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The recent ‘ideas boom’ in marketing and
communications in Australia highlights the need
to revolutionize communications, moving beyond
traditional channels to more fluid ones to suit the
intended audience.
National Public Sector Marketing
Communications Summit
August 23, 2016. Canberra.
1
2
3
Presentation
outline Social Media
The platforms change quickly and often but
audiences use social media more than any
other communication tool.
Gaming
Partnerships between big brands and big
games and the gamification of marketing
The future of digital
Augmented reality and virtual reality
have moved beyond a niche product to a
mainstream media.
Social media - where the audience
lives
Social
media’s
dominance
Growth remains steady.
Social media usage is
increasing in people of all
ages.
Social media growth
The spread of social media is unabating. Teenagers and
young people continue to lead the way, but statistics show
increasing usage across all age groups, including adults
and seniors, where usage has increased tenfold in the past
decade.
Usage is increasing
across all age
groups, including
adults and
seniors, where
usage has increased
tenfold in the past •	65% of adults used social
media in 2015, up from 7%
in 2005.
•	Seniors are also joining:
35% of all those 65 and
older report using social
media, compared with
just 2% in 2005.
Source: PEW Social Media Usage: 2005-2015
Usage
across
platforms
Instagram and Snapchat have both seen strong growth, but Facebook
is still the social media platform that dominates the web.
•	 Facebook has on average 1.13 billion daily active users
•	 100 million users spend 30 minutes on Snapchat every day. Over 10
billion videos are viewed daily, which is more than a 350% increase in
the last year alone.
•	 Instagram has 400 million active users, 300 million are active daily us-
ers. More than 95 million photos or videos are shared on the platform
every day
•	 For all platforms, usage is greatest in the 18-34 age group. Facebook
eclipses Instagram, Snapchat, Twitter, Tumble, Vine, LinkedIn and
Pintrest in terms of reach and time spent on the platform
Think
mobile	
Engaging with your
audience online
increasingly means
engaging via smartphone
The average smartphone user spends 4 hours on
her device every day.
•	She has 33 apps, 12 of which she uses daily.
•	3 of those apps account for 80% of her usage time:
Facebook, Whatsapp and Chrome.
The Asia-Pacific region accounts for the majority
of global smartphone users
Social media
best
practice
Increase audience
engagement by following
basic principles: be visual
and engage.
Be visual
•	Images
•	Videos
•	Gifs
•	Infographics
Engage
•	Join conversations
•	Repost content
•	Ask questions
•	Reward and incentivise
•	Be funny
The power
of pictures
Engaging visuals
People’s connection with
images is instant and
emotional. The human brain
can process entire images
in as little as 13 milliseconds,
according to MIT researchers.
Using pictures well is
fundamental to successful
social media.
•	Images on social media
increase user engagement
by up to 94%
•	Images are
40 times more likely to get
shared
•	Tweets with images earned
150% more retweets and
18% more clicks in a study
by Buffer
Images on social
media increase user
engagement by up
to 94%
The evolution of
video consumption
1 2 3Live (traditional)
TELEVISION
•	 Tune in or miss out
•	 Mass concurrent audience
•	 Free and paid options
On Demand
DIGITAL VIDEO RECORDER/STREAMING
•	 Watch on your own terms
•	 Disparate audience
•	 Pay for convenience
‘Real’ Live
FACEBOOK LIVE/PERISCOPE
•	 Tune-in/watch on your own terms
•	 Mass audience but also personal
•	 Free to broadcast and watch
The rise of video
As with images, the connection with video is instant
and emotional, but for video, this response is
prolonged
Billions of videos are viewed on social
media every day. YouTube has lost
its supremacy as the video platform,
video is now integral to social media
networks.
•	 The average video post generates 135% greater
organic reach compared to photo posts
•	 Facebook alone generates 8 billion video views
per day. Snapchat eclipsed this in 2016, reaching
10 billion
•	 The number of video posts per person on Face-
book increased 75% in 2015
•	 Video is predicted to account for 82% of global
internet traffic by 2020, according to Cisco
The advent of live
streaming video is the
latest development in the
dominance of video.
•	Live stream videos are raw, authentic
and accessible to both creators and
consumers
•	Facebook live videos are prioritised
in the feed and watched on average
Chewbacca Mom
Live stream videos are raw, authentic and
accessible to both creators and consumers
•	May 19, 2016: 37-year-old Texas mother Candace
Payne posted a live video showing her delight
with a Star Wars Chewbacca mask she purchased
for her son
•	The video quickly went viral, propelling Payne into
viral stardom and prompting the mask to sell out
across America
•	The video has been viewed more than 160 million
times and shared 3.3 million times
Link: https://www.facebook.com/candaceSpayne/
videos/10209653193067040/
GIFs
Strange but remarkably
popular
What is a GIF
A GIF (Graphics Interchange Format) is a widely supported and portable file that
appears as a very shot video (usually three seconds or less). It could be described
as a cross between a picture and a video.
•	 The format was first invented in 1987 but its popularity has skyrocketed in
recent years due to its shareability on social media
•	 The creators of the format pronounced GIF with a soft g - “jif”- but pronunci-
ation with a hard G is widespread
Link: http://gph.is/24GRaaP
GIFs make content
stand out by making it
appear as if it is almost
jumping off the page.
GIFs are an important feature
of trending conversations on
Twitter and brands insert their
profile into these conversations
if they can use GIFs well. See
this example from GoPro and
this example from American
pancake restaurant IHOP, who
took part in the buzz around
#GIFparty as well as this from
the NT News in response to
#CensusFail
Link: https://twitter.com/TheNTNews/status/763133836871905281
Where to
start
Use GIFS to
•	tell a story
•	animate data
•	show personality
•	explain a process
•	show off a product
•	thank someone publicly
•	play an ad (and it’s free)
•	create a tiny presentation
•	offer a sneak peek or preview
•	highlight your company culture
Infographics
Present numerical data
and increase engagement
Numerical data is
best presented in
an infographic.
Several free, easy to use
online tools are available
to create infographics:
•	Pikochart
•	Info.gram
•	Easel.ly
•	Visme
Go beyond broadcasting
on social media
Engage with your specific audience
on social mediasupport, intelligence
Engage
Join conversations, don’t just start
your own. Look at what is happening
in the world and be a part of the
conversation about it on social media.
Watch trending hashtags and think
about if and how your brand is
relevant or simply showcase your
brand’s humour and culture to an
audience of millions.
•	For example, Antarctic Ocean Alliance
made the most of #Rio2016 with this
post showing orcas bobbing in and out
of the water, comparing them to syn-
chronised swimming.
•	Greenpeace Brazil responded when the
internet went crazy over #Pokemon-
Go with several tweets using Pokemon
Go characters to illustrate the need to
protect endangered animals in the Am-
azon
•	Amazon.com capitalised on #Pokemon-
Go to sell battery packs
Link: https://www.facebook.com/AntarcticOceanAlliance/
posts/1192226690834583
Engage
Make your audience part of the story by
reposting their content. This adds variety to
your feed, puts your audience in the spotlight
and improves trust.
•	Around one-third of the photos posted on the @Starbucks
Instagram account are “regrams”. This showcases Star-
bucks global reach and motivates customers to upload
shots of their orders to Instagram, in the hopes they’ll be
shared.
•	Regramming is especially effective for small organisations
who are likely to have repeated interactions with a small-
er follower base.
Run competitions (with good prizes)
•	MySwitzerland.com asked people to post their favour-
ite shots of Switzerland to Instagram with the hashtag
#LoveSwitzerlandContest. The winner received a 10-day
National Geographic Expedition to Switzerland.
•	The competition generated 9,400 posts. 70% of the
visitors to the contest hub page clicked the CTA for
more trip ideas.
Online surveys
•	Find out more about your audience by asking them
✚✚ Stay on top of updates in social
media and be early adopters
e.g. Instagram stories, Snapchat
memories
✚✚ Think creatively, be brave, take risks
and learn from your mistakes
✚✚ Experiment: if you fail, the web has
a short memory
Gaming - no longer just for geeks
Gaming
Gamification of
communications
Deloitte estimates
about 1.75 billion
smartphones and
tablets will be used to
play games frequently
as of end-2016, out of a
total base of 2.7 billion
smartphones and 750
million tablets.
The interaction of gaming and marketing/
communications has at least two forms:
•	Partnership between big brands and big games:
e.g. MacDonald’s big win with Pokemon Go – there are
now 3000 MacDonald’s restaurants within the most
popular mobile game ever.
The CEO of Pokemon Go is looking to move to a spon-
sorship model and this is likely to be mimicked by other
major players in the game.
•	The gamification of marketing
Think of loyalty programs as a very basic kind of gami-
fication and consider the possibilities to improve o this
when paired with technology.
Case Study
Gamification of
marketing
Coca Cola Chok Chok, Hong Kong
•	Chok is a slang word in Cantonese meaning rapid
motion.
•	Coca cola built an app that worked interactively
with a television commercial. Users shook their
phone at the screen while the commercial was
playing in order to catch coke bottle caps for
prizes. The commercial was also played in cine-
mas and on outdoor screens.
•	The app reached the top of the local app down-
loads for iOS in a single day, reached 380,000
downloads in one month, and the television com-
mercial received over 9 million total views.
•	Video: https://www.youtube.com/watch?v=pED-
sERv-rFA
Magnum Pleasure Hunt
•	A campaign for the launch of their new icecream
bar, Magnum Temptation.
•	Magnum created a online platform game in
the style of Super Mario in which an avatar ran
through pages of the internet collecting bonbons.
Magnum teamed up with several major brands to
create interactivity with their sites. The bonbons
could be redeemed for a virtual temptation ice-
cream bar at the main Magnum website.
•	Social media integration allowed players to chal-
lenge friends and share their results in the game.
•	The game was the most tweeted URL on the day
of its launched. 7 million players spent an aver-
age of five minutes each on the game
•	Video: https://www.youtube.com/
watch?v=LD4uiqejOLg
Case
Study
The future of digital
Augmented
Reality
Digital communications
in real life.
The success of Pokemon Go has proved that
people are ready for Augmented Reality. AR
offers a new way to engage with an audience
within their own frame of reference
•	Norwegian People’s Aid used augmented reality to create a
virtual minefield inside a shopping centre to illustrate the
dangerous threat of stepping on a landmine at any time.
•	Museum of London created the ‘StreetMuseum’ app using
their extensive photo, painting and illustration collections.
The app would identify a user’s location and overlay images
so they could see what the place used to look like.
•	They were aiming for 5000 downloads, they exceeded
125,000 downloads. Visitors to the museum tripled.
Virtual
Reality
More specialised and
more expensive than AR
but an offers intensive
form of engagement if
done well VR technology offers fully immersive
experience that transports a viewer to
another reality. While it is still realitively
niche, it is a powerful way to tell a story
•	The New York Times distributed more than 1 million
Google Cardboard viewers to home delivery subscrib-
ers in 2015.
•	Over 600,000 downloaded the accompanying app
making it the company’s most successful app launch
•	They appointed a VR editor, Jenna Pirog, who oversees
the NYTVR team which produces films that are de-
signed not as one-offs but evergreen content to drive
engagement.
•	Projects include a virtual tour of the surface of Pluto,
VR coverage of the Rio Olympics, a VR experience of
the fighting in Falluja and the pilgrimage to Mecca
•	They have also experimented with a series of medita-
tive “single cut” calming nature scenes.
Case
Study
Customer
Intelligence
Digital technologies and
communications will continue to
improve our audience insight
•	The more you know about your customer or clients, the
better you can communicate with them and service
their needs
•	Improvements in communications technology, data
storage, connectivity and analytics will continue to de-
velop the relationship between an organisation and its
audience

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Fluid Communication Channels and the Marketing and Communications 'Ideas Boom'

  • 1. The recent ‘ideas boom’ in marketing and communications in Australia highlights the need to revolutionize communications, moving beyond traditional channels to more fluid ones to suit the intended audience.
  • 2. National Public Sector Marketing Communications Summit August 23, 2016. Canberra.
  • 3. 1 2 3 Presentation outline Social Media The platforms change quickly and often but audiences use social media more than any other communication tool. Gaming Partnerships between big brands and big games and the gamification of marketing The future of digital Augmented reality and virtual reality have moved beyond a niche product to a mainstream media.
  • 4. Social media - where the audience lives
  • 5. Social media’s dominance Growth remains steady. Social media usage is increasing in people of all ages. Social media growth The spread of social media is unabating. Teenagers and young people continue to lead the way, but statistics show increasing usage across all age groups, including adults and seniors, where usage has increased tenfold in the past decade.
  • 6. Usage is increasing across all age groups, including adults and seniors, where usage has increased tenfold in the past • 65% of adults used social media in 2015, up from 7% in 2005. • Seniors are also joining: 35% of all those 65 and older report using social media, compared with just 2% in 2005. Source: PEW Social Media Usage: 2005-2015
  • 7. Usage across platforms Instagram and Snapchat have both seen strong growth, but Facebook is still the social media platform that dominates the web. • Facebook has on average 1.13 billion daily active users • 100 million users spend 30 minutes on Snapchat every day. Over 10 billion videos are viewed daily, which is more than a 350% increase in the last year alone. • Instagram has 400 million active users, 300 million are active daily us- ers. More than 95 million photos or videos are shared on the platform every day • For all platforms, usage is greatest in the 18-34 age group. Facebook eclipses Instagram, Snapchat, Twitter, Tumble, Vine, LinkedIn and Pintrest in terms of reach and time spent on the platform
  • 8. Think mobile Engaging with your audience online increasingly means engaging via smartphone The average smartphone user spends 4 hours on her device every day. • She has 33 apps, 12 of which she uses daily. • 3 of those apps account for 80% of her usage time: Facebook, Whatsapp and Chrome. The Asia-Pacific region accounts for the majority of global smartphone users
  • 9. Social media best practice Increase audience engagement by following basic principles: be visual and engage. Be visual • Images • Videos • Gifs • Infographics Engage • Join conversations • Repost content • Ask questions • Reward and incentivise • Be funny
  • 10. The power of pictures Engaging visuals People’s connection with images is instant and emotional. The human brain can process entire images in as little as 13 milliseconds, according to MIT researchers. Using pictures well is fundamental to successful social media. • Images on social media increase user engagement by up to 94% • Images are 40 times more likely to get shared • Tweets with images earned 150% more retweets and 18% more clicks in a study by Buffer Images on social media increase user engagement by up to 94%
  • 11. The evolution of video consumption 1 2 3Live (traditional) TELEVISION • Tune in or miss out • Mass concurrent audience • Free and paid options On Demand DIGITAL VIDEO RECORDER/STREAMING • Watch on your own terms • Disparate audience • Pay for convenience ‘Real’ Live FACEBOOK LIVE/PERISCOPE • Tune-in/watch on your own terms • Mass audience but also personal • Free to broadcast and watch
  • 12. The rise of video As with images, the connection with video is instant and emotional, but for video, this response is prolonged Billions of videos are viewed on social media every day. YouTube has lost its supremacy as the video platform, video is now integral to social media networks. • The average video post generates 135% greater organic reach compared to photo posts • Facebook alone generates 8 billion video views per day. Snapchat eclipsed this in 2016, reaching 10 billion • The number of video posts per person on Face- book increased 75% in 2015 • Video is predicted to account for 82% of global internet traffic by 2020, according to Cisco
  • 13. The advent of live streaming video is the latest development in the dominance of video. • Live stream videos are raw, authentic and accessible to both creators and consumers • Facebook live videos are prioritised in the feed and watched on average Chewbacca Mom Live stream videos are raw, authentic and accessible to both creators and consumers • May 19, 2016: 37-year-old Texas mother Candace Payne posted a live video showing her delight with a Star Wars Chewbacca mask she purchased for her son • The video quickly went viral, propelling Payne into viral stardom and prompting the mask to sell out across America • The video has been viewed more than 160 million times and shared 3.3 million times Link: https://www.facebook.com/candaceSpayne/ videos/10209653193067040/
  • 14. GIFs Strange but remarkably popular What is a GIF A GIF (Graphics Interchange Format) is a widely supported and portable file that appears as a very shot video (usually three seconds or less). It could be described as a cross between a picture and a video. • The format was first invented in 1987 but its popularity has skyrocketed in recent years due to its shareability on social media • The creators of the format pronounced GIF with a soft g - “jif”- but pronunci- ation with a hard G is widespread Link: http://gph.is/24GRaaP
  • 15. GIFs make content stand out by making it appear as if it is almost jumping off the page. GIFs are an important feature of trending conversations on Twitter and brands insert their profile into these conversations if they can use GIFs well. See this example from GoPro and this example from American pancake restaurant IHOP, who took part in the buzz around #GIFparty as well as this from the NT News in response to #CensusFail Link: https://twitter.com/TheNTNews/status/763133836871905281
  • 16. Where to start Use GIFS to • tell a story • animate data • show personality • explain a process • show off a product • thank someone publicly • play an ad (and it’s free) • create a tiny presentation • offer a sneak peek or preview • highlight your company culture
  • 17. Infographics Present numerical data and increase engagement Numerical data is best presented in an infographic. Several free, easy to use online tools are available to create infographics: • Pikochart • Info.gram • Easel.ly • Visme
  • 18. Go beyond broadcasting on social media Engage with your specific audience on social mediasupport, intelligence
  • 19. Engage Join conversations, don’t just start your own. Look at what is happening in the world and be a part of the conversation about it on social media. Watch trending hashtags and think about if and how your brand is relevant or simply showcase your brand’s humour and culture to an audience of millions.
  • 20. • For example, Antarctic Ocean Alliance made the most of #Rio2016 with this post showing orcas bobbing in and out of the water, comparing them to syn- chronised swimming. • Greenpeace Brazil responded when the internet went crazy over #Pokemon- Go with several tweets using Pokemon Go characters to illustrate the need to protect endangered animals in the Am- azon • Amazon.com capitalised on #Pokemon- Go to sell battery packs Link: https://www.facebook.com/AntarcticOceanAlliance/ posts/1192226690834583
  • 21. Engage Make your audience part of the story by reposting their content. This adds variety to your feed, puts your audience in the spotlight and improves trust. • Around one-third of the photos posted on the @Starbucks Instagram account are “regrams”. This showcases Star- bucks global reach and motivates customers to upload shots of their orders to Instagram, in the hopes they’ll be shared. • Regramming is especially effective for small organisations who are likely to have repeated interactions with a small- er follower base.
  • 22. Run competitions (with good prizes) • MySwitzerland.com asked people to post their favour- ite shots of Switzerland to Instagram with the hashtag #LoveSwitzerlandContest. The winner received a 10-day National Geographic Expedition to Switzerland. • The competition generated 9,400 posts. 70% of the visitors to the contest hub page clicked the CTA for more trip ideas. Online surveys • Find out more about your audience by asking them
  • 23. ✚✚ Stay on top of updates in social media and be early adopters e.g. Instagram stories, Snapchat memories ✚✚ Think creatively, be brave, take risks and learn from your mistakes ✚✚ Experiment: if you fail, the web has a short memory
  • 24. Gaming - no longer just for geeks
  • 25. Gaming Gamification of communications Deloitte estimates about 1.75 billion smartphones and tablets will be used to play games frequently as of end-2016, out of a total base of 2.7 billion smartphones and 750 million tablets.
  • 26. The interaction of gaming and marketing/ communications has at least two forms: • Partnership between big brands and big games: e.g. MacDonald’s big win with Pokemon Go – there are now 3000 MacDonald’s restaurants within the most popular mobile game ever. The CEO of Pokemon Go is looking to move to a spon- sorship model and this is likely to be mimicked by other major players in the game. • The gamification of marketing Think of loyalty programs as a very basic kind of gami- fication and consider the possibilities to improve o this when paired with technology.
  • 27. Case Study Gamification of marketing Coca Cola Chok Chok, Hong Kong • Chok is a slang word in Cantonese meaning rapid motion. • Coca cola built an app that worked interactively with a television commercial. Users shook their phone at the screen while the commercial was playing in order to catch coke bottle caps for prizes. The commercial was also played in cine- mas and on outdoor screens. • The app reached the top of the local app down- loads for iOS in a single day, reached 380,000 downloads in one month, and the television com- mercial received over 9 million total views. • Video: https://www.youtube.com/watch?v=pED- sERv-rFA
  • 28. Magnum Pleasure Hunt • A campaign for the launch of their new icecream bar, Magnum Temptation. • Magnum created a online platform game in the style of Super Mario in which an avatar ran through pages of the internet collecting bonbons. Magnum teamed up with several major brands to create interactivity with their sites. The bonbons could be redeemed for a virtual temptation ice- cream bar at the main Magnum website. • Social media integration allowed players to chal- lenge friends and share their results in the game. • The game was the most tweeted URL on the day of its launched. 7 million players spent an aver- age of five minutes each on the game • Video: https://www.youtube.com/ watch?v=LD4uiqejOLg Case Study
  • 29. The future of digital
  • 30. Augmented Reality Digital communications in real life. The success of Pokemon Go has proved that people are ready for Augmented Reality. AR offers a new way to engage with an audience within their own frame of reference • Norwegian People’s Aid used augmented reality to create a virtual minefield inside a shopping centre to illustrate the dangerous threat of stepping on a landmine at any time. • Museum of London created the ‘StreetMuseum’ app using their extensive photo, painting and illustration collections. The app would identify a user’s location and overlay images so they could see what the place used to look like. • They were aiming for 5000 downloads, they exceeded 125,000 downloads. Visitors to the museum tripled.
  • 31. Virtual Reality More specialised and more expensive than AR but an offers intensive form of engagement if done well VR technology offers fully immersive experience that transports a viewer to another reality. While it is still realitively niche, it is a powerful way to tell a story
  • 32. • The New York Times distributed more than 1 million Google Cardboard viewers to home delivery subscrib- ers in 2015. • Over 600,000 downloaded the accompanying app making it the company’s most successful app launch • They appointed a VR editor, Jenna Pirog, who oversees the NYTVR team which produces films that are de- signed not as one-offs but evergreen content to drive engagement. • Projects include a virtual tour of the surface of Pluto, VR coverage of the Rio Olympics, a VR experience of the fighting in Falluja and the pilgrimage to Mecca • They have also experimented with a series of medita- tive “single cut” calming nature scenes. Case Study
  • 33. Customer Intelligence Digital technologies and communications will continue to improve our audience insight • The more you know about your customer or clients, the better you can communicate with them and service their needs • Improvements in communications technology, data storage, connectivity and analytics will continue to de- velop the relationship between an organisation and its audience