Thursday, 24 June 2010
The Brilliance of Batman
If you spent your childhood growing up in the 1970's and early 80's. Who doesn't remember seeing Kerplatt, Thwack, Bam, Boff and Kapow, plastered across your TV screens? To name just a few.
And if you didn't actually see those very words, I bet you think you did. Powerful stuff. Plus, not forgetting Adam West's iconic 'holy macaroni', 'holy doughnut', and yes I swear to god it's true, 'holy inflatable shark'.
Batman, the 1960s American television series, based on the DC comic book character of the same name. Staring Adam West and Burt Ward as Batman and Robin, two crime-fighting heroes who defended "Gotham City". Is an iconic classic that stills holds a few lessons for the advertising industry of today.
Dreamed up by Bob Kane and Bill Finger, with ABC first screening it to American households in 1966. For two and a half seasons from January 12, 1966 to March 14, 1968. Despite its short run, the show had a total of 120 episodes, having two weekly installments for most of its tenure.
After a hesitant start William Dozier and his Greenway Productions were charged with bringing the comic strip to the TV screen. Dozier, who loathed comic books, concluded the only way to make the show work was to do it as a Pop Art comedy. Generally keeping the scripts more on the side of Pop Art adventure.
And along with an attempt to ensure that the TV series appealed to the child audiences, who'd been it's most loyal comic book supporters. Dozier decided to take the comic strips penchant, for embellished every fight scene with liberal and internally memorable doses of onomatopoeia words, over to the screen. Through the introduction of a more Pop Art approach.
Eighty-seven wonderful onomatopeias from the Batman television series, right here.
Onomatopoeia words are those that imitate or suggest the source of the sound that it describes.
The fact that the show's marriage of fight scenes and onomatopoeia words, left such a lasting and power impression. Is in part, testament to the insights held by the producers, of both it's child and adult audiences. The power this technique holds in both association, recall and involvement. Along with an entrepreneurial spirit to go with their experience and confidence, believing in something that hadn't seen the light of day before. It reminds me of Mad Men and Maddison Avenue from the 1950's and 60's.
Advertising has already used onomatopoeia as a mnemonic, helping consumers to remember their products. Take Rice Krispies, whith it's "snap, crackle and pop" every time you bathe them in milk. Or in road safety advertisements: "clunk click, every trip". Click the seatbelt on after clunking the car door shut.
But to date, no one's employed the technique of mixing association, recall and involvement, quite as memorably or as successfully as that of the 1960's Batman TV series. With their marriage of verbal and visual onomatopoeia.
Yes Rice Krispies has it's "snap, crackle and pop", that you could argue holds household status. But Kellogg's has had the budget to push that particular Brand for the past 80 years now. Originally airing in 1933. Where as Batman only had two seasons, and delivered it to far greater effect.
There's one word I've mentioned, that keeps coming back to me, Iconic. When was the last time you saw advertising achieve icon status, without having the stratospheric budget to match.
Your childhood may hold more that it's letting on.
Friday, 7 May 2010
The Rise of the Mobile Social Network
With the rapidly expanding mobile internet and interest growing in our uptake of it. Here are three Infographics, showing the numbers behind our usage of mobile social network browsing.
The first's from Flowtown, on how mobile is shaping the way social media is consumed. It’s interesting to see that from these stats, 25% or more than 100 million Facebook users access from a mobile phone, and those who do, are twice as active on social networks compared to people accessing from a computer! Plus, in January 2010, more than double the number of users accessed Facebook from their mobiles, over those in 2009.
The 35-54 year old bracket is the most active mobile social users!

Full size image can be found here.
The second's also from Flowtown, on how teenagers use mobile phones in the US. Some of the key findings from their research is that 75% of all teenagers in the US now have a mobile phone, while almost 35% of teenagers send over 100 text messages per day, one in three people text while driving and one in two talk on a mobile phone while at the wheel. But only 25% are using social networks on their phones, with females still being the highest users of mobile phones.

Full size image can be found here.
The third one's another great infographic by Pingdom, this time on Instant Messaging. There are some pretty crazy stats in there like the 47 Billion daily instant messages sent, or the 40 million simultaneous logged in windows messenger users. I see a lot of media plans buying Windows Messenger banners, it’s a popular (and pretty cheap) buy, which is clearly due to the serious amount of impressions they’d serve every day!

Full size image can be found here.
The first's from Flowtown, on how mobile is shaping the way social media is consumed. It’s interesting to see that from these stats, 25% or more than 100 million Facebook users access from a mobile phone, and those who do, are twice as active on social networks compared to people accessing from a computer! Plus, in January 2010, more than double the number of users accessed Facebook from their mobiles, over those in 2009.
The 35-54 year old bracket is the most active mobile social users!
Full size image can be found here.
The second's also from Flowtown, on how teenagers use mobile phones in the US. Some of the key findings from their research is that 75% of all teenagers in the US now have a mobile phone, while almost 35% of teenagers send over 100 text messages per day, one in three people text while driving and one in two talk on a mobile phone while at the wheel. But only 25% are using social networks on their phones, with females still being the highest users of mobile phones.
Full size image can be found here.
The third one's another great infographic by Pingdom, this time on Instant Messaging. There are some pretty crazy stats in there like the 47 Billion daily instant messages sent, or the 40 million simultaneous logged in windows messenger users. I see a lot of media plans buying Windows Messenger banners, it’s a popular (and pretty cheap) buy, which is clearly due to the serious amount of impressions they’d serve every day!
Full size image can be found here.
Tuesday, 4 May 2010
The Disappointment of Things. A lesson for Advertising
The other day, I came across Psyblog's 'Six Psychological Reasons Consumers Culture in Unsatisfying' taken from a series of studies by Carter and Gilovich. It's an insightful read and I urge you to read it, along with the links found within.
Where research shows that buying objects is ultimately more disappointing than buying experiences.
Psychological research tells us that this disappointment is particularly pronounced when people buy things like mp3 players or watches, compared with experiences like vacations or concert tickets. The researchers explore six reasons why objects are less satisfying than their experiential counterparts:
1. Objects are easy to compare unfavorably
2. A “maximising” strategy leaves us less satisfied
3. Material purchases more likely to be re-evaluated
4. The new option effect
5. The reduced price effect
6. A cheaper rival
This seems problematic. The research suggests then, that if we design objects in the context of a larger experience, we’ll lower the risk of disappointment. What is the difference between 'object' and 'experience' though? That distinction seems very much at the discretion of an individual, not the Ad men and women.
I have always been of the opinion that the guise of time changes our opinion on purchases. The value of things decreases with time due to simple depreciation. Conversely, to me, it seems the value of experiences seems to increase as time moves along, because they are transient. If they are good, I remember them fondly. And the fondness seems to be able to grow exponentially: the next time, I not only remember my fondness for the experience, but also the other times I’ve thought of it when it has made me happy. Stuff can’t do that.
This got me thinking on how you'ld go about, integrating the longer lasting and greater enjoyment, that comes from an 'experience'. With the material purchase of buying an 'object'. To date I don't know of anyone who's successfully married the two, with a product that's readily available.
I know of VW's TheFunTheory.com campaign.
Musical stairs.
An interactive Bottle Bank.
Musical Bin.
Bergs play with a computer linked desktop man, that responds when your MSN friends log on.
Georg Reil's 'Fine Collection Of Curious Sound Objects'. Musical household and personal objects, that respond to your use of them.
Plus Nike's DJ Music Trainers. Although these aren't intended for sale, as it's clearly just a branding campaign. But the campaigns existence does help to promote the arrival of this new user interaction, and the possibilities that are now available to us. One that open source tech has delivered.
But no one has yet delivered it for real. Amongst the bunch, it's VW that expresses the sentiment of the 'experience' better than the others. Better than Nike anyway, as the other two aren't really products, just developers.
I've also noticed that the two main ingredients being used, are sound and movement.
At worst, VW's TheFunTheory.com is just an analogy, at best, a philosophy. And while I'm genuinely interested in where they're going to take it, and how they're going to incorporate this belief into their products, cars. I suspect it'll be through a rather tenuous link, with the very latest technology in driver aids and passenger environment. I do hope I'm wrong, and that the link is much stronger than that.
If Nike take the opportunity, or even know that it exists, in successfully delivering a marriage between 'experience' and 'object'. They're probably better qualified to deliver this, to great effect, than any other brand I know.
Through their strong brand links and heritage with contemporary fashion and music, as seen in their ad above, allowing them to integrate the necessary ingredients of sound and movement. Again, as the add so beautifully expressed. Well for starters anyway, as this combination is the most obvious place to start from. All they need to do now, is make it happen. Delivering a pair of trainers that really do allow you to walk, or run in rhythm, to a rhythm of your choice. One's that would hook up to your iPod. Now that's an 'experience' Nike could own.
One again here's the link to 'Six Psychological Reasons Consumers Culture in Unsatisfying'.
But before you read it. I noticed the outtake from it all, is that, advertising that promotes an emotional reaction/message, over that, that promotes a cost reaction/message. Lends itself to an 'experience' far more successfully, than those, that lead with a message of cost. Supporting the belief, that Brand campaigns really are more effective at generating positive reactions, from the customer at large, than Promotional campaigns do. And it's this, that lift's meaningful long term sales.
Where research shows that buying objects is ultimately more disappointing than buying experiences.
Psychological research tells us that this disappointment is particularly pronounced when people buy things like mp3 players or watches, compared with experiences like vacations or concert tickets. The researchers explore six reasons why objects are less satisfying than their experiential counterparts:
1. Objects are easy to compare unfavorably
2. A “maximising” strategy leaves us less satisfied
3. Material purchases more likely to be re-evaluated
4. The new option effect
5. The reduced price effect
6. A cheaper rival
This seems problematic. The research suggests then, that if we design objects in the context of a larger experience, we’ll lower the risk of disappointment. What is the difference between 'object' and 'experience' though? That distinction seems very much at the discretion of an individual, not the Ad men and women.
I have always been of the opinion that the guise of time changes our opinion on purchases. The value of things decreases with time due to simple depreciation. Conversely, to me, it seems the value of experiences seems to increase as time moves along, because they are transient. If they are good, I remember them fondly. And the fondness seems to be able to grow exponentially: the next time, I not only remember my fondness for the experience, but also the other times I’ve thought of it when it has made me happy. Stuff can’t do that.
This got me thinking on how you'ld go about, integrating the longer lasting and greater enjoyment, that comes from an 'experience'. With the material purchase of buying an 'object'. To date I don't know of anyone who's successfully married the two, with a product that's readily available.
I know of VW's TheFunTheory.com campaign.
Musical stairs.
An interactive Bottle Bank.
Musical Bin.
Bergs play with a computer linked desktop man, that responds when your MSN friends log on.
Georg Reil's 'Fine Collection Of Curious Sound Objects'. Musical household and personal objects, that respond to your use of them.
Plus Nike's DJ Music Trainers. Although these aren't intended for sale, as it's clearly just a branding campaign. But the campaigns existence does help to promote the arrival of this new user interaction, and the possibilities that are now available to us. One that open source tech has delivered.
But no one has yet delivered it for real. Amongst the bunch, it's VW that expresses the sentiment of the 'experience' better than the others. Better than Nike anyway, as the other two aren't really products, just developers.
I've also noticed that the two main ingredients being used, are sound and movement.
At worst, VW's TheFunTheory.com is just an analogy, at best, a philosophy. And while I'm genuinely interested in where they're going to take it, and how they're going to incorporate this belief into their products, cars. I suspect it'll be through a rather tenuous link, with the very latest technology in driver aids and passenger environment. I do hope I'm wrong, and that the link is much stronger than that.
If Nike take the opportunity, or even know that it exists, in successfully delivering a marriage between 'experience' and 'object'. They're probably better qualified to deliver this, to great effect, than any other brand I know.
Through their strong brand links and heritage with contemporary fashion and music, as seen in their ad above, allowing them to integrate the necessary ingredients of sound and movement. Again, as the add so beautifully expressed. Well for starters anyway, as this combination is the most obvious place to start from. All they need to do now, is make it happen. Delivering a pair of trainers that really do allow you to walk, or run in rhythm, to a rhythm of your choice. One's that would hook up to your iPod. Now that's an 'experience' Nike could own.
One again here's the link to 'Six Psychological Reasons Consumers Culture in Unsatisfying'.
But before you read it. I noticed the outtake from it all, is that, advertising that promotes an emotional reaction/message, over that, that promotes a cost reaction/message. Lends itself to an 'experience' far more successfully, than those, that lead with a message of cost. Supporting the belief, that Brand campaigns really are more effective at generating positive reactions, from the customer at large, than Promotional campaigns do. And it's this, that lift's meaningful long term sales.
Sunday, 2 May 2010
Six Foundations of Great Digital Creative
The AdAge 2010 Digital conference has just been and gone, with it came a few fantastic presentations that I hope to post over the coming week, so to kick them off, here's a great presentation from Ashley Ringrose who runs BannerBlog, on the 'Six Foundations Of Great Digital Creative'.
I thought this was a pretty inspiring piece, it combines all the key base creative elements that a lot of agencies have trouble combining with digital creative. The presentation also has many click-able digital creative examples to help make the point.
I thought this was a pretty inspiring piece, it combines all the key base creative elements that a lot of agencies have trouble combining with digital creative. The presentation also has many click-able digital creative examples to help make the point.
Wednesday, 7 April 2010
The Social Media Effect
I know it's well know, but this infographic is a great way and simple reminder of looking at the way content development, is used to create all sorts of goodness for your brand inside and out of social networks. Everyone knows that content is king for search engine optimisation, but can often forget that content is a primary driver for social media buzz (in turn helping your organic rankings), and to leverage the power of the chart you’ll find below (The Social Media Effect) brands need to focus on developing great content on a consistent basis.

He's the link to the larger size image.
He's the link to the larger size image.
The World's Largest or Longest Email DM
The world of email commerce has become something of a forgotten and neglected art form. With social media, viral, web and iphone apps getting the red carpet treatment, it was a pleasure to find this hidden gem. Simple but very effective, it cleverly uses the way we read emails to it's advantage. Disarmingly simple.
Friday, 26 March 2010
Rules of Engagement
Being a great admirer, follower and constant student of the Frank Chimero. There are precious few people who's commentary, essays and anecdotes on life, I look forward to as much as I do of those from Frank. So much so, I'd like to share one of them with you. Along with some of his worked mixed in amongst it.
Rules of Engagement
"We used to have audiences, but the information age has transformed them into users who are no longer satisfied with the passive consumption of content. They desire interactions and opportunities to connect and contribute. Designers are placed in a position to plan and produce the systems, platforms, frameworks, events and artifacts that work as a conduit to facilitate these interactions and experiences.
Unfortunately, there’s little information to cite about what works and what does not in these sorts of endeavors. We’re left looking in the periphery for wisdom about the process, trying to find patterns in other realms that can be mapped into this new space.
The best way to gain a bit of insight is to consider the best, most social, interactive work designers are producing as frameworks for improvisation. To develop a vocabulary, frame the process, label characteristics and potentially predict success, we can cite the wisdom of the other arts that use improvisation as a cornerstone: areas such as jazz and improvisational theater. From this, we can begin to dictate best practices.
Limitations
Every game needs rules, and every successful framework for improvisation has limitations. These limitations can be internal to let the creative get to work, but can also manifest outward to act as rules of engagement for contributors and participants.
Limitations can be useful to help a creator or contributor begin working in a general direction, then, use the feedback of the process to steer their decision making. This is how improv theater works. Most sketches begin with a prompt, then the actors let the momentum of the narrative snowball by working off of the limitation of the prompt and any rules the improv game may have.
The utility of restraints is that they give the participants common-footing, which allows them to get started. Motivation doesn’t disappear, it evaporates, and this seems crucial when a designer is either trying to get to work, or is working to ensure their users remain engaged. One strategy is to create a purposeful set of limitations I like to call a “pseudo-structure.” Pseudo-structures act as a framework for creative activity and improvisation. Limitations are the playground of a creative mind. They are a latticework on which to hang ideas.
Many of the greats used pseudo-structures when working. Vivaldi wrote four violin concertos: one for each season. Shakespeare’s sonnets follow a specific rhyming scheme and are always 14 lines. During Picasso’s blue period, he essentially only painted monochromatically. There are also ample examples of limitations being used to frame user’s contributions, such as Twitter’s character limit on posts or the formulaic approach to creating a proper LOLCat. (Oh hai.) Miranda July and Harrell Fletcher’s Learning to Love You More is a project made of a series of pseudo-structures that asks contributors to complete the task, document the results, then submit them to share online.
The restrictions of a pseudo-structure can take many shapes. They can be conceptual, where the restrictions determine the subject matter of the work. (See Vivaldi’s concertos or any illustrated Alphabet book.) Limitations can also be structural, where compositional restrictions are created. (Such as Shakespeare’s sonnets, Twitter’s character limit, or choreographing a dance where the dancer doesn’t step outside of a specific space.)
When choosing limitations, the designer needs to be careful to not make them too&emdash;well—limiting. The idea is to use the pseudo-structures to promote activity, not suppress it. When done correctly, limitations can be used as a tool to overcome the gap between finding the desire to do something and knowing where to put one’s efforts. A good limitation makes the contributor feel like they are already halfway done: all that is left to do is to sort out the details and execute their idea.
Acceptance and Ambiguity
One of the core beliefs of improv theater is the idea of “Yes, and…” meaning that each step in an improvisational process is accepting previous contributions and is additive in nature. Improvisation is more akin to building with clay than sculpting out of marble: things are added and attached rather than excess being carved away. The process is not freeing people out of blocks of marble, it is building something out of nothing. Rejection squelches unforeseen possibilities in the interaction and cripples participants’ desire to contribute. Frameworks for improvisation must remain positive and accepting.
The challenge (and potentially the art) of creating these frameworks is balancing the inherent incongruency of some ideas that comes with setting limitations versus trying to create an atmosphere of acceptance that maximizes potential. The art is having participants understand that anything goes, but not everything.
Creating these frameworks and building them on the idea of acceptance means that there will always be an element of ambiguity in the results. But, designers and users will become more and more accustomed to ambiguity as more of these platforms are built, because their utility will not be obvious. As the format of contribution proliferates through more of what designers make, more new, powerful tools, devices, sites and ways to interact will not have a clear value proposition. They can’t say “this is important because it lets you do this” or “this is the specific reason this thing exists.”
Ambiguity begins to explain why Twitter is different from Facebook. The value proposition of Facebook is clear: stay in contact with friends and share with them. But, what’s the use of Twitter? No one can say definitively, because there is no right way to use it. For some, it’s a news feed, for others, it’s a way to communicate with friends, and for others, it’s a way to keep in contact with brands.
It’s why Twitter fascinates some and beguiles others. Twitter can’t craft a clear value proposition on their homepage to say what the site is for, and if you are someone who needs convincing, that’s frustrating, because everyone is talking about the site. If you are observant, Twitter’s popularity in spite of its utility ambiguity is a sign that something big is happening on a larger scale. We are no longer building hammers with one specific use, or even a swiss army knife that can do many different things. What we are building is more akin to two pieces of stone, from which someone can make their own tool for their own specific uses: arrowhead or hand axe. The most flexible frameworks for improvisation will not only have improvised content, but also improvised utility. Often times, the utility is the interaction.
Lessons from Jazz
The predominant cultural example of an improvisational creative endeavor is jazz. Learning about the history of the music and listening to musicians talk about jazz, one will hear things that can make these frameworks make more sense. Jazz is about improvising, and it’s about having the musicians and audience meet the music halfway. Jazz is a platform and a cultural vessel. And it’s incredibly difficult to summarize in words without seeming hyperbolic. It’s value is soft, but we some how perceive it to have value despite it’s ambiguity.
Design seems to be the same way. It is about improvising (we can’t boil it down to a hard set of rules to follow). It’s about meeting messages at a halfway point where the creators and users overlap. Design is a platform and cultural vessel prone to hyperbole. And it has a soft value that is often difficult for outsiders to discern.
The primary trait of both jazz and improvisation is process. To truly partake in it, you have to visit a place to see it in progress. Every jazz club or improv comedy theater is a temple to the process of production. It’s a factory, and the art is more the assembly than the product. One could say jazz is more verb than noun.
That makes me think that the most successful of these improvisational frameworks we create should be verb-based, and focus on creating meaningful experiences, interactions and connections. We’ll use nouns and artifacts to act as facilitators, but the real point of the exercise is the experience.
Designed frameworks can be platforms for experiences. As our skills in making them mature, the basic trait for platforms will be interaction and the basic need of its contributors will be connection. The success of a framework will be measured in enthusiasm. But, it should be said that platforms and their frameworks are not a destination, but an environment: less a sandcastle and more a sandbox. It has been frequently noted that the tools of our trade have been democratized and everyone can access them. If we’ve all a shovel and a pail, the sandboxes we build become incredibly important. So, time to play."
Rules of Engagement
"We used to have audiences, but the information age has transformed them into users who are no longer satisfied with the passive consumption of content. They desire interactions and opportunities to connect and contribute. Designers are placed in a position to plan and produce the systems, platforms, frameworks, events and artifacts that work as a conduit to facilitate these interactions and experiences.
Unfortunately, there’s little information to cite about what works and what does not in these sorts of endeavors. We’re left looking in the periphery for wisdom about the process, trying to find patterns in other realms that can be mapped into this new space.
The best way to gain a bit of insight is to consider the best, most social, interactive work designers are producing as frameworks for improvisation. To develop a vocabulary, frame the process, label characteristics and potentially predict success, we can cite the wisdom of the other arts that use improvisation as a cornerstone: areas such as jazz and improvisational theater. From this, we can begin to dictate best practices.
The above Poster line... 'A Light That Never Goes Out'
Limitations
Every game needs rules, and every successful framework for improvisation has limitations. These limitations can be internal to let the creative get to work, but can also manifest outward to act as rules of engagement for contributors and participants.
Limitations can be useful to help a creator or contributor begin working in a general direction, then, use the feedback of the process to steer their decision making. This is how improv theater works. Most sketches begin with a prompt, then the actors let the momentum of the narrative snowball by working off of the limitation of the prompt and any rules the improv game may have.
The utility of restraints is that they give the participants common-footing, which allows them to get started. Motivation doesn’t disappear, it evaporates, and this seems crucial when a designer is either trying to get to work, or is working to ensure their users remain engaged. One strategy is to create a purposeful set of limitations I like to call a “pseudo-structure.” Pseudo-structures act as a framework for creative activity and improvisation. Limitations are the playground of a creative mind. They are a latticework on which to hang ideas.
Many of the greats used pseudo-structures when working. Vivaldi wrote four violin concertos: one for each season. Shakespeare’s sonnets follow a specific rhyming scheme and are always 14 lines. During Picasso’s blue period, he essentially only painted monochromatically. There are also ample examples of limitations being used to frame user’s contributions, such as Twitter’s character limit on posts or the formulaic approach to creating a proper LOLCat. (Oh hai.) Miranda July and Harrell Fletcher’s Learning to Love You More is a project made of a series of pseudo-structures that asks contributors to complete the task, document the results, then submit them to share online.
The restrictions of a pseudo-structure can take many shapes. They can be conceptual, where the restrictions determine the subject matter of the work. (See Vivaldi’s concertos or any illustrated Alphabet book.) Limitations can also be structural, where compositional restrictions are created. (Such as Shakespeare’s sonnets, Twitter’s character limit, or choreographing a dance where the dancer doesn’t step outside of a specific space.)
When choosing limitations, the designer needs to be careful to not make them too&emdash;well—limiting. The idea is to use the pseudo-structures to promote activity, not suppress it. When done correctly, limitations can be used as a tool to overcome the gap between finding the desire to do something and knowing where to put one’s efforts. A good limitation makes the contributor feel like they are already halfway done: all that is left to do is to sort out the details and execute their idea.
The above Poster line... 'The Films of Sergio Leone'
Acceptance and Ambiguity
One of the core beliefs of improv theater is the idea of “Yes, and…” meaning that each step in an improvisational process is accepting previous contributions and is additive in nature. Improvisation is more akin to building with clay than sculpting out of marble: things are added and attached rather than excess being carved away. The process is not freeing people out of blocks of marble, it is building something out of nothing. Rejection squelches unforeseen possibilities in the interaction and cripples participants’ desire to contribute. Frameworks for improvisation must remain positive and accepting.
The challenge (and potentially the art) of creating these frameworks is balancing the inherent incongruency of some ideas that comes with setting limitations versus trying to create an atmosphere of acceptance that maximizes potential. The art is having participants understand that anything goes, but not everything.
Creating these frameworks and building them on the idea of acceptance means that there will always be an element of ambiguity in the results. But, designers and users will become more and more accustomed to ambiguity as more of these platforms are built, because their utility will not be obvious. As the format of contribution proliferates through more of what designers make, more new, powerful tools, devices, sites and ways to interact will not have a clear value proposition. They can’t say “this is important because it lets you do this” or “this is the specific reason this thing exists.”
Ambiguity begins to explain why Twitter is different from Facebook. The value proposition of Facebook is clear: stay in contact with friends and share with them. But, what’s the use of Twitter? No one can say definitively, because there is no right way to use it. For some, it’s a news feed, for others, it’s a way to communicate with friends, and for others, it’s a way to keep in contact with brands.
It’s why Twitter fascinates some and beguiles others. Twitter can’t craft a clear value proposition on their homepage to say what the site is for, and if you are someone who needs convincing, that’s frustrating, because everyone is talking about the site. If you are observant, Twitter’s popularity in spite of its utility ambiguity is a sign that something big is happening on a larger scale. We are no longer building hammers with one specific use, or even a swiss army knife that can do many different things. What we are building is more akin to two pieces of stone, from which someone can make their own tool for their own specific uses: arrowhead or hand axe. The most flexible frameworks for improvisation will not only have improvised content, but also improvised utility. Often times, the utility is the interaction.
Lessons from Jazz
The predominant cultural example of an improvisational creative endeavor is jazz. Learning about the history of the music and listening to musicians talk about jazz, one will hear things that can make these frameworks make more sense. Jazz is about improvising, and it’s about having the musicians and audience meet the music halfway. Jazz is a platform and a cultural vessel. And it’s incredibly difficult to summarize in words without seeming hyperbolic. It’s value is soft, but we some how perceive it to have value despite it’s ambiguity.
Design seems to be the same way. It is about improvising (we can’t boil it down to a hard set of rules to follow). It’s about meeting messages at a halfway point where the creators and users overlap. Design is a platform and cultural vessel prone to hyperbole. And it has a soft value that is often difficult for outsiders to discern.
The primary trait of both jazz and improvisation is process. To truly partake in it, you have to visit a place to see it in progress. Every jazz club or improv comedy theater is a temple to the process of production. It’s a factory, and the art is more the assembly than the product. One could say jazz is more verb than noun.
That makes me think that the most successful of these improvisational frameworks we create should be verb-based, and focus on creating meaningful experiences, interactions and connections. We’ll use nouns and artifacts to act as facilitators, but the real point of the exercise is the experience.
Designed frameworks can be platforms for experiences. As our skills in making them mature, the basic trait for platforms will be interaction and the basic need of its contributors will be connection. The success of a framework will be measured in enthusiasm. But, it should be said that platforms and their frameworks are not a destination, but an environment: less a sandcastle and more a sandbox. It has been frequently noted that the tools of our trade have been democratized and everyone can access them. If we’ve all a shovel and a pail, the sandboxes we build become incredibly important. So, time to play."
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