1 Munich Feb. 2015 | Marcus Naumann, Strategy & Innovation Lead | This presentation would like to send you push notifications. The digital thrill-seeking society.
1. 1 Munich Feb. 2015 | Marcus Naumann, Strategy &
Innovation Lead | This presentation would like to send you push
notifications. The digital thrill-seeking society.
3. 3 All of the sudden were in the information age &
attention society! Virtual Reality Beacon Geolocation Machine
Learning Apps Wearables Robots Smart Data
4. 4 Oh, really. Why? All of the sudden were in the information
age & attention society! Virtual Reality Beacon Geolocation
Machine Learning Apps Wearables Robots Smart Data
5. 5 effect driver What has changed in human behaviour?
6. 6 9.5 hours needed to hunt and collect food to generate the
calories your body requires. Enough time to snap your meal, send it
around the world and eat it after it was liked 25 times. 6th
February 10.000 BC 6th February 2015
7. 7 Era of just being there Era of hunting & gathering Era
of moving around Era of creating culture Era of fighting for
strange reasons Era of steam-machines Era of fighting for no reason
Era of productivity increase Era of politics & globalization
Consumer Web 100.000 BC 10.000 BC 5.000 BC 0 1098 - 1850 1900 1945
1960 1980 2000
8. 8 Era of just being there Era of hunting & gathering Era
of moving around Era of creating culture Era of fighting for
strange reasons Era of steam-machines Era of fighting for no reason
Era of productivity increase Era of politics & globalization
Consumer Web 100.000 BC 10.000 BC 5.000 BC 0 1098 - 1850 1900 1945
1960 1980 2000 Alone or in small groups Connected
9. 9 static network human oriented technology >Im in Its
mine
10. 10 Smartphone: right crunch and perfect amount of salt so
you cant help but to refresh one more time. =
11. 11 Expensive Illegal Easy to use, cheap, safe & legal
Dopamine sources Not easy in publicDangerous
12. 12 Whilst we sometimes focus on the rational benefits of
technology, digital interactions affect us on a biological and
emotional level. Grant Owens GVP Planning at Razorfish: Technology
has changed everything. Including our brains
13. 13 The web satisfies the human need of infinite jest.
Because everything we do is voluntary.
14. 14 If you can do anything you want online, you probably
wont open your tax declaration programme. The web promises infinite
jest.
15. 15 The webs voluntary and frivolous character triggers
childish behavioural patterns. Are we the same person online?
16. 16 our real self our web self
17. 17 the era of the child
18. 18 Basic needs of a baby: Meeting their everyday needs Feel
safe and secure Love and hugs Plenty of praise Smiles Talking
Listening Learn new things Take care of their feelings Rewards and
special treats Source: department for child, youth and family New
Zealand
19. 19 Basic needs of a consumer today: Meeting their everyday
needs Feel safe and secure Love and hugs Plenty of praise Smiles
Talking Listening Learn new things Take care of their feelings
Rewards and special treats
20. 20 Basic needs of a consumer today: Meeting their everyday
needs Feel safe and secure Love and hugs Plenty of praise Smiles
Talking Listening Learn new things Take care of their feelings
Rewards and special treats customer centricity customer care reward
for ownership customer experience social media edutainment customer
experience create loyalty
21. 21 Try to think like a kid.
22. 22 Smart Algorithms Protocols / Cache / Cookies Big Data /
Smart Data Prospective Buying Filtered information. Welcome to the
Era of the Child Children cant decide what information is relevant
to them. >
23. 23 One-Click Registrations Gamification Unobtrusive
Technologies Brutal simplification. Welcome to the Era of the Child
Kids get annoyed really quickly. >
24. 24
25. 25 Design Thinking A/B Testing Dynamic landing Pages
Customer centric design. Welcome to the Era of the Child Kids cant
focus on two things at the same time. >
26. 26 Location-based services Beacon technology Mobile
Streaming Reward Apps Image Recognition Software Mobile web.
Welcome to the Era of the Child Kids want to explore their
environment. >
27. 27
28. 28 YouTube Tutorials Buzzfeed Analytics Longreads
E-Learning Edutainment & data journalism. Welcome to the Era of
the Child Kids enjoy learning. >
29. 29 Nest Touch Applications Arduino Boards Sensors and APIs
Internet of things. Welcome to the Era of the Child Kids can make
objects come to life. >
30. 30 Social Media Snapchat / WhatsApp / Telegram Tinder
LinkedIn One-on-one connection. Welcome to the Era of the Child
Kids need a peer group when growing up. >
31. 31 Augmented Technology 3D Technology Spatial perception
Hololens / Glass / Occulus Virtual Reality. Welcome to the Era of
the Child Kids dont care if a story is real. >
32. 32
33. 33 Information age Modern Technology Era of the child: A
behavioural change how humans act online impatience wish to belong
to a group lack of concentration reward orientation capacity for
enthusiasm
34. 34 static network human oriented technology>Im in Its
mine Gen X Millenials alone kind of connected heavily connected
together alone No web Modem web Smartphone web Cozy web Industrial
Age Information Age
35. 35
36. 36 Methodology 1,680 individuals with Internet access
completed our survey in the United States,United Kingdom, Brazil
and China during the spring of 2014. This study was conducted in
partnership with the Center for the Digital Future.
37. 37 Methodology 1,680 individuals with Internet access
completed our survey in the United States,United Kingdom, Brazil
and China during the spring of 2014. This study was conducted in
partnership with the Center for the Digital Future.
38. 38 Methodology 1,680 individuals with Internet access
completed our survey in the United States,United Kingdom, Brazil
and China during the spring of 2014. This study was conducted in
partnership with the Center for the Digital Future.
39. 39 Methodology 1,680 individuals with Internet access
completed our survey in the United States,United Kingdom, Brazil
and China during the spring of 2014. This study was conducted in
partnership with the Center for the Digital Future.
40. 40 Era of the child Tech has changed human behaviour Latest
technology makes us think and act in a childish manner online.
impatience wish to belong to a group lack of concentration reward
orientation capacity for enthusiasm Future generations
(Millennials) way more than Gen X. The Smartphone is one reason,
but what when the web gets ubiquitous? I. Find new areas of
investment II. Create better products
41. 41 Silicon Valley innovation is never just about tech,
rather about trends in society and how people behave. How to apply
your new insights business opportunities. I
42. 42 Static hierarchies Product bundling No-Network 3 key
areas Silicon Valley invests its Billions
43. 43 Unbundling everything is going to get unbundled.
Products and services are packaged up and taken/delivered to market
It was expensive to take products to market Technology lowers costs
which makes it possible to unbundle: Banks: expensive to open a
branch. Silicon Valley: pick off each of the lines of business and
deliver them in a network based business model. Silicon ice
cream
44. 44 To be innovative in the era of the child, you need to
think like a child. How to apply your new insights product
development. II
45. 45 Adult World
46. 46 Kindergarten
47. 47 Striving to be original is a form of
self-correction.
48. 48 How to invent like a kid. Discovery Try out new things,
discover different perspectives & strive for mass outcome
Prototyping Create and build something think with your hands Role
Play Be emphatic, dive into the everyday life of your
customers
49. 49 Discovery!
50. 50 Get into the discovery perspective
51. 51 Ray und Charles Eames
52. 52 Eames Chair
53. 53 Prototyping!
54. 54 Deo-Roller
55. 55 Lisa Mouse, Apple
56. 56 Role Play!
57. 57 Deep dive into the situation of you (prospective)
customers
58. 58 Role play after social script
59. 59 6 phases Understand Explore Synthesis Ideation
Prototyping Testing M a c h b a r k e i t M a c h b a r k e i t M a
c h b a r k e i t Play Serious
60. 60 TM Here for tomorrow
61. COPYRIGHT This document is the idea of Razorfish GmbH
creative agency for digital marketing. All information and comments
in this document are to be treated confidentially. Utilisation of
the ideas, proposals as well as rudimentary concepts contained in
this document is permissable only within the scope of the
assignment. In particular, the passing on or transfer of ideas to a
third party is only permitted with the explicit consent of
Razorfish GmbH creative agency for digital marketing.