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SXSWi 2011
๏ 20,000 attendees
    (almost 40% increase over 2010)
๏ 1,000 talks over 5 days by 2,000
  speakers
๏ Ten different locations
๏ Every hour there were 25 – 35
  sessions
“The reason we’re at SXSW, and the
 reason everyone else is here, is
 that it’s the most concentrated
 influx of exciting, fun, early
 adopter, tech people who are
 willing to try out anything at least
 once.”
 - Seth Priebatsch – SCVNGR
Some Gannetteers
  in Austin, 2011
o   Erik Bursch, USA TODAY
o   Tim Carlson, USA TODAY
o   Laura Cochran, Gannett
o   Glenna DeRoy, USA TODAY
o   Jodi Gersh, Gannett
o   Chad Graham, Arizona Republic
o   Joe Long, Cincinnati Enquirer
o   Matt Rodbard, Metromix
o   Matt Rogers, Gannett Digital, Indy
o   Kathleen Sullivan, Gannett
o   Chris Sweigart, 11Alive, Atlanta
o   Linda Vo, Gannett
            There were others we did not have an opportunity to connect with…
Examples of Panels Attended

o What Digital Tribes Can Learn from Native Americans
o Believe Me or Your Own Eyes: Eye Tracking
  Entertainment
o Advanced Integration of Social Media Analytics
o Marketing Budgets Have Gone Social—Is It Working?
o Changing News Rooms and News Consumers
o Why Everything Is Amazing & Nobody Is Happy
o Why Journalists Need to Think Like Geeks
More Panels We Attended
o Getting ‘Em Online & Off-Their-Ass
o The Last Broadcast: Entertainment is Social- What's Next?
o NPR’s API: Create Once, Publish Everywhere
o TV Networks Extending Interactivity for Fans
o Bloggers vs. Journalists: It’s a Psychological Thing
o Hacking the News: Applying Computer Science to
  Journalism
o How Social Media Fueled Unrest in the Middle East
o Long After the Thrill: Sustaining Passionate Users
Business Happens




Within months post-SXSW, many mergers and
acquisitions are announced. Business gets done
at SXSW.
Some companies we met with
       o DoubleDutch
       o Foodspotting
       o intersect
       o Picplz
       o Sulia
       o TextPlus
       o Mass Relevance
       o Hipmunk
       o Twitter
SXSW Snippets:
some things we
 heard and saw
Journalism
Problems legacy media is facing
(newsrooms established prior to
         the Internet):
• They must now deliver across all platforms.
• They must now engage audience through social
  media.
• They must no longer do it alone (have to partner
  and collaborate).
• They have to utilize new tools and continually
  evolve.
1. Articles have been transformed into “Streams”
     a. Constantly updated
     b. Integrated with Facebook, allows for
            people to follow a story
2. Start streams/stories early
3. Allows producers, reporters and crowd to
      constantly edit and contribute
4. Every story gets a stream URL
5. Every update also gets a stream URL
Story is a product of language.
In the past, our only language
was words and text. Today, our
language includes video,
graphics, pictures, charts, etc.
Tips on Creating
Shareable Content
 – Keep it simple — but be specific
 – Think visual
 – Respond in real time
 – Create a question
 – Make room for the user
 – Be willing to iterate
 – It’s not about you
                      The Oatmeal’s Matthew Inman
Gamification
“The gamification of news can be a
  powerful tool for marketing and
reader engagement, but it must be
   done in a way that rewards all
  types of readers, based on their
       level of involvement.”
Gamify the news by
rewarding 3 types of
     activities
  1. Reward activity
  2. Reward curiosity
  3. Reward involvement
Competitive vs. Cooperative
A. Difference between “competitive” and “cooperative” games
        1. Competitive
               a. Balance of skill and chance
               b. Winners and losers (better and worse performers)
        2. Cooperative
               a. Can be used to achieve a collective goal
               b. Benefits the common good
B. Some solutions are not scientific, they’re social
C. Teams are more sustainable
        1. Sponsor people who need motivation from others
        2. Team points add accountability –
“If we want to make lasting change, we need our friends to change with us.”
    - James Fowler
A warning about “gamification”

o A layer of fun only works if the core activity is
  something the user cares about.
o “Gamification,” as it is usually discussed, is
  pretty much just sugarcoating.
o Human behavior is driven by psychology, and
  there are certain timeless motivators.
o Use these motivators to inform game
  mechanics.
Focus on intrinsic motivation.
 Don’t start at the candy coated shell.
To sustain passionate users, provide a
service that is trustworthy and of value.
 Delight is good, but it decreases over
 time, so do not move away from your
   core purpose in favor of delightful
                motivators.
Innovation &
   Design
The Thank You Economy
    At its core, social media requires that business leaders
    start thinking like small town shop owners.

(Business leaders) are going to have to allow the
personalities, heart, and soul of the people who run all
levels of the business to show.

     Unless you are building a new company from the ground
     up and can install caring as your businesses’ cornerstone,
     you have to be willing to embark on a complete cultural
     overhaul so that, like a local mom and pop shop, every
     employee is comfortable engaging in customer service,
     and does it authentically.

Letting the consumers decide for themselves that they really want to know you, versus
persuading them that they should, can make a very big difference in the relationship
that ensues.

      If your view of social media is so tunnel-visioned that all you care about are the
      number of fans or retweets or views you’re garnering, you’re missing the whole point.
Who owns the
virtual space
 around you?
Social TV
Innovation isn’t forced on people, they want it.

For TV, the new water cooler is Facebook/Twitter

Consumers have active and passive states. It's
not just the TV show, but the brand... And how
does the brand engage in both states.
Today brands, media and audiences are equal
        participants in an ecosystem
where each party is both a content creator and
                 distributor.
If Web 2.0 was the moment when
  the collaborative promise of the
    internet seemed finally to be
    realized - with ordinary users
creating instead of just consuming -
Web 3.0 is the moment they forget
           they're doing it.

                             Tim O’Reilly
10% of PepsiCo’s overall spend is
for social media. They teamed
with Foursquare for a Brisk can.
Partnership with Foursquare (free
can with check-in) increased sales
by 140%. Estimates that social
media has grown by 30% year-
over-year across all brands (500
total).
Establishing ROI via social is very
difficult. Altimeter studies note that
    66% of brands are measuring
engagement, but only 22% of them
have been able to tie those metrics
  to conversion. At the same time,
48% of the companies said they are
  heavily focused on ROI this year.
Commandments of
     SM Analytics
• Social media isn’t just engagement – It’s a data
  source to mine.
• Raw numbers are never as important as the
  conclusions you draw from them.
• Know your audience. Focus on the eyeballs you
  need to be in front of and know where they are.
• Talk to your non-customers as much as your
  customers.
• Unite social media workflow with Sales/CRM.
  Connect user profiles to social media accounts.
“Ask better questions”
       -Jason Falls
Don't ask ‘Is Jodi a social media
expert?’ Ask ‘Can Jodi come up with social
strategies that will help my business?’
Ask questions that turn the conversation
over to the consumer. Share the power of
the conversation.
Governments aren’t
afraid of informed
  people, they’re
      afraid of
synchronized groups
     of people.
Is Influence the ability
to drive action or is
Influence the ability to
change someone's
mind and drive action?
Collaborative Consumerism
[Collaborative consumption is based on the concept that some persons will pay for the
benefit of having access to product as opposed paying more to own it outright]


               My generation
               • I am a buyer
               • Own features , own failures

               C generation
               • I am a sharer
               • Experience benefits
                                                                        *Think ZipCars
The media
presence at
  SXSW
CNN




CNN Grill
AOL




AOL Loft
Guardian UK
Other
                               Sponsors
                                     Pepsi Co Stage




Pepsi Max Lot




                Free Rides w/Chevy
Thank you.
      @jodiontheweb

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SXSWi 2011

  • 1. SXSWi 2011 ๏ 20,000 attendees (almost 40% increase over 2010) ๏ 1,000 talks over 5 days by 2,000 speakers ๏ Ten different locations ๏ Every hour there were 25 – 35 sessions
  • 2.
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  • 6. “The reason we’re at SXSW, and the reason everyone else is here, is that it’s the most concentrated influx of exciting, fun, early adopter, tech people who are willing to try out anything at least once.” - Seth Priebatsch – SCVNGR
  • 7. Some Gannetteers in Austin, 2011 o Erik Bursch, USA TODAY o Tim Carlson, USA TODAY o Laura Cochran, Gannett o Glenna DeRoy, USA TODAY o Jodi Gersh, Gannett o Chad Graham, Arizona Republic o Joe Long, Cincinnati Enquirer o Matt Rodbard, Metromix o Matt Rogers, Gannett Digital, Indy o Kathleen Sullivan, Gannett o Chris Sweigart, 11Alive, Atlanta o Linda Vo, Gannett There were others we did not have an opportunity to connect with…
  • 8. Examples of Panels Attended o What Digital Tribes Can Learn from Native Americans o Believe Me or Your Own Eyes: Eye Tracking Entertainment o Advanced Integration of Social Media Analytics o Marketing Budgets Have Gone Social—Is It Working? o Changing News Rooms and News Consumers o Why Everything Is Amazing & Nobody Is Happy o Why Journalists Need to Think Like Geeks
  • 9. More Panels We Attended o Getting ‘Em Online & Off-Their-Ass o The Last Broadcast: Entertainment is Social- What's Next? o NPR’s API: Create Once, Publish Everywhere o TV Networks Extending Interactivity for Fans o Bloggers vs. Journalists: It’s a Psychological Thing o Hacking the News: Applying Computer Science to Journalism o How Social Media Fueled Unrest in the Middle East o Long After the Thrill: Sustaining Passionate Users
  • 10. Business Happens Within months post-SXSW, many mergers and acquisitions are announced. Business gets done at SXSW.
  • 11. Some companies we met with o DoubleDutch o Foodspotting o intersect o Picplz o Sulia o TextPlus o Mass Relevance o Hipmunk o Twitter
  • 12. SXSW Snippets: some things we heard and saw
  • 14. Problems legacy media is facing (newsrooms established prior to the Internet): • They must now deliver across all platforms. • They must now engage audience through social media. • They must no longer do it alone (have to partner and collaborate). • They have to utilize new tools and continually evolve.
  • 15. 1. Articles have been transformed into “Streams” a. Constantly updated b. Integrated with Facebook, allows for people to follow a story 2. Start streams/stories early 3. Allows producers, reporters and crowd to constantly edit and contribute 4. Every story gets a stream URL 5. Every update also gets a stream URL
  • 16. Story is a product of language. In the past, our only language was words and text. Today, our language includes video, graphics, pictures, charts, etc.
  • 17. Tips on Creating Shareable Content – Keep it simple — but be specific – Think visual – Respond in real time – Create a question – Make room for the user – Be willing to iterate – It’s not about you The Oatmeal’s Matthew Inman
  • 19.
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  • 21. “The gamification of news can be a powerful tool for marketing and reader engagement, but it must be done in a way that rewards all types of readers, based on their level of involvement.”
  • 22. Gamify the news by rewarding 3 types of activities 1. Reward activity 2. Reward curiosity 3. Reward involvement
  • 23. Competitive vs. Cooperative A. Difference between “competitive” and “cooperative” games 1. Competitive a. Balance of skill and chance b. Winners and losers (better and worse performers) 2. Cooperative a. Can be used to achieve a collective goal b. Benefits the common good B. Some solutions are not scientific, they’re social C. Teams are more sustainable 1. Sponsor people who need motivation from others 2. Team points add accountability – “If we want to make lasting change, we need our friends to change with us.” - James Fowler
  • 24. A warning about “gamification” o A layer of fun only works if the core activity is something the user cares about. o “Gamification,” as it is usually discussed, is pretty much just sugarcoating. o Human behavior is driven by psychology, and there are certain timeless motivators. o Use these motivators to inform game mechanics.
  • 25. Focus on intrinsic motivation. Don’t start at the candy coated shell. To sustain passionate users, provide a service that is trustworthy and of value. Delight is good, but it decreases over time, so do not move away from your core purpose in favor of delightful motivators.
  • 26.
  • 27. Innovation & Design
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  • 29. The Thank You Economy At its core, social media requires that business leaders start thinking like small town shop owners. (Business leaders) are going to have to allow the personalities, heart, and soul of the people who run all levels of the business to show. Unless you are building a new company from the ground up and can install caring as your businesses’ cornerstone, you have to be willing to embark on a complete cultural overhaul so that, like a local mom and pop shop, every employee is comfortable engaging in customer service, and does it authentically. Letting the consumers decide for themselves that they really want to know you, versus persuading them that they should, can make a very big difference in the relationship that ensues. If your view of social media is so tunnel-visioned that all you care about are the number of fans or retweets or views you’re garnering, you’re missing the whole point.
  • 30.
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  • 32. Who owns the virtual space around you?
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  • 34. Social TV Innovation isn’t forced on people, they want it. For TV, the new water cooler is Facebook/Twitter Consumers have active and passive states. It's not just the TV show, but the brand... And how does the brand engage in both states.
  • 35.
  • 36. Today brands, media and audiences are equal participants in an ecosystem where each party is both a content creator and distributor.
  • 37. If Web 2.0 was the moment when the collaborative promise of the internet seemed finally to be realized - with ordinary users creating instead of just consuming - Web 3.0 is the moment they forget they're doing it. Tim O’Reilly
  • 38. 10% of PepsiCo’s overall spend is for social media. They teamed with Foursquare for a Brisk can. Partnership with Foursquare (free can with check-in) increased sales by 140%. Estimates that social media has grown by 30% year- over-year across all brands (500 total).
  • 39. Establishing ROI via social is very difficult. Altimeter studies note that 66% of brands are measuring engagement, but only 22% of them have been able to tie those metrics to conversion. At the same time, 48% of the companies said they are heavily focused on ROI this year.
  • 40. Commandments of SM Analytics • Social media isn’t just engagement – It’s a data source to mine. • Raw numbers are never as important as the conclusions you draw from them. • Know your audience. Focus on the eyeballs you need to be in front of and know where they are. • Talk to your non-customers as much as your customers. • Unite social media workflow with Sales/CRM. Connect user profiles to social media accounts.
  • 41. “Ask better questions” -Jason Falls Don't ask ‘Is Jodi a social media expert?’ Ask ‘Can Jodi come up with social strategies that will help my business?’ Ask questions that turn the conversation over to the consumer. Share the power of the conversation.
  • 42. Governments aren’t afraid of informed people, they’re afraid of synchronized groups of people.
  • 43. Is Influence the ability to drive action or is Influence the ability to change someone's mind and drive action?
  • 44. Collaborative Consumerism [Collaborative consumption is based on the concept that some persons will pay for the benefit of having access to product as opposed paying more to own it outright] My generation • I am a buyer • Own features , own failures C generation • I am a sharer • Experience benefits *Think ZipCars
  • 49. Other Sponsors Pepsi Co Stage Pepsi Max Lot Free Rides w/Chevy
  • 50. Thank you. @jodiontheweb