A recent piece in Ad Age notes how important it is to get digital developers (the guys who know all the technical ins-and-outs) to the concepting table with the copywriters, art directors, and creative directors.
Couldn't agree more (especially since I noted the same point in an earlier post.)
Monday, February 27, 2012
Monday, February 20, 2012
Shine a Light on Me
After a dearth of good creative work in really new media recently, along comes this notable effort from Sony Ericsson (try not to let the sugary-sweetness of the video recap get to you).
What makes it notable is that it isn't simply a slick, technical demonstration. It's also not yet another online game or competition (anyone else getting sick of these?).
Instead, it's wrapped within a general human need. How many of us are perked up in our day by someone touching bases with us, just to say hi and that they're thinking of us?
The creative team took this insight some great steps further. And demonstrating some specific capabilities of the phone to boot.
In recognizing the social basis of personal relationships, this exemplifies some great thinking right in line with really new media.
What makes it notable is that it isn't simply a slick, technical demonstration. It's also not yet another online game or competition (anyone else getting sick of these?).
Instead, it's wrapped within a general human need. How many of us are perked up in our day by someone touching bases with us, just to say hi and that they're thinking of us?
The creative team took this insight some great steps further. And demonstrating some specific capabilities of the phone to boot.
In recognizing the social basis of personal relationships, this exemplifies some great thinking right in line with really new media.
Tuesday, December 27, 2011
Dash Away, Dash Away All
Here's a piece of out-of-home advertising that really gets the heart racing...
The sports-shoe manufacturer Asics set up a 60-foot video wall in the Columbus Circle subway station in New York City to see how close you can come to leading U.S. marathoner Ryan Hall's 4:46 average pace he sets over the course of the 26.2-mile race.
Reminiscent of other, similar kinetic out-of-home displays such as Volkswagen's efforts in its "Fun Theory" series, this shows how to pay off a brand message through action, not just reading. Lace 'em up and stretch out!
The sports-shoe manufacturer Asics set up a 60-foot video wall in the Columbus Circle subway station in New York City to see how close you can come to leading U.S. marathoner Ryan Hall's 4:46 average pace he sets over the course of the 26.2-mile race.
Reminiscent of other, similar kinetic out-of-home displays such as Volkswagen's efforts in its "Fun Theory" series, this shows how to pay off a brand message through action, not just reading. Lace 'em up and stretch out!
Friday, December 23, 2011
Living Well With Digital
Kip Voytek, partner with MDC, is a novel combination of geekazoid and humanist thinker while working with one of the largest marketing services agencies in the world. He's able to toss Emerson, Montaigne, and Shakespeare together with "The Matrix" and refs to Wikipedia.
His imaginative and energetic five-minute spin here about making your way in the digital world shows this eclecticism, and is fun(ny) to boot.
His imaginative and energetic five-minute spin here about making your way in the digital world shows this eclecticism, and is fun(ny) to boot.
Friday, October 21, 2011
Hunt for the New
The pace of creating new devices continues to increase. This recent posting in "I Have an Idea" surveys the most recent lot of them. (No, this poor guy in the image doesn't have a bad case of acne; read the article to see what the heck's really going on.)
While I can understand its gee-whiz wonderment at these devices, it's not yet clear how they might be used for telling compelling stories and for creating compelling forms of involvement.
While it's important to keep a finger on the pulse of new devices, it's just as important to remember that devices are only one part--and, frankly, an increasingly small part--of what really new media are all about.
While I can understand its gee-whiz wonderment at these devices, it's not yet clear how they might be used for telling compelling stories and for creating compelling forms of involvement.
While it's important to keep a finger on the pulse of new devices, it's just as important to remember that devices are only one part--and, frankly, an increasingly small part--of what really new media are all about.
Monday, October 10, 2011
A Troglodyte's Call
With snail's pace of innovation in really new media over the past weeks (same ol' stuff week after week), I thought it was a good time to think about trends in media education as well as in media work.
We've all heard about "convergence." Despite its value, what it means too often is efforts to cut costs primarily by trimming staffs and making each remaining person wear more hats.
While there's a benefit gained with people breaking out of narrow job-description silos, the trouble is that the broader people are spread, the thinner their knowledge and practice inevitably becomes.
Nowhere is this more true than with really new media. If the demands for profitability increase to the extent that we return to the days in which fewer people do everything from copy to design and production, the inevitable result is thin, safe work.
The pressure to produce overwhelms the need to explore and create. Safety in reusing what's worked in the past becomes valued over innovation.
Particularly with digital techniques, only extreme techies have the depth of technical sophistication to help creatives translate concepts into execution. There's no way the creatives who cook up the concepts could also execute work such as the Nokia World Biggest Signpost and the Halo Monument Light Sculpture.
So, consider this a vote against workplace convergence--not in favor of a return to the assembly line of yore, but of pioneering new ways of working together that preserve depth of knowledge and the freedom to create and innovate. And the value of doing so.
We've all heard about "convergence." Despite its value, what it means too often is efforts to cut costs primarily by trimming staffs and making each remaining person wear more hats.
While there's a benefit gained with people breaking out of narrow job-description silos, the trouble is that the broader people are spread, the thinner their knowledge and practice inevitably becomes.
Nowhere is this more true than with really new media. If the demands for profitability increase to the extent that we return to the days in which fewer people do everything from copy to design and production, the inevitable result is thin, safe work.
The pressure to produce overwhelms the need to explore and create. Safety in reusing what's worked in the past becomes valued over innovation.
Particularly with digital techniques, only extreme techies have the depth of technical sophistication to help creatives translate concepts into execution. There's no way the creatives who cook up the concepts could also execute work such as the Nokia World Biggest Signpost and the Halo Monument Light Sculpture.
So, consider this a vote against workplace convergence--not in favor of a return to the assembly line of yore, but of pioneering new ways of working together that preserve depth of knowledge and the freedom to create and innovate. And the value of doing so.
Monday, August 29, 2011
More on the 'Real' as the 'Virtual'
Okay, so there's video games and real games, right?
Britvic wants to change all that, and, by doing so, underscore the cutting edge of digital as dispensing altogether with such facile distinctions as that between 'virtual' and 'real'.
Britvic's Champion of the Playground is an online game/competition directed at kids, and intended to interweave a product message about their juices with encouraging kids to exercise more ('really', not virtually).
Kids register and receive a 'skill kit' to use. As The Drum puts it, "Skills kits contain a kit bag and a web cam, as well as a digitised skipping rope and a digitised hackysack that contain micro-chips which record a code when the child practises certain skills. Children can enter the recorded code online to receive further skills points and see how they compare against their friends in their friends league'.
The activity takes place virtually and really, rendering the ol' division between 'virtual' and 'real' increasingly irrelevant.
Britvic wants to change all that, and, by doing so, underscore the cutting edge of digital as dispensing altogether with such facile distinctions as that between 'virtual' and 'real'.
Britvic's Champion of the Playground is an online game/competition directed at kids, and intended to interweave a product message about their juices with encouraging kids to exercise more ('really', not virtually).
Kids register and receive a 'skill kit' to use. As The Drum puts it, "Skills kits contain a kit bag and a web cam, as well as a digitised skipping rope and a digitised hackysack that contain micro-chips which record a code when the child practises certain skills. Children can enter the recorded code online to receive further skills points and see how they compare against their friends in their friends league'.
The activity takes place virtually and really, rendering the ol' division between 'virtual' and 'real' increasingly irrelevant.
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