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National Aeronautics and Space Administration




                                                                       Shifting Public Perceptions
                                                                                                                    Exhibitor 2011
                                                                                                                     Session M107




                     Our Mission: To create the world’s most meaningful and memorable experiences for brand marketers, show organizers and event attendees.


                                                                                                                                                         1
Session #M107
NASA How to Shift Public Perception

 Beth Beck, Outreach Program Manager, Office of Space Operations, NASA Headquarters
     Beth’s career spans nearly 25 years in the federal government, beginning as a graduate fellow with the Central Intelligence
     Agency to her current position as Space Operations Outreach Program Manager at NASA Headquarters in Washington, DC.
     Joining NASA in 1985, Beth’s assignments include space science, astrobiology, space shuttle, space station, and exploration
     programs; handling policy issues that affect NASA’s international, legislative, budget, procurement, web, and
     communications areas.


 Joanna Scorsone, Senior Account Executive, GES Global Experience Specialists
     Upon joining Global Experience Specialists (GES, formerly Exhibitgroup/Giltspur) in March of 2004, Joanna Scorsone began
     managing experiential and trade show programs in various industries including government, home improvement, consumer
     electronics, healthcare, and entertainment. As part of GES’s New York City team, Joanna’s integrated approach to managing
     her clients’ initiatives ensures that business goals and objectives are met through innovative turnkey solutions to often
     complicated programs. As a Senior Account Executive, Joanna leads a team of industry specialists at GES, assuring that every
     part of every project is driven by an expert in the field.


 Angela Triano, Strategic Marketing, GES Global Experience Specialists
     Angela Triano has dedicated the past 17 years to the Direct Marketing industry working at top dm agencies in the US and UK.
     In 2007, Angela joined GES (formerly Exhibitgroup/Giltspur) to assist in bringing experienced strategic marketing efforts to
     the Event and Exhibition arena. Upon joining the New York City based CRM team she engaged immediately with major
     brand clients such as, NASA Space Operations Outreach Program. For the past three years Angela has assisted many brands
     and organizations in focused audience messaging, gaining insight and obtaining pertinent metrics around business objectives
     overall.




                                                                                                                                    2
                                                                                                                                    2
Your Parting Gifts; or Takeaways
• Engaging the right audience

• Determine the right communication channels

• Gain Baseline perceptions on Brands

• Simple and effective live social networking ideas

• Virtual rewarding through social media and casual gaming

• Understand the value of obtaining data that

   reveals immediate shifts in brand perception

• Validate event efforts with immediate data trend


                                                             3
Volunteer Questions:
 What does NASA stand for?
     1)   North American Space Association
     2)   National America Space Agency
     3)   Northern Astronomic Science of America
     4)   National Aeronautics and Space Administration


 What are current ways of getting water on the International Space Station?
     1) Astronauts bring all the water supply they need with them on their long duration missions.
     2) There are elements in outer space that were recently discovered that create moisture outside
        the station that astronauts collect and filter.
     3) Along with resupply vehicles, the space station crew consumes water supply and filters the
        waste water including urine! …Yesterday’s water is tomorrows’ coffee.
     4) None of the above.


 Which of the following statement is true:
     1)   NASA is the only space agency that launches into outer space.
     2)   A commercial space provider sends humans to space.
     3)   20% of your tax dollars support the space program for NASA
     4)   6 humans live off the planet for 6 months at a time.

                                                                                                       4
Identify The Problem?


 • NASA Situation:
    • Baby-boomers remember walking on the moon and remain loyal
    • Communication channels were limited and now…
    • “Rocketeering” turned to Shuttle and more launches with more
      missions and scientific experiments.


 • NASA Needs:
    •   Help educate specific audiences that are less loyal
    •   Engage new generations and new interests
    •   Grow the loyal generations and update them on current missions
    •   LISTEN… LISTEN… LISTEN…



                                                                         5
What do they know?


 What does the “public” know about NASA?
   •   Little Specific Knowledge

   •   Lack of Relevance

   •   Low Excitement

   •   Disconnect from Activities

   •   Lack of Current Context




 What does your audience segments know about your brand/s?


                                                             6
                                                             6
What do you know?
 What does NASA know about their audience?

      Before Exposure to NASA     After Exposure to NASA
             Technology                 Technology



   100%                         100%
                                                94%
    80%                         80%

    60%                         60%

    40%            53%          40%

    20%                         20%
     0%                          0%
          Relevant to Lives            Relevant to Lives




                                                           7
What do you know?
 What does NASA know about their audience?
 • Men support exploration more than women

 • 65+ =Interest drops off

 • 45-64 yr olds = “base” NASA supporters “The Apollo Generation”

 • 25-44 yr olds = Frame of reference = Tragedy

 • 18-24 yr olds= Little to no frame of reference


       How to engage the right audience by reviewing
              behavioral generation differences

                                                                    8
What Are the Best Communication Methods


 • Define right communication channel/s
   • Over 1,600 messages a day
   • Channels seem endless
      —TV
      —Cable
      —Radio
      —Web
      —Blogs
      —Twitter
      —Facebook
                              Define the right
      —YouTube           communication channel/s for
      —Billboard             the right audience
      —Print
      —Mail
      —Flicker
                                                       10
                                                       10
So…Now What Do We Do?


 How do you …
 • Move the needle?

 • Measure the movement?

 • Grow the brand?
       Simple ways to gain baseline perceptions
                  on your brand/s

         Round of applause please!
                                                  11
12
is…


• Technology driven kiosk experience that
   •   Engages
   •   Collects
   •   Educates
   •   Measures
   •   Rewards
• Multiple Kiosk Stations that address some of NASA’s
  core areas:
   • NASA in Your Life   • Orbital / Lunar Rovers
   • Green NASA          • You Chart The Course
   • Space Walk          • Explorers Wanted



                                                        13
Step One / Start: ID Station
 Gather Baseline Information



    Step Two: Player Station
    Educate, Engage, Measure



  Step Three: Leader Board
Competitive , Want More, Share




  Have Fun and Tell Friends
15
The Experience of SpaceSmart:




                                16
The Experience of SpaceSmart:
Step 1: Welcome: ID Station




                                17
The Experience of SpaceSmart:
Step 1: Welcome: ID Station (Badge Information)




                                                  18
SpaceSmart: Game On!
      Front of Badge                      Back of Badge




                Give your customers something that…
                •Makes them feel part of your team
                •Important
                •Personalized
                •Measureable!
                                                          19
The Experience of SpaceSmart:
Step 1: Welcome: ID Station (Baseline)




            Simple ways to gain baseline perceptions
                       on your brand/s




                                                       20
The Experience of SpaceSmart:
Step 1: Welcome: ID Station (Baseline)




                                         21
The Experience of SpaceSmart:
Step 2: Player Station One: NASA in my life
(Measure, Challenge, Educate, Shift)




                                              22
Player Station One: NASA in my life – Home
(Measure, Challenge, Educate, Shift)




                                             23
24
Player Station One: NASA in my life - Transportation
(Measure, Challenge, Educate, Shift)




                                                       25
26
Player Station One: NASA in my life
Score Board: Driving Repetition




                                      27
Player Station Two: Green NASA
(Measure, Challenge, Educate, Shift)




                                       28
Player Station Two: Green NASA
(Measure, Challenge, Educate, Shift)




                                       29
30
Player Station Three: Lunar Rover
(Measure, Challenge, Educate, Shift)




                                       31
Player Station Three: Lunar Rover
(Measure, Challenge, Educate, Shift)




                                       32
Player Station Four: Space Walk
(Measure, Challenge, Educate, Shift)




                                       33
Player Station Four: Space Walk
(Measure, Challenge, Educate, Shift)




                                       34
Player Station Five: Explorers Wanted
(Measure, Challenge, Educate, Shift)




                                        35
36
Player Station Seven: Charting the Course
(Measure, Challenge, Educate, Shift)




                                            37
Player Station Seven: Charting the Course
(Measure, Challenge, Educate, Shift)

     Simple and effective live social networking ideas




                                                         38
Player Station Eight: Debrief Station
(Measure, Challenge, Educate, Shift)




                                        39
Player Station Eight: Debrief Station
(Measure, Challenge, Educate, Shift)


            Virtual rewarding through social media
                       and casual gaming




                                                     40
Let’s Play!




              Demo Registration
                 Demo Play




                                  41
Where’s the beef? I mean Shift?


   Understand the value of obtaining data that
    reveals immediate shifts in brand perception
       NASA stands for ?
           1) North American Space Association
           2) National America Space Agency
           3) Northern Astronomic Science of America
           4) National Aeronautics and Space Administration

       Does NASA contribute new ways of sustainability, such as recycling Urine?
            1) True
            2) False
            3) I don’t know

       Less than 1% of the US taxpayers $ makes up NASA’s annual budget.
             1) True
             2) False
                                                                                   42
Pre / Post Game Question Example




                                   43
Perception Shift Data Example
 What best describes your opinion of NASA contributions? (Select One)
        •    Old School; only affected inventions from 1960-1970
        •    Only affects technology and really not important to me
        •    Many inventions affect all our daily lives
        •    Not currently contributing to new inventions that may affect my life in the future


                    Baseline Pre Game                                                       Post Game Play
 90
                                                                     140                        132
 80
 70                                                                  120
 60                                                                  100              89
 50                                                                   80
 40
                            25                                        60
 30
 20                12                                                 40
 10                                                                   20
  0
                                                                      0
      Under 18 18-21      22-34      35-49   50-64       65+               Under 18 18-21     22-34   35-49   50-64   65+


      Old School   Only Technology    Daily Lives    Not Currently




                                                                                                                            44
SpaceSmart at AARP
Overview Demographics


 AARP utilized the first SpaceSmart kiosk deployment with the following pieces:
     •   1 ID station

     •   3 Gateway Player Stations

     •   1 Leader board station

 Summary of players/responders
     •   Total Users: 378

     •   Unique Users: 179

     •   Completed Entire Experience: 22

 Audience age group geared to 50+ as expected


                  Validate event efforts with immediate data trend




                                                                                  45
AARP 2010: SpaceSmart ID Station:
Number of Players Per Age Group



               200                                            180
               180
               160
               140
     Players




               120                                                          110
               100
                80
                60                                 44
                40                       27
                20     13
                                 4
                 0
                     Under 18   18-21   22-34     35-49      50-64      65 and older




 Observations:
 •   As expected majority of the responders are 50+ age group at AARP



                                                                                       N=378
                                                                                               46
AARP 2010: SpaceSmart ID/Player Station:
Number of Players Per Age Group, By Game
      300

                   257
      250
                     53                                                                                                65 and older
                                                                                                                       50-64
      200                                                                                                              35-49
                                   180
                                    14                                                                                 22-34

      150           106                                                                                                18-21
                                    53                                                                                 Under 18

      100
                                                  77
                                    79             8
                     70
       50                                          27             47        4
                                                                                      35          4         30
                                                                  13                                                   4        22
                                    22
                                                   25                                9                                                     1
                     18                                           20                                       8                   7
                            3                 3    11      2                        6        10                    8                   6
                     7               9                    4       6         4            6                     6       4           4       4
       0
               nasa-in-my-life   green-nasa       rover        space-walk       explorers-wanted      chart-the-course         debrief

  Observations:
  •         The game play decreases in order as the experience continues. Indicates lack of time or interest to
            continue through the experience. The feedback from staff members was that it was more of a timing and
            misunderstand issue than lack of interest.
  •         Recommend revisiting after other show exposures but in short term adding signage to kiosks.
                                                                                                                                               N=648
                                                                                                                                                       47
AARP 2010: SpaceSmart Player Station:
Number of Games Each Player Completed

     120


     100      96

      80


      60


      40                  32
                                                                                        22
      20                               17
                                                    6           3           3
      0
             One          Two         Three       Four         Five         Six        Seven
 Observations:
 •   54% of the players completed one game.
 •   45% of the ID responders did not play any games. This was explained that the process was
     unclear to the attendees. In many cases, these responders would retrieve their badge and
     think the experience was over. We believe the signage will reduce this confusion.
 •   18% and less played two or more games.
                                                                                                N=179
                                                                                                        48
Stay in Touch!
                                            Beth Beck:
 SpaceSmart                                 www.twitter.com/bethbeck
    •   www.twitter.com/spacesmart          www.bethbeck.wordpress.com
    •   Slide Share
 NASA Outreach
                                            Joanna Scorsone:
    •   www.facebook.com/nasa.gov
                                            www.twitter.com/joannascorsone
                                            jscorsone@ges.com


                                            Angela Triano
                                            atriano@ges.com
                                            www.twitter.com/trianotwntxs
                                            www.linkedin.com/in/trianoa

        Please remember to fill out surveys for this session
                                     M107

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Exhibitor2011 SpaceSmart Shifting Public Perceptions of Space

  • 1. National Aeronautics and Space Administration Shifting Public Perceptions Exhibitor 2011 Session M107 Our Mission: To create the world’s most meaningful and memorable experiences for brand marketers, show organizers and event attendees. 1
  • 2. Session #M107 NASA How to Shift Public Perception Beth Beck, Outreach Program Manager, Office of Space Operations, NASA Headquarters Beth’s career spans nearly 25 years in the federal government, beginning as a graduate fellow with the Central Intelligence Agency to her current position as Space Operations Outreach Program Manager at NASA Headquarters in Washington, DC. Joining NASA in 1985, Beth’s assignments include space science, astrobiology, space shuttle, space station, and exploration programs; handling policy issues that affect NASA’s international, legislative, budget, procurement, web, and communications areas. Joanna Scorsone, Senior Account Executive, GES Global Experience Specialists Upon joining Global Experience Specialists (GES, formerly Exhibitgroup/Giltspur) in March of 2004, Joanna Scorsone began managing experiential and trade show programs in various industries including government, home improvement, consumer electronics, healthcare, and entertainment. As part of GES’s New York City team, Joanna’s integrated approach to managing her clients’ initiatives ensures that business goals and objectives are met through innovative turnkey solutions to often complicated programs. As a Senior Account Executive, Joanna leads a team of industry specialists at GES, assuring that every part of every project is driven by an expert in the field. Angela Triano, Strategic Marketing, GES Global Experience Specialists Angela Triano has dedicated the past 17 years to the Direct Marketing industry working at top dm agencies in the US and UK. In 2007, Angela joined GES (formerly Exhibitgroup/Giltspur) to assist in bringing experienced strategic marketing efforts to the Event and Exhibition arena. Upon joining the New York City based CRM team she engaged immediately with major brand clients such as, NASA Space Operations Outreach Program. For the past three years Angela has assisted many brands and organizations in focused audience messaging, gaining insight and obtaining pertinent metrics around business objectives overall. 2 2
  • 3. Your Parting Gifts; or Takeaways • Engaging the right audience • Determine the right communication channels • Gain Baseline perceptions on Brands • Simple and effective live social networking ideas • Virtual rewarding through social media and casual gaming • Understand the value of obtaining data that reveals immediate shifts in brand perception • Validate event efforts with immediate data trend 3
  • 4. Volunteer Questions: What does NASA stand for? 1) North American Space Association 2) National America Space Agency 3) Northern Astronomic Science of America 4) National Aeronautics and Space Administration What are current ways of getting water on the International Space Station? 1) Astronauts bring all the water supply they need with them on their long duration missions. 2) There are elements in outer space that were recently discovered that create moisture outside the station that astronauts collect and filter. 3) Along with resupply vehicles, the space station crew consumes water supply and filters the waste water including urine! …Yesterday’s water is tomorrows’ coffee. 4) None of the above. Which of the following statement is true: 1) NASA is the only space agency that launches into outer space. 2) A commercial space provider sends humans to space. 3) 20% of your tax dollars support the space program for NASA 4) 6 humans live off the planet for 6 months at a time. 4
  • 5. Identify The Problem? • NASA Situation: • Baby-boomers remember walking on the moon and remain loyal • Communication channels were limited and now… • “Rocketeering” turned to Shuttle and more launches with more missions and scientific experiments. • NASA Needs: • Help educate specific audiences that are less loyal • Engage new generations and new interests • Grow the loyal generations and update them on current missions • LISTEN… LISTEN… LISTEN… 5
  • 6. What do they know? What does the “public” know about NASA? • Little Specific Knowledge • Lack of Relevance • Low Excitement • Disconnect from Activities • Lack of Current Context What does your audience segments know about your brand/s? 6 6
  • 7. What do you know? What does NASA know about their audience? Before Exposure to NASA After Exposure to NASA Technology Technology 100% 100% 94% 80% 80% 60% 60% 40% 53% 40% 20% 20% 0% 0% Relevant to Lives Relevant to Lives 7
  • 8. What do you know? What does NASA know about their audience? • Men support exploration more than women • 65+ =Interest drops off • 45-64 yr olds = “base” NASA supporters “The Apollo Generation” • 25-44 yr olds = Frame of reference = Tragedy • 18-24 yr olds= Little to no frame of reference How to engage the right audience by reviewing behavioral generation differences 8
  • 9.
  • 10. What Are the Best Communication Methods • Define right communication channel/s • Over 1,600 messages a day • Channels seem endless —TV —Cable —Radio —Web —Blogs —Twitter —Facebook Define the right —YouTube communication channel/s for —Billboard the right audience —Print —Mail —Flicker 10 10
  • 11. So…Now What Do We Do? How do you … • Move the needle? • Measure the movement? • Grow the brand? Simple ways to gain baseline perceptions on your brand/s Round of applause please! 11
  • 12. 12
  • 13. is… • Technology driven kiosk experience that • Engages • Collects • Educates • Measures • Rewards • Multiple Kiosk Stations that address some of NASA’s core areas: • NASA in Your Life • Orbital / Lunar Rovers • Green NASA • You Chart The Course • Space Walk • Explorers Wanted 13
  • 14. Step One / Start: ID Station Gather Baseline Information Step Two: Player Station Educate, Engage, Measure Step Three: Leader Board Competitive , Want More, Share Have Fun and Tell Friends
  • 15. 15
  • 16. The Experience of SpaceSmart: 16
  • 17. The Experience of SpaceSmart: Step 1: Welcome: ID Station 17
  • 18. The Experience of SpaceSmart: Step 1: Welcome: ID Station (Badge Information) 18
  • 19. SpaceSmart: Game On! Front of Badge Back of Badge Give your customers something that… •Makes them feel part of your team •Important •Personalized •Measureable! 19
  • 20. The Experience of SpaceSmart: Step 1: Welcome: ID Station (Baseline) Simple ways to gain baseline perceptions on your brand/s 20
  • 21. The Experience of SpaceSmart: Step 1: Welcome: ID Station (Baseline) 21
  • 22. The Experience of SpaceSmart: Step 2: Player Station One: NASA in my life (Measure, Challenge, Educate, Shift) 22
  • 23. Player Station One: NASA in my life – Home (Measure, Challenge, Educate, Shift) 23
  • 24. 24
  • 25. Player Station One: NASA in my life - Transportation (Measure, Challenge, Educate, Shift) 25
  • 26. 26
  • 27. Player Station One: NASA in my life Score Board: Driving Repetition 27
  • 28. Player Station Two: Green NASA (Measure, Challenge, Educate, Shift) 28
  • 29. Player Station Two: Green NASA (Measure, Challenge, Educate, Shift) 29
  • 30. 30
  • 31. Player Station Three: Lunar Rover (Measure, Challenge, Educate, Shift) 31
  • 32. Player Station Three: Lunar Rover (Measure, Challenge, Educate, Shift) 32
  • 33. Player Station Four: Space Walk (Measure, Challenge, Educate, Shift) 33
  • 34. Player Station Four: Space Walk (Measure, Challenge, Educate, Shift) 34
  • 35. Player Station Five: Explorers Wanted (Measure, Challenge, Educate, Shift) 35
  • 36. 36
  • 37. Player Station Seven: Charting the Course (Measure, Challenge, Educate, Shift) 37
  • 38. Player Station Seven: Charting the Course (Measure, Challenge, Educate, Shift) Simple and effective live social networking ideas 38
  • 39. Player Station Eight: Debrief Station (Measure, Challenge, Educate, Shift) 39
  • 40. Player Station Eight: Debrief Station (Measure, Challenge, Educate, Shift) Virtual rewarding through social media and casual gaming 40
  • 41. Let’s Play! Demo Registration Demo Play 41
  • 42. Where’s the beef? I mean Shift? Understand the value of obtaining data that reveals immediate shifts in brand perception NASA stands for ? 1) North American Space Association 2) National America Space Agency 3) Northern Astronomic Science of America 4) National Aeronautics and Space Administration Does NASA contribute new ways of sustainability, such as recycling Urine? 1) True 2) False 3) I don’t know Less than 1% of the US taxpayers $ makes up NASA’s annual budget. 1) True 2) False 42
  • 43. Pre / Post Game Question Example 43
  • 44. Perception Shift Data Example What best describes your opinion of NASA contributions? (Select One) • Old School; only affected inventions from 1960-1970 • Only affects technology and really not important to me • Many inventions affect all our daily lives • Not currently contributing to new inventions that may affect my life in the future Baseline Pre Game Post Game Play 90 140 132 80 70 120 60 100 89 50 80 40 25 60 30 20 12 40 10 20 0 0 Under 18 18-21 22-34 35-49 50-64 65+ Under 18 18-21 22-34 35-49 50-64 65+ Old School Only Technology Daily Lives Not Currently 44
  • 45. SpaceSmart at AARP Overview Demographics AARP utilized the first SpaceSmart kiosk deployment with the following pieces: • 1 ID station • 3 Gateway Player Stations • 1 Leader board station Summary of players/responders • Total Users: 378 • Unique Users: 179 • Completed Entire Experience: 22 Audience age group geared to 50+ as expected Validate event efforts with immediate data trend 45
  • 46. AARP 2010: SpaceSmart ID Station: Number of Players Per Age Group 200 180 180 160 140 Players 120 110 100 80 60 44 40 27 20 13 4 0 Under 18 18-21 22-34 35-49 50-64 65 and older Observations: • As expected majority of the responders are 50+ age group at AARP N=378 46
  • 47. AARP 2010: SpaceSmart ID/Player Station: Number of Players Per Age Group, By Game 300 257 250 53 65 and older 50-64 200 35-49 180 14 22-34 150 106 18-21 53 Under 18 100 77 79 8 70 50 27 47 4 35 4 30 13 4 22 22 25 9 1 18 20 8 7 3 3 11 2 6 10 8 6 7 9 4 6 4 6 6 4 4 4 0 nasa-in-my-life green-nasa rover space-walk explorers-wanted chart-the-course debrief Observations: • The game play decreases in order as the experience continues. Indicates lack of time or interest to continue through the experience. The feedback from staff members was that it was more of a timing and misunderstand issue than lack of interest. • Recommend revisiting after other show exposures but in short term adding signage to kiosks. N=648 47
  • 48. AARP 2010: SpaceSmart Player Station: Number of Games Each Player Completed 120 100 96 80 60 40 32 22 20 17 6 3 3 0 One Two Three Four Five Six Seven Observations: • 54% of the players completed one game. • 45% of the ID responders did not play any games. This was explained that the process was unclear to the attendees. In many cases, these responders would retrieve their badge and think the experience was over. We believe the signage will reduce this confusion. • 18% and less played two or more games. N=179 48
  • 49. Stay in Touch! Beth Beck: SpaceSmart www.twitter.com/bethbeck • www.twitter.com/spacesmart www.bethbeck.wordpress.com • Slide Share NASA Outreach Joanna Scorsone: • www.facebook.com/nasa.gov www.twitter.com/joannascorsone jscorsone@ges.com Angela Triano atriano@ges.com www.twitter.com/trianotwntxs www.linkedin.com/in/trianoa Please remember to fill out surveys for this session M107