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What did SXSWi 2011 teach us?

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by Emily Reeves on 14 April 2011

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Prezi Transcript

What did SXSWi 2011 teach us? aka, "spring break for geeks" Games Game Layer or Game Mechanics applying game-like rules to situations of persuastion and using those competitive motivations to influence behavior LIKE: loyalty programs education problem solving buying exercise experience (airline miles) (quest to learn) (the guardian) (groupon) (nike+) (foursquare) TYPES OF GAME DYNAMICS appointment influence and status progression communal discovery Happy Hour! Farmville! AMEx Black Card LinkedIn profile: 85% complete Let's work together. Location BEFORE AFTER Announcing your location. Who is here? Recommendation Referrals Exploration Discovery the growth continues 1 million users 1 million users 7.5 million users 30 million users Business tools continue to increase in robustness. Making it easier to set up promotions to: Acquire Engage Retain Transmedia Storytelling telling a story across multiple channels. (this is not new, but the name is new, which of course, makes it cooler.) Ongoing engagement that creates a sense of audience connection = EXAMPLES old Spice DirectTV http://www.petitelapgiraffe.com/ Social behaviors does your brand know how to behave at a cocktail party? apply the same social rules to your brand's behavior in social media. ADVICE humanize brands and think about social media interactions and simple social interactions as the same. 1. Pull back the curtain and give people access to the info they want and need. 2. Stop selling & start sharing. Self-promotion is awkward in social situations. 3. Stop talking and start listening. design experiences are we forgetting about our end-users? Contact me: Emily Reeves ereeves@stoneward.com twitter.com/reeves501 www.msadverthinker.com what is sxsw? South by southwest interactive Austin, TX 5 days in March 20,000 attendees in 2011 hundreds of sessions led by technology, design, development, strategy and communications professionals. smart, interesting, weird, famous, wannabe famous, wardrobe-challenged, cool, etc. an exhausting, but exhilarating experience self design: designing for yourself (only works if you are the end user) unintential design: focuses on architecture rather than use (only works if users are willing to use whatever you give them) genius design: solving the same problems repeatedly activity-focused design: focuses on the activity experienced-focused design: look at the entire experience designing iPad navigation: 1. Relatable 2. Discoverable 3. Learnable Games Location Transmedia Social behaviors Design experience
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