Monday, 5 December 2011
Thursday, 1 December 2011
Five steps to achieving viral reach on mobile
Step number one: Merge left and right brain thinking
By Ryan Gandalf van Jaarsveld, MD 7Dffrnt Knds of Smke
I remember three years ago standing in my lounge chatting to a friend of mine who works at an advertising agency. She was telling me about how they build brands for Revlon. The fragrance analysts, or whatever you call them, come up with something that smells great and lives in a small glass bottle filed under some kind of laboratory name. The “P719X5”, or whatever the guys in the white coats decide to call it, is then handed over to the ad agency so they can come up with a name, CI, packaging and a campaign to launch the product into the market.
It immediately got me thinking about the amount of work the agency must go through to get this right. After many hours of research, design concepts, copywriting, reverts and focus groups, “Dark Night”, or whatever the guys in the slip slops decide to call it, is ready to hit shelves backed by an ad campaign that makes the consumer aware that anything they thought was solving their perfume problems before this moment was a total misconception and that they shouldn’t only thank their lucky stars that “Dark Night” has arrived but also get down to their nearest Clicks and buy one immediately.
It was at this point that I had to ask why.
Why does a brand that gives this much attention and perceive this much value in advertising their product, not invest the same degree of attention, love and budget when advertising on mobile?
And then it hit me, like that sinking feeling you get when you’re on the way to Durban, driving your father-in-law’s car, seeing the petrol light come on when you are at least 100km from a filling station and realising the sparks coming from behind you are from the tyre on the trailer and dad forgot to pack a spare.
Advertising agencies are successful because they merge left and right brain thinking.
I then realised why mobile agencies are not getting the same respect the traditional agencies are getting and why their results are so shoddy (and if you argue that the results aren’t shoddy then why is mobile still getting such little budget compared to traditional media?).
Concepts that are born from mobile agencies are created by people with marketing minds – a marketing mind is logical, analytical and linear – I know, because I have a marketing mind.
Even Ivan Moroke said it himself - when on the panel interview at the launch of the Annual last week (having been a strategist in his past life) – that it’s generally not a good idea for a strategist to come up with the concept for the TVC if you are expecting a creative result.
Strategists are marketers too – they think in the same way. We have to, because it’s the left hemisphere of the brain that allows us to be analytical, logical, linear and great problem solvers. And we are great problem solvers – for us it’s about pushing more feet into store, getting more bums on seats and driving sales. We get excited about the result, the numbers and, in the case of mobile, the tech, though we know a big idea when we see one.
Creatives, on the other hand, get excited about the big idea and how it will engage the senses, the emotions it will stir up, the perceptions it will change in the consumer’s mind and the lasting impression it will leave behind. Creatives don’t care about how the TV works, or where the billboard is going to be positioned or, in the case of mobile, the tech. They’re right brain thinkers.
So is the conclusion here that a mobile agency needs to incorporate a creative mind, with solid traditional experience, into a strategic team, with solid mobile marketing experience, all working towards the business goals laid out by the brand team?
Well, sort of – though it’s not so cut and dry. Everyone knows that mobile has a specific skill set – if you don’t know how the tech functions then you will deliver campaigns that don’t work on cellphones. Adversely, if the person coming up with the concept knows too much about the tech, then their thinking is automatically limited by what the cellphone can do.
So mobile calls for a new breed of creatives and strategists. We need creatives
who can build concepts based on an understanding of mobile that does not limit their thinking and strategists that can put their understanding of mobile aside and embrace the big idea (As scary as it sometimes can be when the ideas are totally left-field).
When a mobile agency achieves this and they have successfully merged left and right brain thinking then they are well on their way to creating the future of mobile advertising that incorporates everything that has made traditional advertising work up until now. And when advertising works on mobile it automatically becomes viral because mobile is a viral touch point.
Monday, 28 November 2011
Tropika serving up Tracy McGregor on a mechanical bull?
After the running success of last year’s My Celeb Slave Mobisite for Tropika Island of Treasure 3, 7 Dffrnt Knds of Smke was approached by Stimulii to create a similar, and equally exciting mobile experience to go with this year’s Tropika Island of Treasure 4.
The thinking
7 Dffrnt Knds of Smke (7DKS) brainstormed some ideas and what came to mind was, perhaps users could interact with a celeb pet? They looked at toys like the Tamagotchi and games like Nintendogs, where players could interact with their own pets. 7DKS wanted fans to be able to have their “own” pet celebrities.
With that in mind, 7DKS wanted to create something that would work on any phone and would form part of a Mobisite. And that’s where Celeb Amigo (www.tropikaisland.mobi) came in.
The idea
Celeb Amigo allows people to log onto the Mobisite and interact with real-life celebs. Users could feed them hot Jalapeno peppers, have them dance in comical pink tutus and more. Think Tracy McGregor riding a mechanical bull or rapper Slikour in a poncho and you’ll get an idea of the kind of hilarity that kept TIOT4 users enthralled up to 15 minutes each.
Ryan Gandalf van Jaarsveld, MD 7 Dffrnt Knds of Smke explains, “What if you could feed your celeb, dress your celeb, make your celeb dance, sing or ride a bull – wouldn’t that be cool. So instead of giving your celeb an instruction like last year, this year you could click a button – like say “Eat a chilli” – and then watch a video of your favourite celeb – say Tracy McGregor – eat a chilli and see fire come out of her mouth.”
The premise
7DKS shot real-life videos of celebs Joelle Kayembe, Slikour, Tracy McGregor, DJ Zinhle, Tshepo Mogale, Poppy Ntshongwana and Phila Mazibuko doing the most hilarious things, all for the Mobisite users’ enjoyment. In essence, the celeb would become the user’s “pet” where they could feed them, dress them up and make them do tricks.


Users would log onto the Mobisite using their phones. They would then choose a celeb from the list on the landing page. It would then take them to a page with a variety of buttons, and clicking on these buttons would play a video of the chosen celeb eating a jalapeno, riding a mechanical bull, drinking a Tropika and more. These buttons had multiple videos behind them, so that if they clicked through on the same button more than once they wouldn’t always get the same result.
Ryan explains, “Our video formatting technology ensures that 14,000 different handset models each have a unique experience due to screen size and orientation and dinosaur handsets could download if their phone didn’t support streaming.”
Neil Clarence, Creative Director at 7DKS continues, “Where else can you interact in such a personal way with your favourite celebs? The variety of content kept users engaged. Users like to be surprised by what they see – the design of the site ensured that each experience was unique.”
Watch Slikour in a tutu, Poppy on the red carpet, Tracy eating a super-hot chilli and Joelle smacking a piƱata!
Thursday, 24 November 2011
Media Game Changers! That's how we roll...
The Smartest Event of the Year was today and it marked the release of The Annual 2011/2012, a collection of anything and anyone involved in branding, marketing and advertising.
The latest edition is an impressive 2kg (we even tried a couple of bicep curls with it)
Pretty amazing stuff! But that's how we roll...
The latest edition is an impressive 2kg (we even tried a couple of bicep curls with it)
Not only was The Annual an impressive weight, it also held some gems - like naming 7 Dffrnt Knds of Smke Media Game Changers!
Says The Annual:
"In days gone past some would have referred to this as a creative hot shop, an idealistic bunch of dreamers with a couple of good ideas wanting to make a difference. While all of this is true, this actually is applying sound creative and strategic solutions for brands wanting to use the mobile space imaginatively and effectively. We were particularly impressed with a clever interactive gaming concept the agency developed for a leading fast food brand that pitted users against a sportsman with a prize as an incentive."
Pretty amazing stuff! But that's how we roll...
Thursday, 17 November 2011
Tuesday, 15 November 2011
Movember 2011
The dashing men folk at 7 Dffrnt Knds of Smke have been pretty successful with the growth of their 'tashes.
Keep it up there guys - we salute you!
Friday, 11 November 2011
Weetbix serves over a million penalties to Lucas Radebe
It’s no easy feat to take penalties against an international soccer star, no less over a million of them. But that’s exactly what Weetbix did when Stimulli approached 7Dffrnt Knds of Smke to bring an interactive experience to their campaign involving Lucas Radebe.
It’s one thing to have your sports hero smiling at you from giant billboards, but a whole other ball game to play against him in the sport that you love. 7DKS knew that sports fans want to get closer to their heroes… and what better way to do that than to have them play the sport against them using their mobile phones.
In fact, fans were so keen on the idea that using the Weetbix.mobi site, players shot more than 1,100,000 penalties at the soccer star. Ryan Gandalf van Jaarsveld, MD of 7Dffrnt Knds of Smke explains, “We knew we would have another opportunity to bring the consumer closer to their sporting hero than ever before. Without this interactive element Lucas would have just featured on the Weetbix TV commercial, print media and other traditional channels.”
The mobisite was created to be a game, whereby users would register on Weetbix.mobi and get a certain amount of attempts to take penalty shots at Lucas Radebe. With the use of professional camera crews and specialist equipment, the outcome videos were shot to give the player the feeling that they themselves were taking those penalty shots. The player took the shots at Lucas Radebe himself, in person, as opposed to playing with computer-generated avatar.
Van Jaarsveld continues, “We wanted to make the experience more personal for the consumer. This is the second time in South Africa mobile has been used to provide a real life video game experience to the end user. Instead of the consumer playing against an animated version of their sports idol they are playing against the real life version. By carefully selecting their shot the consumer would try and outsmart Lucas and score as many goals as possible.” Players would be scored accordingly and there was a leaderboard for daily, weekly and overall high-scorers.
The impact was staggering. 1,146,936 penalties were taken against Lucas, and the top player of the game took a whopping 94,710 penalties.
So who played? This surprised everyone: some were in their twenties, but many were middle-aged and older, with someone as old as 75 in the top 35 players of the game. A third of people playing the game played by referral, and on average two people per household were playing. This meant that households were purchasing as extra box of Weetbix each just so they could play the game.
Total clicks from CPC Media: 53, 356
Total visits: 232, 407
Total Page Views: 1, 817, 626
Average time spent: 00:02:57
Viral reach: 432%
Added value: R400, 571
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