Interactive Media Concepts and Trajectories by Cathy Freeman

Page 1

Interactive Media Concepts and Trajectories _ By Cathy Freeman

By Cathy Freeman M.A. Interactive Media 2010 Elon University


Table of Contents _

By Cathy Freeman

Mastering Interactive Media: A Beginner’s Guide

3

People, Places and Things (You Should Know About Interactive Media)

29

Research: The Future of Interactive Marketing

42

Reflections

63


Mastering Interactive Media

a beginner’s guide

3


MVP Model

(Most Valuable Protocol) 

 By Cathy Freeman

Technology
is
changing
everything
–
from
the
way
we
work,
to
the
way
we
form
relationships,
and
 especially
the
way
we
market
our
products
and
ourselves.
 
 A
protocol
is
a
set
of
standards
that
enables
communication
between
two
endpoints.
As
the
tools
of
the
 trade
evolve,
an
established
protocol
like
the
MVP
Model
will
help
interactive
media
professionals
 understand
audience
trends
and
ascertain
profitable
strategies.
 
 The
model
below
outlines
current
trends
in
audience
analysis
and
interactive
theory,
with
suggested
 tools
and
protocols
for
addressing
those
needs.

TRENDS

PROTOCOL

Hyperconnectivity

SMS, Microblogging, Lifestreaming Tools: Ping Me, Pinger, Twitter, Lifestream.fm, FriendFeed, Strands

User-Generated Content

Wikis, Blogs, Livecasting Audio/Video Tools: Wetpaint, Socialtext, PB Works. Wordpress, Justin.tv

Social Relationships

Social Networks, Interest Networks, Bookmarks Tools: Facebook, Ning, Delicious

Two-Way Convo

Forums, Micromedia Tools: Google Answers, Mahalo, Jaiku, Yammer 4


SYNTHESIS:
Past
and
Future
–
An
Interactive
Media
Chronology

 By
Cathy
Freeman
 
 French
historian
Fernand
Braudel
was
the
first
to
suggest
that
the
future
can
only
be
 forecasted
by
studying
the
things
that
do
not
change.
Understanding
the
chronology
of
 interactive
media
is
the
most
viable
way
to
interpret
its
current
trends
and
potential
 future
developments.
By
taking
a
look
at
history
and
its
recurring
themes,
one
can
 propose
how
chronic
trends
will
shape
the
future.
 
 BEFORE
THE
INTERNET
 
 The
printing
press
was
the
primary
format
for
mass
communication
until
the
 development
of
the
telegraph
from
the
1830s
to
the
1860s.
Samuel
Morse
(Morse
Code)
 was
the
first
to
secure
political
backing,
though
62
others
also
claimed
the
invention.
 His
first
message
sent
on
the
machine
read,
“what
hath
God
wrought?”
Western
Union
 built
the
first
transcontinental
telegraph
line
in
1861
and
all
long‐distance
 communication
depended
on
the
telegraph
by
the
turn
or
the
20th
century.
In
terms
of
 public
opinion
however,
people
feared
the
development
of
the
machine
and
assumed
 that
it
would
mean
the
death
of
newspapers.

 
 By
the
1880s,
Guglielmo
Marconi
used
his
political
connections
to
get
backing
for
the
 radio,
which
he
sold
to
General
Electric
in
1919.
The
Radio
Corporation
ensued,
later
 called
NBC.
Most
everyone
relied
on
the
radio
for
information
and
entertainment
by
the
 1930s,
though
most
predictions
about
the
enduring
future
for
radio
were
negative.
 
 Simultaneously,
the
telephone
was
developing
and
flourishing
between
the
1870s
and
 1930s.
Invented
by
Europeans
as
early
as
1849,
it
was
officially
patented
in
the
U.S.
by
 Alexander
Graham
Bell
in
1876.
The
American
Telegraph
and
Telephone
Company
 (AT&T)
established
in
1885.
Ironically,
predictions
about
the
future
of
the
phone
 mirrored
past
predictions
about
the
radio
and
telegraph,
and
future
predictions
of
the
 Internet.
People
expected
the
telephone
to
increase
crime
and
privacy
issues,
but
also
to
 build
closer
communities
and
to
further
democracy.

 
 Factors
such
as
a
competitive
free
market
economy
and
little
government
regulation
led
 to
the
development
of
the
television
from
the
1920s
to
the
1960s.
Philo
Taylor
 Farnsworth
created
his
first
“image
dissector”
at
only
21‐years‐old
in
1927.
By
1946,
 8,000
U.S.
homes
had
TV
and
it
had
eclipsed
the
radio
by
the
1950s.
Future
predictions
 speculated
that
the
family
would
not
tolerate
the
TV
for
long.

 
 All
of
the
inventions
above
were
possible
in
part
to
common
threads
of
young
 innovators,
stable
political
backing
and
common
governing
bodies.
These
are
the
same
 trends
that
allowed
for
the
birth
of
the
Internet.

5


HISTORY
OF
THE
INTERNET
 
 The
inventions
of
the
telegraph,
radio,
telephone
and
TV
paved
the
way
for
the
 explosion
of
the
Internet
beginning
in
the
1960s.
Its
early
innovators
included
the
likes
 of
JCR
Licklider,
Leonard
Kleinrock,
Donald
Davies,
Paul
Baran
and
Lawrence
Roberts.
 Designs
actually
date
back
to
the
1930s
with
Alan
Turing
first
design
of
the
general‐ purpose
computer
(ENIAC,
the
Electronic
Numerical
Integrator
and
Computer).
In
the
 1940s,
Claude
Shannon
proved
that
Boolean
algebra
and
logic
could
advance
to
 computer
circuitry
and
Bardeen,
Brattain
and
Shockley
reduced
the
massive
size
of
the
 computer
with
the
transistor.
The
integrated
circuit
followed
in
1958.

 
 This
new
creation
grew
in
popularity
much
faster
than
anything
before
it.
(It
garnered
 16
million
users
by
1995
and
63
million
domain
names
by
2004).

As
the
Internet
 continued
to
grow,
experts
predicted
terrible
things
to
come,
including
the
loss
of
 paper,
TV
and
transportation.
Most
predictions
echoed
the
very
same
sentiments
 associated
with
each
and
every
prior
invention.

 
 INTERNET
TIMELINE
 
 1957‐
Eisenhower’s
Advanced
Research
Projects
Agency
(ARPA)
 1960s‐
Ted
Nelson,
Douglas
Engelbart
created
hypertext,
the
concept
of
allowing
 movement
from
one
element
to
another
by
a
click
or
key‐press
(world
wide
web).
 Baran
and
Davies
proposed
sending
blocks
of
data
(packets)
through
a
digital
network
 1965‐
Moore’s
Law
stated
that
the
number
of
transistors
per
chip
double
and
circuit’s
 performance
increases
by
35
percent
every
18
months

 1969‐Steve
Crocker
wrote
the
first
RFC
(Requests
for
Comments),
which
is
a
way
to
 adopt
new
technical
standards

 1966‐
ARPANET
(Advanced
Projects
Research
Agency
Network)
was
established
as
a
 military
computer
network
for
sharing
info
across
long
distance

 1969‐
ARPANET
went
online
connecting
ULCA,
SRI
at
Stanford,
the
University
of
 California
at
Santa
Barbara
and
the
University
of
Utah

 1970s‐
Microprocessor
made
computers
much
smaller
 1972‐
First
email
by
Ray
Tomlinson,
first
to
use
@

 1974‐
TCP/IP
proposed
(packet
switching
technology
that
makes
Internet
possible)
by
 Vincent
Cerf
and
Robert
Kahn
 1976‐
Ethernet
allowed
data
to
be
relayed
across
coaxial
cables,
emoticons
develop
to
 account
for
lack
in
human
expression

 1984‐
Jon
Postel
introduces
top
level
domains
through
Request
for
Comments

 1980‐89‐
National
Science
Foundation
started
the
Computer
Science
Research
Network

 (Internet
Engineering
Task
Force
and
the
Internet
Research
Task
Force)
 1987‐
Compuserve
developers
released
the
GIP
image
(Graphics
interchange
format)

 1988‐
IRC
created
for
real
time
chat

 1989‐
MP3
patented

 1990‐
Tim
Berners
Lee
invented
“World
wide
web”
with
his
first
html
source
code
 Early
1990s‐
Clinton
administration
allows
government
to
access
encrypted,
private
 digital
info
(Clipper
Chip)

6


1991‐
Internet
Service
Providers
became
popular

 1993‐
Mark
Andreessen
launched
Mosaic,
a
browser
later
marketed
by
Netscape
1994‐
 Secure
Socket
Layer
introduced
to
transmit
sensitive
data,
Yahoo
created
 1995‐
Apache
released
as
free
open
source
HTTP
server
software,
first
Internet
phone,
 Amazon,
ebay,
Javascript


 1996‐
Flash
1.0,
first
web‐based
email
provider
(Hotmail)
by
Sabeer
Bhatia
and
Jack
 Smith,
ICQ
(first
global
GUI‐based
instant
messaging
client)

 1997‐
RSS
feeds
based
on
XML
language

 1999‐
Blogger
launched
by
Pyra
Labs

 2000‐
America
Online
acquires
Time
Warner

 2001‐
Wikipedia
launched
 2003‐
iTunes
launched

 2004‐
Gmail
announced
by
Google
with
1GB
storage

 2005‐
YouTube
launched

 
 FUTURE
OF
THE
INTERNET
 
 The
web
is
a
technically
a
system
of
hyperlinked
documents
accessible
online
through
 the
use
of
web
browsers.
One
use
of
the
web
is
the
Internet.
Mike
Elgan
said
that
the
 Web
3.0
“will
function
a
little
bit
more
like
a
human
being.
It
will
understand
how
facts
 and
ideas
are
connected.”
Web
3.0
will
most
likely
be
ultra‐customized,
English‐ speaking,
context‐aware
and
considerate
of
all
resources.

 
 There
are
countless
opinions
about
the
projected
future
of
online
development.
Many
 see
the
Internet
becoming
a
neobiological
civilization
with
a
global
“godmind.”
Philip
 Tetlow
suggests
that
the
web
is
a
living
organism
that
will
soon
dispense
with
human
 hosts
altogether.
In
The
Economy
of
Ideas,
John
Perry
Barlow
said,
“…in
the
years
to
 come,
most
human
exchange
will
be
virtual
rather
than
physical,
consisting
not
of
stuff
 but
the
stuff
of
which
dreams
are
made.
Our
future
business
will
be
conducted
in
a
 world
made
more
of
verbs
than
nouns.”
Alvin
Toffler
added
in
1994,
“as
humankind
 explores
this
new
electronic
frontier
of
knowledge,
it
must
confront
again
the
profound
 questions
of
how
to
organize
itself
for
the
common
good.”
 

 Interactive
Design
Association
(IxDA)
is
an
example
of
an
organization
designed
to
do
 just
that—improve
the
human
condition.
Mark
Rettig
describes
interaction
design
 includes
strategy,
experience
(repeated
interaction
and
activities
in
context),
 interaction
(interface
over
time),
interface,
information
and
functionality.
 
 Analyst
Adam
Sarner
predicted
that
more
money
will
be
spent
on
marketing
to
 multiple,
anonymous
online
personas
than
offline
marketing
by
the
year
2015.
More
 and
more
people
are
expected
to
weave
higher
percentages
of
augmented
reality
into
 daily
life,
whether
it
is
through
the
use
of
GPS
on
a
smartphone
or
through
marketing
 and
training
on
Second
Life.

 
 The
uses
of
AR
are
broad
and
vary
according
to
user.
Reed’s
Law
states
that
the
utility
 of
large
networks
can
scale
exponentially
with
the
size
of
the
network,
which
is
why

7


Facebook’s
searchable
databases
that
leverage
the
social
graph
make
it
one
of
the
top‐ trafficked
sites
in
the
world.
Online
networking
is
said
to
fulfill
self‐actualization
needs
 tied
to
Maslow’s
hierarchy
of
needs.
Due
to
increased
accessibility
of
data,
more
and
 more
people
will
turn
to
virtual
worlds
to
leverage
the
real
world.
Examples
include
 “mirror
worlds”
such
as
Google
Earth,
Microsoft’s
Virtual
Earth
and
NASA’s
World
 Wind.
These
metaverses
use
a
virtual
Earth
to
help
users
navigate
the
physical
Earth.
 One
very
beneficial
result
of
the
tool
is
the
Millennium
Development
Goals
Monitor,
 which
aggregates
information
and
packages
it
as
“global
awareness”
through
Google
 Earth.
It
was
used
to
illustrate
the
Sudanese
government’s
attempt
to
wipe
out
non‐ Arab
tribes
in
Darfur.
Experts
conclude
that
Google
Earth
will
someday
integrate
with
 Second
Life
to
form
a
Second
Earth
where
people
can
mimic
their
real
existence
with
 the
help
of
an
avatar.

 
 Today’s
human‐computer
interface
is
referred
to
as
WIMP
(windows,
icons,
menus,
 pointing).
In
the
future,
this
will
change
with
an
increased
use
of
the
mobile
Internet,
 embedded
networked
computing
devices,
and
more
flexible
displays
complete
with
 multi‐touch
features.

 
 Research
shows
that
the
most
efficient
human
to
computer
imput
is
the
spoken
word
 and
the
most
effective
computer
to
human
output
is
text.
Speech
recognition’s
cutting
 edge
research
is
based
on
subvocalization,
which
is
the
capture
of
nerve
impulses
as
an
 individual
talks
to
himself
without
speaking.
Many
believe
handwriting
recognition
to
 be
even
more
accessible
than
speech
(Microsoft’s
OneNote).
Pen‐based
computing
is
in
 its
early
phases,
but
is
capable
of
transferring
written
notes
and
playing
back
the
audio
 clips
to
match
them.

 
 Already
popular
is
e‐paper
machines
with
eletrophoretic
ink,
such
as
Amazon’s
Kindle.
 Wii’s
detection
of
human
movement
with
an
accelerometer
and
optics
is
also
becoming
 a
well‐known
and
recognized
interface.
Foldable
keyboards
that
can
be
easily
found
 today
will
soon
develop
into
mere
projections
of
keyboards.

 
 Also
on
the
horizon
is
the
use
of
haptics,
touch
output
or
delivery
of
a
tactile
sensation
 from
a
device
to
a
user.
Brain‐computer
interfaces
in
development
will
be
able
to
pick
 up
and
transmit
signals
from
facial
movements
and
electrical
activity
in
the
brain
to
 influence
an
avatar.
Implantable
medical
systems
could
even
use
human
body
heat
as
 an
energy
source,
changing
life
drastically
for
the
paralyzed.

 
 One
thing
is
certain.
As
interfaces
continue
to
grow
smaller
and
smarter,
it
will
be
 increasingly
harder
to
discern
human
from
machine.
 
 The
integration
of
brain‐computer
interfaces
will
undoubtedly
contribute
to
a
growing
 general
condition
of
hyperconnectivity
that
already
exists.
This
“always
on”
mentality
 appears
when
people
engage
in
Internet‐based
tools
such
as
microblogging
that
leads
to
 constant
lifestreaming.
This
is
not
necessarily
an
issue
of
the
future,
but
something
that
 is
already
very
present
with
the
use
of
social
networking
tools
and
the
blogosphere.
 Currently,
the
highest
concentrations
of
hyperconnected
people
are
in
the
United
States

8


and
China.
A
continuously
connected
mindset
has
led
to
weakened
boundaries
between
 personal
and
professional
communications.
Increased
Blackberry
and
PDA
use
has
 created
issues
of
productivity
and
“time
off
the
clock”
as
employees
find
themselves
 continually
replying
to
email
around
the
clock.

 
 Another
negative
result
of
hyperconnectivity
is
continuous
partial
attention,
a
term
 coined
by
Linda
Stone
that
refers
to
a
focus
on
a
primary
task
while
monitoring
other
 background
tasks.
This
doesn’t
necessarily
mean
a
loss
of
time
spent
building
genuine
 relationships,
but
David
Weinberger
has
contributed
continuous
partial
attention
to
a
 culture
of
“continuous
partial
friendship.”
Other
drawbacks
such
as
information
 pollution,
interruption
overload
and
“attention
economy”
are
predicted
to
emerge.

 
 On
the
other
hand,
positive
consequences
include
the
therapeutic
effect
of
sharing
 information
through
online
writing
and
the
collective
intelligence
established
from
the
 continual
sharing
and
networking
of
knowledge.
 
 It
has
been
predicted
that
we’re
moving
toward
a
world
where
every
object
will
be
 tagged
with
an
IP
address
in
a
human
infrastructure
networked
in
an
“internet
of
 things.”
Wearable
computing
will
allow
inanimate
objects
to
track
forecasts,
monitor
 posture
and
measure
motion.
The
embedding
of
pervasive
ubiquitous
computing
 devices
is
known
as
“everyware.”
Everyware,
otherwise
known
as
ambient
intelligence,
 is
a
blanket
of
devices
that
can
receive
and
send
data.
This
appears
in
technologies
such
 as
radio‐frequency
identification
tags
(RFID),
two‐dimensional
bar
codes,
gesture
and
 voice
recognition
and
GPS.
Adam
Greenfield
predicted
that
everyware
“will
disturb
 unwritten
rules
about
workspace
and
homeplace,
the
presentation
of
self
and
the
right
 to
privacy…”
He
also
adds
that
a
demand
for
constant
identification
is
expected
as
 military
and
global
corporations
drive
the
research
on
ubiquitous
computing.
 
 FUTURE
TIMELINE
 
 2010‐2014‐
Internet
redeveloped
by
National
Science
Foundation
(Global
Environment
 for
Networking
Investigations)
with
focus
on
privacy,
increase
in
content
delivery,
new
 naming
addressing
and
identity
architecture

 2010‐
Radio
Frequency
Identification
can
track
anything,
checkouts
replaced
with
RFID
 on
all
items,
Interactive
Guidebooks
Educate
using
GPS
 2011‐
Supercomputers
with
petraflop
capability,
Japan’s
goal
is
close
to
the
intelligence
 capacity
of
humans
 2012‐
Modified
foods
through
gene
research,
intelligent
clothing,
e‐ink,
e‐paper,
 foldable
computer
displays
 2015‐
Teleportation
is
developing,
genetic
profiling
increasing
in
the
hands
of
law
 enforcement,
genetic
engineering
modifying
plants
and
animals
to
suit
human
needs,
 human
cloning,
auto‐piloted
vehicles,
adaptable
materials,
customized
food
 2020‐
Immersive
virtual
reality
worlds
used
for
business,
socialization
and
relaxation,
 extensive
use
of
robots
that
in
turn
force
humans
to
try
brain
download
to
keep
up
with
 AI,
emotional
control
devices
 2025‐
Power‐sources
are
painted
on
thanks
to
nano
solar
cells,
TV
is
holographic

9


2035‐
Travel
turns
intergalactic


 2040‐
Moon
base
will
be
established
with
a
space
elevator

 2045‐
The
Singularity
exists
and
robots,
genetics
and
nanotechnology
develop
beyond
 the
ability
of
humans,
biological
life
is
replaced
with
“grey
goo”
 2050‐
Mars
colony
is
established,
time
travel
common,
brain
downloading
practiced
 
 STUDYING
THE
FUTURE
 
 In
a
world
of
severe
competition,
changing
technology
and
market
convergence,
past
 patterns
can
no
longer
serve
as
an
accurate
prediction
of
the
future.
Forward‐thinking
 organizations
put
in
place
holistic
systems
to
anticipate
the
future
with
real‐time
 recognition,
collaborative
innovation,
trend
assessment
and
analysis.

 
 The
object
of
studying
the
future
is
to
enhance
the
probability
of
preferred
futures.
This
 is
obviously
a
challenging
endeavor,
with
a
market
economy
that
lacks
uniform
 progression
and
a
tendency
for
things
to
change
environmentally
before
they
change
 socially.
Those
who
imagine
the
future
should
use
computers
to
analyze
underlying
 trend
patterns,
consider
potential
events,
and
choose
the
best
opportunity
to
exploit
 change.
Organizations
must
learn
how
to
practice
horizon
scanning,
action
planning,
 strategic
leadership
and
collaborative
foresight
to
foresee
the
curveballs
of
the
future.

 
 Projects
originate
from
an
organization
need
for
a
strategic
plan.
It
begins
with
a
quick
 assessment
or
scoping
to
state
what
is
changing
in
the
market
and
the
effect
on
current
 stakeholders.
Key
audiences
must
be
identified
to
engage
stakeholders
and
place
 champions
in
important
positions.
Only
when
the
scoping
of
an
agreed
project
 management
plan
is
in
place
should
work
start
on
the
foresight
program
or
project.
 

 Foresight
is
the
use
of
strategic
thinking,
action
planning,
networking
and
horizon
 scanning
in
order
to
study
future
events.
Foresight
that
is
tactical
employs
short‐term
 strategies
to
look
at
what
can
be
handled
with
case.
Foresight
that
is
strategic
tackles
 significant
change
in
a
world
that
could
plausibly
happen.
It
is
the
ability
to
 systematically
think
about
and
develop
alternative
futures.
Obstacles
to
strategic
 foresight
are
a
lack
of
resources
and
incentives,
frequent
career
movies
and
the
limited
 attention
of
internal
stakeholders.
Remedy
these
challenges
with
reward
systems
and
 media
formats
that
communicate
all
the
future
has
to
hold.

 
 Horizon
scanning
is
the
art
of
systematically
exploring
the
external
environment
in
 order
to
better
understand
change
and
identify
potential
opportunity
and
challenges
 ahead.
This
many
involve
surveys,
exercises
or
collaborative
foresight.
Action
planning
 brings
to
life
the
hard
work
from
horizon
scanning
and
strategic
thinking
as
the
process
 of
defining
organizational
strategy.

 
 To
develop
strategic
leadership,
one
must
increase
agility
and
resilience
and
learn
how
 to
perceive
signals
of
weakness.
True
leaders
inspire

(encourage
exploration,
stimulate
 self‐organization)
engage
(build
social
capital,
establish
learning
processes),
and
enable
 (teamwork,
values,
direction,
accountability).
Use
real‐time
exercises
and
meetings
to

10


create
daily
problem
solving
and
decision‐
making
(focus
groups,
case
study
analysis,
 visualization
maps,
experimental
virtual
world
programs,
ethnographic
study,
etc).

 
 Strategic
thinking
is
intent
driven
and
provides
a
point
of
view
about
the
long‐term
 market
or
competitive
position
that
an
organization
hopes
to
achieve
over
time.
It
takes
 a
systems
perspective,
intent
focuses,
and
intelligent
opportunism,
and
considers
major
 trends
based
outcomes
in
nine
dimensions
(business,
economics,
environment,
 healthcare,
industries,
lifestyles,
politics,
society,
technology).


 
 Trends
don’t
exist
in
isolation.
They
are
extrapolations
of
the
past
and
the
present
with
 uncertain
future
trajectories.
This
is
why
it
is
important
to
study
them.
The
first
step
is
 to
assess
trends
by
creating
a
large
inventory
with
classification
system
and
ranking
 methods.
After
establishing
a
trends
database
and
evaluating
trend
outcomes
based
on
 probability,
one
can
determine
key
drivers
of
change
on
an
organization.

 
 The
next
step
is
to
select
trends.
Make
an
assessment
of
the
likely
impact
of
your
 identified
trends
over
your
scanning
period.
Assessment
of
scanning
hits
is
the
first
 step,
where
one
must
look
for
possibilities
instead
of
answers.
Trends
are
selected
for
 future
research
by
filtering
in
the
following
manner:
Tier
4
(undirected
viewing‐ unselected
trends),
tier
3
(informal
search‐
selected
trends,
assessment
covers
 timeframe,
scope,
impact,
likelihood
and
urgency),
tier
2
(conditioned
viewing‐
more
 alerts),
tier
1
(formal
search‐key
alerts,
10‐15
issues).
Countertrends
(opposite
trend,
 wildcards
(low
probability,
high
impact
event)
and
black
swans
(highly
probably
and
 impossible
to
anticipate)
can
be
found
in
addition
to
trends.

 
 There
are
two
ways
to
classify
trends.
A
quantitative
classification
establishes
a
trends
 database
and
evaluates
individual
potential
outcome
based
on
impact,
signal
strength,
 likely
public
response,
urgency,
likelihood,
speed
of
arrival
and
time
frame
(complete
 from
both
external
and
internal
perspective).
A
qualitative
classification
is
a
written
 assessment
based
on
relevance,
controversy,
credibility,
and
stimulus.
 
 A
trend
report
is
more
focused
than
a
scanning
hits
report,
with
a
higher
relevance
 rating.
A
strategy
report
coincides
with
an
organization’s
annual
planning
cycle
and
 focuses
on
implications
of
trends
for
organization.

11


SYNTHESIS:
An
Introduction
to
Interactive
Media
Theory

 By
Cathy
Freeman
 
 What
is
interactivity?
 
 In
keeping
with
the
collaborative
and
constantly
evolving
nature
of
interactivity,
there
 is
no
single
definition
of
the
term.
Essentially,
it
means
that
an
audience
is
involved
in
 the
process
of
gathering
information
with
at
least
one
other
party.
However
it
is
 defined,
in
the
online
world,
it
is
a
beneficial
way
to
enhance
information
seeking
and
 create
higher
search
rankings.

 
 As
it
is
applied
to
the
interaction
between
people
and
computers,
interactivity
can
be
 referred
to
as
the
user’s
style
of
control.
Leaders
in
the
field
are
constantly
reworking
 the
definition
of
interactivity
involving
the
Internet.
Here
are
a
few
examples:
 
 • Steur
(1992)

“the
extent
to
which
users
can
participate
in
modifying
the
form
 and
content
of
a
mediated
environment
in
real
time.”

 • Downes
and
McMillian

assessing
interactivity
means
looking
at
message
 dimensions
(direction,
time,
place)
and
participant
dimensions
(control,
 responsiveness,
perceived
goals).
Therefore,
a
high‐values
site
offers
more
 control
and
responsiveness
and
a
low‐values
site
requires
navigation
by
 selecting
buttons.

 • Sproull
and
Kiesler
(1991)

found
electronic
work
groups
are
as/more
 efficient
that
face
to
face
work
groups
 • Koolstra
and
Bos
(2009)

communication
is
most
effective
if
there
is
a
high
 level
of
interactivity
between
participants.
They
define
interactivity
as
“the
 degree
to
which
two
or
more
communication
parties
act
on
each
other
in
an
 interrelated
matter.”
They
created
an
interactivity
checklist
that
includes
 synchronicity,
timing
flexibility,
control
over
content,
number
of
additional
 participants,
physical
presence
of
additional
participants,
use
of
sight,
use
of
 hearing,
and
the
use
of
other
senses.
Control
is
the
most
frequently
mentioned
 aspect
in
the
characteristic
checklist.

 • Nathan
Shedroff
(1994)

the
process
of
creating
interactivity
is
roughly
the
 same
across
all
media.
It
involves
feedback,
control,
creativity
and
co‐creativity,
 productivity,
communications
and
adaptivity
 • Lev
Manovich

5
principles
of
new
media:
numerical
representation
(can
be
 manipulated
mathematically),
modularity
(new
media
is
made
of
independent
 elements
of
pixels
and
code),
automation,
variability
(can
exist
in
infinite
 versions),
transcoding
(culture
is
reshaped
by
computer)

12


What
is
interaction
design?
 
 Now
that
we
have
a
rough
understanding
of
interactivity,
we
can
better
understand
the
 field
of
interaction
design.
Bill
Verplank
and
Bill
Moggridge
first
proposed
this
term
in
 the
late
1980s.

 It
has
come
to
describe
the
discipline
of
defining
behavior
of
products
and
systems
of
 which
a
user
interacts.
Interaction
designers
define
behavior,
define
the
product
related
 to
behavior,
anticipate
how
to
use
the
product
to
affect
human
understanding
and
 explore
dialogue.
According
to
Robert
Reimann,
the
best
skill
for
a
professional
 designer
is
“the
ability
to
invent
and
visualize
a
coherent
solution
and
be
able
to
 effectively
communicate
it
to
others.”

 
 Interactive
Design
Key
Aspects‐
 1. Social
interaction
design‐
accounts
for
interactions
among
users
as
well
as
 between
users
and
their
devices
 2. Affective
(emotional)
–
need
for
products
to
convey
positive
emotions‐
use
of
 dynamic
icons,
animations,
sound,
interfaces‐
recognizes
human
tendency
to
 equate
good
design
with
quality
in
any
product

 
 After
defining
behavior,
interaction
designers
will
create
a
product
that
best
suits
the
 needs
of
the
user.
The
process
looks
like
this:
 
 Six
Steps
of
Interaction
Design:
 1. Design
research

 2. Research
analysis
and
concept
generation

 3. Alternative
design
and
evaluation
(crude
prototypes
to
convey
concepts
and
 ideas.
Features
and
functionality
are
outlined
in
a
wireframe,
flow
diagrams
 outline
logic)

 4. Prototyping
and
usability
(test
role,
look
and
feel,
implementation)

 5. Implementation
 6. System
testing

 
 Theories
of
Interactivity
 
 Extensive
research
is
essential
to
the
groundwork
of
theories,
which
help
explain
 observation.
There
are
several
ways
to
conduct
the
necessary
research
to
understand
 theories.
Research
can
be
quantitative
or
qualitative.
Quantitative
research
is
a
 systematic
scientific
examination
with
mathematical
models
and
specific
measurement.
 The
most
common
example
is
that
of
statistics.
Qualitative
research
is
the
investigation
 of
underlying
meanings
and
the
patterns
of
relationships
by
using
ethnography,
content
 analysis,
focus
groups
or
case
studies.
A
mixed‐method
approach
combines
the
two.

 
 Before
understanding
the
theories
surrounding
interactivity,
it
is
important
to
 comprehend
at
least
the
major
communications
theories
that
preceded
interactivity.

13


Communication
Theories
 
 Information
Theory
is
a
branch
of
electrical
engineering
and
applied
mathematics.
This
 field’s
founder,
Claude
Shannon,
established
the
source‐encoder‐channel‐decoder‐ destination
pattern
basic
to
communication.
Shanon’s
concepts
of
entropy
of
a
random
 variable,
source
and
channel
coding
and
establishment
of
fundamental
natural
limits
on
 communication
are
intrinsic
to
digital
info
today.
Shannon’s
model
is
based
on
the
 statistical
concept
of
signal
transmission
first
emphasized
by
Weiner.
In
1948,
Weiner
 published
the
foundational
document
for
systems
science,
emphasizing
the
statistical
 foundation
of
communication
and
the
idea
of
feedback.
This
is
also
the
same
year
that
 Harold
Lasswell
defined
communication
theory
as
“who
says
what
in
which
channel
to
 whom
with
what
effect.”
 
 Shannon
also
introduced
the
concepts
of
entropy,
redundancy
and
noise.
The
more
 noise
in
a
channel,
the
greater
the
need
for
redundancy,
which
reduces
entropy
 (measure
of
the
degree
of
randomness)
of
the
message.
The
interface
between
two
 systems
is
a
gatekeeper
point.
A
system
is
any
part
of
an
information
chain
that
is
 capable
of
existing
in
one
or
more
states.
When
communication
systems
exist
in
 identical
states,
they
are
considered
corresponding.
When
they
cannot
exist
in
identical
 states,
the
system
is
non‐corresponding.
Human
communication
systems
are
functional,
 not
structural.
Communication
takes
place
when
two
corresponding
systems,
coupled
 together
through
one
or
more
noncorresponding
systems,
assume
identical
states
as
a
 result
of
signal
transfer
along
a
chain.

 
 For
a
group
to
function,
communication
networks
must
be
established.
To
study
 communication
activity,
one
must
look
at
traffic
(who
does
talking
and
how),
closure
 (how
open
the
group
is
to
outsiders)
and
congruence
(the
question
of
whether
 members
are
equal
participants).
 
 Activity
Theory
(AT)
originated
as
a
way
to
access
the
developmental
process
by
which
 a
person
is
shaped
by
and
shapes
experiences
through
actions.
It
is
traced
back
to
 German
philosophers
Kant,
Hegel,
Marx
and
Engels.
Activity
Theory
is
based
on
the
 notion
that
people
work
to
achieve
ideals
by
taking
action
and
transforming
the
social
 and
material
world.
This
theory
began
to
be
implemented
in
research
and
design
by
 human‐computer
interaction
(HCI)
researchers
in
the
1990s.

 
 Symbolic
Interactionism
is
a
sociological
perspective
that
studies
human
 implementation
of
the
Internet
and
its
effect
on
human
behavior.
Human
interaction
is
 mediated
by
the
use
of
symbols
and
signification.
Symbolic
interactionism
assesses
how
 people
create
meaning
during
social
interaction,
and
how
they
present
and
construct
 the
self.

 
 Social
Network
Theory
studies
how
the
structure
of
ties
influences
people
and
 relationships.
Matt
Granovetter
found
that
open
networks
like
Facebook
with
weak
ties
 are
more
likely
to
introduce
new
ideas
and
opportunities
than
closed
networks
with

14


strong
connections.
Scale
free
networks
exist
where
there
are
mostly
weakly
connected
 nodes,
with
a
few
highly
connected
hubs.

 
 Diffusion
of
innovations
is
a
theory
of
how,
why
and
at
what
rate
new
concepts
and
 tools
are
adopted
and
implemented.
In
1962,
Everett
Rogers
defined
diffusion
as
“the
 process
by
which
an
innovation
is
communicated
through
certain
channels
over
time
 among
the
members
of
a
social
system.”
Rogers
research
on
innovation
also
applied
to
 social
network
theory.

 
 In
a
society
where
mass
amounts
of
information
are
spread
through
social
networks,
 memes
have
emerged
in
the
form
of
phenomena
like
LOLcats.
Richard
Dawkins
first
 used
this
term
to
describe
a
self‐propagating
unit
of
cultural
revolution
or
unit
of
 information
that
is
passed
along
to
the
next
generation.

 
 Online
Communities
Theory
 Online
communities
are
becoming
very
popular
avenues
for
people
to
exchange
 information,
engage
in
conversation
and
make
new
friends.
The
online
communities
 theory
deals
with
groups
that
communicate
primarily
through
media.
According
to
 Peter
Kollock
(1998),
people
who
participate
in
online
communities
can
be
motivated
 by
anticipated
reciprocity
(expectation
that
one
will
receive
useful
help
in
return‐
 interactivity
of
a
community
encourages
more
interactivity),
increased
recognition
 (desire
for
prestige‐
privacy
concerns)
and
sense
of
efficacy
(sense
that
they
have
made
 an
effect
on
this
environment‐
Wikipedia)
sense
of
community
(people
receive
direct
 responses
to
their
contributions).
Not
every
member
of
an
online
community
is
active
 however.
According
to
Pareto’s
Law,
20
percent
of
the
people
accomplish
80
percent
of
 the
posting
in
discussion.
And
some
people
join
and
lurk,
instead
of
posting.

 
 Uses
and
Gratifications
Theory
 This
theory
focuses
on
the
study
of
what
people
do
with
particular
media
and
why
they
 do
it.
It
addresses
the
way
in
which
audiences
leverage
tools
for
personal
goals
and
is
 closely
tied
to
Abraham
Maslow’s
hierarchy
of
needs,
which
outlines
people’s
basic
 needs
for
self‐actualization,
self‐esteem,
love
and
belonging,
safety
and
security
and
 physiological
fulfillment.
Researchers
of
this
theory
tried
to
understand
how
people’s
 use
of
media
fulfills
basic
human
needs.
In
1948,
Lasswell
concluded
that
the
media
 serves
functions
of
surveillance,
correlation,
entertainment
and
cultural
transmission.
 In
1973,
Katz,
Gurevitch
and
Haas
found
that
all
media
users
have
the
same
needs
 (cognitive‐
knowledge,
affective‐emotional,
personal‐
confidence,
social
and
escapist).
 In
1987,
Denis
McQuail
reasoned
that
people
look
for
information,
personal
identity,
 integration
and
social
interaction
and
entertainment
when
using
media.
All
of
these
 ideas
were
formed
before
the
age
of
the
Internet.
Everything
changed
when
users
 obtained
the
ability
to
reformat
the
media
they
were
absorbing.

 
 In
1998,
Jane
Singer
said
interactive
communications
obscure
the
line
between
the
 sender
and
the
receiver
of
mediated
messages.
Involvement,
benefits,
threats,
 inconvenience
and
isolation
are
all
user‐oriented
dimensions
of
interactivity
that
are
 part
of
the
uses
and
gratifications
approach.
Ha
and
James
listed
playfulness,
choice,

15


connectedness,
information
collection
and
reciprocal
communication
as
the
five
 dimensions
of
interactivity.

 
 Knowledge
Gap
Theory
 This
theory
refers
to
issues
like
the
digital
divide,
where
the
gap
between
the
 information‐rich
and
the
information‐poor
is
widened
due
to
unequal
access
to
a
new
 medium
and
ability
to
use
it
effectively.

 
 Social
Constructionism
 Social
factors
and
the
features
of
technology
tools
are
intertwined.
The
greater
the
 perceived
reality,
the
greater
the
likelihood
that
the
information
will
be
incorporated
 into
an
individual’s
world
view.

 
 Cultivation
Theory
 Developed
by
George
Gerbner,
this
theory
says
that
long
term
teachings
of
a
common
 worldview,
common
roles
and
common
values
are
a
result
of
exposure
to
media.
 Cultivation
yields
first
order
beliefs
(concerning
real
world)
and
second
order
beliefs
 (extrapolation
of
facts).
 
 Technological
Determinism
 This
is
the
theory
that
technological
advances
are
a
central
causal
element
in
processes
 of
social
change.

 
 Diffusion
of
Innovations
Theory
 Diffusion
research
uses
a
multi‐step
flow
model
to
show
the
social
process
of
how
 innovations
become
known
throughout
a
social
system.
Everett
Rogers
is
best
known
 researcher
in
this
field.
The
results
of
a
Ryan
and
Gross
study
show
the
main
elements
 of
diffusion
to
be
an
innovation
communicated
through
certain
channels
over
time
 among
the
members
of
a
social
system.
Characteristics
of
an
innovation
that
affect
rate
 of
adoption
are
relative
advantage,
compatibility,
complexity,
and
observability.
The
 innovation
decision
process
has
five
stages:
knowledge,
persuasion,
decision,
 implementation
and
confirmation.
It
is
also
important
to
note
five
adopter
categories:
 innovators,
early
adopters,
early
majority,
late
majority
and
laggards.

 
 Spiral
of
Science
Theory
 This
is
the
idea
that
people’s
willingness
to
speak
out
on
issues
is
influenced
largely
by
 their
perception
of
the
climate
of
opinion.
It
was
developed
by
Elizabeth
Noelle
 Neumann
in
1973.
This
theory
posits
that
people
form
opinions
about
public
opinion
 while
seeking
to
find
out
if
they
are
in
the
majority.

 
 Powerful
Effects
Theory

 Media
effects
are
most
powerful
when
they
reach
communications
participants
on
 multiple
levels.
Mendelsohn
said
campaigns
that
are
successful
in
changing
an
audience
 spell
out
campaign
objectives,
pinpoint
the
target
audience,
overcome
indifference
of
 the
audience
to
the
particular
issue
and
find
relevant
themes
to
stress.

16


Power
Law
Effect

 A
system
drives
activity
to
reinforce
unnaturally
the
behavior
that
caused
something
to
 be
there
in
the
first
place.
Power
law
distributions
keep
things
with
some
power
at
the
 top
because
they
are
at
the
top
and
this
can
drive
them
higher.

 
 Agenda
setting
 The
media
we
consume
tell
us
what
to
think
about
and
how
to
think.
A
frame
is
a
 central
organizing
idea
for
news
content
that
supplies
a
context
and
suggests
what
the
 issue
is
through
the
use
of
selection
and
emphasis.
It
helps
us
understand
how
people
 process
news.
In
other
words,
the
role
of
well‐known
individuals
commenting
on
the
 issue
can
have
a
significant
impact
on
a
person’s
opinion
on
the
topic.
Intermedia
 agenda
setting
defines
how
media
reports
influence
and
set
the
agenda
for
other
media
 reports.
Thus
far,
there
is
no
research
on
online
agenda
setting.

 
 Perception
Theory
 Perception
is
the
process
by
which
we
interpret
sensory
data.
Influences
on
perception
 are
structural
(physical)
and
functional
(psychological
factors).
Selective
processes
can
 be
thought
of
as
four
rings
of
defenses
(selective
exposure,
selective
attention,
selective
 perception
and
selective
retention).
 Decoding
the
process
of
receiving
and
interpreting
a
message

 Selective
perception
tendency
for
people
to
be
influenced
by
wants,
attitudes,
needs
 and
other
psychological
factors

 Selective
exposure
tendency
for
people
to
expose
themselves
to
those
 communications
that
are
in
agreement
with
existing
attitudes

 Selective
attention
tendency
for
people
to
pay
attention
to
part
of
a
message
that
are
 consonant
with
strongly
held
attitudes
 Selective
retention
tendency
for
the
recall
of
information
to
be
influenced
by
wants,
 needs
or
other
psychological
factors

 
 Schema
Theory
 People
use
schemas
to
process
news.
According
to
Graber
(1988),
a
schema
is
“a
 cognitive
structure
consisting
of
organized
knowledge
about
situations
and
individuals
 that
has
been
abstracted
from
prior
experiences.”
Graber
found
that
people
store
 conclusions
from
evidence,
rather
than
storing
evidence
itself.
 Fiske
and
Kinder
were
the
first
to
propose
that
people
are
cognitive
misers
with
a
 limited
ability
to
deal
with
information.
 
 Image‐Perception
Theory
 Linda
Scott
indentified
three
ways
of
thinking
about
pictures:
as
transparent
 representations
of
reality,
as
conveyors
of
affective
or
emotional
appeal,
or
as
complex
 combinations
of
symbols
put
together
to
make
up
rhetorical
arguments.
Visual
tropes
 are
arguments
presented
in
a
figurative
form
in
order
to
break
through
a
viewer’s
 skepticism
or
boredom
(ads).

17


Propaganda
Theory
 Attitude
change
and
theoretical
thinking
are
rooted
in
propaganda
theory.
Harold
 Laswell
outlined
four
major
goals
of
propaganda:
mobilize
hatred
against
the
enemy,
 preserve
friendship
of
allies,
preserve
friendship
of
and
procure
cooperation
of
neutral,
 and
demoralize
the
enemy.

 
 Propaganda
vs.
Persuasion

 The
Fine
Art
of
Propaganda
by
Alfred
McClung
Lee
(1939)
summarized
seven
devices
of
 propaganda:
name
calling
(giving
an
idea
a
negative
label),
glittering
generality
 (associating
something
with
a
virtue),
transfer
(carrying
prestige),
testimonial,
plain
 folks
(ideas
are
good
because
they
are
of
the
people),
card
stacking
(use
of
facts)
and
 band
wagon.
 
 Persuasion

 Persuasion
is
an
attitude
change
resulting
from
exposure
to
information
from
others.
 One
message
is
unlikely
to
change
strongly
held
beliefs,
so
persuasion
must
be
 accomplished
through
a
strategy
of
elements.
These
tactics
often
include
fear
appeal.
To
 motivate
by
fear,
one
must
communicate
the
magnitude
of
noxiousness
of
an
event,
 probability
of
that
event’s
occurrence
and
efficacy
of
a
recommended
response.

 Learning
theory
(Hovland)
and
consistency
theory
are
two
approached
to
attitude
 change.
A
combination
of
the
two
is
found
in
the
functional
approach,
developed
by
 Daniel
Katz.
The
functional
approach
to
attitude
change
insists
that
humans
are
rational
 and
irrational
depending
on
the
situation.
An
attempt
to
change
an
attitude
may
 backfire
if
not
based
on
an
understanding
of
the
functions
the
attitude
is
serving.

 Other
techniques
of
persuasion
include
the
use
of
visuals,
humor,
sexual
appeal,
and
 repetition.

 
 Media
Richness
Theory
 The
more
personal
a
mean
of
communication,
the
more
effective
it
will
be.

 
 Human
Action
Cycle
Model
 Humans
pursue
goals
through
a
series
of
steps
to
achieve
that
goal
through
the
use
of
 computer
(form
goal,
sequence
the
tasks,
execute
the
action
sequence,
perceive
results,
 interpret
action
outcomes
based
on
expected
outcomes,
compare
what
happened
with
 what
user
wanted.)


 
 Media
Ecology
 This
theory
addresses
how
media
of
communication
effect
human
perception,
 understanding,
feeling
and
value
and
how
interaction
with
media
facilitates
or
impedes
 chances
of
survival.
 
 These
various
theories
revolving
around
communication
and
interactivity
allow
some
 foresight
into
how
and
why
people
use
the
Internet
today.
In
a
Web
2.0
world,
users
 generate
their
own
content
and
publish
it
with
the
help
of
online
collaboration
 structures
and
syndication.
As
a
result,
whatever
is
most
interesting
to
the
public
at

18


large
become
the
most
visible
online.
A
community
setting
evolves
into
collective
 intelligence
where
personalized
data
can
be
easily
found.

 In
1999,
Robert
Craig
categorized
seven
traditions
of
communication
theory.
 1. Rhetorical‐
the
practical
art
of
discourse
 2. Semiotic‐
communication
by
signs
 3. Phenomenological‐
experiencing
“otherness”
 4. Cybernetic‐
the
information
systems
approach
 5. Sociopsychological‐
expression,
interaction
and
influence
 6. Sociocultural‐
the
reflection
of
social
order
 All
of
these
traditions
can
be
found
in
the
theories
of
interactivity
that
exist
surrounding
 the
Internet
today.
 
 New
Media
Timeline
 
 1969‐ARPANET,
new
interactive
media
format
called
videotex
(foundation
for
new
 media
of
the
1990s)
 1970‐Alhohanet
(first
wireless
computer
networking
system),
IBM
controls
¾
of
 mainframe
computer
market,
first
use
of
computer
terminal
for
writing,
editing
and
 transmitting
story
to
news
service
 1971‐
newspapers
changing
from
mechanical
to
computer
production
systems
 1975‐
Altair
8800
(first
successful
personal
computer)

 1976‐
Steve
Jobs
and
Steve
Wosniak
form
Apple
 1977‐
Apple
II
personal
computer
introduced
with
4K
memory
(first
PC
to
use
color
 graphics
and
floppy
disks)

 1978‐
IP
added
to
TCP
(transmission
control
protocol)

 1981‐
IBM
introduces
first
successful
personal
computer


 1983‐
TCP
and
IP
accepted
as
standard
for
ARPANET
–
beginning
of
Internet
we
know
 today
 1984‐
first
Macintosh
personal
computer
introduced
by
Apple,
Internet
domain
name
 system
(DNS)
established
 1985‐
Windows
operating
system
released
by
Microsoft,
Nintendo
released,
online
 discussion
community
the
well
begins
 1988‐
Moving
Picture
Experts
Group
(MPEG)
established
 1989‐
Time
Berners‐Lee
writes
original
proposal
for
World
Wide
Web
 1990‐
WWW
prototype
created
 1991‐
few
videotex
journalism
projects
but
most
media
companies
moving
to
BBS
or
 dial‐up
services

 1993‐
Mosaic,
first
graphical
Web
browser
released

 1994‐
JPEG
standard
officially
approved,
Yahoo
starts,
Netscape
founded,
first
digital
 camera
designed
for
photojournalists

 1995‐
Amazon.com,
spec
for
DVDs
finalized,
potential
for
online
journalism
observed
 with
Oklahoma
City
bombing

 1996‐
use
of
instant
messaging
increases,
Nintendo
64,
Dreamweaver,
Flash,
Adobe
 Acrobat

 1997‐
43%
of
U.S.
households
own
personal
computers

19


1998‐
American
Online
acquires
Netscape
Communications,
50%
U.S.
homes
with
 personal
computers,
Drudge
breaks
news
with
Clinton/Lewinsky,
more
than
80%
of
 U.S.
online
consumers
trust
online
news
as
much
as
they
trust
other
news
 1999‐
Final
Cut
Pro,
Craigslist,
Blogger,
U.S.
Dept.
of
Commerce
begins
tracking
Internet
 sales
(calls
e‐commerce
a
major
indicator
of
nation’s
economic
health),
Online
News
 Association
established

 2000‐
1,200
North
American
daily
newspapers
have
launched
online
services,
 Wikipedia,
iPod
 2002‐
Second
Life,
Friendster
 2003‐
MySpace,
Skype,
iTunes,
Furl
social
bookmarking,
growing
power
of
blogs
 2004‐
Google
releases
social
networking
service,
Facebook,
podcasts,
Mozilla
Firefox,
 Internet
has
become
major
source
of
news
in
America,
Online
Publishers
Association
 announces
that
content
surpassed
communications
to
become
leading
online
activity

 2005‐
Google
Earth,
unique
visitors
to
newspaper
Web
sites
represented
on
average
 one‐third
(46
million)
all
Internet
users
in
course
of
month
 2006‐
Twitter,
Google
acquires
YouTube‐
online
only
presidential
debate,
Kindle

20


SYNTHESIS:
Reaching
Interactive
Media
Audiences
 By
Cathy
Freeman
 
 Spreadable
Media
 
 Viral
media
is
the
concept
of
distributing
content
through
informal
or
ad
hoc
networks
 of
consumers.
It
is
a
blurry
term
that
refers
to
media
that
can
imbed
itself
in
pop
culture
 with
hidden
agendas.
The
ideological
code
injected
into
viral
media
is
referred
to
as
 memes,
which
compose
culture
as
genes
form
to
compose
genetics.
 
 As
a
unit
of
information
in
the
mind,
memes
are
characterized
by
fidelity
(the
ability
to
 retain
content
as
they
pass
from
mind
to
mind),
fecundity
(the
power
to
induce
copies),
 and
longevity
(the
increased
chance
of
being
copied).
They
do
not
self‐replicate
and
rely
 on
others
to
pass
along
information.

 
 Unfortunately,
the
notion
of
viral
media
fails
to
consider
everyday
transformation
and
 repurposing
of
ideas,
which
is
the
natural
process
of
communication.
Communities
 reinvent
ideas
to
fulfill
specific
purposes.
By
basing
a
term
in
biology,
it
is
incapable
of
 adapting
to
a
complex
system
of
social,
technological,
textual
and
economic
relations.
 Human
choice
and
medium
are
two
factors
that
greatly
effect
memetics.
Though
it
is
an
 important
movement
away
from
push‐based
communication
to
a
pull‐based
model
of
 stickiness,
viral
media
and
memetics
do
not
necessarily
focus
on
participation
and
 interactivity
that
is
capable
today.

 
 A
spreadable
model
assumes
that
the
repurposing
and
transformation
of
media
content
 adds
value,
allowing
media
content
to
be
localized
to
diverse
contexts
of
use.
It
 emphasizes
consumer
activity.
Grant
McCracken
defines
consumers
as
“multipliers”
 who
shape
the
circulation
of
media
content.
Multipliers
are
also
called
“lead
users”
 because
they
enable
user
innovation
and
identify
new
markets.

 
 Spreadability
depends
on
a
diversified
user
experience.
It
tracks
the
migration
of
 individual
consumers
within
a
site
and
maps
the
flow
of
ideas
through
social
networks.

 
 To
make
media
spreadable,
companies
should
first
figure
out
what
existing
 communities
are
most
likely
to
use
their
products
and
what
they
are
doing
with
it.
From
 there,
they
should
identify
basic
needs
of
that
community
and
develop
informational
 resources
to
support
them.
In
this
process,
it
is
important
to
understand
the
concept
of
 the
moral
economy.

 
 The
moral
economy
is
the
set
of
social
norms
and
mutual
understandings
that
make
it
 possible
for
two
parties
to
do
business
with
each
other.
The
measure
of
a
moral
 economy
is
the
degree
to
which
participants
trust
each
other
to
hold
up
their
end
of
an
 agreement.
Discussions
of
viral
media
or
spreadable
media
point
to
places
where
a
new
 moral
economy
may
be
emerging.

21


Another
important
community
concept
is
the
gift
economy,
which
states
that
people
do
 things
for
one
another
out
of
a
spirit
of
building
something
between
them.
In
this
 scenario,
online
success
is
based
on
the
build‐up
of
good
will
that
companies
can
 convert
into
economic
transactions
through
other
channels,
for
example,
Facebook
 gifts.
The
circulation
of
these
gifts
is
socially
rather
than
economically
motivated.
 Symbolic
goods
stop
circulating
when
they
take
on
such
economic
value
that
there
is
no
 longer
an
incentive
to
give
them
to
someone
else
of
where
their
exchange
fails
to
serve
 social
goals
within
a
particular
community.
In
other
words,
symbolic
goods
cease
their
 movement
when
they
assume
too
much
or
too
little
worth.
The
fantasies
of
a
 commodity
culture
are
those
of
transformation
while
those
a
gift
economy
are
often
 deeply
nostalgic.

 
 These
ideas
of
social
interaction
reflect
changes
that
are
happening
in
communities
as
a
 result
of
online
development.
Spreadable
media
is
possible
because
individuals
are
now
 more
empowered
with
new
capacities
and
desires
for
social
interaction.
Individuals
 have
multiple
interests
and
therefore
engage
with
multiple
different
affinity
spaces.
 These
are
a
few
of
the
social
structures
that
reflect
different
kinds
of
communities
 today:
 
 • Pools:
People
have
loose
associations
with
each
other,
but
a
strong
association
 with
a
common
endeavor
or
with
the
values
of
the
community.
(brand
 communities,
political
organizations)
 • Webs:
Webs
are
organized
through
individual
social
connections,
so
the
ties
with
 each
member
are
stronger
and
they
operate
in
a
decentralized
manner.

 • Hubs:
Individuals
form
loose
social
associations
around
a
central
figure
(fan
 clubs)

 
 Content
is
spread
based
not
on
an
individual
evaluation
of
worth,
but
on
a
perceived
 social
value
within
a
community
or
group.
That
is
why
it
is
important
to
understand
 what
kinds
of
communities
exist
and
why.
When
content
or
advertising
spreads,
it
is
 because
the
community
has
embraced
it
as
a
resource
for
expressing
its
shared
beliefs
 or
pursuing
its
mutual
interests.

 
 Corporations
cannot
artificially
build
communities
around
their
brands
and
products
 but
rather
must
allow
their
brands
to
be
taken
up
by
pre‐existing
communities
by
 creating
content
that
supports
and
sustains
expressive
appropriation.
Text
will
not
 become
a
part
of
popular
culture
unless
consumers
embrace
it
as
a
vehicle
for
 expression
their
own
meanings.
To
understand
that
statement
in
a
gift
economy,
it
is
at
 that
moment
when
the
commodity
becomes
a
gift
and
its
worth
is
recognized.

 
 Videos
will
not
become
popular
unless
consumers
can
participate
in
the
production
of
 meaning
in
order
to
communicate
something
that
matters
to
other
members
of
their
 community.
Fiske’s
notion
of
the
producerly
introduces
the
general
principle
for
 transforming
cultural
commodities
into
cultural
resources:
open,
loose
ends
and
gaps
 that
allow
the
viewer
to
introduce
their
own
background
and
experiences.
The
loss
of
 the
producer’s
control
over
meaning
is
a
precondition
for
the
video’s
circulation.

22


Parody
and
humor
that
uses
shock
are
also
two
characteristics
that
facilitate
the
spread
 of
videos.
Parody
must
provide
different
levels
of
engagement
and
some
level
of
 ambiguity
or
confusion
that
encourages
people
to
seek
further
information
(Burger
 King’s
Subservient
Chicken
is
a
good
example
of
a
partial
work).

 
 This
is
an
important
part
of
any
ad
campaign
because
marketers
will
take
a
closer
look
 at
online
video
in
2009.
72%
of
U.S.
Internet
users
watch
video
clips
monthly,
making
it
 more
popular
than
blogging
or
social
networks.
Effective
video‐sharing
sites
must
 contain
flash
player
technology
that
enables
instant
viewing
in
the
browser,
 uploadability
that
allows
file‐sharing
and
embedded
code
that
allows
users
to
post
clips.

 
 In
conclusion,
spreadable
media
is
good
for
active
commitment
from
the
audience,
 online
word‐of‐mouth,
audience
empowerment,
highly
interconnected
audiences
and
 the
ability
to
communicate
with
audiences
where
they
already
are
and
in
a
way
that
 they
value.

 
 Sampling
Audiences
Approaches
 
 Because
communities
are
constantly
changing,
continuous
testing
is
important.
Also
 important
is
the
study
of
other’s
work,
or
competitive
benchmarking.
Thought
leaders
 in
the
field
of
interactive
communications
include
Steve
Rubel,
Seth
Godin,
Brian
Solis,
 Henry
Jenkins,
Cindy
Chastain,
Dana
Chisnell
and
Ross
Mayfield.
All
of
these
experts
 have
audience
theories
that
are
worth
considering.
 
 The
Power
Law
of
Participation
 
 • The
majority
of
users
will
not
have
a
high
level
of
engagement
within
a
given
 group,
but
patterns
have
emerged
where
low
threshold
participation
amounts
to
 collective
intelligence
and
high
engagement
provides
a
different
form
of
 collaborative
intelligence.

 • Chris
Anderson’s
Long
Tail
examples
have
focused
on
models
of
consumption,
 not
production,
where
intelligence
is
largely
artificial.
We
network
not
only
to
 connect,
but
to
leverage
the
social
network
as
a
filter
to
fend
off
information
 overload.

 • The
byproduct
of
use
is
a
cornucopia
of
the
commons,
where
the
act
of
using
the
 database
adds
value
to
it.
As
users
engage
in
low
threshold
participation,
we
gain
 a
form
of
collective
intelligence.

 
 RF
Intent
Index
(Ruder
Finn)
 
 • Underscores
the
emerging
trend
that
people’s
online
behavior
is
better
 explained
and
understood
by
similarities
in
intent
rather
than
by
demographic
 differences
between
them
 • “The
way
the
Internet
has
allowed
us
to
share
knowledge
laterally
instead
of
up
 the
chain
of
command
requires
a
new
way
of
thinking
about
our
online
 communications.
The
Intent
Index
underscores
the
importance
of
knowing
what

23


people
seek,
and
how
we,
as
communicators,
can
intersect
with
what
they’re
 looking
for.”
Michael
Schubert,
CIO
of
digital
strategy,
Ruder
Finn

 Based
on
a
study
that
asked
participants
how
frequently
they
go
online
for
295
 different
reasons
 o More
than
twice
as
many
people
go
online
to
socialize
(81%)
than
do
 business
(39%)
or
shop
(31%)
 o 71%
of
people
go
online
just
to
become
part
of
a
community

Understanding
your
audience
begins
by
analyzing
information
you
already
have.
This
 includes
visitor
loyalty,
bounce
rate,
recency,
location,
search
terms,
keywords
and
 traffic
source.
To
find
more
data,
communicators
can
use
polls,
focus
groups,
surveys,
 interviews,
ethnographic
research,
on
site
user
features
and
audience
feedback
(emails,
 blog
links
etc.).
Focus
groups
are
often
of
use
when
deciding
on
the
look
and
feel
of
a
 site
of
product
because
they
gather
good
data
on
emotive
issues.
Unfortunately,
they
do
 not
test
what
users
are
actually
doing.

Web
analytics
offer
a
view
of
what
happens
 when
people
visit
Web
sites
or
use
online
services.
They
provide
insights
into
personas,
 such
as
activity
cycles
for
different
groups
of
users’
information
seeking
behavior.

 
 Personas
are
also
important
to
consider
when
analyzing
audiences.
Personas
are
the
 archetypal
representations
or
audience
segments
or
user
types,
that
describe
user
 characteristics
that
lead
to
different
collections
of
needs
and
behaviors.
Personas
are
 popularly
used
techniques
for
communicating
insights,
in
addition
to
mental
models
 and
experience
lifecycles.
A
mental
model
aligns
design
strategy
with
human
behavior
 and
provides
an
excellent
way
of
understanding
how
users
approached
the
content
for
 which
a
product
is
designed.
Experience
lifecycle
is
a
generic
term
that
represents
the
 start
to
finish
series
of
interactions
a
customer
has
with
an
organization.
For
example,
 Lego
uses
an
experience
wheel
that
depicts
the
end‐to‐end
experience
of
a
frequent
 flyer.

 
 In
conclusion,
communicators
can
aggregate
and
synthesize
user
research
of
different
 shapes
and
sizes
to
form
audience
segmentations
that
encapsulate
sets
of
 characteristics,
needs
and
behaviors.

 
 Web
Analytics
 
 Web
analytics
is
the
process
of
studying
data
to
understand
the
influence
and
potential
 impact
of
your
communication.
There
are
two
kinds
of
methods
used.
On‐site
analytics
 refers
to
assessment
of
visitors;
activities
on
a
site,
including
assessing
which
landing
 page
is
most
likely
to
drive
a
purchase
or
response.
Off‐site
analytics
is
the
 measurement
of
a
site’s
potential
audience,
share
and
buzz.

 
 Terminology
 • Hit‐
request
for
a
file
from
the
server
(available
only
in
log
analysis)
 • Page
view‐
request
for
a
file
whose
type
is
defined
as
a
page
in
log
analysis

 • Visit/session‐
series
of
requests
from
the
same
uniquely
identified
client
with
a
 set
timeout

24


• •

• • • • • • • • • • • •

First
visit/session‐
visit
from
a
visitor
with
no
previous
visits
 Visitor/unique
visitor/unique
user‐
uniquely
identified
client
generating
 requests
on
the
web
server
or
log
analysis
or
viewing
pages
with
a
defined
time
 period.
A
unique
visitor
counts
once
within
the
timescale.
 Repeat
visitor‐
visitor
that
has
made
at
least
one
previous
visit

 New
visitor‐
visitor
with
no
previous
visits
 Impression‐
each
time
an
ad
loads
on
a
user’s
screen
 Singletons‐
number
of
visits
where
only
a
single
page
is
viewed
 Bounce
rate‐
percentage
of
visits
where
the
visitor
enters
and
exists
at
the
same
 page
without
visiting
any
pages
on
the
site
in
between

 %
exit‐
percentage
of
users
who
exit
from
a
page
 Visibility
time‐
the
time
a
single
page
is
viewed
 Session
duration‐
average
amount
of
time
that
visitors
spend
on
the
site
each
 time
they
visit
 Page
view
duration‐
average
amount
of
time
visitors
spend
on
each
page
of
the
 site
 Page
depth/page
views
per
session‐
average
number
of
page
views
a
visitor
 consumers
before
ending
the
session
 Frequency/session
per
unique‐
how
often
visitors
come
to
a
site
 Click
path‐
sequence
of
hyperlinks
one
of
more
website
visitors
follows
on
a
 given
site

Main
industry
bodies
tied
to
web
analytics
include
Jicwebs,
ABCe,
WAA
and
the
IAB.
 Only
one
web
analytics
tool
is
needed
per
website.
When
starting
a
data
reconciliation
 project
for
web
analytics
tools,
keep
in
mind
the
following
things:
 
 • Web
Logs
vs.
Javascript
driven
tools
 o Web
logs
deal
with
effective
and
extensive
filtering
of
robots
and
data
 caching.
Without
extensive
custom
coding
weblogs
are
clueless
about
rich
 media
experiences
 o Some
browsers
have
Javascript
turned
off
and
will
have
their
data
 missing
from
tag
based
files
 • First
and
Third
Party
Cookies

 o Demand
first
party
cookies
 o Use
Javascript
tag
based
solutions.
In
case
of
web
log
files
the
server
at
 least
collects
the
mimimum
data
without
much
work
because
its
built
into
 web
servers.
 • Incorrectly
implemented
tags
 • Incompletely
implemented
tags
 o Implement
all
tools
on
same
pages
 • Check
definitions
of
key
metrics
 • Sessionization
 o Sessions
are
important
because
they
essentially
measure
the
metric
of
 visit
or
visitors

 o Check
the
max
session
timeout
settings
between
the
tools
 • URL
parameter
configuration

25


o Teach
your
web
analytics
tools
which
parameters
to
use
and
which
to
 ignore
 o Tag
campaigns
correctly
and
configure
web
analytics
tool
correctly
to
 ensure
your
campaigns
are
reported
correctly,
referrers
are
reported
 correctly
and
revenue
and
conversions
are
attributed
correctly

 Data
Sampling
 o At
Source:
A
typical
strategy
from
the
paid
web
analytics
vendor
is
not
to
 collect
all
data,
because
the
bill
is
based
on
page
views
you
send
over.
 This
leads
to
a
data
reconciliation
issue
 o Run
Time:
All
the
data
is
collected
but
when
reports
are
run,
it
will
be
 sampled
to
make
it
run
fast.
This
is
a
better
strategy.
 o Data
sampling
can
impact
the
key
performance
indicators
you
are
using,
 meaning
that
all/non/some
of
the
data
will
not
reconcile

 Tag
Order
 o Switch
the
order
of
tags
if
a
heavy
tag
is
slowing
speed.

Usability
 
 Interactive
media
must
be
extremely
useable.
To
measure
usability,
a
validation
or
 verification
test
is
usually
conducted
late
in
the
development
cycle.
A
matrix
test
design
 allows
you
to
test
a
product
across
a
range
of
roles
according
to
different
variables.

 
 In
the
interactive
media
planning
stages,
the
following
points
should
be
addressed:
site
 purpose
and
goals,
constraints,
target
audience,
site
architecture,
audience’s
tasks,
and
 content.
 
 Effective
interfaces
do
not
concern
the
user
with
the
inner
workings
of
the
system.
Be
 concerned
with
the
user’s
productivity
and
time.
Wasting
a
user’s
time
will
make
the
 user
leave.

 
 When
designing
an
interactive
site,
programming
a
tagging
system
will
make
the
site
 more
searchable
and
useable.
Tags
can
be
any
term
that
is
usefully
associated
with
the
 resource.
A
tag
provides
metadata
about
the
resource.
Geotagging
refers
to
adding
 geographic
tags
that
locate
resources
in
a
particular
place.
 
 Metadata
is
the
structured
information
that
describes,
explains,
locates
or
otherwise
 makes
it
easier
to
retrieve,
use
or
manage
and
information
resource.
It
is
essentially
the
 data
about
data
elements.
Meta
elements
are
programming
instructions
used
to
embed
 structured
information
in
digital
communication.

 
 Folksonomies
are
the
user‐generated
keywords
that
ensue
from
collaborative
tagging.
 Joshua
Schachter,
the
creator
of
Del.icio.us.
was
the
first
to
popularize
collaborative
 tagging.

 
 User‐center
design
(UCD)
is
an
approach
to
design
where
the
end
user
is
placed
at
the
 heart
of
the
design
and
development
process.
The
key
principal
is
integrating
users
that

26


represent
the
profiles
of
the
target
user
groups
into
the
development
process.
Research
 carried
out
by
Noam
Tractinsky
among
others
has
shown
that
more
aesthetically
 pleasing
an
item
is
the
more
usable
people
will
believe
it
to
be.
Also,
if
a
user’s
 experience
makes
you
feel
good
you
are
more
likely
to
use
it
again.
 
 Here
is
an
outline
of
the
process:
 
 Step
1:
Define
target
audience
 • User
personas
make
it
easier
for
design
and
development
teams
to
understand
 user
needs
by
creating
tangible
descriptions
of
real
people.

 Step
2:
User
Task
Analysis
 • Task
analysis
is
the
identification
and
thorough
understanding
of
end
users’
 goals
and
tasks
 Step
3:
Create
a
prototype
 • Define
how
the
system
will
work
from
the
user
interface
perspective
and
test
on
 real
users
 Step
4:
Test
prototypes
with
real
users
 • User
small
groups
of
no
more
than
five
from
each
target
user
profile
 Step
5:
Beta
release
 • A
beta
version
is
released
to
a
restricted
number
of
users
for
evaluation
 Step
6:
Ongoing
Evaluation

 • Testing
can
be
done
with
focus
groups,
eye‐tracking,
heat
maps,
Morae
(the
 recorder,
remote
viewer
and
manager)
 
 Unfortunately,
statistics
and
trends
cannot
explain
why
users
behave
in
the
way
they
do
 and
what
impressions
they
pick
up
from
the
site
during
their
visit.
To
truly
test
 interactive
media,
usability
testing
methods
must
include
alternative
user‐testing
 techniques
(enabled
browsing,
open‐ended
questions,
etc)
 
 Search
Engine
Optimization

 
 SEO
involves
attracting
visitors
and
links
from
other
sites.
Here
are
a
few
SEO
tactics:
 • Page
Title
 o Also
referred
to
as
the
title
tag,
the
page
title
should
be
unique
for
each
 page
of
the
site
 • Meta
Description
 o The
meta
description
tag
gives
both
search
engines
and
visitors
who
 person
searches
on
the
search
engine
an
idea
of
what
the
web
page
is
 about
 • URL
Structure
 o Create
a
URL
structure
that
is
friendly
to
search
engines
 • Website
Navigation
 o The
use
of
site
maps
both
HTML
and
XML
help
the
spiders
crawl
the
 website
easily
and
index
it
 • Unique
Content
 o Content
must
be
informative
and
elicit
action

27


• • •

Anchor
Text
 o Anchor
texts
are
links
that
direct
visitors
to
the
internal
pages
of
the
 website
or
to
an
external
page
 Heading
Tags
 o Represent
the
heading
of
the
content
of
the
webpage
 Alt
Tag
Optimization
 o Use
alt
tags
for
images
 Robots.txt.
File
 o A
Robots.txt.
prohibits
robots
from
crawling
a
particular
page
based
on
 the
nature
and
content
of
information
that
is
available.
This
file
must
be
 placed
in
the
root
directory
of
the
site
and
also
be
named
as
robots.txt.

Audience
 
 The
four
factors
that
promote
audience
engagement
(usability)
are
self‐evidence,
speed,
 feedback
and
accuracy.

 
 The
key
characteristics
to
address:
physical
demographics,
cultural
demographics,
 computer
experience,
findability,
computer
equipment
profile,
frequency
of
visits,
 location
of
access,
competing
sites,
internal
vs.
external
audience
and
design
 expectations

28


People, Places and Things you should know about interactive media_

29


Top 10 Interactive Media Resources Compiled by Cathy Freeman

1.

Forrester Forrester
Research
is
a
market
research
company
that
provides
information
 about
technology’s
impact
on
consumers
and
businesses.
It
is
a
leader
in
 forward‐thinking
research
and
industry
projections.
Learn
more
about
Forrester
 at
http://www.forrester.com/rb/research
or
follow
the
Forrester
Blog
for
 Interactive
Marketing
Professionals
at
http://blogs.forrester.com/marketing/.
 This
is
a
unique
blog
that
excels
in
interactive
media
analysis.

2.

10,000 words 10,000
words,
found
at
http://10000words.net/,
was
one
of
the
first
blogs
to
 address
the
future
of
journalism
in
the
context
of
technological
advances.
 Content
is
broken
into
the
following
categories:
maps,
flash,
video,
photos,
site
 management,
audio,
citizen
journalism,
blogging,
news
on
the
news,
social
 networking,
mobile,
database,
radio,
wiki
and
design.
It
gives
journalists
and
 web
aficionados
practical
tips
on
how
to
best
incorporate
multimedia
into
their
 work.

3.

Tech Crunch Tech
Crunch
is
a
very
popular
blog
founded
in
2005
that
profiles
new
products
 and
companies.
It
is
known
for
having
breaking
information
and
unique
content
 before
it
is
widely
available
and
can
be
found
at
http://www.techcrunch.com/.

4.

Mashable Located
at
http://mashable.com,
Mashable
is
one
of
the
largest
blogs
on
the
 Internet,
with
a
reported
7+
million
pageviews
each
month.
It
features
 constantly
updated
news
regarding
social
networks,
startups,
applications
and
 more
and
countless
instructional
lists.

5.

Twitter Twitter
is
a
quickly‐growing
free
micro‐blogging
service
that
allows
users
to
 submit
real‐time
communication
in
140
characters
field
called
“tweets.”
It
is
a
 choose
to
“follow”
an
individual
when
they
select
to
receive
their
updates
on
a
 mini‐feed.
Twitter
is
accessed
at
www.twitter.com.

30


6.

Technorati Technorati
(http://technorati.com)
is
a
search
engine
used
for
browsing
blogs.
It
 indexes
more
than
112
million
blogs
and
250
million
pieces
of
tagged
social
 media.
The
tags
help
categorize
the
search
results,
which
are
listed
with
most
 recent
posts
first.
It
is
an
excellent
tool
for
finding
in‐depth
on‐going
 conversations
related
to
particular
industries
such
as
technology
or
 entertainment.

7.

8.

9.

Media Bistro This
website,
found
at
www.mediabistro.com,
is
a
gathering
place
for
journalists
 and
media
professionals
who
are
eager
to
learn
about
available
job
 opportunities,
events,
forums
and
educational
courses.
It
provides
an
industry‐ specific
community,
relevant
news
updates,
instructional
tips
and
even
help
for
 freelancers.

Alexa Alexa
Internet
provides
a
database
at
www.alexa.com
that
ranks
web
traffic
 based
on
an
algorithm
and
data
from
users
of
the
Alexa
toolbar.
It
provides
 timely
information
and
statistics
about
websites
and
their
content.
The
lower
the
 Alexa
ranking,
the
higher
the
traffic
and
the
more
effective
the
web
content.

Innovative Interactivity Innovative
Interactivity
(http://www.innovativeinteractivity.com)
is
a
website
 devoted
to
interactive
multimedia.
Users
can
browse
news,
advice,
competition
 info,
tips
and
examples.
The
site
focuses
on
new
and
unique
perspective
and
 techniques.

10. iMedia

Connection

iMedia
Connection
(http://www.imediaconnection.com)
covers
interactive
 marketing
news
and
features.
Users
learn
about
industry
news,
media
and
 consumer
strategies,
research
and
metrics
and
job
opportunities
through
this
 online
marketing‐related
community.

31


Top 10 Interactive Media Thinkers Compiled by Cathy Freeman

1.

Marc Andreessen
(http://www.crunchbase.com/person/marc‐andreessen)
 Entrepreneur,
blogger
and
software
engineer
Marc
Andreessen
is
best
known
as
 the
co‐author
of
Mosaic,
the
first
widely‐used
web
browser.
Andreessen
also
 founded
the
Netscape
Navigator
Corporation
and
the
social
networking
site
 Ning.
He
now
serves
as
an
investor
and
advisor
for
many
successful
startups
 including
Twitter
and
Digg.

2.

Seth Godin
(http://sethgodin.typepad.com/)
 Godin
popularized
and
predicted
the
concept
of
permission
marketing.
He
was
 one
of
the
first
authors
and
media
professionals
to
say
that
marketers
must
 show
more
genuine
respect
to
consumers
instead
of
abusing
interruption
sales
 techniques
because
he
predicted
the
Internet’s
ability
to
help
consumers
gain
 power.
In
“permission
marketing,”
businesses
must
provide
value
and
control
to
 consumers
and
eventually
gain
permission
to
submit
marketing
message.
Godin
 is
the
author
of
11
books
and
recently
launched
a
community
website
called
 Squidoo
that
allows
users
to
create
pages
for
subjects
of
interest.

3.

Brian Storm
(http://mediastorm.org/)
 Storm
is
the
president
of
MediaStorm,
a
multimedia
studio
noted
for
its
quality
 production
and
innovative
business
model
where
some
stories
are
sold
to
news
 usher
in
the
next
generation
of
multimedia
storytelling
by
publishing
social
 documentary
projects
incorporating
photojournalism,
interactivity,
animation,
 audio
and
video
for
distribution
across
multiple
media.

4.

5.

Mark Luckie
(http://www.getluckie.net)
 Luckie
was
one
of
the
first
print
journalists
to
write
about
the
future
of
 journalism
in
the
context
of
technology
in
his
blog
10,000
words.
The
blog’s
 mission
statement
is,”
to
help
usher
in
a
new
era
in
journalism
by
using
and
 sharing
innovative
multimedia
and
online
tools.”
Luckie’s
forward‐thinking
 insight
into
multimedia
and
passion
for
education
make
him
a
thought
leader
in
 the
realm
of
interactivity.

Kevin Roberts
(http://saatchikevin.com)
 Roberts
is
probably
best
known
for
his
role
as
the
Chief
Executive
Officer
 Worldwide
of
mega
advertising
agency
Saatchi
&
Saatchi.
He
is
the
author
of
 “The
Lovemarks
Effect”
and
“Lovemarks:
The
Future
Beyond
Brands”
and

32


invented
the
innovative
idea
behind
the
books.
He
refers
to
“lovemarks”
as
 brands
that
operate
with
mystery,
sensuality
and
intimacy
and
states
that
 successful
brands
have
to
garner
more
than
respect
–
they
need
love.
He
tells
 brands
how
to
earn
loyal
followers
forever
by
paying
attention
to
the
attraction
 economy.

6.

Tim Berners-Lee
(http://www.w3.org/People/Berners‐Lee/)

 Berners‐Lee
is
a
British
engineer
and
computer
scientist
who
is
responsible
for
 inventing
the
World
Wide
Web
in
1989.
He
is
now
the
director
of
the
World
 Wide
Web
Consortium
(W3C),
which
was
formed
to
oversee
the
continued
 development
of
the
web.
He
is
also
a
director
of
the
World
Wide
Web
 Foundation,
launched
in
2009
to
fund
and
coordinate
efforts
to
further
the
 potential
of
the
web
to
benefit
humanity.

7.

Jakob Nielson
(http://www.useit.com)

Nielson
is
responsible
for
developing
user
interface
improvements
and
invented
 several
usability
methods.
His
namesake
law,
Nielsen’s
Law,
states
that
any
 network
connections
increase
50
percent
every
year
(doubling
every
21
 months).
He
holds
79
United
States
patents,
predominantly
regarding
ways
to
 make
the
Internet
easier
to
use.
His
five
quality
components
of
usability
goals
 are
learnability,
efficiency,
memorability,
errors
and
satisfaction.

8.

Chris Anderson
(http://en.wikipedia.org/wiki/Chris_Anderson_(writer)
 Editor‐in‐Chief
of
Wired
magazine,
Anderson
is
well
known
for
his
concept
of
the
 long
tail
that
describes
the
niche
strategy
of
selling
small
quantities
of
hard‐to‐ find
items
to
many
customers
instead
of
selling
only
large
quantities
of
popular
 items.

9.

Brian Solis
(http://www.briansolis.com)

 Solis
paved
the
way
as
a
thought
leader
for
social
media
with
his
information
 visualization
The
Conversation
Prism
that
graphically
represents
current
 opportunities
for
online
dialogue.
He
is
a
published
author
and
an
avid
speaker
 on
the
topic
of
new
marketing
and
engagement.

10.Josh

Bernoff
(http://www.forrester.com/rb/analyst/josh_bernoff)

Bernoff
is
currently
the
Senior
Vice
President
of
Idea
Development
for
Forester
 Research
and
an
expert
in
social
technology
strategy.
He
is
also
the
co‐author
of
 the
book
Groundswell:
Winning
in
a
World
Transformed
by
Social
Technologies.

33


Top 10 Interactive Media Readings Compiled by Cathy Freeman

1.

Groundswell: Winning in a World Transformed by Social Technologies
 Written
by
authors
Charlene
Li
and
Josh
Bernoff,
Groundswell
is
a
bestselling
 book
based
on
data
from
Forrester
Research
regarding
social
technology.
It
 outlines
case
studies,
new
tools
and
an
innovative
social
technographics
profile
 that
is
useful
in
determining
new
media
strategies
based
on
an
audience’s
 technical
adeptness.

http://blogs.forrester.com/groundswell/

2.

The Information Design Handbook This
is
a
comprehensive
guide
to
information
graphics
written
by
Jenn
and
Ken
 Visocky
O’
Grady.
It
features
design
guidelines,
case
studies,
color
palettes
and
 troubleshooting
tips.
The
Information
Design
Handbook
celebrates
graphics
that
 are
examples
of
good
communication
and
esthetics,
and
reveals
the
thought
 processes
and
design
skills
behind
them.

3.

The Age of Engage This
book
by
Denise
Shiffman
is
informative
for
both
specialists
and
beginners.
It
 explains
new
Internet
terms
and
clearly
describes
an
innovative
strategy
that
 covers
venture,
value,
voice,
verifiable,
vicinity
and
vehicle.
According
to
 Shiffman,
marketers
have
to
learn
how
to
embrace
user‐generated
content
as
 well
as
participate
in
and
influence
the
conversations
that
consumers
generate.

4.

The New Language of Marketing 2.0

5.

ANGELS
stands
for
analyze
market
understanding,
nail
the
relevant
strategy,
go
 to
market
plan,
energize
the
channel,
leads
and
revenue
and
scream.
This
book
 by
Sandy
Carter
uses
that
acronym
to
address
trends
of
globalization,
segmented
 customers,
corporate
responsibility,
technology
advances
and
accelerated
 change.

The Elements of User Experience

The
Elements
of
User
Experience:
User
Centered
Design
for
the
Web
by
Jesse
 James
Garrett
features
clear
explanations
and
illustrations
of
usability.
It
gives
 an
overview
of
web
development
from
strategy
to
visual
design,
with
a
focus
on
 user
experience.

R

34


6.

Reinventing Interactive and Direct Marketing

7.

This
book
by
Stan
Rapp
introduces
a
new
paradigm
called
iDirect,
or
the
modern
 day
growth
at
the
intersection
of
digital
technology
and
digital
marketing.
Rapp
 joins
with
experts
from
the
Direct
Marketing
Association
to
outline
a
winning
 digital
marketing
plan.
This
collection
of
essays
shows
media
professionals
how
 to
maximize
digital
ROI
with
new
iDirect
and
iBranding
imperatives.

The New Rules of Marketing and PR The
Internet
and
social
networks
have
changed
the
way
businesses
 communicate
with
markets.
This
book
by
David
Meerman
Scott
outlines
the
use
 of
Web‐based
communication
tools
like
blogs,
forums,
wikis,
audio,
Web
sites,
 podcasting,
video,
social
networks
and
search
engine
marketing.
It
gives
new
 rules
for
the
use
of
news
releases
and
other
traditional
marketing
methods.
Most
 importantly,
this
book
describes
how
to
reach
an
online
audience
through
goal
 setting
and
thought
leadership
and
how
to
thoroughly
understand
how
web
 content
influences
buyers.

8.

9.

Lovemarks: The Future Beyond Brands Emotion
is
an
opportunity
to
connect
with
consumers.
According
to
author
 Kevin
Roberts,
lovemarks
are
the
future
of
brands
because
everyone
wants
to
 embrace
emotion.
Lovemarks
involve
customers,
show
passion,
accept
 responsibility
and
celebrate
loyalty.
The
new
consumer
is
no
longer
willing
to
 passively
accept
whatever
comes
their
way
from
producers.
Mystery,
sensuality
 and
intimacy
separate
lovemarks
from
brands
and
the
attraction
economy
is
 interactive,
personal
and
intimate.

Designing for the Digital Age This
book
by
Kim
Goodwin
is
a
great
resource
for
human‐centered
designers.
It
 covers
all
elements
of
digital
design
such
as
project
management,
team
building,
 user
research,
industrial
design,
consensus‐building,
interaction
framework,
 data
analysis,
collaboration,
visual
design
and
more.
It
is
truly
a
comprehensive
 guide
to
great
design
for
both
beginners
and
skilled
designers.

10.

Socialnomics The
idea
behind
Erik
Qualman’s
book
Socialnomics
is
that
social
media
and
 instant
communications
are
changing
the
face
of
business
forever.
Qualman
 offers
a
new
look
at
the
impact
of
social
networks
on
business
and
addresses
the
 future
of
marketing
as
businesses
must
now
choose
to
speak
directly
to
 consumers
in
two‐way
dialogue.

35


Top 10 Interactive Media Issues Compiled by Cathy Freeman 1.

Privacy Growing
risks
such
as
spyware,
phishing,
cookies
and
digital
photography
are
 contributing
to
online
privacy
threats.
As
more
people
provide
personal
 information
such
as
photos
to
public
networks
such
as
Facebook,
privacy
will
 become
even
harder
to
maintain
online.

2.

Hyperconnectivity Constant
access
to
social
networks
and
real‐time
news
is
creating
an
“always
on”
 mentality
where
users
find
it
difficult
to
separate
their
digital
and
non‐digital
 personas.
Hyperconnectivity
generates
a
need
to
be
connected
at
all
times
to
 online
information.

3.

Security Internet
security
involves
the
protection
of
a
computer’s
Internet
account
and
 files
from
intrusion.
Anytime
a
computer
connects
to
a
network
and
exchanges
 information,
there
is
a
security
risk.
Basic
security
measures
include
password
 protection
and
data
backup.

4.

Open Access Open
access
is
something
that
must
be
consciously
maintained
online.
Open
 access
is
the
availability
of
digital
information
that
is
free
of
charge
and
 restrictions.
It
removes
price
and
permission
barriers
so
that
people
of
varying
 socioeconomic,
religious
and
ethnic
backgrounds
can
have
access
to
the
same
 information
and
educational
resources
on
the
Internet.

5.

Intellectual Property With
prevalent
conflicts
such
as
illegal
downloading
and
file
sharing,
intellectual
 property
rights
are
on
the
forefront
of
online
media
topics.
Intellectual
property
 (IP)
refers
to
the
legal
rights
that
exist
over
creations
and
intangible
assets
such
 as
music,
design,
phrases,
fonts
or
literature.
Types
of
intellectual
property
 include
copyrights,
trademarks
and
patents.
Creative
work
needs
to
be
legally
 protected
to
prevent
it
from
being
reused
illegally
by
other
parties
that
are
 seeking
economic
gain.

36


6.

7.

Credibility When
dealing
with
other
people
and
sources
online,
credibility
is
always
a
point
 of
concern.
Anyone
can
create
a
blog
or
anonymous
avatar
with
little
 accountability
or
truth.
All
sources
and
individuals
must
be
scrutinized
before
 they
can
be
trusted.
This
is
especially
true
with
online
transactions.

The Digital Divide The
Digital
Divide
refers
to
the
imbalance
between
individuals
with
 technological
access
and
those
without
it.
The
concept
holds
that
those
with
 access
to
resources
like
computers
and
the
Internet
will
in
turn
be
able
to
 succeed
more
readily
and
those
without
it
will
fall
further
behind.
Public
policy
 makers
and
scholars
are
attempting
to
lessen
the
damage
of
the
Digital
Divide
 with
initiatives
like
One
Laptop
per
Child
that
is
designed
to
offer
low‐cost
 laptops
to
children
in
poverty‐stricken
areas.

8.

Natural vs. Virtual Worlds With
the
advent
of
transformative
virtual
worlds
like
Second
Life
and
World
of
 Warcraft,
boundaries
between
online
worlds
and
“real”
worlds
are
blurring.
A
 virtual
world
is
defined
as
a
computer‐based
simulated
environment
where
 users
interact
via
avatars,
but
in
many
worlds,
virtual
elements
intermingle
with
 non‐virtual.
For
example,
items
can
be
bought
and
sold
in
Second
Life
with
real
 dollars
(represented
as
Linden
dollars).
The
amount
of
time
spent
in
online
 worlds
will
certainly
have
a
significant
effect
in
off‐line
realities,
relationships
 and
behaviors.

9.

Citizen Journalism Citizen
journalism,
or
the
expectation
that
the
public
has
an
active
role
in
news
 production,
is
becoming
the
norm.
With
the
spread
of
tools
like
smart
phones,
 more
news
organizations
are
turning
to
citizens
to
provide
grassroots
news
 content.
In
the
future,
media
professionals
will
need
to
pay
attention
to
the
 public’s
newly
formed
expectation
of
two‐way
media
dialogues.

10.User

Control

Marketers
and
media
organizations
are
losing
their
once
controlled
messaging,
 as
consumers
find
a
voice
of
their
own.
Interactivity
relinquishes
control
to
the
 user,
so
they
can
absorb
information
and
make
choices
at
their
leisure.
Because
 of
this,
messages
now
need
to
be
super‐targeted
to
the
right
audience.

37


Top 10 Interactive Media Theories Compiled by Cathy Freeman

1.

Social Network Theory

 Social
network
theory
views
social
relationships
in
terms
of
nodes
and
ties.
The
 theory’s
central
idea
states
that
open
networks
provide
weak
ties
that
are
more
 likely
to
introduce
opportunity
rather
than
closed
networks
with
strong
 connections.
(http://www.istheory.yorku.ca/socialnetworktheory.htm)

2.

Online Communities Theory

3.

4.

5.

This
theory
addresses
why
people
communicate
in
virtual
online
communities.
It
 lists
anticipated
reciprocity,
increased
recognition,
sense
of
efficacy
and
sense
of
 community
as
motivating
factors
for
online
involvement.

Uses/Gratifications Theory

 This
approach
focuses
on
how
and
why
people
interact
with
particular
media
to
 meet
their
needs.
It
is
closely
tied
to
Abraham
Maslow’s
hierarchy
of
needs
and
 focuses
more
on
the
consumer
than
the
message
at
hand.
Media
needs
can
be
 cognitive,
affective,
personal
integrative,
social
integrative
or
escapist.
Uses
and
 Gratifications
Theory
is
one
of
the
most
relevant
concepts
to
interactivity
 because
it
assumes
that
audience
members
are
active
and
in
consuming
media.

 
(http://en.wikipedia.org/wiki/Uses_and_gratifications_theory)

Knowledge Gap Theory

 As
more
people
turn
to
technological
tools
for
communication
and
educational
 purposes,
a
divide
will
widen
between
those
with
access
to
technology
and
those
 without.
Knowledge
Gap
Theory
proposes
that
with
each
new
medium,
the
gap
 between
the
information‐rich
and
information‐poor
widens
because
of
 differences
in
access
to
the
new
medium
and
the
individuals’
capacity
to
use
it
 effectively.
(http://www.slideshare.net/preciousssa/the‐knowledge‐gap)

Symbolic Interactionism This
sociological
perspective
investigates
how
people
create
meaning
during
 social
interaction
and
in
turn
present
and
construct
the
self.
One
of
the
 perspective’s
central
ideas
is
that
human
behavior
is
based
on
how
people
define
 specific
situations.
Symbolic
Interactionism
has
three
basic
premises
that
state
 that,
“human
beings
act
toward
things
on
the
basis
of
the
meanings
they
ascribe
 to
those
things,”
“the
meaning
of
such
things
is
derived
from
the
social
 interaction
that
one
has
with
others
and
the
society,”
and
“these
meanings
are

38


handled
in
and
modified
through
an
interpretive
process
used
by
the
person
in
 dealing
with
the
things
he
encounters.”
Herbert
Blumer
coined
this
theory
in
 1969.

6.

Spiral of Silence

 This
theory
asserts
that
individuals
are
less
likely
to
vocalize
an
opinion
if
they
 feel
they
are
in
the
minority.
The
silence
springs
from
fear
or
isolation
or
 disapproval
from
the
majority
opinion.
Mass
media
plays
a
dangerous
role
in
 this
process
as
it
portrays
the
perceived
public
opinion.
The
Internet
has
the
 potential
to
break
down
the
spiral
of
silence
as
individuals
find
solace
in
online
 groups.(http://en.wikipedia.org/wiki/Spiral_of_silence)

7.

Powerful Effects Theory The
powerful
effects
concept
asserts
that
successful
campaigns
have
clear
 objectives,
pinpointed
audiences,
and
relevant
themes.
They
also
work
to
 overcome
audience
indifferences.
Media
effects
are
most
powerful
when
they
 reach
consumers
on
multiple
levels
and
different
interactive
levels
must
be
used
 to
reach
users
and
reinforce
messages.

8.

Social Constructionism Social
Constructionism
assumes
that
social
factors
and
technology
are
 intertwined
and
people
attempt
to
construct
a
subjective
reality
based
on
 information
from
objective
and
symbolic
reality.
Information
used
to
construct
a
 subjective
reality
is
evaluated
in
terms
of
its
perceived
reality.
The
greater
the
 perceived
reality,
the
greater
the
likelihood
that
the
information
will
be
 incorporated
into
an
individual’s
worldview.

9.

Technological Determinism This
concept
states
that
technological
advances
are
a
central
causal
element
in
 processes
of
social
change.
In
other
words,
technology
affects
habits
and
 perception.

10.Diffusion

of Innovations Theory

Diffusion
occurs
when
an
innovation
is
communicated
through
certain
channels
 over
time
and
among
the
members
of
a
social
system.
This
theory
holds
that
 innovations
are
adopted
based
on
relative
advantage,
compatibility,
complexity
 and
observability.
Diffusion
research
uses
a
multi‐step
flow
model
to
show
the
 social
process
of
how
innovations
become
known
throughout
a
social
system.
 (http://en.wikipedia.org/wiki/Diffusion_of_innovations)

39


Top 10 Info Visualizations Compiled by Cathy Freeman

1.

The Conversation Prism This
graphic
charts
online
conversations
between
individuals
and
networks
of
 the
social
web.
Created
by
Brian
Solis
in
2008,
this
visualization
shows
where
 people
are
converging
online
centered
on
topics
such
as
photography,
video
and
 wikis.
http://www.briansolis.com/2009/03/conversation‐prism‐v20/

2.

Twitterverse Twitterverse
charts
the
complex
and
evolving
sphere
of
applications
and
tools
 that
work
with
Twitter.
It
was
released
in
June
2009
in
response
to
the
 Conversation
Prism
to
keep
track
of
the
results
of
Twitter’s
booming
popularity.
 http://www.twitterverse.com/

3.

Media Diet Pyramid

This
pyramid
visualization
was
created
by
Wired
Magazine
to
represent
average
 amount
of
time
spent
consuming
media.
Considering
the
statistic
that
the
 average
American
spends
roughly
nine
hours
daily
consuming
media,
the
Media
 Diet
suggests
an
appropriate
allotment
of
that
time.
 













http://www.wired.com/culture/lifestyle/magazine/17‐08/by_media_diet

4.

Web Trends Map The
Web
Trends
Map
is
a
yearly
publication
by
iA
Inc.
that
maps
the
333
most
 influential
web
domains
and
the
111
most
influential
Internet
users
onto
the
 Tokyo
Metro
map.
Domains
are
carefully
selected
by
the
iA
research
team
and
 each
domain
is
evaluated
based
on
traffic,
revenue,
age
and
the
company
that
 owns
it.
The
iA
design
team
assigns
these
selected
domains
to
individual
stations
 on
the
Tokyo
Metro
map
in
ways
that
complement
the
characters
of
each
 domain.
http://informationarchitects.jp/web‐trend‐map‐4‐final‐beta/

5.

Internet Memes Timeline This
interactive
timeline
tracks
the
Internet’s
most
popular
memes
in
 chronological
order.
Built
from
Wikipedia
and
Memelabs,
the
timeline
is
open
for
 users
to
add
to
and
edit.
http://www.dipity.com/tatercakes/Internet_Memes/

40


6.

New York Times Visualization Lab NYTimes.com
users
who
visit
the
Visualization
Lab
can
visualize
data
sets
 provided
by
Times
editors
and
share
those
visualization
with
others.
The
lab,
a
 version
of
IBM’s
Many
Eyes,
is
specially
designed
for
The
New
York
Times.
 Visitors
can
also
browse
impressive
visualization
produced
by
the
Times.
This
 tool
is
impressive
because
it
demonstrates
a
significant
value
given
to
audience
 input.
http://assets1.manyeyes.nytimes.com/visualizations?viewtype=list

7.

DiggLabs Digg
Labs
provides
a
broader
and
deeper
view
of
Digg,
which
is
a
social
news
 website
designed
to
help
people
share
Internet
content.
It
offers
tens
of
 thousands
of
visualizations
of
URLs
activity
to
browse
and
then
view
deeper
 content.
http://labs.digg.com/

8.

Google Motion Chart Google
Motion
Chart
is
a
dynamic
chart
used
to
explore
indicators
over
time.
The
 chart
is
rendered
within
the
browser
using
Flash
and
requires
one
column
 detailing
time
and
two
columns
of
numeric
values.
 http://code.google.com/apis/visualization/documentation/gallery/motionchart .html

9.

Fusion Charts Fusion
Charts
help
you
create
interactive
Flash
charts
for
web
and
desktop
 applications.
It
offers
more
than
45
types
of
2D
and
3D
charts
including
line,
 area,
bar,
column,
pie,
donut,
combination,
scatter,
bubble,
and
scroll
charts.

 http://www.fusioncharts.com/

10.Information

Visualization Manifesto

The
Information
Visualization
Manifesto
is
a
comprehensive
list
of
10
key
rules
 about
information
visualization
created
by
Manuel
Lima.
 http://www.visualcomplexity.com/vc/blog/?p=644

41


Research

The Future of Interactive Marketing: A Trend Report By Cathy Freeman


Executive
Summary
 
 Interactive
marketing
produces
two‐way
dialogue
between
consumers
and
marketers
 through
the
use
of
technological
tools
like
blogs,
wikis,
email,
list
servs,
virtual
reality,
 social
media
and
the
Internet.

 
 Despite
rapidly
evolving
technology,
marketing
strategy
will
be
unsuccessful
in
the
 future
unless
it
taps
into
consumers’
basic
human
needs
for
conversation,
intimacy,
 personalization
and
control.

 
 The
future
of
interactive
marketing
strategy
will
account
for
the
loss
of
humanity
that
 can
result
from
impersonal
technological
development,
greed
and
mass
marketing.
 Recent
phenomena
such
as
social
media
and
microblogging
will
assist
marketers
in
 finding
genuine
voice
and
authentic
conversation.

 
 In
the
future,
effective
marketing
will
follow
seven
trends
to
become
real‐time,
 emotional,
screen‐based,
value‐added,
user‐centered,
social
and
mobile
assets
to
willing
 consumers.


Definitions
and
Key
Terms
 
 Interactive
Marketing‐
Interactive
marketing
is
an
on‐going
conversation
that
allows
 consumers
to
interact
with
marketers
in
a
meaningful
attempt
to
share
present
and
 future
preferences
and
in
return
receive
something
of
worth.
Marketers
retain
 consumers’
personal
tastes
and
later
offer
pertinent
value
to
the
customer.
Interactive
 marketing
usually
involves
tools
such
as
multimedia
technology,
the
Internet,
social
 media
communities,
virtual
reality
kiosks,
point‐of‐purchase
displays
or
any
device
that
 allows
the
user
to
generate
content
in
a
two‐way
dialogue
with
brands
or
marketers.

 
 Social
Media
Optimization
(SMO)­
SMO
is
a
technique
for
generating
publicity
 through
social
media
and
networking
sites.
Methods
include
adding
RSS
feeds,
blogs,
 images,
video
and
other
interactive
elements
in
hopes
of
generating
brand
awareness
 and
ongoing
dialogue
with
current
and
potential
customers.
The
process
of
spreading
 content
through
“word
of
mouth”
sharing
is
referred
to
as
viral
marketing.
Information
 becomes
viral
when
it
is
bookmarked
and
shared
through
social
sites.
SMO
is
an
 important
part
of
online
reputation
management
(ORM).

 
 Search
Engine
Marketing
(SEM)­
SEM
promotes
sites
by
increasing
visibility
in
search
 engine
result
pages
(SERP).
SEM
includes
use
of
paid
placement,
contextual
advertising
 and
paid
inclusion.
Search
Engine
Optimization
(SEO)
is
the
science
of
using
key
words
 and
phrases
in
online
content
to
ensure
that
a
search
engine
finds
a
site
in
results
 determined
by
its
algorithm.

 
 Wiki‐
A
wiki
is
a
website
that
allows
for
collaborative
editing
and
content
creation.
The
 most
notable
example
of
a
wiki
is
the
community
encyclopedia
Wikipedia
that
lets
 anyone
make
entires
and
edits.
 
 Widget‐
Widget
is
short
for
“window
gadget.”
It
describes
the
small
application
of
some
 sort
of
data
visualization.
Examples
include
desktop
calendars,
calculators,
or
text
 boxes.

 
 Microblogging‐
Microblogging
is
a
real‐time
form
of
multimedia
blogging
where
users
 send
brief
and
often
frequent
updates
through
E‐mail,
text
messaging,
instant
 messaging
or
microblogging
services
such
as
Twitter.

 
 Key
Terms:
blogosphere,
podcast,
wiki,
viral
media,
video,
RSS
feed,
long
tail,
email
 marketing,
online
forum,
meta
elements,
widget,
proximity,
hyperconnectivity


Introduction
 
 Before
the
advent
of
the
Internet,
marketers
relied
on
traditional
non‐targeted
media
 such
as
newspapers,
TV,
magazines
and
direct
mail.
Messages
were
carefully
crafted
by
 communications
professionals
and
directed
to
the
masses
in
hopes
of
gaining
attention
 and
possibly
inciting
action.
They
were
almost
always
one‐directional
because
 organizations
and
marketers
held
tightly
to
the
control
of
their
product
and
brand.
 Effective
marketing
relied
on
strong
relationships
with
the
media,
interruption
tactics
 and
traditional
advertising.
 
 In
a
short
time,
the
Internet
has
drastically
affected
all
prior
notions
of
marketing
 strategy.

In
his
book,
The
New
Rules
of
Marketing
and
PR,
David
Meerman
Scott
said,
 “Forced
to
compete
with
new
marketing
on
the
Web
that
is
centered
on
interaction,
 information,
education
and
choice,
advertisers
can
no
longer
break
through
with
 dumbed‐down
broadcasts
about
their
wonderful
products.
Instead
of
one‐way
 interruption,
Web
marketing
is
about
delivering
useful
content
at
just
the
precise
 moment
that
a
buyer
needs
it”
(Scott
2008).
The
Internet
medium
has
permanently
 changed
the
relationship
between
marketer
and
consumer
as
interactivity
allows
for
 two‐directional
conversations.

 
 In
2009,
there
are
approximately
1,668,870,408
Internet
users
in
the
world
(Internet
 World
Stats
2009).
In
the
United
States,
the
average
American
spends
at
least
12
hours
 online
every
week
(Forrester
2009).
Surprisingly,
the
average
time
spent
online
has
not
 increased
in
the
past
year
as
it
has
in
years
past.
Forrester
analyst
Jackie
Anderson
 accounts
for
this
change
by
explaining
that
people
have
changed
the
way
they
use
the
 Internet.
“Engagement
with
the
online
channel
has
deepened,”
she
said.
“Web
users
are
 becoming
savvier
and
better
multitaskers.
Many
know
exactly
where
they
want
to
go
 when
they
log
in”
(Forrester
2009).

 
 What
is
increasing
is
participation
in
outlets
such
as
social
networks
and
online
 communities.
In
the
past
year,
Americans
have
tripled
the
amount
of
time
spent
at
 social
networking
and
blog
sites.
A
2009
study
released
by
The
Nielsen
Company
 reports
that
17
percent
of
all
time
spent
on
the
Internet
in
August
2009
was
spent
at
 social
networking
sites.
This
figure
is
an
increase
from
a
total
of
6
percent
in
August
 2008
(Nielsen
Wire
2009).

 
 Vice
president
of
media
and
agency
insights
for
Nielsen’s
online
division,
Jon
Gibs,
 suggests
that
this
growth
exhibits
a
major
change
in
the
Internet’s
function.
“While
 video
and
text
content
remain
central
to
the
Web
experience
–
the
desire
of
online
 consumers
to
connect,
communicate
and
share
is
increasingly
driving
the
medium’s
 growth,”
Gibs
said
(Nielsen
Wire
2009).

 
 As
the
function
of
the
Internet
becomes
more
social
and
therefore
horizontal
in
terms
of
 information‐gathering,
marketers
are
loosing
the
ability
to
control
what
is
being
said
 and
demonstrated
regarding
branding.
In
today’s
hyperconnected
culture,
marketers


have
to
find
customers
where
they
enjoy
spending
time
online
and
speak
to
them
 through
meaningful
two‐way
conversation.
As
users
take
a
more
targeted
and
 purposeful
approach
to
the
Internet,
marketers
must
parallel
this
behavior
in
order
to
 maintain
genuine
conversation
with
consumers
and
influence
behavior.

 
 Forrester
Research
found
in
2009
that
overall
advertising
budgets
are
declining
as
 marketers
take
this
more
targeted
and
direct
approach.
Dollars
are
moving
away
from
 traditional
media
towards
interactive
tools
that
are
far
less
expensive
(Forrester
2009).

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 The
chart
above
shows
Forrester’s
forecast
for
interactive
marketing
spending
through
 the
year
2014.
It
projects
future
increases
in
spending
in
mobile
marketing,
social
 media,
email
marketing,
display
advertising
and
search
marketing
and
an
estimate
of
 $55
billion
spent
in
interactive
marketing
in
the
year
2014
(Forrester
2009).
According
 to
this
data,
interactive
marketing
will
expand
steadily
in
coming
years.
 
 As
it
expands,
interactive
marketing
will
need
to
become
more
real‐time,
emotional,
 screen‐based,
value‐added,
user‐centered,
social
and
mobile
in
order
to
accommodate
 the
technological
and
emotion
needs
of
this
digital
era.
The
body
of
this
research
will
 outline
those
seven
trends
of
the
future.

46


Real­Time
Communication
 
 An
asset
of
the
Internet
is
that
users
can
access
current
information
and
conversations
 happening
in
real‐time.
Instant
messaging
and
microblogging
services
like
Twitter
are
 examples
of
popular
real‐time
information‐sharing
tools.

 
 Vice
President
of
Dynamic
Web
Strategies,
Edwin
Jeffords,
points
to
the
need
for
real‐ time
feedback
for
brand‐risk
management
and
authentic
conversation.

 
 “The
biggest
trend
I
see
in
marketing
from
a
web
perspective
is
the
conversion
 from
static
data
to
real
time
results.
A
search
on
the
web
using
Google,
Yahoo,
 MSN,
etc.
will
provide
you
with
a
list
of
links
from
sites
that
have
at
some
point
 been
crawled
by
the
search
engine
spiders.
A
person
can
publish
a
blog
or
a
new
 website,
and
it
may
not
get
crawled
by
the
search
engine
for
weeks.
What
the
 web
is
moving
toward
is
real‐time
search
results.
Take
Twitter
for
example,
all
 the
data
you
tweet
is
stored
on
the
Twitter
servers.
Therefore,
when
a
search
is
 performed,
the
results
appear
and
are
100
percent
current
or
real‐time.
If
I
 posted
on
a
blog
somewhere,
it
may
be
3
weeks
before
it
appears
in
a
search
 result
on
a
search
engine.”
 
 A
recent
Cision
Executive
White
Paper
titled,
“Web
3.0
and
the
Semantic
Web:
What
You
 Need
to
Know
Today
and
Tomorrow
About
the
New
Environment,”
also
illuminates
the
 reliance
on
real‐time
results
monitoring
in
the
future.
Web
2.0
analytics
already
 measure
aspects
of
social
media
conversations
beyond
basic
traffic
like
average
time
 spent
on
a
site,
comments
and
on‐topic
replies,
inbound
links,
and
discussion
thread
 size.
The
white
paper
states
that
Web
3.0
will
usher
in
real‐time
reporting
on
topics
like
 positive‐to‐negative
qualitative
measures
of
tone
and
prominence
in
news
articles.
The
 new
semantic
nature
of
the
web
will
rank
the
influence
of
organizations
and
individuals
 where
they
reside
with
more
automation.
Therefore,
ROI
will
be
available
in
real‐time
 when
it
used
to
take
weeks
to
be
processed
by
a
human
(Cision
2008).

 
 With
real‐time
feedback,
there
is
also
an
opportunity
to
complete
more
customer
 service
in
a
timely
matter
and
therefore
satisfy
more
customers.
Jeffords
suggests
using
 Twitter
as
the
new
focus
group,
risk
management
platform
and
customer
service
 channel
for
marketers.
“Marketers
are
finding
new
ways
to
leverage
the
simplicity
of
 microblogging
for
huge
return
on
their
investment,”
he
said.

 
 Jeffords
referenced
Southwest
Airlines
as
a
good
example
of
marketing
success
 using
microblogging.
“There
are
three
full‐time
employees
for
Southwest
who
 tweet
on
a
daily
basis
as
a
customer
service
channel.
They
speak
directly
to
the
 customers
having
issues,
all
in
a
public
timeline.
They
may
direct
someone
on
 how
to
claim
lost
luggage,
notify
followers
of
special
deals
or
just
answer
 questions
regarding
new
routes.
This
not
only
creates
a
positive
brand
 experience
for
the
customer,
but
it
attracts
the
hyperconnected
customers
that
 are
the
target
demographic
of
so
many
marketers.”


Though
he
agrees
with
using
the
strategies
outlined
above,
he
reinforces
the
 importance
of
maintaining
a
human
element.
“I
think
that
the
less
a
marketer
tries
to
 actually
market
with
those
tactics,
the
more
successful
they
will
be,”
he
said.
“An
open
 and
public
conversation
shows
true
human
interaction.
Less
marketing
and
more
 humanity
sells
on
the
web.”

 
 Real‐time
results
will
“sell”
in
marketing
because
they
provide
convenience
and
instant
 (or
close
to
instant)
gratification.
Anything
that
can
boast
to
offer
both
of
these
assets
 will
be
a
popular
item
in
the
future.

Emotional
Connection

Whether
based
in
love,
hate,
humor
or
pity,
human
relationships
revolve
around
 emotion.
It
is
the
primary
motivator
of
behavior.
With
increasing
noise
in
all
media
 channels,
audiences
are
unlikely
to
act
unless
the
message
at
hand
has
deeply
resonated
 with
at
least
one
emotion.

 
 Kevin
Roberts,
CEO
worldwide
of
advertising
agency
Saatchi
&
Saatchi
and
author
of
 Lovemarks:
The
Future
Beyond
Brands,
describes
lovemarks
as
organizations
that
are
 willing
to
embrace
emotion
and
develop
relationships.
Lovemarks
excel
on
mystery,
 sensuality
and
intimacy,
much
like
any
relationship.
(Roberts
2006).
The
basic
idea
is
 that
companies
in
the
future
will
need
to
represent
passion
and
involve
customers
in
 great
stories.

 
 According
to
Roberts,
“Everyone
in
business
is
experiencing
the
impact
of
the
 consumer
revolution,
The
idea
of
lovemarks
was
inspired
by
the
desire
to
 respond
to
this
radical
shift
in
what
consumers
need
and
desire.
The
new
 consumer
is
no
longer
willing
to
passively
accept
whatever
comes
their
way
 from
producers.
Welcome
to
the
challenge
of
the
attraction
economy‐
the
ability
 to
entertain,
satisfy
and
surprise
consumers
across
the
wide
range
of
their
taste
 and
passions
(Roberts
9).

 
 The
attraction
economy
is
a
fundamental
element
in
the
future
of
interactive
marketing.
 Attraction
is
emotion
with
a
purpose
and
it
requires
personal
attention,
interactivity,
 engagement
and
respect,
just
as
love
between
two
human
beings
would
require.
 Roberts
outlines
seven
important
elements
in
the
attraction
economy:
(Roberts
37)
 
 1. Surprise‐
Surprise
attracts
delight
and
therefore
prompts
continual
innovation
 on
the
part
of
the
marketer.
 2. Empathy‐
This
concept
is
based
on
the
idea
that
“like
attracts
like”
and
is
 demonstrated
in
Amazon’s
personalized
recommendation
system.
Visitors
are
 given
suggestions
for
future
purchases
based
on
prior
purchases.

 3. Sense
Appeal‐
Emotional
connections
must
be
made
through
the
senses.
 4. Design‐
Effective
design
skills
are
essential
to
attracting
potential
customers.

48


5. Interactivity‐
Users
who
can
interact
personally
with
a
brand
are
more
likely
to
 commit
to
it.
Attraction
is
a
two‐way
process
and
people
in
the
future
will
expect
 to
be
able
to
interact
directly
with
brands.
 6. Entertainment‐
This
is
where
the
power
of
the
story
comes
in.
Marketers
who
 can
create
a
story
that
help
an
audience
member
get
“lost”
in
the
narrative
are
 more
likely
to
establish
a
genuine
connection.

 7. Music‐
Music
effects
mood
and
emotion
quickly.
Used
in
an
appropriate
way,
it
 can
instantly
draw
an
audience.
 
 If
marketing
messages
can
incorporate
the
majority
of
these
attraction‐based
 objectives,
they
will
be
successful.
The
key
is
to
provide
unique
content
with
every
 product
and
message
in
order
to
maintain
the
number
one
item
on
Roberts’
must‐have
 list
–
surprise.

Screen­Based
Storytelling

 
 The
easiest
way
to
evoke
emotion
is
through
the
art
of
storytelling.
A
great
story
plants
 the
audience
inside
the
situation
at
hand,
with
real
emotions
and
consequences
at
stake.
 It
resonates
with
viewers
because
it
creates
a
circumstance
that
is
universally
 identifiable.

 
 In
Roberts’
scenario
of
the
future
built
on
lovemarks,
stories
and
screen
images
are
the
 language
of
marketing.

 
 Roberts
says,
“Great
stories
are
great
connectors.
They
bring
together
everything
 that
makes
us
restless,
passionate,
inquisitive,
complex
human
beings
that
we
 are.
With
stories
we
can
attract
people
through
those
ah
ha
moments,
where
 complicated
or
unfamiliar
ideas
suddenly
come
into
focus
through
their
 connection
with
the
familiar
or
the
fabulous”
(Roberts
266).

 
 In
generations
past,
stories
were
communicated
around
campfires
or
through
novels
 and
magazines.
As
technologies
evolve
and
more
people
seek
information
solely
 through
digital
means,
storytelling
methods
will
move
from
passive
print
to
compelling
 interactive
screen‐based
narratives.
Futurist
Ben
Hourahine
of
Leo
Burnett
predicts
 what
he
calls
an
“explosion
of
screen‐based
media
with
more
screens
on
the
sides
of
 buses,
in
petrol
stations,
supermarkets,
the
home
and
in
the
pocket.”
Hourahine
also
 expects
more
broadcast
screens
in
2010
(Hourahine
2009).

 
 Roberts
describes
this
transition
as
SISOMO,
or
screen
transformation
through
sight,
 sound
and
motion.
It
is
the
livelihood
of
the
attraction
economy
and
fulfills
the
demand
 for
real‐time
emotionally
compelling
stories
that
intersect
with
technology
(Roberts
 2006).

 
 First
and
foremost,
SISOMO
is
highly
interactive.
One
interactive
SISOMO
of
the
future
 will
be
found
in
interactive
signage
that
becomes
active
when
people
nearby
turn
on

49


Bluetooth
to
accept
a
message.
The
user
can
send
a
text
message
to
a
code
found
on
the
 site
or
visit
the
mobile
URL
on
the
sign
(Dushinski
2008).

 
 For
example,
Spectacolor
HD
is
the
first
digital
billboard
in
New
York
City’s
Times
 Sqaure
that
shows
advertising
spots,
streaming
news,
live
HD
broadcasts
and
an
audio
 channel
received
via
mobile
phone.
Advertisers
will
have
access
to
Bluetooth
 downloads,
interactive
games
and
content
sent
from
short
code
and
free
WiFi.
It
is
an
 innovative
technology
that
lets
thousands
of
New
Yorkers
in
the
vicinity
have
unique
 experiences
with
the
interactive
billboard.

 
 The
recent
and
fast‐paced
success
of
free
online
video
provider
Hulu.com
is
another
 example
of
gravitation
to
the
screen.
In
its
first
18
months,
Hulu
attracted
38
million
 users,
more
than
the
combined
subscriber
base
of
the
U.S.’s
two
leading
cable
 companies.

 
 When
asked
about
the
future,
Hulu
CEO
Jason
Kilar
predicts
that
video
and
media
will
 finally
be
“what
you
want,
when
you
want,
how
you
want
it.”
He
says
that
customers
 will
be
served
in
the
end
with
more
power
from
relevant
advertising,
real‐time
results
 and
greater
transparency.
He
also
believes
the
power
of
screen
to
dominate
media,
 saying
that
mobile
will
eventually
be
a
“very
big
part
of
the
future
of
media.”
 
 Tom
Kennedy,
former
managing
editor
of
multimedia
for
the
WashingtonPost.com
and
 director
of
photography
for
National
Geographic
uses
his
experience
to
predict
that
the
 future
of
media
and
marketing
will
be
heavily
based
on
entertainment
and
virtual
 reality.
“Journalism
is
going
to
have
to
be
presented
like
a
video
game,”
Kennedy
said.
 “It
will
allow
people
to
have
augmented
reality
experiences
that
will
put
them
in
deeper
 richer
aspects
of
a
story.”
 
 Whether
it
is
through
a
mobile
device,
interactive
display,
YouTube
video,
or
podcast
on
 an
iPod,
the
public
will
be
captivated
by
good
stories
presented
in
entertaining
screen
 format.

Value­added
Content

The
interruption‐based
strategy
of
pop‐up
ads
and
quickie
commercials
during
a
 primetime
television
show
are
not
a
valuable
part
of
future
marketing
strategy.
Before
 the
Internet,
advertising
techniques
were
designed
to
reach
mass
markets
by
 interrupting
the
audience
and
announcing
messages
to
the
lowest‐common
 denominator
(Scott
2009).

 
 Today
and
in
the
future,
successful
marketing
will
be
based
on
opt‐in
services
and
 permission
only.
By
targeting
an
audience
and
learning
about
its
specific
desires
 through
genuine
conversation,
marketers
can
provide
value
to
consumers
instead
of
 unwanted
disruption.
The
primary
tactic
is
to
provide
a
resource
that
improves
the
life
 of
the
customer.

50


In
his
book,
The
Next
Evolution
of
Marketing,
Bob
Gilbreath
says,
“Marketers
 who
provide
meaningful
connections
help
to
forge
an
important
bond
between
 their
brands
and
their
potential
customers,
going
beyond
providing
incentives
 and
information
to
create
a
significant
value‐added
relationship
with
their
target
 consumers.
When
successfully
executed,
meaningful
connections
take
the
 product,
service
or
brand
to
a
higher
emotional
level,
tying
the
brand
to
 something
that
is
of
deeper
importance
in
the
consumer’s
mind,
usually
through
 good
old‐fashioned
entertainment,
by
creating
a
unique
experience,
by
providing
 a
creative
outlet,
or
by
building
or
enhancing
a
bond
of
friendship
with
another
 person
or
group
of
like‐minded
individuals
(Gilbreath
82).

Gilbreath’s
description
of
value
closely
echoes
Kevin
Roberts
outline
of
the
attraction
 economy.
It
also
similar
to
Seth
Godin’s
case
for
opt‐in
marketing
in
his
book
 Permission
Marketing,
published
ahead
of
its
time
more
than
10
years
ago.
Permission
 marketing
is
a
collaborative
activity
where
the
marketer
helps
the
consumer
to
buy
and
 the
consumer
helps
the
marketer
to
sell.

 
 
 Godin
said,
“…one
of
interactivity’s
immediate
implications
for
business
is
that
 margins
are
going
to
get
hammered
and
customer
loyalty
will
be
harder
to
come
 by.
But
interactivity
can
also
empower
a
business
to
engage
its
customers
in
 individual
dialogues,
developing
relationships
with
each
of
them
that
grow
 stronger
with
time.
Not
only
can
this
strategy
shield
a
business
from
being
 commoditized,
it
can
also
provide
a
valuable
service
to
consumers—a
service,
 moreover,
that
might
easily
be
worth
more
than
access
to
the
latest,
most
 accurate
price
comparisons
on
a
commodity
product
(Godin
1999).

 
 Brands
that
exhibit
genuine
interest
and
concern
in
the
well
being
of
their
customer
 and
even
potential
customer
will
be
most
successful.
This
trend
ushers
in
a
new
sense
 of
corporate
responsibility
that
will
leave
the
public
with
the
expectation
that
 companies
will
not
only
do
what
is
right
for
the
world,
but
also
for
each
individual.

User­centered
Control

Marketing
is
no
longer
about
the
quick
sale.
It
is
about
developing
relationships
and
 providing
unparalleled
customer
service
that
positions
brands
more
as
caring,
sensible
 humans.
To
be
user‐centered,
marketing
must
offer
control,
valuable
information,
 community
and
a
rich
user‐centered
experience,
complete
with
the
opportunity
to
 dialogue
through
user‐generated
content.
When
the
public
can
see
that
a
company
has
 relinquished
the
reins
of
control,
it
can
establish
a
sense
of
trust
for
the
brand
and
its
 products.

 
 User‐centered
information,
according
to
director
of
branding
and
marketing
strategy
 for
Lenovo
Mark
McNeilley,
starts
with
knowing
your
target
customer.
“It’s
about
 knowing
what
is
relevant
to
them,”
McNeilley
said.
“Depending
on
what
category
you

51


are
in.
Though
for
any
person
or
company,
you
have
to
be
more
authentic
now
and
have
 a
dialogue.
The
new
formula
is
to
spend
a
lot
on
creative
and
just
let
the
reach
happen.
 It’s
about
better
and
better
creative.”
 
 Interest
networks,
especially
those
that
revolve
around
a
lot
of
user
input,
are
good
 opportunities
to
target
audiences
with
similar
thoughts
and
preferences.

 
 In
the
words
of
Hulu
CEO
Jason
Kilar,
“It’s
not
about
the
Internet.
It’s
about
the
 customer.
The
Internet
is
just
a
means,
it’s
just
a
tool
to
deliver
a
much
better
customer
 experience.”
After
developing
a
career
at
Amazon,
Kilar
designed
Hulu
as
a
free
service
 aligned
with
the
movement
towards
more
user‐centered
media.
To
illustrate
his
 reasoning,
Kilar
points
out
that,“95%
of
all
songs
downloaded
in
2008
were
not
paid
for
 and
more
video
has
been
uploaded
to
YouTube
in
the
past
2
months
than
if
ABC,
NBC,
 and
CBS
had
been
airing
new
content
every
day,
all
day,
year‐round,
since
1948.”
 
 As
consumers
become
more
resourceful
through
each
other
and
the
Internet,
marketers
 and
corporations
will
face
the
facts
that
users
are
in
the
driver’s
seat
for
good.
Denise
 Shiffman
defined
marketing
2.0
in
her
book
The
Age
of
Engage
as
the
“open,
 collaborative,
social,
virtual,
user‐generated
and
mobile
environment
of
the
Live
Web”
 (Shiffman
23).
All
of
these
characteristics
describe
the
user,
not
the
marketer
or
 corporation.
People
are
collaborative,
social,
creative
and
naturally
on‐the‐go
and
 marketers
will
need
to
adapt
to
today’s
evolving
user
instead
of
struggling
to
demand
 order
and
control.

Social
Relationships

Social
media
networking
is
becoming
a
fixture
in
the
modern
world
of
marketing.
It
 reinvigorates
a
portion
of
human
identity
that
delights
in
personal
attention,
 community
and
conversation.

 
 Social
networks
provide
a
revolutionary
ease
for
engaging
very
specific
audiences
all
in
 one
place.
Potential
customers
can
be
targeted
based
on
information
provided
willingly
 and
openly
on
public
sites.
Also,
marketers
are
able
to
engage
in
interactive
 conversations
with
users
for
the
first
time,
generating
more
enthusiastic
and
energized
 customers.
Becoming
an
active
part
of
an
already
ongoing
dialogue
is
an
effective
way
 to
reach
audience
members
where
they
enjoy
spending
time.
 
 Dynamic
Web
Strategies
Vice
President
Edwin
Jeffords
encourages
marketers
to
 embrace
social
media
tools.
“Social
networking
is
nothing
more
than
a
21st
century
 version
of
‘word
of
mouth
advertising,”
he
said.
“And
with
sites
like
Facebook
offering
 access
to
300
plus
million
users,
a
marketer
would
be
foolish
to
ignore
it.”
Jeffords
 shared
these
current
pertinent
Facebook
statistics:

 
 







General
Growth:
 







More
than
300
million
active
users

52


50%
of
our
active
users
log
on
to
Facebook
in
any
given
day

 







The
fastest
growing
demographic
is
those
35
years
old
and
older

 
 







User
Engagement:
 







Average
user
has
130
friends
on
the
site

 







More
than
8
billion
minutes
are
spent
on
Facebook
each
day
(worldwide)

 







More
than
45
million
status
updates
each
day

 







More
than
10
million
users
become
fans
of
Pages
each
day

 
 







Applications:
 







More
than
2
billion
photos
uploaded
to
the
site
each
month

 







More
than
14
million
videos
uploaded
each
month

 







More
than
2
billion
pieces
of
content
shared
each
week

 







More
than
3
million
events
created
each
month

 







More
than
45
million
active
user
groups
exist
on
the
site
 
 The
term
groundswell,
described
by
Charlene
Li
and
Josh
Bernoff
in
the
book
 Groundswell,
represents
a
social
trend
in
which
people
use
technologies
to
get
the
 things
they
need
from
each
other,
rather
than
from
traditional
institutions
like
 corporations.
The
social
technographics
profile
dissects
technology
consumers
into
 categories
based
on
participation
in
groundswell
activities.
Instead
of
describing
 consumers
solely
based
on
age,
gender
or
race,
online
participants
can
be
described
as
 creators,
critics,
collectors,
joiners,
spectators
or
inactives
(Bernoff
2008).
Targeted
 messages
should
reflect
how
audience
members
fit
into
these
categories.
Messages
and
 tactics
are
useless
without
some
insight
into
ongoing
consumer
conversations
and
 aptitudes.

 
 In
December
2008,
Forrester
Research
found
that
most
marketers
surveyed
were
 already
using
social
technologies.
Of
those,
95
percent
were
planning
to
increase
or
at
 least
maintain
their
investments,
despite
the
current
recession.
Forrester
also
found
 that
43
percent
of
these
companies
had
marketing
budgets
of
at
least
$10
million
 (Bernoff
2008).
Josh
Bernoff
adds,
“Social
networking
spending
was
increasing.
 Blogging
spending
was
up.
User‐generated
content
spending
was
on
the
rise.
Why?
 Because
social
applications
work,
and
they’re
far
cheaper
than
most
other
forms
of
 marketing”
(Bernoff
2008).

Mobile
Markets

If
marketing
messages
were
a
cup
of
coffee,
they
will
be
coming
in
a
Venti‐sized
to‐go
 cup.
Instead
of
sticking
to
the
communal
office
coffee
pot,
messages
will
follow
 consumers
wherever
they
go,
much
like
the
omnipresent
Starbucks’
empire
found
on
 every
street
corner.
To
create
relationships
with
people,
marketers
and
their
messages
 have
to
be
found
where
consumers
are.

53


There
is
no
electronic
device
more
personal
and
omnipresent
than
the
cell
phone.
The
 number
of
cell
phones
worldwide
is
larger
than
the
number
of
households
with
Internet
 connections
or
even
TVs.
This
ubiquitous
lifeline
stays
in
most
people’s
pockets
or
 purses
because
it
is
the
most
convenient
method
for
sending
and
receiving
information
 at
the
drop
of
a
hat.
 
 Now
and
in
the
future,
a
cell
phone
is
no
longer
just
a
way
to
call
home.
It
is
a
GPS
 system,
a
music
library,
an
Internet
browser,
a
digital
camera,
a
movie
screen
and
a
file
 cabinet
for
any
and
every
application.
Due
to
the
localized,
personal
and
constant
 opportunity
provided
by
the
mobile
market,
mobile
marketing
will
become
an
integral
 part
of
the
mobile
landscape.

 
 According
to
Kim
Dushinski,
author
of
The
Mobile
Marketing
Handbook,
“Mobile
is
the
 most
global
marketing
tool
and
the
most
local
at
the
same
time.
While
more
than
3
 billion
people
worldwide
have
mobile
access,
many
of
these
people
with
cell
phones
 still
don’t
have
desktop
Internet
access,
TV
or
even
newspapers”
(Dushinski
8).
As
of
 2008,
more
than
250
million
of
the
303
million
residents
in
the
U.S.
have
a
cell
phone
 (Dushinski
6).

 
 In
addition
to
its
growing
prevalence
worldwide,
mobile
phones
are
being
used
more
 often
for
online
search.
Comscore
reported
last
year
that
20.8
million
U.S.
and
4.5
 million
European
mobile
subscribers
accessed
mobile
searches
during
June.
This
figure
 was
an
increase
of
68
and
38
percent
compared
to
June
2007
(Comscore
2008).
In
the
 chart
below
(left)
you
can
see
the
2007
data
with
Europe
at
the
top
of
the
chart
in
blue
 and
on
the
right
the
2008
data
with
the
U.S.
in
orage
making
a
clear
jump
in
mobile
 search.

54


According
to
early
estimates
by
Nielsen
Mobile
and
eMarketer,
the
U.S.
mobile
 advertising
market
is
expected
to
grow
from
$806
million
in
2007
to
$3.6
billion
in
 2010.
This
includes
features
like
mobile
messaging,
display
and
search
advertising.
 
 The
opportunities
for
the
mobile
market
do
not
end
with
mobile
browsing
and
 advertising.
Mobile
devices
are
ideal
tools
to
use
to
execute
proximity
marketing,
or
the
 distribution
of
localized
marketing
information.
Using
Bluetooth
systems,
companies
 can
automatically
send
messages
within
a
certain
distance
up
to
30
feet
(Dushinski
 2008).
 
 Bluetooth
and
other
forms
of
proximity
marketing
are
generally
used
with
technically
 savvy
audiences
who
voluntarily
opt
in
for
location‐based
marketing
content
 (Dushinski
2008).
In
the
future,
marketers
will
most
likely
employ
things
like
2D
bar
 codes,
image
recognition
and
mobile
sticky
notes
to
target
mobile
subscribers.

 
 Two‐dimensional
bar
codes
allow
mobile
phone
users
to
photograph
or
scan
items
with
 their
actual
phone.
The
bar
code
reader
software
links
mobile
browsers
to
specific
 mobile
sites
that
was
programmed
into
the
bar
code.
It
can
also
send
a
text
message
to
a
 user
or
contact
information
directly
to
an
address
book
on
the
mobile
device
(Dushinski
 2008).

 
 Image
recognition
requires
a
user
to
capture
a
picture
of
an
image
and
send
to
an
image
 recognition
company
using
email
or
short
code.
The
information
regarding
the
image
is
 then
send
directly
back
to
the
phone
(Dushinski
2008).
Similarly,
AT
announcements
 are
opt‐in
services
that
allow
users
to
send
text
messages
to
the
service
that
 automatically
locates
the
user.
The
message
is
then
sent
to
all
of
the
user’s
friends
who
 are
signed
up
with
the
same
service,
or
any
friends
of
friends
who
are
nearby
 (Dushinski
2008).

 
 In
the
same
category
of
community‐building,
mobile
sticky
notes
provide
users
with
the
 tool
to
write
mobile
reviews
to
share
with
other
users
at
reviews
sites
such
as
Socialite.
 Restaurants
have
the
opportunity
to
create
a
channel
and
then
advertise
their
mobile
 reviews
(Dushinski
2008).

 
 Pew
Internet’s
most
recent
survey,
titled
The
Future
of
the
Internet
III,
invited
 technology
experts
and
social
analysts
to
produce
predictive
statements
tied
to
 compelling
considerations
for
the
year
2010.

 
 Survey
participants
were
asked
to
respond
to
the
following
scenario:
 
 “The
mobile
phone
is
the
primary
connection
tool
for
most
people
in
the
world.
 In
2020,
while
"one
laptop
per
child"
and
other
initiatives
to
bring
networked
 digital
communications
to
everyone
are
successful
on
many
levels,
the
mobile
 phone—now
with
significant
computing
power—is
the
primary
Internet
 connection
and
the
only
one
for
a
majority
of
the
people
across
the
world,
 providing
information
in
a
portable,
well‐connected
form
at
a
relatively
low

55


price.
Telephony
is
offered
under
a
set
of
universal
standards
and
protocols
 accepted
by
most
operators
internationally,
making
for
reasonably
effortless
 movement
from
one
part
of
the
world
to
another.
At
this
point,
the
"bottom"
 three‐quarters
of
the
world's
population
account
for
at
least
50%
of
all
people
 with
Internet
access—up
from
30%
in
2007.”

From
the
respondents,
81%
mostly
disagreed,
while
only
19%
mostly
disagreed.
The
 general
consensus
being
that
mobile
Internet
devices
will
increase
in
popularity
 worldwide
due
to
factors
like
cost‐efficiency
(Pew
Internet
2008).

 
 Because
these
future
concepts
of
stories
are
far
from
prevalent,
they
will
require
a
 significant
amount
of
public
education.
Marketers
must
be
very
clear
about
how
what
 users
can
do
with
their
mobile
devices
and
any
and
all
costs
that
might
be
involved
in
 the
transaction.

Conclusion

The
future
of
interactive
marketing
signifies
the
end
of
mass
marketing
and
the
rise
of
 the
individual.
It
appeals
to
niche
markets
through
targeted
audiences
found
through
 defined
online
networks.
It
also
signifies
the
beginning
of
user
control
as
two‐way
 dialogue
gives
consumers
more
power
than
ever
before.

 
 If
it
can
develop
a
user‐friendly
interface,
the
mobile
market
is
the
most
significant
 marketing
trend
of
the
future.
If
it
can
become
more
intuitive,
the
services
available
 through
opt‐in
will
satisfy
users
needs
for
proximity,
intimacy
and
convenience.
Mobile
 marketing
would
greatly
change
the
face
of
marketing
all
together
and
make
a
global
 impact
due
to
the
mobile
web’s
worldwide
presence.

 
 Social
tools
may
not
look
like
Facebook
and
Twitter
in
the
future,
but
they
will
serve
the
 same
community
function
and
vocal
outlet.
The
popularity
of
these
websites
will
most
 likely
diminish
in
the
future,
but
online
social
networking
is
here
to
stay,
so
marketers
 will
need
to
get
involved
as
soon
as
possible.

 
 To
embrace
social
media
is
to
embrace
humanity,
the
“bigger
picture”
trend
taking
 place
in
the
future
of
marketing
and
media.
Impersonal
corporate
speak
is
being
 replaced
by
a
demand
for
genuine,
honest
and
human
interaction
that
more
closely
 resembles
beating
hearts
than
hungry
salespeople.

56


Bibliography

Adbrands.net:
Interactive
Agency
Index.
(n.d.).
Retrieved
September
21,
2009,
from
 http://www.adbrands.net/agencies_index_interact.htm
 
 This
site
lists
information
on
the
leading
interactive
agencies,
including
the
top
 25
digital
agencies
worldwide,
the
top
20
digital
agencies
in
the
U.S
and
the
 Forrester
Research
list
of
leading
web
design
agencies.
 Advertising
Age's
Mobile
Marketing
Guide.
(n.d.).
Retrieved
September
16,
2009,
from
 http://brandedcontent.adage.com/mobile09/

 
 This
site
includes
information
on
mobile
applications,
mobile
search,
mobile
 video,
augmented
reality
and
the
effect
of
location
on
digital
marketing.

Advertising
Trends
on
the
Industry
Horizon:
Matt
Dickman,
Ben
Hourshine
&
Michael



 Richarme
View
the
Ad
Future
|
Suite101.com.
(n.d.).
Retrieved
October
1,
2009,
from


 http://advertising.suite101.com/article.cfm/ten_advertising_trends_on_the_industry _horizon
 
 Futurist
Ben
Hourahine
of
Leo
Burnett
predicts
what
he
calls
an
“explosion
of
 screen‐based
media
with
more
screens
on
the
sides
of
buses,
in
petrol
stations,
 supermarkets,
the
home
and
in
the
pocket.”
Hourahine
also
expects
more
 broadcast
screens
in
2010.
 
 Bernoff,
J.,
&
Li,
C.
(2008).
Groundswell:
Winning
in
a
World
Transformed
by
Social
 Technologies.
New
York:
Harvard
Business
School
Press.

 
 The
groundswell
is
a
social
trend
in
which
people
use
technologies
to
get
the
 thing
they
need
from
each
other,
rather
than
from
traditional
institutions
like
 corporations.
This
book
shows
how
to
best
address
this
issue
by
analyzing
the
 social
technographics
profile
and
how
it
applies
to
targeted
audiences.
The
end
 result
is
learning
how
to
include
customers
as
collaborators
in
a
company.

 Bernoff,
J.,
&
Strother,
N.
(n.d.).
The
Forrester
Blog
For
Interactive
Marketing
 Professionals.
Retrieved
September
3,
2009,
from
 http://blogs.forrester.com/marketing/
 
 The
Forrester
Blog
discusses
new
benchmark
data,
mobile
marketing
best
 practices
and
elements
of
the
social
technographics
profile.

57


Carter,
S.
(2008).
The
New
Language
of
Marketing
2.0:
How
to
Use
ANGELS
to
 Energize
Your
Market.
New
York:
Ibm
Press.

 







ANGELS
stands
for
analyze
market
understanding,
nail
the
relevant
strategy,
go
 to
market
plan,
energize
the
channel,
leads
and
revenue
and
scream.
This
book
 uses
that
acronym
to
address
trends
of
globalization,
segmented
customers,
 corporate
responsibility,
technology
advances
and
accelerated
change
 Cision
Global
Media
Intelligence.
(2008).
Web
3.0
and
the
Semantic
Web:
What
You
 Need
to
Know
Today
and
Tomorrow
About
the
New
Environment.
A
Cision
 Executive
White
Paper.
 
 This
report
discusses
the
importance
of
personal
relationships
in
the
future
of
 the
web
and
issues
like
social
media
metrics
and
intelligent
communications.
It
 tells
readers
how
to
take
advantage
of
the
interactivity
of
the
Web
3.0.
 Claxton,
L.,
&
Woo,
A.
(2008).
How
to
Say
It:
Marketing
with
New
Media:
A
Guide
to
 Promoting
Your
Small
Business
Using
Websites,
E‐zines,
Blogs,
and
Podcasts.
 New
York:
Prentice
Hall
Press.

 
 This
book
provides
business
owners
with
the
tools
they
need
to
effectively
 market
their
company
to
today's
ever‐evolving
online
community.
Packed
with
 power
words,
content
templates,
practical
steps
for
getting
the
word
out,
and
the
 essentials
of
speaking
to
the
right
audience,
this
book
is
the
key
to
building
a
 community
of
loyal
customers
online.
It
also
offers
quick
tips
for
generating
 website
copy,
articles,
podcast
scripts,
and
blog
posts
months
in
advance,
so
any
 small
business
owner
can
start
an
online
marketing
campaign
regardless
of
 limited
schedules
and
budgets.

 ComScore
M:Metrics
Reports
Mobile
Search
Grew
68
Percent
in
the
U.S.
and
38
 Percent
in
Western
Europe
During
Past
Year
‐
comScore,
Inc.
(n.d.).
Retrieved
 October
1,
2009,
from
 http://www.comscore.com/Press_Events/Press_Releases/2008/09/US_and_We stern_Europe_Mobile_Search_Increases

Comscore
reported
last
year
that
20.8
million
U.S.
and
4.5
million
European
 mobile
subscribers
accessed
mobile
searches
during
June.
This
figure
was
an
 increase
of
68
and
38
percent
compared
to
June
2007

Dushinski,
K.
(2008).
The
Mobile
Marketing
Handbook:
A
Step‐by‐Step
Guide
to
 Creating
Dynamic
Mobile
Marketing
Campaigns.
Medfor,
NJ:
Cyberage
Books.

 
 Dushinski
outlines
the
use
of
new
tools
like
Bluetooth
marketing,
interactive
signage,

58


2D
barcodes,
image
recognition
and
AT
announcements
in
the
context
of
new
 marketing
strategies.

Godin,
S.
(1999).
Permission
Marketing
:
Turning
Strangers
Into
Friends
And
Friends
 Into
Customers.
New
York:
Simon
&
Schuster.

 



Permission
marketing
is
a
collaborative
activity
where
the
marketer
helps
the





 consumer
to
buy
and
the
consumer
helps
the
marketer
to
sell.
 
 Greitzer,
Matt
(2008,
January
18).
MediaPost
Publications
Search
Marketing
 Strategies
For
The
Next
Decade.
Retrieved
September
20,
2009,
from
 http://www.mediapost.com/publications/index.cfm?fa=Articles.showArticle&ar t_aid=74591
 
 This
blog
discusses
the
future
of
search
marketing
strategy,
specifically
search‐ focused
content
strategies.

 IAB
‐
Dedicated
to
the
Continued
Growth
of
the
Interactive
Advertising
Marketplace.
 (n.d.).
Retrieved
September
17,
2009,
from
http://www.iab.net/.
 
 This
website
gives
insights
from
industry
leaders
regarding
the
future
landscape
 of
interactive
advertising,
interactive
advertising
news
and
campaign
resources.

 Jones,
G.
R.
(n.d.).
Interactive
Marketing
Trends.
Retrieved
September
16,
2009,
from
 http://interactivemarketingtrends.blogspot.com/.
 
 This
blog
expounds
on
the
importance
of
interactivity
in
future
marketing
trends
 and
discusses
how
to
incorporate
technology
in
global
branding
strategies.

 McMahan,
C.,
Hovland,
R.,
&
McMillan,
S.
(2009).
Online
Marketing
Communications:
 Exploring
Online
Consumer
Behavior
by
Examining
Gender
Differences
and
 Interactivity
within
Internet
Advertising.
Journal
of
Interactive
Advertising,
 10(1).
 
 To
explore
gender
differences
in
Internet
advertising,
this
study
analyzes
gender
 in
relation
to
interactivity.
Specifically,
assessments
of
commercial
Web
sites
 help
clarify
the
role
of
gender
for
online
consumer
behavior,
its
effect
on
 interactivity
and
advertising
effectiveness,
and
the
implications
for
online
 marketing
communications.
This
exploration
relies
on
dimensions
of
consumers'
 online
behavior
and
consumers'
beliefs
about
the
interactive
communication
 environment
in
relation
to
three
types
of
features:
human‐to‐human,
human‐to‐ computer,
and
human‐to‐content.
The
investigation
of
gender
differences
in
 Internet
advertising
uses
both
computer
observations
with
screen‐capturing
 software
and
a
survey.
The
study
subjects
are
college‐aged
students,
or

59


Generation
Y,
a
group
of
consumers
who
tend
to
go
online
in
great
numbers,
 have
considerable
spending
power,
and
are
computer
savvy.
 Prediction
and
Reactions
|
Pew
Internet
&
American
Life
Project
.
(n.d.).
Retrieved
 October
1,
2009,
from
http://www.pewinternet.org/Reports/2008/The‐Future‐ of‐the‐Internet‐III/4‐Scenario‐1‐The‐Evolution‐of‐Mobile‐Internet‐ Communications/1‐Prediction‐and‐Reactions.aspx?r=1

 







Survey
participants
were
asked
to
respond
to
the
following
scenario:
“The
mobile
 phone
is
the
primary
connection
tool
for
most
people
in
the
world.
In
2020,
 while
"one
laptop
per
child"
and
other
initiatives
to
bring
networked
digital
 communications
to
everyone
are
successful
on
many
levels,
the
mobile
phone— now
with
significant
computing
power—is
the
primary
Internet
connection
and
 the
only
one
for
a
majority
of
the
people
across
the
world,
providing
information
 in
a
portable,
well‐connected
form
at
a
relatively
low
price.
Telephony
is
offered
 under
a
set
of
universal
standards
and
protocols
accepted
by
most
operators
 internationally,
making
for
reasonably
effortless
movement
from
one
part
of
the
 world
to
another.
At
this
point,
the
"bottom"
three‐quarters
of
the
world's
 population
account
for
at
least
50%
of
all
people
with
Internet
access—up
from
 30%
in
2007.”

 Ramsey,
G.
(n.d.).
Digital
Marketing
Analysis
Channel.
Retrieved
September
16,
2009,
 from
http://brandedcontent.adage.com/mic/emarketer/

 
 This
article
uses
charts
to
show
total
media
advertising
spending
growth
and
 U.S.
online
advertising
spending
growth.
It
then
makes
seven
predictions
for
 future
spending
trends.

 Razorfish:
Digital
Outlook
Report
2009.
(n.d.).
Retrieved
September
15,
2009,
from
 www.digitalbuzzblog.com/razorfish‐digital‐outlook‐report‐09/

 
 This
special
report
gives
insight
into
future
trends
in
social
influence
marketing,
 mobile
marketing,
media
convergence,
email
marketing
and
social
media
 measurement.

 Roberts,
K.
(2005).
Lovemarks:
The
Future
Beyond
Brands.
New
York:
powerHouse
 Books.

 










Emotion
is
an
opportunity
to
connect
with
consumers.
According
to
Roberts,
 lovemarks
are
the
future
of
brands
because
people
everywhere
want
to
 embrace
emotion.
Lovemarks
involve
customers,
show
passion,
accept
 responsibility
and
celebrate
loyalty.

60


Roberts,
K.
(2006).
The
Lovemarks
Effect:
Winning
in
the
Consumer
Revolution.
New
 York:
powerHouse
Books.

 








The
new
consumer
is
no
longer
willing
to
passively
accept
whatever
comes
their
 way
from
producers.
Mystery,
sensuality
and
intimacy
separate
lovemarks
from
 brands.
The
attraction
economy
is
interactive,
personal
and
intimate.
 Schmitt,
G.
(2009,
May).
Mobile
Marketing:
Is
'App‐vertising'
the
Answer?.
 Advertising
Age.
Retrieved
September
18,
2009,
from
 http://adage.com/digitalnext/article?article_id=136622
 
 
"App‐vertising"
is
a
new
name
for
an
emerging
mix
of
branded
mobile
 applications
and
in‐application
advertising
that
is
poised
to
deliver
on
the
 promise
of
mobile
marketing.
This
article
outlines
case
studies
of
successful
 applications.

 Shiffman,
D.
(2008).
The
Age
of
Engage:
Reinventing
Marketing
for
Today's
 Connected,
Collaborative,
and
Hyperinteractive
Culture.
Ladera
Ranch,
CA:
Hunt
 Street
Press.

 







Marketing
2.0
is
defined
by
the
open,
collaborative,
social,
virtual,
user‐ generated,
mobile
environment
of
the
Live
Web.
The
Live
Web
is
more
about
 connecting
people,
but
enabling
them
to
create
and
participate
in
the
 conversation.
Marketers
are
learning
how
to
embrace
UGC,
as
well
as
participate
 in
and
influence
the
conversation
consumers
generate.
 Scott,
D.
M.
(2008).
The
New
Rules
of
Marketing
and
PR:
How
to
Use
News
Releases,
 Blogs,
Podcasting,
Viral
Marketing
and
Online
Media
to
Reach
Buyers
Directly.
 New
York,
NY:
Wiley.

 
 The
Internet
and
social
networks
have
changed
the
way
businesses
 communicate
with
markets.
This
book
outlines
the
use
of
Web‐based
 communication
tools
like
blogs,
forums,
wikis,
audio,
Web
sites,
podcasting,
 video,
social
networks
and
search
engine
marketing.
It
gives
new
rules
for
the
 use
of
news
releases
and
other
traditional
marketing
methods.
Most
importantly,
 this
book
describes
how
to
reach
an
online
audience
through
goal
setting
and
 thought
leadership
and
how
to
thoroughly
understand
how
web
content
 influences
buyers.

 Social
Networking
and
Blog
Sites
Capture
More
Internet
Time
and
Advertising.
(n.d.).





 Retrieved
October
1,
2009,
from
http://blog.nielsen.com/nielsenwire
 
 
 Americans
have
nearly
tripled
the
amount
of
time
they
spend
at
social

61


networking
and
blog
sites
such
as
Facebook
and
MySpace
from
a
year
ago,
 according
to
a
new
report
from
The
Nielsen
Company.
In
August
2009,
17
 percent
of
all
time
spent
on
the
Internet
was
at
social
networking
sites,
up
from
 6
percent
in
August
2008.
 
 Weinberg,
T.
(2009).
The
New
Community
Rules:
Marketing
on
the
Social
Web.
 Sebastopol:
O'Reilly
Media,
Inc.
 
 This
book
explores
conversation
marketing
and
online
reputation
tactics
with
 microblogging,
influential
video
and
podcasting.

World
Internet
Usage
Statistics
News
and
World
Population
Stats.
(n.d.).
Retrieved
 October
1,
2009,
from
http://www.internetworldstats.com/stats.htm

 
 
 
Internet
World
Stats
is
an
international
website
that
features
up
to
date
world
 Internet
usage,
population
statistics
and
Internet
market
research
data
for
more
 than
233
individual
countries
and
world
regions.
 Zeng,
F.,
Huang,
L.,
&
Dou,
W.
(2009).
Social
Factors
in
User
Perceptions
and




 Responses
to
Advertising
in
Online
Social
Networking
Communities.
Journal
of
 Interactive
Advertising,
10(1).
 
 With
the
advent
of
popular
Web
destinations
such
as
MySpace
and
Facebook,
 online
social
networking
communities
now
occupy
the
center
stage
of
e‐ commerce.
Yet
these
online
social
networking
communities
must
balance
the
 trade‐off
between
advertising
revenue
and
user
experience.
Drawing
on
the
 sociology
and
advertising
literature,
this
study
investigates
the
impacts
of
social
 identity
and
group
norms
on
community
users'
group
intentions
to
accept
 advertising
in
online
social
networking
communities.
By
outlining
how
this
type
 of
group
intention
could
influence
community
members'
perceptions
and
value
 judgments
of
such
advertising,
this
study
delineates
possible
mechanisms
by
 which
community
members
may
respond
positively
to
community
advertising.
 Implications
for
the
prospect
of
advertising
in
online
social
networking
 communities
are
discussed

62


Reflections

to read more, check out my blog at http://cathyfreeman.wordpress.com

63


Take
Down
the
‘Do
Not
Touch’
Sign
 By
Cathy
Freeman
 September
2009

The
next
time
you
walk
into
a
Hard
Rock,
you
might
not
see
a
“do
not
touch”
sign
next
 to
the
pricy
one‐of‐a‐kind
memorabilia.
In
fact,
you’re
more
likely
to
see
a
sign
that
 reads,
“touch
me
please.”
 
 The
Hard
Rock
Café
Las
Vegas
unveiled
a
new
18
by
4
foot
interactive
touch
wall
 yesterday
that
will
change
the
way
the
iconic
restaurant
displays
its
authentic
 collections.
Using
hand
gestures
and
multi‐touch
technology,
guests
can
walk
straight
 up
the
wall
and
explore
images
and
videos
at
their
leisure.
Up
to
six
users
can
expand
 their
own
collections
simultaneously
on
the
Rock
Wall’s
multi‐user
interface.
 
 This
innovative
multimedia
technology,
created
by
Technomedia
Systems
and
Obscura
 Digital,
will
most
likely
become
a
more
common
sight
in
restaurants
and
commercial
 centers
in
years
to
come.
 
 The
restaurant
is
also
using
Microsoft
Surface,
a
digital
surface
that
lets
users
find
and
 alter
content
with
the
touch
of
a
hand
across
a
horizontal
table‐like
surface.
Surface
 enables
instant
transfer
of
information
between
phones
and
cameras
to
a
screen
that
is
 easily
manipulated
and
shared
between
multiple
viewers.
 
 Guests
at
Hard
Rock
can
use
the
surface
to
locate
Hard
Rock
Cafes
around
the
world,
 browse
images
inside
and
outside
the
buildings
and
zoom
in
further
to
explore
 collections.
 
 The
movement
to
large
multi‐user
touch
technology
will
mark
a
major
change
in
the
 way
people
gather,
view
and
share
digital
content.
 
 Panasonic’s
Digital
Wall
is
another
example
of
this
larger
than
life
touch
display.
It
lets
 users
drag
files,
watch
TV,
and
upload
photos
to
a
screen
twice
the
size
of
a
normal
110‐ inch
display.
What’s
more
is
that
the
wall
can
be
transformed
by
digital
wallpapers
that
 can
coincide
with
your
own
tastes.
This
is
customization
at
its
finest.
 
 
 This
technology
is
not
new
by
any
means,
but
marketers
should
be
examining
its
 immense
potential
in
the
future
marketing
world.
Imagine
sending
an
email
to
a
 potential
customer
who
can
open
your
message
on
a
wall‐sized
screen
in
order
to
view
 your
product
in
all
of
its
glory.
Buyers
can
touch
the
object,
change
its
colors,
customize
 it
or
test‐drive
it.
Entire
catalogs
can
be
viewable
in
this
expansive
digital
format.
This
 could
be
the
future
of
the
store
front
or
the
window
display.
Customers
can
browse
 through
virtual
racks
and
buy
at
the
wave
of
the
hand.
 
 Like
any
other
user
face
or
developing
technology,
its
success
lies
in
its
potential
to
 satisfy
customers’
basic
tactile
needs
and
this
prototype
is
a
great
option
for
users
to
 interact
with
each
other
while
assembling
information
in
a
natural
and
intuitive
way.

64


Mobile
Much?
 By
Cathy
Freeman
 September
2009

“Just
text
me
when
you
get
there.”
 
 “I’ll
send
you
all
a
Facebook
message
with
the
directions
to
the
restaurant.”
 
 “IM
me
when
the
layout
is
finished.”
 
 If
you
listen
closely,
these
online
meeting
places
are
becoming
a
stronger
element
of
our
 every
day
conversations.
As
I
plunge
deeper
into
my
research
of
the
future
interactive
 world,
it
is
impossible
to
ignore
the
weight
of
mobile
marketing
and
evolving
interfaces
 for
the
spreading
of
information.
Before
you
craft
messages
and
designs
for
an
 audience,
you
have
to
find
out
where
the
conversation
is
in
the
first
place.
 
 There
is
no
electronic
device
more
personal
and
omnipresent
than
the
cell
phone.
The
 number
of
cell
phones
worldwide
is
larger
than
the
number
of
households
with
Internet
 connections
or
even
TVs.
If
you
need
to
contact
someone
or
find
a
piece
of
information
 at
the
drop
of
a
hat,
the
ever‐present
lifeline
in
your
pocket
or
purse
is
more
convenient
 than
any
other
outlet
out
there.
It’s
not
just
a
way
to
call
home
anymore.
These
days,
it’s
 a
GPS
system,
a
music
library,
an
Internet
browser,
a
digital
camera,
a
movie
screen
and
 a
file
cabinet
for
every
app
under
the
sun.
 
 To
keep
up,
mobile
marketing
will
have
to
become
an
understood
part
of
the
mobile
 landscape.
According
to
early
estimates
by
Nielsen
Mobile
and
eMarketer,
the
U.S.
 mobile
advertising
market
is
expected
to
grow
from
$806
million
in
2007
to
$3.6
billion
 in
2010.
This
includes
features
like
mobile
messaging,
display
and
search
advertising.
 
 Obviously,
the
localized,
personal
and
constant
opportunity
of
the
mobile
market
 cannot
be
ignored
–
but
there
is
a
lot
of
work
to
be
done.
It
needs
to
be
intuitive,
user‐ friendly
and
consistent.
Practically
every
age
in
the
social
technographic
spectrum
is
 using
a
cell
phone,
but
they’re
not
all
comfortable
with
the
Internet,
and
they’re
 especially
not
comfortable
with
tiny
buttons
and
bite‐sized
font
(is
anyone?)
 
 You
can
only
sell
an
innovative
shiny
product
for
so
long
before
people
have
to
come
to
 grips
with
usability
in
every
day
life.
People
will
always
favor
what
is
simple
and
 predictable.
The
Internet,
especially
the
mobile
market,
is
about
convenience
and
speed.
 It’s
about
making
life
EASIER.
The
key
here
is
to
address
need,
not
force
life
to
be
any
 more
complicated.
 
 Get
connected.
Here
are
some
good
resources
on
the
topic:
 http://www.10000words.net/labels/mobile.html
 http://www.mobilemarketinghandbook.com/
 http://www.mobilemarketingwatch.com/
 http://www.mobilemarketer.com/

65


I’d
Like
Google
on
the
Side,
Thanks
 By
Cathy
Freeman
 September
2009

The
next
time
you
Google
a
new
car
or
search
to
see
if
your
roommate’s
bug
is
 contagious,
you
might
find
an
entire
community
waiting
to
swap
stories
with
you.
 
 This
week,
Google
released
the
Google
Sidewiki,
an
add‐on
for
Firefox
and
Internet
 Explorer
that
allows
anyone
to
comment
on
the
sidebar
of
any
Web
site.
 
 I
know
what
you’re
thinking.
In
such
an
open
forum,
there’s
bound
to
be
a
lot
of
useless
 information.
Google
is
tackling
this
issue
with
the
use
of
algorithms
to
keep
the
most
 relevant
entries
at
the
top
of
the
page.
It
also
takes
into
account
your
previous
entries
 and
any
feedback
from
other
users.
Keep
in
mind
that
any
comment
you
make
will
be
 applied
to
any
site
where
that
same
text
excerpt
can
be
found.
 
 This
add‐on
is
by
no
means
a
new
discovery,
but
it
could
produce
major
waves
with
the
 weight
of
Google
behind
it.
The
potential
to
make
the
browser
double
as
a
social
 network
for
information
sharing
is
making
quite
a
few
people
feel
anxious,
especially
 bloggers
who
could
end
up
loosing
traffic.
 
 In
response
to
this
concern,
a
Google
spokesperson
said
“Google
Sidewiki’s
features
 complement
those
of
existing
commenting
systems,
and
provide
a
way
for
users
to
 share
helpful
information
with
others
for
sites
that
don’t
already
have
commenting
in
 place.
The
increasing
number
of
sites
that
enable
commenting
shows
that
there
is
 genuine
demand
for
allowing
users
to
engage
with
sites
more
deeply
and
to
contribute
 to
the
Web.”
 
 On
the
other
hand,
Google
also
plans
to
find
relevant
blog
posts
and
other
sources
that
 relate
to
pages
so
that
users
can
find
helpful
information
more
quickly.
This
could
in
 turn
help
to
drive
traffic
to
hard‐working
bloggers.
Only
time
will
tell.
 
 If
it
takes
off,
it
will
definitely
foreshadow
a
heightened
value
of
collaboration
and
 interactivity
on
the
web.
 
 Do
you
foresee
Google
Sidewiki
transforming
the
nature
of
the
search
engine?
Learn
 more
from
Google’s
official
blog
here:
http://googleblog.blogspot.com/2009/09/help‐ and‐learn‐from‐others‐as‐you.html.

66


User­centered
Design
with
Room
for
Cream
 By
Cathy
Freeman
 October
2009

I
don’t
think
a
week
passes
that
I
don’t
spend
at
least
one
night
at
my
local
Barnes
and
 Noble.
It’s
something
about
the
coffee
aromas
and
mere
presence
of
volumes
and
 volumes
of
information
at
my
fingertips.
It’s
the
tangible
hardcopy
of
my
dear
friend
 and
confidant
Google
(even
if
it
is
a
meager
microcosm).
I
will
always
love
the
smell
and
 feel
of
books.
Always.
(sorry,
Google,
I
love
you
too).
 
 As
I
sit
here,
perched
once
again
with
my
beloved
MacBook
Pro
and
café
Americano,
I
 am
surprised
by
just
how
many
people
frequent
Barnes
and
Noble
on
a
Friday
night.
It
 was
sheer
luck
that
I
snatched
the
one
and
only
remaining
comfy
chair
in
the
entire
 building.
 
 What
is
going
on
here?
What
makes
people
put
on
pants
and
find
their
cars
keys
and
 fight
the
traffic
to
sit
Indian‐style
under
the
fluorescent
lights
of
a
mega
bookstore?
Is
it
 something
in
the
Starbucks?
(I
realize
I
just
dropped
a
lot
of
brand
names
in
succession
 but
I
promise
I
am
not
getting
paid…you
would
believe
me
if
you
could
see
my
car.)
 
 I
think
the
answers
to
these
questions
are
important
to
the
future
of
interactivity,
 marketing,
the
Internet
–
all
of
it.
 
 People
are
attracted
to
bookstores
like
Barnes
and
Noble
because
that
is
where
they
 find
control,
valuable
information,
community,
and
a
rich
user‐centered
experience.
 
 No
one
monitors
how
long
you’ve
been
reading
a
book
before
you
pay
for
it.
You
can
sit
 there
all
day
long
and
read
three
books
and
leave
without
paying
a
dime—and
many
 people
do.
No
one
makes
you
download
the
trial
version
of
your
manual
or
self‐help
 book
before
you
take
if
off
the
shelf.
And
certainly
no
one
pops
out
of
the
bookcase
with
 an
annoying
flashy
advertisement.
 
 This
model
works
because
it
offers
the
consumer
a
user‐centered
experience,
complete
 with
tasty
coffee,
comfy
chairs
and
most
of
the
conveniences
of
home
(minus
the
PJ’s).
It
 offers
a
lot
for
a
little
in
return.
And
it
works
because
people
really
appreciate
it.
 
 So
here’s
my
point.
If
you
want
to
be
effective
in
wooing
consumers
online,
look
and
see
 what
works
in
the
“real
world.”
Your
first
goal
should
be
to
find
what
would
satiate
 your
consumer’s
intrinsic
need
for
things
like
control,
personalization,
convenience
and
 community
online.
This
goal
has
to
trump
your
personal
agenda
to
sell
or
market
 whatever
your
latest
and
brightest
idea
may
be.
 
 “If
you
build
it,
they
will
come,”
is
dead
and
gone.

67


New
Nielsen
Study:
Social
Network
Use
Triples
 By
Cathy
Freeman
 September
2009

Good
news
for
online
advertisers
everywhere.
In
the
past
year,
Americans
have
tripled
 the
amount
of
time
spent
at
social
networking
and
blog
sites.
 
 A
study
recently
released
from
The
Nielsen
Company
reports
that
17
percent
of
all
time
 spent
on
the
Internet
in
August
2009
was
spent
at
social
networking
sites.
This
figure
is
 up
from
a
total
of
6
percent
in
August
2008.
 
 Vice
president
of
media
and
agency
insights
for
Nielsen’s
online
division,
Jon
Gibs
 suggests
that
this
growth
exhibits
a
major
change
in
the
Internet’s
function.
“While
 video
and
text
content
remain
central
to
the
Web
experience
–
the
desire
of
online
 consumers
to
connect,
communicate
and
share
is
increasingly
driving
the
medium’s
 growth,”
Gibs
said.
 
 The
chart,
provided
by
The
Nielsen
Company,
shows
that
despite
a
general
decrease
in
 online
ad
spending,
money
spent
in
social
media
advertising
is
climbing.
 
 According
to
Nielsen,
online
ad
spending
on
social
networks
and
blogs
was
estimated
at
 $108
million
for
August
2009,
a
119
percent
increase
over
figures
for
August
2008.
 
 Why
are
these
numbers
continuing
to
rise?
It’s
simple.
Social
networks
provide
a
 revolutionary
ease
for
engaging
with
very
specific
audiences.

 
 Potential
customers
 can
be
targeted
down
 to
their
very
most
 “private”
pieces
of
 information
because
 people
are
now
 willingly
providing
 this
information
 openly
on
public
sites.
 
 Most
importantly,
 marketers
are
able
to
 engage
in
interactive
 conversations
with
 users
for
the
first
 time,
generating
more
 enthusiastic
and
energized
customers.

 
 Becoming
an
active
part
of
the
dialogue
is
THE
most
effective
way
to
reach
audience
 members.
To
do
this,
you
have
to
be
present
where
your
market
enjoys
spending
time,

68


and
you
have
to
talk
to
them
in
the
same
way
they
would
enjoy
talking
to
a
best
friend,
 high
school
crush
or
co‐worker.
Because
let’s
face
it,
not
many
people
enjoy
talking
to
 marketers.
 
 What’s
your
take
on
social
network
advertising?
How
does
your
time
spent
on
social
 networks
in
the
month
of
September
compare
to
time
spent
in
September
2008?
Check
 out
Nielsen’s
blog
for
more
information
about
the
study.
 
 
 
 Top
10
Reasons
Why
We
Will
Love
Google
Wave
 By
Cathy
Freeman
 October
2009

In
case
you
haven’t
heard,
Google
sent
invitations
to
a
privileged
100,000
users
to
test
a
 beta
version
of
the
new
Google
wave
this
week.
Since
most
of
us
can’t
get
our
hands
on
 it
(unless
you’re
one
of
those
people
buying
invites
off
eBay),
it’s
hard
for
us
to
fathom
 the
mega‐watt
shared
desktop
that
is
the
Wave.
 
 So
I’ve
compiled
a
list
of
the
top
10
reasons
why
we
should
anxiously
await
our
turn
at
 the
Wave.
 
 1.

No
more
keeping
up
with
multiple
usernames,
avatars,
sites
and
passwords.
Wave
is
 a
combination
of
all
your
e‐mail,
instant
messaging,
blog,
wiki,
multimedia
management
 and
document
sharing
–
all
in
one
consolidated
web‐based
application.
 
 2.
We
can
enjoy
what
we
love
about
IM
without
feeling
like
we’re
15
years
old.
Wave
 can
be
a
real‐time
conversation
where
any
user
can
see
what
is
being
said
instantly
–
 even
as
it
is
being
typed.
 
 3.
Hopefully
we’ll
suffer
through
fewer
long‐winded
mid‐day
meetings
around
the
 conference
table.
The
Wave
offers
real‐time
collaborative
document
editing
and
sharing
 between
users.
We’re
talking
collective
intelligence
at
a
whole
new
level.
This
could
 completely
change
the
way
businesses
function,
or
the
way
journalists
gather
and
 create
content
in
the
future.
 
 4.
No
longer
will
you
have
to
resend
emails
because
you
forgot
to
attach
a
document
 (the
very
reason
you
sent
the
email
in
the
first
place).
Users
can
drag
and
drop
files
 inside
the
wave
and
everyone
participating
will
have
instant
access
to
any
added
media.
 People
(well,
Google
people
at
least)
are
positioning
Wave
as
the
email
of
the
21st
 century.
 
 5.
The
Wave
functions
like
a
fast‐paced
wiki,
where
anyone
can
edit
anything
at
 anytime.
Users
can
add,
correct
and
change
information
throughout
the
entire
wave
to
 present
collaborative
data.
The
playback
function
lets
you
read
through
every
comment
 made
on
a
wave.

69


6.
Gamers
and
app
addicts
won’t
be
left
out.
Developers
can
build
their
own
 applications
into
the
wave,
including
complex
games
and
bots.
 
 7.
Wave
conversations
can
be
embedded
on
any
blog
or
Web
site
for
easy
public
 publishing
online.
 
 8.
It
is
open
source,
allowing
for
better
innovation
and
adoption
by
developers.
 
 9.
Not
to
worry,
Wave
autocorrects
spelling
and
provides
automatic
language
 translations.
 
 10.
This
doesn’t
have
to
replace
your
blog.
Add
a
wave
to
your
posts
to
show
readers
 what
you’ve
been
working
on
with
others
or
to
allow
others
to
get
involved
in
a
 conversation
with
you.

This
will
eventually
increase
participation
in
your
blogging.
 
 Though
Wave
won’t
be
available
to
the
public
until
the
end
of
the
year,
I’m
curious
what
 you’re
thinking
about
it.
Would
it
be
a
helpful
way
to
increase
productivity
in
your
daily
 life?
Is
it
too
much?

3
Ways
to
Increase
Interactivity
in
TV
and
Film
 By
Cathy
Freeman
 October
2009

Ok,
coach
potatoes
–
you
can
run
but
you
can’t
hide.
TV
and
film
are
on
the
fast
track
to
 interactivity.
 
 3
Ways
to
Increase
Interactivity
in
TV/Film
 
 • Let
life
imitate
art
(or
vice
versa)
 o It’s
important
to
stay
grounded
in
current
social
and
online
media
trends.
 Encourage
viewers
to
become
content
producers
in
a
way
never
before
 thought
possible.
 o Example:
For
those
of
you
who
watched
The
Office
wedding
last
night,
 you
might
have
noticed
the
“You
Tube”
scene
at
the
end
of
the
show.
The
 wedding
party
very
closely
imitates
a
popular
wedding
video
where
the
 attendants
dance
down
the
aisle.
Michael
Scott
even
goes
so
far
as
to
say
 “Did
you
see
this
on
You
Tube?”
(It
has
received
more
than
24
million
hits
 already).
Did
I
mention
that
you
can
watch
the
show
for
free
on
the
NBC
 Web
site?
 • Use
mobile
interactive
TV
services
 o Engage
audiences
with
text
voting
and
polling,
live
chats,
quizzes,
 contests
and
games
that
involve
viewers
through
mobile
devices.

70


o Example:
NetInformer
partnered
with
WB20
to
launch
a
text
message
TV
 contest
where
viewers
who
watched
King
of
the
Hill
were
prompted
to
 play
an
interactive
quiz
via
text
for
a
chance
to
win
$50.000.
Each
 participant
also
received
a
mobile
coupon
for
a
free
candy
bar,
which
 20%
of
participants
chose
to
download.
43%
of
participants
also
opted‐in
 for
future
WB20
offers.
 Create
online
demand
 o By
putting
power
in
the
hands
of
the
audience,
you
are
instantly
making
 them
feel
more
invested
in
the
film
(and
therefore
more
likely
to
 purchase
tickets,
DVDs,
etc).
 o Example:
It’s
not
my
favorite
film
genre,
but
the
latest
low‐budget
 independent
film
Paranormal
Activity
is
using
a
very
unique
marketing
 campaign
by
encouraging
people
to
go
online
to
“demand”
a
nationwide
 release
for
the
movie.
Paramount
has
promised
to
release
it
if
it
receives
 one
million
demands,
giving
it
the
tagline
“the
first
ever
major
film
 release
decided
by
you.”
Site
visitors
can
retweet,
share
or
link
the
 information
and
even
buy
tickets
in
advance
(it’s
already
a
trending
topic
 on
Twitter.

I
Saw
the
Sign
(Data
Visualization
Tools)
 By
Cathy
Freeman
 October
2009

Good
design
starts
with
comprehensible
data
visualization.
As
Ken
O’Grady
put
it
in
his
 latest
book,
The
Information
Design
Handbook,
the
best
information
design
goes
 unnoticed
by
the
viewer
because
it
conveys
information
quickly
and
effectively.
 
 Graphs
and
charts
are
frequently
used
to
visualize
information,
but
design
tactics
are
 not
what
they
used
to
be.
These
diagrams
are
no
longer
just
simple
2D
images
with
 linear
narratives.
Along
with
increased
interactivity
in
media,
information
designers
are
 forced
to
think
harder
about
effective
design
and
engagement
strategies
to
reach
highly
 active
audiences
with
increasingly
short
attention
spans.
 
 Though
I
can’t
help
you
pinpoint
your
data,
purpose,
strategy
and
audience,
I
have
 compiled
a
quick
list
of
easy
tools
you
can
use
to
illustrate
your
information
in
a
more
 dynamic
way.
 
 http://creately.com/
 
 Creately
will
not
only
lets
you
create
anything
from
a
concept
map
to
an
office
network
 diagram
with
quick
templates,
but
it
lets
you
collaborate
with
your
team
using
things
 like
post‐it
notes
and
built‐in
commenting.
Oh
yeah,
and
it’s
free.

71


http://www.lovelycharts.com/
 
 This
free
online
diagramming
tool
lets
you
easily
drag
and
drop
to
create
flow
charts,
 sitemaps,
business
process
modeling
notation,
wireframes
and
organization
charts.
The
 pro
version
will
cost
you
but
you’ll
get
import
your
own
symbols
and
export
to
JPG
or
 PNG
formats.
 
 http://docs.google.com/support/bin/answer.py?hl=en&answer=91610
 
 Google
Spreadsheets
let
you
create
and
insert
charts
that
can
easily
show
motion
and
 progress
over
time.
 
 http://www.fusioncharts.com
 
 It’s
not
free,
but
they
do
offer
a
complimentary
trial.
It
makes
up
for
it
with
what
it
 offers
in
interactivity
and
integration.
 
 Do
you
have
any
favorites
you
would
like
to
add
to
the
list?

The
Future
of
Media
as
Told
by
Hulu
CEO
Jason
Kilar
 By
Cathy
Freeman
 October
2009

I
had
the
opportunity
to
attend
an
interesting
lecture
last
night
by
Jason
Kilar,
CEO
of
 Hulu
and
fellow
UNC
j‐school
alum
(go
heels).
 
 If
you’re
not
familiar
with
it
(and
you
should
be),
Hulu.com
brings
together
video
from
 more
than
230
content
partners,
including
FOX,
NBC
Universal,
ABC
and
Comedy
 Central.
 
 This
content
is
then
made
available
at
our
every
beck
and
call
–
for
free.
Since
its
 inception
in
early
2007,
Hulu
has
welcomed
more
than
38
million
users
and
joined
 hands
with
250
Fortune
500
advertisers.
It
is
the
second
most
popular
video
site
on
the
 Internet
(behind
YouTube,
the
mega‐giant).
 
 If
you
think
that
sounds
like
drastic
growth,
here’s
the
reality
laid
out
by
Kilar:
 ‐






95%
of
all
songs
downloaded
last
year
were
not
paid
for
 ‐






More
video
has
been
uploaded
to
YouTube
in
the
last
2
months
than
if
ABC,
NBC,
 and
CBS
had
been
airing
new
content
24/7/365
since
1948
(when
ABC
began)
 ‐






In
18
months,
Hulu
attracted
more
users
(38
million
to
be
exact)
than
the
combined
 subscriber
base
of
the
nation’s
two
leading
cable
companies
 
 The
average
person
would
point
to
the
advent
of
the
Internet
for
these
surprising
 statistics.
In
Kilar’s
words,
“It’s
not
about
the
Internet.
It’s
about
the
customer.
The

72


Internet
is
just
a
means.
It’s
just
a
tool
to
deliver
a
much
better
customer
experience.”
At
 the
core,
this
is
about
convenience
and
user
satisfaction.
“In
the
end,
customers
are
 going
to
be
served
and
be
served
very
well,”
Kilar
said.
 
 So
what
does
that
mean
for
the
future
of
the
media?
Here’s
what
Kilar
says
we
can
look
 forward
to:
 ‐






Media
will
be
what
you
want,
when
you
want,
how
you
want
it
 ‐






It
will
be
in
real‐time
(no
more
waiting
for
yesterday’s
news)
 ‐






It
will
be
transparent
and
held
accountable
 ‐






It
will
give
power
and
participation
to
the
people
(more
interactivity!)
 ‐






It
will
offer
advertising
that
is
actually
relevant
to
its
users
and
works
well
for
 marketers
 
 It’s
looking
pretty
good
don’t
you
think?
Is
there
anything
you
would
add
to
this
list?
 Here’s
a
better
question.
How
are
we
as
communicators
going
to
execute
all
of
the
 above
in
conjunction
with
emerging
technology?

Solis’
Social
Marketing
Compass
Helps
Brands
Find
True
North
 By
Cathy
Freeman
 October
2009

OK,
to
those
50
(or
so)
percent
who
are
not
 thinking
before
they
tweet,
take
a
second
 to
look
at
the
pretty
picture
to
the
right.
 
 From
the
great
makers
of
the
Conversation
 Prism,
Brian
Solis
and
Jesse
Thomas
of
 JESS3,
comes
the
brand
new
Social
 Marketing
Compass.
 
 This
brightly
colored
information
 visualization
illustrates
how
to
cultivate
a
 brand
based
on
key
emotions,
channels,
 platforms
and
players.
 
 According
to
Solis,
the
Social
Marketing
 Compass
points
a
brand
in
a
physical
and
 experiential
direction
to
genuinely
and
 effectively
connect
with
customers,
peers,
 and
influencers,
where
they
interact
and
 seek
guidance
online.

73


In
a
technological
era
where
tools
are
continually
changing,
we
really
cannot
afford
to
 voyage
into
the
wilderness
that
is
social
marketing
without
at
least
a
road
map
and
 compass
at
our
side.
 
 Media
noise
online
and
off
is
only
going
to
get
louder
and
some
people
will
choose
to
 combat
it
with
a
megaphone
and
good
old‐fashioned
hollering
(as
we
call
it
here
in
the
 South).
 
 But—you
and
I
are
part
of
a
very
small
and
very
smart
few
who
know
that
the
best
 remedy
for
noise
is
hanging
on
to
what
is
constantly
good
and
true.
Honesty.
Empathy.
 Sincerity.
Are
you
with
me?
It’s
a
return
to
these
virtues
that
should
be
the
new
building
 blocks
for
marketing.
I
think
Solis
is
right
on
target
with
his
very
reminiscent
model
of
 the
moral
compass.

74


Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.