Showing posts with label #w2e. Show all posts
Showing posts with label #w2e. Show all posts

Friday, October 8, 2010

Web 2.0 Expo: Persuasive Design: Encouraging Your Users To Do What You Want Them To!

Among the three best talks on Tuesday morning was Andy Budd's "Persuasive Design: Encouraging Your Users To Do What You Want Them To!"  His slide presentation is embeded below; my summary below that can be read along with it.


Think of the design of a slot machine:  its flashing lights give you positive reinforce (and makes you stick with the game, despite knowledge of odds and better judgement).  Or the Wheel of Fortune:  its design makes you feel as if you are incrementally succeeding, and encourages you to carry on.  The idea of these games is about maximizing your participation and keeping your money in the game.  Part of what does this is the feeling of little wins the user receives along the way.  What is the design psychology for these games?


Design is all about making decisions (and often about increasing money spent).  The use of color, placement, hierarchy are devoted to psychologically guide the user.  They are all designed based on human behavior.

Architects attempt to dissuade and restrict negative behavior.  Politicians persuade us to vote for them.  Design is a way of getting people to respond in particular ways.  

Advertisers try to influence our purchasing decisions.  We can be bombarded with them:  Times Square is a cacophony of persuasion.  On an average day, we can receive as many as 5,000 messages a day that use persuasive design.  

Brands use their understanding of human behavior to increase consumption.  Example:  Alka Seltzer.  Normal dose is just one tablet, but all their marketing (even the jingle "Pop, Pop. Fizz, Fizz") always suggested using two.  The result is that they increased consumption of the product through persuasive design.  

Supermarkets are designed to increase consumption: It's almost impossible to come out of one and not want to get other items.  Sometimes the thing you need is located in the very back of the store. This can be called an anchor point - a central point for getting necessary items. But the the consumer must pass through many aisles to get to the cash register, with numerous temptations to purchase other items. The logic is that the more surface area a consumer covers, the more likely it is they'll want to purchase more.

It covers the senses. Music: Ambient music can be used to increase consumers' heart rate, or to slow them down - both in the aid of making them spend more time purchasing. Sound levels at bars show that if you increase the volume, people drink more (since it's too loud to hold conversations, people drink instead).

Smells. Stores push smells out to increase desires, since smells can increase purchases. (Think of Ikea and their heavy use of cinammon as you select your furniture and approach the cash register.) Studies have shown that the use of lavender in restaurants increases spending.
Some people worry that these techniques are manipulative.  But they can also be used for positive gain.  Persuasion techniques can be used on people to decrease their use of energy.  Budd showed a view of a stairway that had been painted like a piano keyboard.  It resulted in more people using that stairway.  Also redesign of a garbage can:  it made people use it more  rather than litter.


Sometimes people have too many options - design can help make choices manageable, helps uses overcome "the paradox of choice." Marketers create shortcuts.  There are a variety of different techniques for "choice architecture" or "design with intent" that can have even an minute effect on users.

It's good to know how these designs influence behavior - understanding the cognitive biases that drive decision making.  One has to recognize the target behavior and then design for it.
Authority and trust play major roles in design, since they have a big effect on users.  If someone is wearing a doctor's clothes, people will regard that person as an authority and look up to them. Don't underestimate the use of clothing:  ties, jackets, etc.

Authority and trust are used in design, and can be manipulated to create a beautiful design - the halo effect.  Examples of trust indicators:  pictures of staff, pictures of customer interactions, etc. The use of badges also affect users.

Layout and positioning.  We make decision based on context.   We compare things. Stores tend to put the most expensive items in the front of the store.  If the first thing you see is something that costs $10,000, then go to the back of the store and see something for $1,000, you'll think that item is cheap.   It's making users do comparisons.

The art of menu design.  Daily specials sell because people have difficulty deciding among many choices.  Also prices: Removing the dollar sign converts people's thinking away money to "credits."  Also, sometimes on a menu they put in very high priced items to make you believe the less expensive stuff is a bargain.

Defaults play a massive role in our decision making.  We're all lazy, and tend to pick the path of least resistance. Defaults also are a way to limit choices: people tend to select the first or last thing in a list. This has tremendous implications for voting for political leaders.
Designers can use "desire lines" to focus people on calls to action.  you can lay out a design to make users flow through an area in a certain way.

A funny example: To cut down on poor aim in toilets, they place a plastic fly in a toilet. The result: people aim better, reducing spillage by 80%.

This is "social proof." We are hugely influenced by the behavior of others - like a form of peer pressure. We look to our tribe, to the people around us to determine the social norms. Think of restaurants. When looking through the storefront window, people tend to go to restaurants that filled, not the ones with empty seats.

But social proofs can trick us. Think of overly long ATM lines.

How to use these techniques on the web? Social proofs can be an indication of popularity. Think of all the web sites that have ratings and comments. We want to go with the selection that has the most positive customer testimonials, the best ratings. Amazon is a master of the social proof. People learn what's acceptable by following the lead of others. Firefox lists its add-ons by the number of people who've downloaded them, rankings, etc.

These are social proof indicators. People don't like to take risks, so they look to others for reviews and ratings. But ratings and reviews can be deceptive: do they really reflect your particular taste?

One concern is developing an online community mood. With Huffington Post, most of the comments are a bitch-fest. With Flickr, the social community manager welcomed people in, showed them the rules and guided them. So now Flickr reflects positive behavior.
Web sites use positive behavior on people. Think of badges. It motivates people to get deep into a site in order to get badges or other rewards (Foursquare is an example.) Social proof is always on Facebook: People download apps based on their friends' behavior. Public comments encourage others to respond. The public views the discussion, and suddenly it's easy for everyone to be social.

Loss aversion. We overvalue the things we possess. A classic study: people were given free mugs at the beginning of a day. At the end of the day, they would only give back the mugs if they were given $30. Similarly, most startups overvalue their product, while outsiders undervalue the product. How to increase value? Limiting supply can drive demand. The idea of loss can be a powerful motivator. Airlines limit the number of seats in order to sell more.

TV shopping turns commerce into a MMO (massively multiplayer online) game. One ad said that if you phone and we're busy, call back later. That plants a seed in the viewer's mind that they must be busy from all the phone calls they're receiving. Ad copy: "Better act fast!" No one wants to miss out on a good deal.

More loss aversion. Big conferences. Woot.com: If you tell people that your product will sell out, it creates the urgency to buy, and people will buy it. For people it's an opportunity to prevent the feeling of regret at not having purchased items.

Likability and gifting. Tom Hanks is rated as one of the most likable actors in motion picture history. If he endorses something, you are going to want to get it.

Win friends and influence people. This concept is used by interrogators to understand the psychology of prisoners. Prisoners then bond with the interrogators.

Take the example of Innocent fruit juice. There's a joke at the bottom of the cartons where it reads: "Stop looking at my bottom." Such mild humor makes a big impression, developing into an emotional bond with people.

Reciprocity and gifting. People love free giveaways. Company use them because they help create an emotional bond with the users. For example: Flickr. They have a welcome message in every language imaginable. Also: Etsy. What these websites do is foster a positive character, thereby creating an emotional bond between users and them.

On Amazon you get free delivery! But only if you pay above a certain amount on certain items. But the notion of "free" makes people want to buy more - in order to get something free (an ironic paradox).

For further reading:
Buyology by Martin Lindstrom
Design With Intent by Daniel J.G. Lockton, David J. Harrison, and Neville A. Stanton

I'm not the only one who felt this was one of the best talks of the Web 2.0 Expo. Budd has plenty of nice example and didn't linger to long on any one of them. Although the many topics must be typical for those in advertisement, many were new to the audience. You could here many "oohs" and "ahs" when he revealed the psychology behind a design strategy.

His design strategy worked on me: now I have to read one of these books on the psychology of design.

Sunday, October 3, 2010

Web 2.0 Expo: Miscellaneous sessions

New at this year's Expo were 20-minute sessions after lunch.

A talk entitled "The Mobile Browser Landscape" disappointed many because it turned out to be just a shill for Windows 7 Phone.

"What To Expect From Browsers in the Next Five Years" was a panel represented many of the major web browsers. Even though the four representatives seemed to know each other's plans and strategies, there were no representatives for Internet Explorer or Safari, which made the panel feel a little lopsided. Nevertheless their initial utterance was that IE 9 would support new standards and would be much improved over version 8, even though it could be further improved (it will not be compatible with WindowsXP). The feeling was that it is being brought out as a response to Chrome.

Firefox is working on Firefox Sync which will synchronize all usernames and passwords.

The Opera browser had a presence at the Web Expo; its representative stated that they are enhancing the implementation of javascript. Their new goal is to integrate with phone apps.

It was admitted that all browsers leak, which is a danger to privacy. Some lamented that the development of HTML5 did not attack these privacy issues.

All browsers try to go for speed, but each member of the panel pointed it that browser wars are like horse races - each one of them gets ahead for a while, only to be overtaken by another. This is the nature of the business, and no browser will ever be definitive, as they all keep on being developed.

(The unofficial buzz was that this browser session had more attendees than the live interview with Katie Couric.)

Deanna Zandt's talk "The Free-for-All Web and the Secret Tyrants We All Are" is available on her website as PowerPoint with audio track. It's a nice little talk (although I did get impatient with numerous metaphors). One of her main points was that, in speaking about control over the web, when you remove hierarchical structures, you develop implicit structures - people's biases then take over. (I've seen a number of groups where, once the leader departs, someone from the group suddenly steps in, self-annointed, and takes over.) She warned us to guard against these dangers and the danger of restructuring without a plan for equity.

Hers was a nice little talk. Had it been shorter it would have made a nice Ignite presentation.

Web 2.0 Expo: Augmented Reality

Augmented Reality for Marketers: Mapping the Future of Consumer Interactions by Lynne D. Johnson and John Havens woke me (and probably others) up to the recognition of how much augmented reality already exists in our lives and to how it will increase in the future.


The speakers acknowledged that GPS (global positioning systems) was the biggest recent technological innovation because it is predictive technology. This is the basis of Augmented Reality (hereafter AR).

"If it's useful, it will be adopted by the masses."

Current new possibilities: An ad for Chase shows you can "Point. Shoot. Deposit." i.e., deposit a check by taking a picture of it. This is augmented reality. It makes people's lives simpler.

Take QR Codes. They extend the capability of barcodes, can be scanned faster, and can be made to initiate commands, such as download an app, etc. An extension is Zoo Records. Recording artists were concerned they weren't getting playtime. They refashioned the QR Codes to appear as animals, so that when takes a pic of it with one's phone, the phone plays the encoded collection of songs. Barcodes and SMS messaging are beginning to use images as shortcuts to access company information. An example is Joss Stone whose graphic logo is in fact made from code.

AR at Boeing: they developed a technology where air pilots could see added flight information (i.e. altitude, air pressure, distances, etc.) in their visors instead of having to check the dashboard.

The lesson learned so far:

Utility + Ease of use = Rapid adoption

Already there are numerous businesses that allow you to use your phone to identify their locations relative to where you are standing: Quiznos, Subway, etc.. Lynne noted how in Japan, with a cellphone the subway directions appear in English. Similarly with Yelp - it can make recommendations as you watch your phone.

More: A case study was done at IBM with Seer [?], where holding up your phone will identify locations of bathrooms, food courts, etc. As you wait for a game at Wimbledon, hold up your phone to see historical information. If you temporarily wander away from your seat, you can still see what's happening through live video feeds. Think of all the new possibilities with training: they mentioned an example of a BMW car mechanic who is shown the part to be replaced, the location of where it should go, what tools to use, etc. A boon for training situations of all kinds.

Numerous examples: Tissot - issued an ad in magazines: cut out the (paper) watch and wear it to see what it would look like. Acer 3D campaign, Dabs.com. For Hotels.com, their virtual vacation led to a 36% increase in bookings.

For IBM, this can lead to increased ROI and brand awareness.

The key to all of these examples is that it's fun and engaging for the consumer - even if it is a little gimmicky. It gives people a new experience that is fun.

AR already exists as a social network: "Tagwhat is a free network where you can create-and-share location based messages and content on-line or in mobile augmented reality."

User-created tags are building up the Outernet - the word for people are tagging nearly everything in the world around them. Examples: Locamoda brings FourSquare to Las Vegas. Miso puts people's video viewing habits into social media context. Also Thrilllist - which rolls in FourSquare. Similarly with HBO and GetGlue (social networking for entertainment).

Now, with many stores, you can check into a product, take a pic of the barcode and you gain points - just like a game - in real life. MyTown - people can check into a store, "own" it, and then have others "pay rent." Placecast: "location-based digital advertising company that provides ShopAlerts" via cellphones. The virtual dressing room is part of Seventeen.com and J.C. Penny (jcpteen.com): See how you look in the clothes before purchasing them.

The latest is that you can now check into people, thanks to facial recognition technology. With AR glasses you can see all sorts of information. Someday you might be able to see who's home and who's not - a danger. Clearly the AR industry has lots of privacy issues to deal with.

This humorous iScreener cartoon shows the dangers: iScreener

What about virtual advertising rights? Advertisers will post virtual ads when you view a scene through various phone apps. Already Bings' AR maps charges advertises to pay for virtual advertising rights.

Think of the advantages: a AR windshield will be able to tell you the location of parking spots, or where there is congestion. Already with RFID tags, there "smart parking." The future holds an Internet of things: Machines talking to machines, such as EZ Pass. [This is a prediction for what Web 3.0 is to be.]

Thus the lesson becomes:

Utility + Ease of use + Privacy/Marketing awareness = Transformation


This talk provided a very good introduction to the world of augmented reality. It was well-delivered, and I'm not the only one who thought it was one of the better presentations of the Web 2.0 Expo.

Tuesday, September 28, 2010

Web 2.0 Expo: Transforming Your Company To Embrace Empowered Employees and Customers

My first session on Tuesday: Transforming Your Company To Embrace Empowered Employees and Customers - by Josh Bernhoff and Ted Schadler (both of Forrester Research).


They are into empowering individuals through technology. They showed a diagram of the "ladder of participation" - from passive web watchers to activist participants:

Participation Ladder
(http://www.flickr.com/photos/ross/470424239/)

There are 4 technologies that empower consumers:
  1. Mobile devices
  2. Social technology
  3. Pervasive video
  4. Cloud computing services
The authors took us through a brief history of the web illustrating the change in business-to-personal relationships. Empowerment is the next part of the story.

Social computing is the new customer service. This is all where's it at for the future. In this new environment, the company can NOT lock you out! Instead, companies need to respond holistically to the era of the empowered customer. How to achieve it? It's very hard.

Existence of empowered customers make it took easy to spread negative images about your company through viral techniques such as Twitter, Youtube, etc.

Instead, a company should cultivate HEROs: Highly Empowered and Resourceful Operatives. These are the people who will like your product so much they will function as goodwill ambassadors, and spread recommendations, nice stories, and other good words about your product and company. Clearly, a customer transaction no longer concludes with the purchase of an item. Now, it's ideal if the customer develops an ongoing relationship to the product and company. (Raises the participation and stake of the company.)

How to get there? There are 4 steps to build customer influence:
  1. Identify the mass influencers
  2. Deliver excellent customer service
  3. Empowerment through mobile devices
  4. Amplify your fans
(This ties up with previous Web 2.0 talks which spoke about how word-of-mouth from fans is probably among the best advertising you can receive.) No. 1: Who are these consumer influencers? In the US alone, people create circa 500 billion impressions of things. According to Nielson, the number is just under two trillion!!! People really want to let others what they think of things. Peer influence is highly concentrated: only 6.3% of adults create 80% of the influence impressions. (Reminds me of email paradigm: 10% of participants make 90% of the content.)

No. 2. It is these groups on which you need to focus. Deliver a groundswell of customer service. Good example: Best Buy.

No. 3. Empowering people using their cellphones. Example: AutoTrader.co.uk. They allow you to take a pic of a car and the software will automatically identify it for you!

No. 4. Amplify your fan activity. Good example: Marty Collins. Also: Microsot had a video conference of what do you do with your pc. It was a big success and enabled Microsoft to aggregate fan activity.

But here's the challenge for companies: Only empowered workers can serve empowered customers. Increasingly, customers are assuming the duties once owned by IT specialists. Companies should regard the consumerization of IT as not a problem but an opportunity. To know what's happening "out there," to remain engaged with the world of the customers, you need to empower the employees.

IT staff is accustomed to having sole responsibility for software. But now we're seeing that employees are using applications not sanctioned by IT - why? To get the job done better. If the employer throws up barriers, the workers will still find ways to get around them. So employers need to approach things differently.

Companies need a new contract - a new way of letting works increase their work productivity by any means they can, any software they can. Some examples: A worker within Black & Decker created instructional videos using YouTube. Black & Decker then created their own YouTube channel to support these efforts. At IBM, Gina Poole made collaborations possible using their Intranet.

How does the employwer support the empowered employee? With a HERO contract. Employees can create, but must know the company's mission, and the boundaries must be carefully spelled out. Bosses need to think differently about technology: Works need mobile apps, Facebook, Twitter, Foursquare, etc. Business manager need to recognize that technology is now part of the landscape that they can't ignore. IT has to stop being a barrier and let workers create and flourish in the work environment.

Not surprisingly, all these ideas were anticipated in The ClueTrain Manifesto some 15 years ago. Examples: Thesis #12: The networked market knows more than companies about their products.
There are 3 models for efficient groundswell among customers:
  1. Build a service team
  2. Integrate service and marketing
  3. Make service a core value
Also ClueTrain Thesis #42: People talk to each other directly inside the company. This results in 5 ways to maximize collaboration:
  1. Extend existing tools
  2. Create value
  3. Dedicate people to project
  4. [lost the rest, but it's in the book]
It was a very nice talk. Unlike previous talks I've seen, this one really tried to wrestle with the notion that employees must be up to the energy of the consumers. They must be "on call" to explore whatever software, sites that consumers are using which could add value to the product.

Closer to the library world, the only place I've really seen this work is at the Smithsonian, where they have their own social network. Of course, most community libraries probably don't have the staff or resources to create and maintain these networks. There's no reason to think they'll be static, or will stay on one platform or one site. So being an empowered employee will require a great deal of committment and work. It's not going to be a job "extra responsibility" but will soon be an essential responsibility of every job.

For me it was one of the best talks on Tuesday, well presented. It elaborated on themes presented in the earlier Web 2.0 Expos - namely that there is so much more one can do if one harnesses the energy of customers - letting them create, and giving them a space (e.g. a company social network) in which to create.

Sunday, September 26, 2010

Preparing for Web 2.0 Expo NY

Web 2.0 Expo New York 2010

I've had a fairly busy summer working extra hours voluntarily to get things done. But I've still been observing various aspects about Library 2.0, Web 2.0, and similar issues.

The biggest issue has been the economic downturn and its effect. To my eyes, this has resulted in the abandonment of the sense of experimentation and discovery. So many of the ideas of just a few years ago - experimentation, trial and error (no inhibitions at being wrong), and thinking of new possibilities - seem to be replaced with a focused effort to use several tools as extensions of existing modes of communication. All the bigger ideas suggested and articulated by people such as Michael Casey and Michael Stephens - all the implications for flattening management, of blurring the boundaries of work hierarchy, of empowering people from various parts of the organization - appear to be forgotten, with organizations sometimes resorting to management methods that should have been extinct in the 1950s.

It will be interesting to see if there is still the air of spontaneity, discovery and of fun at tomorrow night's Ignite. And it will be interesting to see who shows up for the Web 2.0 Expo. The first year in New York it appeared to be comprised of a combination of business types, geek types, and people just wanting to learn. Last year I believe there were fewer people and most seemed to be specifically into marketing, programming, web development, and similar areas. To be sure the high price assures limited variety of those in attendance. Note to O'Reilly: Thanks for non-profit discounts.

Time prevented me from a full write up of blog posts (I still have the notes from last year). Hopefully I'll do better this year, as I attempt to commit most of my notes to Twitter.

Thursday, December 3, 2009

Web 2.0 Expo: Thinking Visually: The Value of Geting Visual in Social Business by David Armano

The third talk I attended on Tuesday November 17 at the Web 2.0 Expo in New York City was David Armano’s “Thinking Visually: The Value of Geting Visual In Social Business.” (Armano is the principal of the Dachis Group http://dachisgroup.com, consultants in social networking.)


Here are his slides - they're necessary to refer to for my summary, since his point is that visuals can greatly assist putting ideas across:

http://www.slideshare.net/darmano/the-value-of-visual-thinking-in-social-business-2287291

http://bit.ly/4Nbwm4


I saw Armano's presentation at last year's Expo:

http://furtivelibrarian.blogspot.com/2008/10/web-20-expo-micro-interactions-in-20.html


In my summaries last year I think I did a disservice to both David Armano and Brian Solis (who spoke last year, and whom Armano mentioned). It's difficult to convey certain ideas in words when what you're trying to convey is the usefulness of imagery. I think a number of us chuckled this year during Armano's talk when he told us that visual design was really simple - he made is sound like all you have to do is make a couple of strokes and voila! An image.


But people like Armano and Solis don't realize that they're visually talented. (I consider myself musically gifted and know few people understand music the way musicians do. I believe this is true also with those devoted to graphic arts.) So Armano (and Solis) tend to underplay the effort involved in creating images, and, perhaps, sometimes don't have the full vocabulary to convey in words the power of visuals (their mode of communication is visual). Despite their facility at creating images, the uninitiated should never think that it is simple - it isn't, and I feel most of us would do well to not bother with learning design, but leave to people who have a life-long need to express themselves visually (i.e. graphic artists).


So on to the summary. Armano warned that his talk was not specifically about social media but that is overlaps with it.


He started with a Chinese proverb, which could stand in part for what Web 2.0 is about:

Tell me and I’ll forget; show me and I may remember;
involve me and I’ll understand.

Involving users is more than just showing things. Armano showed a visualization of the effect of social networks, first shown on his blog: darmano.typepad.com


Small and large ripples are visualized, spreading out to reach and overlap one another.

Gets to the issue of the visualization of paid digital media vs. earned digital media

The attention of consumers is shifted to networks and streams.

Image of the “wheel of marketing misfortune” very nice


He cited the book Made To Stick (by Dan Heath and Chip Heath) which is about ideas that can are retained in the mind. Most people find visuals a valuable complementary aid to understanding abstract ideas. Think for moment: Which of your five senses would you fear losing most? A majority of people respond with their sight.


He then showed us several minutes of a video he liked very much: History of the Internet, which uses PICOL (PIctorial COmmunication Language) icons to convey history with an elegant simplicity:



What it takes to get visual with the 4 Ms:

  • Metaphor - finding a convincing correspondence between word and image
  • Model - (for developing experiences) (one can combine: metaphor and model)
  • Mindmap - to get all ideas mapped out
  • Manifest - take something complex and make it simple


Six steps for getting visual:

1. Empathize: see the world as a child, asking fundamental questions: observe - ask - explore

2. Memorize: commit thoughts to memory - putting anything on paper is a path to memorization

3. Analyze: take a step back

4. Synthesize: filter the signal from noise

5: Visualize: see it, then do it

6: Materialize: make it tangible, make it stick


Combing that with the four Cs of community: Content, Contest, Connectivity, Continuity.


Two examples/case studies:

1. How to visualize a "dynamic signal"? What does a signal look like? Sample images taken from Google. Then making it stick: keep the image simple. [slides 34-39]


2. What about "hiveminded"? What does the word suggest? A collective consciousness - a swarm of bees. What makes a hive? Bees...hive...honeycombs - these ideas suggest a hexagonal design - reducing a hive to one honeycomb. The end result visualizes a swarm of signals on a hive. [slides 40-47 ]


Armano went on to remind us that however creative, these visuals are for the purpose of social marketing. He suggested a checklist for making your coentent more visual and said that you need to use your brain and eye in thinking about web content.


Why is visual content useful?

  • It gets peoples' attention quickly
  • It helps us to learn faster and more effectively
  • It lets people do their own thinking
  • It helps us tell stories

Here is some reading to help you get started:

Envisioning Information by Edward R. Tufte

Selling to the VP of NO by Dave Gray

Don't Make Me Think: A Common Sense Approach to Web Usability by Steve Krug (no. 1 of user experience books)

The Back of the Napkin by Dan Roam


Monday, November 30, 2009

Web 2.0 Expo: Kristina Halvorson: Content First

Kristina Halvorson [Picture taken from Flickr - not from Web 2.0 Expo]

The first talk I attended at the Web 2.0 Expo was “Content First: Why Content Strategy Will Save the Web” by Kristina Halvorson, of http://www.braintraffic.com/. She is author of Content Strategy For The Web. Her presentation strongly underscored her belief that content is the major part of the web and that people involved with the web need to have conversation on content strategy (i.e. to recognize its primacy).


Her slide presentation (which can be read alongside my summary) is here:

http://www.slideshare.net/khalvorson/content-first-web-20-expo-nyc


[It should be remembered that the words that follow should not be taken literally as Halvorson's words, but my transcription of her talk, which may not accurately reflect its content.]


She began with a quote from Walter Landor (the “grandfather” of branding) who defined a brand:

“A brand is a promise. By identifying and authenticating a product or service it delivers a pledge of satisfaction and quality.”
A brand tells its audience they will be satisfied. Examples: the Gerber baby: it gives you a sense of safety and security. Another quote (from The Brand Bubble By John Gerzema and Ed Lebar):

“Brands are now used more than they are preferred...Functional benefits and relevance now outweigh the intangible and emotional allure of a brand.”

In other words, customers own the brand. For example, Babycenter.com equals “safety and security.” We’re not going to see it in a product, but rather on websites. We consume content offline. When we're relaxed and focused it is easier for us to take in information.


When consumers are online, they’re engaged but also distracted by numerous activities. Online, we don't just see or read about brands, we USE them.


So why is our online content generally bad? Why can't we create content that is meaningful and enjoyable?


Ultimately, content matters. According to Jesse James Garrett in his book The Elements of User Experience:

“The single most important thing most web sites can offer to their users is content that those users will find valuable.”

But we marginalize content. Content is often last thing to be considered or delivered when creating websites. This is affirmed by blog entry “The Cure for Content-Delay Syndrome” by Pepi Ronalds, appearing on website “A List Apart” <http://www.alistapart.com/>.


Skllset.org is a website designed to help understand careers and opportunities. They provide an ideal of web office structure. Ten years ago there was no content manager as part of the web design team. Neither was there a SEO (search engine optimization) specialist or a usability specialist.


Back then, web teams spoke about general things but not about web content. It used to be that the copywriter was brought in towards the mid or later stages of web site design. But copywriting is based too much on the old model of writer, editor, proof reader, reviser, etc. How did we get there?

Richard Saul Wurman (the founder of the idiom Information Architecture) wrote:

“I thought the explosion of data needed architecture, needed a series of systems, needed systemic design, a series of performance criteria to measure it.”

Influential books: Edward R. Tufte, Envisioning Information; and Jesse James Garrett, Elements of User Experience. He lays out the problem of content within the user experience.


Content is not a feature. It's messy and complex -- an ever-evolving thing that can turn into a monster. In their book Web Redesign 2.0, Kelly Goto and Emily Cotler say the way to deal with web content is to “accept it, plan for it, charge for it.” Halvorson disagrees.


Halvorson’s idea: you need to have a content strategy - something which plans for the creation, publication, and governance of useful usable content.


Content can be: text, data, video, audio. But the major hurdle of all of these is text (including text that you see and that which you don’t see [i.e. metadata]). Strategy is a plan for obtaining a specific goal or result.


Content strategy helps us understand context of content – what, why, how, for whom, by whom, with what, when, where, how often, what next, etc.


A negative example: website of Quicken: designed not for or about the user, but is about selling Quicken. Compare that to:


Mint.com -- a personal finance site. Note the emblazoned banner: “the best (free) way to manage your money.” This website is not about Mint.com, but about the user. It is a website whose design is based on user's fears and desires. We didn't come to this website to learn about Mint. We came to fix our financial life. Secondary to that is using Mint.


If you fail to consider user goals in seeking your business objectives, you won’t deliver useful content. If you can align user goals with your business objectives you’ll strike the right balance.

Three examples of companies that deliver useful content and do it well:


1. REI (cold weather clothing and gear): They provide a library of articles (texts and videos) that help all levels of visitors. There are 100-200 original articles by staff members (not aggregated from other sources) targeted to specific activities. They've invested in an in-house editorial team.


2. Room & Board : On their website they don’t just tell you about the furniture, but have interview with their artisans. They let you behind the scenes to show you how these artisans have created the furniture. (This helps the user to establish a connection with the products.)


3. Ford Models . Their YouTube channel brings users “backstage” where they have interviews with models and designers. Studio artists and models deliver real-world tips and tricks about makeup, hair, and taking care of oneself. So it brings people not just backstage but delivers useful information to users (and potential models and Ford candidates). They simply asked: “What do girls want?” to determine how they should model their website.


So...


How does content strategy work? There are four parts:

Plan. Create. Deliver. Govern.

Plan:

Process:

  • What do we have?
  • What are we trying to do?
  • What do our content ecosystems look like? (all factors that have impact on living thing of content)
  • What are our opportunities, risks, and success metrics? (SEO) - How are you going to measure success? (fixing content is not a measure of success – you must measure how success is made)


Your content is organized by a content inventory. This inventory only identifies content and a few notes. It is a quantitative audit by which you obtain:

  • measurable project outcomes.
  • content recommendations for your project:
  • What do our content ecosystems look like?
  • What are our opportunities, risks, and success metrics? Consider external and internal factors.
  • The Plan:


Your plan should form a continuous circle of learning / creation / examination, or Create, Deliver, Govern.


This is the mantra of social media: you must be ready to stay engaged. No longer can you create content and then leave it to dry out, age, and spoil.


What do you get? Multiple benefits: better user experience, great brand consistency, new operational efficiencies, better risk management, improved SEO, and more effective personalization and targeting.


How can you start?


Currently we think of content as the responsibility of a writer. But it requires more functions. We need to recognize content as a complex thing and the responsibility of many. Marketing tasks in all their variety are activities which can be considered content. We must have processes in place that recognize the web as an eco system.


In closing Halvorson admonished us:


You are a publisher - treat your content as a critical business asset.


No matter how you get your content onto the web – by email, Twitter, IM, etc. – you are publishing content to the web. Recognize yourself as a publisher.