Sxsw presentation june

  • Published on

  • View

  • Download

Embed Size (px)


<ul><li>1.Lessons fromSXSW Interactive 2011<br /></li></ul> <p>2. What Ill be talking about<br />Potted history of SXSW<br />All that matters...<br />SoLoMo<br />Social TV<br />Game dynamics and the game layer<br />Brand journalism<br />The futures in your mind<br />3. 4. 5. 6. Twitter launched prior to SXSW to a whimper<br />Image of Zuckerberg<br />Foursquare<br />7. Twitter launched prior to SXSW to a whimper<br />Image of Zuckerberg<br />Foursquare<br />8. SXSW Interactive 2011<br />9. SXSW Interactive 2011<br />10. SXSW Interactive 2011<br />11. Phones<br />Social<br />Location<br />Mobile<br />SoLoMo<br />12. <br />A smartphone today would have been the most powerful computer in the world in 1985<br /><br />Horace Dediu, former Nokia Executive <br />In fact, today's phones have about the same raw processing power as a laptop from 10 years ago. And every year they close the gap.<br />Source: The Guardian<br />13. Smartphone salesto beat PC sales by 2011<br />14. Location, location, location<br />The mobile phone acts as a cursor that connects the digital and physical worlds<br />15. Nicaragua Raids Costa Rica, Blames Google Maps<br />16. The father of Foursquare<br />17. Its not just about badges<br />now Foursquare is moving beyond the early-adopter market...<br />...the app will become more useful as a local guide for people who dont want to check in everywhere they go.<br />Source: Financial Times<br />18. Social TV<br />19. Social TV<br />technology that supports social interaction in thecontext of watching television<br />Source: Wikipedia<br />20. Backchannel<br />Backchannel is the practice of using networked computers to maintain a real-time online conversation alongside live spoken remarks.<br />Initial thinking was around integrated TV set offerings... but<br />21. The Second Screen<br />22. Wifi unleashes laptops<br /> (and smartphones)<br />Source: Percentage HH, Touchpoints 3 (2010) vsTouchpoints 2 (2008)<br />23. Smartphone salesto beat PC sales by 2011<br />24. Tablets redefine the backchannel<br />25. Re-linearization of TV<br /><br /><br /> linear TV, far from being dead, <br />is actually making a resurgence<br />Chloe Sladden, Twitter<br />26. Beyond Twitter<br />27. Game dynamics and the game layer<br />28. The Game Layer<br />creatively designed incentives and game-like compulsion loops<br />29. Game Dynamics<br />A collection of ways to influence behaviour that form the basis of many games but that can also be applied to achieve desired business and/or social outcomes<br />A form of applied Praxeology<br />The science of human action<br />Related to behavioural economics<br />30. Appointment Dynamics<br />31. Influence <br />and Status<br />32. Communal Discovery<br />33. Labour camp gold farmers<br />34. Brand Journalism<br />35. Brand Journalism<br /><br /> a method of engaging our audience in discussions about the brand. This is done by creating compelling content and messages as well as by incorporating the audiences own viewpoints <br /><br />Kyle Monson, JWT<br />36. What brands can learn<br />from news rooms and political campaigns<br />Working in real time<br />new content every day that promotes and encourages dialogue with their target audience<br />They must also monitor new blog entries, videos and other items using (for example) RSS feeds or Twitter<br />and political campaigns <br />Messages are clearly formulated, with daily news about the brand, but oriented toward current events<br />Source: Albert Pusch, Brand Republic<br />37. 38. 39. 40. 41. 42. Seth Godin in 2004<br />changing the marketing without changing the underpinnings of the business is almost always a bad strategy<br />The marketer doesn't get to run the conversation. It's not really brand journalism that's happening, you see. It's brand cocktail party!<br />43. Win or Fail?<br />44. A quick look into the future<br />45. From gesture to mind control<br />46. for prosthetics<br />47. Smart dust<br />Wireless sensor networks<br />48. Robots!<br />49. SXSW Interactive 2012<br />come with us!<br />50. In summary<br />The only things that matter are social networks, games and phones...<br />...and cheetah robots...<br />...and in the words of William Goldman,<br />nobody knows anything<br />51. Social gibberish<br />;feature=player_embedded<br /></p>