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CRACKING THE
SOCIAL CODE
The Story of Why
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Executive summary
Even the most superficial social interaction
online is driven by a consumer need.
Wave’s seven years of analysing social
behaviour online has revealed the 5 key
needs underpinning them all: Relationship,
Diversion, Progression. Recognition and
Learning.
Wave has also shown us that meeting these
needs can play a key part in building  brands
and driving sales. For example Diversion
is the need state that drives Desirability
for brands. 40% of people who want
entertaining experiences from brands say
that these experiences make the brand
more desirable. Whereas to drive sales a
combination of Recognition and Learning
is powerful. Educating people about your
product whilst at the same time listening to
their needs makes consumers far more likely
to buy.

2

Contents
Consumers are entering into a ‘value
exchange’ with brands that meet these
needs, they are happy to disclose personal
data if it means they receive a better online
experience.

Executive summary

2

Welcome to Wave

4

We have many trends

6

Whilst these 5 basic needs don’t change,
the ability of technology to meet them
is in constant flux – and brands need to
understand exactly what consumers what
from different devices.

The search for Why

20

The Value Exchange

26

The Value Exchange and the five needs

32

The growth of the smartphone in particular
is transforming both the device and social
platform landscape.

The time for trends

44

Summary

59

So it’s no longer enough to simply track the
latest trends because much of what we see
is background noise or worse, a complete
distraction. What we really need to do is
understand the motivations behind these
trends and only then look at when and how
consumers are doing them.

Contacts

62

3
Welcome to Wave 7
In 2006 we started Wave because we
wanted to know if social media lived up to
the hype. It certainly did and we continued
to track many trends because at that time
we thought keeping up with something
moving this fast was all important. But
the growth and proliferation of internetconnected devices means that the main
trend we see in 2013 can comfortably be
summarised by one word. More. More things
done, by More people, More often and in
More places.

Powered by Curiosity Works

So while we would be the first to admit that
keeping up with this dizzying pace of growth
has been breath-taking, we have also begun
to realise that “More” can be a distraction.
Especially for an industry so often dazzled
by the new new.

So with Wave we learnt not to just follow
trends but to understand what motivates
the people driving those trends. And what
we found was that social behaviour is driven
by the same deep seated consumer needs
that people have in the offline world. So
we realised that we had an unprecedented
opportunity to understand what people
really want from brands by examining
them in the social space. So with Wave 7
– Cracking The Social Code we have fully
explored these needs as their understanding
gives us fundamental insights into the way
we should build long term relationships with
consumers.

As Bob Hoffman summarised so succinctly
on his Ad Contrarian blog “there is no-one
more gullible than the marketeer who thinks

4

•	 The project is lead by the UM G14/EMEA
Research team

they are missing out on a trend”, probably
around the same time, somebody else said
“Lets own Myspace”.

Glen Parker
Head Of Research G14
UM

•	 We have surveyed 48,945 16-54 Active
Internet Users in 65 countries
•	 At UM we have a philosophy which we
call Curiosity Works. This philosophy
drives us to continually seek new
insights that we can use to unlock the
competitive advantage of media and
fuel brand growth

•	 Representing the views of over a billion
people
•	 All surveys are self-completed and the
data collected is purely quantitative.

•	 The Wave project is Curiosity Works
come to life. Each Wave study is run in
collaboration with over 65 UM offices
around the world with each volunteering
to take part each year. This collaboration
is driven solely by UM’s culture of
collective Curiosity

Why the Active Internet User?

•	 Wave retains the same methodology
from Wave 1 to Wave 7, enabling
comparison across Waves

•	 They drive adoption of platforms and
tools and they will determine which tools
and platforms become dominant.

•	 Active Internet Users are those that use
the internet every day or every other day
•	 Social media is driven by Active Internet
Users

5
we have
many
trends
The Story of Why
In 2006, UM embarked on the Wave project
to measure the scale and impact of social
media across the globe. Over the course of
this project Wave has taught us that this is
not just a story of unprecedented growth
but also one of social evolution. Therefore,
with each Wave we strive to widen and
deepen our understanding of social media
and bring the insight that will help brands
navigate successfully. This is the Wave Story.
To date, we have surveyed nearly 185,000
Active Internet Users across 72 countries.
Over the course of this project, Wave has
taught us that growth in social media is
unprecedented. However, the real story
has not just been one of growth but also of
evolution. In a few short years social media
has made content creators, sharers and
influencers of us all.

8

Wave 1 (2006):
demonstrated that social
media was living up to the
hype, there was a large
and active community
communicating online.
Wave 2 (2007): showed
how social media moved
from being a text-based
medium of bloggers and
posters to a fully audio
visual one full of content
creators and sharers.
Wave 3 (2008): charted
the democratisation of
influence, how social
media was driving greater
means and opportunity
for
consumers
to
influence their peers.

Wave 4 (2009): examined
the reasons behind the
huge growth in social
media by understanding
the motivations to use
different social media
platforms. Showing that consumers engage
with a platform because it meets specific
consumer needs and all platforms meet
these needs differently.
Wave 5 (2010): told us that
there was huge demand
for social interaction with
brands.
However,
the
nature and depth of this
interaction varied wildly
from person to person and category to
category. But those brands that could create
the right experience benefitted enormously,
driving brand loyalty, endorsement and
sales.

others are better at driving sales. Therefore,
actually knowing where consumer and
brand objective meet is the key to the longterm success of social strategy.
Wave 7 (2013): has told us
that the insights we get
from an understanding
of
social
behaviour
aren’t just relevant in the
social space but are, in
fact, inherent human truths that underpin
consumers’ relationships with products and
brands. Therefore, we need to understand
how to leverage these insights using all
brand assets, both above and below the line
and in the digital space, to create a coherent
and compelling whole.

Wave 6 (2011): has shown
us that meeting different
consumer needs delivers
different outcomes for
brands. For example some
will create loyalty which

9
15 countries
7,500 respondents
launches

2007
2006

2004

March 2007
Tumblr launches

pre-2003
2003

9 January 2007
Apple launch the
first iPhone

2005

21 countries
10,500 respondents

2008
April 2008
Facebook overtakes
MySpace in popularity
26 August 2008
Facebook has over
100M users

20 September 2008
The launch of the
first Android phone

7 October 2008
Spotify launches

The Wave Story
10

29 countries
17,000 respondents

2009
11 March 2009
Foursquare launches

19 June 2009
Farmville launches

July 2009
There are now more
than 3.6bn images
on Flickr

August 2009
Xiaonei becomes
RenRen

38 countries
23,200 respondents

2010
February 2010
Facebook Mobile
has over 100M users

3 April 2010
The first iPad released
30 July 2010
100M check-ins

August 2010
Groupon: ‘fastest growing
company of all time’

54 countries
37,600 respondents

62 countries
42,000 respondents

2011
22 March 2011
LinkedIn reaches 100M members
4 April 2011
Valued at over £3Bn
28 June 2011
Google Plus launches
30 June 2011
Twitter: 200M+ tweets per day

September 2011
QQIM has 700M+ active users

15 October 2010
“The Social Network”
film released

2013

April 2012
Facebook buys Instagram

May 2012
Facebook floats on NASDAQ

June 2012
500M+ users on Twitter

June 2012
NSA scandal

August 2012
Vine has over 40M users

September 2011
Snapchat launches

21 December 2010
2.5 months after launch,
Instagram has 100M users

2012

72 countries
49,600 respondents

December 2011
Facebook has over 845M
active users

October 2012
Facebook has over 1Bn users

11
n

ha
et
or

The Wave universe now fully
represents the world

Th

a
es
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i et u
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lter
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rs
ou
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ve
ti

Wave 3

Wave 2

Wave 1
Australia
China
France
Germany
Italy
India
Japan
Mexico
Philippines
Russia
South Korea
Spain
United Kingdom
United States

12

nrs
o se

Wave 7

Australia
Brazil
China
France
Germany
Greece
India
Italy
Japan
Malaysia
Mexico
Pakistan
Philippines
Russia
Singapore
South Korea
Spain
Taiwan
Thailand
United Kingdom
United States

Australia
Austria
Brazil
Canada
China
Czech Republic
Denmark
France
Germany
Greece
Hong Kong
Hungary
India
Italy
Japan
Mexico
Netherlands
Pakistan
Philippines
Poland
Romania
Russia
South Korea
Spain
Switzerland
Taiwan
Turkey
United Kingdom
United States

Wave 4
Australia
Austria
Belgium
Brazil
Canada
China
Colombia
Czech Republic
Denmark
Ecuador
Finland
France
Germany
Hong Kong
Hungary
India
Italy
Japan
Latvia
Lithuania
Malaysia
Mexico
Netherlands
Norway
Peru
Philippines
Poland
Portugal
Romania
Russia
Singapore
South Africa
South Korea
Spain
Sweden
Turkey
United Kingdom
United States

Wave 6

Wave 5
Algeria
Argentina
Australia
Austria
Bahrain
Belgium
Brazil
Canada
Chile
China
Colombia
Czech Republic
Denmark
Ecuador
Egypt
Estonia
France
Germany
Hong Kong
Hungary
India
Ireland (ROI)
Italy
Japan
Kuwait
Latvia
Lebanon
Lithuania
Malaysia
Mexico
Netherlands
Norway
Oman
Philippines
Poland
Portugal
Qatar
Romania
Russia
Saudi Arabia
Serbia
Singapore
Slovakia
South Africa
South Korea
Spain
Sweden
Taiwan
Thailand
Tunisia
Turkey
United Arab Emirates
Ukraine
United Kingdom
United States

Algeria
Argentina
Australia
Austria
Bahrain
Belgium
Brazil
Canada
Chile
China
Colombia
Croatia
Czech Republic
Denmark
Ecuador
Egypt
Estonia
Finland
France
Germany
Greece
Hong Kong
Hungary
India
Ireland (ROI)
Italy
Japan
Kuwait
Latvia
Lebanon
Lithuania
Malaysia
Mexico
Netherlands
Norway
Oman
Philippines
Poland
Portugal
Puerto Rico
Qatar
Romania
Russia
Saudi Arabia
Serbia
Singapore
Slovakia
South Africa
South Korea
Spain
Sweden
Switzerland
Taiwan
Thailand
Tunisia
Turkey
United Arab Emirates
Ukraine
United Kingdom
United States
Vietnam

Algeria
Argentina
Australia
Austria
Bahrain
Belgium
Bosnia & Herzegovina
Brazil
Bulgaria
Canada
Chile
China
Colombia
Cote d’Ivoire
Croatia
Czech Republic
Denmark
Dominican Republic
Ecuador
Egypt
Estonia
Finland
France
Germany
Greece
Hong Kong
Hungary
India
Indonesia
Ireland (ROI)
Israel
Italy
Japan
Kenya
Kuwait
Latvia
Lebanon
Lithuania
Macedonia
Malaysia
Mexico
Netherlands
Nigeria
Norway
Oman
Paraguay
Peru
Philippines
Poland
Portugal
Puerto Rico
Qatar
Romania
Russia
Saudi Arabia
Serbia
Singapore
Slovakia
South Africa
South Korea
Spain
Sweden
Switzerland
Taiwan
Thailand
Tunisia
Turkey
Ukraine
United Arab Emirates
United Kingdom
United States
Vietnam

13
The world is going smart and mobile
Figure 2: “Which of the following devices do you own?”

1.0
0.9
0.8
0.7
0.6
0.5
0.4
0.3
0.2
0.1
0.0

Inherent desire for human interaction
means social media is an activity for
almost everyone

0%

50%

100%

Desktop

Even
though
we
aren’t
experiencing the heady growth
of 2006-2008, social media’s
inexorable rise has made it the
norm in 2013 (Figure 1). The
need for connection and selfexpression coupled with the
ever increasing ability to do
so means that social media is
no longer an activity solely for
the young or early adopter.

Figure 1: “Thinking about using the internet, which of the following
activities have you ever done?”

1.0

Laptop/Notebook

100%

Convertible touchscreen

0.9

90%

0.8

80%

Full sized tablet eg. iPad

70%
0.7

Mini tablet eg. Nexus 7, iPad Mini

0.6

60%

0.5

50%

Smartphone

0.4

40%

Mobile phone

0.3

30%

20%
0.2

Games console

0.1
10%

0%
0.0

Portable games console
Wave 1
2006

Wave 2
2007

Wave 3
2008

Wave 4
2009

Wave 5
2010

Wave 6
2011

Wave 7
2013

Portable mp3/video player

Create a video
to upload
online

Upload a video
clip to a video
sharing website

Watch video
clips online

Create a
profile on a
social network

Manage a
profile on a
social network

Visit a friend’s
social network
page

Base: Global
14

Smart / Internet connected TV

Base: Global

Wave

6

Its no surprise that the dominant
trend in 2013 is the continued
rise
of
the
smartphone.
Penetration rose by two thirds
to reach over 70% (Figure 2) vs
Wave 6. The has changed the
landscape of device ownership.
Mobile phone penetration has
dropped to just over 50% and
the portable games console,
now hugely threatened by
smartphone
gaming,
has
stagnated despite the efforts
of Sony and Nintendo. It will be
interesting to see if the arrival
of Android and IOS game
controllers, similar to those used
in the console gaming category,
will have a similar impact on the
wider gaming category when
they launch. We are also seeing
the impact of tablet, mini tablet
and other touch screen devices
like Microsofts’ surface as they
enter the market.

7

15
Not just more smartphones
but more uses too

Simple social and contextual
experiences are booming

Figure 3: “You have carried out the following activities
in the last 6 months: please select which devices you have
used to do these activities.”

As smart technology increase the frequency of social
interactions online, they naturally start to find ways
to make these experiences simpler and quicker. As
a result this form of social media is growing quicker
than any other. Apps like Snapchat have made
sharing photos quick and simple by streamlining the
experience. Allowing the user to send photos (with
additional edits and notes) to any other user or group
within their network. With the added bonus that those
photos then disappear.

7

6.1
6

5.2 5.3

5.6
5.2

5

4.3
4

3.7

3.5

3

2

1

Desktop

Laptop

Base: Global - all who own each device
16

Smartphone

Tablet

Wave

6

7

Its not just the sheer number of smart
devices in use that is rising but also
the number of ways those devices are
being used. If we look the number of
things the smartphone is being used
for in the social space we can see that
it now rivals the desktop and is closing
in on the laptop (Figure 3). In fact there
has been a 34% rise in the number
of people using their smartphone to
manage their social network profile
and this is having a profound effect
on how people manage that profile.
Using a like button, sharing photos
and videos and sharing your location
see the biggest rises. All activities
more natural to the smartphone.
Disappointingly the activity which
rose the least was joining an interest
group or cause.

Figure 4: “Thinking about using the
internet, which of the following activities
have you ever done?”
100%
1.0
90%
0.9
80%
0.8
70%
0.7
60%
0.6
50%
0.5

In the early days of Wave we saw huge growth of
the personal blog. Now simplified social sites like
Twitter allow users to maintain a dialogue and profile
with their followers without the need to create time
consuming content (Figure 4).

40%
0.4
30%
0.3
20%
0.2
10%
0.1

Similarly, sharing your location via a social network has
jumped to over 80% since Wave 6. Clearly, “frictionless”
social media applications and spontaneity are now
two crucial drivers of growth in social media. People
want to respond quickly, easily and in context of
what’s happening around them right now.

0%
0.0
Wave 1 Wave 2 Wave 3 Wave 4 Wave 5 Wave 6 Wave 7
2006
2007
2008
2009
2010
2011
2013

Upload my photos
to a photo
sharing site

Use a
microblogging
service

Shared my location
via a location based
social network

Base: Global
17
Microblogging continues
its meteoric rise

People are seeking to filter and
refine social experiences

Figure 5: “Thinking about using the internet, which of the
following activities have you done in the past 6 months?”
Use a Microblogging service (e.g. Twitter)

Figure 6: “Thinking about using the internet, which
of the following activities have you ever done?”

#

0.7
70%

#

Global

0.5
50%
14.9%

59.6%

0.6
60%

33.2%

42.9%

Brazil

51.9%

45.0%

45.9%

0.4
40%

China

France

Germany

As the frequency social media activity
grows peoples’ need to filter and refine
these experiences also grows. The social
platform that rose the quickest in our study
in the last year has been the professional
social network. Our Wave study has shown
us that it has become a key place to make
contacts for work naturally. What’s maybe
more revealing is that its also evolving as a
place to influence opinion and earn respect
(a 23% increase in Wave 7 - see Figure 6).

0.3
30%
13.4%

43.9%

47.6%

47.7%

India

26.3%

53.1%

71.5%

86.2%

Italy

4.1%

8.8%

12.2%

22.4%

Japan

6.2%

7.7%

15.9%

20.3%

0.2
20%

Mexico

0.1
10%
24.4%

45.5%

42.9%

44.6%

Spain

11.5%

11.1%

17.7%

34.1%

Russia

19.1%

Base: Global
18

9.4%

24.8%

39.9%

14.2%

19.9%

14.9%

19.5%

31.8%

35.8%

United Kingdom

25.8%

25.1%

6.4%

19.3%

26.8%

15.8%

33.4%

40.1%

46.5%

0.0
0%

United States

38.3%

8.5%

18.8%

Wave

22.1%

4

5

Visit a professional
social networking site

32.9%

6

7

Base: Global

Wave

5

6

7

19
the search
for why
niche

But all this can actually
be a distraction

tual
ntex

co

obile
m
22

simple
23
there is no bigger
sucker than a
gullible marketer
who thinks they
are missing out
on a trend
24

bob hoffman

Adcontrarian.blogspot.com

25
instead
think about
value
exchange
Online privacy is a majority concern
of the world over

But there hasn’t been a seismic shift
in consumer trust

Figure 7: “Below is a list of statements. Please answer reflecting your opinion. Completely or somewhat agree: I’m
concerned about the amount of personal data that goes online.”

Figure 8: Below is a list of statements. Please answer
reflecting your opinion. Completely or somewhat
agree.”
70%
0.70

0.66
66%

0.62
62%

0.58
58%
Key
70%+

0.54
54%

60-69+
50-59%
40-49%
30-39%

0.50
50%

Wave 4
2009

Wave 5
2010

Wave 6
2011

Wave 7
2013

20-29%

I am concerned about the amount
of personal data that goes online

10-19%
<10%

Base: Global
28

Internet privacy has been a topic bubbling
under the surface for sometime but in the
last few years it has become a front page
issue. The former CIA technical worker
Ed Snowden’s allegations of widespread
governmental
gathering
of
personal
information has made internet privacy hit
the general consciousness like never before.
Privacy is a topic that is undoubtedly rising
but we haven’t seen the move in consumer
opinion that we might have anticipated.

Base: Global
29
In fact there has been a huge uplift in
joining brand communities

But it’s sustained by a delicate value
exchange

Figure 9: “Have you ever joined a brand community online? By a brand community, we mean a community or
group centred around a product or brand, e.g., a fan page on a social networking site, following a brand on a
microblogging service (e.g. Twitter) or signing up to a dedicated website or forum.”

Figure 10: “Below is a list of statements. Please answer reflecting
your opinion.”

Follow

Somewhat agree

66.6%

54.8%

Completely agree

Join

Like
37.3%

47.7%
45.4%

43.6%

28.7%

29.3%
14.9%

Wave
Base: Global
30

5

Wave

6

Wave

7

I am concerned about
the amount of
personal data online

As people use more social
platforms via more devices, more
often it has inevitably become
central to their lives. As a result
they are happy to share data with
companies that make their online
experiences better. However, our
Wave research shows us that this
is a delicate balance. Not only
are more people concerned than
accepting, when we look at those
people with a strong conviction
(i.e. definitely agree) the strength
of those beliefs
are strongly
biased towards concern.
This means we need to understand
what value means to people if we
are to find the right balance.

I don't mind
companies tracking
my online behaviour if it
improves my experience

Base: Global
31
B

6

5

H

E

2

3

5

D

C

4

5

6

F

6
B
7

G

7

A

3
2
1

0
9

M

N

O

8

#

3

P

0

L

9

K

2

2

8

O
P

7

Q
6

R

6

!

6

Q

7

R

7

Z

8

8

9

Y

9

S

1

0

W

X

1

0

U

T

4

3

2

U

V

2

V

5

T

3

W

6

?

5

S

4

Z

N

%

!

4

5

7

@

M

3
4

?

1

1

@

0

%

1

0

J

9

#

L

8

9

2

I

K

4

5

1

6

F

E

4

8

J

4

G

3

D

H

I

3

1

C

2

A

asking why
is the key
to cracking
the code

5

X

Y
Even the most
superficial
social media
activity is driven
by a human need
34

SELFACTUALISATION
Pursue Inner Talent
Creativity Fulfillment

SELF-ESTEEM
Achievement Mastery
Recognition Respect

BELONGING - LOVE
Friends Family Spouse Lover

SAFETY
Security Stability Freedom from Fear

PHYSIOLOGICAL
Food Water Shelter Warmth

35
And after 7 years of research in over 65 countries we have come to realise that real question
to ask is not what people do but why they do it. And by continually asking this why we have
come to realise that beneath all the trends lies a single and important truth. That 5 real, human
and fundamental needs underpin all social behaviour.

Figure 11: “Please tell us why you joined a brand community.”
Feel part of a like-minded
community
Learn more about it

LEARNING

90%

Share my appreciation
with others

80%

Learning, relationships, diversion, progression and recognition.

RELATIONSHIP

70%
60%

Get advance news
about products

50%

It was recommended
to me

40%
30%
20%

LEARNING

RELATIONSHIP
Seek opinion
Explore
Learn

Get free content

Belong
RECOGNITION

Share knowledge

Self-promotion
Change opinions
Express yourself
Earn respect
Make money

PROGRESSION

Fill time/have fun

Associate with something
I think is cool

Be creative
Have fun

DIVERSION

Get a personal response
to an issue/complaint

Hang out
Escape

Build a career

36

0%

Stay in touch

Keep up to date

RECOGNITION

10%

Contact companies
influence development

Develop my skills
Support a cause I like

DIVERSION
Base: Global

PROGRESSION

Wave

6

7

The reason why these 5 needs are important is because people really value those brands that
help meet them. When we look at the reasons why people join brand communities online
(Figure 11) we can see that learning, relationships and recognition are growing as reasons
to connect with brands online. In fact peoples expectations of brands has grown across the
board since Wave 6.
37
Not only do consumers want to connect with brands that meet their needs our Wave research
shows us that meeting their needs can play a key part in meeting brand objectives, such as
building  brands and driving sales.

Diversion is the need state that most drives desirability for brands. 40%
of people who say they want entertaining experiences from brands say
that these experiences make the brand more desirable.

The value
exchange is
defined by
the 5 needs

Recognition is the key need state for making consumers loyal to brands.
65% of people who want brands to respond to their complaints say that
it makes them feel valued as customers when they do.
Progression is the key need state for encouraging people to spend more
time with a brand. 37% of people who want brands to help them develop
their own skills and abilities want to spend more time with the brand as
a result.  
Relationship is a key need state for driving recommendation. If a brand
enables someone to help others they are also more likely to recommend
it to others.
Whereas to drive sales a combination of Recognition and Learning
is key. Educating people about your product whilst at the same time
listening to their own needs makes consumers far more likely to buy
your product.
 

38

39
RE

Consumer
Need

SACT

IO N

T RI

AL

ON

ER

SE

SI

EK

TY
T
AL
YA
OY
LO

AN

PR

I

V

PARTICIPATION

RE
L

HIP
NS
IO
AT

E
I E
ESIR
DES

R E CO G N I T I O N

Brand
Objective
TR

40

NING
AR
LE

EDU
CA
TI
O

N
N

TY
NI
U

RENESS
AWA

MO

This place between objective and need we
call the Value Exchange and it’s the Value
Exchange that we need to put at the heart
of our communication. Because only when
communication is successful with both the
brand and the consumer will we go beyond
campaign based activity and build a lasting
relationship.

CO
M
M

So if we want consumers to connect with
our brands we need to consider these
consumer needs and what they deliver.
However, the challenge is actually to find
the place where consumer need and brand
objective meet. In other words find the
consumer need which, when fulfilled by the
brand, will also meet the brand objective.

OG

D

RES

SIO N

41
Case Study:
IT Decision Makers
Microsoft Cloud China

T RIA

L

ON

R SI

DI

RE

MO

EK

SE
TIO N

ON

SAC

Consumer
Need

ITI

AN

GN

TR

R E CO

Brand
Objective

RE
LA
TI
O
N

G
IN
RN
A

VE

ED
UC
AT

LE

AWARENESS

E
DESIR

PARTICIPATI
ON

ITY
UN
M

IP
SH

CO
M

Build my career
N
IO

42

Develop my skills

Y
LT
YA
LO

For Microsoft we could have taken a productcentric approach to marketing the cloud in China
and merely explain what it is and does. However,
Wave told us that what Chinese ITDMs (those
people responsible for IT purchasing at large
companies) really want is to develop skills and
stand out. Wave also told us that if we helped
them in meeting these needs they would be more
likely to adopt Microsoft cloud technology and
feel more loyal. From this insight our strategy
became to help ITDMs succeed. In fact making
them a Hero became central to our value
exchange. This programme has started with
viral videos that humorously tell the story of an
ITDM who becomes a hero through adoption of
Microsoft cloud. These have so far received over
100,000 views, an amazing result for the sector,
and are just the first step in a more meaningful
relationship with ITDMs.

PRO

G R E SS I O N

43
the time
for trends
LE

ON

R SI

ON

R SI

VE

VE

DI

DI
PRO

G R E SS I O N

RE
LA
TI
O
N

G
IN
RN
A

IP
SH

LE

ON

ON

G R E SS I O N

IP
SH

ITI

ITI

Value
Exchange

ON

ON

DI

ITI

VE

GN

R SI

R E CO

Conversation

PRO

46

Platform

GN

GN

PRO

RE
LA
TI
O
N

G
IN
RN
A

R E CO

Device

R E CO

So we need to
track and identify
those platforms
best able to deliver
the value exchange

RE
LA
TI
O
N

G
IN
RN
A

IP
SH

LE

Even though consumer needs don’t change,
technologies ability to meet them is constantly in flux.

G R E SS I O N

47
The social platforms are evolving to
meet the desire for simple, contextual
and niche experiences
Microblogs have become more about meeting people, being entertained and staying in touch

More professional social network users see it’s a place to make contacts and earn respect

Figure 12: “Microblogs do a good job when you want to...”

Figure 13: “Professional social network sites do a good job when you want to...”
Seek other
people’s
opinions

LEARNING

Explore the
world around
me

Meet new
people

Stay in touch
with friends

70%

Seek other
people’s
opinions

RELATIONSHIP
Feel like
you belong

60%

LEARNING

Explore the
world around
me

50%
Keep up to date

20%

Share new
experiences

60%

Share knowledge

20%

Learn something new

Share new
experiences

10%

0%

0%
Hang out or
waste time

Earn respect

Promote yourself

Be creative

Change opinions
Make contacts
for work

Hang out or
waste time

Earn respect

Have fun/
be entertained

Express yourself

Have fun/
be entertained

Express yourself

Promote yourself

DIVERSION

RECOGNITION

Make money

Be creative

Change opinions
Make contacts
for work

PROGRESSION
Base: Global

RELATIONSHIP
Feel like
you belong

30%

10%

48

70%

40%

30%

RECOGNITION

Stay in touch
with friends

50%
Keep up to date

Share knowledge

40%

Learn something new

Meet new
people

DIVERSION

Make money

PROGRESSION
Wave

6

7

Base: Global

Wave

6

7

49
The changes happening in the device
space are nothing less than a revolution
Software is driving the smartphone revolution. Apps that are continually improving help us
find our way and explore the world

Entertainment services such as Netflix are driving the tablets evolution. The Tablet is growing
in its usefulness, especially for uses associated with diversion, such as consuming content and
relaxing.

Figure 14: “You have indicated that you own the following devices. Please select which of them you think does a
good job when you want to… [Smartphone]”

Figure 15: “You have indicated that you own the following devices. Please select which of them you think does a
good job when you want to… [Tablet, Mini-Tablet]”

RELATIONSHIP
LEARNING

Socialise with
Research something
others
thoroughly

RELATIONSHIP
LEARNING

Be creative

Research something
thoroughly

Socialise with
others

Be creative

80%

Learn something new

70%

Have fun / be entertained

Have fun / be entertained

Learn something new

60%
50%

Explore the world
around you

Explore the world
around you

Hang out or waste time

40%

Hang out or waste time

30%
20%

Organise something

Relax

Organise something

Relax

Read content

Get something done

Read content

10%
0%

Get something done

Find your way

Watch content

Make a purchase

PROGRESSION
Base: Global - Own a Smartphone
50

DIVERSION

Manage
my life

Watch content

Make a purchase

Ward off boredom
Access
information
quickly

Find your way

Play a game

PROGRESSION

Wave

6

7

DIVERSION

Ward off boredom
Access
information
quickly

Manage
my life

Base: Global - Own a Tablet, Own a Mini-Tablet

Play a game

Tablet

Wave

6

7

Mini-Tablet

7

51
The P.C. environment is also evolving

Figure 16: “You have indicated that you own the following devices. Please select which of them you think does a
good job when you want to… [Laptop]”

RELATIONSHIP
The P.C., laptop and desktop, are still
the most versatile internet enabled
technologies in the marketplace
today. They meet more consumer
needs than any other devices. But
as the tablet becomes a stronger
entertainment device the traditional
P.C. is becoming focussed around its
core strengths such as researching
something thoroughly or just getting
something done. But it’s worth noting
that it is still seen as the best device
for watching content, beating the
tablet by a significant margin. It will
be interesting to see how Microsoft’s
P.C./tablet windows 8 platform
capitalises on the strengths of both
the P.C. and tablet environment.

LEARNING

Research something
thoroughly

Socialise with
others
80%

Learn something new

70%

Have fun / be entertained

60%
50%

Explore the world
around you

Hang out or waste time

40%
30%
20%

Organise something

Relax

10%
0%

Get something done

Read content

Find your way

Watch content

Make a purchase

PROGRESSION
Base: Global - Own a Laptop
52

Be creative

Ward off boredom
Access
information
quickly

Manage
my life

Play a game

DIVERSION

Wave 6

7
53
But these technologies don’t sit in isolation.

ON

VE

But why
they share it

R SI

LE

RE
LA
TI
O
N

IP
SH

G
IN
RN
A

Not just
where they
share it

ON

DI

ITI

54

GN

But understanding the opportunity to drive conversations also
begins with a Why.

Not just
what people
share

R E CO

They are part
of a complex
eco-system
with potential for
interaction and
conversation

PRO

G R E SS I O N

55
Internet connected devices are ever
present during media consumption
Figure 17: “Thinking about devices, do you ever use them
whilst consuming… ?”
80%
0.8

Smartphone / Mobile Phone
Laptop / Netbook PC

70%
0.7

Desktop PC

60%
0.6

Tablet
Convertible Touchscreen PC/
Tablet

50%
0.5

Its no surprise to anyone that
consuming medium in tandem
with using internet enabled
devices (second screening)
is a growing phenomenon. In
fact, our Wave research shows
that the smartphone is an ever
present companion with all
media types.

But we shouldn’t assume that second screening is a one dimensional environment as a
mediums ability to drive conversations and influence works in different ways. TV is still very
much an entertainment experience. An important fact to consider when we want to stimulate
social experiences using TV. They have to enhance the entertainment experience, not detract
from it.
Figure 18: “Thinking about the things you have shared with others, please select the reasons for sharing from
those below.”
Entertain others

LEARNING

30%

RELATIONSHIP

20%

Connect with
someone new

Share my appreciation
with others
10%

40%
0.4

0%

Be first to share
something new

30%
0.3
20%
0.2

Help express your
emotions/feelings

RECOGNITION
Make an
experience better

10%
0.1
0%
0.0

Hear other people's
opinions

Earn respect

TV

Out of Home

Radio

Magazines

Newspapers

Help others

DIVERSION

Influence the
opinions of others

Cinema

Feel better connected
to others

PROGRESSION
Base: Global - Total universe
56

TV

Print

Base: Global
57
Summary
If we start a planning process by looking only
at the latest consumer trends the danger is
that the answer that comes out the other
end will look something like this. What can
we do with Facebook and how many “likes”
represents success?” The insight we gather
from Wave drives a very different philosophy.
By asking Why first we can build strategies
that foster a mutually beneficial value
exchange between brands and consumers.
The mutual word is important because, if
the communication doesn’t benefit both,
it just cannot succeed long term. With
Wave we start with a very fundamental
question, what does the consumer want
from our brand and how will they feel
towards us if we deliver it. This means we

58

can boil down our thinking, concentrating
only on the value exchange, where brand
objective and consumer need intersect. For
example, how can Microsoft in China help
IT people develop the skills to become a
hero within their organisation through the
adoption of Microsoft Cloud technology?
This approach puts the consumer needs
and ambitions at the forefront and allows us
to then use social technology in a creative
and meaningful way to meet brand goals.
It also demystifies social media, allowing all
parties to rally around a single thought. Also
making it much easier to understand what
we are trying to achieve and how best to
measure success.

59
About this report
“Wave 7 – Cracking The Social Code” is
part of UM’s on-going research programme
aimed at exploring the massive changes
occurring in communication technologies.
The studies have been conducted annually
since 2006.
The research is conducted by the UM G14/
EMEA research team in collaboration with
the UM global network of agencies.
If you have any questions about the research
or future Wave projects please contact the
author of this report

Glen Parker
Head Of Research, G14/EMEA
Glen.Parker@umww.com

60

61
What does this mean for your
business?
Wave 7 – Cracking The Social Code is an
in-depth study and there are many other
aspects that we are unable to cover in this
report.
•	 What are the social dynamics of your
category?
•	 How are your consumers
behaving in social media?

currently

•	 What are their key needs and which
experiences best deliver them?
•	 Which of these experiences best
deliver against your brand’s marketing
objectives
•	 Which devices and social platforms are
best able to deliver this experience

Designed & illustrated with love by

If you want to know how to operate in the
new social media landscape and what this
means for your business please contact:G14/EMEA
Glen Parker
Head of Research, G14/EMEA
Glen.Parker@umww.com
APAC
Natalie Pidgeon
Chief Strategic Officer, Asia Pacific
Natalie.Pidgeon@umww.com
NORTH AMERICA
Huw Griffiths
Global Chief Performance Officer
Huw.Griffiths@umww.com
LATIN AMERICA
Mario Mejia
Product Catalyst, Latam
Mario.Mejia@umww.com

62

Wave 7 is printed on Cocoon Offset: a paper produced using eco-sensitive
technology from 100% recycled & de-inked waste paper (FSC certified)

© UM 2013
63
UM  - Universal McCann Wave 7   cracking the social code

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UM - Universal McCann Wave 7 cracking the social code

  • 1. CRACKING THE SOCIAL CODE The Story of Why B 6 5 H E 2 3 E 4 5 D C 4 5 6 F 6 B 7 G 7 A 3 2 1 0 9 M N O 8 # P 0 L 9 K 2 2 3 8 O P 7 Q 6 R 6 ! 6 Q 7 R 7 Z 8 8 9 Y 9 S 1 0 W X 1 0 U T 4 3 2 U V 2 V 5 T 3 W 6 ? 5 S 4 Z N % ! 4 5 7 @ M 3 4 ? 1 1 @ 0 % 1 0 J 9 # L 8 9 2 I K 4 5 1 6 F D 8 J 4 G 3 H I 3 1 C 2 A 5 X Y
  • 2. Executive summary Even the most superficial social interaction online is driven by a consumer need. Wave’s seven years of analysing social behaviour online has revealed the 5 key needs underpinning them all: Relationship, Diversion, Progression. Recognition and Learning. Wave has also shown us that meeting these needs can play a key part in building  brands and driving sales. For example Diversion is the need state that drives Desirability for brands. 40% of people who want entertaining experiences from brands say that these experiences make the brand more desirable. Whereas to drive sales a combination of Recognition and Learning is powerful. Educating people about your product whilst at the same time listening to their needs makes consumers far more likely to buy. 2 Contents Consumers are entering into a ‘value exchange’ with brands that meet these needs, they are happy to disclose personal data if it means they receive a better online experience. Executive summary 2 Welcome to Wave 4 We have many trends 6 Whilst these 5 basic needs don’t change, the ability of technology to meet them is in constant flux – and brands need to understand exactly what consumers what from different devices. The search for Why 20 The Value Exchange 26 The Value Exchange and the five needs 32 The growth of the smartphone in particular is transforming both the device and social platform landscape. The time for trends 44 Summary 59 So it’s no longer enough to simply track the latest trends because much of what we see is background noise or worse, a complete distraction. What we really need to do is understand the motivations behind these trends and only then look at when and how consumers are doing them. Contacts 62 3
  • 3. Welcome to Wave 7 In 2006 we started Wave because we wanted to know if social media lived up to the hype. It certainly did and we continued to track many trends because at that time we thought keeping up with something moving this fast was all important. But the growth and proliferation of internetconnected devices means that the main trend we see in 2013 can comfortably be summarised by one word. More. More things done, by More people, More often and in More places. Powered by Curiosity Works So while we would be the first to admit that keeping up with this dizzying pace of growth has been breath-taking, we have also begun to realise that “More” can be a distraction. Especially for an industry so often dazzled by the new new. So with Wave we learnt not to just follow trends but to understand what motivates the people driving those trends. And what we found was that social behaviour is driven by the same deep seated consumer needs that people have in the offline world. So we realised that we had an unprecedented opportunity to understand what people really want from brands by examining them in the social space. So with Wave 7 – Cracking The Social Code we have fully explored these needs as their understanding gives us fundamental insights into the way we should build long term relationships with consumers. As Bob Hoffman summarised so succinctly on his Ad Contrarian blog “there is no-one more gullible than the marketeer who thinks 4 • The project is lead by the UM G14/EMEA Research team they are missing out on a trend”, probably around the same time, somebody else said “Lets own Myspace”. Glen Parker Head Of Research G14 UM • We have surveyed 48,945 16-54 Active Internet Users in 65 countries • At UM we have a philosophy which we call Curiosity Works. This philosophy drives us to continually seek new insights that we can use to unlock the competitive advantage of media and fuel brand growth • Representing the views of over a billion people • All surveys are self-completed and the data collected is purely quantitative. • The Wave project is Curiosity Works come to life. Each Wave study is run in collaboration with over 65 UM offices around the world with each volunteering to take part each year. This collaboration is driven solely by UM’s culture of collective Curiosity Why the Active Internet User? • Wave retains the same methodology from Wave 1 to Wave 7, enabling comparison across Waves • They drive adoption of platforms and tools and they will determine which tools and platforms become dominant. • Active Internet Users are those that use the internet every day or every other day • Social media is driven by Active Internet Users 5
  • 5. The Story of Why In 2006, UM embarked on the Wave project to measure the scale and impact of social media across the globe. Over the course of this project Wave has taught us that this is not just a story of unprecedented growth but also one of social evolution. Therefore, with each Wave we strive to widen and deepen our understanding of social media and bring the insight that will help brands navigate successfully. This is the Wave Story. To date, we have surveyed nearly 185,000 Active Internet Users across 72 countries. Over the course of this project, Wave has taught us that growth in social media is unprecedented. However, the real story has not just been one of growth but also of evolution. In a few short years social media has made content creators, sharers and influencers of us all. 8 Wave 1 (2006): demonstrated that social media was living up to the hype, there was a large and active community communicating online. Wave 2 (2007): showed how social media moved from being a text-based medium of bloggers and posters to a fully audio visual one full of content creators and sharers. Wave 3 (2008): charted the democratisation of influence, how social media was driving greater means and opportunity for consumers to influence their peers. Wave 4 (2009): examined the reasons behind the huge growth in social media by understanding the motivations to use different social media platforms. Showing that consumers engage with a platform because it meets specific consumer needs and all platforms meet these needs differently. Wave 5 (2010): told us that there was huge demand for social interaction with brands. However, the nature and depth of this interaction varied wildly from person to person and category to category. But those brands that could create the right experience benefitted enormously, driving brand loyalty, endorsement and sales. others are better at driving sales. Therefore, actually knowing where consumer and brand objective meet is the key to the longterm success of social strategy. Wave 7 (2013): has told us that the insights we get from an understanding of social behaviour aren’t just relevant in the social space but are, in fact, inherent human truths that underpin consumers’ relationships with products and brands. Therefore, we need to understand how to leverage these insights using all brand assets, both above and below the line and in the digital space, to create a coherent and compelling whole. Wave 6 (2011): has shown us that meeting different consumer needs delivers different outcomes for brands. For example some will create loyalty which 9
  • 6. 15 countries 7,500 respondents launches 2007 2006 2004 March 2007 Tumblr launches pre-2003 2003 9 January 2007 Apple launch the first iPhone 2005 21 countries 10,500 respondents 2008 April 2008 Facebook overtakes MySpace in popularity 26 August 2008 Facebook has over 100M users 20 September 2008 The launch of the first Android phone 7 October 2008 Spotify launches The Wave Story 10 29 countries 17,000 respondents 2009 11 March 2009 Foursquare launches 19 June 2009 Farmville launches July 2009 There are now more than 3.6bn images on Flickr August 2009 Xiaonei becomes RenRen 38 countries 23,200 respondents 2010 February 2010 Facebook Mobile has over 100M users 3 April 2010 The first iPad released 30 July 2010 100M check-ins August 2010 Groupon: ‘fastest growing company of all time’ 54 countries 37,600 respondents 62 countries 42,000 respondents 2011 22 March 2011 LinkedIn reaches 100M members 4 April 2011 Valued at over £3Bn 28 June 2011 Google Plus launches 30 June 2011 Twitter: 200M+ tweets per day September 2011 QQIM has 700M+ active users 15 October 2010 “The Social Network” film released 2013 April 2012 Facebook buys Instagram May 2012 Facebook floats on NASDAQ June 2012 500M+ users on Twitter June 2012 NSA scandal August 2012 Vine has over 40M users September 2011 Snapchat launches 21 December 2010 2.5 months after launch, Instagram has 100M users 2012 72 countries 49,600 respondents December 2011 Facebook has over 845M active users October 2012 Facebook has over 1Bn users 11
  • 7. n ha et or The Wave universe now fully represents the world Th a es tud i i et u ln lter i in b n tt ea m of rs ou vi a eh db 1ac ve ti Wave 3 Wave 2 Wave 1 Australia China France Germany Italy India Japan Mexico Philippines Russia South Korea Spain United Kingdom United States 12 nrs o se Wave 7 Australia Brazil China France Germany Greece India Italy Japan Malaysia Mexico Pakistan Philippines Russia Singapore South Korea Spain Taiwan Thailand United Kingdom United States Australia Austria Brazil Canada China Czech Republic Denmark France Germany Greece Hong Kong Hungary India Italy Japan Mexico Netherlands Pakistan Philippines Poland Romania Russia South Korea Spain Switzerland Taiwan Turkey United Kingdom United States Wave 4 Australia Austria Belgium Brazil Canada China Colombia Czech Republic Denmark Ecuador Finland France Germany Hong Kong Hungary India Italy Japan Latvia Lithuania Malaysia Mexico Netherlands Norway Peru Philippines Poland Portugal Romania Russia Singapore South Africa South Korea Spain Sweden Turkey United Kingdom United States Wave 6 Wave 5 Algeria Argentina Australia Austria Bahrain Belgium Brazil Canada Chile China Colombia Czech Republic Denmark Ecuador Egypt Estonia France Germany Hong Kong Hungary India Ireland (ROI) Italy Japan Kuwait Latvia Lebanon Lithuania Malaysia Mexico Netherlands Norway Oman Philippines Poland Portugal Qatar Romania Russia Saudi Arabia Serbia Singapore Slovakia South Africa South Korea Spain Sweden Taiwan Thailand Tunisia Turkey United Arab Emirates Ukraine United Kingdom United States Algeria Argentina Australia Austria Bahrain Belgium Brazil Canada Chile China Colombia Croatia Czech Republic Denmark Ecuador Egypt Estonia Finland France Germany Greece Hong Kong Hungary India Ireland (ROI) Italy Japan Kuwait Latvia Lebanon Lithuania Malaysia Mexico Netherlands Norway Oman Philippines Poland Portugal Puerto Rico Qatar Romania Russia Saudi Arabia Serbia Singapore Slovakia South Africa South Korea Spain Sweden Switzerland Taiwan Thailand Tunisia Turkey United Arab Emirates Ukraine United Kingdom United States Vietnam Algeria Argentina Australia Austria Bahrain Belgium Bosnia & Herzegovina Brazil Bulgaria Canada Chile China Colombia Cote d’Ivoire Croatia Czech Republic Denmark Dominican Republic Ecuador Egypt Estonia Finland France Germany Greece Hong Kong Hungary India Indonesia Ireland (ROI) Israel Italy Japan Kenya Kuwait Latvia Lebanon Lithuania Macedonia Malaysia Mexico Netherlands Nigeria Norway Oman Paraguay Peru Philippines Poland Portugal Puerto Rico Qatar Romania Russia Saudi Arabia Serbia Singapore Slovakia South Africa South Korea Spain Sweden Switzerland Taiwan Thailand Tunisia Turkey Ukraine United Arab Emirates United Kingdom United States Vietnam 13
  • 8. The world is going smart and mobile Figure 2: “Which of the following devices do you own?” 1.0 0.9 0.8 0.7 0.6 0.5 0.4 0.3 0.2 0.1 0.0 Inherent desire for human interaction means social media is an activity for almost everyone 0% 50% 100% Desktop Even though we aren’t experiencing the heady growth of 2006-2008, social media’s inexorable rise has made it the norm in 2013 (Figure 1). The need for connection and selfexpression coupled with the ever increasing ability to do so means that social media is no longer an activity solely for the young or early adopter. Figure 1: “Thinking about using the internet, which of the following activities have you ever done?” 1.0 Laptop/Notebook 100% Convertible touchscreen 0.9 90% 0.8 80% Full sized tablet eg. iPad 70% 0.7 Mini tablet eg. Nexus 7, iPad Mini 0.6 60% 0.5 50% Smartphone 0.4 40% Mobile phone 0.3 30% 20% 0.2 Games console 0.1 10% 0% 0.0 Portable games console Wave 1 2006 Wave 2 2007 Wave 3 2008 Wave 4 2009 Wave 5 2010 Wave 6 2011 Wave 7 2013 Portable mp3/video player Create a video to upload online Upload a video clip to a video sharing website Watch video clips online Create a profile on a social network Manage a profile on a social network Visit a friend’s social network page Base: Global 14 Smart / Internet connected TV Base: Global Wave 6 Its no surprise that the dominant trend in 2013 is the continued rise of the smartphone. Penetration rose by two thirds to reach over 70% (Figure 2) vs Wave 6. The has changed the landscape of device ownership. Mobile phone penetration has dropped to just over 50% and the portable games console, now hugely threatened by smartphone gaming, has stagnated despite the efforts of Sony and Nintendo. It will be interesting to see if the arrival of Android and IOS game controllers, similar to those used in the console gaming category, will have a similar impact on the wider gaming category when they launch. We are also seeing the impact of tablet, mini tablet and other touch screen devices like Microsofts’ surface as they enter the market. 7 15
  • 9. Not just more smartphones but more uses too Simple social and contextual experiences are booming Figure 3: “You have carried out the following activities in the last 6 months: please select which devices you have used to do these activities.” As smart technology increase the frequency of social interactions online, they naturally start to find ways to make these experiences simpler and quicker. As a result this form of social media is growing quicker than any other. Apps like Snapchat have made sharing photos quick and simple by streamlining the experience. Allowing the user to send photos (with additional edits and notes) to any other user or group within their network. With the added bonus that those photos then disappear. 7 6.1 6 5.2 5.3 5.6 5.2 5 4.3 4 3.7 3.5 3 2 1 Desktop Laptop Base: Global - all who own each device 16 Smartphone Tablet Wave 6 7 Its not just the sheer number of smart devices in use that is rising but also the number of ways those devices are being used. If we look the number of things the smartphone is being used for in the social space we can see that it now rivals the desktop and is closing in on the laptop (Figure 3). In fact there has been a 34% rise in the number of people using their smartphone to manage their social network profile and this is having a profound effect on how people manage that profile. Using a like button, sharing photos and videos and sharing your location see the biggest rises. All activities more natural to the smartphone. Disappointingly the activity which rose the least was joining an interest group or cause. Figure 4: “Thinking about using the internet, which of the following activities have you ever done?” 100% 1.0 90% 0.9 80% 0.8 70% 0.7 60% 0.6 50% 0.5 In the early days of Wave we saw huge growth of the personal blog. Now simplified social sites like Twitter allow users to maintain a dialogue and profile with their followers without the need to create time consuming content (Figure 4). 40% 0.4 30% 0.3 20% 0.2 10% 0.1 Similarly, sharing your location via a social network has jumped to over 80% since Wave 6. Clearly, “frictionless” social media applications and spontaneity are now two crucial drivers of growth in social media. People want to respond quickly, easily and in context of what’s happening around them right now. 0% 0.0 Wave 1 Wave 2 Wave 3 Wave 4 Wave 5 Wave 6 Wave 7 2006 2007 2008 2009 2010 2011 2013 Upload my photos to a photo sharing site Use a microblogging service Shared my location via a location based social network Base: Global 17
  • 10. Microblogging continues its meteoric rise People are seeking to filter and refine social experiences Figure 5: “Thinking about using the internet, which of the following activities have you done in the past 6 months?” Use a Microblogging service (e.g. Twitter) Figure 6: “Thinking about using the internet, which of the following activities have you ever done?” # 0.7 70% # Global 0.5 50% 14.9% 59.6% 0.6 60% 33.2% 42.9% Brazil 51.9% 45.0% 45.9% 0.4 40% China France Germany As the frequency social media activity grows peoples’ need to filter and refine these experiences also grows. The social platform that rose the quickest in our study in the last year has been the professional social network. Our Wave study has shown us that it has become a key place to make contacts for work naturally. What’s maybe more revealing is that its also evolving as a place to influence opinion and earn respect (a 23% increase in Wave 7 - see Figure 6). 0.3 30% 13.4% 43.9% 47.6% 47.7% India 26.3% 53.1% 71.5% 86.2% Italy 4.1% 8.8% 12.2% 22.4% Japan 6.2% 7.7% 15.9% 20.3% 0.2 20% Mexico 0.1 10% 24.4% 45.5% 42.9% 44.6% Spain 11.5% 11.1% 17.7% 34.1% Russia 19.1% Base: Global 18 9.4% 24.8% 39.9% 14.2% 19.9% 14.9% 19.5% 31.8% 35.8% United Kingdom 25.8% 25.1% 6.4% 19.3% 26.8% 15.8% 33.4% 40.1% 46.5% 0.0 0% United States 38.3% 8.5% 18.8% Wave 22.1% 4 5 Visit a professional social networking site 32.9% 6 7 Base: Global Wave 5 6 7 19
  • 12. niche But all this can actually be a distraction tual ntex co obile m 22 simple 23
  • 13. there is no bigger sucker than a gullible marketer who thinks they are missing out on a trend 24 bob hoffman Adcontrarian.blogspot.com 25
  • 15. Online privacy is a majority concern of the world over But there hasn’t been a seismic shift in consumer trust Figure 7: “Below is a list of statements. Please answer reflecting your opinion. Completely or somewhat agree: I’m concerned about the amount of personal data that goes online.” Figure 8: Below is a list of statements. Please answer reflecting your opinion. Completely or somewhat agree.” 70% 0.70 0.66 66% 0.62 62% 0.58 58% Key 70%+ 0.54 54% 60-69+ 50-59% 40-49% 30-39% 0.50 50% Wave 4 2009 Wave 5 2010 Wave 6 2011 Wave 7 2013 20-29% I am concerned about the amount of personal data that goes online 10-19% <10% Base: Global 28 Internet privacy has been a topic bubbling under the surface for sometime but in the last few years it has become a front page issue. The former CIA technical worker Ed Snowden’s allegations of widespread governmental gathering of personal information has made internet privacy hit the general consciousness like never before. Privacy is a topic that is undoubtedly rising but we haven’t seen the move in consumer opinion that we might have anticipated. Base: Global 29
  • 16. In fact there has been a huge uplift in joining brand communities But it’s sustained by a delicate value exchange Figure 9: “Have you ever joined a brand community online? By a brand community, we mean a community or group centred around a product or brand, e.g., a fan page on a social networking site, following a brand on a microblogging service (e.g. Twitter) or signing up to a dedicated website or forum.” Figure 10: “Below is a list of statements. Please answer reflecting your opinion.” Follow Somewhat agree 66.6% 54.8% Completely agree Join Like 37.3% 47.7% 45.4% 43.6% 28.7% 29.3% 14.9% Wave Base: Global 30 5 Wave 6 Wave 7 I am concerned about the amount of personal data online As people use more social platforms via more devices, more often it has inevitably become central to their lives. As a result they are happy to share data with companies that make their online experiences better. However, our Wave research shows us that this is a delicate balance. Not only are more people concerned than accepting, when we look at those people with a strong conviction (i.e. definitely agree) the strength of those beliefs are strongly biased towards concern. This means we need to understand what value means to people if we are to find the right balance. I don't mind companies tracking my online behaviour if it improves my experience Base: Global 31
  • 18. Even the most superficial social media activity is driven by a human need 34 SELFACTUALISATION Pursue Inner Talent Creativity Fulfillment SELF-ESTEEM Achievement Mastery Recognition Respect BELONGING - LOVE Friends Family Spouse Lover SAFETY Security Stability Freedom from Fear PHYSIOLOGICAL Food Water Shelter Warmth 35
  • 19. And after 7 years of research in over 65 countries we have come to realise that real question to ask is not what people do but why they do it. And by continually asking this why we have come to realise that beneath all the trends lies a single and important truth. That 5 real, human and fundamental needs underpin all social behaviour. Figure 11: “Please tell us why you joined a brand community.” Feel part of a like-minded community Learn more about it LEARNING 90% Share my appreciation with others 80% Learning, relationships, diversion, progression and recognition. RELATIONSHIP 70% 60% Get advance news about products 50% It was recommended to me 40% 30% 20% LEARNING RELATIONSHIP Seek opinion Explore Learn Get free content Belong RECOGNITION Share knowledge Self-promotion Change opinions Express yourself Earn respect Make money PROGRESSION Fill time/have fun Associate with something I think is cool Be creative Have fun DIVERSION Get a personal response to an issue/complaint Hang out Escape Build a career 36 0% Stay in touch Keep up to date RECOGNITION 10% Contact companies influence development Develop my skills Support a cause I like DIVERSION Base: Global PROGRESSION Wave 6 7 The reason why these 5 needs are important is because people really value those brands that help meet them. When we look at the reasons why people join brand communities online (Figure 11) we can see that learning, relationships and recognition are growing as reasons to connect with brands online. In fact peoples expectations of brands has grown across the board since Wave 6. 37
  • 20. Not only do consumers want to connect with brands that meet their needs our Wave research shows us that meeting their needs can play a key part in meeting brand objectives, such as building  brands and driving sales. Diversion is the need state that most drives desirability for brands. 40% of people who say they want entertaining experiences from brands say that these experiences make the brand more desirable. The value exchange is defined by the 5 needs Recognition is the key need state for making consumers loyal to brands. 65% of people who want brands to respond to their complaints say that it makes them feel valued as customers when they do. Progression is the key need state for encouraging people to spend more time with a brand. 37% of people who want brands to help them develop their own skills and abilities want to spend more time with the brand as a result.   Relationship is a key need state for driving recommendation. If a brand enables someone to help others they are also more likely to recommend it to others. Whereas to drive sales a combination of Recognition and Learning is key. Educating people about your product whilst at the same time listening to their own needs makes consumers far more likely to buy your product.   38 39
  • 21. RE Consumer Need SACT IO N T RI AL ON ER SE SI EK TY T AL YA OY LO AN PR I V PARTICIPATION RE L HIP NS IO AT E I E ESIR DES R E CO G N I T I O N Brand Objective TR 40 NING AR LE EDU CA TI O N N TY NI U RENESS AWA MO This place between objective and need we call the Value Exchange and it’s the Value Exchange that we need to put at the heart of our communication. Because only when communication is successful with both the brand and the consumer will we go beyond campaign based activity and build a lasting relationship. CO M M So if we want consumers to connect with our brands we need to consider these consumer needs and what they deliver. However, the challenge is actually to find the place where consumer need and brand objective meet. In other words find the consumer need which, when fulfilled by the brand, will also meet the brand objective. OG D RES SIO N 41
  • 22. Case Study: IT Decision Makers Microsoft Cloud China T RIA L ON R SI DI RE MO EK SE TIO N ON SAC Consumer Need ITI AN GN TR R E CO Brand Objective RE LA TI O N G IN RN A VE ED UC AT LE AWARENESS E DESIR PARTICIPATI ON ITY UN M IP SH CO M Build my career N IO 42 Develop my skills Y LT YA LO For Microsoft we could have taken a productcentric approach to marketing the cloud in China and merely explain what it is and does. However, Wave told us that what Chinese ITDMs (those people responsible for IT purchasing at large companies) really want is to develop skills and stand out. Wave also told us that if we helped them in meeting these needs they would be more likely to adopt Microsoft cloud technology and feel more loyal. From this insight our strategy became to help ITDMs succeed. In fact making them a Hero became central to our value exchange. This programme has started with viral videos that humorously tell the story of an ITDM who becomes a hero through adoption of Microsoft cloud. These have so far received over 100,000 views, an amazing result for the sector, and are just the first step in a more meaningful relationship with ITDMs. PRO G R E SS I O N 43
  • 24. LE ON R SI ON R SI VE VE DI DI PRO G R E SS I O N RE LA TI O N G IN RN A IP SH LE ON ON G R E SS I O N IP SH ITI ITI Value Exchange ON ON DI ITI VE GN R SI R E CO Conversation PRO 46 Platform GN GN PRO RE LA TI O N G IN RN A R E CO Device R E CO So we need to track and identify those platforms best able to deliver the value exchange RE LA TI O N G IN RN A IP SH LE Even though consumer needs don’t change, technologies ability to meet them is constantly in flux. G R E SS I O N 47
  • 25. The social platforms are evolving to meet the desire for simple, contextual and niche experiences Microblogs have become more about meeting people, being entertained and staying in touch More professional social network users see it’s a place to make contacts and earn respect Figure 12: “Microblogs do a good job when you want to...” Figure 13: “Professional social network sites do a good job when you want to...” Seek other people’s opinions LEARNING Explore the world around me Meet new people Stay in touch with friends 70% Seek other people’s opinions RELATIONSHIP Feel like you belong 60% LEARNING Explore the world around me 50% Keep up to date 20% Share new experiences 60% Share knowledge 20% Learn something new Share new experiences 10% 0% 0% Hang out or waste time Earn respect Promote yourself Be creative Change opinions Make contacts for work Hang out or waste time Earn respect Have fun/ be entertained Express yourself Have fun/ be entertained Express yourself Promote yourself DIVERSION RECOGNITION Make money Be creative Change opinions Make contacts for work PROGRESSION Base: Global RELATIONSHIP Feel like you belong 30% 10% 48 70% 40% 30% RECOGNITION Stay in touch with friends 50% Keep up to date Share knowledge 40% Learn something new Meet new people DIVERSION Make money PROGRESSION Wave 6 7 Base: Global Wave 6 7 49
  • 26. The changes happening in the device space are nothing less than a revolution Software is driving the smartphone revolution. Apps that are continually improving help us find our way and explore the world Entertainment services such as Netflix are driving the tablets evolution. The Tablet is growing in its usefulness, especially for uses associated with diversion, such as consuming content and relaxing. Figure 14: “You have indicated that you own the following devices. Please select which of them you think does a good job when you want to… [Smartphone]” Figure 15: “You have indicated that you own the following devices. Please select which of them you think does a good job when you want to… [Tablet, Mini-Tablet]” RELATIONSHIP LEARNING Socialise with Research something others thoroughly RELATIONSHIP LEARNING Be creative Research something thoroughly Socialise with others Be creative 80% Learn something new 70% Have fun / be entertained Have fun / be entertained Learn something new 60% 50% Explore the world around you Explore the world around you Hang out or waste time 40% Hang out or waste time 30% 20% Organise something Relax Organise something Relax Read content Get something done Read content 10% 0% Get something done Find your way Watch content Make a purchase PROGRESSION Base: Global - Own a Smartphone 50 DIVERSION Manage my life Watch content Make a purchase Ward off boredom Access information quickly Find your way Play a game PROGRESSION Wave 6 7 DIVERSION Ward off boredom Access information quickly Manage my life Base: Global - Own a Tablet, Own a Mini-Tablet Play a game Tablet Wave 6 7 Mini-Tablet 7 51
  • 27. The P.C. environment is also evolving Figure 16: “You have indicated that you own the following devices. Please select which of them you think does a good job when you want to… [Laptop]” RELATIONSHIP The P.C., laptop and desktop, are still the most versatile internet enabled technologies in the marketplace today. They meet more consumer needs than any other devices. But as the tablet becomes a stronger entertainment device the traditional P.C. is becoming focussed around its core strengths such as researching something thoroughly or just getting something done. But it’s worth noting that it is still seen as the best device for watching content, beating the tablet by a significant margin. It will be interesting to see how Microsoft’s P.C./tablet windows 8 platform capitalises on the strengths of both the P.C. and tablet environment. LEARNING Research something thoroughly Socialise with others 80% Learn something new 70% Have fun / be entertained 60% 50% Explore the world around you Hang out or waste time 40% 30% 20% Organise something Relax 10% 0% Get something done Read content Find your way Watch content Make a purchase PROGRESSION Base: Global - Own a Laptop 52 Be creative Ward off boredom Access information quickly Manage my life Play a game DIVERSION Wave 6 7 53
  • 28. But these technologies don’t sit in isolation. ON VE But why they share it R SI LE RE LA TI O N IP SH G IN RN A Not just where they share it ON DI ITI 54 GN But understanding the opportunity to drive conversations also begins with a Why. Not just what people share R E CO They are part of a complex eco-system with potential for interaction and conversation PRO G R E SS I O N 55
  • 29. Internet connected devices are ever present during media consumption Figure 17: “Thinking about devices, do you ever use them whilst consuming… ?” 80% 0.8 Smartphone / Mobile Phone Laptop / Netbook PC 70% 0.7 Desktop PC 60% 0.6 Tablet Convertible Touchscreen PC/ Tablet 50% 0.5 Its no surprise to anyone that consuming medium in tandem with using internet enabled devices (second screening) is a growing phenomenon. In fact, our Wave research shows that the smartphone is an ever present companion with all media types. But we shouldn’t assume that second screening is a one dimensional environment as a mediums ability to drive conversations and influence works in different ways. TV is still very much an entertainment experience. An important fact to consider when we want to stimulate social experiences using TV. They have to enhance the entertainment experience, not detract from it. Figure 18: “Thinking about the things you have shared with others, please select the reasons for sharing from those below.” Entertain others LEARNING 30% RELATIONSHIP 20% Connect with someone new Share my appreciation with others 10% 40% 0.4 0% Be first to share something new 30% 0.3 20% 0.2 Help express your emotions/feelings RECOGNITION Make an experience better 10% 0.1 0% 0.0 Hear other people's opinions Earn respect TV Out of Home Radio Magazines Newspapers Help others DIVERSION Influence the opinions of others Cinema Feel better connected to others PROGRESSION Base: Global - Total universe 56 TV Print Base: Global 57
  • 30. Summary If we start a planning process by looking only at the latest consumer trends the danger is that the answer that comes out the other end will look something like this. What can we do with Facebook and how many “likes” represents success?” The insight we gather from Wave drives a very different philosophy. By asking Why first we can build strategies that foster a mutually beneficial value exchange between brands and consumers. The mutual word is important because, if the communication doesn’t benefit both, it just cannot succeed long term. With Wave we start with a very fundamental question, what does the consumer want from our brand and how will they feel towards us if we deliver it. This means we 58 can boil down our thinking, concentrating only on the value exchange, where brand objective and consumer need intersect. For example, how can Microsoft in China help IT people develop the skills to become a hero within their organisation through the adoption of Microsoft Cloud technology? This approach puts the consumer needs and ambitions at the forefront and allows us to then use social technology in a creative and meaningful way to meet brand goals. It also demystifies social media, allowing all parties to rally around a single thought. Also making it much easier to understand what we are trying to achieve and how best to measure success. 59
  • 31. About this report “Wave 7 – Cracking The Social Code” is part of UM’s on-going research programme aimed at exploring the massive changes occurring in communication technologies. The studies have been conducted annually since 2006. The research is conducted by the UM G14/ EMEA research team in collaboration with the UM global network of agencies. If you have any questions about the research or future Wave projects please contact the author of this report Glen Parker Head Of Research, G14/EMEA Glen.Parker@umww.com 60 61
  • 32. What does this mean for your business? Wave 7 – Cracking The Social Code is an in-depth study and there are many other aspects that we are unable to cover in this report. • What are the social dynamics of your category? • How are your consumers behaving in social media? currently • What are their key needs and which experiences best deliver them? • Which of these experiences best deliver against your brand’s marketing objectives • Which devices and social platforms are best able to deliver this experience Designed & illustrated with love by If you want to know how to operate in the new social media landscape and what this means for your business please contact:G14/EMEA Glen Parker Head of Research, G14/EMEA Glen.Parker@umww.com APAC Natalie Pidgeon Chief Strategic Officer, Asia Pacific Natalie.Pidgeon@umww.com NORTH AMERICA Huw Griffiths Global Chief Performance Officer Huw.Griffiths@umww.com LATIN AMERICA Mario Mejia Product Catalyst, Latam Mario.Mejia@umww.com 62 Wave 7 is printed on Cocoon Offset: a paper produced using eco-sensitive technology from 100% recycled & de-inked waste paper (FSC certified) © UM 2013 63