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Peter Green; Sensing Ltd, part of the Sipuli Group
peter@sensing.fi / +358405707911 / @pvgreen
Engaging Digital marketing campaign
- events. Before, during and after
• Serial Entrepreneur:
• Partners/clients:
• Officials:
Peter Green [linkedin/in/petergreen]
Mobile Sensing Technologies
Your LiveOpinions:
• Defines, designs and executes Digital Added Value servoces
for events and physical encounters: www.sipuligroup.com
• Digital lifecycles/paths for events
SipuliGroup. What Up?
Katriina Uusitalo
Katapulssi
ex Nokia
Sipuli Core:
Peter Green
Sensing
ex Satama Interactive
Jouni Salonen
Petopro
ex Nokia
Johanna Sarviharju
Fjord, Free
ex Satama Interactive
Sipuli Layers, for example:
- Service Designers
- Event Producers
- Visual Designers
- Event Agencies (also customers)
- Techincal service providers
- Difgital producers/Freelancers
- Marketeers  customers
Digital Events: Key Points
• Before-During-After
• Social Media (Mobile)
• Content Marketing -> Context !
• People & Places Context – Digital screens
everywhere, ”people and places” & ”us services”
• Concept: Call To Action–clear, fast, easy
• Event Marketing AIDA model
> Screens at events(2000 -- 2015)
Customer journey is key
Event advertisement
• Universal marketing tendency is to shift from selling products or services to
selling experiences,
– Requires holistic thinking and user centric design => design thinking
• Each advertisement is subjectively interpreted - rationally, emotionally and
culturally. The success of advertising depends on human behavior which is
generally not predictable and hence is inexact by nature.
– => use service design with human centric methodologies, would suit well
for advertising.
Marketing channels
Involvement
Tell me and I will forget
Shopw me and I will remember
Involve me and I will understand
(Confucius)
Event planning process/roadmap
Business case assessment: Why – Who - What – When – Where ?
Customer relations management (CRM)
• Interaction that a company or organization has with its
customer, whether it is sales or service-related
• Enables businesses
– Understand the customer
– Retain customers through better customer experience
– Attract new customer
– Win new clients and contracts
– Increase profitably
– Decrease customer management costs, e.g. deploying
automated event invitation processes
Event Experience Curve
Before-During-After
Digital brings new potential
Face-to-
face
meetings
Digital
For example:
New dimensions and tools for meetings
Invoving more ipeople (crowdsourcing)
Interactions, games, participatory campaigns
Alternative ways to communicate – to send and receive content
Before
After
During
Digital brings new potential
Social Media (Mobile)
• SoMe widely in use before the event, focused
heavily during the event, and continuing the
expereince afterwards (prep for the next event)
• Enables virtual events – yet f2f events still king
• Well planned SoMe enables metrics & analytics
• Basics of community managements, clear value
add, service
• FB, Tw, IG, WhatsApp etc (like Livepinion poll)
Building event communities
Network
3.
Networking
1.
Content
4.
Continuity 2. Context
After event What before?
Customer and the
”ecosystem”
Partners
”People network, not
companies”
The audience
People make a network, jowhere eveyone is max six
degrees / steps away from others. Everyone
> At events everyone is much closer
Lähde: http://en.wikipedia.org/wiki/Six_degrees_of_separation
Networks
Content Marketing
• Current trend – basis for SoMe. Also for events
• Channels to be considered carefully for each
event and action, for specific target audiences
• Before: basics, clear info, registration, community
building (who’s there, how to communicate)
• During: SERVICE, networking, participating, being
involved with the event entirely
• After: Materials, videos, pics, community, discs
SLIDESHARE-time (let’s borrow some)
Digital PR for events by Chillisauce:
http://www.slideshare.net/MichaelChidzey/digita
l-pr-for-events
Social Median and the future of Event Marketing:
http://www.slideshare.net/Eventbrite/social-
media-the-future-of-event-marketing
Event services - Channels
27.1.2015
”Place Based Screen Media”
LocaModa Jumblii NYC
Attention
The total mass contacts of the campaign (Outdoor Impact research
and VAC measures)
Interest
Can be measured for example with attention
value measurements
Desire
How many gets excited
Action
How many gets involved
Traditional AIDA and the long tail
©2005 SATAMA INTERACTIVE
2000
Text
Multimedia
Multiplaying
Internet
2002 2004 2006
Music
Television
Individual content creation
Community building
Competition and gamification Promotion and campaign building
Screen concepts at Events (2000 - 2015)
Mobile event guide examples
Socioal Media and Gamification
Gamification: Event games
Gamification: Event games
Gamification: Event games
Clear Channel
Dialog in a nutshell
Interactive DOOH concept & cases
Spring 2014, Clear Channel Finland
peter.green@clearchannel.fi @pvgreen
Digital out-of-home
DOOH is a true
massmedia that is
creative and engaging to
connect brands with
people when they are
active and out-of-home
Creative
Richness/
Animated
content
Relevance/
Day Parts
Immediacy/
Dynamic
content/
updates
Engagement/
Interactivity
>DIALOG
also NFCThese are the four
cornerstones of the
DOOH contents, and the
Interacivity/
Engagement is yet
opened into Dialog
Clear Channel DIALOG
• Interactive, engaging OOH advertising
• 1. Touch interaction
• 2. Natural Interaction, movement
• 3. Mobile Channels; text, web & SoMe
and Adshel 2.0 for NFC dialog
VR, the national railway company of Finland,
together with Berner Greencare, Tahvoset
Garden and Clear Channel created the
Ihmepuutarha –promotion for the second
time
It is a summer long campaign within the
station’s platform area, transforming it into a
green living room
Clear Channel installed a dominated double-
sided touch enabled DD –device in the
garden
The screens are showing timed (Day Parts)
advertising messages in a loop by all the
partners, measuring people’s happiness by
touching&growing the virtual tree and
streaming Instagram images onto a screen,
with daily photo battle using touch screen
Dialog with Touch; Ihmepuutarha (Wondergarden)
The Kinect Natural Interaction campaign for the
Frankenstein–play (National Theater) got hudreds of
spectators jumping in front of the Clear Channel Shopping
Digital devices.
The aim was to give energy; warmth and love to the virtual
Frankenstein ”creature” – and the movement gathered big
crowds of Interested and Desired people around.
>> See the video
Dialog with Natural Interaction; Kinect movement control
Dialog wit Mobile; Names on a Coke bottle
Coca-Cola’s global Share a Coke campaign on The Wall
Names sent via Text Messages (SMS) appeared on Coke bottle
in real time (after moderation), and Street Team activated people
to Share a Coke
The spot was running in a 2 hour ”Impact Zone” domination on
the Wall in five days (instead of standard spots within a loop)
The Universal Music’s 30 Seconds to Mars Tweet
Hunt –reveal campaign started with a 30 seconds
video clip by the lead Singer Jared Leto asking the
Finnish fans to join the Tweet Hunt to reveal the
unique band picture
The campaign consisted of altogether 9 versions
of this unique image, which was revealed part by
part as the Tweets came in. The target of 1000
Tweets was received in 22 hours, and the fans
were greeted with this exclusive image in full, and
an URL to special fan competition
Latest tweets were dynamically shown on the
Wall, and the local Echelon fan club was activated
for the campaign moderation
The campaign was shown as 20 second double
spot supported with selected Shopping Digital
screens inside the Kamppi mall
Dialog with Mobile; 30 Seconds to Mars Tweet Hunt
dd
Dialog Cases: Nestle Tuuttitreffit, pics on The Wall
dd
Dialog Cases: Real Time LiveOpinion voting (SMS&Twitter)
TASK
Create a brief digital marketing campaign plan. The aim is to
engage the chosen target audience (segmentation) before,
during and after a cultural event and boost recommendation
(viral effect).
First, plan segmentation: target audience that you want to
engage. Define USP, campaign targets, measuring tools and
criteria. Create a creative idea. Define touch point strategy
and campaign roadmap. Use mind mapping, process
description and other planning tools.
Finally, pitch the plan to get comments and recommendations.
Teacher: Laura-Maija Hero
• Pitching + presentation
TASK: Linnanmäki Events – case Gymnae Strada
• Gymnae Strada global gymnastics event summer
2015
– Many events around Helsinki
– Linnanmäki as one event venue
• Who could partner up with Gymnae Strada /
Gymnastics in general to benefit from the buzz, and
support the Gymnae Strada Event
• Share your key idea (SMS/Twitter @Poll)
Links to videos
Frankenstein Kinect:
https://www.youtube.com/watch?v=8dUJpEXjfVo
Mentos Mobile Game:
http://vimeo.com/108783190
Plan Finland: Sponsor a Dream webcam
http://vimeo.com/109314118
Mobile event guide examples
Triggering techniques
QR code
• Quick Response code
• 2 dimensional bar code
• Can contain a phone number,
SMS, URL or contact details
• The code is identified by the
four squares (red arrows). The
horizontal and vertical lines
(highlighted in yellow), which
alternate black and white, are
used for alignment.
• QR code generator (example)
at http://qrcode.kaywa.com
Near Field Communication (NFC)
• The N-Mark is global in
scope and is available for
use in applications that
are compliant with the
NFC Forum's NFC Data
Exchange Format (NDEF)
specification and where
the tags used meet the
NFC Forum Type 1-4 Tag
Operation specifications
NFC
• Special case of Radio Frequency
Identification (RFID), operates at 13,56
MHz
• Applications: Mobile payment, access
control, to ease communication (URL, SMS,
Call), discover, BT-pairing,play music
• Reading/writing distance typically less
than 4 cm
• Memory capacity: 64bytes – 8 KB

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Metropolia digital marketing final-pg

  • 1. Peter Green; Sensing Ltd, part of the Sipuli Group peter@sensing.fi / +358405707911 / @pvgreen Engaging Digital marketing campaign - events. Before, during and after
  • 2. • Serial Entrepreneur: • Partners/clients: • Officials: Peter Green [linkedin/in/petergreen] Mobile Sensing Technologies
  • 4. • Defines, designs and executes Digital Added Value servoces for events and physical encounters: www.sipuligroup.com • Digital lifecycles/paths for events SipuliGroup. What Up? Katriina Uusitalo Katapulssi ex Nokia Sipuli Core: Peter Green Sensing ex Satama Interactive Jouni Salonen Petopro ex Nokia Johanna Sarviharju Fjord, Free ex Satama Interactive Sipuli Layers, for example: - Service Designers - Event Producers - Visual Designers - Event Agencies (also customers) - Techincal service providers - Difgital producers/Freelancers - Marketeers  customers
  • 5. Digital Events: Key Points • Before-During-After • Social Media (Mobile) • Content Marketing -> Context ! • People & Places Context – Digital screens everywhere, ”people and places” & ”us services” • Concept: Call To Action–clear, fast, easy • Event Marketing AIDA model > Screens at events(2000 -- 2015)
  • 7. Event advertisement • Universal marketing tendency is to shift from selling products or services to selling experiences, – Requires holistic thinking and user centric design => design thinking • Each advertisement is subjectively interpreted - rationally, emotionally and culturally. The success of advertising depends on human behavior which is generally not predictable and hence is inexact by nature. – => use service design with human centric methodologies, would suit well for advertising.
  • 9. Involvement Tell me and I will forget Shopw me and I will remember Involve me and I will understand (Confucius)
  • 10. Event planning process/roadmap Business case assessment: Why – Who - What – When – Where ?
  • 11. Customer relations management (CRM) • Interaction that a company or organization has with its customer, whether it is sales or service-related • Enables businesses – Understand the customer – Retain customers through better customer experience – Attract new customer – Win new clients and contracts – Increase profitably – Decrease customer management costs, e.g. deploying automated event invitation processes
  • 13. Digital brings new potential Face-to- face meetings Digital For example: New dimensions and tools for meetings Invoving more ipeople (crowdsourcing) Interactions, games, participatory campaigns Alternative ways to communicate – to send and receive content Before After During
  • 14. Digital brings new potential
  • 15. Social Media (Mobile) • SoMe widely in use before the event, focused heavily during the event, and continuing the expereince afterwards (prep for the next event) • Enables virtual events – yet f2f events still king • Well planned SoMe enables metrics & analytics • Basics of community managements, clear value add, service • FB, Tw, IG, WhatsApp etc (like Livepinion poll)
  • 17. Customer and the ”ecosystem” Partners ”People network, not companies” The audience
  • 18. People make a network, jowhere eveyone is max six degrees / steps away from others. Everyone > At events everyone is much closer Lähde: http://en.wikipedia.org/wiki/Six_degrees_of_separation Networks
  • 19. Content Marketing • Current trend – basis for SoMe. Also for events • Channels to be considered carefully for each event and action, for specific target audiences • Before: basics, clear info, registration, community building (who’s there, how to communicate) • During: SERVICE, networking, participating, being involved with the event entirely • After: Materials, videos, pics, community, discs
  • 20. SLIDESHARE-time (let’s borrow some) Digital PR for events by Chillisauce: http://www.slideshare.net/MichaelChidzey/digita l-pr-for-events Social Median and the future of Event Marketing: http://www.slideshare.net/Eventbrite/social- media-the-future-of-event-marketing
  • 21. Event services - Channels
  • 22. 27.1.2015 ”Place Based Screen Media” LocaModa Jumblii NYC
  • 23. Attention The total mass contacts of the campaign (Outdoor Impact research and VAC measures) Interest Can be measured for example with attention value measurements Desire How many gets excited Action How many gets involved Traditional AIDA and the long tail
  • 24. ©2005 SATAMA INTERACTIVE 2000 Text Multimedia Multiplaying Internet 2002 2004 2006 Music Television Individual content creation Community building Competition and gamification Promotion and campaign building Screen concepts at Events (2000 - 2015)
  • 25. Mobile event guide examples
  • 26. Socioal Media and Gamification
  • 30. Clear Channel Dialog in a nutshell Interactive DOOH concept & cases Spring 2014, Clear Channel Finland peter.green@clearchannel.fi @pvgreen
  • 31. Digital out-of-home DOOH is a true massmedia that is creative and engaging to connect brands with people when they are active and out-of-home Creative Richness/ Animated content Relevance/ Day Parts Immediacy/ Dynamic content/ updates Engagement/ Interactivity >DIALOG also NFCThese are the four cornerstones of the DOOH contents, and the Interacivity/ Engagement is yet opened into Dialog
  • 32. Clear Channel DIALOG • Interactive, engaging OOH advertising • 1. Touch interaction • 2. Natural Interaction, movement • 3. Mobile Channels; text, web & SoMe and Adshel 2.0 for NFC dialog
  • 33. VR, the national railway company of Finland, together with Berner Greencare, Tahvoset Garden and Clear Channel created the Ihmepuutarha –promotion for the second time It is a summer long campaign within the station’s platform area, transforming it into a green living room Clear Channel installed a dominated double- sided touch enabled DD –device in the garden The screens are showing timed (Day Parts) advertising messages in a loop by all the partners, measuring people’s happiness by touching&growing the virtual tree and streaming Instagram images onto a screen, with daily photo battle using touch screen Dialog with Touch; Ihmepuutarha (Wondergarden)
  • 34. The Kinect Natural Interaction campaign for the Frankenstein–play (National Theater) got hudreds of spectators jumping in front of the Clear Channel Shopping Digital devices. The aim was to give energy; warmth and love to the virtual Frankenstein ”creature” – and the movement gathered big crowds of Interested and Desired people around. >> See the video Dialog with Natural Interaction; Kinect movement control
  • 35. Dialog wit Mobile; Names on a Coke bottle Coca-Cola’s global Share a Coke campaign on The Wall Names sent via Text Messages (SMS) appeared on Coke bottle in real time (after moderation), and Street Team activated people to Share a Coke The spot was running in a 2 hour ”Impact Zone” domination on the Wall in five days (instead of standard spots within a loop)
  • 36. The Universal Music’s 30 Seconds to Mars Tweet Hunt –reveal campaign started with a 30 seconds video clip by the lead Singer Jared Leto asking the Finnish fans to join the Tweet Hunt to reveal the unique band picture The campaign consisted of altogether 9 versions of this unique image, which was revealed part by part as the Tweets came in. The target of 1000 Tweets was received in 22 hours, and the fans were greeted with this exclusive image in full, and an URL to special fan competition Latest tweets were dynamically shown on the Wall, and the local Echelon fan club was activated for the campaign moderation The campaign was shown as 20 second double spot supported with selected Shopping Digital screens inside the Kamppi mall Dialog with Mobile; 30 Seconds to Mars Tweet Hunt
  • 37. dd Dialog Cases: Nestle Tuuttitreffit, pics on The Wall
  • 38. dd Dialog Cases: Real Time LiveOpinion voting (SMS&Twitter)
  • 39. TASK Create a brief digital marketing campaign plan. The aim is to engage the chosen target audience (segmentation) before, during and after a cultural event and boost recommendation (viral effect). First, plan segmentation: target audience that you want to engage. Define USP, campaign targets, measuring tools and criteria. Create a creative idea. Define touch point strategy and campaign roadmap. Use mind mapping, process description and other planning tools. Finally, pitch the plan to get comments and recommendations. Teacher: Laura-Maija Hero • Pitching + presentation
  • 40. TASK: Linnanmäki Events – case Gymnae Strada • Gymnae Strada global gymnastics event summer 2015 – Many events around Helsinki – Linnanmäki as one event venue • Who could partner up with Gymnae Strada / Gymnastics in general to benefit from the buzz, and support the Gymnae Strada Event • Share your key idea (SMS/Twitter @Poll)
  • 41. Links to videos Frankenstein Kinect: https://www.youtube.com/watch?v=8dUJpEXjfVo Mentos Mobile Game: http://vimeo.com/108783190 Plan Finland: Sponsor a Dream webcam http://vimeo.com/109314118
  • 42. Mobile event guide examples
  • 44. QR code • Quick Response code • 2 dimensional bar code • Can contain a phone number, SMS, URL or contact details • The code is identified by the four squares (red arrows). The horizontal and vertical lines (highlighted in yellow), which alternate black and white, are used for alignment. • QR code generator (example) at http://qrcode.kaywa.com
  • 45. Near Field Communication (NFC) • The N-Mark is global in scope and is available for use in applications that are compliant with the NFC Forum's NFC Data Exchange Format (NDEF) specification and where the tags used meet the NFC Forum Type 1-4 Tag Operation specifications
  • 46. NFC • Special case of Radio Frequency Identification (RFID), operates at 13,56 MHz • Applications: Mobile payment, access control, to ease communication (URL, SMS, Call), discover, BT-pairing,play music • Reading/writing distance typically less than 4 cm • Memory capacity: 64bytes – 8 KB