adamcrowe + productnarratives   313

Co.Create -- Technology, Art, And Why The Future Of Branding Is Nonfiction
'Douglas Rushkoff talks to us about the changing role of artists and technologists and how brands can no longer be abstract. #What will marketing organizations look like in the future? It will be companies that figure out how to communicate the non-fiction story of a company, so it’s going to look a lot more like a communications company than a creative branding agency. It’s going to look a little bit more like PR, in some sense. It’s going to be people who go and figure out what does your company do and how do we let the world know about that? There’s going to be a lot of psychology involved, except instead of it being psychologists turned against the consumer, it’s going to be psychologists going in and trying to convince companies that what they’re doing is worthy. It’s breaking down this false need in companies to hide from the public what they’re doing--except for the ones that do (need to hide).'
productnarratives  branding  DouglasRuskoff 
7 weeks ago by adamcrowe
NYTimes.com -- How Companies Learn Your Secrets
'Experiments have shown that most cues fit into one of five categories: location, time, emotional state, other people or the immediately preceding action. -- The process within our brains that creates habits is a three-step loop. First, there is a cue, a trigger that tells your brain to go into automatic mode and which habit to use. Then there is the routine, which can be physical or mental or emotional. Finally, there is a reward, which helps your brain figure out if this particular loop is worth remembering for the future. Over time, this loop — cue, routine, reward; cue, routine, reward — becomes more and more automatic. The cue and reward become neurologically intertwined until a sense of craving emerges. ...once the loop is established and a habit emerges, your brain stops fully participating in decision-making. Luckily, simply understanding how habits work makes them easier to control. [To update a habit, swap out the old routine for a new one, keeping the original cue and reward.] -- P.& G. had been trying to create a whole new habit with Febreze, but what they really needed to do was piggyback on habit loops that were already in place. The marketers needed to position Febreze as something that came at the end of the cleaning ritual, the reward, rather than as a whole new cleaning routine. Each ad was designed to appeal to the habit loop: when you see a freshly cleaned room (cue), pull out Febreze (routine) and enjoy a smell that says you’ve done a great job (reward). When you finish making a bed (cue), spritz Febreze (routine) and breathe a sweet, contented sigh (reward). Febreze, the ads implied, was a pleasant treat, not a reminder that your home stinks. And so Febreze, a product originally conceived as a revolutionary way to destroy odors, became an air freshener used once things are already clean. Eventually, P.& G. began mentioning to customers that, in addition to smelling sweet, Febreze can actually kill bad odors.'
psychology  habits  rituals  marketing  productnarratives 
february 2012 by adamcrowe
Beyond The Beyond -- Design Fiction: Ericsson, Social Web of Things
'Hey look, it’s an Internet of Things that’s gone all Facebook and Foursquare-y.' -- I make friends. They're toys. My friends are toys. I make them.
kipple  productnarratives  productsarepeople  toyfriends  replicants  from delicious
april 2011 by adamcrowe
Near Future Laboratory -- Lab Coats In Hollywood
Kirby: 'I introduce the term ‘diegetic prototypes’ to account for the ways in which cinematic depictions of future technologies demonstrate to large public audiences a technology’s need, viability and benevolence. Entertainment producers create diegetic prototypes by influencing dialogue, plot rationalizations, character interactions and narrative structure. These technologies only exist in the fictional world but they exist as fully functioning objects in that world. The essay builds upon previous work on the notion of prototypes as ‘performative artefacts’. The performative aspects of prototypes are especially evident in diegetic prototypes because a film’s narrative structure contextualizes technologies within the social sphere. Technological objects in cinema are at once both completely artificial—all aspects of their depiction are controlled in production—and normalized within the text as practical objects that function properly and which people actually use as everyday objects.'
productnarratives  narrativeobjects  liminalobjects  objects  narrativeenvironments  transmedia  storytelling  sciencefiction  prototyping  design  diegesis  from delicious
february 2011 by adamcrowe
Flickr -- @KennethCole #Cairo
Tweeted store front: @KennethCole: 'Millions are in uproar in #Cairo. Rumor is they heard our new spring collection is now available online at http://bit.ly/KCairo - KC' -- (Site video: "The collection is influenced by our global landscape...")
fashion  productnarratives  storygraph  contextcollapse  globalvillage  from delicious
february 2011 by adamcrowe
YouTube -- TED: Dale Dougherty: We are makers
'America was built by makers – curious, enthusiastic amateur inventors whose tinkering habit sparked whole new industries. At TED@MotorCity, MAKE magazine publisher Dale Dougherty says we're all makers at heart, and shows cool new tools to tinker with, like Arduinos, affordable 3D printers, even DIY satellites.'
retribalization  technology  temes  invention  make  resilience  hackersvsvectoralists  productnarratives  from delicious
february 2011 by adamcrowe
Meme Hacking -- Douglas Rushkoff: Branding Doesn't Work! So Now What? PivotCon 2010 (Video)
"The human organism is attempting to evolve to the next level of awareness. And brands have no place in that conversation—I'm not saying products don't, services don't—brands don't." -- "Now you're dealing with a multi-dimensional, non-fiction conversation between people who are conversing expressly for the purpose of connecting on higher levels of organization." -- "The real problem [with the idea of 'real' social media conversations] is that there's frightfully very little real going on." -- "The reason they want to have the brand conversation is because that's all they are: brand" -- "Social media exists to help people create and exchange value directly with one another." -- "If the company doesn't have the most qualified, the most enthusiastic, people doing the thing that that company does, then nobody is going to care what that company or anyone in it is saying. And if [companies] do ... all you have to do is let them speak and the marketing part will take care of itself."
criticism  branding  marketing  socialmedia  productnarratives  authenticity  peoplearethekillerapp  DouglasRushkoff  from delicious
february 2011 by adamcrowe
Design Fiction Goes From Props to Prototypes
Julian Bleeker at Kicker Studio's 2010 Device Design Day: 'Prototypes are ways to test ideas—but where do those ideas come from? It may be that the path to better device design is best followed by creating props that help tell stories before prototypes designed to test technical feasibility. What I want to suggest in this talk is the way that design can use fiction—and fiction can use design—to help imagine how things can be designed just a little bit better.'
storytelling  diegesis  productnarratives  narrativeobjects  objects  transmedia  prototyping  sciencefiction  technology  temes  futurism  design  from delicious
january 2011 by adamcrowe
Beyond The Beyond -- Design Fiction: Provoking the future by making it
'Could we have had the iPhone without Star Trek? Can we create the next innovation without thinking about other possible worlds? What are we making out of our imaginations that will shape what’s next? As an emerging area of thought and practice, Design Fiction provides us with a way of “thinking about doing what we see and imagine.” By making models or prototypes of the future, we expose, test and probe further into it, exploring scenarios as use cases, as they are assumptions about the future made reality. Scott Smith of Changeist will take us on a journey to see where Design Fiction has come from, its impact on a generation unwittingly raised on it, and how designers, creatives, strategists, and other future-minded professions among us are applying it to actively provoke possible futures that we prefer.'
pretend  roleplay  scenarioplanning  productnarratives  design 
september 2010 by adamcrowe
NYTimes.com -- The Way We Live Now - The Art of the Deal as Entertainment
'In the contemporary entertainment business (and also, increasingly, in sports and in politics), it’s the business that’s the entertainment and the art of the deal that’s the art that draws most notice. We have become a society that is fixated on process and absorbed by the slippery, complex machinations of the middlemen, brokers and executives who conspire offstage to determine what takes place onstage. Call this outlook “procedural voyeurism” — a redirection of mass attention from the spectacle of the game itself to the circus of the game behind the game... the era of surplus sophistication, of ceaseless and largely needless background information about the figures surrounding the facts. Perhaps as a way of filling the infinite spaces created by the advent of cable TV and the metastasizing Internet... Procedural voyeurism grants us an illusion of control over realities that we secretly fear we have no power over...'
internet  #bandwidth  cognitivesurplus  productnarratives  meta  metagaming  from delicious
august 2010 by adamcrowe
Trendwatching -- "STATUSPHERE"
'...when it comes to experiences, status can only be derived from being seen by others—while experiencing the experience, which may be a relatively brief moment—or by telling others about the experiences afterwards (which can go on for years ;-). Hence STATUS STORIES becoming more attractive and prevalent: as more brands (have to) go niche and therefore tell stories that aren't common knowledge for the masses. So as experiences and non-consumption-related expenditures take over from physical (and more visible) status symbols, consumers will increasingly have to tell each other stories to achieve a status dividend from their purchases. Expect a shift from brands telling a story, to brands helping consumers tell their own status-yielding stories to other consumers.' -- What's my motivation?
identity  status  statusupdates  storytelling  storygraph  productnarratives  diegesis  experience  trends 
may 2010 by adamcrowe
Ag8 -- Purefold, the open media franchise, has come to a halt.
'Purefold, the open media franchise conceived by Ag8 and developed in partnership with Ridley and Tony Scott’s RSA Films, has come to a halt. A combination of factors have prevented this ambitious project from gathering the required funds to get off the ground. -- Purefold envisaged to break with some of the traditional components of branded content initiatives. Set in the near future, the project relied on prototype placement (or product invention) instead of product placement as a way to integrate advertisers into storytelling. -- Combining so many innovations proved to be a challenging recipe for most agencies and advertisers and despite advanced collaborations with several A-list brands, a lack of sufficient funding meant that Purefold was unable to move from script development stage into production stage. Because of these evolutions, Ag8 has ceased its activities.' -- Time to die.
purefold  transmedia  productnarratives 
april 2010 by adamcrowe
Bubblegeneration -- Social Strategies: Choreography
'In the choreography strategy, a new architecture for interaction between buyers and sellers is crafted from the ground up. Literally, the steps of the dance of economic exchange are newly choreographed. Examples of choreography are tough to find. Most industries and markets have had largely the same choreography for decades, some for centuries. LinkedIn didn't change the choregraphy of recruitment, for example - it just made the steps in an existing dance slightly easier to perform.'
interaction  transaction  design  socialdesign  choreography  productnarratives 
april 2010 by adamcrowe
Grant McCracken -- The mystery of capitalism
'...there is something fabulously odd about a culture that depends on capitalism but that will not ever acknowledge it in the stories it tells itself about itself.'
productnarratives  humanaction  "capitalism" 
march 2010 by adamcrowe
The Warc Blog -- Simon Law: If you love strategy, don't let it go... by
'We're not looking for a message - we're looking for an organising principle by which the brand behaves. That can be applied to all activities.'
strategy  productnarratives  ideal-actions 
february 2010 by adamcrowe
Conversion Rate Experts -- How Apple is brilliantly using a 100-year-old persuasion strategy
'#1. Show the work that went into inventing the product #2. Show the work that goes into creating each individual product. It can give “romance” to the product. People love to associate objects with romantic pasts.'
productnarratives  evocativeobjects  objects  advertising  storytelling 
january 2010 by adamcrowe
Wikipedia -- Abbas Kiarostami
"We can never get close to the truth except through lying."
reality  reflexivity  cinema  art  productnarratives 
january 2010 by adamcrowe
The Last Psychiatrist -- The Limits Of Control: The Movie
'In the last scene, the movie picture appears to jolt suddenly; the only way I can describe it is that it's as if the camera operator started putting the camera down before he turning it off. What's the significance of that jolt? It's in such contrast to the stillness of the rest of the movie. Does it mean it's all a dream? He's killed? What? No, believe it or not, that jolt happens because the camera operator actually did put the camera down before he turned it off. And the director liked the effect.' -- I've *seen* this movie before, but I can't say what it is because the comment above would ruin it for you, though I'm keen to recommend it. Interesting... I kinda feel art finds you, rather than the other way around, so I'm careful not to intervene but— If you'd like to chance my ruining it for you rather than leaving things to fate: Amazon > Search: "Abbas Kiarostami Close Up" > Add to basket > Checkout > ??? > !!! yw ;^)
art  cinema  fourthwall  productnarratives  stage  reality  simulacra  existentialism  reflexivity 
january 2010 by adamcrowe
Total Dick-Head -- Tweet of the Day
@Jsnell: "I've seen iPhones on fire off the shoulder of Verizon. I've watched Blackberries glitter near the Cingular gate. Time to dial. #nexusone"
productnarratives  google  nexusone  bladerunner  replicants 
january 2010 by adamcrowe
The Register -- Philip K. Dick's kid howls over Googlephone handle
'On Saturday, Google confirmed that it has developed a new phone around the semi-open-source mobile operating system it calls Android, and according to press reports, the company intends to sell the device under the name 'Nexus One.' "In my mind, there is a very obvious connection to my father’s novel," said Isa Dick Hackett, president of the Dick estate outfit that handles licensing of his work. "We were never consulted, no requests were made, and we didn’t grant any sort of permissions."'
google  mobile  android  replicants  productnarratives  dadoes  PKD 
december 2009 by adamcrowe
YouTube -- Obsessives: Soda Pop
'Galco’s Soda Pop Stop' -- Fucking awesome! Honest, anti big business, anti big government, CAPITALISM. -- "What I wanted to do was do business with other businesses my size – to help them become unique businesses." (via: Seth Godin)
*  obsession  america  business  inspiration  folk  productnarratives  commonsense  "capitalism" 
november 2009 by adamcrowe
The New York Observer -- Brand-tastic! Ben Silverman Might Look Back to Find Ad Models for the Future
'Consider Illeana Douglas’ Easy to Assemble, a Web show written and produced by Ms. Douglas, who stars as an Ikea worker trying to escape showbiz. Ikea signed on as a sponsor, and marketing head Magnus Gustafsson joined to oversee story lines and plot outlines. Yet, for the most part, they let Ms. Douglas do as she pleased, even poking a little fun at the store’s quirkiness. When she first told her friends she was going to make a Web show sponsored by Ikea, “it was very, very controversial with people,” she told The Observer. “People had no idea why I was doing this and asking why would I do this instead of doing a movie. I said, ‘Well, you know, Ikea is the 400th most viewed Web site in the world.’ Who cares about NBC and CBS, I said, if you can get them to show your show in an IKEA.”'
storytelling  entertainment  narrativeenvironments  productnarratives  IKEA  brandedcontent  content 
september 2009 by adamcrowe
Gladwell -- Brain Candy
'Johnson: "When we watch these [reality] shows, the part of our brain that monitors the emotional lives of the people around us—the part that tracks subtle shifts in intonation and gesture and facial expression—scrutinizes the action on the screen, looking for clues. The phrase "Monday-morning quarterbacking" was coined to describe the engaged feeling spectators have in relation to games as opposed to stories. We absorb stories, but we second-guess games. Reality programming has brought that second-guessing to prime time, only the game in question revolves around social dexterity rather than the physical kind.' [Plus the game of decoding the producer's presentation of the action] -- On the "delayed gratification' of gaming: '"Playing a video game is, in fact, an exercise in “constructing the proper hierarchy of tasks and moving through the tasks in the correct sequence,” he writes. “It’s about finding order and meaning in the world, and making decisions that help create that order.”''
meta  culture  extradiegesis  diegesis  entertainment  gaming  tidying  tv  realitytv  productnarratives  storygraph  literaryculturevsoralculture  cognitivesurplus  play  via:diemkay  television 
september 2009 by adamcrowe
New York Times -- Consumed: This Joke’s for You
'10,000 cases and counting of Brawndo have sold online or via convenience stores in the Northeast and other regions. This happened not because of a movie-studio marketing brainstorm. It happened because of an “Idiocracy” fan in Oakland named Pete Hottelet. A graphic designer with very particular pop-culture tastes, Hottelet has started a business devoted to bringing to life certain products from movies. His business is called Omni Consumer Products, a name borrowed from the fictional megacorporation in “Robocop.” -- “I watched ‘Idiocracy,’ and I was like, ‘O.K., we’re in,’ ” Kirby says. “Based on how things are going on in the world, and especially our country right now, this is a shoo-in.” He laughs as he says this, so I wasn’t sure what he meant. Are we already living “Idiocracy”? “Absolutely,” he says. “It’s all about overcommercialization.”'
transmedia  narrativeobjects  liminality  liminalobjects  objects  productnarratives  productplacement  metabrands  defictionalization  merchandise  simulacra  consumerism  satire 
september 2009 by adamcrowe
Tru Blood Beverage
'The official site to buy Tru Blood Beverage. Enliven yourself with this uniquely carbonated, slightly tart, lightly sweet blood orange drink.'
transmedia  storytelling  trueblood  narrativeobjects  objects  liminality  liminalobjects  extradiegesis  carrierobjects  blood  infection  vampires  productnarratives  productplacement  metabrands  defictionalization  merchandise 
september 2009 by adamcrowe
Omni Consumer Products
'Omni Consumer Products is a product development company located in the San Francisco Bay Area, with a focus on licensing, defictionalization, and reverse-branding.' -- Did Tru Blood
branding  transmedia  merchandise  entertainment  liminality  liminalobjects  objects  narrativeobjects  productnarratives  productplacement  trueblood  metabrands  defictionalization  agencies 
september 2009 by adamcrowe
interactions magazine -- Systems Thinking: A Product Is More Than the Product
'... de Souza and Leitão show how the communication approach of “semiotic engineering” can help ensure consistency and coherence. They critique the HCI community (and my past work) for optimizing the individual components at the expense of the whole. They are correct. A systems analysis goes beyond the design of individual screens or actions. It considers the entire experience from start to finish: thought through action through reflection. To make this a whole, seamless, coherent experience requires considering each action, each system response, each message - whether verbal or visual, silent or audible, visceral or behavioral, haptic or happenstance - all as part of the whole. Make sure that each message is consistent with the others in tone, voice, locus, and message. All steps must be readily accommodated, with the system always anticipating and ready for whichever choice the person makes. This is what it means to be a system: to think of everything.'
experience  service  design  product  productnarratives  serviceecologies 
september 2009 by adamcrowe
Newsless -- The 3 key parts of news stories you usually don’t get
'As long as the news is structured solely around what just happened, journalists are going to be fighting a rough battle. With a latest-news-only approach, we stoke demand for journalism by trying to snag people’s attention with each new development. There’s another way, one that leads to a more informed and more loyal public, and allows us to do better work. It involves: #Enlarging the market for journalism by making it easier for more people to understand the longstanding facts behind each story. #Increasing the appeal of journalism by letting folks in on the details of our quest to uncover the truth. #Expanding the appetite for journalism by explaining what we don’t know, and what we’re working to find out. -- As news consumers, we should be demanding these things as well. After all, right now we’re only getting the lamest part of the story.' -- What? Who? When? Where? How? and Why?
journalism  news  context  transparency  productnarratives 
august 2009 by adamcrowe
The Onion -- Study: Watching Fewer Than Four Hours Of TV A Day Impairs Ability To Ridicule Pop Culture
'"An hour or two of television per day simply does not provide enough information to effectively mock mediocre sitcoms, vapid celebrities, music videos, and talk-show hosts—an essential skill in modern society," said Dr. Madeleine Ben-Ami, a professor of cognitive science and chief author of the study. Ben-Ami said she and her colleagues fear that, if it is not corrected, television illiteracy could result in an American sub-group unable to function in the modern world. "Because the ridicule of pop culture comprises the bulk of today's social discourse, a non-viewer is at a distinct disadvantage in the workplace, on campus, and in the dating scene."'
*  productnarratives  meta  culture  popculture  snark  tv  content  lulz  television 
august 2009 by adamcrowe
Deep Dive Marketing -- The New Music Business Model: Imogen Heap
Not so much a business model, more an attention model where people enjoy the shared chaos of production and collaborative 'tidy up' towards a finished product. Mess is lore, as some folk say. -- '#Chapter 4: Building it Together: Heap has more than 735,000 followers on Twitter, each of whom feels invested in the making of Ellipse and is eagerly awaiting its release. They’ve been there every step of the way, offered their opinions and insights when asked for advice about songs, helped create Heap’s bio and album art, and were the friends who were always willing to lend an ear… and a hand. #Chapter 6: Heap TweetUps' -- And then the afterparty. -- '#Chapter 7: Cafe Heap' -- And then the product in its solid state is too opaque and so people start looking for the next 'production' to get involved in. #Chapter Z: The awkward second album where any remaining fans demand repeats of attentional gimmicks of which the artist has run out and can only plead, "But it was always about 'the music'."
popculture  fandom  socialmedia  productnarratives  engagement  attention  marketing  sharing  authenticty  culture 
august 2009 by adamcrowe
NeboWeb -- Everyday Life: An Interview with Helge Tenno
Love this guy -- 'My take is that companies are value providers, not product providers. A product in and of itself is completely worthless. It’s not until the product is introduced to a situation that it begins to provide value. As they are already important value providers to it, they need to find out how they can extend this value and add to it through additional services and utilities. In this case I think people will become members subscribing to existing, additional and updated value. Examples could be Nike Plus, Fiat Eco:Drive or MTV backchannel. All of them could be set up for a subscription model instead of a free or paid product model. The games industry is doing this already, with the likes of WOW or Anarchy Online. -- A market is filled with companies producing products for situations. The challenge with the everyday life mindset, and thereby the consequence, is that marketing starts moving to arenas where there is no opportunity to buy the same space the next week.' -- Yup.
marketing  productnarratives  via:chromacomms 
august 2009 by adamcrowe
PopTech -- The Future of Capitalism in Five Minutes: Meaning-Driven Business in Fast Times
Great roundup of next-gen capitalism thinkpieces -- 'Some recurring themes emerge though the more you read: On the organizational, delivery side, these themes are “social,” “real-time,” and “micro.” And on the cultural, the leadership side, they are “authenticity,” “generosity,” and “empathy.” If you combine the two layers, you get an interesting matrix – let’s call it the “Meaning-Driven Business Matrix.” This is the playing-field in which all product, service, and business model innovation will take place from now on...'
economics  ideals  ethics  innovation  transparency  sustainability  productnarratives  "capitalism" 
august 2009 by adamcrowe
From The Head Of Zeus Jones -- Great examples of how operations can become marketing
'I think the best definition for this kind of marketing is that it is: an aspect of internal operations that has been made transparent to customers and in doing so has become a driver of loyalty or additional business. -- In most cases, their value is obvious or easy to measure. There’s no need to create a secondary measure like “engagement” in order to figure out the value of these ideas to the company. They’re also really smart and really inventive solutions to business problems. They solve marketing problems by saving money or making more money rather than by “investing” in marketing programs whose returns are questionable.' -- Business as Massively Multiplayer Real-time Strategy Game: Examples listed by factors of (re)production: #Delivery #Sourcing #Construction #Billing #Payment #Internal metrics or data #Repair #Saving money
productnarratives  socialmedia  cocreation  business  innovation  ZeusJones  thegamingofeverydaylife 
august 2009 by adamcrowe
Gamasutra -- SIGGRAPH: Wright Talks Perception And 'Entertaining The Hive Mind'
'“It’s about filling the pipe with meaning.” "The data becomes the hub for other experiences," he added. "The IP sits on the data model and the community a data hub for entertainment moving forward. The game becomes a tool set for creativity." Says Wright. So to Wright the challenge for the future is reaching and entertaining the new world, literally. To Wright, the world has not moved from hierarchical to flat, but from hierarchical to interconnected. "More and more I have to think of entertaining the hive mind," says Wright.'
entertainment  sandbox  gaming  data  productnarratives  collectiveintelligence  hivemind  WillWright 
august 2009 by adamcrowe
cityofsound -- Why Lost is genuinely new media
'OK, the cover is badged as a 'Lost' product, so the artifice is partly lost, but still. Generating an ISBN for the book; creating an author; having an actual book written (it's out in May); all relatively straightforward for an enterprise on this scale. All of this creates an entry in a new data-space: in this case, the Amazon database and user experience. This is the producers of the show (presumably) actually using the identifiers of other operations to provide coherent hooks for interaction around their product. Comments, discussions, tags - all could follow. How long before there's a Driveshaft CD available? (A while, I hope. Though it looks like there was a faux Myspace account for Driveshaft at one point.) One half expects the Sawyer character to turn up as an actual Flickr user, posting images from the beach, or more likely, selling bits of charred aircraft on eBay. This isn't so much product placement as identifier placement.' -- Metacontent
lost  transmedia  narrativeobjects  objects  meta  productplacement  productnarratives  mythology  additivecomprehension  fandom 
august 2009 by adamcrowe
Neoco’s blog -- We’re scaring people into buying new Wii game
"The campaign features 10 short ‘night vision’ video clips featuring real people with real reactions as they play the game in ‘the dark’." -- Love this; first for the 'brutal simplicity of thought' -ness and secondly, because the 'game tester' setup kinda reminds me of that Shamrock 'commercial testing' setup in Halloween III: http://www.youtube.com/watch?v=6K518NKsZz (Don't watch if you don't like creepy-crawlies)
advertising  gaming  wii  horror  genre  productnarratives 
july 2009 by adamcrowe
Jude Gomila -- Mapping Out the Real Time Web
'#Media Level: Media like video, music, games or pictures now create their own data trail into the real time web. For example, inside games you can retweet your score. Picture tagging and real time music tracking are other examples of media creating a real time data source. #Filtering Level: We now have a huge amount of data to process. There are many ways to filter the data. Including but not limited to rating based, location based, time based and socially based. -- ... the reactions from syndication go out to cause new data being created resulting in phenomena like hashtags, RTs and news hype - this is a type of real time feeback effect.'
realtime  web  data  productnarratives  virtualgoods  diagrams  #bandwidth  #processing 
july 2009 by adamcrowe
180360720 -- Post Digital Marketing 2009
"Discovering how companies create value in the context surrounding the product is crucial in order to become invaluable inside the most important interface between the company and the customer – the experience." -- Yup. What's your product narrative? Can haz hacks with that? (p185. Good note about the cathedral/bazaar cocreation model.)
productnarratives  experience  context  brandedutility  servicecologies  transmedia  catheralbazaar  peopleshaped  copycat  propagation  planning  marketing  presentations  via:iaintait 
july 2009 by adamcrowe
180360720 -- New Strategies Require New Measurements
'People don't know what they want – so stop asking them.' -- What gets numbered gets numb.
productnarratives  experience  context  measurement  numbers  data  planning  marketing  presentations 
july 2009 by adamcrowe
Scribd -- FREE by Chris Anderson (Full book)
'#Free 1: Simple cross-subsidy #Free 2: Ad-supported #Free 3: Freemium #Free 4: Gift economy -- #Reversible business models: In China, some doctors are paid monthly when their patients are healthy. If you are sick, it’s their fault, so you don’t have to pay that month. It’s their goal to get you healthy and keep you healthy so they can get paid. -- In Denmark, a gym offers a membership program where you pay nothing as long as you show up at least once a week. But miss a week and you have to pay full price for the month. The psychology is brilliant. When you go every week, you feel great about yourself and the gym. But eventually you’ll get busy and miss a week. You’ll pay, but you’ll blame yourself alone. Unlike the usual situation where you pay for a gym you’re not going to, your instinct is not to cancel your membership; instead it’s to redouble your commitment.' -- On the fallacy of consistent price elasticity: 'The truth is that zero is one market and any other price is another.'
economics  prices  free  complements  strategy  businessmodels  marketing  selling  psychology  risk  incentives  communities  participation  scale  asymmetry  networkeffects  peerproduction  productnarratives  information  piracy  hackersvsvectoralists  abundance  digital  cognitivesurplus  temes  #processing  #storage  #bandwidth  #ubiquity  #specialization  google  ChrisAnderson  books 
july 2009 by adamcrowe
PSFK -- Kevin Slavin’s “This Platform Called Everyday Life”
'Kevin opened his talk with a story about a fascinatingly bizarre woman who had such intense feelings for the Berlin Wall that she married it. Through his talk, Kevin demonstrated how the woman’s relationship with the Wall, while extreme, parallels the relationships we’re developing with the material objects we love, use, play with, and wear. Technologies that give an object an ‘identity’ and make it ’smarter’ (RFID, accelerometers, QR codes, GPS) are breathing artificial life into our favorite unliving things. These technological innovations are, in essence, moving us towards a complete convergence with the objects in our lives… Maybe we are becoming more dependent and defined by our possessions because they are becoming more dependent and defined by us.'
*  temes  everyware  objects  evocativeobjects  relationalobjects  liminality  liminalobjects  selfobjects  spimes  productnarratives  interaction  design  mixedreality  puppetry  areacode  thegamingofeverydaylife  retribalization 
july 2009 by adamcrowe
Wired -- The Nike Experiment: How the Shoe Giant Unleashed the Power of Personal Metrics
'Call it Living by Numbers—the ability to gather and analyze data about yourself, setting up a feedback loop that we can use to upgrade our lives, from better health to better habits to better performance. -- ...people change their behavior—often for the better—when they are being observed... -- We tend to think of our physical selves as a system that's simply too complex to comprehend. But what we've learned from companies like Google is that if you can collect enough data, there's no need for a grand theory to explain a phenomenon. You can observe it all through the numbers. Everything is data. You are your data, and once you understand that data, you can act on it. -- For many Nike+ users, doing their exercise becomes inextricable from measuring it. "Forgetting my Nike+ sensor, or my iPod battery being dead, just takes the life out of my run."'
nike+  nikeplus  experience  design  productnarratives  sousveillance  quantifiedself  numbers  analytics  realitymining  performance  data  feedback  reflexivity  thegamingofeverydaylife 
june 2009 by adamcrowe
180/360/720 -- REAL value AS it is happening
"Create an arena for measuring value. Where tools are designed to generate real time, live data, by the participants – to be shipped back to the company giving us the data we need in order to develop groundbreaking insights."
marketing  realtime  measurement  productnarratives  thegamingofeverydaylife 
june 2009 by adamcrowe
Flickr -- Vintage DHARMA ads
"Retro DHARMA ads found in various old mags from the 60s - 80s."
lost  fandom  productnarratives  advertising 
june 2009 by adamcrowe
Alice and Kev: The story of being homeless in The Sims 3
"This is an experiment in playing a homeless family in The Sims 3. I created two Sims, moved them in to a place made to look like an abandoned park, removed all of their remaining money, and then attempted to help them survive without taking any job promotions or easy cash routes. I have attempted to tell my experiences with the minimum of embellishment. Everything I describe in here is something that happened in the game. What’s more, a surprising amount of the interesting things in this story were generated by just letting go and watching the Sims’ free will and personality traits take over." -- @Baudrillard The desert of the real estate?
sims  homelessness  recession  america  simulation  simulacra  storytelling  productnarratives  narrativeenvironments  virtualworlds  machinima  liveart  art  thegamingofeverydaylife 
june 2009 by adamcrowe
TradeMe.co.nz -- Scary washing machine. No really, its terrifying! for sale
"On heavy duty spin cycle it sort of sounds a bit like the tortured howls of 1000 undead writhing in the sulphury pits of hell mixed with a train with carriages full of scrap iron sliding down the road with no wheels, on fire, into a bell factory. If your in a fix and need a cheap washing machine and are either completely deaf or hate your neighbours this baby is for you. $1 reserve, pick up only, Waterview Auckland. Selling to pay for my counseling."
advertising  selling  storytelling  productnarratives  :-) 
june 2009 by adamcrowe
First Monday -- Storytelling in new media: The case of alternative reality games 2001–2009
'This paper presents five Alternate Reality Game (ARG) case studies which reveal common features and mechanisms used to attract and retain diverse players, to create task–focused communities and to solve problems collectively. Voluntary, collective problem solving is an intriguing phenomenon wherein disparate individuals work together asynchronously to solve problems together. ARGs also take advantage of the unique features of new media to craft stories that could not be told using other media. -- We suggest that the collective story that emerges during an ARG normally supplants the grand or master narrative (Lyotard, 1984) and allows players to become actors and heroes. ...the goal of these games is not to create an alternate reality, but to create a storyline that infiltrates real life. If the drive to solve collective problems could be yoked to a significant social goal, ARGs could result in collective behavior that does more than market media products.'
agile  storytelling  alternativerealitygaming  collectiveintelligence  collaboration  narrativeactivism  puzzle  exogenous  metanarratives  productnarratives  narrativeobjects  objects  narrativeenvironments  augmentationistsvsimmersionists  puppetry  liminality  liminalobjects  rabbitholes  campfires  socialgraph  storygraph  agencyagency  seriousgames  cognitivesurplus  synaptics  #processing  #complexity  thegamingofeverydaylife 
june 2009 by adamcrowe
Advertising Age -- Advertising for HBO's 'True Blood' Bends Truth a Bit
'... print ads that seem to promote real products and services from Geico, Gillette, BMW's Mini Cooper, Harley-Davidson, Ecko and Monster -- but act as if the audiences for these popular goods are vampires. HBO's idea is to play along "that fine line of fully disrupting someone's experience and at the same time immersing them in your experience," said Zach Enterlin, VP-advertising and promotions for HBO. The campaign contains many other elements, including evening weather reports on radio for vampires who might just be starting their day; a faux ad for movie theaters made to look like the ads for local businesses that normally appear before the show starts; and a faux weekly newsmagazine set to appear on HBO on Demand and HBO internet platforms that includes a segment called "The Vampire Report." That segment will cover "notable events that have occurred over the past week as vampires continue their integration into human society," according to HBO.'
transmedia  storytelling  trueblood  productnarratives  narrativeobjects  liminality  liminalobjects  verisimilitude  epistolary 
june 2009 by adamcrowe
MOCpages.com -- Villa Savoye: A LEGO® creation by Matija Grguric
"My first serious architectural LEGO model. This is Villa Savoye, designed by famous Le Corbusier (Charles-Édouard Jeanneret-Gris), swiss-born architect, urbanist, designer, writer and painter. It is situated in Poissy, outside of Paris, France. Completed in 1929. it is one of the most recognisable architectural presentations of the International Style"
lego  architecture  modernism  productnarratives 
may 2009 by adamcrowe
Engadget -- Blade Runner starring the iPod shuffle and Kindle 2 (Video)
"Two of the latest talking devices perform a scene from the sci-fi classic. Which is the better actor?"
kindle  ipod  productnarratives  bladerunner  voigtkampf  PKD 
may 2009 by adamcrowe
From The Head Of Zeus Jones -- Message v. subject: execution v. idea.
'I think that this relentless focus (purposeful or otherwise) on communications also blinds agencies to larger opportunities that are emerging. Clients may not need help talking to their customers but that doesn’t mean they don’t need help. After the channels of communication are established and after the pleasantries have been exchanged, customers will want something to talk to companies about. The best things to talk about are things that the company is doing to make their products, services or experiences better. It seems to me that there’s still a lot of demand for help in improving our clients’ core services and making them more marketable. For applying marketing thinking to operations. Personally I find it’s actually far more rewarding to do this kind of work because you’re actually collaborating with your clients on things that are lasting and have unquestioned (rather than questionable) value within their organisations.' -- Video inside
agencyagency  socialmedia  socialproduction  productnarratives  ZeusJones 
april 2009 by adamcrowe
Tweenbots -- Robot/People art by Kacie Kinzer
'Tweenbots are human-dependent robots that navigate the city with the help of pedestrians they encounter.' -- It's a Robot-Japanese Tourist!
robots  navigation  anthropomorphization  relationalobjects  objects  productnarratives  nurturance  empathy  kindness  lost  help  :-) 
april 2009 by adamcrowe
Designing Interactions -- Interviews: Bill Gaver
'Bill gives three examples of experimental designs that use weight and force sensors to enable designs with subtle interactive sensitivities. The Drift Table has a window in the center displaying slowly moving satellite images; the Key Table indicates the mood of people in a house, and the History Tablecloth illuminates around objects that are placed on it.'
productnarratives  interaction  experience  design  sensors  objects 
april 2009 by adamcrowe
Designing Interactions -- Interviews: Dunne and Raby
'Tony and Fiona describe their fascination with complex pleasures and existential design. They experiment with designs that pander to the bad side of people, appealing to contradictory and irrational emotions.'
criticaldesign  design  experience  productnarratives  objects  Dunne&Raby 
april 2009 by adamcrowe
Designing Interactions -- Interviews: Durrell Bishop
'Durrell points out that coins and banknotes are abstract representations of value, and suggests that physical tags can be designed to represent any abstract item, as long as we can remember what they mean by recognizing their form and behavior.' -- Objects are only representations
design  money  promixity  objects  productnarratives  interface 
april 2009 by adamcrowe
TIME -- 10 Ideas Changing the World Right Now: 10. Ecological Intelligence -
'what if we could seamlessly calculate the full lifetime effect of our actions on the earth and on our bodies? Not just carbon footprints but social and biological footprints as well? What if we could think ecologically? That's what psychologist Daniel Goleman describes in his forthcoming book, Ecological Intelligence. Using a young science called industrial ecology, businesses and green activists alike are beginning to compile the environmental and biological impact of our every decision — and delivering that information to consumers in a user-friendly way. That's thinking ecologically — understanding the global environmental consequences of our local choices. "We can know the causes of what we're doing, and we can know the impact of what we're doing," says Goleman, who wrote the 1995 best seller Emotional Intelligence. "It's going to have a radical impact on the way we do business." -- "We once had the luxury to ignore our impacts," says Goleman. "Not anymore." '
economics  ecology  environment  information  sustainability  symbiosis  gaia  productnarratives 
april 2009 by adamcrowe
Core77 -- Greener Gadgets: Power-Hog
'Power-Hog is a power consumption metering piggy bank designed to sensitize kids to energy cost associated with running electronics devices. Plug the tail into the outlet and the device into the snout; feed a coin to meter 30 minutes of use.'
product  design  productnarratives  energy  electricity  conservation  children  relationalobjects  objects  nurturance 
april 2009 by adamcrowe
MetropolisMag -- Within the Product of No Product
'... what if the aspiration is purely not to buy? How might designers participate in an economy of no product? Could product design focus on concepts of “one for life” tools and objects, tech devices that can be infinitely upgraded with a minimum purchase, methodologies for assembling new products out of surplus leftovers from the binge years? Is there a product of no-product aesthetic that would let consumers tangibly track how one purchase actually eliminates the need for a range of other products, in the same way that the archaic 20th-century notion of the “labor-­saving” device motivated the purchase of appliances? Design might create the “purchase-saving” appliance and link objects into permanent one-for-life relationships, under which users could cheaply modify external colors and textures to personalize products over long arcs of time.'
product  design  productnarratives  objects  spimes  consumerism  via:chromacomms 
march 2009 by adamcrowe
Loading Haiku
"Loading Haiku. Poems released. Under Creative Commons. Take them for loaders."
storytelling  narrativeenvironments  productnarratives  storygraph  serviceecologies  statusupdates  commons  IainTait 
march 2009 by adamcrowe
crackunit.com -- Loading Haiku
'Basically it’s a collection of Haiku that I started writing whilst waiting for heavy websites to download (and there’s been a few recently). Then I figured I’d release them all under a Creative Commons License so that people can take them and re-incorporate them into their loading sequences.' -- Clever pre-experience design
storytelling  narrativeenvironments  productnarratives  storygraph  serviceecologies  statusupdates  commons 
march 2009 by adamcrowe
Wired -- Clive Thompson on the Revolution in Micromanufacturing
'The Etsy guys attribute their success in part to customers tiring of cookie-cutter products. "The '90s were the period of wearing big-box names on your chest," says Adam Brown, who heads up Etsy's cooperative advertising program. The site's popularity may also be a reaction to the slightly sour, rummage-sale feel that taints eBay, progenitor of the modern microbusiness. But I believe our craving for one-off goods goes deeper yet. Digital culture has always been about customization and individuality: blogging your thoughts, designing monster houses in The Sims, Flickring your life, crafting unviewable MySpace backgrounds. It's all about creating a personalized aesthetic. After years of molding the digital world to suit our style, is it any wonder we want to do the same to the physical realm?'
design  authencity  provenance  productnarratives  craft  folk  diy  do  culture  etsy  manufacturing  personalization 
march 2009 by adamcrowe
Pulse Laser -- If products are people too, let them have a thousand true fans…
"Could Kelly’s [1,000 true fans] solution extend to the design, manufacture, marketing and distribution of products? ...not buying into a product design as a brand, but more like micro-investing in a product at it’s conception. Almost like a distributed commission of something that you’ve followed the progress of like a work of art. This model would be a potential new spin on both human-centered design and product marketing. Collect the desires and needs of your customer base, but they’ve bought into the design process revealing something new about that. You can see some of this in communities such as Etsy... Is this possible in the arena of more complex products with behaviour, connectivity, and services woven into them? Is it possible where there’s not a direct relationship to the artisan or designer - that is, could it scale to work for larger companies and brands? ... creating products and potentialities for products that will garner a fanbase through their lifetime..."
design  socialobjects  sharedobjects  objects  production  productnarratives  authenticity  fandom  crowdsourcing  provenance  prototyping  manufacturing  distribution  etsy  longtail 
march 2009 by adamcrowe
BuzzMachine -- The inside-out agency
"... invest effort in social tools that enable customers to tell you what you should be producing; hand over as much control to them as you can. The goal must be to produce a product people love." -- Product. -- Comment: Jenn_lee_ca: "I think that the Internet brings the marketing/PR person back to its roots. Marketing is supposed to be the 4 Ps: Product, Price, Place and Promotion. Many agencies only focus on promotion. They have no say in the product, the price or its distribution."
agencyagency  socialmedia  socialproduction  peerproduction  production  productnarratives  serviceecologies 
march 2009 by adamcrowe
Telegraph -- New 'safe' bed allows savers to safely store their cash under the mattress
'Robbie Feather, managing director of Feather & Black said: “Confidence in banks has hit an all-time low and fears of a recession crime wave have been raised by the Home Secretary. As a result people genuinely seem concerned about the safety of their money. Our new Safe bed began as a slightly tongue-in-cheek idea but we are now confident that it will appeal to home owners who want to store their money or valuable belongings in a safe place."'
economics  money  fear  security  productnarratives 
march 2009 by adamcrowe
Botanicalls -- Kits
"Botanicalls Kits let plants reach out for human help! They offer a connection to your leafy pal via online Twitter status updates to your mobile phone. When your plant needs water, it will post to let you know, and send its thanks when you show it love."
twitter  sensors  arduino  botany  plants  serviceecologies  productnarratives  statusupdates  nurturance 
february 2009 by adamcrowe
Twitter Mosaic
"Make Art from Twitter (and then buy it!)" -- Cute.
twitter  socialmedia  serviceecologies  productnarratives  communities 
february 2009 by adamcrowe
Harvard Business Review -- Technology and Human Vulnerability: A Conversation with MIT's Sherry Turkle (PDF)
'We are ill prepare for the new psychological world we are creating. We make objects that are emotionally powerful; at the same time, we say things such as "technology is just a tool" that deny the power our creations both on us as individuals and on our culture. I find it amazing how in less than one generation people have gotten used to the idea of giving their children Ritalin–not because the childen are hyperactive but because it will enhance their performance in school. who are you, anyway–your unmedicated self or your Ritalin self? for a lot of people, it has become unproblematic that their self is their self with Ritalin or their self with the addiction of a Web connection as an extension of mind. As one student with a wearable computer with a 24-hour Internet connection put it, "I become my computer. It's not just that I remember people or know more. I feel invincible, sociable, better prepared. I am naked without it. With it, I'm a better person."'
psychology  relationships  robots  replicants  toys  toyfriends  nurturance  relationalobjects  objects  simulation  simulacra  reality  virtuality  authenticity  humanity  cyborg  aliveness  emotion  projection  transference  philosophy  rorschach  identity  play  reflexivity  transformation  technology  productnarratives  SherryTurkle  pdf 
february 2009 by adamcrowe
Wired.com -- Twitter Fast Growing Beyond Its Messaging Roots
"Enterprising hackers are creating apps for sharing music and videos, to help you quit smoking and lose weight -- spontaneously extending the text-based service into one of the web's most fertile (and least likely) application platforms." -- Comment: Steve Woodward: "The beauty of Twitter is that it's like a cocktail party that enables users to communicate three ways: listening to the general chatter, having a conversation that others can eavesdrop on if they want, or shutting the door and having a private conversation."
twitter  serviceecologies  commandline  sensors  blobjects  productnarratives  socialsoftware  socialcomputing  hacking 
february 2009 by adamcrowe
Seth's Blog -- Which comes first, the product or the marketing?
"... just about every successful product or service is the result of smart marketing thinking first, followed by a great product that makes the marketing story come true."
marketing  productnarratives 
february 2009 by adamcrowe
YouTube -- Charts Music - Songsmith fed with Stock Charts
"Melodies derived from Stock Charts, arranged with Songsmith, the Microsoft Composition Tool. www.kreidler-net.de " -- Genius? You know's it!
stocks  data  generative  music  productnarratives 
february 2009 by adamcrowe
crackunit.com -- Life Is For Connectedly Sharing Better - The Advertising Myth
"It’s the things that are in heads, on screens and coming down wires that are interesting and important. Not stuff a camera can easily capture." -- TRUE.
advertising  collaboration  sharing  memes  experience  spectacle  fake  verisimilitude  metaphor  productnarratives 
january 2009 by adamcrowe
Experience Curve -- Is Advertising Worth Saving?
"... advertising is still a valuable discipline, but what it needs is a higher purpose. Advertising needs to inspire more than mass consumption, it needs to communicate ideas that inspire action, and participation. I believe the future of all business will be based on what Lawrence Lessig calls a Hybrid Economy, where a business co-creates value with it’s customers, and the businesses that win in that case will be the ones that not only have a system to capture and share that value, but inspire their customers to create more and more valuable things and ideas."
advertising  socialmedia  productnarratives  peerproduction  cognitivesurplus  do 
january 2009 by adamcrowe
russell davies -- from product to project
On howies Hand-Me-Down bags: "I've been thinking about how I can continue to projectise this product. And how this bag can have a 10-year + story. So I'm trying to add spimeiness to it and to use internet stuff as a memory aid for this thing. imagine telling the story of the life of the bag that way, keeping it as a project not a product. But what would be really nice would be if it could tell its own story more. Generate its own data. I could attach an RFID tag, but I'm not quite sure what would ever read it. I guess ideally it would have it's own GPS logging stick sewn in. Or something." -- Perhaps the dirt it picks up is sent off to a lab for analysis... On-board arduino and light sensor for bag = open/closed monitoring... Weight check in/out on departure/arrival...
productnarratives  narrativeobjects  storytelling  epistolary  memory  data  spimes 
january 2009 by adamcrowe
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