Social Networking - A Travelers Observations

 

 

Two months overseas taught me a lot but coming back to present to the FARM there was one thing of interest that really stood out. 

Everywhere I went on my trip I noticed the huge potential for social networking as a travel tool and marketing device. There are facebook groups for almost everywhere I stayed, everything I did and even the weird local phenomena I found along the way. Agencies like The FARM should recognise the massive potential reach that  such a global, transient and digitally savvy demographic can have. 

Travel applications are already a goldmine for new media platforms such as Facebook and the iPhone, here are just a few:

  • Cities I’ve Visited
  • TravelPod Traveler IQ Challenge
  • Local Picks
  • LearnIt
  • Flight Status
  • Sit or Squat (find a bathroom near you!!)
  • iPhone Tipper
  • CouchSurfing (for those on a low low budget)

So why should we as a digital agency care?

It's all another case in point to solidify that social networking is NOT a fad, it is a fundemental shift in our means of communication and it's here to stay. The digital landscape is transforming! It will change the outlets for our line of work and our knowledge of this will becoming increasingly more valuable to clients.

Consumers are at the centre of this trend and it is predicted that by 2010 Gen-Y will have taken over the baby boomers and they are a very different group of consumers. They are rather digital USERS with huge potential spending power. At present 96% of Gen-Y internet users are part of a social networking site so there is great power here in word of mouth and viral marketing as users trust friends and recommendations rather than pushed sells.

So let's apply this to my trip. 

  • England: Piccadily Backpackers Hostel in London - incredibly active Facebook group. No wonder Facebook is the #1 social networking site with over 150 million users.
  • England: London Heathrow’s new Terminal 5 have facebook only internet stations (just in case you really feel the need to send your friend a poke before leaving the country).
  • England: The Red Phone booth challenge (how many people can you fit in one at once?) and the replica Harry Potter Platform 9 3/4 both have vast Facebook groups and Flickr galleriesand have been used as part of interactive advertising and marketing campaigns. 
  • Edinburgh, Scotland: Hogmanay, the 3 day Scottish New Year - one of the most blogged about New Years Eve events in the world, UGC rich website and active facebook group
  • New York City: Improv Everywhere's 'No Pants Subway Ride 2009' - a group similar to flash mobbers perform public stunts and are now a youtube phenomena much like Where The Hell is Matt? the dancing traveler who is now sponsored by Visa. A viral marketing success!!

  • Texas: Post-Obama Inauguration - an interesting case of social networking fear amidst the racial/political climate of the Obama-McCain election, also an impressive effort by the Obama camp to utilise social networks as campaign tool through Facebook application and keyword targeted Facebook group. A very smart move in realizing the new voting demographic of young people awakened by Obama's run for office. 
  • Los Angeles: iPhone tour applications for the Hollywood Walk of Fame and social network driven campaigns to get celebrities a star on the Walk 

So what are the questions the FARM should be thinking about?

How do we get a strong revenue stream through social network and viral marketing? Many businesses are still struggling to see how this can work for them as a marketing tool.

As users are engaged with their profiles and content simple display mechanisms do not work. Rather, widget and other applications that help people chat, create and share content are the areas to investigate. There is a need to harness the power of word-of-mouth and let users “do the marketing for you” by creating opportunities for people to feel ownership of the brand (much like Obama did with his campaign). According to eMarketer there is a predicted $1.3 billion social network advertising spend in 2009 so this is definitely not an outlet to ignore.

The client services team here at The FARM have begun delving into this realm to become experts on the possibilities of new media and the inevitable change that is taking place in our industry. 

So go and get BLOGGED!! 

Posted on 2/25/2009 11:36:00 AM by KristinaReddaway

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High performance teams and project management

Production in a digital environment is one of those artforms that requires the perfect blend of a range of disciplines in order to achieve a successful outcome.  Designers will be pushing creativity to its limits, Flash developers will be integrating and animating any manner of permutations and combinations of graphical trickery and the systems guys will be tearing their hair out with development environment modifications, database migrations and remoting methods in order to make it all work.  Hitting the perfect combination of the disciplines can be a beautiful thing if all goes to plan...

If not, then it can be hell (and we've all been there).  By working in a digital agency environment, you don’t have the benefits of being a large multinational with PM processes that have been honed with 20 years of lessons learned.  To top it all off – every project is different.  You can’t leverage the fact that you’re implementing a finance or order tracking system for the 1700th time.  That's why you're a boutique digital agency: you do stuff that no-one else has done.  You're the go-to guy - and you need to do it more cost effectively, with higher quality, more innovation, and on brand.  All in less time. 

Find me a PM model that works.  Now!

How does one go about this effectively? If you search the world for project management models that you could apply neatly to such a situation, you won't find anything in the billion dollar corporates that will quite fit the bill (and unfortunately the billion dollar corporate drive PM methodology, so the small guy is always cutting a subset out of the large PM models to fit his or her own need).

At the other end of the perspective, build-fix approaches often get taken to the extreme in agency environments.  The true build/fix model (Microsoft) is a model that exists entirely within the developer’s environment.  The key distinction here is that the build/fix methodology is contained to within the developer’s environment: accurate specs for work packages are provided to developers, they build it in to the stream, then ‘fix’ on the fly as other specified functionality packages are rolled in.  Rinse, lather, repeat.  

This process, however, is abstracted from the specification process.  What happens in a lot of agency environments is the specification lines blur: build/fix is no longer contained between a signed off specification and the developer’s environment, but client changes get injected directly in to the process – resulting in mayhem from poorly specified work packages ending up directly in developer’s hands (I am a firm believer that the traditional SDLC must exist up until the spec stage – after that dev team management methodologies should always be a RAD, extreme or build/fix approach. But I digress.).

The solution

I take my lead on the solution to this age old dilemma from a passion of mine: Formula1 racing.  A quick overview...

 

Formula1 is currently the world’s third most watched sport – behind the Olympics and the World Cup.  There are 18 rounds in a year, averaging 850 million viewers per round.

A Formula1 car can go from zero to 160km/h back to zero in four seconds.  They have enough aerodynamic downforce to drive upside down in a tunnel, and have chassis’ that are capable of cornering at 4g’s (that’s a 35kg lateral load on your neck!). 80,000 components make up a standard F1 car.

F1 teams have budgets between $66 million (Scuderia Torro Rosso) and $400 million (McLaren Mercedes) per annum.

How to win

The equation to win is pretty simple, really: build the fastest car!

Building the fastest car is really about combining the three primary F1 disciplines together in to an end product, the car, in the most efficient and effective manner (and also so that not one of those 80,000 parts fail in a race – this means that a car with a 99.95% successful component QA will still have 400 suspect components!).  The three primary disciplines are:

  • aero (aerodynamics, or the way air flows over the body surfaces of the car to create downforce, and therefore, grip)
  • chassis (suspension and internal mechanics, to maximise grip through weight distribution and chassis dynamics)
  • engine (go forward!)

The end equation here is that the winning team is always the team that best integrates all three aspects of F1 (aero, chassis and engine) in to the end product (the car).

The tenuous link

In digital agencies, the winner is always the team that best integrates the primary disciplines (flash, back end and design) in to the end product (the solution).
In F1, the best example of success is displayed by Ferrari: they are a team that run a leadership based management structure: they have a team principle backed up with three heads of the departments.  The team principle is sole purveyor of the snappy decisions required to get in front in the time poor, performance oriented world of F1 (much like the time poor world we, as digital agency folks, often experience).

The worst example in F1 has to undoubtedly be Toyota: in their history they have outlayed over $1.2 billion in to the sport, and never come near winning an F1 constructor’s championship (Ferrari have won all but two since ’99 with a budget consistently less than Toyota).  Why?  They copied the PM methodologies utilised in their boardrooms of Tokyo to their F1 team.  But what happened was that decisions couldn’t be made quickly, and the multiple departments, without a decision maker acting as a catalyst for encouraging fast and cooperative decisions between the disciplines, sent Toyota floundering in regards to opportunities for better integration and team work.

The outcome for digital

The outcome, then, is to encourage integration of the disciplines, whatever methodology.  If you’re producing a digital project, you need to focus on encouraging cross discipline communication through integration and innovation – because often the best design idea will come from the dotnet developer locked in the dungeon.

We don’t lock our dotnet developer’s away.  Really we don’t.

Posted on 7/21/2008 12:00:00 PM by ChrisRann

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Next-Gen Console Gaming

Have recently lost my life (and nearly my wife!) to "Grand Theft Auto IV," I figured a bit of a  presentation about what I consider to be the best Next Gen game titles that push the boundaries of gaming experience, was in order. As a digital agency who produce interactive, online experiences -  there is much we can learn from the advances in computer game technology as to what makes an  interactive experience engaging and exciting to consumers.

What does "Next-Gen Gaming" mean?

Next Gen is a loose term which can be defined as the following:

1. AN ATTITUDE TO THE RANDOM PLAYABILITY OF GAMES 
2. GAMES UTILISING POWER / GRAPHICS OF 7TH GEN CONSOLES (Xbox 360 , PS3 and Wii)
3. CINEMATIC: ATMOSHPERE, CHARACTERS, STORY, ACTING, SOUND 
4. GROUNDBREAKING ENGINES: AI + PHYSICS 
5. HARDWARE PERIPHERALS: (i.e. Wii REMOTE)

Four of the best Next - Gen game examples (in my humble opinion):


01. Call of Duty 4: Modern Warfare

I think this game is a great Next Gen example because it blurs the line between cinema and gaming.  The storyline and environments are so rich and atmospheric that it's like actually being inside a  war movie. The example I highlighted, is an impactful moment when a Nuclear explosion strikes your helicopter at the completion of a particular mission. You then control your character crawling out of your crashed helicopter and gaze up at a mushroom cloud.

Powerful stuff for a game - check it out:

 

02. Grand Theft Auto IV

GTA 4 has now broken all world records as the "Highest Grossing game in 24 hours" and the "Highest  Revenue Generated by an Entertainment Product in 24 Hours," selling 3.6 million units and earning  a whopping $310 million in its first day of release. I spoke about how a combination of good  physics, dense art direction, depth of content and quality voice acting makes this game the benchmark of all virtual worlds and the best game I have ever played.

Here's a trailer:


03. Spore

An open ended simulator which allows you to create life from micro organisms, through to creatures  who develop into colonies, societies, planets and your own universe. This gives the player unprecedented scope to create their own game story / type.

Here's a game demo:

 


04. Star Wars: The Force Unleashed

This game has the potential to revolutionise gaming as we know it. Set for release in September, it combines 3 physics engines together to create unprecedented real world physics. The DMM (Digital Molecular Matter) engine regulates what substances objects are made from, in conjunction with the Havok physics engine that controls real time interaction between objects, in conjunction with the Euphoria engine that gives characters artificial intelligence to decide how they interact with the environment.

Confused? These clips explain all:

(DMM)

 

(All 3 Engines working together)

 

Posted on 7/16/2008 12:36:00 PM by WadeKuhn

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Attention to detail

Would have liked to talk about cycling, but didn't think a discussion around alloy vs steel in a market full of bushings and bearings for 4 bar linkages and single virtual pivots would float everyones boat, so this morning's Morning Tea was about what interests me, and what makes it interesting? Like in any industry we service our clients to produce a digital "product", but it could quite easily be another medium, whether it be in print, film or tv... there are  so many things that influence us that digital is but a product of that thought and the industry in which we work. What we all have in common is that attention to detail. Below are some sites which reflect this:

Raising Children
http://raisingchildren.net.au
Clean look and feel - a challenge considering (a) amount of content, (b) number of stakeholders involved. Excellent navigation

Jonathan Yuen
http://www.jonathanyuen.com
Good use of video optimisation, storyboarding

Shaun Tan
http://www.shauntan.net/books.html
Illustration - very python-esque

Schweppes
http://www.schweppes.com.au
Excellence in execution - viewing with the sound off is compelling in itself, with the sound on it is so much more.

Memoirs of Hijiyama
http://www.curiousique.com/jykh/major
Dedication to atomic bomb victims this site demonstrates well executed design but lacks that attention to detail with the build - rollovers not preloading.

Where The Hell Is Matt
http://www.wherethehellismatt.com
Guy quits job > guy goes travelling > a mate suggested he dances in each location > brought to the attention of a company wanting to sponsor another trip - nice idea. In it's third year, and the latest video is due any day now. Simple and effective.

iBar
http://www.i-bar.ch
Twist on technology and interior design

Sculpit
http://users.telenet.be/sculpit/
Belgium architects - residence and studio for themselves in what they call "Antwerp’s narrowest house" located in Anwerp’s former red-light district. They took a 2.4-meter wide space between two buildings, erected a steel skeleton in it and installed four wooden floors, one each for work, dining, relaxing and sleeping, plus a bath tub on the roof [www.thecoolhunter.net]. The architects website does little to sell the design to it's audience, unlike another link found online of how the premises looks at night http://elultimoquecierrelapuerta.files.wordpress.com/2008/04/sculpit1.jpg. A marvellous display of ingenuity working in what are extremely challenging constraints.

Baumraum
http://www.baumraum.de/index.php?pid=7
German architects - the humble tree house takes on a new dimension!

Stats eg. Australian Bureau of Statistics
http://www.abs.gov.au/
Hardly used for bedtime reading, but more of a point that much of what we do for our clients can be coupled with the analysis of statistcal data of our clients existing website to better approach our clients objectives. 

Posted on 6/18/2008 10:58:00 AM by NickFernley

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Live Coding

This morning I did a quick presentation about "Live Coding", and more so about Live Coding in regards to music. Its a very cool concept whereas the coder creates music in real time. For example, you could create a small loop that simply plays a kick drum every 600 milliseconds and compile it. While it's compiled and playing you could modify that same loop to play a hi-hat every 300 milliseconds, then compile that on-the-fly which would replace the currently running process on the correct timeframe. (This is a VERY basic example).

So far as I've seen there's not many people trying this and from those that i have seen, there's not many people that are good at it either. Theres a few platforms that are out there to get started:

  • ChucK
  • SuperCollider
  • Impromptu
  • Fluxus
  • Quoth

I haven't tried them all (only ChucK and SuperCollider) but ChucK is heaps of fun to play around with. Quite a huge learning curve but i think i'll stick with it and see if i can come up with something worthwhile.

Here's some links and examples:

 


 

Posted on 6/4/2008 12:40:00 PM by Shannon Deminick

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Performance Art & Technology

During our morning tea, I wanted to take a quick look at performance art & technology. Specifically artists that use technology as a medium for their performance.

We started with Mike Parr, one of Australia's most infamous artists. Perhaps his most controversial perfromance was "democratic torture" in 2003, his response to the treatment and mandatory detention of aslyum seekers. Parr was wired up for live web cast, and on-line media spectators were able to deliver electric shocks to Parr's body by clicking on their computer mouse. Parr called this "democratic torture", his intention was to demostration how the media-and, specifically, the distancing effects of on-line media-was able to encourage people to inflict real suffering on their fellow humans, particularly when they were able to do so without personal consequences, and without having to be in face-to-face contact with their victim.

I then discussed another Sydney-based performance artist, Barbara Campbell. In a durational piece titled '1001 nights', Campbell created a short text-based multi-media work each night for three years, in response to news stories sourced each day.

Finally, we looked at a recent installation art piece, "Move-me". This is a touring booth, travelling around the world, which audience members are invited to enter. Once inside, they are given direction from various famous choreographers, their performances are video-recorded and posted directly to the website www.move-me.com.

Posted on 5/21/2008 3:30:00 PM by Admin

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Interactive solutions - inputs & outputs

 

I often talk (the verb), but it is a rare thing that I would do a talk (the noun). Thankfully, my talk was sufficiently underwhelming for me to be completely dissuaded from ever preparing one again.

Here were some of the items I spoke about:

http://www1.zkm.de/~wvdc/ascii/java/

http://www.youtube.com/watch?v=T2OytHzZ72Y

 

http://www.flight404.com/blog/?p=81

http://nervo.tv/index.html?sect=5&proj=foxmovies

 

Somewhat interesting pieces using interesting inputs:

http://www.youtube.com/watch?v=Jd3-eiid-Uw

http://hehe.org.free.fr/hehe/champsdozone/

http://rhizome.org/artbase/2398/fear/

http://www.virtualart.at/common/viewWork.do?id=394

Posted on 5/7/2008 12:13:00 PM by TomByrne

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Semi-Permanent 2008

 

Ths Farm attended SemiPermanent08 this year and here are some of the highlights:

LIFELOUNGE (Creative house, website/magazine, Melbourne):
 
DEBASER (Graphic design, Sydney):
 
SUPERFAD (Live action/animation, NY/LA/LONDON):
 
SPENCER PLATT (Getty photojournalist):
 
NORTH KINGDOM (Web design, Sweden):
NK Blog:
Making of latestcoke zero campaign:
 
PIXAR:

Posted on 4/23/2008 5:39:00 PM by DillonLiu

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Macgyver

 

I did a presentation on Macgyver at our fortnightly breakfast meeting. How does Macgyver relate to The Farm?

Macgyver used objects and tools around him to get himself out of a jam. When a tool was not present or there was nothing immediately useful around, he used what was available and improvised. 

As programmers, we are often presented with tasks that involve a bit of lateral thinking. Gone are the days of casual R&D. These days we must often (and quickly) survey what tools are available to us, and then MacGyver together a solution (even if it means making the tools ourselves).

Here are some of the technologies we have MacGyvered together at the The Farm (used in various combinations)

- .Net 1, 2, 3, 3.5

- CSS/ HTML

- AJAX

- Lytebox

- PHP

- LINQ

- Entity Spaces

- Umbraco

- Flash/Flex 

- Silverlight

- Wordpress

- .Net Blog Engine

- After Effects

- Haymail / MailBuild API's

  

 

Posted on 3/26/2008 11:09:00 AM by AnthonyDang

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Design is in the details

I picked this talk because it gives a really fresh approach to solution design. Showing a series of inspiring, unusual and playful products, British branding and design guru Paul Bennett explains that design doesn't have to be about grand gestures, but can solve small, universal and overlooked problems.

 

 

Check out more talks from TED here

 

Posted on 2/27/2008 12:13:00 PM by ChrisPile

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