David Carr, Head of Interactive, Chemistry UK led the extremely innovative creative for the Orange Drum Machine campaign, which used an interactive game via webcom
What was so special about the Orange campaign?
“The challenge was to bring engagement and playfulness to direct response digital advertising making it more entertaining and memorable. The Orange Drum Machine campaign was based on the insight that Orange is offering a fantastic package for digital music fans. What can you do while waiting for your new Sony Ericsson W595 with free speakers AND a free USB drum kit to arrive? Why not start practicing your drumming? The creative, which targeted consumers on music and games related sites, challenged people to play an in-advertising drumming game and – because the Wii has transformed gaming from simply pushing ever-increasing numbers of buttons – we even offered people the chance to play using their webcam. The result is less a piece of advertising, more an engaging, entertaining application people get to star in. So get waving those arms.”
What needs to be changed/improved in order to achieve ultimate engagement with users?
“We need to create work that is good enough to share. And then we need to be designing creative with nodal points in mind.
Often brands can approach the internet like hedge-funds play the stock market. So many strategies are double plays that aim to have their cake and eat it, to win no matter what the outcome with “a big idea” but have a side order of “social” to round out the meal. The result is expensive and doesn’t reflect the reality of the net.
The internet lets the crowd raise the things it likes up with links and tags and reposts, and it damns the things it doesn’t like with a pointed lack of attention. Old passive message, big idea, objective correlative creative with a big call to action, and series of key frame proof points doesn’t cut it anymore, there is too much noise: now things have to be good enough to share.
But just because something is good enough to share and inherently interesting doesn’t mean it will catch on and spread through the network. The work that is interesting must be structured for the network and it must allow the crowd to create nodal points within their part of the network. It must contain an idea that can be reprocessed and played with, passed on and owned.
This gives us two key challenges, one commercial and one sociological: how do we make things that are good enough to share and create nodal points; and how do we help shape the network with our work so that the nodal points it throws up in the future are the best for society and our clients?”
Potential impact of the recession on online advertising?
“In the next phase of the recession there is going to be even more pressure for blunt, back to basics messaging.
Much online advertising is already crammed to bursting with USPs and “brand essences”, proof points and CTA key frames but it is often the phatic element – the charm, the entertainment, the engagement and the smile – that means a brand actually connects. While this may seem to pander to some marketing director’s belief that we’re all frustrated artists or 15 second Cecil B De Milles (god bless the Art Director job title for this & years of confused looks at parties before my girlfriend jumped in with “he’s in IT”) it remains true that it is the best stories that you remember and want to tell other people.
And this is even more so online where you can’t force anyone to do anything. People are more than happy not to click on your banner ad and visit your flash microsite. Be honest – they really don’t care about your brand as much as you do. We need to make them interested and then make them care. Once again the new economic reality means we have to resist the pressure to art direct the brief.
I’m not saying we should cram our comms work with the digital equivalent of Pinteresque dialogue (loading bars anyone?) or big budget After Effects heavy video, but in a post “age of excess” world the smart brands can provide people with the entertainment and rewards that they used to pay for themselves.
I believe it is Brand Reality Creative that provides the perfect bridge between the important phatic entertainment and brand story AND vital real world reward and social currency.
Interactive creative must provide a framework that people can use to make their own magic/tell their own stories and balance “doing stuff for the brand” with “doing stuff for people”. We need to combine story and utility in a way that can affect the real world while reflecting the fragmented nature of the real web (not the marketing web). This means that online advertising needs to be less advertising and more entertaining applications and shareable content in paid for places.
Only by achieving these goals can we prove the synergistic value of interactive creativity in the face of the recession.”