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Top 10 Trends Predictions for 2011
December 2010




                         REPORT BY
Table of Contents
                        Section 01: Mobile Payment for All
                        Section 02: The Rise of Hands-Free Feedback
                        Section 03: App Based Hardware Domination
                        Section 04: Signing in to Your TV
                        Section 05: Our Heads in the Clouds
                        Section 06: A Content Crossroads
                        Section 07: Independence Day for Brands
                        Section 08: The Social Message is the Medium
                        Section 09: The Search for Mobile is On
                        Section 10: Let’s Get Physical
                        About Moxie



2   Table of Contents
Executive Summary
2010 was a year of accelerated change in technology, entertainment, gaming, business, marketing
      and social connectivity. The confluence of smart phone adoption, digital video consumption,
tablet computing and connected devices combined with the launch of the 4G wireless network laid
the foundation for innovation to kick into higher gear in 2011. We conferred with industry experts
    and influential business leaders shaping these changes and posed one simple question to them:
     “What will be the biggest trend in 2011?” Their opinions and our predictions shaped what we
                                            believe will be the top 10 trends to look for next year.




3           About Moxie
Mobile Payment for All
                                         Section 01




4   Section 01: Mobile Payment for All
M-commerce has been a trend on the horizon for
many years now, just as the last five years have
been deemed “the year of mobile advertising.”

We have been patiently awaiting our cell phones to replace our credit cards,
just as they replaced family pictures in our wallets. In 2010, established players
such as PayPal introduced mobile commerce apps both on smart phones and in
retail environments. 2011 will continue this trend. However, advances in Near
Field Communication and an onslaught of other software-based mobile
solutions will bring the mobile wallet to the masses. Your mobile phone will
enable you to split a bill for a dinner with your friends or pay for that new pair
of jeans in your local mall.




   5           Section 01: Mobile Payment for All
PayPal has paved the way for future mobile commerce developments slated to
                                         be seen in 2011 with such developments as the release of its Mobile Express
                                         Checkout system. This two-click payment system has been integrated into the
                                         apps of such partners as Starbucks. The coffee giant integrated this
                                         functionality to allow customers to reload their Starbucks loyalty cards from
                                         within its existing app.


                                         PayPal is also integrating mobile payment solutions in the retail space. PayPal
                                         Labs in Japan has created a vending machine experiment that lets users scan an
                                         attached QR code with a smart phone, then users can pay for the goods with
                                         funds in their PayPal accounts. The vending machine then tweets the purchase
                                         as a confirmation. Similarly, eBay’s RedLaser mobile app allows users to scan
                                         items in-store to discover lower prices or further information.




6   Section 01: Mobile Payment for All
Another rising form of m-commerce is Near Field
Communication, or contactless payment.

Making NFC technology possible has been a struggle thus far due to lack of
infrastructure, but will continue to mature in the coming year. National phone
payment network Isis will be a major player in making this speculation come to
fruition. The network includes partners such as Verizon Wireless, AT&T and T-
Mobile and could potentially reach the wireless carriers' combined customer
base of 200 million U.S. customers. When these consumers are enabled with
NFC-capable devices such as Google’s latest flagship smart phone, the Nexus S,
we will see this technology take off, becoming an established payment method.




  7           Section 01: Mobile Payment for All
We will also see more small businesses using
                                         mobile solutions such as the “Swipe It Reader” for
                                         the iPhone to collect payments.

                                         This could eventually trickle down from small business integration to personal
                                         payments as well. According to Dick Costolo, CEO of Twitter, “there is a good
                                         chance that you will pay your babysitter on next year's New Year's Eve using a
                                         credit card. Many more people will be able to accept credit card payments
                                         using their mobile phones.”




8   Section 01: Mobile Payment for All
Implications for Brands
With the development and expansion of these existing and emerging
technologies, consumers will have the ability to purchase goods and services
with fewer obstacles and will have a higher level of control over the way they
make these purchases.. This will stimulate e-commerce, m-commerce and in-
store sales. The innovative payment options available in 2011 will foster not
only positive public relations for large corporations and start-ups but will also
provide a way for consumers to select their merchants of choice based on ease
of purchase.




   9           Section 01: Mobile Payment for All
“There is a good chance that you will pay your
babysitter on next year's New Year's Eve using a
credit card. Many more people will be able to
accept credit card payments using their mobile
phones.”
                                         Dick Costolo, CEO of Twitter




 10      Section 01: Mobile Payment for All
The Rise of Hands-Free Feedback
                                                   Section 02




11   Section 02: The Rise of Hands-Free Feedback
Location services on smart phones have shown
the power of data to open up new services to
consumers.
In 2011, new services will leverage data from the smart phone, like the
accelerometer for tracking physical activity. The Tasker app for Android is an
example of how location can be used to automate a phone’s behavior:
switching to silent when in a meeting, hands-free when driving in a car, and
other automated and location-driven settings. Feedback on user health,
purchasing patterns and even the environment will give businesses the data
needed to further solidify the smart phone’s position as the Swiss Army Knife
of information.




  12           Section 02: The Rise of Hands-Free Feedback
For years, people have been promoting a vision of
                                                   the world where upon walking into a location you
                                                   are instantly delivered deals and promotions.

                                                   That vision is alive today, brought to us by geo-fencing services from
                                                   companies like Location Labs and Placecast, which place a digital “fence”
                                                   around a location allowing the service to push promotions to smart phones
                                                   that enter the area. Some users may be turned off to the idea of instant alerts
                                                   that turn their smart phones into mobile pop-up ads. However, a major driver
                                                   in location-based service adoption has been mobile couponing. According to
                                                   eMarketer, 32 percent of U.S. Internet users are open to accepting automation
                                                   for coupons, showing resistance to geo-fencing may be lower than anticipated.




13   Section 02: The Rise of Hands-Free Feedback
Thinking beyond couponing and location, new
possibilities for mobile feedback loops will
emerge in 2011.

The declining cost of wireless sensors combined with high-speed mobile data
through 4G and WiMAX will encourage more industries to get involved in
mobile. This will introduce devices other than phones and computers that
deliver new services by sheer virtue of linking a sensor to a wireless
connection.


Linking bio-feedback to mobile devices for remote health and fitness
applications will become more widespread and will give users more insight into
their health and the impact of their decisions. The FitBit is a great example of
how an unobtrusive, connected device could change lives. The simple device is
clipped anywhere on a user, such as in a pocket or on a belt loop, and then uses
a simple accelerometer to track physical activity throughout the day. It also
contains WiFi, so this accelerometer data is automatically uploaded to FitBit’s
services to provide real-time feedback on number of steps taken through the
day, length and quality of sleep, and more.




  14           Section 02: The Rise of Hands-Free Feedback
Automated and data-driven services are in a very early stage of development but have
the potential to revolutionize many areas of daily life. The last 10 years were the
decade of social feedback; the next 10 will be the decade of automated data
collection.




Implications for Brands
The rising sea of sensors is creating a deep well of audience information that
marketers will use to find and connect with their ideal consumers. Additionally,
the interfaces and consumer-facing feedback delivery systems could spawn a
new breed of media placements that are tied to personalized information.




  15           Section 02: The Rise of Hands-Free Feedback
“Next generation services will be made possible
by smart phone-powered feedback
loops. Restaurant reviews and real-time traffic
visibility have been but the opening acts, but auto
detection and user free input will begin an era of
extremely rapid – and high impact – innovation in
the areas of health sciences, commerce,
communications and more. “

                                            Jason Kilar, CEO of Hulu




 16      Section 02: The Rise of Hands-Free Feedback
App Based Hardware Domination
                                                 Section 03




17   Section 03: App Based Hardware Domination
300,000 apps in the Apple app store.
100,000 apps in the Android Market.
Blackberry App World has 10,000 apps.

In 2011, users will find themselves in a constantly expanding market of mobile
apps that promise to improve their lives through productivity or
entertainment. Experienced smart phone users will be looking for intuitive
apps to extend into other parts of their lives. Major consumer electronic
manufacturers like Ford and Samsung have already considered this shift in user
experience and have begun development on app-enabled products.




  18          Section 03: App Based Hardware Domination
The current mobile phone app user is younger,
                                                 more educated and more affluent than the
                                                 average mobile phone user.
                                                                                          --Pew Internet Survey - September of 2010.



                                                 On average, these users have 18 apps that are both free and paid for, the most
                                                 popular being games, news/weather, maps/navigation, social networking and
                                                 music. Samsung’s “Free the TV Challenge,” where contestants create an app
                                                 for use on specialized Samsung TVs and Blu-ray devices, targets these users and
                                                 their app-centric expectations. Applications created for this contest include
                                                 We-draw, a “Pictionary-esque” game that uses your mobile phone as the
                                                 remote, and Guroo TV, which creates a list of the shows most talked about on
                                                 Twitter and other social media platforms.




19   Section 03: App Based Hardware Domination
Web browser apps are another area of growth.

Google launched its Chrome Web Store, which houses over 500 applications, in
December, 2010. Partnerships worth noting include Gilt Group, a group
discount membership network, and NPR, where custom views of information
offer a tablet-like experience on your PC. Google’s move to provide apps for
Chrome users further shows that people will be expecting intuitive, specific
experiences not only on mobile devices but on their PCs as well.




  20          Section 03: App Based Hardware Domination
The app world has also started to infiltrate the
                                                 automotive industry.

                                                 Carbonga is a mobile app that tells drivers why the “check engine” light has
                                                 come on and is available to any person with an app-enabled device. However,
                                                 car manufacturers are seeing this area as a way to differentiate their products
                                                 from competitors’ and are building apps directly into their vehicles. Ford is
                                                 leading the charge. Their Sync Applink system offers a Web connection and
                                                 open platform in their cars, extending the services and value they provide their
                                                 customers.




21   Section 03: App Based Hardware Domination
2011 will be the year when apps move beyond the smart phone and tablet into a wider
range of consumer electronics.


Consumer excitement for apps has gotten the attention of developers, and we will
see this enthusiasm lead to app development for as many products as possible.
The development of applications that are optimized for these new environments
will open up new opportunities to reach end users. The companies that are slow to
embrace the app culture will be left behind.


Implications for Brands
Brands will need to keep in mind that any app they produce, no matter the
channel, needs to be inexpensive, easily accessed and light on the processor load.
Customers won’t take well to brands who kill their battery on a regular basis, no
matter how useful the app. In addition, brands should consider that apps will
break free from mobile phones and tablets and will be more commonly integrated
into such things as refrigerators and cars.




  22           Section 03: App Based Hardware Domination
“Consumer usage of smart phone apps will hijack
the development strategy for consumer
electronics and cars. Apps are taking over the
user experience – both as controllers and user
interfaces – of how people interact with and
consume content. Consumer electronic devices
and cars have no choice but to base their strategy
on coping with that phenomenon.”
                        -Tim Westergren, Founder & CEO of Pandora




 23      Section 03: App Based Hardware Domination
Signing in to Your TV
                                         Section 04




24   Section 04: Signing in to Your TV
Family viewing will no longer be the gatekeeper
to television audience measurement as the line
between television and the Internet continues to
blur in 2011.

Cordcutting – consumers abandoning traditional TV access in favor of Internet
alternatives – is now an option that Americans are taking more seriously as
home theater PCs, game consoles, and new Internet TV initiatives like Boxee
and Google TV make it easier for users to access online content from their
sofas.




  25          Section 04: Signing in to Your TV
The foundation of this shift is the appearance of
                                         connected TVs in consumer homes.

                                         Nearly 28 million connected TVs were shipped to stores in 2010 and 148 million
                                         are expected to ship by 2014 according to iSuppli. And those numbers don’t
                                         take into account existing gaming consoles and Blu-ray players that have
                                         Internet connectivity baked in.




26   Section 04: Signing in to Your TV
The second driving force is the emergence of
connected TV applications that ask users to sign
in.

This will allow content providers to tie viewing habits to consumer profiles,
unveiling a completely new layer of data regarding who is watching what. And
viewers will benefit too. By incorporating user preferences along with qualities
such as geography and viewing habits, television can provide a customized
experience.




  27           Section 04: Signing in to Your TV
2011 will be the year that TV becomes more interactive due to a combination of users
making the switch to new devices and content providers integrating more Internet-based
services into their products. Accessing content through these services will open new
opportunities for audience measurement and will lead to a revolution in the relevance of
television advertising.



Implications for Brands
In the coming year, addressable advertising on TV will become a
reality. Connected TVs will allow marketers to tailor their message specifically for
the audience at hand while also providing detailed measurement of viewer
interaction. Think in terms of what banner advertising targeting and analytics look
like today. Additionally, the value of advertising space on TV will increase, in part
due to the value added by sophisticated measurement and in part because more
accurate measurement may reveal that space around certain programming has
been underpriced.




  28           Section 04: Signing in to Your TV
“2011 is when Internet and TV will start being
hard to tell apart. Just as we sign into our mobile
devices today, we will be signing into our TVs,
gaming consoles, cable boxes and more next. This
will integrate the best of TV with relevant and
real-time information. Those who watch TV to
lean back will have a new reason to lean
forward.”
                 Rishad Tobaccowala, Chief Innovation Officer of VivaKi




 29      Section 04: Signing in to Your TV
Our Heads in the Clouds
                                           Section 05




30   Section 05: Our Heads in the Clouds
The sky is the limit for cloud-based services in
2011.

Cloud computing is an up-and-coming method of content storage and retrieval
that lets users shift content to and from multiple devices– whether they be
personal computers, servers or otherwise. This is creating a novel notion in the
consumer market that free-range, digital content should have the ability to
move fluidly rather than being tied to one device. We will see this idea
continue to catch on across various industries and in marketing efforts in 2011.


Cloud-based services are not a revolutionary concept. We have been tinkering
with the idea of shared content amongst devices since the 1960s when
computer scientist, John McCarthy, speculated that “computation may
someday be organized as a public utility.” This suggestion has now become a
reality. Overall, the global market for cloud-based services is expected to grow
over 100 percent, from $68 billion in 2010 to nearly $150 billion in 2014. This
increase is a stunning marker of what the future holds.




  31           Section 05: Our Heads in the Clouds
This trend is unfolding across a number of
                                           industries.

                                           In the entertainment industry, Netflix and Hulu have become popular cloud
                                           alternatives to traditional film and television houses and both are expanding to
                                           mobile devices. Internet-based programming from such services as Apple TV,
                                           Google TV and Boxee are providing similar options. In the music industry, Apple
                                           and Google are facing increased pressure to move their music into the cloud as
                                           competitors like Rdio and MOG offer consumers subscription-based music
                                           available directly on smart phones.


                                           The gaming industry will also be heavily impacted by cloud computing. Services
                                           such as OnLive are expanding internationally and competitors GaiKai and OTOY
                                           are not far behind. At the same time we are seeing a decline in the dominance
                                           of gaming consoles such as Microsoft’s Xbox and Sony’s PlayStation. During the
                                           first six months of 2010, more video games were purchased and downloaded
                                           from the cloud than were bought in actual retail stores, which was an industry
                                           first.




32   Section 05: Our Heads in the Clouds
Services provided by such titans as Amazon are
also based on cloud computing.

Popular political news website Wikileaks uses Amazon’s Elastic Compute Cloud
to easily scale server storage due to traffic spikes from the shocking nature of
the content. Zynga’s FarmVille would not have survived without the same
service, which provided a way for the company to increase server storage space
as the game gained users and became the first to garner a stunning 10 million
daily active users.




  33           Section 05: Our Heads in the Clouds
Implications for Brands
                                           Cloud computing will become exponentially more relevant in the marketing
                                           industry in the coming year. Cloud-delivered content will carry seamlessly
                                           blended marketing efforts that consider both the audience and the delivery of
                                           content to multiple devices. Marketing efforts will appear to be more organic
                                           and thus more effective as cloud-based computing continues to flourish with
                                           the onward progress of 2011.




34   Section 05: Our Heads in the Clouds
“The continued investments in cloud
infrastructure will truly bring to life seamless
content experiences and consumers will be able
to play and pause content regardless of the
device, whether in their living room, on mobile or
on their PC. In doing so, users will expect
marketing to be relevant and personal based on
the consumption device.”
                                   Carolyn Everson, CVP of Microsoft




 35      Section 05: Our Heads in the Clouds
A Content Crossroads
                                        Section 06




36   Section 06: A Content Crossroads
Consumers will continue to find themselves
helpless in overcoming information overload in
2010.

The spread of more entertainment to the Web is creating a higher demand for
better search engines and is leading to the rise of Web curators – people who
build large online followings by finding or producing the best content the
Internet has to offer. A combination of these individual curators and
technologies that help to determine and deliver recommendations to end users
will grow in importance. This will lead to a new age of online content that turns
searches into meaningful discoveries.




  37           Section 06: A Content Crossroads
Search has long been the dominant mode of
                                        discovering content on the Web, but now
                                        algorithm-based recommendation systems have
                                        become the go-to source for discovering new
                                        forms of online content, from Pandora for music
                                        to Netflix for film.

                                        Such companies are reverse engineering the souls of their users by analyzing
                                        users’ content ratings and then matching that profile with similar users. Sites
                                        like Hunch.com are making it easy for users to get recommendations and gift
                                        ideas by building “taste graphs” of the products, media and services they
                                        strongly prefer.




38   Section 06: A Content Crossroads
Though privacy concerns will increase as services expect more information for
better recommendations, the trade off for many people will be worth the cost –
highly relevant, engaging content recommended to you in exchange for giving a
computer program some basic information about what you like.

The overwhelming amount of content moving online will make this data exchange a no-
brainer for most consumers. The challenge for brands will be to find content curators that
users trust. Brands will also have to keep their messaging relevant and authentic to
maintain participant engagement. An excellent example of how a brand worked with
content providers to engage users is Intel’s partnership with Vice Magazine for The
Creators Project. The online experience guides users through video profiles of some of the
most creative, unique individuals at the crossroads of art and technology and leveraged
sites like BuzzFeed to promote the campaign.




  39          Section 06: A Content Crossroads
Curation services are also becoming personalized,
automated content aggregators that are able to
learn user preferences on their own.

My6sense is an RSS reader for mobile devices that simplifies the user
experience. It learns how the app. has been used in the past and makes
adjustments to present content that it knows the user will read. By capturing
information on what interests their users, My6sense has been able to create
one of the more sophisticated curation engines. We can expect more
companies to begin playing in this space in 2011, which will significantly expand
options and specialty services.




  40           Section 06: A Content Crossroads
Implications for Brands
                                        2011 will blur the line between user-generated and professional content.
                                        Brands that embrace the opportunity to not only generate but also sponsor
                              UGC?      content will see a big return. Furthermore, the days of the big, easy media buy
                                        are coming to a close. The Internet has already pushed advertisers to arrange
                                        placements in a wider range of media outlets, but the emerging curation model
                                        will further sharpen the attention of audiences and force the marketing world
                                        to work harder to reach their target consumers.




41   Section 06: A Content Crossroads
“There will be more consumers looking for good
content than there is good content. Advertisers
will continue to follow consumers down the Long
Tail, as every feature film, and music library will
be made legitimately available online.”
                             Joanne Bradford, CRO of Demand Media




 42      Section 06: A Content Crossroads
Independence Day for Brands
                                               Section 07




43   Section 07: Independence Day for Brands
While most websites are looking for ways to
integrate data from services like Facebook, Google
or Twitter more deeply into their content and
services, a growing list of sites are differentiating
themselves by creating an online presence that
gives the users more control over how they are
tracked and profiled.

Online privacy issues gained mainstream exposure in 2010 and will become a
more hotly contested issue in 2011. Users will look for new ways to control the
use of their personal data or simply go to sites where they are in control. This
simple approach of handing control of data back to users will draw unique
audiences that brands will have to reach without help from major online data
brokers and targeting services.




  44           Section 07: Independence Day for Brands
Today, if brands want to engage with online social
                                               media audiences they often push their messaging
                                               through Facebook or Twitter in large fan
                                               acquisition sprees.

                                               Users don't want to feel like some creepy algorithm already knows everything
                                               about them or that they’re simply being “used” for their personal data mine.
                                               Brands will need to link social strategies back to their larger 360-degree
                                               strategies to create a space for participants to get to know their brand. In the
                                               past few years, big brands have been encouraged to “join the conversation” in
                                               social media; in 2011 they are going to need to get cozy and invite participants
                                               back home for drinks.




45   Section 07: Independence Day for Brands
Brands will also gain more independence from
mobile device fragmentation.

New development tools like Sencha make it easy to optimize rich-media sites
for mobile sites. This allows brands to break free from app stores, create
permanent mobile Web presences that take advantage of technologies like
HTML5 and Flash and put the weak mobile sites of the last decade to shame.
Brands will no longer have to meet the unique demands of a proprietary app
market and instead will be free to create unrestricted mobile experiences that
appeal to mobile users who expect more from their mobile browsing
experience.




  46           Section 07: Independence Day for Brands
Brands should be excited for 2011 since they’ll no longer be as reliant on third-party data or
approval of great ideas.




Implications for Brands
Marketers will need to work with a larger selection of partners to reach the
consumers that frequent independent websites. However, they will benefit from a
wider range of creative options. Marketers will also benefit from access to the data
                                                                                       “?
that site users provide and will have more flexibility when developing mobile
applications and websites.




  47          Section 07: Independence Day for Brands
“2011 will be the rise of the Independent Web -
that part of the Web that is not dependent on
major platforms like Facebook, Google, Microsoft
or Yahoo. Apps, services and sites which lead the
Independent Web draw unique and powerful
audiences because they are not driven by
dependent-Web business rules and economics.
Brands will learn how to leverage those audiences
at scale in meaningful ways.”
                          John Battelle, Founder of Federated Media




 48      Section 07: Independence Day for Brands
The Social Message is the Medium
                                                    Section 08




49   Section 08: The Social Message is the Medium
Brands will begin looking for new media
placements that leverage social activities and
interactions rather than simply looking for
placements with impressive audience size.

Charting the success of a campaign already involves analyzing social media for
many brands. Now instead of simply tracking buzz about a campaign,
companies will provide analytics on consumer activity and engagement as well.




  50          Section 08: The Social Message is the Medium
A good example is the “check-in.” It can be used to measure a campaign’s
                                                    overall success and could help to tailor an execution to locations that see high
                                                    levels of mobile activity rather than foot traffic. This way of thinking – activity
                                                    levels as media buys – will become popular as the spread of social games like
                                                    Zynga’s FarmVille and game-like rewards programs open brands’ minds to the
                                                    concept of active users instead of impressions.


                                                    FarmVille was the toast of the social gaming
                                                    world throughout 2010 and was unsurprisingly a
                                                    leading platform for innovative social media
                                                    advertising.

                                                    Earlier this year when players chose seeds for their farm, they were offered
                                                    branded seeds by sponsors such as Cascadian Farm, a line of organic foods
                                                    from General Mills.




51   Section 08: The Social Message is the Medium
On the mobile front, social brand integration specialists appssavvy designed a
                                                    campaign for clothing retailer H&M. They rewarded players of MyTown (a
                                                    mobile social game, think real-world Monopoly) with virtual items and in-game
                                                    points when they checked in to a retail or female-centric location such as a spa
                                                    or hair salon.




52   Section 08: The Social Message is the Medium
Entertainment check-in services such as Get Glue
are another natural fit for advertising.

These services allow users to log and broadcast their consumption of media
content. Benefits include recommendations and rewards based on activity as
well as the opportunity to discuss the content with friends and strangers. In
terms of advertising, television shows and music can be tied to psychographic
profiles much as they are for traditional television advertising. But in this
space, users are engaging in traceable behavior that can be used to trigger
specific messages and experiences.




  53           Section 08: The Social Message is the Medium
As we enter 2011, look for opportunities to buy social activities instead of traditional media
space. These new types of placements connect with consumers when they are doing
brand-relevant things. Campaigns that take this approach will be more effective as a result.




Implications for Brands
This shift will open up several opportunities for marketers. Social activity
placements will be more effective as they are tied to actions rather than
viewership, and these placements facilitate more sophisticated results
reporting. This will allow marketers to be more confident that their money is
being spent effectively. Also enhancing the psychographic audience profiles
marketers build through focus groups and third party research.




  54           Section 08: The Social Message is the Medium
“We’re going to see a shift from buying the
medium – content sites like Yahoo! and MSN, and
social sites like Facebook and MySpace – to
buying the activity. [It’s] the quiz app I'm using on
my iPhone, the social game I'm playing, me
checking in to let my friends know where I am, or
talking about the things I care about in an online
community. 2011 will be the year brands learn
how to buy social activity.”
                                Chris Cunningham, CEO of appssavvy




 55      Section 08: The Social Message is the Medium
The Search for Mobile is On
                                               Section 09




56   Section 09: The Search for Mobile is On
Mobile search will become even more important
in 2011 as marketers begin to think of it in ways
beyond the Google query.

In retail, shoppers have turned to barcode scanners as a way of searching for       SEARCH
other prices and online deals before checking out. Travelers and locals alike are
turning to location-based services to fuel local discovery of hotspots and
unique locations across the globe. Consumers worldwide are seeing the
definition of “search” expand before their eyes. Search now encompasses a
variety of activities not traditionally associated with the term and advertisers
will need to adjust as well.




  57           Section 09: The Search for Mobile is On
Barcode scanning is a habit that consumers are
                                               adopting at a rapid pace.

                                               Barcode technology provider ScanBuy reported that usage of their platform
                                               grew 700 percent between the start of 2010 and the beginning of the fourth
                                               quarter. In addition, a multitude of start-ups have emerged, which put varying
                                               spins on the idea of mobile search via barcode scanning. ShopWell, for
                                               example, collects user information such as health goals, diet approach and
                                               allergies, then provides personalized ratings for products when they are
                                               scanned in-store.




58   Section 09: The Search for Mobile is On
The potential for further innovation in this area is
huge.

“Checking in to get a free coffee at Starbucks is a nice evolution on targeted
coupons, but it's only the beginning of the opportunity in mobile for marketers
looking for performance marketing opportunities,” Daina Middleton, CEO of
search marketing agency Performics, reported.


Geo-location technology offers another fruitful path to innovation in mobile
search. In 2010, Google introduced a “near me now” option in Google Mobile
and Android. This feature allows users to browse nearby locations without
entering any information themselves. Their phone simply uses GPS to figure
out where they are.


And according to Middleton, mobile search will grow quickly by traditional
measures in 2011 as well. “Mobile search clicks will double to 16 percent and
mobile conversion rates will double to 10 percent year over year.”




  59           Section 09: The Search for Mobile is On
The growth patterns of traditional and alternative
                                               mobile search share common roots.

                                               Increasing smart phone adoption means that consumers are becoming more
                                               accustomed to the tools, and innovators have more incentive to come up with
                                               game-changing ideas. In 2011, more marketers will begin to recognize the
                                               potential of mobile as a discovery engine that can drive purchases and foot
                                               traffic.




60   Section 09: The Search for Mobile is On
Expect to see continued innovation as well as more enthusiastic
adoption by both marketers and consumers.



Implications for Brands
These new developments in mobile search have transformed a national market
into a multitude of local ones. Major marketers need to start working from the
grassroots level by adjusting their message and placements to local audiences and
market conditions. Additionally, marketers that aggressively pursue alternative
methods of search will be rewarded by impressive share of voice and exposure in
the affluent early adopter market.




  61          Section 09: The Search for Mobile is On
“Mobile search clicks will double to 16 percent
and mobile conversion rates will double to 10
percent year over year. Checking in to get a free
coffee at Starbucks is a nice evolution on targeted
coupons, but it's only the beginning of the
opportunity in mobile for marketers looking for
performance marketing opportunities,”
                              Daina Middleton, CEO of Performics




 62      Section 09: The Search for Mobile is On
Let’s Get Physical
                                      Section 10




63   Section 10: Let’s Get Physical
2011 will bring a revolution in the way
participants will interact with a multitude of in-
home, mobile and out-of-home devices, providing
groundbreaking marketing opportunities.

We have already come a long way. The success of the Nintendo Wii led to a
push in 2010 by Microsoft and Sony to launch their Kinect and Move gesture
controls and companies will continue to develop on these flagship physical
platforms.




  64          Section 10: Let’s Get Physical
Within the first 10 days of sales, one million
                                      Microsoft Kinect devices were sold.

                                      This number is an astonishing signal that consumers not only have a keen


     1,000,000 SOLD                   interest in gesture-based technology, but are also willing to invest in it and
                                      encourage friends to join the fun. PrimeSense, one of the companies behind
                                      the Kinect technology, is planning to launch a gesture-controlled set top box in
                                      the summer of 2011 and has secured at least one cable company partner,
                                      demonstrating the forward progress in this segment. Glove and marker-free
                                      gesture control for multiple users has also been shown to be possible by
                                      Fraunhofer's FIT. Their software can not only detect multiple people, but can
                                      also distinguish details such as users’ finger motions.




65   Section 10: Let’s Get Physical
Large companies are not alone in developing
gesture-based interfaces.
Students at MIT Media Lab’s Fluid Interfaces Group have developed a Web
browser extension for Kinect that allows users to surf the Internet with gesture
controls. Members of the open-source community are also experimenting with
various ways of “hacking” the Microsoft Kinect. The open-source software that
these developers have created could potentially be beneficial for search and
rescue missions, mental health advancements, 3D modeling, and visual art and
puppetry. This further highlights what is possible with motion tracking beyond
the living room and in gestural-based digital out-of-home.




  66          Section 10: Let’s Get Physical
2011 will also bring a new range of possibilities
                                      for gesture based technology in the mobile field.

                                      Mobile movement-controlled hardware technologies are bringing down the
                                      physical barriers that divide the device from the user. Devices are also
                                      becoming more intelligent with software; the Microsoft Kinect can recognize a
                                      particular user’s voice, face and body movements, and we will only see further
                                      additions to this list with time. Software allowing for facial expression
                                      recognition could also lead to emotion-based gaming that monitors and
                                      responds to a participant’s reactions.




67   Section 10: Let’s Get Physical
What places the combination of gesture-based
hardware and software at the pinnacle of
innovation is its ability to bestow a feeling of
artificial, super-human control.

The typical perception of how people are able to control hardware is crumbling
with the ability to use biological means – the body – as a “magic wand” to
interact with mechanical devices of all kinds. This philosophy is portrayed in
Arthur C. Clarke’s third “law” of prediction, which states that “any sufficiently
advanced technology is indistinguishable from magic.”




  68           Section 10: Let’s Get Physical
Implications for Brands
                                      Just as new user interfaces that leverage state-of-the-art gestural technology
                                      will climb to the top of the market, branded executions using this technology
                                      will also garner widespread attention and praise. Xbox has developed ads that
                                      can recognize the age and sex of viewers. This technology has already been
                                      implemented in Japanese billboards. Physically interactive ads are the next step
                                      for visionary brands, and will give their customers something to spread the
                                      word about as we move onward in exploring this digital frontier.




69   Section 10: Let’s Get Physical
“2011 will be the year that blurs the connection
between the physical and digital world. With the
recent step changes in touch based and tablet
computing and new form factors for mobile
devices and gesture based gaming technology, the
personal nature in which technology extends our
physical interactivity will be game changing.
Exciting software and hardware interfaces with
organic sensory inputs will introduce digital
‘super powers’ we never imagined.”
                              Joel Lunenfeld, CEO of Moxie Interactive




 70     Section 10: Let’s Get Physical
About Moxie
                   Moxie Interactive is creating the agency of the future, by fusing media, creative, and technology to
                   achieve brave, accountable marketing solutions. Its capabilities include communications planning,
                   media planning and buying, search marketing, branded entertainment, advertising and
                   development, ECRM, sponsorship services and campaign management. At the heart of the agency
                   is the Participants Intelligence department, providing Moxie’s clients with details on emerging
                   trends, insights and analytics, so that clients can spark interesting, unique and fresh conversations
                   with their customers.
                   Moxie's award-winning team is focused on connecting people and brands across all screens. Some
                   of our clients include Coca-Cola, Garnier, Maybelline New York, Puma, Verizon,Wireless, 20th
                   Century Fox, Cartoon Network and the Art Institutes. Moxie is a division of Zenith Media Services,
                   a Publicis Groupe Company, with locations in Atlanta, New York and Los Angeles. To learn more
                   about Moxie, visit www.moxieinteractive.com. You can also follow us on Twitter
                   @YouveGotMoxie and on Facebook at facebook.com/moxieinteractive.




71   About Moxie
Top 10 Trends for 2011
                                                             AUTHORS
                         Rhiannon Apple, Emerging Trends Supervisor
                                              Emily Knab, Trendspotter
                                      Simeon Spearman, Trendspotter
                                              Greg Steen, Trendspotter


                                                             CONTACT
                         Christine Bensen, SVP, Participant Intelligence
                                       cbensen@moxieinteractive.com
                                                2049 Century Park East
                                                 Los Angeles, CA 90067
                                                         310-551-3529
                         ©2010 Moxie Interactive. All Rights Reserved

72   About Moxie

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Top 10 Trends Predictions for 2011

  • 1. Top 10 Trends Predictions for 2011 December 2010 REPORT BY
  • 2. Table of Contents Section 01: Mobile Payment for All Section 02: The Rise of Hands-Free Feedback Section 03: App Based Hardware Domination Section 04: Signing in to Your TV Section 05: Our Heads in the Clouds Section 06: A Content Crossroads Section 07: Independence Day for Brands Section 08: The Social Message is the Medium Section 09: The Search for Mobile is On Section 10: Let’s Get Physical About Moxie 2 Table of Contents
  • 3. Executive Summary 2010 was a year of accelerated change in technology, entertainment, gaming, business, marketing and social connectivity. The confluence of smart phone adoption, digital video consumption, tablet computing and connected devices combined with the launch of the 4G wireless network laid the foundation for innovation to kick into higher gear in 2011. We conferred with industry experts and influential business leaders shaping these changes and posed one simple question to them: “What will be the biggest trend in 2011?” Their opinions and our predictions shaped what we believe will be the top 10 trends to look for next year. 3 About Moxie
  • 4. Mobile Payment for All Section 01 4 Section 01: Mobile Payment for All
  • 5. M-commerce has been a trend on the horizon for many years now, just as the last five years have been deemed “the year of mobile advertising.” We have been patiently awaiting our cell phones to replace our credit cards, just as they replaced family pictures in our wallets. In 2010, established players such as PayPal introduced mobile commerce apps both on smart phones and in retail environments. 2011 will continue this trend. However, advances in Near Field Communication and an onslaught of other software-based mobile solutions will bring the mobile wallet to the masses. Your mobile phone will enable you to split a bill for a dinner with your friends or pay for that new pair of jeans in your local mall. 5 Section 01: Mobile Payment for All
  • 6. PayPal has paved the way for future mobile commerce developments slated to be seen in 2011 with such developments as the release of its Mobile Express Checkout system. This two-click payment system has been integrated into the apps of such partners as Starbucks. The coffee giant integrated this functionality to allow customers to reload their Starbucks loyalty cards from within its existing app. PayPal is also integrating mobile payment solutions in the retail space. PayPal Labs in Japan has created a vending machine experiment that lets users scan an attached QR code with a smart phone, then users can pay for the goods with funds in their PayPal accounts. The vending machine then tweets the purchase as a confirmation. Similarly, eBay’s RedLaser mobile app allows users to scan items in-store to discover lower prices or further information. 6 Section 01: Mobile Payment for All
  • 7. Another rising form of m-commerce is Near Field Communication, or contactless payment. Making NFC technology possible has been a struggle thus far due to lack of infrastructure, but will continue to mature in the coming year. National phone payment network Isis will be a major player in making this speculation come to fruition. The network includes partners such as Verizon Wireless, AT&T and T- Mobile and could potentially reach the wireless carriers' combined customer base of 200 million U.S. customers. When these consumers are enabled with NFC-capable devices such as Google’s latest flagship smart phone, the Nexus S, we will see this technology take off, becoming an established payment method. 7 Section 01: Mobile Payment for All
  • 8. We will also see more small businesses using mobile solutions such as the “Swipe It Reader” for the iPhone to collect payments. This could eventually trickle down from small business integration to personal payments as well. According to Dick Costolo, CEO of Twitter, “there is a good chance that you will pay your babysitter on next year's New Year's Eve using a credit card. Many more people will be able to accept credit card payments using their mobile phones.” 8 Section 01: Mobile Payment for All
  • 9. Implications for Brands With the development and expansion of these existing and emerging technologies, consumers will have the ability to purchase goods and services with fewer obstacles and will have a higher level of control over the way they make these purchases.. This will stimulate e-commerce, m-commerce and in- store sales. The innovative payment options available in 2011 will foster not only positive public relations for large corporations and start-ups but will also provide a way for consumers to select their merchants of choice based on ease of purchase. 9 Section 01: Mobile Payment for All
  • 10. “There is a good chance that you will pay your babysitter on next year's New Year's Eve using a credit card. Many more people will be able to accept credit card payments using their mobile phones.” Dick Costolo, CEO of Twitter 10 Section 01: Mobile Payment for All
  • 11. The Rise of Hands-Free Feedback Section 02 11 Section 02: The Rise of Hands-Free Feedback
  • 12. Location services on smart phones have shown the power of data to open up new services to consumers. In 2011, new services will leverage data from the smart phone, like the accelerometer for tracking physical activity. The Tasker app for Android is an example of how location can be used to automate a phone’s behavior: switching to silent when in a meeting, hands-free when driving in a car, and other automated and location-driven settings. Feedback on user health, purchasing patterns and even the environment will give businesses the data needed to further solidify the smart phone’s position as the Swiss Army Knife of information. 12 Section 02: The Rise of Hands-Free Feedback
  • 13. For years, people have been promoting a vision of the world where upon walking into a location you are instantly delivered deals and promotions. That vision is alive today, brought to us by geo-fencing services from companies like Location Labs and Placecast, which place a digital “fence” around a location allowing the service to push promotions to smart phones that enter the area. Some users may be turned off to the idea of instant alerts that turn their smart phones into mobile pop-up ads. However, a major driver in location-based service adoption has been mobile couponing. According to eMarketer, 32 percent of U.S. Internet users are open to accepting automation for coupons, showing resistance to geo-fencing may be lower than anticipated. 13 Section 02: The Rise of Hands-Free Feedback
  • 14. Thinking beyond couponing and location, new possibilities for mobile feedback loops will emerge in 2011. The declining cost of wireless sensors combined with high-speed mobile data through 4G and WiMAX will encourage more industries to get involved in mobile. This will introduce devices other than phones and computers that deliver new services by sheer virtue of linking a sensor to a wireless connection. Linking bio-feedback to mobile devices for remote health and fitness applications will become more widespread and will give users more insight into their health and the impact of their decisions. The FitBit is a great example of how an unobtrusive, connected device could change lives. The simple device is clipped anywhere on a user, such as in a pocket or on a belt loop, and then uses a simple accelerometer to track physical activity throughout the day. It also contains WiFi, so this accelerometer data is automatically uploaded to FitBit’s services to provide real-time feedback on number of steps taken through the day, length and quality of sleep, and more. 14 Section 02: The Rise of Hands-Free Feedback
  • 15. Automated and data-driven services are in a very early stage of development but have the potential to revolutionize many areas of daily life. The last 10 years were the decade of social feedback; the next 10 will be the decade of automated data collection. Implications for Brands The rising sea of sensors is creating a deep well of audience information that marketers will use to find and connect with their ideal consumers. Additionally, the interfaces and consumer-facing feedback delivery systems could spawn a new breed of media placements that are tied to personalized information. 15 Section 02: The Rise of Hands-Free Feedback
  • 16. “Next generation services will be made possible by smart phone-powered feedback loops. Restaurant reviews and real-time traffic visibility have been but the opening acts, but auto detection and user free input will begin an era of extremely rapid – and high impact – innovation in the areas of health sciences, commerce, communications and more. “ Jason Kilar, CEO of Hulu 16 Section 02: The Rise of Hands-Free Feedback
  • 17. App Based Hardware Domination Section 03 17 Section 03: App Based Hardware Domination
  • 18. 300,000 apps in the Apple app store. 100,000 apps in the Android Market. Blackberry App World has 10,000 apps. In 2011, users will find themselves in a constantly expanding market of mobile apps that promise to improve their lives through productivity or entertainment. Experienced smart phone users will be looking for intuitive apps to extend into other parts of their lives. Major consumer electronic manufacturers like Ford and Samsung have already considered this shift in user experience and have begun development on app-enabled products. 18 Section 03: App Based Hardware Domination
  • 19. The current mobile phone app user is younger, more educated and more affluent than the average mobile phone user. --Pew Internet Survey - September of 2010. On average, these users have 18 apps that are both free and paid for, the most popular being games, news/weather, maps/navigation, social networking and music. Samsung’s “Free the TV Challenge,” where contestants create an app for use on specialized Samsung TVs and Blu-ray devices, targets these users and their app-centric expectations. Applications created for this contest include We-draw, a “Pictionary-esque” game that uses your mobile phone as the remote, and Guroo TV, which creates a list of the shows most talked about on Twitter and other social media platforms. 19 Section 03: App Based Hardware Domination
  • 20. Web browser apps are another area of growth. Google launched its Chrome Web Store, which houses over 500 applications, in December, 2010. Partnerships worth noting include Gilt Group, a group discount membership network, and NPR, where custom views of information offer a tablet-like experience on your PC. Google’s move to provide apps for Chrome users further shows that people will be expecting intuitive, specific experiences not only on mobile devices but on their PCs as well. 20 Section 03: App Based Hardware Domination
  • 21. The app world has also started to infiltrate the automotive industry. Carbonga is a mobile app that tells drivers why the “check engine” light has come on and is available to any person with an app-enabled device. However, car manufacturers are seeing this area as a way to differentiate their products from competitors’ and are building apps directly into their vehicles. Ford is leading the charge. Their Sync Applink system offers a Web connection and open platform in their cars, extending the services and value they provide their customers. 21 Section 03: App Based Hardware Domination
  • 22. 2011 will be the year when apps move beyond the smart phone and tablet into a wider range of consumer electronics. Consumer excitement for apps has gotten the attention of developers, and we will see this enthusiasm lead to app development for as many products as possible. The development of applications that are optimized for these new environments will open up new opportunities to reach end users. The companies that are slow to embrace the app culture will be left behind. Implications for Brands Brands will need to keep in mind that any app they produce, no matter the channel, needs to be inexpensive, easily accessed and light on the processor load. Customers won’t take well to brands who kill their battery on a regular basis, no matter how useful the app. In addition, brands should consider that apps will break free from mobile phones and tablets and will be more commonly integrated into such things as refrigerators and cars. 22 Section 03: App Based Hardware Domination
  • 23. “Consumer usage of smart phone apps will hijack the development strategy for consumer electronics and cars. Apps are taking over the user experience – both as controllers and user interfaces – of how people interact with and consume content. Consumer electronic devices and cars have no choice but to base their strategy on coping with that phenomenon.” -Tim Westergren, Founder & CEO of Pandora 23 Section 03: App Based Hardware Domination
  • 24. Signing in to Your TV Section 04 24 Section 04: Signing in to Your TV
  • 25. Family viewing will no longer be the gatekeeper to television audience measurement as the line between television and the Internet continues to blur in 2011. Cordcutting – consumers abandoning traditional TV access in favor of Internet alternatives – is now an option that Americans are taking more seriously as home theater PCs, game consoles, and new Internet TV initiatives like Boxee and Google TV make it easier for users to access online content from their sofas. 25 Section 04: Signing in to Your TV
  • 26. The foundation of this shift is the appearance of connected TVs in consumer homes. Nearly 28 million connected TVs were shipped to stores in 2010 and 148 million are expected to ship by 2014 according to iSuppli. And those numbers don’t take into account existing gaming consoles and Blu-ray players that have Internet connectivity baked in. 26 Section 04: Signing in to Your TV
  • 27. The second driving force is the emergence of connected TV applications that ask users to sign in. This will allow content providers to tie viewing habits to consumer profiles, unveiling a completely new layer of data regarding who is watching what. And viewers will benefit too. By incorporating user preferences along with qualities such as geography and viewing habits, television can provide a customized experience. 27 Section 04: Signing in to Your TV
  • 28. 2011 will be the year that TV becomes more interactive due to a combination of users making the switch to new devices and content providers integrating more Internet-based services into their products. Accessing content through these services will open new opportunities for audience measurement and will lead to a revolution in the relevance of television advertising. Implications for Brands In the coming year, addressable advertising on TV will become a reality. Connected TVs will allow marketers to tailor their message specifically for the audience at hand while also providing detailed measurement of viewer interaction. Think in terms of what banner advertising targeting and analytics look like today. Additionally, the value of advertising space on TV will increase, in part due to the value added by sophisticated measurement and in part because more accurate measurement may reveal that space around certain programming has been underpriced. 28 Section 04: Signing in to Your TV
  • 29. “2011 is when Internet and TV will start being hard to tell apart. Just as we sign into our mobile devices today, we will be signing into our TVs, gaming consoles, cable boxes and more next. This will integrate the best of TV with relevant and real-time information. Those who watch TV to lean back will have a new reason to lean forward.” Rishad Tobaccowala, Chief Innovation Officer of VivaKi 29 Section 04: Signing in to Your TV
  • 30. Our Heads in the Clouds Section 05 30 Section 05: Our Heads in the Clouds
  • 31. The sky is the limit for cloud-based services in 2011. Cloud computing is an up-and-coming method of content storage and retrieval that lets users shift content to and from multiple devices– whether they be personal computers, servers or otherwise. This is creating a novel notion in the consumer market that free-range, digital content should have the ability to move fluidly rather than being tied to one device. We will see this idea continue to catch on across various industries and in marketing efforts in 2011. Cloud-based services are not a revolutionary concept. We have been tinkering with the idea of shared content amongst devices since the 1960s when computer scientist, John McCarthy, speculated that “computation may someday be organized as a public utility.” This suggestion has now become a reality. Overall, the global market for cloud-based services is expected to grow over 100 percent, from $68 billion in 2010 to nearly $150 billion in 2014. This increase is a stunning marker of what the future holds. 31 Section 05: Our Heads in the Clouds
  • 32. This trend is unfolding across a number of industries. In the entertainment industry, Netflix and Hulu have become popular cloud alternatives to traditional film and television houses and both are expanding to mobile devices. Internet-based programming from such services as Apple TV, Google TV and Boxee are providing similar options. In the music industry, Apple and Google are facing increased pressure to move their music into the cloud as competitors like Rdio and MOG offer consumers subscription-based music available directly on smart phones. The gaming industry will also be heavily impacted by cloud computing. Services such as OnLive are expanding internationally and competitors GaiKai and OTOY are not far behind. At the same time we are seeing a decline in the dominance of gaming consoles such as Microsoft’s Xbox and Sony’s PlayStation. During the first six months of 2010, more video games were purchased and downloaded from the cloud than were bought in actual retail stores, which was an industry first. 32 Section 05: Our Heads in the Clouds
  • 33. Services provided by such titans as Amazon are also based on cloud computing. Popular political news website Wikileaks uses Amazon’s Elastic Compute Cloud to easily scale server storage due to traffic spikes from the shocking nature of the content. Zynga’s FarmVille would not have survived without the same service, which provided a way for the company to increase server storage space as the game gained users and became the first to garner a stunning 10 million daily active users. 33 Section 05: Our Heads in the Clouds
  • 34. Implications for Brands Cloud computing will become exponentially more relevant in the marketing industry in the coming year. Cloud-delivered content will carry seamlessly blended marketing efforts that consider both the audience and the delivery of content to multiple devices. Marketing efforts will appear to be more organic and thus more effective as cloud-based computing continues to flourish with the onward progress of 2011. 34 Section 05: Our Heads in the Clouds
  • 35. “The continued investments in cloud infrastructure will truly bring to life seamless content experiences and consumers will be able to play and pause content regardless of the device, whether in their living room, on mobile or on their PC. In doing so, users will expect marketing to be relevant and personal based on the consumption device.” Carolyn Everson, CVP of Microsoft 35 Section 05: Our Heads in the Clouds
  • 36. A Content Crossroads Section 06 36 Section 06: A Content Crossroads
  • 37. Consumers will continue to find themselves helpless in overcoming information overload in 2010. The spread of more entertainment to the Web is creating a higher demand for better search engines and is leading to the rise of Web curators – people who build large online followings by finding or producing the best content the Internet has to offer. A combination of these individual curators and technologies that help to determine and deliver recommendations to end users will grow in importance. This will lead to a new age of online content that turns searches into meaningful discoveries. 37 Section 06: A Content Crossroads
  • 38. Search has long been the dominant mode of discovering content on the Web, but now algorithm-based recommendation systems have become the go-to source for discovering new forms of online content, from Pandora for music to Netflix for film. Such companies are reverse engineering the souls of their users by analyzing users’ content ratings and then matching that profile with similar users. Sites like Hunch.com are making it easy for users to get recommendations and gift ideas by building “taste graphs” of the products, media and services they strongly prefer. 38 Section 06: A Content Crossroads
  • 39. Though privacy concerns will increase as services expect more information for better recommendations, the trade off for many people will be worth the cost – highly relevant, engaging content recommended to you in exchange for giving a computer program some basic information about what you like. The overwhelming amount of content moving online will make this data exchange a no- brainer for most consumers. The challenge for brands will be to find content curators that users trust. Brands will also have to keep their messaging relevant and authentic to maintain participant engagement. An excellent example of how a brand worked with content providers to engage users is Intel’s partnership with Vice Magazine for The Creators Project. The online experience guides users through video profiles of some of the most creative, unique individuals at the crossroads of art and technology and leveraged sites like BuzzFeed to promote the campaign. 39 Section 06: A Content Crossroads
  • 40. Curation services are also becoming personalized, automated content aggregators that are able to learn user preferences on their own. My6sense is an RSS reader for mobile devices that simplifies the user experience. It learns how the app. has been used in the past and makes adjustments to present content that it knows the user will read. By capturing information on what interests their users, My6sense has been able to create one of the more sophisticated curation engines. We can expect more companies to begin playing in this space in 2011, which will significantly expand options and specialty services. 40 Section 06: A Content Crossroads
  • 41. Implications for Brands 2011 will blur the line between user-generated and professional content. Brands that embrace the opportunity to not only generate but also sponsor UGC? content will see a big return. Furthermore, the days of the big, easy media buy are coming to a close. The Internet has already pushed advertisers to arrange placements in a wider range of media outlets, but the emerging curation model will further sharpen the attention of audiences and force the marketing world to work harder to reach their target consumers. 41 Section 06: A Content Crossroads
  • 42. “There will be more consumers looking for good content than there is good content. Advertisers will continue to follow consumers down the Long Tail, as every feature film, and music library will be made legitimately available online.” Joanne Bradford, CRO of Demand Media 42 Section 06: A Content Crossroads
  • 43. Independence Day for Brands Section 07 43 Section 07: Independence Day for Brands
  • 44. While most websites are looking for ways to integrate data from services like Facebook, Google or Twitter more deeply into their content and services, a growing list of sites are differentiating themselves by creating an online presence that gives the users more control over how they are tracked and profiled. Online privacy issues gained mainstream exposure in 2010 and will become a more hotly contested issue in 2011. Users will look for new ways to control the use of their personal data or simply go to sites where they are in control. This simple approach of handing control of data back to users will draw unique audiences that brands will have to reach without help from major online data brokers and targeting services. 44 Section 07: Independence Day for Brands
  • 45. Today, if brands want to engage with online social media audiences they often push their messaging through Facebook or Twitter in large fan acquisition sprees. Users don't want to feel like some creepy algorithm already knows everything about them or that they’re simply being “used” for their personal data mine. Brands will need to link social strategies back to their larger 360-degree strategies to create a space for participants to get to know their brand. In the past few years, big brands have been encouraged to “join the conversation” in social media; in 2011 they are going to need to get cozy and invite participants back home for drinks. 45 Section 07: Independence Day for Brands
  • 46. Brands will also gain more independence from mobile device fragmentation. New development tools like Sencha make it easy to optimize rich-media sites for mobile sites. This allows brands to break free from app stores, create permanent mobile Web presences that take advantage of technologies like HTML5 and Flash and put the weak mobile sites of the last decade to shame. Brands will no longer have to meet the unique demands of a proprietary app market and instead will be free to create unrestricted mobile experiences that appeal to mobile users who expect more from their mobile browsing experience. 46 Section 07: Independence Day for Brands
  • 47. Brands should be excited for 2011 since they’ll no longer be as reliant on third-party data or approval of great ideas. Implications for Brands Marketers will need to work with a larger selection of partners to reach the consumers that frequent independent websites. However, they will benefit from a wider range of creative options. Marketers will also benefit from access to the data “? that site users provide and will have more flexibility when developing mobile applications and websites. 47 Section 07: Independence Day for Brands
  • 48. “2011 will be the rise of the Independent Web - that part of the Web that is not dependent on major platforms like Facebook, Google, Microsoft or Yahoo. Apps, services and sites which lead the Independent Web draw unique and powerful audiences because they are not driven by dependent-Web business rules and economics. Brands will learn how to leverage those audiences at scale in meaningful ways.” John Battelle, Founder of Federated Media 48 Section 07: Independence Day for Brands
  • 49. The Social Message is the Medium Section 08 49 Section 08: The Social Message is the Medium
  • 50. Brands will begin looking for new media placements that leverage social activities and interactions rather than simply looking for placements with impressive audience size. Charting the success of a campaign already involves analyzing social media for many brands. Now instead of simply tracking buzz about a campaign, companies will provide analytics on consumer activity and engagement as well. 50 Section 08: The Social Message is the Medium
  • 51. A good example is the “check-in.” It can be used to measure a campaign’s overall success and could help to tailor an execution to locations that see high levels of mobile activity rather than foot traffic. This way of thinking – activity levels as media buys – will become popular as the spread of social games like Zynga’s FarmVille and game-like rewards programs open brands’ minds to the concept of active users instead of impressions. FarmVille was the toast of the social gaming world throughout 2010 and was unsurprisingly a leading platform for innovative social media advertising. Earlier this year when players chose seeds for their farm, they were offered branded seeds by sponsors such as Cascadian Farm, a line of organic foods from General Mills. 51 Section 08: The Social Message is the Medium
  • 52. On the mobile front, social brand integration specialists appssavvy designed a campaign for clothing retailer H&M. They rewarded players of MyTown (a mobile social game, think real-world Monopoly) with virtual items and in-game points when they checked in to a retail or female-centric location such as a spa or hair salon. 52 Section 08: The Social Message is the Medium
  • 53. Entertainment check-in services such as Get Glue are another natural fit for advertising. These services allow users to log and broadcast their consumption of media content. Benefits include recommendations and rewards based on activity as well as the opportunity to discuss the content with friends and strangers. In terms of advertising, television shows and music can be tied to psychographic profiles much as they are for traditional television advertising. But in this space, users are engaging in traceable behavior that can be used to trigger specific messages and experiences. 53 Section 08: The Social Message is the Medium
  • 54. As we enter 2011, look for opportunities to buy social activities instead of traditional media space. These new types of placements connect with consumers when they are doing brand-relevant things. Campaigns that take this approach will be more effective as a result. Implications for Brands This shift will open up several opportunities for marketers. Social activity placements will be more effective as they are tied to actions rather than viewership, and these placements facilitate more sophisticated results reporting. This will allow marketers to be more confident that their money is being spent effectively. Also enhancing the psychographic audience profiles marketers build through focus groups and third party research. 54 Section 08: The Social Message is the Medium
  • 55. “We’re going to see a shift from buying the medium – content sites like Yahoo! and MSN, and social sites like Facebook and MySpace – to buying the activity. [It’s] the quiz app I'm using on my iPhone, the social game I'm playing, me checking in to let my friends know where I am, or talking about the things I care about in an online community. 2011 will be the year brands learn how to buy social activity.” Chris Cunningham, CEO of appssavvy 55 Section 08: The Social Message is the Medium
  • 56. The Search for Mobile is On Section 09 56 Section 09: The Search for Mobile is On
  • 57. Mobile search will become even more important in 2011 as marketers begin to think of it in ways beyond the Google query. In retail, shoppers have turned to barcode scanners as a way of searching for SEARCH other prices and online deals before checking out. Travelers and locals alike are turning to location-based services to fuel local discovery of hotspots and unique locations across the globe. Consumers worldwide are seeing the definition of “search” expand before their eyes. Search now encompasses a variety of activities not traditionally associated with the term and advertisers will need to adjust as well. 57 Section 09: The Search for Mobile is On
  • 58. Barcode scanning is a habit that consumers are adopting at a rapid pace. Barcode technology provider ScanBuy reported that usage of their platform grew 700 percent between the start of 2010 and the beginning of the fourth quarter. In addition, a multitude of start-ups have emerged, which put varying spins on the idea of mobile search via barcode scanning. ShopWell, for example, collects user information such as health goals, diet approach and allergies, then provides personalized ratings for products when they are scanned in-store. 58 Section 09: The Search for Mobile is On
  • 59. The potential for further innovation in this area is huge. “Checking in to get a free coffee at Starbucks is a nice evolution on targeted coupons, but it's only the beginning of the opportunity in mobile for marketers looking for performance marketing opportunities,” Daina Middleton, CEO of search marketing agency Performics, reported. Geo-location technology offers another fruitful path to innovation in mobile search. In 2010, Google introduced a “near me now” option in Google Mobile and Android. This feature allows users to browse nearby locations without entering any information themselves. Their phone simply uses GPS to figure out where they are. And according to Middleton, mobile search will grow quickly by traditional measures in 2011 as well. “Mobile search clicks will double to 16 percent and mobile conversion rates will double to 10 percent year over year.” 59 Section 09: The Search for Mobile is On
  • 60. The growth patterns of traditional and alternative mobile search share common roots. Increasing smart phone adoption means that consumers are becoming more accustomed to the tools, and innovators have more incentive to come up with game-changing ideas. In 2011, more marketers will begin to recognize the potential of mobile as a discovery engine that can drive purchases and foot traffic. 60 Section 09: The Search for Mobile is On
  • 61. Expect to see continued innovation as well as more enthusiastic adoption by both marketers and consumers. Implications for Brands These new developments in mobile search have transformed a national market into a multitude of local ones. Major marketers need to start working from the grassroots level by adjusting their message and placements to local audiences and market conditions. Additionally, marketers that aggressively pursue alternative methods of search will be rewarded by impressive share of voice and exposure in the affluent early adopter market. 61 Section 09: The Search for Mobile is On
  • 62. “Mobile search clicks will double to 16 percent and mobile conversion rates will double to 10 percent year over year. Checking in to get a free coffee at Starbucks is a nice evolution on targeted coupons, but it's only the beginning of the opportunity in mobile for marketers looking for performance marketing opportunities,” Daina Middleton, CEO of Performics 62 Section 09: The Search for Mobile is On
  • 63. Let’s Get Physical Section 10 63 Section 10: Let’s Get Physical
  • 64. 2011 will bring a revolution in the way participants will interact with a multitude of in- home, mobile and out-of-home devices, providing groundbreaking marketing opportunities. We have already come a long way. The success of the Nintendo Wii led to a push in 2010 by Microsoft and Sony to launch their Kinect and Move gesture controls and companies will continue to develop on these flagship physical platforms. 64 Section 10: Let’s Get Physical
  • 65. Within the first 10 days of sales, one million Microsoft Kinect devices were sold. This number is an astonishing signal that consumers not only have a keen 1,000,000 SOLD interest in gesture-based technology, but are also willing to invest in it and encourage friends to join the fun. PrimeSense, one of the companies behind the Kinect technology, is planning to launch a gesture-controlled set top box in the summer of 2011 and has secured at least one cable company partner, demonstrating the forward progress in this segment. Glove and marker-free gesture control for multiple users has also been shown to be possible by Fraunhofer's FIT. Their software can not only detect multiple people, but can also distinguish details such as users’ finger motions. 65 Section 10: Let’s Get Physical
  • 66. Large companies are not alone in developing gesture-based interfaces. Students at MIT Media Lab’s Fluid Interfaces Group have developed a Web browser extension for Kinect that allows users to surf the Internet with gesture controls. Members of the open-source community are also experimenting with various ways of “hacking” the Microsoft Kinect. The open-source software that these developers have created could potentially be beneficial for search and rescue missions, mental health advancements, 3D modeling, and visual art and puppetry. This further highlights what is possible with motion tracking beyond the living room and in gestural-based digital out-of-home. 66 Section 10: Let’s Get Physical
  • 67. 2011 will also bring a new range of possibilities for gesture based technology in the mobile field. Mobile movement-controlled hardware technologies are bringing down the physical barriers that divide the device from the user. Devices are also becoming more intelligent with software; the Microsoft Kinect can recognize a particular user’s voice, face and body movements, and we will only see further additions to this list with time. Software allowing for facial expression recognition could also lead to emotion-based gaming that monitors and responds to a participant’s reactions. 67 Section 10: Let’s Get Physical
  • 68. What places the combination of gesture-based hardware and software at the pinnacle of innovation is its ability to bestow a feeling of artificial, super-human control. The typical perception of how people are able to control hardware is crumbling with the ability to use biological means – the body – as a “magic wand” to interact with mechanical devices of all kinds. This philosophy is portrayed in Arthur C. Clarke’s third “law” of prediction, which states that “any sufficiently advanced technology is indistinguishable from magic.” 68 Section 10: Let’s Get Physical
  • 69. Implications for Brands Just as new user interfaces that leverage state-of-the-art gestural technology will climb to the top of the market, branded executions using this technology will also garner widespread attention and praise. Xbox has developed ads that can recognize the age and sex of viewers. This technology has already been implemented in Japanese billboards. Physically interactive ads are the next step for visionary brands, and will give their customers something to spread the word about as we move onward in exploring this digital frontier. 69 Section 10: Let’s Get Physical
  • 70. “2011 will be the year that blurs the connection between the physical and digital world. With the recent step changes in touch based and tablet computing and new form factors for mobile devices and gesture based gaming technology, the personal nature in which technology extends our physical interactivity will be game changing. Exciting software and hardware interfaces with organic sensory inputs will introduce digital ‘super powers’ we never imagined.” Joel Lunenfeld, CEO of Moxie Interactive 70 Section 10: Let’s Get Physical
  • 71. About Moxie Moxie Interactive is creating the agency of the future, by fusing media, creative, and technology to achieve brave, accountable marketing solutions. Its capabilities include communications planning, media planning and buying, search marketing, branded entertainment, advertising and development, ECRM, sponsorship services and campaign management. At the heart of the agency is the Participants Intelligence department, providing Moxie’s clients with details on emerging trends, insights and analytics, so that clients can spark interesting, unique and fresh conversations with their customers. Moxie's award-winning team is focused on connecting people and brands across all screens. Some of our clients include Coca-Cola, Garnier, Maybelline New York, Puma, Verizon,Wireless, 20th Century Fox, Cartoon Network and the Art Institutes. Moxie is a division of Zenith Media Services, a Publicis Groupe Company, with locations in Atlanta, New York and Los Angeles. To learn more about Moxie, visit www.moxieinteractive.com. You can also follow us on Twitter @YouveGotMoxie and on Facebook at facebook.com/moxieinteractive. 71 About Moxie
  • 72. Top 10 Trends for 2011 AUTHORS Rhiannon Apple, Emerging Trends Supervisor Emily Knab, Trendspotter Simeon Spearman, Trendspotter Greg Steen, Trendspotter CONTACT Christine Bensen, SVP, Participant Intelligence cbensen@moxieinteractive.com 2049 Century Park East Los Angeles, CA 90067 310-551-3529 ©2010 Moxie Interactive. All Rights Reserved 72 About Moxie