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Building Amazing
Interactive Experiences
         Longboard
         June 27th 2012


         Antoine Azar
 antoine@2xminteractive.com
        @antoineazar
                              1
2XM Interactive
• Mobile Application Development
• Touch Surfaces
• Experiential Tech Marketing

• 50% of our work today in partnership with
  awesome agencies



                                              2
3
4
Building Amazing
        Interactive Experiences

•   Introduction
•   Rethinking the anatomy of a project
•   3 Rules to respect
•   3 Case studies
•   Take-Aways



                                          5
Anatomy of a project
• Medium (iPhone! Multitouch! QR!)
• Message (same old)
• Limitations (tech, budget, ressources, time…)

• Result: Customer happy for a while, some
  buzz, but zero engagement and retention



                                                  6
Worrying Stats
• ~30% of apps are used just once
• After 30 days, only 5% of apps still make it on
  a user’s radar

• Something critical is lost in the conversation




                                                    7
Project Surgery

What we’re told   Where to focus
  Medium            Mindset
  Message
 Limitations




                                   8
Project Surgery

What we’re told   Where to focus
  Medium             Mindset
  Message         Barriers to use
 Limitations




                                    9
Project Surgery

What we’re told   Where to focus
  Medium             Mindset
  Message         Barriers to use
 Limitations      Enchantement




                                    10
Case Study 1: The QR Code
• An awesome tech that you actively use?
• A horrible tech that should die?
• None of the above?

• We have seen QR campaigns with thousands
  of codes distributed and a result of 7 scans
  over a 1-month period


                                                 11
Case Study 1: The QR Code
• Barrier to use: High. Smartphone, QR code
  reader, act of actually pulling out the
  smartphone, finding the damn app, and
  scanning the code.
• Mindset: Usually low. No explanation of what
  will happen once I scan it and why I should
  stop what I’m currently doing to scan.
• Enchantement: Low. You’re taking me to a
  website? Whoopee.

                                             12
Case Study 1: The QR Code
• Does that mean we throw away the tech?




                                           13
14
QReative Project @ C2-MTL
• Barriers to use: Low (iPod Touch supplied)
• Mindset: Medium, needs human guidance to
  avoid passive Museum-mode
• Enchantement: High (Hey that’s me! That’s
  my friend!)

             Photos of the experience



                                               15
Case Study 2: La Pige de Noël




                                16
17
18
La Pige de Noël
• Barrier to use: Low (simple easy instructions)
• Mindset: High (It’s Christmas! 10 instant
  prizes per day!)
• Enchantement: High (A touch version of a
  giant claw game! I want to grab this ball!)

               Video of the experience



                                                   19
Case Study 3: STM-U2
• We got approached with this:
  – STM is sponsoring the U2 concert
  – They need something to stand out next to other
    sponsors
  – We want something big (medium)
  – We want to promote the STM (message)
  – Otherwise we just want something fun (message
    backup)
  – We can’t spend much money (limitation)
                                                 20
21
Case Study 3: STM-U2
First toughts:
• Interactive Touch Window is cool
• Large-format Angry Birds?
• Bingo!




                                     22
Case Study 3: STM-U2
• Large Angry Birds
  – Barrier to use:
     • High. it’s a one-player game, in a 70,000 people venue.
       There will be long lines.
  – Mindset:
     • Low. I’m here to party with my friends, not to play a
       game alone.
  – Enchantement:
     • Medium. Angry Birds is cool. Large Angry Birds is
       cooler.


                                                               23
Case Study 3: STM-U2
• 2XM’s approach:
  – Barrier to entry: People need to be able to
    participate at any time and not need anything
    special
  – Mindset: Has to be a collective and fun
    experience, no longer than a few minutes
  – Enchantement: How do we take the STM’s
    message and make it amazing?


                                                    24
Case Study 3: STM-U2




                       25
26
What Lies Ahead?
• iPhone was introduced by Steve Jobs as:
  – A phone
  – A PDA
  – A music player
• A year later, the App Store opened
• Smartphones became small “app receptacles”



                                            27
What Lies Ahead?
• Just like web sites moved from “Print
  receptacles”…

• Smartphones have to move to something
  more than app receptacles




                                          28
What Lies Ahead?


Let’s stop building throw-away
apps and focus on relevant and
     enchanting experiences



                                 29
Take-Aways
• Placing the mindset/barriers/enchantement
  throught process at the core of the design will
  bring forward exceptional experiences.

• Think of every aspect of a project as part of an
  ecosystem: web, mobile, interactive, etc. An
  ecosystem interacts with itself.

• Technology limits are meant to be broken –
  Human nature is meant to be respected.

                                                     30
Thank you!
        Antoine Azar
antoine@2xminteractive.com
       @antoineazar




                             31

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Building Amazing Interactive Experiences

  • 1. Building Amazing Interactive Experiences Longboard June 27th 2012 Antoine Azar antoine@2xminteractive.com @antoineazar 1
  • 2. 2XM Interactive • Mobile Application Development • Touch Surfaces • Experiential Tech Marketing • 50% of our work today in partnership with awesome agencies 2
  • 3. 3
  • 4. 4
  • 5. Building Amazing Interactive Experiences • Introduction • Rethinking the anatomy of a project • 3 Rules to respect • 3 Case studies • Take-Aways 5
  • 6. Anatomy of a project • Medium (iPhone! Multitouch! QR!) • Message (same old) • Limitations (tech, budget, ressources, time…) • Result: Customer happy for a while, some buzz, but zero engagement and retention 6
  • 7. Worrying Stats • ~30% of apps are used just once • After 30 days, only 5% of apps still make it on a user’s radar • Something critical is lost in the conversation 7
  • 8. Project Surgery What we’re told Where to focus Medium Mindset Message Limitations 8
  • 9. Project Surgery What we’re told Where to focus Medium Mindset Message Barriers to use Limitations 9
  • 10. Project Surgery What we’re told Where to focus Medium Mindset Message Barriers to use Limitations Enchantement 10
  • 11. Case Study 1: The QR Code • An awesome tech that you actively use? • A horrible tech that should die? • None of the above? • We have seen QR campaigns with thousands of codes distributed and a result of 7 scans over a 1-month period 11
  • 12. Case Study 1: The QR Code • Barrier to use: High. Smartphone, QR code reader, act of actually pulling out the smartphone, finding the damn app, and scanning the code. • Mindset: Usually low. No explanation of what will happen once I scan it and why I should stop what I’m currently doing to scan. • Enchantement: Low. You’re taking me to a website? Whoopee. 12
  • 13. Case Study 1: The QR Code • Does that mean we throw away the tech? 13
  • 14. 14
  • 15. QReative Project @ C2-MTL • Barriers to use: Low (iPod Touch supplied) • Mindset: Medium, needs human guidance to avoid passive Museum-mode • Enchantement: High (Hey that’s me! That’s my friend!) Photos of the experience 15
  • 16. Case Study 2: La Pige de Noël 16
  • 17. 17
  • 18. 18
  • 19. La Pige de Noël • Barrier to use: Low (simple easy instructions) • Mindset: High (It’s Christmas! 10 instant prizes per day!) • Enchantement: High (A touch version of a giant claw game! I want to grab this ball!) Video of the experience 19
  • 20. Case Study 3: STM-U2 • We got approached with this: – STM is sponsoring the U2 concert – They need something to stand out next to other sponsors – We want something big (medium) – We want to promote the STM (message) – Otherwise we just want something fun (message backup) – We can’t spend much money (limitation) 20
  • 21. 21
  • 22. Case Study 3: STM-U2 First toughts: • Interactive Touch Window is cool • Large-format Angry Birds? • Bingo! 22
  • 23. Case Study 3: STM-U2 • Large Angry Birds – Barrier to use: • High. it’s a one-player game, in a 70,000 people venue. There will be long lines. – Mindset: • Low. I’m here to party with my friends, not to play a game alone. – Enchantement: • Medium. Angry Birds is cool. Large Angry Birds is cooler. 23
  • 24. Case Study 3: STM-U2 • 2XM’s approach: – Barrier to entry: People need to be able to participate at any time and not need anything special – Mindset: Has to be a collective and fun experience, no longer than a few minutes – Enchantement: How do we take the STM’s message and make it amazing? 24
  • 25. Case Study 3: STM-U2 25
  • 26. 26
  • 27. What Lies Ahead? • iPhone was introduced by Steve Jobs as: – A phone – A PDA – A music player • A year later, the App Store opened • Smartphones became small “app receptacles” 27
  • 28. What Lies Ahead? • Just like web sites moved from “Print receptacles”… • Smartphones have to move to something more than app receptacles 28
  • 29. What Lies Ahead? Let’s stop building throw-away apps and focus on relevant and enchanting experiences 29
  • 30. Take-Aways • Placing the mindset/barriers/enchantement throught process at the core of the design will bring forward exceptional experiences. • Think of every aspect of a project as part of an ecosystem: web, mobile, interactive, etc. An ecosystem interacts with itself. • Technology limits are meant to be broken – Human nature is meant to be respected. 30
  • 31. Thank you! Antoine Azar antoine@2xminteractive.com @antoineazar 31