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Sunday, October 21, 2007Case Study: Playboy's Entrée into Social Networking and User-Generated Content
The Global Human Capital Journal published the overall conference wrap as well as in-depth coverage of several sessions. Access all through the link to the conference logo. Other articles will be published in the days ahead, and we invite you to subscribe to the forum's RSS feed to be notified as they are published. Hefner's advice for senior marketers was to remember that human beings are not fundamentally being changed, even though the way in which they relate and communicate may be changing dramatically. Our humanity, desires and impulses are a constant. Moreover, the value that your company offers to people must be focused on their humanity. The mechanics of how, where and when you deliver the value are crucial "implementation details." If you are in touch with your customer's human desires, you can see beyond the product and the technology. Continue reading "Case Study: Playboy's Entrée into Social Networking and User-Generated Content"
Posted by Christopher S. Rollyson
in Innovation/Web 2.0
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23:59
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Last modified on 2008-01-14 18:18 Defined tags for this entry: ceo, CMO, culture, digital hollywood, forrester consumer forum, internet, marketing, strategy
Saturday, August 11, 2007Delivering Telecom's Converged Network and Entertainment Experience
From an operational perspective, telecoms have been too focused on product/service P&L. Now they have to eliminate barriers between products, so the customer can have a context-appropriate, seamless experience. The first phase of this transformation is bundling existing services; however, the real value will come from innovating new services. All applications will be unified around an IP (Internet Protocol) infrastructure. Telecoms don't need to integrate networks; they need to build networks that interoperate. Between the lines and longer term, telecoms must reexamine their value propositions because we are coming to the end of the era in which custom applications and proprietary interfaces were necessary to integrate networks' "islands of automation." Network-centric software and distributed applications increasingly interoperate natively. Continue reading "Delivering Telecom's Converged Network and Entertainment Experience"
Posted by Christopher S. Rollyson
in Innovation/Web 2.0
at
11:34
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Last modified on 2007-11-04 00:54 Defined tags for this entry: CIO CTO, digital hollywood, E-Business, Enterprise, management, strategy, Technology, Transformation
Friday, August 10, 2007Advertising NEXT: Social Networks, User Generated Video, Blogs, IMs, Podcasts, Broadband and Mobile
Efficiency in advertising has given rise to a value chain that is as heavy with inflexible infrastructure as the airlines' hub and spoke system. Advertisers remain focused on "reach," the number of eyeballs that view their messages (and respond when it's measurable). That's how advertising effectiveness is measured. Advertisers are resistant to changing this system, and that makes emerging technologies like mobile video and social networks of secondary interest to them. Meanwhile, innovators are developing technology and offerings to help early adopters to take advantage of the emerging media.
Continue reading "Advertising NEXT: Social Networks, User Generated Video, Blogs, IMs, Podcasts, Broadband and Mobile"
Posted by Christopher S. Rollyson
in Innovation/Web 2.0
at
12:55
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Last modified on 2008-02-07 17:44 Defined tags for this entry: cmo, digital hollywood, e-business, enterprise, knowledge economy, management, marketing, strategy, transformation
Thursday, August 9, 2007All Video-All the Time: Next Generation in Media Technologies and Mobility
Myopia is content owners' biggest problem: they seek to repurpose existing content for the mobile screen to amortize past investments. This logic permeates their thinking and prevents innovation. Meanwhile, consumers are awakening to the excitement of consumer-produced content, the prices of software tools are falling, and skills are increasing. True, the production quality is usually amateurish, but UGC (user-generated content) is usually free, fresh and relevant—to niches, which is where the action is. Users produce content for fun, and they can afford to address topics that "professional" content cannot. Mass-produced vapid content will still have a place in the consumer entertainment universe, but it will decreasingly be the default. Mobile video may be especially well suited to UGC: attention spans are short, so relevant short videos, created by other consumers, may be most relevant because they may be "about" the situations in which viewers find themselves. Professional content providers could not afford to make videos of bank bloopers, rude bus drivers, or comical playground incidents. In addition, telecoms' networks won't be ready to carry high production value video for several years, so UGC production quality may be suitable.
Continue reading "All Video-All the Time: Next Generation in Media Technologies and Mobility"
Posted by Christopher S. Rollyson
in Innovation/Web 2.0
at
19:12
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Last modified on 2008-02-07 17:45 Defined tags for this entry: cmo, culture, customer experience, digital hollywood, economics, management, marketing, strategy, technology, transformation
Advertising and Technology: Emerging Capabilities in Interactive TV, Broadband, UGM & Mobile
The ultimate context for this session is that technologies are driving interactivity, which is becoming the default for marketing communications. Legacy players in the marcom value chain have mixed feelings: they want to leverage their investments in legacy processes, people and relationships, and many of their clients are not pushing for interactive or its latest incarnation, digital video. Thought leaders and visionaries are frustrated by their colleagues' reticence because they perceive that marketers' worst fear—irrelevance—will soon ensue unless they begin to make serious investments in digital video and Web 2.0, which highlights peer-to-peer interactivity. When it burst into public view with the growing popularity of the Internet ("Web 1.0"), "interactivity" represented new capabilities and sensibilities. Viewers of marcom messages could react to the messages by clicking, and these clicks could be tracked very economically.
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Posted by Christopher S. Rollyson
in Innovation/Web 2.0
at
07:29
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Last modified on 2008-02-07 17:44 Defined tags for this entry: cmo, culture, digital hollywood, e-business, enterprise, innovation, marketing, strategy, technology, transformation
Wednesday, August 8, 2007Cisco CEO Shares Impressive M&A Collaboration Story and Video-Centric Network Vision
Chambers' demos of whiz-bang consumer entertainment scenarios were intriguing but far less interesting to an enterprise-focused audience than his accounts of how Cisco had drastically increased its already-leading efficiency in mergers and acquisitions by collaborating with Web 2.0 tools like wikis. We anticipate that his consumer-focused vision will be consummated far in the future, but his message about enterprise collaboration is achievable this year—for those who are looking for it. Chambers described an emerging future of networks and communication that revolved around pervasive video, which will drive customer experience, collaboration and value. The world is entering a fundamentally new era in which communication is morphing from one-to-many to many-to-many. This will drive a new degree of collaboration and innovation, and it will change business models. Telecoms are not "coming back," and there will be significant consolidation. Video will rise to prominence and will be created and experienced on any machine or device. Continue reading "Cisco CEO Shares Impressive M&A Collaboration Story and Video-Centric Network Vision"
Posted by Christopher S. Rollyson
in The Enterprise
at
20:33
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Last modified on 2008-01-13 22:40 Defined tags for this entry: CEO, collaboration, customer experience, digital hollywood, e-business, enterprise, enterprise 2.0, innovation, management, strategy, technology, transformation
Personalized Mobile Experience & Social Networking: Messaging, Music & Video Trends
The mobile device will soon lose the "phone" moniker because the device morphing into a portable digital hub. "Smartphones" have seen much slower adoption than hoped, but functionality, power and capability are steadily increasing while prices fall. Apple's iPhone was constantly mentioned as the promising breakthrough device. Mobile devices will change relationships far more than the first screen (TV) or the second screen (computer) because they will touch everyone, their capabilities will rival laptops' within 2-3 years, and they are inherently social. Social networking via video sharing, Web browsing, email, SMS, IM, music sharing and voice calling is on tap in the latest smartphones. The problem is, their features are so difficult to access that 90% of them are not used. The iPhone, leveraging Apple's legendary design and software prowess, may blaze the trail.
Continue reading "Personalized Mobile Experience & Social Networking: Messaging, Music & Video Trends"
Posted by Christopher S. Rollyson
in Innovation/Web 2.0
at
12:51
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Last modified on 2007-08-08 13:22 Defined tags for this entry: culture, customer experience, Digital Hollywood, Empowerment, Marketing, strategy, Technology, Transformation
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