Konrad Group explores \'Experience Driven Navigation\'. These slides were originally presented by David Offierski for the Design track at Android TO on October 26, 2012.
4. Defined
The rise of “second screen” apps and new audience engagement
technologies such as audio fingerprinting and gamification platforms
are changing the standards of mobile and tablet UI design.
Audience engagement apps are now able to deliver dynamic, real-time
content to devices. These apps facilitate 2-way communication,
allowing users to participate in the action onscreen. Experience
driven navigation allows media producers to deliver the most
temporally relevant, actionable information to their audience.
www.konradgroup.com
5. We Love Good Design
Good design is essential to a good user experience.
However, it’s all very “static” isn’t it?
www.konradgroup.com
6. The Multi-Screen Experience
86% of viewers use mobile devices while watching TV 1
45% of tablet users have their device in front of a television at all times 2
www.konradgroup.com
7. Use Cases
Second Screen apps are a big deal for media
producers. Particularly for live events, news,
reality tv and sports formats.
www.konradgroup.com
8. Engagement Pioneers
Audience engagement is not a new concept. It has
always been the name of the game in TV. These guys
wrote the book on it.
www.konradgroup.com
10. Audience Engagement App
iOS and Android App allowed users to:
• access special content
• learn about contestants
• discuss on social networks
• provide feedback on performances.
• take part in real-time challenges
• vote for their favourite Dorothy
www.konradgroup.com
11. Dynamic UI
The app incorporated audio
watermarking technology which synced to
the broadcast and triggered the display
of content and challenges on users
devices.
The instructional overlay informed
users how the app worked and where to
look for recent content.
www.konradgroup.com
12. Smart Sync API
The most recent item to be synced is
locked in the leftmost slot of the scroll
bar. Users can browse to view other
challenges & content.
www.konradgroup.com
13. Gamification
A gamification platform tracked users
participation with the app and broadcast.
The more challenges a user participated
in, they were rewarded with votes which
would be used to decide the winning
Dorothy.
www.konradgroup.com
14. Closing the Feedback Loop
During the broadcast, the audience was asked to rate each Dorothy’s
performance using the Crystal Ball in the app. As the results came in, they
were delivered live on the TV screen via the on-stage Crystal Ball.
www.konradgroup.com
15. Mobile is Social
The app had a social deck integrated on
the main menu and gesture control that
allowed it to be pulled from the right
margin with a swipe.
Between broadcasts, the CBC Social Team
engaged users through social networks
and posting offline challenges.
www.konradgroup.com
16. Whats Next for Second Screen?
If it’s Big
in Japan...
Check out www.c-o-g..jp
www.konradgroup.com
17. Tell us about your Second Screen + Audience Engagement Projects
We’re Experts!
David Offierski Illustrations by: gevi marotz
doffierski@konradgroup.com @therealgevi
www.konradgroup.com