy
Entertainment IP Creation
Video Production
Social & motivational
insight
Data analytics
Comms product design
Network analysis
Mobile strategy Idea
generation
Comms product creation
Media planning & buying (advertising is the last thing you should do)
Community management
Social activation
SEO
Culture & ethnography
MEASUREMENT IS EASY
As long as you know what you are measuring
SOME PEOPLE THIS WAS COPIED FROM
@mikearauz @garethk @willsh
@herdmeister @griffinfarley