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 This
is a topline introduction to some of the concepts
and tools I have developed or have in progress on the brand as Experience.
If you don't understand what the Brand as Experience means then I suggest
you click through to the New Playing Field
for Planners page and it will explain what I mean by it and how this facet
of the brand fits with the others.
In advertising,
account planners spend most of their time working out how to change the
way people think and feel. But if you work in design, sales promotion,
new media, direct marketing and events marketing then you need to be able
to change the way people behave. You may find the page on Changing
Behaviour useful because it introduces some of the key concepts. On
this page I want to provide some tools and ideas for you to start to think
about delivering the brand as experience.
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Touchpoints
with the brand
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Scripted
behaviour
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Inductive
learning
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Watch
what people do
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Touchpoints
with the brand
It
is worth working out all the contact points a brand has with it's customers.
It doesn't only happen when people buy stuff. Nor when they see ads. But
every point is an opportunity for the brand to make a difference.
The example is automotive but has wider relevance because
it shows the key stages where communications could be important. The point
is that not every stage is relevant but these are the points of access
where if you did communicate customers would be particularly receptive.
For example
to launch the Honda Accord: at the servicing stage we found leaving a
cassette hanging from the mirror a perfect way (and it fit with the creative
idea of the campaign) to get to Accord customers. It got us 10-15 minutes
uninterrupted drive time where you could play off the car the owner was
actually driving. And it got to a sight more drivers than the mailings
using the oh so effective customer database!!!
Timeline
Qualitative Media Planning
Mass
marketing is over. But it takes a long time to drain the poison out of
our systems. Look for quality of the contact. Coverage is important but
more important than frequency is the perceived importance of the channel
and the amount of time people are prepared to give to it. I brainstormed
this on Sun Alliance 10 years ago with the media planner but never got
around to graphing it. Dont take the numbers as gospel. Thats
not the point. What were looking for is how many bodies we get and
how important a particular action is to them. If you want to get really
complicated you could look at how much time they would allocate to each!
Which is why I added the Z axis though I haven't changed the data to adapt.
But treat it as a conceptual tool. How would the Z axis look if we put
data in?
What were
measuring here is depth of involvement. Hit a home run here by getting
the right tone or making it easier and youll stand out and clean
up!
Purchase
Funnels
 Another
example from automotive. Pipelines are a critical way to look at the efficiency
of the sales process. What proportion of buyers consider you at the outset
and by the end of the process how many do you get to buy. Different shaped
funnesl indicate different marketing strategies. Choose the wrong one
for your size in the market and you'll be in real trouble. Small players
get low consideration but convert almost everyone. Large players get lots
of consideration but cherry pick the real prospects. In the middle ground
you can get killed if you can't learn how to cherry pick when inevitably
your conversion rate starts to fall off. I use the funnel model to size
the different stages and to assign costs before layering mechanics and
messages. The result is a clear understanding of the potential returns.
I have this in calculator
form and will add it to the website soon for people to have a play! SO
once you have the numbers then work out your allowables for moving people
up the funnel
Leveraging
non involvement
Most marketing communications is taken on board when consumers
are paying little or no attention. So what do we do? Shout and wave our
arms around to attract attention? Or automate brand interactions so they
don't have to think about it. This is where scripts come into play. Essential
for sales promotion, loyalty programmes and the web. Easyjet, Amazon,
Starbucks , Direct Line, Tesco have made it easier to say yes and follow
the script than to sit down and make a decision.
Brands
as programmers
If your top 20% of customers are willing to pay you attention
then what are you going to do about it? You can educate them. You can
entertain them. But for goodness sake don't just try to sell them stuff
they don't want. That way you begin to undermine the whole relationship.
John Grant's brilliant book After
Image covers the whole area of knowledge and mentoring as the new
battleground for brands. We have an interview with John Grant about the
book plus a free chapter to download. You want to create new ways to involve
customers. Ultimately you want them to use you as the editor to filter
media and products and offers. And they will. If they trust you and like
you.
Brands
as experience creators
Drayton
Bird once gave a brilliant example of a winery whose customers were so
loyal that they paid to go to the winery for the weekend to make the product,
stay over and get taught how to appreciate it - and still bought case
loads of the stuff without wondering why they were paying for all of this.
Brands ought to create experiences for customers because customers will
cheerfully pay top dollar for such experiences and it invariably turns
them into advocates who sell more product. You can still go to Germany,
get put up in a swanky Frankfurt hotel, collect a Mercedes, get a personal
introduction at the factory and drive it home and you will get a discount.
But don't get confused. You're the one doing them a favour.
Contact
strategies have become much more sophisticated. Video game design allows
the whole environment to change in response to where the character is.
It's only a matter of time before marketing programmes follow suit. The
Nokia Game is a rollicking adventure forcing users to swap networks, watch
TV at certain times and visit certain websites. Pure entertainment. Pure
induction. Which is why we need to write branded adventure games for our
customers. And get them to pay for them!
One of the
reasons agencies don't get into this is that they're still fixated on
mass communications. And getting paid to go larging it across a national
audience. Believe me if you get your financial structures right you can
make a killing
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