2013 Trends - Consumer : Media : Technology

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Transcript of 2013 Trends - Consumer : Media : Technology

  • 1. Consumer : Media : Technology2013 Trends January 2013

2. 2013 But rst, some PunditryThis will be the year of The Drop. We will drop social from social media as all media is social; we will drop digital and mobile from digital & mobile marketing as all marketing is digital and mobile we are entering an era of integration and simplication as people want coherence, impact, joy, and help from people running brands- Jim Stengel 3. Five Trends for 2013The Evolution of SocialScreens EverywhereMobile and MobilityLocation: the new ContextVirtual blends with Actual 4. Social - EvolutionA move from static content to video interaction, text to picture, desktop to mobile and ever increasing scale offers new opportunities for consumers and marketers 5. Social - Niche NetworksAlthough no one is looking for the next big social network, people are willing to join smaller, more specialized, interest-based networks 6. Social - PersonalizationFacebooks EdgeRank algorithm prioritizes content on each users wall and shows them the most relevant content to them. 7. Social Cloaking/ BlockingPeople taking control of what they want to see and who sees their personal details 8. Social Alternate Brand CurrenciesTrading virtual goods, or offering rewards for specied consumer actions 9. Social The Quantied SelfAn emerging practice of self-tracking using social media and technology as a tool of personal and social enlightenment and sharing. 10. Social - PicturesIn an increasingly visual world, a picture can be worth a thousand words. 11. Social - Camera ReadySocial media and increasingly pervasive HD drives a culture of Perfect Beauty. Innovations that enable a camera ready image are entering the market 12. Social Instant EraseWith the growth in photo sharing (and some potentially negative consequences), special apps are being created so that your risque photo will not be preserved for prosperity! 13. Social - GamicationGamication - the use of game mechanics and game design techniques in non-game contexts - is an engaging ways to immerse consumers in brands. 14. Screens ... EverywhereHigh Denition and Touch screens are becoming all-pervasive100ft10ft3ft1ft2ft 15. Screens Everywhere - Window ShoppingNew touch screen and gesture technology make it possible to shop and interact even when the store is closed. 16. Screens Everywhere - TabletsTablets have grown 49.5% in 2012 and by 2015, 1 in 3 of all computers shipped will be a Tablet (Source: Gartner). 17. Screens Everywhere - Comfortable ComputingTBDTVWebiPad/TabletDesireSeeking entertainment+ Seeking information+ Seeking experienceExperience Watch+ Read, engage+ Touch, doBreakthroughCreativity+ Interactivity+ Effortless immersionLean BackLean ForwardComfortableTablets represent the third era in screen engagement 18. Screens Everywhere Passive / InteractiveTablets can make a traditional passive media like TV interactive, social and transactional 19. Screens Everywhere Asset Heavy to Asset LightFrom pay-for-ownership of physical assets in a xed location, to on-demand, instant access anywhere paid for by advertising or subscription. 20. Screens Everywhere Life is BeautifulNew High-Denition screens can give print-like quality with the added benet of backlighting, motion, interactivity and transaction 21. Mobile One screen to rule them all In 2013, mobile phones will overtake PCs as the most common Web access device worldwide 22. Mobile Rapid Growth and AccessibilitySmartphone penetration is not only growing rapidly but lower-cost devices are proliferating$95$70 23. Mobile The Everything InterfaceIncreasingly many aspects of peoples virtual and physical lives can be controlled by specialized mobile phone apps effectively becoming a remote control for life 24. Mobile Media MultitaskingScreen-shifting and parallel consumption are making formerly passive entertainment interactive enabled by internet enabled mobile devices and custom apps 25. Mobile Frictionless Purchasing Mobile payment will no longer require typing or swiping, just a bump or a gesture 26. Mobile - Effortless ContentPre-digested or curated content helps navigate the boiling sea of information in a mobile- friendly format 27. Mobile - Facial RecognitionBuilt-in Apps like Recognizr offer Minority Report-style opportunities for brads to offer personalized offers to consumers 28. Mobile - NFC TagsLike QR Codes on steroids. Easy ways for brands to provide downloadable information and transaction opportunities. 29. Mobile - Flexible ScreensIncreasingly exible and thin screens increase mobile go-anywhere versatility 30. Mobile Nomophobia / Juice JittersMy phone is my fth limb brands can offer utility to nd phones or recharge. 31. LocationThe biggest shift in consumer behavior is guided by smart phones and all they enable be it social, local or mobile. Time and location based media are growing. 32. Location The New ContextNot just what media is being consumed, but where the consumer is and what real world activity they are undertaking 33. Location Maps and MashupsWith the mobile phone becoming the new default for nding your way, it is also becoming the default for nding places, products, services and people near you now. 34. Location - AppsFoursquareGoogle PlacesWhere Nike+An array of (often free) apps are available to leverage digital maps and social recommendations to real world locale 35. Location - GeofencingGeofencing presents huge targeting opportunities and a new ability to interact with consumer near or at point of purchase. 36. Location Mobile as In Store MediumMobile is increasingly being used by shoppers for in-store reviews and price-checks. Marketers can deliver incentives in real time to affect the key moment of purchase. 37. Virtual to ActualWith the advent of always-on and ubiquitous internet access, and ever-increasing digitization our actual and virtual lives are starting to blend in to one. 38. Virtual / Actual Digitized RealityReal world hybrids combine digital functionality with the palette of the physical world. Augmented reality is one facet of this. 39. Virtual / Actual Real World LikingTechnologies like RFID seamlessly combine with social media, empowering consumers to Like real world objects as well as digital or virtual ones. 40. Virtual / Actual - Everything is SmartFormerly dumb devices will be controllable by and offering feedback to Smart devices 41. Virtual / Actual - Tech HumanizationVoice and gesture control means our technology will adapt to us rather than us adapting to it. Our digital experiences will be more intuitive and tech will take on a human persona 42. Virtual / Actual - RematerializingBrands are creating physical products to enhance or embody the virtual digital lifestyle - so consumers can enjoy a tactile, tangible object as part of their digital consumption 43. Closing Thoughts Give Social a chance to touch every part of your business Explore niche communities/ content Explore ways of adding geo-relevance Make every communication interactive via mobile Engage and reward our always-connected consumers 44. Food for Thought?Thank Youfrancis.anderson@savannah-strategies.com