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DI 
GIT 
AL 
20 
15 
DIGITAL 
TRENDS 
MARKETING 
CONSUMER 
DIGITAL 
HEALTH
20 
15 
DIGITAL 
TRENDS 
Our fifth annual series of trends reports includes insights into the 
big shifts that are changing marketing, healthcare, digital 
experience, and consumer expectations. In this report, you’ll find 
the top eight trends in digital, each with clues into new 
possibilities and examples of brands that got there first.
20 
15 
Abigail Schmelzer 
Alex Brock 
Andrea Evans 
Angela Cua 
Azul Ceballos 
Bruce Rooke 
Campbell Hooper 
Charles DiSantis 
Chelsea Bailey 
Duncan Arbour 
Eduardo Menendez 
Eric Davis 
Fred Harrison 
James Tomasino 
Jeffrey Giermek 
Jeffrey Wilks 
Jessie Brown 
Joe DeSalvo 
John Mucha 
Joy Hart 
Julie Valka 
Kathryn Bernish-Fisher 
Kevin Nalty 
Leigh Householder 
Luke Hebblethwaite 
Matt Groom 
Mike Martins 
Nick Bartlett 
CORE 
CONTRIBUTORS 
Nicole Sordell 
Pavithra Selvam 
Phil Storer 
Richard Martin 
Rick Summa 
Sam Cannizzaro 
Sarah Brown 
Sayeed Anwar 
Scott Raidel 
Stefanie Jones 
Zach Gerber 
20 
15 
DIGITAL 
TRENDS
At the core of our innovation 
practice is a simple idea: 
Knowing how people’s expectations are changing lets us capture new 
market opportunities, take smart risks, and spur innovation 
We start by uncovering clues. Clues are data points, great stories, 
quotes, and pictures that shift our understanding of what people want 
right now. We find them in practices around the world and in the 
technologies, brands, and experiences that doctors and patients 
encounter in their everyday lives. 
Over time, those clues combine and connect to reveal trends, a new 
kind of inspiration for creating experiences in the moments before our 
customers realize they need them. And months and years before our 
competitors realize the same thing. 
20 
15 
DIGITAL 
TRENDS
We’re following eight trends that show how 
the digital landscape will be changing in 2015. 
More Distractible Than Goldfish 
Tech For Everyone (Really This Time) 
Virtual Reality Is Finally Reality 
Disappearing Technology 
Competition for the Next Big Thing 
Let’s Play 
The Website Is Dead 
Healthcare Brings DTC to Digital 
THE 
TRENDS 
1. 
2. 
3. 
4. 
5. 
6. 
7. 
8.
1. 
IN SHORT 
Our always-on digital lives 
have diminished our attention 
spans to 8 seconds – 1 second 
less than a goldfish. Which 
means this is the only part of 
this trend you’re likely to read.
1. 
MORE DISTRACTIBLE 
THAN GOLDFISH 
On average, an office worker checks 
their email inbox 30 times per hour. 
—U.S National Library of Medicine, 2013 
49% 17% 
Percent of words 
read on web 
pages with 111 
words or less 
Percent of page 
views that last 
less than 
4 seconds
FIRST PAGE OR NO PAGE 
Thanks to smartphones, tablets, the expansion 
of free Wi-Fi, and reliable 3D, the people 
around us are constantly clicking and tapping 
their way to new information. They’re Googling 
for instant gratification and quick fixes. And if 
they don’t find it in seconds, they’re likely to 
abandon the effort entirely. 
The cause of this hurry-up-and-give-up 
behavior is our vanishing attention spans. 
Today, digital experiences have to capture 
users in just a few seconds and may not have 
much more time than that to really engage 
them. That sets a much higher bar for both 
information design and long-tail search. 
1. 
MORE DISTRACTIBLE 
THAN GOLDFISH
REWIRING OUR MINDS 
1. 
MORE DISTRACTIBLE 
THAN GOLDFISH 
Technology is altering human physiology. Some of the impact is positive: better visual skills or 
devotion of our “cognitive surplus” time to creating and engaging. Other effects, like loss of 
memory and attention span, are less favorable. 
Those new memory problems could be a particular challenge for healthcare as some 80% of 
people go online for information about a medical condition or drug. A rather typical session of 
online browsing can create an information overload and make it harder to file away information in 
your memory, according to Dr. Erik Fransén, professor of computer science at Sweden’s KTH Royal 
Institute of Technology. 
Our modern digitally-dependent consumer is in need of both more reminders and more creative 
ways to make ideas and information stick. 
—eMarketer, 2014
MINIMIZING MESSAGING 
1. 
MORE DISTRACTIBLE 
THAN GOLDFISH 
Brands are adapting to the change. They’re scaling 
back the long lists of features and benefits to 
connect in shorter forms with smaller messages. 
Social channels like Vine, Instagram, and Snapchat 
have created the forum to communicate in this 
sound bite exchange. 
Marketers have found incredibly creative ways to 
play in this space. 
Photo contests are a great way to increase your 
brand’s visibility on Instagram. Using a hashtag 
pertaining to your contest will make it easy for you 
to collect photos from your followers.
1. 
MORE DISTRACTIBLE 
THAN GOLDFISH 
Lancôme’s Project #bareselfie 
dared women to post pictures of 
themselves without makeup. 
That instagram-action generated 
50% of the sales for its newly 
launched DreamTone serum 
product line. 
Oreo owned nearly 10,000 
engagements with its 15-second 
showcase of its new 
MiniDelivery service. 
(Where do we get one of those 
cute mini forklifts?) 
Ford made its smart “Park 
Assist” feature look even more 
speedy and sleek by showing it 
off it in hyperlapse.
2. 
IN SHORT 
The wave of technology 
adoption is finally coming to 
shore with new technologies 
and tools designed 
specifically for late adopters.
2. 
TECH FOR EVERYONE 
(REALLY THIS TIME) 
—UN Study 
“Cell phones are one of the most 
effective advancements in history to 
lift people out of poverty.”
2. 
TECH FOR EVERYONE 
(REALLY THIS TIME) 
US Smartphone Penetration 
—The Next Web
THE WAVE REACHES THE SHORE 
2. 
TECH FOR EVERYONE 
(REALLY THIS TIME) 
For years, we’ve been on the crest of the wave of digital development. New 
technologies and devices have been brought to market at a pace that’s kept early 
adopter’s wallets open. Most of these innovations are designed with the middle 
majority in mind: X, Y, Z generations with income greater than $40,000 per year. 
No doubt, this group will continue to be a viable market as they move on to the 
NBT (next big thing). 
Facing saturation and intense competition for existing technologies in that middle 
majority market, some brands are looking to new niches, bringing waves of 
innovation to shore for the first time. For example, as US smartphone penetration 
surpasses 70%, the tail of the trend line (laggards and skeptics) is receiving 
unprecedented attention from digital innovators. People with lower incomes, 
immigrants and elderly populations are a few groups that are slowly but surely 
coming into focus.
SMARTPHONES AND APPS BUILT 
FOR NEW NICHES 
2. 
TECH FOR EVERYONE 
(REALLY THIS TIME) 
“Forget what you may have heard about a digital divide or worries that 
the world is splintering into ‘info haves’ and ‘info have-nots’,” Bill Clinton 
wrote in Time Magazine. “The fact is, technology fosters equality, and it’s 
often the relatively cheap and mundane devices that do the most good.” 
Innovators are opening new markets by bringing that mundane 
innovation to people who need it most:
2. 
TECH FOR EVERYONE 
(REALLY THIS TIME) 
Wipit is a mobile wallet service 
partnered with Boost Mobile 
(prepaid cellular service). Their 
latest product is designed 
specifically for people who may 
not have bank accounts. Users 
can add cash to accounts at 
retail stores and set up direct 
deposits to their Wipit account 
with payroll or government 
assistance checks. 
Quippi is a cross-border gift 
card service targeted at new 
immigrants. US consumers 
send over $23 billion to 
Mexico every year via 
international money transfers 
that have associated fees. By 
buying gift cards, the 
immigrants realize the 
savings as retailers pay the 
fees in exchange for the 
guaranteed business. 
Jitterbug phones are easy-to-use 
mobile phones designed 
specifically for seniors. Large 
numbers and displays aid the 
sight-impaired while enhanced 
speakers allow for clear 
conversations. A special button 
allows for one-touch 
emergency medical alerts, and 
additional services include 
unlimited direct access to 
nurses and doctors.
2. 
TECH FOR EVERYONE 
(REALLY THIS TIME) 
The year select countries in North America and Europe 
will surpass 50% smartphone user penetration among 
total population.
INVENTIVE APPROACHES TO 
OLD PROBLEMS 
2. 
TECH FOR EVERYONE 
(REALLY THIS TIME) 
It’s not just the front-end interface that’s changing, 
it’s the back-end, too. Developers are using tools 
and data to find new ways to make everyday 
technology more useful and meaningful to later 
adopters. 
A Chinese company recently demonstrated the 
ability of 3D printing to rapidly fill a need for fast, 
affordable housing. The team constructed 10 
houses in less than 24 hours. Built from 
predominantly recycled materials, these homes cost 
less than $5,000 and could be built to ease housing 
crises in developing countries or more quickly 
respond to weather-related disasters. 
Small home constructed from 3D-printed 
building blocks 
(Image: Winsun New materials)
2. 
TECH FOR EVERYONE 
(REALLY THIS TIME) 
INVENTIVE APPROACHES TO 
OLD PROBLEMS 
In Africa, Vodacom is using cell phone bills to spot in-community entrepreneurs 
who can potentially get more devices to more people. They’re looking for 
people who have an abnormally high volume of calls, a sign that owners are 
renting their phones to neighbors. Vodacom offers those heavy users the 
opportunity to operate their own phone kiosks and earn 1/3 of the revenue. 
In Japan, DoCoMo is seeing its growth with the elderly and their families as the 
country ages faster than any other developed society, with 23% of the 
population already 65 or older. They’re thinking beyond devices to information 
exchange. For example, its “Tsunagari Hot Support” allows family members to 
check on elderly loved ones by geotracking their phones—spotting everything 
from number of steps and exercise to current location.
2. 
TECH FOR EVERYONE 
(REALLY THIS TIME) 
APPROXIMATELY 78 PERCENT 
OF THE POPULATION IS LOW 
INCOME WORLDWIDE 
Based on Purchasing 
Power Parity (PPP) 
—World Resources Institute 
—World Bank 
—UN and US Census 
—A.T. Kearney Analysis
3. 
IN SHORT 
After years of talk and hype, virtual 
reality has finally come of age and 
the experience is even better than 
early adopters promised. 
(Aren’t you glad you waited?)
3. 
VIRTUAL REALITY IS 
FINALLY REALITY 
Percent of users that like it when brands, products or entertainment 
make an active attempt to capture their imagination 
78% 
Millennials 
71% 
Gen X 
64% 
Boomers
IMMERSIVE EXPERIENCES 
3. 
VIRTUAL REALITY IS 
FINALLY REALITY 
In 2014, the best way to connect with the 
world was to unplug. People called it 
JOMO (Joy of Missing Out), a celebration 
of escaping the endless feed of vacation 
photos, dinner destinations, and status 
updates. 
In 2015, the best way to connect with the 
world will be to explore it – from wherever 
you might physically be. This new 
generation of virtual reality makes it 
possible to do just that with immersive 
experiences that let you touch, explore and 
connect with an environment that feels like 
it’s all around you. 
The leading technology is Oculus Rift. It’s a 
headset display that kind of looks like scuba 
goggles and provides a fully immersive 3D 
experience that makes you feel like you are 
actually in a game or destination. By 
moving your head from side to side or 
walking around you can get a 360-degree 
view of an entire virtual space. 
Facebook spent $2 billion to buy the Oculus 
Rift technology. Then Google created a DIY 
version that looks more like the Viewmaster 
you might have grown up playing with. 
Their cutting-edge virtual reality experience 
starts with a piece of corrugated cardboard 
and a handy X-ACTO knife.
3. 
VIRTUAL REALITY IS 
FINALLY REALITY 
MAKE YOUR OWN 
You can make your own cardboard 3D viewer. A 
great little kit at Google I/O showed the way. 
Ingredients: 
• Cardboard 
• Lens 
• Magnets 
• Velcro 
• Rubber band 
• Android phone 
• Temporary use of favorite 
construction items: ruler, 
glue, scissors, and an X-ACTO 
knife
A NEW LEVEL OF REALISM 
Whether you’re racing around a battlefield in a 
sophisticated war game or exploring a new 
treatment facility, these virtual environments have 
a next generation feel of authenticity and realism. 
A big driver of that reality is the capture. Cameras 
collect every inch of a 360-degree view. 
Sophisticated sound algorithms trick the brain into 
thinking that it’s present by moving sounds 
around the ears just like in the real world. 
You can explore a historic castle and hear the 
birds chirping in the trees. Ride a roller coaster 
and hear the whipping sound of screams. Or even 
head into an operating room. 
Rémi Rousseau and Dr. Thomas Gregory, Professor of 
Surgery and Medicine at the Paris Descartes University and 
Georges Pompidou, surgeon at the European Hospital 
recently brought GoPro cameras into the operating room to 
capture a total hip surgery. The resulting footage gave a 3D, 
high resolution, first-person view that could then be 
implemented into an Oculus Rift, giving the medical student a 
never before seen look into what the experienced surgeon 
actually sees. 
3. 
VIRTUAL REALITY IS 
FINALLY REALITY
FIRST PERSON “SHOOTER” 
Virtual reality is changing more than gaming. 
Producers are creating movies for the Oculus 
Rift that let viewers be part of every scene. 
Brands are immersing consumers with first-person 
perspectives—actually putting them in 
a video as if they are, themselves, holding 
the camera. 
Some are adding addictive “choose your own 
adventure” elements that let the user control 
the story. 
A travel agency in the UK developed this video to 
promote their ability to customize your perfect holiday. 
Over the course of the video, the viewer makes choices 
(i.e., go to the beach or lay by the pool; intimate dinner 
or cocktails and sunset). In effect, they are drawn in to 
the experience in a very real way. 
holidayopenday.co.uk/en/flash 
3. 
VIRTUAL REALITY IS 
FINALLY REALITY
DISAPPEARING 
TECHNOLOGY 
IN SHORT 
4. 
When you put the right 
information in the right 
place, technology can 
quietly change our lives 
without interrupting them.
4. 
DISAPPEARING 
TECHNOLOGY 
Apple’s iOS automatically 
updates apps in the 
background so you don’t have 
to, keeping you up-to-date 
and limiting vunerabilites in 
the software. 
Carbonite cloud services 
back up your computer 
files automatically, making 
sure you never lose your 
important digital 
information.
4. 
DISAPPEARING 
TECHNOLOGY 
PERVASIVE EQUALS PERSUASIVE 
David Rose, instructor at the MIT Media Lab and CEO 
at Ditto Labs, has been a long-time proponent of more 
ambient technology that spreads information thinly 
throughout our lives. To him, the glowing screen of our 
ubiquitous cell phones is the enemy of creating 
technology that can really change our lives. 
“I think about the cellphone and all the amazing things 
you can do with a cellphone and apps, but the problem 
is it monopolizes your attention. Most of us are staring 
into this most of the day,” Rose said. “There’s an 
opportunity to become unglued from this screen and 
spread the apps into everyday objects, including 
desks, clothes, jewelry. It’s a much nicer way to 
interact with technology.” 
His product, GlowCap, was a first-mover in a 
now booming category. The smart medicine 
caps glow when it’s time to take a 
medication. The reminders can escalate 
from subtle to insistent: devices glow, then 
make noise, then send a text notification or 
dial your home phone. 
Rose imagines a healthcare future that is 
much more delightful. One that gently 
nudges us instead of wagging a finger of 
shame.
4. 
DISAPPEARING 
TECHNOLOGY 
CAREGIVING TAKES THE LEAD 
Companies like AT&T and DoCoMo are repurposing 
the elements of digital alarm systems into remote 
caregiving assistants that help people who are growing 
older stay independent longer. 
Contact sensors can quickly update a caregiver’s 
dashboard to show when an aging relative took a 
medication, got out of bed, or used the bathroom. The 
technology doesn’t capture any video or interrupt the 
homeowner, it simply and quietly keeps track of key 
metrics of independence and mobility. The promise of 
this new era of disappearing technology is keeping 
people safe and keeping caregivers informed without 
feeling the pressure or presence of that technology. 
AT&T Digital Life Care uses sensors 
placed around the home of an elderly 
family member to send caregivers alerts 
and information.
4. 
DISAPPEARING 
TECHNOLOGY 
TECHNOLOGY THAT ISN’T TECHNOLOGY 
This kind of “glanceable” information is already part of much of our consumer lives. Many of 
the devices we use every day are designed to accelerate better decision making by 
spreading information thinly. 
The disappearing color strip on disposable razors is an ambient reminder to buy a new 
pack. Your low fuel light warns that the gas tank is almost empty. Even the receipt tape in 
cash registers turns pink when it’s nearly run out. 
The big move in 2015 is moving beyond consumables to spread information thinly in more 
meaningful parts of our lives.
5. 
IN SHORT 
Remember five years ago 
when you’d never heard of an 
iPad? Now, smart watches, 
mobile payments and a new 
generation of wearables are 
competing to be the next 
necessity you never knew you 
just had to have.
5. 
COMPETITION FOR 
THE NEXT BIG THING 
—IMH 
Predicted Smartwatch Adoption
5. 
COMPETITION FOR 
THE NEXT BIG THING 
WATCH THE WATCHES 
2015 may kick off a new era of 
smartwatches, fueled by Apple’s January 
launch. In fact, some are saying that the 
Apple watch could be the next Swatch, a 
bright plastic time piece Gen Xers will 
remember as the watch that made watch 
collectors out of teenagers. 
Sure, the first round of smartwatches—like 
Samsung’s Gear Live or LG’s G Watch— 
didn’t exactly have people camping out in 
front of their local electronics stores, but 
ones premiering in 2015 are expected to be 
notably different. 
The Apple watch is an intriguing extension 
of the smartphone, created at just the time 
that so many of us would like to look up 
and away from our glowing screens. It’s 
tightly integrated with iOS and offers all 
kinds of styles and features. 
The Asus ZenWatch is going another way 
entirely, bringing the elegance of a classic 
wristwatch with the connectivity of Android 
Wear. Samsung is taking another 
interesting at-bat, too, with the Gear S that 
works almost entirely without a 
smartphone at all.
5. 
COMPETITION FOR 
THE NEXT BIG THING 
GO AHEAD, TAP TO PAY 
Many are betting that mobile payment’s time has officially come. Retailers, banks and 
telecoms have been experimenting with products and pilots for years while consumers 
remained on the fence. But the numbers have started growing at a compelling speed. In 
the U.S., for example, values doubled between 2012 and 2013 to reach $1.59 billion. 
That’s projected to nearly double again to $3.5 million through 2014. 
Local attitudes toward mobile payment are a huge multiplier for uptake. For example, 
analysts are predicting that mobile payments in China could be worth USD 1.4 trillion by 
next year. 
Integrated loyalty programs have made early winners even more successful. Starbucks, 
for example, has a app that integrates mobile payments with quick-earn rewards. It 
receives over four million mobile wallet payments per week – that’s 11% of its entire 
business. 
—eMarketer, 2014 
—Monitise Insights, 2014
5. 
COMPETITION FOR 
THE NEXT BIG THING 
—eMarketer 
Predicted Mobile Payment Market
5. 
COMPETITION FOR 
THE NEXT BIG THING 
WILL YOU FINALLY PUT ONE ON? 
Wearables are stepping back up to the plate with a new generation of 
sensors that go way beyond the wrist. Each is designed to make 
affordable tracking addictive to a special niche of consumers. 
And, it starts as soon as the crib. The Owlet Smart Sock wraps 
around an infant’s ankle to do way more than a baby monitor ever 
could. The companion app monitors body temperature, heart rate, 
blood oxygen level, sleep quality and rollovers. 
Clothes are getting smarter, too. Sports bras can track your heart 
rate. Shoes can know how high you can jump. And something like a 
cuff link can monitor so much more. 
It’s called a Notch and it snaps on to clothing to give users access to 
all the functionality of an accelerometer, gyroscope and 
magnetometer in a dynamic wireless network that communicates to 
its paired smartphone. Its goal: Let people track their real physical 
prowess to compete against peers around the world. 
Owlet Smart Sock 
The Notch Wearable Device
6. 
IN SHORT 
Games have already changed 
the way we interact with media. 
Now those same dynamics are 
changing the way we engage 
with our people, information 
and even our health.
6. 
LET’S 
PLAY 
“The beauty of a game is 
that it gives you a goal.“ 
- Debra Lieberman, publisher of the new Games for Health journal
6. 
LET’S 
PLAY 
Not Just For Boys 
—Entertainment Software Association 
45% 31% 
45% of all game 
players, and 46% of 
the most frequent 
purchasers of games, 
are female. 
Adult women 
make up 31% of 
the game-playing 
population.
6. 
LET’S 
PLAY 
GAMING HAS BECOME MUCH MORE SOCIAL 
Did you know that almost 60% of Americans play games? 
Erase that image of a masked Grand Theft Auto hooligan 
from your mind. More people are playing puzzle, trivia and 
casual social games. The numbers are pretty amazing – 
they tell us that more adult women than teenage boys play, 
that the average age of a gamer is 30, and that 62% of 
gamers play with someone else, either online or in person. 
Casual social games have exploded the number of people 
playing, but the big, more immersive games have exploded 
the way people are playing. Console games connect 
players from around the living room or across the world. 
They can compete, team up on challenges or even foil 
another user’s best efforts when they are offline. 
60% 
Almost 60% of 
Americans play 
games.
6. 
LET’S 
PLAY 
GAMING COULD CHANGE YOUR JOB 
Sure, it’s had some pretty awful names (“gamification,” “gamify”, . . .eeeesh) but the idea that 
using the principles that make games so addictive to make other kinds of learning and 
engagement better, too, is becoming more and more popular. 
Employers and HR teams are looking to gaming to help employees navigate complex 
corporate systems and trainings. They’re adding elements of entertainment, play and 
multimedia to pump up engagement. They’re also using it to promote more desired behaviors 
in everything from goal setting (e.g., income) to personal wellness (e.g., savings). 
There’s a big watch out, though. Design matters more than ever when you’re playing games. 
Brian Burke, a Gartner analyst specializing in enterprise architecture and gamification, 
estimated that “80% of gamification initiatives will fail by 2014 due to bad design.” Last 
asked, he didn’t expect any improvement in the numbers in the years ahead.
6. 
LET’S 
PLAY 
AND EVEN CHANGE YOUR LIFE 
Ben Sawyer, one of the original advocates for 
using games to improve competency and 
outcomes in health, described the problem we’re 
up against in six simple words: “The interface of 
healthcare is broken.” Said another way: We’re 
just not engaging people. We give them 
complicated brochures and an entirely new 
language of acronyms and science. We charge 
them with requirements, but offer them few 
rewards. 
Games are a way to break through all of that and 
create simple experiences people want to use. 
Experiences we’d actually take with us into real life 
(no offense to the brochures). 
Remission has been showing its impact for almost 10 
years. At its core, it’s a simulation game that lets players 
virtually fight cancer with chemotherapy, antibiotics and 
the body’s own defenses. Players were more engaged in 
their care, knowledgeable about their treatment plans, 
and even 16% more adherent.
6. 
LET’S 
PLAY 
NEURORACER 
Neuroscientists at the University of California, 
San Francisco worked with developers to 
create NeuroRacer, an app-like game in which 
players swerve around other cars and try to 
identify specific road signs that pop up on the 
screen, while ignoring other signs deemed 
irrelevant. After older adults trained at the 
game, they became more successful than 
untrained people in their 20s. The performance 
levels were sustained for six months, even 
without additional training.
6. 
LET’S 
PLAY 
ARCHES SAVES YOUR BACON 
In Utah, Arches Health Plan recently 
developed a gamified app for millennials to 
educate users about the costs of being 
uninsured. The app, called “Arches Saves 
Your Bacon” aims to give users an idea of 
how different behaviors affect their health 
risks and how much they can cost them. 
Arches Health Plan developed an app for millennials to educate 
users about the costs of being uninsured. It shows users how 
different behaviors affect their health risks and how much those 
risks might cost them.
7. 
IN SHORT 
Every trend report has to declare 
the death of something. We’re 
picking the brand dot-com 
because digital behavior has 
shifted to be more mobile, more 
grazing, and more peer-connected 
than ever.
7. 
THE WEBSITE 
IS DEAD 
—Comscore, 2014 
—Inmobi, 2014 
MOBILE IS PRIME SCREEN 
2014 was a big year for the small screen and 2015 is expected to be even bigger. 
Mobile platforms – smartphones and tablets – now account for 60% of total digital media 
time spent. That’s up from 50% just the year before. 
Outside of the US and UK, mobile media time spent now exceeds TV. 
Apps play a big role in that shift. 51% of our digital media time is spent in apps. Radio, 
photo and map apps top the list, but social, gaming and directories also dominate. 
Social media is the #1 category in terms of overall digital engagement, accounting for 
20% of total digital time spent. Social networking now generates more than 70% of its 
activity on mobile.
7. 
THE WEBSITE 
IS DEAD 
DESTINATION.COM ISN’T REALLY A DESTINATION 
That massive shift to mobile has really only taken hold in the last two years. It’s created a 
second wave of internet user behavior that calls for rethinking the same old approach to 
the dot-com. 
Mobile users ask Google shorter questions, often phrased in a word or two. They’re 
looking for much more actionable data, less “about the product” and more about where to 
buy it, how to get a coupon, and what their peers think about it. Unless they’re waiting for 
something IRL (In Real Life), then mobile behavior looks a lot more like digital grazing than 
directed search. 
Very few brand dot-coms are created to serve any of those new needs and behaviors. The 
result is that as mobile use grows, website use declines. In fact, Webtrends found that 70% 
of Fortune 100 corporate websites experienced declines in traffic, with an average drop of 
23%.
7. 
THE WEBSITE 
IS DEAD 
Coca-Cola was ahead of the game. They declared the website dead, too, and replaced it with a dispersed 
publishing strategy that is way more about their customers than the brand. Their new content is driven by 
their Unbottled blog and delivers on their promise “Refreshing The World, One Story At A Time.” 
http://www.coca-colacompany.com/coca-cola-unbottled/
7. 
THE WEBSITE 
IS DEAD 
CAN DATA TELL A BETTER STORY? 
It’s fitting that as brands move to a more sophisticated version of themselves online, that 
our analytics would evolve as well. We expect to see more holistic metrics centered around 
shifts in perception, relationship valuation, and brand equity. Subjective measurements from 
surveys and consumer feedback will win over statistics. It will be about quality over quantity. 
Also, the way we interact with mobile creates different metrics. Mobile content is more 
scroll-y, less click-y. In essence, with less clicks, measures like the click-through rate 
become much less relevant. We expect to see a new standardization of metrics evolve that 
is driven by the way we consume mobile content. 
For example, mobile applications measure engagement by creating an index of several 
criteria. This methodology will replace the traditional dot-com dashboard, yielding key 
performance indicators such as “engagement score.”
7. 
THE WEBSITE 
IS DEAD 
Calculating the App Engagement Index 
Popularity 
Share of smartphone 
owners using the app 
Commitment 
Share of app users 
who access the 
app weekly 
Frequency 
Average number 
of days app users 
access the app 
Time Spent 
Time spent using 
the app
8. 
IN SHORT 
Healthcare advertising is bringing 
the offline experience of getting 
healthcare online. Today, a doctor, 
a prescription or a dose of digital 
health are just a click away.
8. 
HEALTHCARE 
BRINGS DTC TO 
DIGITAL 
Redirection of 
online research 
1/3 
One third of the annual 20 
million online searches for 
the Pfizer brand took 
potential customers to 
sites selling counterfeit 
versions of the drug. 
REAL RX, REAL EASY 
Pharmaceutical leaders are starting to respond to a trend you 
might call Consumer Prime. Or the Amazonification of the 
Consumer. The ubiquity of online shopping options from big 
brand names have created a new level of trust in internet retail. 
Many consumers who previously feared typing their credit card 
information into a dot-com are suddenly a lot more concerned 
about finding the best deal the internet has to offer. Why stop at 
the store you know when an even better price (maybe with a 
free shipping offer!) could be just a few clicks away? We are 
quickly becoming used to having nearly anything we want 
delivered to our doorstep in 48 hours flat. 
Pfizer started to see this trend change its customers. Of course, 
pharmaceuticals can’t be bought online the same way shoes 
can, but increasingly sophisticated illegal online pharmacies 
made it look like they could be. In fact, one third of the annual 
20 million online searches for the brand took potential 
customers to sites selling counterfeit versions of the drug.
8. 
HEALTHCARE BRINGS 
DTC TO DIGITAL 
What are you really taking? 
25% 75% 
25% of men who think 
they’re taking Viagra 
are really taking a 
counterfeit drug. That’s 
a lot of lost customers. 
75% of the men who buy 
counterfeit Viagra have 
actually talked to their 
doctor about the drug.
8. 
HEALTHCARE 
BRINGS DTC TO 
DIGITAL 
CASE STUDY 
Viagra customers weren’t going online out of embarrassment about ED 
or even to avoid the doctor. They were going on to get a better deal or 
to avoid going to the in-person pharmacy. 
So Viagra went with them by launching an online store at Viagra.com. 
Targeted search and banner ads were designed to intercept men with 
ED and help introduce them to these trusted resources. Using CVS’s 
fulfillment engine, patients are able to fill or renew a prescription by 
having it ePrescribed to CVS, mailing in a paper Rx, or – even easier – 
having CVS call their doctors directly. 
The site also checks their insurance and helps ensure the best price 
possible for each customer. The new numbers have reportedly been 
very compelling. Some that Pfizer is sharing publicly include the first 
week impact: over 1000 orders; 14% from former Viagra users – likely 
those people who were already trying to reinvent how they buy 
prescription drugs.
8. 
HEALTHCARE 
BRINGS DTC TO 
DIGITAL 
SUPPORT IN A SHORTCUT 
Around the world, healthcare leaders and some 
very unexpected sources are selling support + 
digital health direct to consumers. The new 
services range from adding value to replacing 
value once provided by traditional healthcare. 
Online pharmacy PillPack charges users 
$20/month to organize all their medications in 
convenient tear-off packs that are clearly dated. 
The packs are delivered every two weeks and a 
service called “Proactive Refill Management” 
takes care of any refills and prescription 
renewals ahead of time. 
PillPack medication organizer
8. 
HEALTHCARE 
BRINGS DTC TO 
DIGITAL 
DTC SERVICES 
Telecoms like TurkCell and DoCoMo are using digital 
media to promote services directly to consumers. These 
mobile phone providers have unique access to both their 
customers’ devices and their data. That gives them the 
unique opportunity to quickly create native health 
experiences and track which are really changing lives. 
One of our favorites is TurkCell’s paid service for 
expectant moms. It’s a fully supportive SMS program 
that doesn’t require any involvement from physicians. Its 
next move: home monitoring service for diabetes and 
hypertension sufferers. 
Specialty drugs are making big plays in digital to 
connect potential customers to advocates and nurses 
who can help them with anything from learning about the 
product to working with their insurance company to get 
the Rx covered. 
Turkcell SMS Program
8. 
HEALTHCARE 
BRINGS DTC TO 
DIGITAL 
DOCTOR GOOGLE? NO, DOCTOR 
VIA GOOGLE 
It’s not just pharmaceuticals that are getting in the digital DTC game. Doctors are, too. Psychology was the 
specialty to go first. Online counseling sessions have continued to grow in popularity and have earned their 
own platforms and specific professional guidelines. 
But other specialties—including Google—weren’t far behind. Today, telehealth providers actively market to 
consumers through email, search advertisements, and even social posts. Their goal: Use digital to convert 
people at home before they head out to anything from a clinic to an emergency room or even primary care. 
Google is helping doctors sell direct to worried searchers. Their Healthcare Helpouts serve up immediate 
access to a flat-price interaction with a physician online. They even carry their own HIPAA requirements. 
And, we’re guessing that advice is a lot more helpful than the symptom checkers that let you know your 
cough could be a cold, allergies, cancer, or heart failure. Right?
20 
15 
DIGITAL 
TRENDS 
To discuss this report live, request another module, or schedule a 
presentation of trends, please contact Leigh Householder at 
614-543-6496 or leigh.householder@gsw-w.com

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2015 Digital Trend Report

  • 1. DI GIT AL 20 15 DIGITAL TRENDS MARKETING CONSUMER DIGITAL HEALTH
  • 2. 20 15 DIGITAL TRENDS Our fifth annual series of trends reports includes insights into the big shifts that are changing marketing, healthcare, digital experience, and consumer expectations. In this report, you’ll find the top eight trends in digital, each with clues into new possibilities and examples of brands that got there first.
  • 3. 20 15 Abigail Schmelzer Alex Brock Andrea Evans Angela Cua Azul Ceballos Bruce Rooke Campbell Hooper Charles DiSantis Chelsea Bailey Duncan Arbour Eduardo Menendez Eric Davis Fred Harrison James Tomasino Jeffrey Giermek Jeffrey Wilks Jessie Brown Joe DeSalvo John Mucha Joy Hart Julie Valka Kathryn Bernish-Fisher Kevin Nalty Leigh Householder Luke Hebblethwaite Matt Groom Mike Martins Nick Bartlett CORE CONTRIBUTORS Nicole Sordell Pavithra Selvam Phil Storer Richard Martin Rick Summa Sam Cannizzaro Sarah Brown Sayeed Anwar Scott Raidel Stefanie Jones Zach Gerber 20 15 DIGITAL TRENDS
  • 4. At the core of our innovation practice is a simple idea: Knowing how people’s expectations are changing lets us capture new market opportunities, take smart risks, and spur innovation We start by uncovering clues. Clues are data points, great stories, quotes, and pictures that shift our understanding of what people want right now. We find them in practices around the world and in the technologies, brands, and experiences that doctors and patients encounter in their everyday lives. Over time, those clues combine and connect to reveal trends, a new kind of inspiration for creating experiences in the moments before our customers realize they need them. And months and years before our competitors realize the same thing. 20 15 DIGITAL TRENDS
  • 5. We’re following eight trends that show how the digital landscape will be changing in 2015. More Distractible Than Goldfish Tech For Everyone (Really This Time) Virtual Reality Is Finally Reality Disappearing Technology Competition for the Next Big Thing Let’s Play The Website Is Dead Healthcare Brings DTC to Digital THE TRENDS 1. 2. 3. 4. 5. 6. 7. 8.
  • 6. 1. IN SHORT Our always-on digital lives have diminished our attention spans to 8 seconds – 1 second less than a goldfish. Which means this is the only part of this trend you’re likely to read.
  • 7. 1. MORE DISTRACTIBLE THAN GOLDFISH On average, an office worker checks their email inbox 30 times per hour. —U.S National Library of Medicine, 2013 49% 17% Percent of words read on web pages with 111 words or less Percent of page views that last less than 4 seconds
  • 8. FIRST PAGE OR NO PAGE Thanks to smartphones, tablets, the expansion of free Wi-Fi, and reliable 3D, the people around us are constantly clicking and tapping their way to new information. They’re Googling for instant gratification and quick fixes. And if they don’t find it in seconds, they’re likely to abandon the effort entirely. The cause of this hurry-up-and-give-up behavior is our vanishing attention spans. Today, digital experiences have to capture users in just a few seconds and may not have much more time than that to really engage them. That sets a much higher bar for both information design and long-tail search. 1. MORE DISTRACTIBLE THAN GOLDFISH
  • 9. REWIRING OUR MINDS 1. MORE DISTRACTIBLE THAN GOLDFISH Technology is altering human physiology. Some of the impact is positive: better visual skills or devotion of our “cognitive surplus” time to creating and engaging. Other effects, like loss of memory and attention span, are less favorable. Those new memory problems could be a particular challenge for healthcare as some 80% of people go online for information about a medical condition or drug. A rather typical session of online browsing can create an information overload and make it harder to file away information in your memory, according to Dr. Erik Fransén, professor of computer science at Sweden’s KTH Royal Institute of Technology. Our modern digitally-dependent consumer is in need of both more reminders and more creative ways to make ideas and information stick. —eMarketer, 2014
  • 10. MINIMIZING MESSAGING 1. MORE DISTRACTIBLE THAN GOLDFISH Brands are adapting to the change. They’re scaling back the long lists of features and benefits to connect in shorter forms with smaller messages. Social channels like Vine, Instagram, and Snapchat have created the forum to communicate in this sound bite exchange. Marketers have found incredibly creative ways to play in this space. Photo contests are a great way to increase your brand’s visibility on Instagram. Using a hashtag pertaining to your contest will make it easy for you to collect photos from your followers.
  • 11. 1. MORE DISTRACTIBLE THAN GOLDFISH Lancôme’s Project #bareselfie dared women to post pictures of themselves without makeup. That instagram-action generated 50% of the sales for its newly launched DreamTone serum product line. Oreo owned nearly 10,000 engagements with its 15-second showcase of its new MiniDelivery service. (Where do we get one of those cute mini forklifts?) Ford made its smart “Park Assist” feature look even more speedy and sleek by showing it off it in hyperlapse.
  • 12. 2. IN SHORT The wave of technology adoption is finally coming to shore with new technologies and tools designed specifically for late adopters.
  • 13. 2. TECH FOR EVERYONE (REALLY THIS TIME) —UN Study “Cell phones are one of the most effective advancements in history to lift people out of poverty.”
  • 14. 2. TECH FOR EVERYONE (REALLY THIS TIME) US Smartphone Penetration —The Next Web
  • 15. THE WAVE REACHES THE SHORE 2. TECH FOR EVERYONE (REALLY THIS TIME) For years, we’ve been on the crest of the wave of digital development. New technologies and devices have been brought to market at a pace that’s kept early adopter’s wallets open. Most of these innovations are designed with the middle majority in mind: X, Y, Z generations with income greater than $40,000 per year. No doubt, this group will continue to be a viable market as they move on to the NBT (next big thing). Facing saturation and intense competition for existing technologies in that middle majority market, some brands are looking to new niches, bringing waves of innovation to shore for the first time. For example, as US smartphone penetration surpasses 70%, the tail of the trend line (laggards and skeptics) is receiving unprecedented attention from digital innovators. People with lower incomes, immigrants and elderly populations are a few groups that are slowly but surely coming into focus.
  • 16. SMARTPHONES AND APPS BUILT FOR NEW NICHES 2. TECH FOR EVERYONE (REALLY THIS TIME) “Forget what you may have heard about a digital divide or worries that the world is splintering into ‘info haves’ and ‘info have-nots’,” Bill Clinton wrote in Time Magazine. “The fact is, technology fosters equality, and it’s often the relatively cheap and mundane devices that do the most good.” Innovators are opening new markets by bringing that mundane innovation to people who need it most:
  • 17. 2. TECH FOR EVERYONE (REALLY THIS TIME) Wipit is a mobile wallet service partnered with Boost Mobile (prepaid cellular service). Their latest product is designed specifically for people who may not have bank accounts. Users can add cash to accounts at retail stores and set up direct deposits to their Wipit account with payroll or government assistance checks. Quippi is a cross-border gift card service targeted at new immigrants. US consumers send over $23 billion to Mexico every year via international money transfers that have associated fees. By buying gift cards, the immigrants realize the savings as retailers pay the fees in exchange for the guaranteed business. Jitterbug phones are easy-to-use mobile phones designed specifically for seniors. Large numbers and displays aid the sight-impaired while enhanced speakers allow for clear conversations. A special button allows for one-touch emergency medical alerts, and additional services include unlimited direct access to nurses and doctors.
  • 18. 2. TECH FOR EVERYONE (REALLY THIS TIME) The year select countries in North America and Europe will surpass 50% smartphone user penetration among total population.
  • 19. INVENTIVE APPROACHES TO OLD PROBLEMS 2. TECH FOR EVERYONE (REALLY THIS TIME) It’s not just the front-end interface that’s changing, it’s the back-end, too. Developers are using tools and data to find new ways to make everyday technology more useful and meaningful to later adopters. A Chinese company recently demonstrated the ability of 3D printing to rapidly fill a need for fast, affordable housing. The team constructed 10 houses in less than 24 hours. Built from predominantly recycled materials, these homes cost less than $5,000 and could be built to ease housing crises in developing countries or more quickly respond to weather-related disasters. Small home constructed from 3D-printed building blocks (Image: Winsun New materials)
  • 20. 2. TECH FOR EVERYONE (REALLY THIS TIME) INVENTIVE APPROACHES TO OLD PROBLEMS In Africa, Vodacom is using cell phone bills to spot in-community entrepreneurs who can potentially get more devices to more people. They’re looking for people who have an abnormally high volume of calls, a sign that owners are renting their phones to neighbors. Vodacom offers those heavy users the opportunity to operate their own phone kiosks and earn 1/3 of the revenue. In Japan, DoCoMo is seeing its growth with the elderly and their families as the country ages faster than any other developed society, with 23% of the population already 65 or older. They’re thinking beyond devices to information exchange. For example, its “Tsunagari Hot Support” allows family members to check on elderly loved ones by geotracking their phones—spotting everything from number of steps and exercise to current location.
  • 21. 2. TECH FOR EVERYONE (REALLY THIS TIME) APPROXIMATELY 78 PERCENT OF THE POPULATION IS LOW INCOME WORLDWIDE Based on Purchasing Power Parity (PPP) —World Resources Institute —World Bank —UN and US Census —A.T. Kearney Analysis
  • 22. 3. IN SHORT After years of talk and hype, virtual reality has finally come of age and the experience is even better than early adopters promised. (Aren’t you glad you waited?)
  • 23. 3. VIRTUAL REALITY IS FINALLY REALITY Percent of users that like it when brands, products or entertainment make an active attempt to capture their imagination 78% Millennials 71% Gen X 64% Boomers
  • 24. IMMERSIVE EXPERIENCES 3. VIRTUAL REALITY IS FINALLY REALITY In 2014, the best way to connect with the world was to unplug. People called it JOMO (Joy of Missing Out), a celebration of escaping the endless feed of vacation photos, dinner destinations, and status updates. In 2015, the best way to connect with the world will be to explore it – from wherever you might physically be. This new generation of virtual reality makes it possible to do just that with immersive experiences that let you touch, explore and connect with an environment that feels like it’s all around you. The leading technology is Oculus Rift. It’s a headset display that kind of looks like scuba goggles and provides a fully immersive 3D experience that makes you feel like you are actually in a game or destination. By moving your head from side to side or walking around you can get a 360-degree view of an entire virtual space. Facebook spent $2 billion to buy the Oculus Rift technology. Then Google created a DIY version that looks more like the Viewmaster you might have grown up playing with. Their cutting-edge virtual reality experience starts with a piece of corrugated cardboard and a handy X-ACTO knife.
  • 25. 3. VIRTUAL REALITY IS FINALLY REALITY MAKE YOUR OWN You can make your own cardboard 3D viewer. A great little kit at Google I/O showed the way. Ingredients: • Cardboard • Lens • Magnets • Velcro • Rubber band • Android phone • Temporary use of favorite construction items: ruler, glue, scissors, and an X-ACTO knife
  • 26. A NEW LEVEL OF REALISM Whether you’re racing around a battlefield in a sophisticated war game or exploring a new treatment facility, these virtual environments have a next generation feel of authenticity and realism. A big driver of that reality is the capture. Cameras collect every inch of a 360-degree view. Sophisticated sound algorithms trick the brain into thinking that it’s present by moving sounds around the ears just like in the real world. You can explore a historic castle and hear the birds chirping in the trees. Ride a roller coaster and hear the whipping sound of screams. Or even head into an operating room. Rémi Rousseau and Dr. Thomas Gregory, Professor of Surgery and Medicine at the Paris Descartes University and Georges Pompidou, surgeon at the European Hospital recently brought GoPro cameras into the operating room to capture a total hip surgery. The resulting footage gave a 3D, high resolution, first-person view that could then be implemented into an Oculus Rift, giving the medical student a never before seen look into what the experienced surgeon actually sees. 3. VIRTUAL REALITY IS FINALLY REALITY
  • 27. FIRST PERSON “SHOOTER” Virtual reality is changing more than gaming. Producers are creating movies for the Oculus Rift that let viewers be part of every scene. Brands are immersing consumers with first-person perspectives—actually putting them in a video as if they are, themselves, holding the camera. Some are adding addictive “choose your own adventure” elements that let the user control the story. A travel agency in the UK developed this video to promote their ability to customize your perfect holiday. Over the course of the video, the viewer makes choices (i.e., go to the beach or lay by the pool; intimate dinner or cocktails and sunset). In effect, they are drawn in to the experience in a very real way. holidayopenday.co.uk/en/flash 3. VIRTUAL REALITY IS FINALLY REALITY
  • 28. DISAPPEARING TECHNOLOGY IN SHORT 4. When you put the right information in the right place, technology can quietly change our lives without interrupting them.
  • 29. 4. DISAPPEARING TECHNOLOGY Apple’s iOS automatically updates apps in the background so you don’t have to, keeping you up-to-date and limiting vunerabilites in the software. Carbonite cloud services back up your computer files automatically, making sure you never lose your important digital information.
  • 30. 4. DISAPPEARING TECHNOLOGY PERVASIVE EQUALS PERSUASIVE David Rose, instructor at the MIT Media Lab and CEO at Ditto Labs, has been a long-time proponent of more ambient technology that spreads information thinly throughout our lives. To him, the glowing screen of our ubiquitous cell phones is the enemy of creating technology that can really change our lives. “I think about the cellphone and all the amazing things you can do with a cellphone and apps, but the problem is it monopolizes your attention. Most of us are staring into this most of the day,” Rose said. “There’s an opportunity to become unglued from this screen and spread the apps into everyday objects, including desks, clothes, jewelry. It’s a much nicer way to interact with technology.” His product, GlowCap, was a first-mover in a now booming category. The smart medicine caps glow when it’s time to take a medication. The reminders can escalate from subtle to insistent: devices glow, then make noise, then send a text notification or dial your home phone. Rose imagines a healthcare future that is much more delightful. One that gently nudges us instead of wagging a finger of shame.
  • 31. 4. DISAPPEARING TECHNOLOGY CAREGIVING TAKES THE LEAD Companies like AT&T and DoCoMo are repurposing the elements of digital alarm systems into remote caregiving assistants that help people who are growing older stay independent longer. Contact sensors can quickly update a caregiver’s dashboard to show when an aging relative took a medication, got out of bed, or used the bathroom. The technology doesn’t capture any video or interrupt the homeowner, it simply and quietly keeps track of key metrics of independence and mobility. The promise of this new era of disappearing technology is keeping people safe and keeping caregivers informed without feeling the pressure or presence of that technology. AT&T Digital Life Care uses sensors placed around the home of an elderly family member to send caregivers alerts and information.
  • 32. 4. DISAPPEARING TECHNOLOGY TECHNOLOGY THAT ISN’T TECHNOLOGY This kind of “glanceable” information is already part of much of our consumer lives. Many of the devices we use every day are designed to accelerate better decision making by spreading information thinly. The disappearing color strip on disposable razors is an ambient reminder to buy a new pack. Your low fuel light warns that the gas tank is almost empty. Even the receipt tape in cash registers turns pink when it’s nearly run out. The big move in 2015 is moving beyond consumables to spread information thinly in more meaningful parts of our lives.
  • 33. 5. IN SHORT Remember five years ago when you’d never heard of an iPad? Now, smart watches, mobile payments and a new generation of wearables are competing to be the next necessity you never knew you just had to have.
  • 34. 5. COMPETITION FOR THE NEXT BIG THING —IMH Predicted Smartwatch Adoption
  • 35. 5. COMPETITION FOR THE NEXT BIG THING WATCH THE WATCHES 2015 may kick off a new era of smartwatches, fueled by Apple’s January launch. In fact, some are saying that the Apple watch could be the next Swatch, a bright plastic time piece Gen Xers will remember as the watch that made watch collectors out of teenagers. Sure, the first round of smartwatches—like Samsung’s Gear Live or LG’s G Watch— didn’t exactly have people camping out in front of their local electronics stores, but ones premiering in 2015 are expected to be notably different. The Apple watch is an intriguing extension of the smartphone, created at just the time that so many of us would like to look up and away from our glowing screens. It’s tightly integrated with iOS and offers all kinds of styles and features. The Asus ZenWatch is going another way entirely, bringing the elegance of a classic wristwatch with the connectivity of Android Wear. Samsung is taking another interesting at-bat, too, with the Gear S that works almost entirely without a smartphone at all.
  • 36. 5. COMPETITION FOR THE NEXT BIG THING GO AHEAD, TAP TO PAY Many are betting that mobile payment’s time has officially come. Retailers, banks and telecoms have been experimenting with products and pilots for years while consumers remained on the fence. But the numbers have started growing at a compelling speed. In the U.S., for example, values doubled between 2012 and 2013 to reach $1.59 billion. That’s projected to nearly double again to $3.5 million through 2014. Local attitudes toward mobile payment are a huge multiplier for uptake. For example, analysts are predicting that mobile payments in China could be worth USD 1.4 trillion by next year. Integrated loyalty programs have made early winners even more successful. Starbucks, for example, has a app that integrates mobile payments with quick-earn rewards. It receives over four million mobile wallet payments per week – that’s 11% of its entire business. —eMarketer, 2014 —Monitise Insights, 2014
  • 37. 5. COMPETITION FOR THE NEXT BIG THING —eMarketer Predicted Mobile Payment Market
  • 38. 5. COMPETITION FOR THE NEXT BIG THING WILL YOU FINALLY PUT ONE ON? Wearables are stepping back up to the plate with a new generation of sensors that go way beyond the wrist. Each is designed to make affordable tracking addictive to a special niche of consumers. And, it starts as soon as the crib. The Owlet Smart Sock wraps around an infant’s ankle to do way more than a baby monitor ever could. The companion app monitors body temperature, heart rate, blood oxygen level, sleep quality and rollovers. Clothes are getting smarter, too. Sports bras can track your heart rate. Shoes can know how high you can jump. And something like a cuff link can monitor so much more. It’s called a Notch and it snaps on to clothing to give users access to all the functionality of an accelerometer, gyroscope and magnetometer in a dynamic wireless network that communicates to its paired smartphone. Its goal: Let people track their real physical prowess to compete against peers around the world. Owlet Smart Sock The Notch Wearable Device
  • 39. 6. IN SHORT Games have already changed the way we interact with media. Now those same dynamics are changing the way we engage with our people, information and even our health.
  • 40. 6. LET’S PLAY “The beauty of a game is that it gives you a goal.“ - Debra Lieberman, publisher of the new Games for Health journal
  • 41. 6. LET’S PLAY Not Just For Boys —Entertainment Software Association 45% 31% 45% of all game players, and 46% of the most frequent purchasers of games, are female. Adult women make up 31% of the game-playing population.
  • 42. 6. LET’S PLAY GAMING HAS BECOME MUCH MORE SOCIAL Did you know that almost 60% of Americans play games? Erase that image of a masked Grand Theft Auto hooligan from your mind. More people are playing puzzle, trivia and casual social games. The numbers are pretty amazing – they tell us that more adult women than teenage boys play, that the average age of a gamer is 30, and that 62% of gamers play with someone else, either online or in person. Casual social games have exploded the number of people playing, but the big, more immersive games have exploded the way people are playing. Console games connect players from around the living room or across the world. They can compete, team up on challenges or even foil another user’s best efforts when they are offline. 60% Almost 60% of Americans play games.
  • 43. 6. LET’S PLAY GAMING COULD CHANGE YOUR JOB Sure, it’s had some pretty awful names (“gamification,” “gamify”, . . .eeeesh) but the idea that using the principles that make games so addictive to make other kinds of learning and engagement better, too, is becoming more and more popular. Employers and HR teams are looking to gaming to help employees navigate complex corporate systems and trainings. They’re adding elements of entertainment, play and multimedia to pump up engagement. They’re also using it to promote more desired behaviors in everything from goal setting (e.g., income) to personal wellness (e.g., savings). There’s a big watch out, though. Design matters more than ever when you’re playing games. Brian Burke, a Gartner analyst specializing in enterprise architecture and gamification, estimated that “80% of gamification initiatives will fail by 2014 due to bad design.” Last asked, he didn’t expect any improvement in the numbers in the years ahead.
  • 44. 6. LET’S PLAY AND EVEN CHANGE YOUR LIFE Ben Sawyer, one of the original advocates for using games to improve competency and outcomes in health, described the problem we’re up against in six simple words: “The interface of healthcare is broken.” Said another way: We’re just not engaging people. We give them complicated brochures and an entirely new language of acronyms and science. We charge them with requirements, but offer them few rewards. Games are a way to break through all of that and create simple experiences people want to use. Experiences we’d actually take with us into real life (no offense to the brochures). Remission has been showing its impact for almost 10 years. At its core, it’s a simulation game that lets players virtually fight cancer with chemotherapy, antibiotics and the body’s own defenses. Players were more engaged in their care, knowledgeable about their treatment plans, and even 16% more adherent.
  • 45. 6. LET’S PLAY NEURORACER Neuroscientists at the University of California, San Francisco worked with developers to create NeuroRacer, an app-like game in which players swerve around other cars and try to identify specific road signs that pop up on the screen, while ignoring other signs deemed irrelevant. After older adults trained at the game, they became more successful than untrained people in their 20s. The performance levels were sustained for six months, even without additional training.
  • 46. 6. LET’S PLAY ARCHES SAVES YOUR BACON In Utah, Arches Health Plan recently developed a gamified app for millennials to educate users about the costs of being uninsured. The app, called “Arches Saves Your Bacon” aims to give users an idea of how different behaviors affect their health risks and how much they can cost them. Arches Health Plan developed an app for millennials to educate users about the costs of being uninsured. It shows users how different behaviors affect their health risks and how much those risks might cost them.
  • 47. 7. IN SHORT Every trend report has to declare the death of something. We’re picking the brand dot-com because digital behavior has shifted to be more mobile, more grazing, and more peer-connected than ever.
  • 48. 7. THE WEBSITE IS DEAD —Comscore, 2014 —Inmobi, 2014 MOBILE IS PRIME SCREEN 2014 was a big year for the small screen and 2015 is expected to be even bigger. Mobile platforms – smartphones and tablets – now account for 60% of total digital media time spent. That’s up from 50% just the year before. Outside of the US and UK, mobile media time spent now exceeds TV. Apps play a big role in that shift. 51% of our digital media time is spent in apps. Radio, photo and map apps top the list, but social, gaming and directories also dominate. Social media is the #1 category in terms of overall digital engagement, accounting for 20% of total digital time spent. Social networking now generates more than 70% of its activity on mobile.
  • 49. 7. THE WEBSITE IS DEAD DESTINATION.COM ISN’T REALLY A DESTINATION That massive shift to mobile has really only taken hold in the last two years. It’s created a second wave of internet user behavior that calls for rethinking the same old approach to the dot-com. Mobile users ask Google shorter questions, often phrased in a word or two. They’re looking for much more actionable data, less “about the product” and more about where to buy it, how to get a coupon, and what their peers think about it. Unless they’re waiting for something IRL (In Real Life), then mobile behavior looks a lot more like digital grazing than directed search. Very few brand dot-coms are created to serve any of those new needs and behaviors. The result is that as mobile use grows, website use declines. In fact, Webtrends found that 70% of Fortune 100 corporate websites experienced declines in traffic, with an average drop of 23%.
  • 50. 7. THE WEBSITE IS DEAD Coca-Cola was ahead of the game. They declared the website dead, too, and replaced it with a dispersed publishing strategy that is way more about their customers than the brand. Their new content is driven by their Unbottled blog and delivers on their promise “Refreshing The World, One Story At A Time.” http://www.coca-colacompany.com/coca-cola-unbottled/
  • 51. 7. THE WEBSITE IS DEAD CAN DATA TELL A BETTER STORY? It’s fitting that as brands move to a more sophisticated version of themselves online, that our analytics would evolve as well. We expect to see more holistic metrics centered around shifts in perception, relationship valuation, and brand equity. Subjective measurements from surveys and consumer feedback will win over statistics. It will be about quality over quantity. Also, the way we interact with mobile creates different metrics. Mobile content is more scroll-y, less click-y. In essence, with less clicks, measures like the click-through rate become much less relevant. We expect to see a new standardization of metrics evolve that is driven by the way we consume mobile content. For example, mobile applications measure engagement by creating an index of several criteria. This methodology will replace the traditional dot-com dashboard, yielding key performance indicators such as “engagement score.”
  • 52. 7. THE WEBSITE IS DEAD Calculating the App Engagement Index Popularity Share of smartphone owners using the app Commitment Share of app users who access the app weekly Frequency Average number of days app users access the app Time Spent Time spent using the app
  • 53. 8. IN SHORT Healthcare advertising is bringing the offline experience of getting healthcare online. Today, a doctor, a prescription or a dose of digital health are just a click away.
  • 54. 8. HEALTHCARE BRINGS DTC TO DIGITAL Redirection of online research 1/3 One third of the annual 20 million online searches for the Pfizer brand took potential customers to sites selling counterfeit versions of the drug. REAL RX, REAL EASY Pharmaceutical leaders are starting to respond to a trend you might call Consumer Prime. Or the Amazonification of the Consumer. The ubiquity of online shopping options from big brand names have created a new level of trust in internet retail. Many consumers who previously feared typing their credit card information into a dot-com are suddenly a lot more concerned about finding the best deal the internet has to offer. Why stop at the store you know when an even better price (maybe with a free shipping offer!) could be just a few clicks away? We are quickly becoming used to having nearly anything we want delivered to our doorstep in 48 hours flat. Pfizer started to see this trend change its customers. Of course, pharmaceuticals can’t be bought online the same way shoes can, but increasingly sophisticated illegal online pharmacies made it look like they could be. In fact, one third of the annual 20 million online searches for the brand took potential customers to sites selling counterfeit versions of the drug.
  • 55. 8. HEALTHCARE BRINGS DTC TO DIGITAL What are you really taking? 25% 75% 25% of men who think they’re taking Viagra are really taking a counterfeit drug. That’s a lot of lost customers. 75% of the men who buy counterfeit Viagra have actually talked to their doctor about the drug.
  • 56. 8. HEALTHCARE BRINGS DTC TO DIGITAL CASE STUDY Viagra customers weren’t going online out of embarrassment about ED or even to avoid the doctor. They were going on to get a better deal or to avoid going to the in-person pharmacy. So Viagra went with them by launching an online store at Viagra.com. Targeted search and banner ads were designed to intercept men with ED and help introduce them to these trusted resources. Using CVS’s fulfillment engine, patients are able to fill or renew a prescription by having it ePrescribed to CVS, mailing in a paper Rx, or – even easier – having CVS call their doctors directly. The site also checks their insurance and helps ensure the best price possible for each customer. The new numbers have reportedly been very compelling. Some that Pfizer is sharing publicly include the first week impact: over 1000 orders; 14% from former Viagra users – likely those people who were already trying to reinvent how they buy prescription drugs.
  • 57. 8. HEALTHCARE BRINGS DTC TO DIGITAL SUPPORT IN A SHORTCUT Around the world, healthcare leaders and some very unexpected sources are selling support + digital health direct to consumers. The new services range from adding value to replacing value once provided by traditional healthcare. Online pharmacy PillPack charges users $20/month to organize all their medications in convenient tear-off packs that are clearly dated. The packs are delivered every two weeks and a service called “Proactive Refill Management” takes care of any refills and prescription renewals ahead of time. PillPack medication organizer
  • 58. 8. HEALTHCARE BRINGS DTC TO DIGITAL DTC SERVICES Telecoms like TurkCell and DoCoMo are using digital media to promote services directly to consumers. These mobile phone providers have unique access to both their customers’ devices and their data. That gives them the unique opportunity to quickly create native health experiences and track which are really changing lives. One of our favorites is TurkCell’s paid service for expectant moms. It’s a fully supportive SMS program that doesn’t require any involvement from physicians. Its next move: home monitoring service for diabetes and hypertension sufferers. Specialty drugs are making big plays in digital to connect potential customers to advocates and nurses who can help them with anything from learning about the product to working with their insurance company to get the Rx covered. Turkcell SMS Program
  • 59. 8. HEALTHCARE BRINGS DTC TO DIGITAL DOCTOR GOOGLE? NO, DOCTOR VIA GOOGLE It’s not just pharmaceuticals that are getting in the digital DTC game. Doctors are, too. Psychology was the specialty to go first. Online counseling sessions have continued to grow in popularity and have earned their own platforms and specific professional guidelines. But other specialties—including Google—weren’t far behind. Today, telehealth providers actively market to consumers through email, search advertisements, and even social posts. Their goal: Use digital to convert people at home before they head out to anything from a clinic to an emergency room or even primary care. Google is helping doctors sell direct to worried searchers. Their Healthcare Helpouts serve up immediate access to a flat-price interaction with a physician online. They even carry their own HIPAA requirements. And, we’re guessing that advice is a lot more helpful than the symptom checkers that let you know your cough could be a cold, allergies, cancer, or heart failure. Right?
  • 60. 20 15 DIGITAL TRENDS To discuss this report live, request another module, or schedule a presentation of trends, please contact Leigh Householder at 614-543-6496 or leigh.householder@gsw-w.com