Right Brain, Left Brain Blog

52 posts categorized "Experiential"

04 March 2014

How experiential will become a new form of market research

Everyone loves a freebie. It doesn’t matter how old you are, how wealthy you are. Whatever your job title, if there’s a freebie up for grabs then you’re automatically interested. For this reason, I’m baffled why many brands are still struggling when it comes to customer data.

The solution is simple: it’s a two-way exchange so you’ve got to give customers something valuable in return for their data – something like an experience, a prize or a voucher.

This is why experiential and data collection are perfect partners; experiential creates numerous opportunities for live market research. Also, experiential is not always a sales tactic so it’s even more important for brands to capture data “in the moment” and grow their database. If the customer is interacting with a brand ambassador face-to-face, it’s easy to gather more information and to offer them something in exchange for that information.

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18 June 2013

Nivea Men gives football fans their very own Man of the Match experience

Now I’m not the biggest football fan. But I’m a girl, so that’s a given. For men, I can only imagine that to have your name chanted by a packed stadium of adoring football fans is an experience that every guy can only dream of. That’s why when I came across this new campaign from Nivea Men, I thought it was definitely one to share!

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14 February 2013

Valentine’s Day: the art of making consumers fall in love with brands!

By Cream Editorial

February 14 isn’t just a day for couples to express their love for each other – the festival day for love is also a day when brands vie for consumer love and attention! On the occasion of Valentine’s Day, we pick out Cream Global’s hot five case studies where love is the X-factor that helps a brand find the sweet spot with its consumers. Here they are:

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12 February 2013

Things consumers never say about advertising

By Martin Harrison, Huge (part of SoDA)

One thing I have yet to hear a consumer say about advertising is, “Over time, it steadily positively reinforced a deeply held idea about how I’d like to be.” But then, I’ve yet to hear someone say, “I actively seek out facts that chime with my pre-defined point of view and ignore those that don’t”. That said, I haven’t really looked, I suppose.

Anyway, let me tell you a story about habit. Some years ago, I worked on the direct mail account for a large circulation weekly UK magazine. Our strategy was to drive sales through coupons; send out four/eight/twelve coupons and customers would duly redeem them, boosting circulation by 5-10%, depending on mailing volume. We had one mailing file that would redeem at 85%. 85%!

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11 February 2013

To 3D or not to 3D... that is the question!

By Andrew Murchie, Multiply

Are we getting closer to a 3D revolution in the advertising industry? You might think we’re a way off, but actually it may not be that long before 3D brand advertising goes mainstream.

We’re in an era now where the creative and technical skills sets required to make captivating and compelling 3D content are becoming more accessible, and therefore more viable for brands. Certainly at Multiply we’re seeing an increase in the number of clients interested in learning more about delivering 3D content.

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06 February 2013

Acer's interactive Olympic campaign

 

Acer_IMG_5636
Acer's Olympic pavillion


Challenge

The London Olympic Games was the second Olympic event at which Acer held the title of ‘Official Hardware Partner’ – having previously sponsored the 2010 Winter Games in Vancouver.

In order to create an on-site brand experience like no other, Acer appointed total brand activation agency, Pico, to build a Showcase Pavilion within the Olympic Park. Pico in return appointed specialist experiential staffing agency Blackjack to select and train the Showcase Team to engage and host the site.

Situated close to the Athletes Village, Acer were able to exhibit and demonstrate their new products, latest technologies and innovations to the public inside the Showcase Pavilion, whilst simultaneously providing a corporate hospitality suite for VIP guests to soak up the incredible atmosphere of London 2012.

The Showcase consisted of three levels where guests would be immersed in an interactive experience combining projection, lights and imagery to create an unforgettable journey; the top floor included an exclusive VIP area for IOC members and athletes to use with spectacular views of the Olympic Park which included an unparalleled view of the Olympic Stadium.

Insight

There were two key objectives attached to Acer’s on-site Olympic activity.  First and foremost it wanted to attract visitors to the Olympic Park into the Pavilion to experience the Acer Journey through customer facing interaction. Once inside, the aim was to educate visitors on Acer products, new technologies and innovations to enhance brand knowledge and awareness.

Solution

An entirely unique experiential concept was created, to immerse the visitor in an unrivalled and entirely personalised brand experience. Blackjack provided event managers and brand ambassadors, all of whom had been approved by LOCOG (London 2012 Governing Body) and accredited for the Olympic Park beforehand.

Blackjack staff then guided visitors through an interactive journey that began outside the showcase in the Olympics Park. Visitors were issued with an interactive journey smartcard. Each card had a QR driver that, when swiped onto a QR reader positioned next to the various features on various levels, would allow each visitor a personal and individual interaction complete with info/avatar capture of themselves. The smartcard allowed QR activation at each feature display within the pavilion via a unique visitor QR code which isolated each individual visitor’s interaction through the various feature displays within the showcase, via a microsite: acerjourney.com

Once inside the Pavilion, visitors had 8 stations to experience:

  • Journey Sphere - Visitors could browse and explore through a variety of games and videos

  • “Fast Faster Fastest” Arena – An interactive challenge navigating a route through a computer circuit board in the fastest time

  • Infinity Gateway – A room which projected multiple images of the visitor on 3 different graphic backgrounds

  • Predator Gaming Area – Visitors could play the official London 2012 video game

  • Devices on Level 2 – A platform showcasing the very best of the Acer product portfolio

  • Devices on Level 1 – A platform showcasing the very best professional market devices
from Acer
  • Theatre – A unique mixed reality theatre show featuring AR and interactive images

  • Avatar – The chance for visitors to create a personalised avatar in the Pavilion and share it on acer.com

VIP guests also had use of the third level hospitality and viewing platform.

Results

In terms of meeting the first two objectives, the Acer Pavilion had 63,846 visitors during the Olympic and Paralympic periods, in which 40,222 registered to become a part of the Acer Journey, this can be measured as 63% of all people who visited the Pavilion registering.

This was an average of 2,500 visitors every day to the Pavilion during the course of the Olympics and Paralympics.

Due to a high number of visitors being children, some parents did not feel it appropriate for their children to fill out their personal details, therefore decreasing the percentage of visitors registering to become a part of the Acer Journey.

05 February 2013

Augmented reality is a reality!

By Chris Minas, Nimbletank

Many have hailed augmented reality (AR) as a passing fad with no real beneficial use bar novelty value. This however comes as a surprise to marketers who see AR as a vital tool to generate brand excitement and believe it will become a mainstream technology in the near distance future.

To financially ailing industries such as music and publishing, this couldn’t come at a better time. By incorporating AR technology they will once again be able to provide the customer with desirable extras they’d struggle to find elsewhere. Already, AR technology can allow readers to hold their phone in front of a printed page and see extra content on their handset. The opportunities are endless and we just need to look to huge brands such as Nokia and Google to understand the full potential the medium offers.

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15 January 2013

The return of the community

By Matthew Gidley, Momentum UK

Historians have long recorded shifts in social behaviour resulting from political or economical change.  The turbulence of the past four years has provoked one of the most prolific social reactions known in recent history: the return of the community. 

This time, things have changed: people are uniting not just in families or neighbourhoods, but also by geography, interest, profession and principles.   The structure of brands’ audiences is changing and marketers must reassess their strategy to fulfil an increasing need among consumers to feel part of something as the things they value continue to erode.

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  • Right Brain, Left Brain sums up the dichotomy of a media business that’s constantly battling with the challenge of delivering a profit and discovering new ways to communicate to consumers. The Cream editorial team combined with a dream team of industry pioneers from around the world share their expert opinions.

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