Wednesday, April 8, 2009

Crashing the Party

My introduction to SXSW consisted of a battle of bands as I walked down 6th Street in Austin.

For the last 23 years the SXSW festival – the largest music conference in the US - has been the Week of the Undiscovered Band, and it’s synonymous with the opportunity for any of the 5000 artists to be the next buzz name, to grace the covers of national and international music press, to be a radio chart star, and to sell out shows nationwide.

While there have been grumblings about major artists slowly hogging more of the spotlight over the years, 2009 may very well mark the year when noticeably more attention was paid to the veteran talents of Metallica, Kanye West, DEVO, and Tori Amos than to the fledgling artists.

However, for every major act playing the festival, there are at least a hundred bands whose star is on the rise. It is precisely because of these up-and-coming musicians that a deep-rooted excitement exists and motivates the likes of Metallica and Kanye to crash the party.

For each great new band seen, you risk missing the performance of ten other equally talented, potentially “best of SXSW” buzz-worthy artists. It’s a daunting task and you soon find yourself sling-shot from venue to venue hoping to catch a little of everyone, yet risking not witnessing enough.

It would be dishonest not to admit to the attractive pull of being there when the much whispered-about mega-stars play that “secret” performance. On the other hand, it’s incredibly rewarding to have your ear tugged by the sound of some unfamiliar group or singer from a block down the street.

My best advice is to throw out your agenda, your well-thought-out plan of attack, and abandon the goal of trying to find the buzz bands du jour. Practically every music monthly, website, blog, and radio station have reported back about their favorite performances, and for once in the history of the conference, there seems to be no clear winner of the “new artist to watch” award. Every attendee has walked away with at least one previously unknown artist who they will rave about. For some, it may be one of the major bands they’ve only heard about; for others, it may be a long-time local act that hasn’t made it outside of the Austin region… yet.


As it is par for the course that you will be missing a great many shows, information transmitted through word-of-mouth (and who wasn’t Twittering from SXSW this year?) will ensure that a big bag full of those events are at least heard about – and therefore not entirely unnoticed. Those missed but talked-about performances contribute to the growing list titled: “must check out as soon as I get back to the hotel/I get back home/when they come through town”.

Here are a few of SXSW artists worth watching:

BLK JKS

They’ve been quietly working away for nine years in Johannesburg, South Africa and this year marks the four piece’s second appearance at SXSW.
In 2007 they released a very limited 500 pressing 10 inch vinyl of “Lakeside” that is now clutched tightly to the chests of every person in possession of it. In 2008 they landed on the cover of Fader magazine, mixing up the progression of which comes first – SXSW and then the cover or cover and then SXSW?
BLK JKS are familiar with mixing up the progression. Their very short blistering set at Mohawk was, luckily, captured by Youtube. I was left dazed, reaching for descriptive words for what I witnessed. Punk, Jazz, Reggae, Progressive Rock, Funk… it all gets thrown into the machine and what comes out in the wash is something like this:



Avett Brothers & Passion Pit

It’s good knowing people who have the cheat code to get you in the back door of well sold out shows. The ace in my pocket was Ryan Barkan of Primary Wave music publishing. We had arranged to meet up at Radio Room because one of their artists, the great Daniel Johnston, was playing the Brooklyn Vegan blog day party. The line to get in was nearing two blocks long, so I put a call to Ryan who directed me to the back gate where bands were loading and unloading gear for the constantly rotating performances. I got in with a word and a shrug from the “bouncers” and pretty much came to a halt. The crowd was massive and the tent was full. Daniel Johnston was on stage and Ryan was up front. We’d have to wait until afterward to meet at the beer stand. It was while having our first face-to-face conversation that I heard North Carolina’s Avett Brothers from outside the tent. Yes, they are brothers – well, two of them are. They’ve been kicking around their American roots-rock for a few years now but this was the first time my ears had been pricked up by them.

http://www.theavettbrothers.com/

Ryan and I talked for nearly an hour until he had to go check in on some other Primary Wave published bands. I had to get out of the Texas heat (ah, sunburns) and check out Passion Pit, but not before I had promised Ryan a hand made compilation CD of bands from Minnesota. Seemed everyone I talked to at SXSW couldn't think of any artists besides Prince that come from our cities. I’ve got work to do.



Passion Pit, I overheard, were one of bands that “the kids” were all buzzing about. I actually overheard this being said by some older "been there done that" hipster while standing in the tent watching their performance. Well, I was happy to find myself being lumped in with “the kids” again. Their songs were penned for a CD as a Valentine’s Day gift to a girlfriend, which was shared amongst other friends… and their friends… and their friends. It didn’t stop until Passion Pit were voted best new band in Boston in 2008. Actually, it didn’t stop because there they were at SXSW with a tent packed full of delighted ”kids” from around the world dancing to their infectious electro-pop.



Now they're off to Europe & the UK for the summer festival season. Stars do still rise.

more SXSW reports soon

Monday, April 6, 2009

Divergent Thinking: Making a Breakthrough

After attending sxsw, I've resisted just reporting on one panel, thinking there's got to be an overall theme to most of the things I saw. And I think I've finally come up with it, read on.

1. Brainstorm, a lot
At "Being a UX team of One" I committed to brainstorming, a lot. Usually we can come up with one or two ideas right off the bat, the problem is pushing past that wall to come up with something more interesting. Leah Buley suggested coming up with a minimum of 6, hopefully much more.

Why does coming up with more ideas make them any better? In my experience, I tend to do the most rote and expected things first, kind of like regurgitating. Forcing myself to move past a couple ideas makes me uncomfortable, but it's oddly freeing at the same time. If I'm in the mindset that I don't have to come up with THE IDEA right away, I'm actually more at ease and open minded. I begin to make better kinds of connections.

Leah's tools for pushing past this wall were to use:
1. conceptual frameworks (this is good for user experience designing)

2. word associations

3. an inspiration library (I just take screenshots and pictures of anything and everything I like, no matter what it is.)

Both the "Objectified" panel and "Journey to the Center of Design" discussed the value in creating a lot of ideas, being rewarded for risk taking and learning from those mistakes. Basically you cannot edit yourself in the beginning.

Journey to the Center of Design Highlights:


2. Start on paper
Several panels admonished not to start in WORD or a PROGRAM of your choice. The format is constraining and you think more broadly and have more freedom on paper or napkin.

3. Involve other people
Ask for specific feedback and ideas. Another perspective is valuable. One of the panelists suggested hosting a session where everyone plays the devil's advocate to poke holes in the idea. Doesn't mean you listen to every criticism, but could help you look at things in a different way.

4.You don't need to know the end at the beginning
In speaking about his movie, "Objectified", Gary Hustwit said he didn't start out with a plan of how the narrative would work, it unfolded with the footage. The challenge in coming up with good ideas is to let go of control and not get stressed out by uncertainty. Kathy Serra in "Change your World in 50 minute: Making Breakthroughs Happen" said "The surest way to guarantee nothing interesting happens is to think you know how it should all go. "

5.There is no right and wrong
My favorite discussion was lead by Charles Sayers, the global marketing director for Sapient. He's worked with brands like Coca-cola, Home Depot, UPS, and Auto-trader in all aspects of brand development and design, marketing program strategy, messaging and corporate communications. In his panel, "Brand Noir: Crafting a Who-Why-How Dunnit", Sayers talked about War rooms and the rules he had:

1. If you go into the war room, leave an idea

2. NOTHING is thrown away, put it on the wall

3. There's no structure in putting it on the wall

Why these kinds of rules? Because people think they have to get it right before they say anything. The point is getting a reaction and response from the team. My doodles or questions may spark something for someone else. Along with no right or wrong, there is no perfect. I like this idea because it frees everyone up from coming up with the Big Idea.

Part of there not being a right and wrong is the idea of suspending disbelief. Acting like there are no limits will get you farther then imagining every possible road block.

6. Create a little discomfort
How do you know if it's a good idea? If everyone feels comfortable with the idea, does that mean it's a good idea? "Oh, Ok, I get it" in not very compelling. A good story or idea will have multiple reactions, you want a lot. If it makes people think, that's good.

The possibilities for creative thinking?
One of the speakers on the "Objectified" panel made an observation on the difference between analytical and design or divergent thinking: "In design or divergent thinking you're trying to create new choices, you're not just picking from the choices you already have, which is analytical." They were discussing product design but then summed it up by saying, "we need to get better at different types of thinking so that we can apply it to current issues" like policy making and health care. They believed that including divergent thinkers in any problem solving process was the key to coming up with breakthrough solutions. Amen.

Sunday, April 5, 2009

Share everything. Play fair. Don't hit people.

The SXSW conference started with opening remarks from Zappos.com CEO Tony Hsieh on how fostering a passionate culture of employees while proving extraordinary customer service can massively extend your brand. He spoke about good deeds, chasing your dreams, greater life purpose, goals, inspiration and ended with a strong recommendation for a book by Jonathan Haidt called, "The Happiness Hypotheses". Heavy stuff for a company that known best for selling shoes.

It was inspiring and while obvious on many levels, became an underlying theme throughout the conference: sharing, open, trust, playing fair.

Over the next four days, the number of references to relationships, friends, community, openness, honesty...were many. While not a new concept to business chatter; individuals, brands (countries, civilization...), are realizing the need to focus on the basics to create, foster and extend their image, products, brands and survival.

Concepts like sharing, openness and free may be the new buzz, but would never have made it to the white boards of corporate America as a priority or requirement to remaining relevant. It's a monumental shift for companies formed around protecting intellectual property to now open their doors to the open sharing of content, often for free.

The panel on Becoming Social: This Changes Everything, lead by the heads of development for Myspace, Yahoo, Google and Reuters Thompson was interesting specifically in that the former was a perfect example of a company founded on the dissemination of proprietary information finding it a difficult transition to becoming transparent with it's data, while acknowledging that there was not a choice. To survive, brands need to not only acknowledge consumers, but to open their doors, give them something they don't expect and foster the open conversation that drives perception, respect, trust and happiness?

Share everything. Play fair. Don't hit people. Figure out how to monetize free.

Sunday, March 29, 2009

We Have Been Objectified: Identity, Consumerism, and the Future of Designed Objects

Moderated by Stuart Constatantine of Core77, the panel included Gary Hustwit the director of Objectified, Tim Brown of IDEO, Davin Stowell of Smart Design, and New York Times Magazine columnist Rob Walker.

As an art director who sometimes wishes he were a product designer this was one of my favorite panels. I unfortunately missed the movie (I’ve already bought my ticket to the showing at the Walker) but Marques has done a fine job of discussing it in a previous entry.

One of the more interesting themes of the discussion was the idea of applying design process to other problems that we face, such as health care, hunger, and the environment. Most people when faced with a problem will look at the pre-existing solutions for that problem and then select the one they deem the best fit. With design thinking you begin by coming up with new solutions, as many as you can, and then selecting from this new pool of options. I would like to think this is something we do everyday in advertising, however, I feel like more often than not we are simply producing work to fill the pre-existing solutions that were bought before we ever saw a brief.

The night before the panel Gary Hustwit had lost his iPhone (at the time of the panel it had been found but he had yet to get hands on it). This lead to a discussion of our relationship with objects and the objects that bring us pleasure, and no he doesn’t mean object sexuals. There are objects we need and objects that make us happy, but why can’t some of the ones we need bring us a little more pleasure? Why can’t my fridge be a beautiful piece of design instead of a hunk of necessity? This made me think about the objects in my life that make me happy: my iPhone, my iMac, my new sneakers, and the Herman Miller chair I just bought on eBay. That’s not that many if you think about all the objects in my life. And why do these particular objects make me happy? Is it because they are well designed or is it because these are newest items in my life and soon they will be just one of many objects lying around my apartment and I will be enamored with something new? It’s probably a mixture of both, but I would venture to guess if the Herman Miller chair wasn’t a classic piece of design it wouldn’t be on my list.

Which leads to the final point made by the panel: We should think more about the purchases we make instead of just consuming constantly. Don’t just buy a table because it’s on sale at Ikea; think about how that table fits into your life. Will you still like this table a year from now, ten years from now? When you get laid off will you want to move this table with you or is it going on craigslist?

Leaving the panel I was left with one lingering thought: We should all strive to apply good design and design process to more facets of our lives.

Friday, March 27, 2009

SEO

I found myself asking over and over again "how did you do that?" throughout this conference. From SEO to client expectations, I was constantly floored with people's accomplishments and possibilities for what you can do out there with SEO.

Basically, everything came down to planning. You want your site to show up in Google? Don't forget to plan for it. You want people to be able to find it without knowing the name? Think about what words they might put in the search box. You want your Flash site to be as SEO'd as your HTML site? It can be done, but it takes planning ahead.

SEO isn't magic, but it is important. Search and social networks are the two largest drivers of traffic to sites. It is our job to make the content people are searching for find-able as easily as possible. And that is the part that takes extra planning.

I have also heard a variety of statistics on how much people are using search on iphones and other mobile devices - and we know that iphone doesn't have flash - but alot of the SEO optimization also makes at least the content of a website viewable on an iphone.

Monday, March 23, 2009

Importance of Social Media Guidelines


The first day at SXSW, I attended a panel with Shashi B "Social Media Swami" and Raj Malik, Sr. Director of Legal and Business Affairs for a company called Network Solution. Shashi B, the voice of Network Solution's social media campaign, is also prolific twitterer, blogger, and product innovator.

After the panel, I connected with Raj Malik, the legal brains behind the company's social media campaign, to find out more about some "best practices" for starting a social media campaign. He later directed me to SXSW Follow-Up: Coroporate Social Media Guidelines for a brief overview of corporate social media guidelines.

A basic social media platform would include the following:

  • Who is the voice of this campaign?
  • What metrics/goals is the campaign trying to accomplish?
  • Who is responsible for making sure the information disclosed in the campaign is legal? Or not harmful to the companies involved?
  • How will the campaign voice respond to negative comments or false statements?
  • Whose responsibility is it to maintain the campaign, once it is launched?
Some basic food for thought, but as agencies continue to use online tools (video uploading sites, social networks, twitter, blogs, etc.) for client brands, we must not forget to think about possible ramifications. More strategical preparation upfront can significantly help in the long run.

CrowdSourcing


Crowdsourcing has been a hot topic for a while now, but I thought while at SXSW why not hit this panel and find out what's new? I found out it is just more of the same - but still it got me thinking of how fast our world around us is changing and how this will ultimately affect advertising.

Crowdsourcing is a term for delegating a specific task (that perhaps was considered a specialty) to a large diverse group to gain results. One of the best examples is within the stock photo industry. It used to be that if you wanted quality stock photography you had to go to Getty or Corbis, but now there is a multitude of stock houses that get their photos from Joe Traveler or Jane Amateur Photographer. Now the market is flooded with stock photos. These vendors, such as iStockPhoto pay the artist, but it is pennies compared to what the professional photographers get paid with Getty or Corbis. The savings are passed on to companies like Fallon that use this type of photography. While this may be bad for the major stock houses and their associated photographers, it is great for the businesses purchasing the photographs. A great example of the "supply and demand" model for business.

Now take this idea and apply it to science or technology. It's expensive to hire a fleet of scientists, developers, or engineers, but crowdsource your problem and you got yourself an army of people looking at it. A while back NetFlix put out a million dollar challenge for anyone who could make their algorithm a mere 10% better. This algorithm is used for predicting whether someone will enjoy a movie based on how much they liked or disliked their other movies, making suggestions on their user page. This challenge caused some stir in the technology world. People put together teams, started sharing information, and ultimately created a community. It has been over 2 years and the best success so far has been 9.65%. The return for NetFlix is great. They could have never hired this many developers/engineers/statisticians with a million dollars - and even if they put one million into their own staffing, there would always be a chance that they wouldn't reach their goal. (Read a Wired article on this here)

As you can imagine, this has got some photographers and scientists pissed off. They were getting top dollar for their work and now there is uncertainty to their future. So what does this mean to us in advertising? Well, we are seeing many effects of crowdsourcing around us whether we recognize it or not. Social Media has become the ultimate brand crowdsourcing. If people like, or don't like your brand they discuss it on Twitter, Facebook or blogs. Brands are reacting to that. Fallon needs to keep an eye on the discussion. All of a sudden this is used to measure our success.

Recently we did a site where we asked the user to upload a video explaining why they were Phil Mickelson's biggest fans. The winners were placed in a TV ad with Phil. It was a great success and the spots were funny. Well, what if we put it out there that we needed an idea for a brand campaign? If your idea is picked you get credit and we will send you copies of the completed work. Maybe we pay that person a small fee - say a couple hundred bucks (think of the salaries Fallon would save!). Would we get entries? You know it! Would they be good? Well, I am not going there, but I will say that none of us are safe. We need to constantly question our importance to the industry and make ourselves valuable by understanding the changes around us.

Friday, March 20, 2009

Objectified

This movie by Gary Hustwit, who also directed Helvetica, was a phenomenal, phenomenal piece of film.

At its essence Objectified is a film about the painstaking design decisions that go into everyday products that we use. And in many instances the design decisions that go totally unnoticed are the most thoughtful and beautiful aspects to these objects.

One subject covered in this movie, that really hits home to the brander in me, was the concept that every item that we look at evokes some sort of feeling out of us. We immediately determine how much it should cost, what it will feel like, what it is used for. Interestingly enough traditionally the form of many objects was directly correlated to that objects function. If an alien were to land on earth and see a chair, or a spoon, it might easily be able to deduce what that object is used for. But with the creation of the microchip, much of the form of objects has been left to the designers.



Sometimes it is the lack of many design elements that make things the most beautiful. The ability to strip objects of their design is at the same time one of the simplest and most complicated design decision to make. The film used this beautiful machine I am typing on as a prime example of this, Apple. Apple’s products have a sense of intuitive, and minimal design that are overlookable, and so desirable at the same time. When I close my laptop, a small light flashes on and off subtly like a heartbeat, to indicate that the machine is on. When I open it back up, that light is unnecessary, and fades out.

Apple’s sense of design gathers around one focus for its user. The iPhone for example, the focus is the screen, thus everything happens there. The keyboard is there, all the content is there, and the screen’s space on the product is maximized to drive the point home. Before this post, and movie come off as an Apple lovefest, let’s move on.

What I also gained from this movie was designs ability to be a way to solve a problem, and the sense of integrity and responsibility that comes with every design. IDEO, an agency in California, was filmed trying to design a product, by solving a problem. One of the executives, a week after the release of one of the agencies designs for a toothbrush, found one of their products washed ashore on a beautiful beach while on vacation. Now the designers responsibility was greater, sure it looked great, but did a toothbrush need to be a toothbrush to reach the end goal the consumer needed? Certainly we are all used to picking up a toothbrush, at least twice a day (I hope, or don’t come to my desk…ever), but who is to say that is the best solution for cleaning our teeth? If we change toothbrushes twice a year, and live to be 75, that’s 150 toothbrushes we throw out in our lifetime. If we run out of toothpaste every 2 months that’s 450 bottles of toothpaste we waste. And as a designer, there is an ability to change that.

I suggest everyone see this film, it will be coming to the Walker Museum in April. My main takeaway from this movie is that as a designer I am a genius, and if I do my job right, no one should ever realize that.

The Future of Visual Storytelling is Interactive. Or Is It?

This panel was lead by five different creatives:

Victoria Ha, Stitch Media Inc; James Milward, Secret Location; Mark Pytlik, Stink Digital;
Phil Stuart, Preloaded; Rick Webb, Barbarian Group

The opening slide was based on the concept of storytelling of today, being a bit more complicated than that of the past. Where there was once one linear, path from beginning to ending, problem to resolution, content today seems to involve storylines that evolve as the user experiences it. What also is unique about today’s storylines is users abilities to affect the stories arc, and even in some cases effect the resolution.

Rick Webb, from The Barbarian Group, showcased recent work done by his agency for Dove, Waking Up Hannah. An interesting concept, this story follows the story of Hannah, but shot from the perspective of 46 different members of the party. The user has the ability to switch vantage points of the storyline whenever they see fit. Imagine the possibilities then of how many different stories can be taken out of one story.



Rick made a comment that the more time a user gets to experience with the brand, the stronger affiliation they will have for it. An example like this reminds me greatly of a movie like Cloverfield,. Cloverfield, which was shot from the perspective of one camera in New York City during the attack, could essentially release millions of versions of that movie from the perspective of different New Yorkers. What if the version that I saw in theaters was the most boring vantage point of those events (which I doubt)? What if they did release several different versions of that movie in theaters, who would be inclined to see it more than once?

Victoria Ha, showcased several examples of Alternate Reality Games (ARGs). One of which was Enitech, for The Sarah Connor Chonicles.

This was also followed up by a philosophical question of “inviting consumers to play, vs. gaming.” Certainly ARGs are not the solution for everyday brands, but considering the creation of shows like Heroes will the brands followers have a sense of engagement, and involvement, I am more than certain the homage of “expect the consumer to do nothing,” loses much of its relevance.

My main takeaway from this panel was the tools we have today give us the ability to engage consumers in a much more unique and involved way than we have before. For as long as I remember my mom has figured out who committed the crime on Law & Order before the show was over.. Now what would happen if Law & Order rewarded her for getting it right? Or what if the show was affected by her locking the wrong criminal up, and the crimes continued?

Thursday, March 19, 2009

You can run, but you can't hide


PaperTweet3d: Augmented Reality T-shirts from squidder on Vimeo.

Augmented reality t-shirts. Dude, the future just keeps getting more futury. Just think of the possibilities that this opens up, such as logo recognition or product recognition. I will definitely be playing with the FLARtoolkit tonight!

Full article on squidder.com here.

Wednesday, March 18, 2009

Kick Ass or Suck - Escaping Internet Mediocrity


Wow, this sucked. “The internet is important, but getting clients to understand that is hard.”

Um, awesome, but? Didn’t need to travel to Austin to complain about clients. Could have done that from the comfort of my own agency, eating stale bagels from a morning meeting and listening to the gentle purr of RC racers in the lobby below.

EA Dead Case Study: Ooozing Tentacles of Media Success


In “Transmedia storytelling,” a brand story is told on different media to reach different potential audiences. So instead of marketing campaigns that target one audience at the expense of all others, each media approach tells a new story targeted to its own audience.

Shit, that sounds so not interesting. Ok. ZOMBIES!! BUT IN SPACE!! OMG THEY ARE EVERYWHERE!! THERE’S ONE ON MY LEG WHY GOD WHY?!!

Yeah, EA made a Space Zombie game. This was a huge deal, because the game industry isn’t that different from the movie industry: they’re kinda pussies. They’d rather put their money on a remake or sequel than risk it on something original. So this was a brave move for EA, which is usually content with squeezing out another Madden game every 12 minutes and calling it a day.

How did they sleep at night, what with the unique and untested concept of reanimated alien corpses? That Transmedia stuff. Before EA released the game, they released a series of comic books telling the games’ back story. Then came another layer of narration, via anime. Then came the actual console game. Then a microsite allowed players to continue the story. Finally, the comic books were animated and put on youtube.

Cool, but not revolutionary. Lots of brands whack away at the message and create/maintain buzz through different media. We get minigames on LOST and McDonald’s comic book versions of Knocked Up. Seriously, even Dominos released a video game based on the Noid (why yes I am old, thanks.) So here’s the radical part: none of it was crap. The comic books were actually good, stand alone, well-crafted stories by a kick-ass artist. The anime was interesting and cool and started getting passed around youtube. The micro-site made people who hadn’t cared about OMG SPACE ZOMBIES want to buy the game. As did the comic book geeks, who wouldn’t normally have been into it.

“The content is the new marketing tool—all of the assets are stand alone…quality of each was key.”
-some guy on the panel. The 2nd one. I think he had a beard.

There were no afterthoughts here—no tiny players supporting the big fat star of a main media approach. EA realized that because the game was a gamble in itself, it had to be more than a marketing one-off. They understood that there was more to a strategy than checking off boxes (here’s our app, here’s our print, here’s our widget). The knew it meant figuring out how different pieces of media will reach different (and maybe new) audiences in the most compelling way.

Some other interesting stuff from the panel:

  • The microsite (Noknownsurvivors.com) was a 3-d flash environment that helped foster a relationship with the game. The site encouraged continuing play and created a shared experience people could expand on blogs and message boards. It got 5 million hits, and was “One of the key factors in [people] buying the game.”
  • Though the site was popular, the books and animated series brought more long-term value, because they were bite-sized and easy to disseminate over lots of media. “The limitation of a webpage is that it’s a destination. That’s ok, but it should always be coupled with easily-shared content that can take advantage of social media.”
  • EA worked with bloggers to build excitement (Marketing guy: “That buzz over 6 months, you can’t buy that kind of buzz. Well, you can buy that. I did buy that.”) but the most hits to the site actually came from a tiny blurb on Wikipedia.

Anyway, I am shit at video games and really scared of zombies, but this was interesting and inspiring. The panel themselves seemed grateful and a little surprised that EA had been willing to take a chance do it right, just like we feel when clients buy brave and thoughtful work. Of course, now they want to make a sequel.

“Give people a reason to want to interact with your brand, instead of telling them they should.”
-another guy, possibly the one on the left

Have Kilts Replaced the Murse?

One of the strangest trends I saw at SXSW this year was the amount of men wearing kilts! I am not sure if this is a SXSW thing, a new trend among the geeky, or perhaps Austin is going the way of Edinburgh. Whaddaya say guys? Wanna go kilt shopping? (I do hear they are comfortable.)

I am not the only one who noticed. Click here to read an interview with someone sportin' a kilt:

Many Twitter entries were also made about this phenomenon - there was even a zombie spotted in a kilt!

Tuesday, March 17, 2009

"Four Boxes" - Local Artists at the Fest


Many people know SXSW as a music festival, but it is also a conference for the Interactive population and a film festival. Attendees are usually brought here by one of those things, or possible two, but here is a great example of bringing all 3 together.

Four Boxes came to SXSW as part of the movie festival, but it’s an internet thriller with an awesome sound track – making it a trifecta for the festival. It has been described as “Sex Lies and Video Tape” meets “Rear Window”, and stars Justin Kirk of “Weeds” fame.

The film also has Minneapolis/St. Paul ties as it was directed by Wyatt McDill and produced by Megan Huberstars. It was edited by the Bret Astor of Fischer Edit/Target fame and BWN’s Ken Brahmstedt did the music.

Although I enjoyed the movie, the component missing is a great interactive piece to tie it all together. Similar to “Eagle Eye” or other movie thrillers out there, the best way to get the word out is by a good viral interactive piece. Maybe if they are successful at SXSW they will consider that.

Watch the trailer


http://fourboxesthemovie.com/

Monday, March 16, 2009

Kla's twelve step plan to quit not making awsome web thingys

What can I say, there is A LOT to learn at this conference. Rather than spit out every detail of every talk, I'll do a quick mashup of what I've seen so far (mind the buzzword!)

1. Be open
More and more, customers want to see the inner workings of your project. When people give up their data, it is still their data. With whatever snazzy web contraption you have, it is your responsibility to take an ethical approach to what you do with that data. People also want to know that there is a personality behind the great functionality (nobody likes talking with automated phone bots). In a development sense, you need to keep your code clean and commented, you never know who will have to add or edit your masterpiece.

2. Successful projects start with good planning
It is the future now, we all have the tools to make cool stuff in the internet tubes. How you use those tools, and not the tools themselves is what can make or break your project. Nobody cares what brand of hammer you used to build your house. Also, You can't be successful unless you have an initial understanding of what success means for that particular project. This is applied to every line of code that I write. To put this in Fallon terms, how will the current function I am writing make the car go faster.

3. Keep it simple, stupid.
People are not idiots, but attention spans are on the decline in our "I want it now" society. Boil down your projects to what is really necessary and make those necessities the best that they can be. This is also an extension of the point 2 above. You need to have a goal in mind when starting an awesome web app, widget, etc. Just think, what does this piece of ones and zeros have that everybody will want and how do I make it the best possible experience that they can have. This also applies to design of your super cool web things. If something looks like It can't handle the users data properly, people will not just hand over that data. Decide in advance what your project needs to accomplish and keep your eye on the prize. Failure to do this will lead to bloated software, right Microsoft?

4. iphones are bad-ass and everyone here has them.
If your web thingy is truly cool, people will want to use it on-the-go, wherever they are. So why not let them? If you follow step 3, it should be simple to cut the fat from your robust piece of software and make a lighter mobile version of it. After given a step by step walkthru of a simple application that is driven by web services, I now have a base idea as to the application of my web-developement discipline to the iphone platform. it all makes sense now. I am no expert (yet) but its a start. I will soon blow the roof off this platform.

*as a side note the google android phone is a bit cooler in terms of its functionality, but I can't help it that the iphone is so damn sexy.

5. Walk a mile in your users shoes
Right off the bat you should ask yourself, how are my users going to get the data that I am trying to give them. Is the authentication process too lengthy or difficult? Are there unnecessary steps in place that exist purely to gather data that I don't really need? How does every link drill-down to the final destination? Again this all comes from good planning, even before one keystroke of code is pressed. Layout every avenue of the user experience before jumping into production and wasting time changing the whole thing later. If you leave a stone unturned, that stone could be the one that turns your whole awesome internet creation into a pile of rubble.

6. Fix it in "pre" not "post"
Every idea can be made better. Why not make it better from the start? Make yourself a "dream" list of all the things that you could possibly want your creation to accomplish. Your internet thingy may not actually save the whales or create world peace but you can define realistic goals that are pieces of an overall objective and plan for a clear avenue of improvement. For example, If you know you will eventually repurpose a block of data make sure that data is being collected and distributed in a manner that will be compatible with your future purpose as well as the current.

more to follow, after I digest my spider web of words that I call notes.

Another Sunday

Disclaimer: this is very uncollected.

Biggest takeaway from Sunday: it doesn't matter who you are, how old you are, or anything, but all brands need to get better at connecting and reaching out to people on the web. I went to two panels this weekend - one on how to connect with Gen Y online and one on how to connect with Mom's online. Everyone wants brands to reach out to them in the right way. But everyone trusts people like them. Moms trust other Moms. Gen Y trusts their friends. Tweens trust their friends.

Nobody wants forced branded environments. They will participate in communities sponsored by a brand if it is about the brand's products. But they don't want Electrolux to make a forum about Mom's. Leave that to Mom central. Leave Electrolux to Electrolux.

Who was that one guy who said it? The magic is in the product. This applies to everything.

On the other hand, they want tools. Give them something they can use. If you are a grocery store, let them download grocery lists.

Also, this isn't anything crazy. The consensus was: don't be afraid of the internet, it is just a tool where moms and gen y are doing what they have always done: connected with each other. If you ignore it, it is like ignoring the conversations that they have and have had since the beginning of time. The only difference is that you as a brand can see it when it is on the internet. Moms are still connecting with each other over recommendations about what to do with their sick kid and how to teach algebra. But remember, not ALL conversation that you begin online is going to happen online. Everyone still talks in person. Moms still sit around and drink wine while their kids play, but they might also connect online. However, online stats need to be taken with a grain of salt because it is easy to ignore the person-to-person true word of mouth.

Bottom line, everyone wants tools and to be reached out to, not ignored.

Saturday, March 14, 2009

Carina's First digestion of SXSW

Dear Fallon SXSW readers:

This is overwhelming. There is so much good information, and so many great people to meet. It seems that every time you turn around, you find someone fascinating who you just have to keep in touch with. From vendors to mentors, every one is here.

Few takeaways from the day:
Adobe / SEO: I promised a less geeky translation. The bottom line is that Flash is a movie, and SEO can be implemented if you put invisible pauses in the movie. The key is deciding where those go, and why they go there. Which leads me to the biggest takeaway of that session: PLAN. Every project needs more planning time to manage SEO expectations, and to decide what we even want to archive out of SEO.

Another note about this one: People are why the Flash/SEO stuff is a big deal. This is the first time that Adobe as a company has put out an official POV on it. www.adobe.com/go/seo to check it out. Adobe gives it a strong voice.

Emerging Mobile Trends was packed today. The big talk was regarding augmented reality, and how cool that could be for mobile. Think - augmented reality meets location aware device, and you have something way cool to play with. The augmented reality piece comes in with cameras on the phone. You can point the camera at these special shapes, and boom, an AR experience. See:



The next cool conversations were about image recognition and the possibilities surrounding that. The camera can be very very smart, and it could recognize a shape of an apple or the design of a logo.

Biggest takeaways from this: The image recognition has the possibility to transform a 2d, one stop user experience, such as seeing a logo, into a much much deeper engaging experience with just one click. Theoretically, pointing your camera at a Gap logo could pull up Gap.com or if you'd prefer, launch a Gap application on your phone.

Another one: Pay attention to Europe and Asia - they have had all this technology for a long time. There are cultural differences as far as use goes, but mostly our technology is playing catchup to theirs. Even the iphone is totally uncool in Japan.

Next biggest takeaway: image recognition is coming. Right now, AR comes from seeing a special symbol. Soon, you'll be able to point your phone at an avocado and have an AR experience.

I am out of wind. Those two were great. The YPulse Panel was great, and I'll dig in tomorrow.