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CHAPTER ONE: COPY,
DESIGN, AND
CREATIVITY
Approaching Creativity
 Eras of Advertising:
 Premarketing Era (prehistoric times to the middle of the 17th
century: town criers, clay tablets, shop signs, etc)
 The Mass Communication Era (from the 1700s to early 1900s:
newspapers appeared in the 1830s, quickly followed by national
magazines. Radio appeared in the 1920s)
 The Research Era (from the 1990s to the present: using more
sophisticated techniques to measure consumer characteristics,
motivations, and persuasion effects)
 The interactive era (from now on: Internet, cell phone, the
broadband plan, iTV, Tivo, etc)
 The Move to Creativity in Advertising:
 By 1900, brand competition appeared. Creativity in need
 Innovative marketers began to hire copywriters, promoting style and
luxury rather than simple utility
 In 1921, social science was introduced to measure advertising
effects
 GM persuade customers to trade in their cars to maintain status
 By 1950, almost all company acknowledge that brand in consumers’
mind is more critical than real product superiority (The Golden Age
of Advertising)
 Creativity, Ethics, and Law:
 The Pure Food and Drug Act (1906)
 The Federal Trade Commission Act (1914)
 Council of Better Business Bureaus (1916)
Why Ads Need to be Creative?: A
Theoretical Discussion
 Elaboration Likelihood Model: How you make
a decision?
 Two information processing routes: central and
peripheral
 High elaboration information  central routes
 quality of argument  hardly changes
attitude  long-term change if possible
 Low elaboration information  peripheral
route  cues and heuristics (source credibility,
liking, mood, etc)  easily change attitudes 
short-term changes
 Creativity can attract consumers’ attention and
introduce the information to go through the
peripheral route
 Psychology and Advertising
The Creative Team
 Key Skills of Being Creative:
 The correct format for writing copy for each medium
 The basic rule of copywriting and when to break them (a business)
 How to put more sell in your copy
 Design basics applying to all media
 How to connect the reader or viewer with the advertiser
 How to keep continuity through a campaign
 The importance of presenting your work
What jobs you need to do?
 Research
 Contact the clients
 Broadcast producer
 New business (data collecting, working on the pitch,
presenting the work, and controlling the creative process)
 Public relations
 Internet/Interactive content
How the Ads Are Made? (How you are going to
create your projects?)
 Get the facts (talk to
users and non-users, look
at competitors’ ads)
 Brainstorming with a
purpose
 Pick up a pencil before
you reach for the mouse
 Finding the
reference/visuals
 Working with the rest of
the team
 Preselling the creative
director and account
executive
 Selling the client
 Getting it right
 Maintain continuity
 Discover what worked and
why
Advertising Positions Available for
You
 Copywriter/art director
 Management/creative
director
 Account manager
 Account planner
 Promotion director
 Public relations writer
 Internal advertising
department
 Web/interactive
 Freelance writer/designer
 Producer/director
 Consultant
* Write down your ideal
positions
Creativity and Online Media
 Declining of the Traditional Ads:
 Television
 Radio
 Magazine
 Newspaper
 Outdoor
 Advance in Technology
 Computer and Internet (BMW Movie)
 Music and video players and video games
 Mobile devices
 People are Online (Statistics in 2008):
 About 12 billions of text messages and 2690 billions of emails
sent annually in the world
 More than 2 billions of people (a third of the world population)
own cell phone, in which 1 billion just bought it last year
 There are 188.1 million internet users and 139.4 broadband
users in the US.
 In the US, 57 millions of people read blogs and 12 millions own
blogs.
 In 2006, 34.2% US internet users shopped online
 Digital Ads:
 Search engine: in 2006, 7 billion dollars spent in online search, and
the estimated expenses in 2010 was 11.57 billion
 Cell phone: in 2008, cell phone ad revenue in the world was 2.5
billion dollars, while the US only had 904 million.
 Video games: in 2007, revenue from video games was 502 million
dollars and the estimated revenue in 2011 was 969 million.
 Virtual world: Second life and CyWorld
 Social Media: Myspace, Facebook, Twitter, Youtube, Flickr
 Television: 30%
 Radio: 20%
 Print: 35%
 Outdoor: 15%
 Television: 15%
 Radio: 3%
 Print 25% (newspaper 15%,
magazine 10%)
 Outdoor: 3%
 Interactive: 30%
 Search engine: 22%
 Cell phone: 2%
Traditional Media Plan Future Media Plan
Creativity and IMC
 Traditional Market Mix and IMC
interpretations:
 Product
 Price
 Place
 promotion
 IMC Promotion Tools  Brand:
 Advertising
 Public relations
 Sales promotion
 Personal selling
 Direct marketing
 Internet/Interactive marketing

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Chapter 1 of Advertising Principles & Practices: Copy, Design and Creativity

  • 1. CHAPTER ONE: COPY, DESIGN, AND CREATIVITY
  • 2. Approaching Creativity  Eras of Advertising:  Premarketing Era (prehistoric times to the middle of the 17th century: town criers, clay tablets, shop signs, etc)  The Mass Communication Era (from the 1700s to early 1900s: newspapers appeared in the 1830s, quickly followed by national magazines. Radio appeared in the 1920s)  The Research Era (from the 1990s to the present: using more sophisticated techniques to measure consumer characteristics, motivations, and persuasion effects)  The interactive era (from now on: Internet, cell phone, the broadband plan, iTV, Tivo, etc)
  • 3.  The Move to Creativity in Advertising:  By 1900, brand competition appeared. Creativity in need  Innovative marketers began to hire copywriters, promoting style and luxury rather than simple utility  In 1921, social science was introduced to measure advertising effects  GM persuade customers to trade in their cars to maintain status  By 1950, almost all company acknowledge that brand in consumers’ mind is more critical than real product superiority (The Golden Age of Advertising)
  • 4.  Creativity, Ethics, and Law:  The Pure Food and Drug Act (1906)  The Federal Trade Commission Act (1914)  Council of Better Business Bureaus (1916)
  • 5. Why Ads Need to be Creative?: A Theoretical Discussion  Elaboration Likelihood Model: How you make a decision?  Two information processing routes: central and peripheral  High elaboration information  central routes  quality of argument  hardly changes attitude  long-term change if possible
  • 6.  Low elaboration information  peripheral route  cues and heuristics (source credibility, liking, mood, etc)  easily change attitudes  short-term changes  Creativity can attract consumers’ attention and introduce the information to go through the peripheral route  Psychology and Advertising
  • 7. The Creative Team  Key Skills of Being Creative:  The correct format for writing copy for each medium  The basic rule of copywriting and when to break them (a business)  How to put more sell in your copy  Design basics applying to all media  How to connect the reader or viewer with the advertiser  How to keep continuity through a campaign  The importance of presenting your work
  • 8. What jobs you need to do?  Research  Contact the clients  Broadcast producer  New business (data collecting, working on the pitch, presenting the work, and controlling the creative process)  Public relations  Internet/Interactive content
  • 9. How the Ads Are Made? (How you are going to create your projects?)  Get the facts (talk to users and non-users, look at competitors’ ads)  Brainstorming with a purpose  Pick up a pencil before you reach for the mouse  Finding the reference/visuals  Working with the rest of the team  Preselling the creative director and account executive  Selling the client  Getting it right  Maintain continuity  Discover what worked and why
  • 10. Advertising Positions Available for You  Copywriter/art director  Management/creative director  Account manager  Account planner  Promotion director  Public relations writer  Internal advertising department  Web/interactive  Freelance writer/designer  Producer/director  Consultant * Write down your ideal positions
  • 11. Creativity and Online Media  Declining of the Traditional Ads:  Television  Radio  Magazine  Newspaper  Outdoor
  • 12.  Advance in Technology  Computer and Internet (BMW Movie)  Music and video players and video games  Mobile devices
  • 13.  People are Online (Statistics in 2008):  About 12 billions of text messages and 2690 billions of emails sent annually in the world  More than 2 billions of people (a third of the world population) own cell phone, in which 1 billion just bought it last year  There are 188.1 million internet users and 139.4 broadband users in the US.  In the US, 57 millions of people read blogs and 12 millions own blogs.  In 2006, 34.2% US internet users shopped online
  • 14.  Digital Ads:  Search engine: in 2006, 7 billion dollars spent in online search, and the estimated expenses in 2010 was 11.57 billion  Cell phone: in 2008, cell phone ad revenue in the world was 2.5 billion dollars, while the US only had 904 million.  Video games: in 2007, revenue from video games was 502 million dollars and the estimated revenue in 2011 was 969 million.  Virtual world: Second life and CyWorld  Social Media: Myspace, Facebook, Twitter, Youtube, Flickr
  • 15.  Television: 30%  Radio: 20%  Print: 35%  Outdoor: 15%  Television: 15%  Radio: 3%  Print 25% (newspaper 15%, magazine 10%)  Outdoor: 3%  Interactive: 30%  Search engine: 22%  Cell phone: 2% Traditional Media Plan Future Media Plan
  • 16. Creativity and IMC  Traditional Market Mix and IMC interpretations:  Product  Price  Place  promotion
  • 17.  IMC Promotion Tools  Brand:  Advertising  Public relations  Sales promotion  Personal selling  Direct marketing  Internet/Interactive marketing