Centric / Agency of Change

THOUGHT (aka Centric's Blog)

Yeah, you expected it. All the best agencies have blogs these days. Oh wait, yours doesn't? Or it just shows photos of their cats and trashes their competitor' campaigns? Well, hey, welcome to Centric. Here're some interesting ideas...

Archive for July, 2007

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Sunday, July 29th, 2007

Interesting. After several years of having too many trash sites show up in Google searches, I was wondering how long it would take for an alternative paradigm to arrive… looks like it’s finally coming…

From Eric Jones Garage Sale:

With the advent of MySpace, Facebook, YouTube, Imeem and the flock, things are a changing.  I work for an internet measurement company with a focus on competitive intelligence so I am lucky enough to scope the evolution of the internet in real time.  It’s not uncommon to see a website’s traffic be 20-50% from search (google, yahoo, msn, live, mamma, etc.)  However, more and more the social networking community space is… contributing the same if not more….

This is revolutionary.  Now marketers are forced to be experts on human behavior much more than algorithmic behaviors…

Read the whole thing here

 

How Madison Avenue is Wasting Tens of Billions on Dying Media They Cannot Actually Measure

Sunday, July 29th, 2007

There’s an old joke in advertising that goes something like this: "I know I’m wasting half my media budget–I just wish I knew which half!"

Except it’s not really a joke. Every year, "Madison Avenue"–an old-timer phrase that equates to "the big ad agencies," spends tens of billions of dollars on media they cannot really measure, media which are actually losing effectiveness with every passing year.

Yes, friends, it’s my response to the recent Wired article.

Again, I’m not here to deconstruct the entire article, but to simply respond to its headline: "How Madison Avenue is Wasting Millions of Dollars on a Deserted Second Life." Specifically, let’s address these two issues in inverse order: "Millions of Dollars" and "Wasting."

"Millions of Dollars"

Millions of dollars sounds like a lot, doesn’t it? Millions of dollars are enough to set someone up for life. Sock away the money in conservative investments, buy your house on the North Shore of Hawaii, and kick back. Done.

But in terms of conventional media budgets, it’s not a lot of money. Two million won’t even buy a single superbowl ad. And that’s just counting airtime, not creative or production. It’s easy to spend eight figures–that is, $10,000,000–on the media, creative, and production of a single superbowl ad.

Similarly, it’s not unusual for companies to spend nine figures–that is, over $100,000,000–to launch key products, or to maintain top brands in the hearts and minds of consumers.

That "millions of dollars" is sounding a lot smaller now, isn’t it?

Let’s deconstruct that a bit further. The Wired article talks about multiple corporate presences, not just one. So those "millions of dollars" are spread across many companies, not just one. This means that the typical investment in Second Life is more like low six figures–that is, $100,000-250,000–or even lower.

The numbers now start sounding really, really small.

Or, in other words, they sound completely in-line with what you’d expect from a small marketing experiment in a new medium. Which is exactly what corporate presences in Second Life are.

"Wasting"

"Wasting" implies that there is a better use for the funds spent on Second Life. So, let’s take a quick look at some of the things you could have spent, say, your $100,000 on.

On the conventional side (choose only one):

  • You could get a low-end television commercial produced (but not placed)
  • You could get an evening of primetime airplay for that ad (say, 5,000,000 impressions)
  • You could get a month of good radio coverage in a single large city
  • You could run a single 1/4 page ad in the Wall Street journal
  • You could get a prominent billboard produced and installed
  • You could produce a nice brochure or catalog

On the online side (again, choose only one, and only if you haven’t chosen one of the tactics from the conventional side):

  • You could have a solid website developed for a mid-sized company
  • You could have a microsite developed for a single product of a major brand
  • You could get a month of ad placements on a few good networks (say, 20,000,000 impressions)
  • You could deploy a one-day front-page ad on single large site
  • You could get 25,000-65,000 clicks to your website using paid search
  • You could deploy a significant 4-drop email campaign

"But wait!" you say. "You mean I could get my ad shown up to twenty million times for that kind of money? That’s insane! How can reaching a few thousand people in Second Life compare to that?"

Well, remember that those are only ad impressions. That only means that they were shown. Somewhere. Sometime. Those ads that flash by as you’re editing your MySpace page? Yep, that’s an impression. Those little buttons on the bottom of the page where nobody scrolls? That’s an impression. The ad Tivo’d out of existence? Yep, that’s an impression.

On the conventional side, networks can’t tell if an ad has been skipped, missed, ignored, or even if anyone was sitting in front of the television set at all when it played. What they can tell you is that it was placed. And that, statistically, X millions of people watch the program the ad was placed on. So tying results to a specific campaign is difficult, except by after-the-fact research.

On the online side, we can measure click-through rates and track the actions of people who clicked through to the endpoint, whether that is a sale or an inquiry. But the numbers are small–for large network buys, clickthrough rates are typically below 0.1% and conversion through to a sale or inquiry can be 1-2%.This means that your $100K might only buy a few hundred people interested enough to buy or inquire about your services.

Those results suddenly don’t seem so great, do they?

And, when you get right down to it, they don’t seem that much different from what you might expect from a Second Life presence that has about the same budget.

How About Those "Tens of Billions?"

"So," you now ask. "What about those tens of billions wasted you teased us with in the headline? Where are they?"

It’s simple. That’s just a reference to the total size of the advertising industry. Every year, it places tens of billions of dollars of media. Mostly conventional media. You know, the kind that is difficult or impossible to measure the direct results of. And there are some indications that they like it that way.

So maybe a better article would have been to compare media attention to media spend, and to evaluate if "Madison Avenue" is changing to meet the times, or clinging to media which decline in effectiveness with every passing year. We already know that for the under-25 demographic, internet use exceeds television use. In fact, it looks like the internet has passed radio and is becoming as indispensible as television for Americans.

However, most big brand ad spending doesn’t reflect this. In fact, spending on online marketing activities is typically less than 10% of the total media budget. Sometimes under 5%. From the numbers, it certainly doesn’t seem that all of the big agencies are spending appropriately online.

Instead, where does it go? Television, radio, billboards, print. Yep. All the stuff that they’re familiar with. And all the stuff you can’t really measure directly.

So We Should All Spend Millions on Second Life?

Not at all. As I’ve said before, blindly rushing into Second Life, or any virtual world, or any online or offline media, simply isn’t a good idea.

Every effective marketing campaign should start with your goals. Is your goal to move a lot of product at an online store? Well, guess what, paid search may be exactly the right thing to do. Is your goal to raise awareness of your brand in a big way across a broad range of demographics? Hey, television might be the right thing for that. Are you looking to create a community of very engaged users in a specific field? A microsite with social media components might be the right thing for that.

Are you looking to get in touch with early adopters, content creators, and social media users? Are you looking to experiment in a medium which Gartner thinks will become a primary part of the greater internet? Are you interested in what people really, really think of your brand–no holds barred, delivered in person and in real time? Then Second Life might be the right place to be.

The reality is that we haven’t discovered even a fraction of the possibilities of virtual worlds. We haven’t explored even a tiny percentage of the business models. We haven’t forged the new techniques that will make stronger, more relevant connections between people and brands.

And we can only do that by, well, a little experimentation. Would you like to experiment with us?

The People Have Spoken! (Note: The People have been edited for content.)

Wednesday, July 25th, 2007

I think CNN took an interesting baby step with the first of their YouTube Presidential debates on Monday night.  Granted, the result was looked remarkably like every other debate I can remember: a bunch of people in power suits giving canned sound-bite ready responses to carefully screened and approved questions presented by a magnificently coiffed journalist.  The ratings seemed to show disinterest, with more people tuning into Sunday’s non-revolutionary, business-as-usual debate, even in the 18-49 demo.

Why was that?  Lots of reasons (Monday night post-work fatigue, mid-2007 debate fatigue, Anderson Cooper’s silver mane fatigue), but the one that kept me from tuning in was that the whole thing seemed like a pointless stunt.  It’s a case of getting wrapped up in the surface trappings of the medium without paying attention to how that medium works (ie user ratings, comments, video responses).  I can almost hear Jon Klein, the president of CNN, calling out, "Look, YouTube Generation!  We get you!  We’re reaching out to you!  LOLZ pwned g2g kthxbi!"

What would have gotten my attention would have been if YouTube had gone to the candidates and pointed out YouTube’s growth has exploded while CNN’s has slowly shrank, and would’t the candidates love to speak directly to that audience?  And after the candidates wiped their slavering palates clean and said yes, YouTube could have sat back, smiled to itself, and listened to Jon Klein’s stomach implode as they gave the candidates a quick tutorial on how to post video responses to the questions with the highest and most positive user ratings.  It would have been an incredible coup, not only for the company, but for the whole Web 2.0 idea of lowering barriers to conversation, something our political discourse has needed for a long time.  The idea of giving candidates instant negative ratings and illiterate comments for their focus-grouped responses probably would have sent most of the candidates reeling, but if they can’t handle a pack of online goons, how can we expect them to deal a real catastrophe?  If modern politics is all about sending the right message, how better than to field test that message in a system that allows for instant feedback?

Instead, YouTube sat on its beach blanket as the 95-pound weakling kicked sand in its face.  CNN’s political team chose the questions, and YouTube didn’t even allow users to rate, comment, or post video responses (at least, not easily.  If you watch a video the end, choose "share" and dig the video’s ID out of the URL, you can put that video into the usual YouTube interface).  Media Dinosaurs can put on their Critic’s Sweaters and tut-tut about how Web 2.0 is a failure, how it’s an empty promise, how tv still dominates, and how no one wants to be engaged in politics.

What was missing?  Authenticity.  YouTube is more popular than television because it’s spontaneous, strange, and real.  Yes, a roomful of guys humping a couch is bizarre as hell, but there’s no denying it was an authentic human experience, even if the end result for the makers of that video will probably be a lifetime of greetings like "Hey, you were one of those couch humpers!"  People want authenticity from the people who would lead them, because the stakes are so much higher.  And by doing business as usual, CNN and YouTube passed on an opportunity to give us honest words from the people we’re supposed to trust with tax money, nuclear weapons and interns.

Still, this was a baby step, and most of those end up with the baby losing its balance, falling on its ass and crying its lungs out.  I hope that CNN and YouTube will be able to pick themselves up and take bigger steps.  Their business and our nation may depend on it.

The Top 10 Excuses for Being Late to Your Second Life Date

Friday, July 20th, 2007

10. The region was full.

9. Attacked by a giant flying squid.

8. Ran out of L$ and had to pole dance to afford your date.

7. Griefers nuked your house.

6. Forgot about Wednesday maintenance.

5. Mandatory download of the new client took 15 minutes.

4. Tried to drive across sims and got stuck "off-world."

3. Didn’t want to look like a noob and show up with a box attached to your hand.

2. Discovered your inner furry and ran off with a gorgeous tree squirrel.

1. Linden Lab had to reboot the world.

Attention Index and Monetization Effectiveness

Wednesday, July 18th, 2007

Steve Rubel writes about something we’ve been thinking about for a long time. He’s calling it Social Media Effectiveness:

http://www.micropersuasion.com/2007/07/a-new-system-fo.html

This is a great first step on a road towards real quantification of the value of all marketing activities, and to a model for monetizing the propagation economy.

Or, in English, it’s a good step towards determining what attention is worth.

Today, marketers in conventional media live and die by CPM, or cost per thousand impressions. Now, these impressions may not be worth much, because in ad-speak, impressions are simply the number of times an ad has been delivered. That doesn’t mean those ads were seen. They may have been ignored, skipped, or Tivo’d into the Land of Dead Ads.

Similarly, today, marketers are having a difficult time understanding the value of emerging media, because it doesn’t conform to this CPM model. "Mentioned on a blog," isn’t worth much when it’s Bob’s Fishing Fun, but it’s worth some millions of equivalent impressions if the blog is BoingBoing. Is that mention worth more than advertising on popular blogs? Probably. Are the impressions themselves worth more? Maybe. There are no hard and fast answers. And it gets weirder. What is the value of being seen on justin.tv? What’s the marketing value of a conversation on Twitter?

Anyhow, Social Media Effectiveness, as blogged by Steve Rubel, is a step towards defining that value. But I don’t think it goes far enough. Why exclude conventional media? Those are surely still effective. Why not work at defining an all-encompassing metric known as Attention Index?

Attention Index would be tied to people, not media properties. We all know it’s much more important to be noticed by people such as Robert Scoble, Steve Rubel, or Cory Doctorow than just-another-guy-with-a-blog. So, the question is, can we quantify that? Can we say, "Robert Scoble has an Attention Index of 1.5MM, because that is how many people are paying attention to him on average?"

Note to Robert, if he happens to read this: 1.5MM is just a number pulled out of the air.

Now, we don’t have the capability to deploy such an all-encompassing metric, but someone like Google SHOULD be able to do something like this. Imagine being able to see the Attention Index of anyone and everyone. Imagine Attention Indexes weighted by industry. Suddenly, not only do you know all the key influencers in your area of interest, you know the actual value of being noticed by them. The propagational economy now has a metric!

Now, when you can track through to how many people purchased something based on Attention Index (AI), then things become really interesting. This metric, Monetization Effectiveness (ME), creates an equation for total value of a person’s attention:

AI x ME = Your Total Value

Again, this is a grandiose metric that would require something on the order of Google Adwords tracking across the entire internet, but this metric is not impossible to define or deploy. And this metric would be a goldmine of data for marketers. If someone has a low AI but high ME, is this your new product evangelist? If your new product overperformed their historic ME, what does this mean about your product? What tools can you provide to increase both AI and ME?

Imagine a world where AI and ME are common marketing metrics. And imagine how your own marketing might fare.

HiPiHi新機能:コンテンツ創造システム

Tuesday, July 17th, 2007

HiPiHiの最新バージョンに、コンテンツ創造システムが追加された。さっそく試してみたところSecond Lifeユーザーが慣れ親しんだインターフェイスをベースにしつつ、HiPiHi独自の新機能を盛り込んだ形となっていた。

例えば、プリムを作成する際に表示される青いボタン(立方体、円柱、球体など)はSLと全く同じと言って良いデザインになっているため、SLを既に使用しているユーザーにはわかりやすい。

HiPiHi's New Content-Creation Screenshot 1

 SLで見慣れた赤、緑、青色の矢印もしっかり採用されている。

HiPiHi's New Content-Creation Screenshot 2


テクスチャ編集機能にも、色、素材、Full Brightオプション、透明度などが設定でき、基本的にSLで採用されている機能は全て備わっていると言って良い。現時点でサポートされているテクスチャ形式にはJPG、TGA、PNG、DDSがある。

HiPiHi独自の新機能には、SLユーザーが今まで欲しいと思っていたものが備わっている。例をいくつか挙げてみると、

1. Undo/Redo機能:ブラウザの「戻る」「進む」ボタンのように、オブジェクト編集中に一つ前の段階に戻ったり進んだりすることができる。

2. クローンスタンプ:ボックスにチェックを入れるだけで、オブジェクトの複製をスタンプのように連続して作成することができる。

3. コピー/カット/貼付け/リンク/リンク解除ボタン:これらの操作が全てボタンをクリックするだけでできる。もうSLのようにショートカットキーを覚える必要はありません。ただ、SLで長く経験を積んでいる方には、慣れ親しんだショートカットキーのほうが作業も効率的で良いかも?

HiPiHi's New Content-Creation Screenshot 3

4. オブジェクト自動配列機能:X, Y, Zなど好きな軸に沿って複数のオブジェクトを自動的に並べてくれる。

HiPiHi's New Content-Creation Screenshot 4

5. 第二のテクスチャ:ベースになるテクスチャの上にさらにもう一つテクスチャを乗せる事が可能。下の画像ではオブジェクトに「石」テクスチャの上にCentricのロゴを乗せてみた。もちろん、上乗せテクスチャの強弱はユーザーの好みにより設定できる。

HiPiHi's New Content-Creation Screenshot 5

全体的な感想としては、SLに比べてHiPiHiのコンテンツ創造システムの方が視覚的にわかりやすく、バーチャルワールド初心者には優しいのではないかと思う・・・もちろん中国語がわかればの話ですが!嬉しい新機能もついてきて、SLに慣れたユーザーでも十分楽しめる作りになっている。

HiPiHi Adds Content-Creation Tools

Monday, July 16th, 2007

The newest HiPiHi client includes a content-creation system which adopts some familiar features from Second Life and adds a number of its own very useful features. The basic interface is similar to that in Second Life. For example, buttons for default shapes - like a box, a cylinder, a sphere, etc. - are almost exactly the same. Check out the image below:

HiPiHi's New Content-Creation Screenshot 1

The colors of the three arrows below representing orientations of objects are also same - X axis for red, Y axis for green, Z axis for blue.

HiPiHi's New Content-Creation Screenshot 2

Tools for selecting and adjusting textures in Second Life are duplicated in HiPiHi - color tint, material property, full bright option, transparency. Texture formats supported are JPG, TGA, PNG, and DDS. If you’re already a Second Life user, the interface will be pretty intuitive. There are also some features unique to

HiPiHi that many Second Life users have always wanted:

1. Undo/Redo function: You can go back and forth between each step.

2. Clone stamp: You can place copies of objects consecutively by checking the box that allows cloning.

3. Buttons for Copy/Cut/Paste/Link/Unlink objects. You don’t need to memorize shortcut keys; just click on buttons with nice little icons representing their functions. However, advanced Second Life users might prefer having the shortcut keys they are already familiar with.

HiPiHi's New Content-Creation Screenshot 3

 4. Object alignment function: Objects can be automatically aligned along a desired axis by selecting those objects and clicking on "align along X (or Y or Z) axis."

HiPiHi's New Content-Creation Screenshot 4

5. Secondary surface pattern: In addition to basic textures you apply to objects, you can also add another texture underneath or on top of them to give objects a combination of textures. In this picture we applied a "stone" pattern on top of the Centric logo. You can also adjust the intensity of this secondary pattern.

HiPiHi's New Content-Creation Screenshot 5

Overall, these content-creation tools should be easier for beginners to use than those in Second Life - unless you don’t read Chinese! The new functionality is a very welcome addition.