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MEDIA
 POSITIVE
PLANNING
WE ARE IN THE BUSINESS OF
CHANGING BEHAVIOUR




  Behaviour = Motivation x Opportunity
                     Clay Shirky
WE ARE IN THE BUSINESS OF
CHANGING BEHAVIOUR

           Motivation            x       Opportunity




       People haven’t changed
                                     Connectivity has changed
      Marketing hasn’t changed
CHANGE IS NOT
APPLICABLE TO
EVERYTHING
PEOPLE HAVEN’T CHANGED




We are super social animals
                We form tribes around shared interests
         We change our behaviour by copying others
                    We rely on other opinions to guide our own
Marketing hasn’t changed
MARKETING HASN’T CHANGED




         Tell me and i’ll forget
               Show me and i’ll remember
                         Involve me and i’ll understand

                                Confucius, c.500 BC
29
MARKETING HASN’T CHANGED




How consumer insight, innovation, bleeding edge technology,
              UX and P2P copying launched Smirnoff in the US
                                            (in 1950)
CONNECTIVITY HAS CHANGED




Urbanisation causes breakdown in existing communities
  Globalisation increases physical distance between people
CONNECTIVITY HAS CHANGED




Advanced industrialisation creates mass free time...
                                     ...for the first time
CONNECTIVITY HAS CHANGED




Which was filled by mass media, rather than people...
    ...as people were limited by location, but media weren’t
CONNECTIVITY HAS CHANGED




Now we aren’t limited by location
   Our free time can focus on what we are really interested in...
                                            Other people
MEDIA ECONOMICS

    $High                 Infinite




 Cost of                    Amount of
 media                       media



       $0                 Scarce

            1968   2011
ATTENTION ECONOMICS

Media planning is based on media scarcity
                                     Value is monetary




                 But infinite media has no monetary value
      .... The resource it consumes is attention
PERSONAL MEDIA




Infinite media supply means that no two media are the same
        The most important media are those we curate ourselves
HOW TO PLAN FOR
ATTENTION
ECONOMIES
WE AREN’T LOOKING IN THE
RIGHT PLACE


             Totally Generic Information

Demographics are about similarity
                       People are about difference
YES, WE ARE ALL INDIVIDUALS




Averages by nature are not differentiating
                        Our individuality makes us human
SO WE ‘HOLD DATA’ FOR OUR
SOCIAL GROUPS




We understand the subtle nuances of our communities
                And we change the message accordingly
BUT INDIVIDUALITY ISN’T THE
HALF OF IT



                             Being   Statements of
         Cultural copying   human      individuality




 Who we are                                        Who we think
                                                     we are
WE LEARN BY COPYING OTHERS.....




But we’ve been trained not to admit it
                         (to teachers or to qualitative researchers)
UNLESS WE REALLY HAVE TO...




Humans are to individual thinking as cats are to swimming
                       We can do it, but only if we really have to*


                     *Daniel Kahnemann via Mark Earls
HOW WE MAKE DECISIONS
OR IN ‘OPPORTUNITY’ TERMS...

      150 years of      UX design
      advertising


       A tiny few     Spreading ideas
     passion brands    via People and
                          culture
BUT WE CAN’T PREDICT WHAT
WILL SPREAD...




What lights the fire?
          An influential match?
                         Or the right conditions for fires
INFLUENCE ISN’T DONE BY THE
INFLUENCER




Who influenced who?
                      And who chose to copy who?
FROM SIMPLICITY TO DEPTH



      Simple                                          Simple
     character              Radical depth            character




Morality plays stripped out characterisation...
             ...So as not to distract the audience from the moral
Morality plays didn’t survive the birth of radical depth
RICHNESS
MAKING NICHE, RICH, MANY
                     Nobody ever comes out of a movie
                      saying “that was a really good
                      movie. I really enjoyed it. It was
                               really clear”

                                 Russell Davies




So to succeed, ideas move from ‘Big, Simple, Single’
                                        To ‘Niche, Many, Rich’
And we need to be much smarter at designing spreadability
AND INSPIRING REMIXES




Incentivising and making easy....
                        ....combining and recontextualising...
    ...to give meaning and relevance for individual social circles
PEOPLE DISTRIBUTE NICHE IDEAS




Because it’s really easy
   The hard bit is all the other niche ideas they already spread
HOW THINGS
SPREAD
HOW THINGS SPREAD




     “As content spreads it gets remade,
     either literally through sampling and
   remixing, or figuratively via its insertion
     into conversations and interactions”
            Professor Henry Jenkins, Spreadable Media (2009)
CONTENT IS A MEANS NOT AN
END
               Content’s not king. If you were going to a desert
                 island & you had the choice of taking your
                  friends or your DVDs, you’d take your
               friends. If you didn’t, we’d call you a sociopath.
               Content isn’t king, content is just something
                               to talk about
                                                  Cory Doctorow


Social networks are about people, not content
                            (Content is a medium not a message)
     The opportunity for brands is to be something to talk about
                       Photo Credit - Muha
PHATIC COMMUNICATION AND
BONDING




Apes don’t groom to look pretty, they do it to bond
           Humans don’t tell stories for aesthetic reasons
                                                 We do it to bond
UNCONSCIOUS SOCIAL
COMMUNICATION
   “If we want to predict what will spread,
          we have to develop a fuller
     understanding of the ways that the
        circulation of information may
   strengthen or damage social relations”
                     Define the             Strengthen
  Confer Status
                     community                 bonds

                  Professor Henry Jenkins, Spreadable Media (2009)
EXAMPLE: HUMOUR
    A joke is a medium                      The message is
       not a message.
                                          ‘I’m a funny
  The joke is the means                       guy’
  by which you transmit
     this information
                                                    Confirming that
                                                      subject is a
   The physical act of                             shared source of
    sharing humour                                  humour defines
    strengthens                                     who is in and
       bonds                                         out of the
                                                      community
Stuff doesn’t spread BECAUSE it’s funny
         What makes stuff funny is also what makes it spread
ADVERTISING: WEAK FORCE
ACTING AT A GREAT DISTANCE




If we make it, they won’t come
                Mass media works in a different way to P2P
To combine the two, we need to start in a different place
INTERPERSONAL: STRONG FORCE
OVER SHORT DISTANCE




If it was easy, everyone would be doing it
   (actually everyone is already doing it, it’s only brands that aren’t)
IT’S EXTREMELY DIFFICULT TO
SPREAD THAT FORCE FURTHER
BUT HIGHLY EFFECTIVE WHEN
YOU DO
CONVENTIONAL START POINT




Traditional explosives used to create critical mass
                            Unlocking a more powerful reaction
CONVENTIONAL START POINT

                                         Bought
                             Owned                    Existing
                                                    Communities


                             Earned




Participants BECOME a core channel
                 Bought media creates initial speed and scale
PLANNING FOR FAILURE




"..our company's success rate runs between 50 and 60 percent. About half of our new
    products succeed. That's as high as we want the success rate to be. If we try to make
    it any higher, we'll be tempted to err on the side of caution”
                                  A.G. Lafley, CEO, Procter & Gamble 2000-2010
LOOK FOR THE RIGHT
CONDITIONS




Understand what, where and why people do stuff
                       Then help them do it spreadably
Do it lots
                           Then talk about the best bits
EXAMPLE: A SPREADABLE THING




  NB – slide blatantly lifted from Mike Arauz’s awesome Design for Networks
ADD SOME EXISTING
COMMUNITIES




Designed to appeal to a number of niches
                 Conferring status and belonging on each
     NB – slide blatantly lifted from Mike Arauz’s awesome Design for Networks
EXISTING BEHAVIOUR




           We form tribes around shared interests
     Which tend to be based on rivalry and competition
  Which, like humour, can be explained by social motivation
                        Defines the        Strengthens
   Confers Status
                        community             bonds
CULTURAL RELEVANCE


      BE the thing
     people CARE
          about
CAVEAT
THE TERRIBLE RISK OF NOT
TAKING RISKS




‘000s of studies confirm that you can map spend to share
         Suggesting that creativity is the way to beat the model
BIG/SINGLE/SIMPLE AND
COMPRESSION




‘Compression’, or ‘ensuring everything works ok’...
                         Brings the very best work down to median
Even though the success rate of ‘awesome’ is exponentially higher
                                                Than the fail rate of ‘fail’

          See John Willshire for the full impact of Marketing Compression
REDEFINING MEDIA
REDEFINING MEDIA
WHAT IS MEDIA?




                 This time it’s personal
PERSONAL MEDIA




Infinite media supply means that no two media are the same
        The most important media are those we curate ourselves
What is media?
PERSONAL MEDIA
           Convergence        Portability       Social        Curation




 Brand people                                                            Data

  Ideas people              Ideas                 Delivery           Technology

    Networks            Spreadability       Create/seed/promote       Networks
                            P2P                Screen-neutral
                        Media Positive          Collaborative
 New collaborations                                                New trading methodology
 New research             Two way                                  Individuals not audiences
 New audience insight                                              Plan not for who you reach,
                         Generous                                  but for who they reach
MEDIA POSITIVE PLANNING




Don’t plan for who you reach, plan for who they reach
                                        Griffin Farley, BBH
                   Create media space, don’t fill it
                Gareth Kay, Goodby Silverstein
COMMUNICATION PRODUCTS
BEAT COMMUNICATING PRODUCTS




        Gareth Kay, Strategy for a Post-Digital World

                                            Social
        Utility          Stories
                                            value



       Ideas that solve problems
COMMUNICATION PRODUCTS
BEAT COMMUNICATING PRODUCTS


 Have a cultural mission, not a commercial proposition
             Be interesting, not just right
             Make stuff playful & useful
            Do stuff, don’t just say stuff


             Gareth Kay, Strategy for a Post-Digital World
ADVERTISING IS THE LAST THING
YOU SHOULD DO
                      Brands
                     promote
                      stories




                    Ideas that
                       solve
                     problems

       Brands                        Brands
                 Communities that   promote
      promote
       stories      tell stories     stories
REDEFINING MEDIA
HOW TO MAKE A MEDIA AGENCY
BIT GOES HERE......
What                         Why                         How
  Cultural Insight            Business Insight               Social Insight


                              RAW MATERIALS

        Entertainment                Utility             Community


                                     TOOLS


Video            Talent              Games            Words              Music


  What type of product will achieve your objectives with maximum spreadability?


               DEVICES                               SPREADABILITY

    What screens will it live on?                 How will it spread?
    Where will it live in the real             How can it be personalised?
              world?                            What is the social idea?
VIDEO
TALENT
GAMES
WORDS
MUSIC
PRODUCT DESIGN
STARTER FOR 10
                          Data                   Network
                        analytics                analysis


        Culture &                                               Social &
       ethnography                                             motivational
                                     Business                    insight
                                    consultancy


                                    (spreadable)                                             Video
                                                                                           Production
                                       Comms                              Entertainment
                                      strategy                             IP Creation
              Mobile
             strategy
                                                                Idea
                                      Comms                                          Talent
                                                             generation
       Digital
                                      product                                      management
    performance                       design
                                                                    Editorial &
                                                                     content
                                      Comms
        Community                     product
                                                              Social              SEO
        management                    creation              activation


       Media planning & buying (advertising is the last thing you should do)
MEASUREMENT IS EASY




  As long as you know what you are measuring
SOME PEOPLE THIS WAS COPIED
FROM




             @mikearauz
              @garethk
               @willsh
             @herdmeister
             @griffinfarley

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Media Positive Planning

  • 2. WE ARE IN THE BUSINESS OF CHANGING BEHAVIOUR Behaviour = Motivation x Opportunity Clay Shirky
  • 3. WE ARE IN THE BUSINESS OF CHANGING BEHAVIOUR Motivation x Opportunity People haven’t changed Connectivity has changed Marketing hasn’t changed
  • 4. CHANGE IS NOT APPLICABLE TO EVERYTHING
  • 5. PEOPLE HAVEN’T CHANGED We are super social animals We form tribes around shared interests We change our behaviour by copying others We rely on other opinions to guide our own
  • 6. Marketing hasn’t changed MARKETING HASN’T CHANGED Tell me and i’ll forget Show me and i’ll remember Involve me and i’ll understand Confucius, c.500 BC 29
  • 7. MARKETING HASN’T CHANGED How consumer insight, innovation, bleeding edge technology, UX and P2P copying launched Smirnoff in the US (in 1950)
  • 8. CONNECTIVITY HAS CHANGED Urbanisation causes breakdown in existing communities Globalisation increases physical distance between people
  • 9. CONNECTIVITY HAS CHANGED Advanced industrialisation creates mass free time... ...for the first time
  • 10. CONNECTIVITY HAS CHANGED Which was filled by mass media, rather than people... ...as people were limited by location, but media weren’t
  • 11. CONNECTIVITY HAS CHANGED Now we aren’t limited by location Our free time can focus on what we are really interested in... Other people
  • 12. MEDIA ECONOMICS $High Infinite Cost of Amount of media media $0 Scarce 1968 2011
  • 13. ATTENTION ECONOMICS Media planning is based on media scarcity Value is monetary But infinite media has no monetary value .... The resource it consumes is attention
  • 14. PERSONAL MEDIA Infinite media supply means that no two media are the same The most important media are those we curate ourselves
  • 15. HOW TO PLAN FOR ATTENTION ECONOMIES
  • 16. WE AREN’T LOOKING IN THE RIGHT PLACE Totally Generic Information Demographics are about similarity People are about difference
  • 17. YES, WE ARE ALL INDIVIDUALS Averages by nature are not differentiating Our individuality makes us human
  • 18. SO WE ‘HOLD DATA’ FOR OUR SOCIAL GROUPS We understand the subtle nuances of our communities And we change the message accordingly
  • 19. BUT INDIVIDUALITY ISN’T THE HALF OF IT Being Statements of Cultural copying human individuality Who we are Who we think we are
  • 20. WE LEARN BY COPYING OTHERS..... But we’ve been trained not to admit it (to teachers or to qualitative researchers)
  • 21. UNLESS WE REALLY HAVE TO... Humans are to individual thinking as cats are to swimming We can do it, but only if we really have to* *Daniel Kahnemann via Mark Earls
  • 22. HOW WE MAKE DECISIONS
  • 23. OR IN ‘OPPORTUNITY’ TERMS... 150 years of UX design advertising A tiny few Spreading ideas passion brands via People and culture
  • 24. BUT WE CAN’T PREDICT WHAT WILL SPREAD... What lights the fire? An influential match? Or the right conditions for fires
  • 25. INFLUENCE ISN’T DONE BY THE INFLUENCER Who influenced who? And who chose to copy who?
  • 26. FROM SIMPLICITY TO DEPTH Simple Simple character Radical depth character Morality plays stripped out characterisation... ...So as not to distract the audience from the moral Morality plays didn’t survive the birth of radical depth
  • 27. RICHNESS MAKING NICHE, RICH, MANY Nobody ever comes out of a movie saying “that was a really good movie. I really enjoyed it. It was really clear” Russell Davies So to succeed, ideas move from ‘Big, Simple, Single’ To ‘Niche, Many, Rich’ And we need to be much smarter at designing spreadability
  • 28. AND INSPIRING REMIXES Incentivising and making easy.... ....combining and recontextualising... ...to give meaning and relevance for individual social circles
  • 29. PEOPLE DISTRIBUTE NICHE IDEAS Because it’s really easy The hard bit is all the other niche ideas they already spread
  • 31. HOW THINGS SPREAD “As content spreads it gets remade, either literally through sampling and remixing, or figuratively via its insertion into conversations and interactions” Professor Henry Jenkins, Spreadable Media (2009)
  • 32. CONTENT IS A MEANS NOT AN END Content’s not king. If you were going to a desert island & you had the choice of taking your friends or your DVDs, you’d take your friends. If you didn’t, we’d call you a sociopath. Content isn’t king, content is just something to talk about Cory Doctorow Social networks are about people, not content (Content is a medium not a message) The opportunity for brands is to be something to talk about Photo Credit - Muha
  • 33. PHATIC COMMUNICATION AND BONDING Apes don’t groom to look pretty, they do it to bond Humans don’t tell stories for aesthetic reasons We do it to bond
  • 34. UNCONSCIOUS SOCIAL COMMUNICATION “If we want to predict what will spread, we have to develop a fuller understanding of the ways that the circulation of information may strengthen or damage social relations” Define the Strengthen Confer Status community bonds Professor Henry Jenkins, Spreadable Media (2009)
  • 35. EXAMPLE: HUMOUR A joke is a medium The message is not a message. ‘I’m a funny The joke is the means guy’ by which you transmit this information Confirming that subject is a The physical act of shared source of sharing humour humour defines strengthens who is in and bonds out of the community Stuff doesn’t spread BECAUSE it’s funny What makes stuff funny is also what makes it spread
  • 36. ADVERTISING: WEAK FORCE ACTING AT A GREAT DISTANCE If we make it, they won’t come Mass media works in a different way to P2P To combine the two, we need to start in a different place
  • 37. INTERPERSONAL: STRONG FORCE OVER SHORT DISTANCE If it was easy, everyone would be doing it (actually everyone is already doing it, it’s only brands that aren’t)
  • 38. IT’S EXTREMELY DIFFICULT TO SPREAD THAT FORCE FURTHER
  • 39. BUT HIGHLY EFFECTIVE WHEN YOU DO
  • 40. CONVENTIONAL START POINT Traditional explosives used to create critical mass Unlocking a more powerful reaction
  • 41. CONVENTIONAL START POINT Bought Owned Existing Communities Earned Participants BECOME a core channel Bought media creates initial speed and scale
  • 42. PLANNING FOR FAILURE "..our company's success rate runs between 50 and 60 percent. About half of our new products succeed. That's as high as we want the success rate to be. If we try to make it any higher, we'll be tempted to err on the side of caution” A.G. Lafley, CEO, Procter & Gamble 2000-2010
  • 43. LOOK FOR THE RIGHT CONDITIONS Understand what, where and why people do stuff Then help them do it spreadably Do it lots Then talk about the best bits
  • 44. EXAMPLE: A SPREADABLE THING NB – slide blatantly lifted from Mike Arauz’s awesome Design for Networks
  • 45. ADD SOME EXISTING COMMUNITIES Designed to appeal to a number of niches Conferring status and belonging on each NB – slide blatantly lifted from Mike Arauz’s awesome Design for Networks
  • 46. EXISTING BEHAVIOUR We form tribes around shared interests Which tend to be based on rivalry and competition Which, like humour, can be explained by social motivation Defines the Strengthens Confers Status community bonds
  • 47. CULTURAL RELEVANCE BE the thing people CARE about
  • 49. THE TERRIBLE RISK OF NOT TAKING RISKS ‘000s of studies confirm that you can map spend to share Suggesting that creativity is the way to beat the model
  • 50. BIG/SINGLE/SIMPLE AND COMPRESSION ‘Compression’, or ‘ensuring everything works ok’... Brings the very best work down to median Even though the success rate of ‘awesome’ is exponentially higher Than the fail rate of ‘fail’ See John Willshire for the full impact of Marketing Compression
  • 53. WHAT IS MEDIA? This time it’s personal
  • 54. PERSONAL MEDIA Infinite media supply means that no two media are the same The most important media are those we curate ourselves
  • 55. What is media? PERSONAL MEDIA Convergence Portability Social Curation Brand people Data Ideas people Ideas Delivery Technology Networks Spreadability Create/seed/promote Networks P2P Screen-neutral Media Positive Collaborative New collaborations New trading methodology New research Two way Individuals not audiences New audience insight Plan not for who you reach, Generous but for who they reach
  • 56. MEDIA POSITIVE PLANNING Don’t plan for who you reach, plan for who they reach Griffin Farley, BBH Create media space, don’t fill it Gareth Kay, Goodby Silverstein
  • 57. COMMUNICATION PRODUCTS BEAT COMMUNICATING PRODUCTS Gareth Kay, Strategy for a Post-Digital World Social Utility Stories value Ideas that solve problems
  • 58. COMMUNICATION PRODUCTS BEAT COMMUNICATING PRODUCTS Have a cultural mission, not a commercial proposition Be interesting, not just right Make stuff playful & useful Do stuff, don’t just say stuff Gareth Kay, Strategy for a Post-Digital World
  • 59. ADVERTISING IS THE LAST THING YOU SHOULD DO Brands promote stories Ideas that solve problems Brands Brands Communities that promote promote stories tell stories stories
  • 61. HOW TO MAKE A MEDIA AGENCY BIT GOES HERE......
  • 62. What Why How Cultural Insight Business Insight Social Insight RAW MATERIALS Entertainment Utility Community TOOLS Video Talent Games Words Music What type of product will achieve your objectives with maximum spreadability? DEVICES SPREADABILITY What screens will it live on? How will it spread? Where will it live in the real How can it be personalised? world? What is the social idea?
  • 63. VIDEO
  • 65. GAMES
  • 66. WORDS
  • 67. MUSIC
  • 69. STARTER FOR 10 Data Network analytics analysis Culture & Social & ethnography motivational Business insight consultancy (spreadable) Video Production Comms Entertainment strategy IP Creation Mobile strategy Idea Comms Talent generation Digital product management performance design Editorial & content Comms Community product Social SEO management creation activation Media planning & buying (advertising is the last thing you should do)
  • 70. MEASUREMENT IS EASY As long as you know what you are measuring
  • 71. SOME PEOPLE THIS WAS COPIED FROM @mikearauz @garethk @willsh @herdmeister @griffinfarley