SXSW 2011 – Your Brand is About to Become Obsolete

SXSW 2011 – Congratulations! Your Brand is About to Become Obsolete

http://schedule.sxsw.com/events/event_IAP7110

Andrea Ring, Managing Director of Planning, R/GA

William Charnock, Chief Strategy Officer, R/GA

It’s Sunday morning, and I think I’m hitting the wall big-time for this conference, feeling pretty worn down. Damn that Lisa Barone, she makes this look waaay too easy. Two cups of Starbucks didn’t even make a dent.  Now I’m in the packed conference room and they are testing the mics. BUZZZZ RIIINNGGGG!! Wow, massive sound feedback problems assaulting our ears! We’re awake, we’re awake! Please make it stop! We’ll buy whatever you’re selling!

SXSW 2011 - Your BrandAndrea Ring William CharnockWilliam starts: Our agency has a digital bias. Our relationship with our clients has changed over the past two years. Rather than being project focused, clients are looking for help in terms of the future of brand from the digital perspective.

Who is their brand, in the digital perspective. But people are stuck thinking about Brands using the old model from 30 or so years ago. A brand is the money you get that people pay that’s more than just a commodity.

ANDREA: Interbrands notes in a chart that strong brands beat the S&P 500. However, Ford is reducing in value year over year. Kodak is the same issue, falling off the face of the earth, Borders was another. So why is this happening?

A common perception is obsolesce is just what happens and there’s nothing you can do about it. Cunard cruises disappeared after airplanes came out. Fur stores used to be everywhere, but that almost disappeared due to PETA and other social influences. Kodak had trouble shifting out of the film businesses, when everything went digital. Ford said they were blindsided by competitors.

But who survived? There are some brands in the Interbrand chart that survived. We think they were so big they were able to block and own channels. In the 60s in broadcast, brands that owned the airwaves ruled, relying on their scale to dominate the channel.  Scale used to be the advantage, but.

WILLIAM: We now have universal distribution of communication, everyone is now a broadcaster. There’s no longer a competitive advantage in this space. Also, everyone now has ubiquitous information, so people have the tools they need to get information from experts, get data, and make up their own minds about Brands, not just what Brands were saying.

Reality shift, we’ve moved from perception to reality, we have emotional relationships with Brands, these need to be what’s going on in the realworld. I believe marketers are spending too much time outside the real world. Consider, gathering data takes 6 months for qualitative and quantitative data, but that makes it out of date. Focus groups are not real data, there are customers you can gather data from now in realtime. This era is not about perfection and Broadcast quality standards, instead create something and let it iterate over time.

So, the closest point to obsolescence is when the Brand is at the highest point of success (middle of a bell-curve chart). We’ve been trained to maintain consistency when you’re at the top, but this is the point where Brands need to change most. When you are most successful, that’s when you need to drive change.

ANDREA: The biggest point of obsolescence is when Brands can’t recognize the need for change, that’s a sign. Ideas like bank aggregation, which became Mint.com. Application store became iTunes.

WILLIAM: The root cause of obsolescence is Brand itself, the structure of it and the obsession of being rear-view focused. So ask a Brand:

1.       What are you doing that’s new and interesting? Those brands that were thinking in the future were able to answer that, backward brands couldn’t.

2.       Why are you in business? You’re not in the business of making money, What’s your purpose beyond selling a product or service?

These two questions are more helpful for defining a brand.

In traditional marketing, there was a lot of talk about Brand as a story, it was metaphor based, overly so.

In digital marketing, there is a lot of talk about brand systems, utility, information.

Where these two worlds come together, between system thinking and story thinking, Brands can have success. Advertising is more about showing people what can be possible, and what’s available somewhere else. Sites are moving away from intensive and heavy to lighter and easy consumption of information.

We think where both worlds come together is “play.” Storytelling doesn’t go into this, but this is where we are going. Play is the glue that sticks us together as a community. A playground is about people, purpose and objects. This idea of play is not fixed, but something that can build and grow over time. What’s the territory of the playground for the Brand?  The purpose helps us define that. What objects and tools and people we invite into the playground is the digital platform.

WHO: Audience Participant User
WHAT: Intention Action Information
WHY: Empathy Solidarity Utility

The center of the spectrum above, Participant, Action, Solidarity is where to be.

If we can get people playing together we can, especially with participant, action, and solidarity (think of Call of Duty) that can become a very powerful Brand platform.

Brand Purpose = Why you are in business, helps identify the direction of innovation. This pushes people into understanding the business they are in, beyond products and services.

ANDREA: Products become obsolete, don’t focus on products, that takes you down the backside of the obsolescence curve. By focusing on purpose you can move above and beyond the obsolescence curve. Example of Ford, what if they are in the mobility business, not just car business. What about transport like trains, public transport, other mobility playgrounds. Barnes and Noble, don’t focus on books, see yourself as being in the reading industry. That’ how Nook was born, unlike Borders. Google is doing it right. They are not about search engines, they are about organizing the worlds information, about useful information. Nike is doing this very well, they are not about sneakers, they are about performance.

What is it about Brands that people will pay for? It’s about purposeful play, everyone in the brand needs to get behind the idea of what the business is about, and create something customers can do with the brand to play and build together.

WILLIAM: The brands that are doing well in Interbrands study are Google, Netflix, Amazon. These companies change in realtime, they use data more than any other brands. You see it in their everyday decisions, they are not doing 6 or 12 month iterations. You can invite more people to participate and play, and that grows the brand.

5 rules of play, seeing your brand as a system:

1. Be interesting: Example, Chapstick, created a facebook fan page. We wanted to figure out what interests people about the Brand, what’s interesting to them? We invited people to a contest of Sing Your Love, we got hundreds of amazing videos on Youtube from people (shows videos that have very high production value from regular people).

We wanted to know who the fans were and what they thought about the brand.

2. Be Surprising: Play actually gets better when unusual things happen. That’s why play is a learning experience. Surprising is better than being expected. Try new and unexpected things. The digital space allows small, easy to use things to try. I’d like to see Brands doing things that are a little unexpected.

3. Get real, in real time: Don’t’ wait for labs, get out in the real world with realtime data and real people.

4. Open your experiments: Netflix gave out a $1M prize for a better recommendation. Not only were they experimenting, they were reaching out to their greatest users. Look at your power users for any Brand, they are probably already out there experimenting already, get involved with them.

5. Shift before shift happens: Just when you’re feeling comfortable, it’s already too late. Example being Nike +, it’s been around since 2006 but now it’s so different than what it was. There were shifts that happened back then that would have rendered them obsolete, but they changed. (shows video from Nike+ about the new Nike with GPS to track progress. Accelerometer to track stationery running, crowd yell when FB likes your comment, other cool engagement things).

And with that, this session is over and we’re heading into questions.  And I’m looking for an energy boost.

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SXSW 2011 – Stop Listening to Your Customers

SXSW 2011 – Stop Listening to Your Customers

http://schedule.sxsw.com/events/event_IAP5845

Nate Bolt and Mark Trammell

Stop listening to your customers? Why, that’s CRAZY talk to a guy like me with a marketing and usability background!  But if Nate says there’s something to it, then so be it (he’s been known to be right sometimes, just kidding Nate, you rock).  I know Nate rocks because I read his book, Remote Research Testing and wrote a brief book review about it. Let’s find out why it doesn’t make sense to listen to our customers, shall we?

Nate starts, how do people get information from their customers he asks the audience: Various answers including focus groups, research labs, and surveys, all the usual suspects.

Nate says, in 1995, there was the Decision Theory & Adaptive Systems Group in Microsoft. Folks were playing around with such interesting concepts as Bayesian methods and Animated pedagogical theory – the idea was to infer when users need help, and offer it (seems easy to me, what could possibly go wrong?).

So, they conducted lots of research by asking people, “Hey, pretend you were in trouble. Would you like an animated helper to pop-up and give you some assistance?” And guess what, people nodded their heads and said, “yeeesss, of COURSE I would like that!”

Clippy, a user experience failure caused by bad research.All that work lead to one of potentially the most hated computer features on earth, “Clippy” the animated Microsoft paperclip helper. What went wrong? They asked people, would a friendly character help you? People said yes, why didn’t that work?

Nate says it’s because it turns out asking customers what they think is a bad way to listen to customers. In addition, not having an actual tool or working prototype to test was the second “aha” key learning.

Nate says, here are two bad ways to listen to customers:

1) Ask hypothetical questions

2) Provide a false premise

Mark says, at Twitter, for research we observe users with the goal of ultimately trying to remove friction. Everything at Twitter is about watching how people use it, then changing the interface to improve it.  Mark provides an example of trying to figure out a way to better handle retweets.  They observed the users having difficulty with the concept, and tested various concepts to see if they could reduce that friction point.

Same issue for making groups – people needed different identities for different needs like sports, work, etc. They observed this, and created classification of user accounts to help users classify by groups.

Another interesting function that came from observing users was when Atlanta had gasoline shortages.  They observed users Tweeting about locations of gas using hastags.  An example being #atlgas.  The researchers watched users solving categorizing and bookmarking tweets using the hashtag. They didn’t invent that, the users did.

Mark continues, coming up with a handle on twitter was caused by people doing the @ sign in front of their handle.  Again, Twitter didn’t create that, the users invented it.

So, Mark summarizes, these are examples of good research, look at CURRENT behavior and observing users interacting with systems.

Nate: But this is not monitoring metrics, this is watching behavior. There is no easy way to monitor system behavior. He refers to Malcolm Gladwell and the 80s research. Nate mentions Howard Moskowitz, who had a client, Ragu. Ragu was losing sales of their spaghetti sauce and wanted to know what to do about it. Which sauce among 40+ potential sauces do people like? They had used focus groups, but Moskowitz said we need to not ask in focus groups, but actually rent a hall, get hungry people and feed them and watch them eat it. Each person got 10 bowls with some of the 40+ variations of Ragu. The findings? Moskowitz said there IS no one favorite. Turns out people mostly like one of three main types: Plain, Spicy, Extra Chunky (and extra chunky was something Ragu had never heard of). So Ragu went off and made extra chunky and it took off, and concentrated on the other big three flavors to great success.

The big idea is: it used to be that we ask people what they want, now we watch them.

Three things to learn from this:

So user research needs to be…

1.       Contextual

2.       In the participant’s Timeline

3.       Behavioral in focus

Nate then cracks the audience up by showing a video cartoon making fun of people doing intercepts in malls.  Yeah, heh, mall intercepts are so 1980s.

Mark: If you are creating a survey, don’t bore people with the survey – nobody cares about demographic information, so don’t get it, it doesn’t matter about age, race or gender. Ask broad open ended questions, then get those answers to use for a quick multiple choice survey. Assumptions in your survey may be false, so based them on broad open ended questions.

Nate talks about; The Truth about Download Time.  A study was completed on Amazon to see whether users felt it was or wasn’t fast. Even though the site wasn’t the fastest site, participants said it was. They confused the experience of shopping on the site with speed, that’s a key finding as to why surveys are unreliable.

Mark: What Twitter does is we do sprints to a functional prototype. We identify the quickest way to build something, then start testing using that. Could be a static site, wireframes, paper prototype, index cards, card sorting – if those work to answer the questions. But use real data. Twitter builds functional prototypes that work with actual user behavioral information. Then we iterate. Test over and over with quick rounds of testing.

Nate: How many people have heard of screenblocks? He shows Sifteo – interactive blocks that were the discussion of a recent Ted talk. They are blocks that sense other blocks around them. They are aware of each other. This started as research at MIT, they knew they couldn’t have wood blocks when conducting research, they need real data, not false data. They used blocks with wires hanging off it, so they got away from “What about if we did this” questions to users, to which people might say sure, we would use it, but without actually using it.

Mark: The new version of Twitter started as a prototype, we observed and iterated as we watched users interacting with it. We emphasize and focus on the moment. We try to provide our users with a simply as possible user experience.

Mark recommends testing using four simple steps, much of which came from the book he HIGHLY recommends: “Observing the User Experience

1.       Define the audience and their goals. Who’s using it and what’s their motivation?

2.       Crate tasks that address those goals.

3.       Get the right people. This is critical. And don’t give them false motivation.

4.       Watch them try to perform the tasks.

Simple, but highly effective!

Mark shows a pic of their usability testing set-up. It’s a small table with three computers; a screen for a user, a screen for him (as moderator), and a screen for an observer (by the way, he uses Silverback). We use a little webcam to stream video and audio back to the developers in a big room of developers and designers, even projected on a giant screen so everyone can see the users going through the usability test.

It’s a very fast way to test and iterate. Everyone can see what’s broken, instead of waiting for a report a few days later, and people can start brain storming immediately with ways to fix.

He adds, we did our testing with four people – we knew the problems were so large that we could find them with only four people. We tested in one day, then did building the next day. We did this for 60 hours.  We did this with friends and family. We were moving really quickly. We could try really crazy stuff and not worry about it.

Was he worried about testing being biased because of using friends and family? No, he says, I only care if they have biases that I don’t know about. With friends and family at least I know their biases.

Nate: People lie less at home. Some researchers feel labs are better, but in the past few years there’s been a bazillion new products coming up. Can these tools make us better researchers?  Yes, but you have to pick and choose, never use just one tool by itself. We set up with a participant elsewhere, we use GoToMeeting, get everyone of the observers in the room in person  – designers and developers. It’s way more valuable for the testing participant to be home, but everyone else in the room. Designers and developers should be beating down the door to attend these sessions.

For rdio.com, we talked to five people by intercepting them live on the rdio homepage using ethnio. We did the same testing with Usabilia, and used clicktracking to map clicks plus had users enter why they clicked there. We then did 10 users from usabilitytesting.com. Cost was minimal.

  • GoToMeeting: 5 users
  • UserTesting: 10 users
  • Usabilla: 50 users
  • Ethnio: 468 recruits from home page

We did all this in one day, using a Guerrilla method.

For Mobile research, Nate says, we just followed people in homes and stores using an interface with a webcam and stream live. We take two webcams, one for streaming and one for recording. Design folks could chat with us live, so we could follow up with questions. We did a test of QR in stores and learned that the plastic that wraps QR codes was stopping people getting the QR codes.

The big myth is: geniuses have genius ideas that turn into genius products. That’s not true, anyone can create genius products if the watch their users and iterate often.

The Truth:

  • Great ideas come from other great ideas.
  • You need to get to the motivation to understand the why of behavior.
  • Imaginative research facilitates imaginative products.

Nate saysExpand the notion of what research is:

  • Build
  • Behavior
  • Time-aware

Nate finishes by saying: Time aware is the overlooked part of research, be on the participants timeline, do not force them to be in your timeline.

And they head into questions, and I introduce myself to Nate in person and then run off to my next session!

Posted in Methodology, Testing, User Centered Design | Tagged , | 1 Comment

SXSW 2011 March 12 – Where is Craig

Saturday March 12 – Craig’s SXSW Schedule:

Welcome back to SXSW 2011 all you SXSW fans!

Today is Saturday, March 12 and here’s my schedule.  If you are here at SXSW today, and happen to be in one of the seminars I’m attending then let’s meet up!  And if not, well this virtual meeting is better than nothing, right?

9:30 AM

Stop Listening to Your Customers
Business
Salon C

11:00 AM

Believe Me or Your Own Eyes: Eye-Tracking Entertainment
Design / Development
Ballroom C

12:30 PM

Chicken or the Egg? What Search Activity Conveys
Emerging
Salon H

2:00 PM

Keynote: Seth Priebatsch
Featured Speaker
Ballroom D

3:30 PM

User Experience Meet Up
Meet Up
Room 616AB

5:00 PM

Metrics-Driven Design
Design / Development
Ballroom A

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