SEAT virtually unveils its new Mii model at the Brussels Motor Show

Jan 11 2012

The Mii, SEAT’s eagerly expected newest model makes an original preview appearance at the Brussels Motor Show. Visitors can discover it in augmented reality. SEAT has been a client of Emakina for over a decade. It once more called on the agency team to invent and execute this exciting new campaign.

 

 

The Spanish car maker SEAT has increased its investments in digital communications over the last years. During the 2012 Brussels Motor Show, it offers visitors the chance to explore the brand new Mii through a new digital experience, before its official launch later this year.

Teasers and posters in the passage ways of the fair generate additional traffic to the SEAT stand. A team of hostesses with iPads welcomes the public and invites them to make the virtual Mii discovery tour. SEAT fans are  also photographed next to the hot new car, to find their snapshot on the Club SEAT website. They can request additional information and register to be informed first of the car’s release date in our market.

 

 

In the following days the application will also be available on the AppStore, for iPhone 4 and 4S and iPad 2. This entire launch campaign, including the activation campaign and mobile applications, was developed by Emakina.

 

Gamification, when Games meet Brands

Nov 17 2011

Translated from the article by Théo Saunier, Emakina.FR

Gamification was one of the “buzzwords” of last year and it is becoming a new important reality in communication. The concept refers to the integration of mechanics from the gaming environment – especially video games – in other areas. Brands can use it to engage with their consumers in an attractive and accessible way. So it seems useful to evaluate the value of this technique and put it to work.

The aim of gamification is to facilitate online actions of individuals, by reducing barriers. The approach makes the process less painful, more playful. It can also establish positive reinforcements, of a physical or a psychological nature (“rewards”).

 

 

Good examples are the use of countdown timers, to create a feeling of urgency, the introduction of progress bars, “levels” or “experience points”, to build customer loyalty. Other tools are the possibility to win badges and the creation of a classification. This is a smart way to reward, to create social value and to foster a spirit of competition.

It is obvious that in a smart marketing approach, it is better to provoke an active contribution from the consumer, instead of keeping the contact passive, because it implies a real experience, a mental and/or physical commitment with the brand.

So it’s not surprising this phenomenon emerges everywhere and especially in the context of relationship programs. Since 2009, Starbucks has “funned” its Starbucks loyalty card. The client first creates an avatar. Then his purchases allow access to “levels”, while being rewarded with reductions or small benefits.

The best example of a gamification loyalty program still is is Monopoly McDonald’s, with both short and long term benefits for the players. They  used a form of gamification before the term was even invented.

What is the emotional benefit for the consumer?

Video games tell a story and provide a challenge to the player; they are generators of emotions. A good game – and by extension a great gamification – must have the right balance between competition and rewards and at the same time  use the logic of storytelling. There is no challenge in the act of buying the same product several times in one place and that experience does not tell a story either.

This means we must ask the question what action we want to ”gamify”. And the answer has to make good sense. For a sports brand, it’s simple: the action is to play in a sports context (and not just to buy a pair of sneakers). Nike has fully understood the idea. With its Nike Grid operation it turned London into a playground. And with the Nike+ mobile app. is also created a rich and fun running experience. For a household appliances brand, the process is more complicated. You could imagine a badge or a reward “+15 points for Best Father/Mother”, for having done the laundry for the whole family, but a parent will expect the recognition to come from from the other family members, not from a brand.

 

 

in any case, we must not forget that playing is essentially a form of socialization. The Nike+ application allows you to add a relational dimension to a mostly rather solitary activity (running), by offering the opportunity to share performances on Facebook and Twitter.

Gamification makes sense when it offers  a “quest” and when it is social

Richard Bartle is one of the first researchers to have examined how online “massively multiplayer” games affect the behavior of individuals. During his work, he observed four types of players. He believes that “Socializers“, who play primarily with a relational and social perspective, are the overwhelming majority (80%) of the population of gamers. They are followed by the “Achievers” who above all want to win, “Explorers” who like to discover the game elements in every detail and in every corner, and lastly “Killers“, well… that name speaks for itself.

Many video games depict an epic ”quest”, an ultimate goal for the hero. These quests are often collective. World of Warcraft players follow a very specific group logic and tend towards a common goal.

In a process of gamification, the ideal is that the brand can serve a cause that is greater and beyond the scope of its products. This goal is unreachable by a single individual, it involves a community of players. This is what we call “Barn Raising“. We could imagine for example a surf brand wanting to commit to clean beaches and contributors are converted to the “heroes” of a game.

We have recently seen an exciting example. Fold.it is an online game “to solve puzzles for science”. It has allowed a team of 15 amateur players to solve a puzzle about Aids research on which scientists had been working for years. Another example is the Guardian, who successfully transformed the expense note scandal of British MPs into a treasure hunt. Over 400 000 expense notes, scanned by the Government, were handed over to one of their journalists. The investigation was executed by the public, crowd sourcing made ​​it possible to analyze 224 000 expense notes.

In one case the quest was to solve the AIDS virus, in the other it was action for social justice.

 

Gamification can find its way in many other domains, particularly in the field of management. To be continued…

 

 

Television, 2.0

Aug 29 2011

- By Brice Le Blevennec -

Online television, it’s the next great battle. Already today, it’s making the minds of many race.

Announced some fifteen years ago already, the infamous convergence between Internet and TV is becoming a reality today. By the end of the year, the major TV manufacturers (Sony, LG, Samsung …) prepare to flood the market with machines permanently connected to the web. For their part, telecom operators also prepare the merger between the two media.

Social tv

As you read this, Mobistar launched its platform close to the Apple AppStore, which adds features such as Facebook, Twitter and Flickr to the electronic program guide. And major players in the video game market like Microsoft and Sony have never hidden their dream to transform their respective consoles as privileged centers of all forms of digital entertainment.

Always online, television of tomorrow will also be mobile. Smart phones, tablets, laptops: the images begin to appear on all screens, a trend that will profoundly transform the way we consume television. Telenet launched Yelo, an application that allows you to watch (via wifi) a selection of channels on your iPad. Mobistar makes the same move, with 3G customers gaining access to a variety of broadcasters through an iPad/ iPhone application. And  Belgacom launched its mobile platform as well mobile in June. So  in short, welcome to television “AnyWhere, AnyTime, AnyDevice”, freed from the living room and dictated by the ceremonies linked to the schedule of TV programs.

A concept that we experimented with at Emakina in 2006  with VW EscapeTV, the first TV show that could be viewed via download on any mobile device.

American startups are already a step further and want to use mobile to combine the power of television with that of social networks. They are called IntoNow, Yap.tv, Miso, Philo, GetGlue … Some have already been bought up by large US “networks” or receive the  support of Internet giants (eg Miso is financed by Google Ventures).

Closer to home, the WizzChat application for the iPhone focuses on European channels and allows you to specify the TV program you are watching, share that information on Facebook and chat live with other users.

The beginnings of this trend arrived in 2008, during the U.S. elections. For the first time, televised debates did not stop at the end of the TV show; they continued on social networks. These social media became the natural ‘fora’ for comments and discussions between the viewers.

Mobile further accelerates this change: a study by Nielsen and Yahoo made ​​last year, indicates that 86% of mobile Internet users use their mobile device to talk live about a TV broadcast while they’re looking on their on their small frame.

Connected, mobile and social: these are the three attributes of the television of the future.
For advertisers, the consequence of these many changes is that the consumer’s attention is more fragmented than ever. Besides airing a 30-second TV spot, it will now necessary to be present at the same time on the major social platforms, if you want to activate your  brand by covering its entire target group.

For broadcasters, this “Television 2.0″ will also be a new, very different playing field. Regardless of the “format”, TV will have to be considered as an ongoing conversation with the audience, where both of these media mutually benefit from these interactions. Even if it was an abysmal idiocy, “Carré Viiip”, the already deceased reality TV show on TF1, was a fine illustration of this coagulation between two media: when the show ended, social networks took over and were used to generate content that was part of the next part of the competition.

Belgacom launches TV Everywhere, with the help of Emakina!

Jul 5 2011

Belgacom has just announced the launch of TV Everywhere, a service built by Emakina, offering Belgacom TV on web, tablets and smartphones - Android and iOS (Apple validation pending).

This launch, speedily developed by Emakina (less than 2 months from conception to delivery) in collaboration with the Belgacom IT and TV services, is nicely timed to coincide with the launch of the new Samsung 10.1 tablet (and the new Operating System (Android 3.0)).

With Belgacom TV Everywhere, Belgacom Internet & Belgacom TV customers can watch TV and Video on Demand from their smartphones & tablets,  using Wi-Fi at home, or 3G from anywhere in Belgium (with a free hour each month of TV via 3G for Internet On GSM and Mobile Internet customers).

Already in this first version users, can view the (personalisable) TV guide and pre-set their recording straight from the TV guide.

Emakina has developed an original and innovative interface – enabling channel hopping using a wheel specifically adapted to tablets.

Only just launched, there have been more than 2000 installations for Android already.

Belgacom's TV Everywhere - Created by Emakina

Belgacom TV Everywhere - Created by Emakina

Code Sprint at Emakina for the Drupal Dev Days Brussels

Feb 5 2011

This Friday, Emakina hosted this year’s Drupal Code Sprint. During the day, a group of international developers got together to get their hands dirty and work as a team on certain topics like Views 3, Services 3, Drupal 7 core, HTML 5, Glossary for D7, Sharepoint and Dita. Pictures by Didier Mission :

Getyoo and PingPing launched a micropayment solution using a simple NFC Smart Sticker

Jan 5 2011

Getyoo, a company providing solutions to retrieve digital media via contactless smartcards announces a partnership with PingPing, Belgacom venture dedicated to mobile payment. By deciding to merge both services into one single smartcard using NFC technology, the businesses aim to quickly reach new market segments.

Read the rest of this entry »

The Internet Trinity

Sep 3 2010

Microsoft dominated the 90’s with its Windows operating system. Google and its high-performance search engine have been the flagships of the 2000’s. The next decade will probably be a ménage à trois. While Google may continue to dominate the foreground, two other protagonists are now vying with it for the lead role: Apple and Facebook. Three players with the same ambition: to become the indispensable platform for access to the contents and services of the Internet. Read the rest of this entry »

Location-based social networks: an opportunity for real-life retailers

Aug 6 2010

Make no mistake about location-based services. There’s more to consider than their current low number of users, especially when you take into account the potential they offer to retailers who can learn much, much more about their customers.

At the beginning of this week, Forrester published a study on LBSNs or Location-based social networks. Only 4% of adult US surfers have already used an LBSN service, and only 1% uses it at least once a week.

Although it is connected to Facebook and Twitter, the real interest of Foursquare is limited to the ego boost when one wins points and badges.

But back now to the enormous potential of LBSNs, especially when it comes to click & mortar strategies. We see two reasons for that. First of all, the mobile phone is gaining field in the buying process and context. In its 2009 study, called The Emerging Opportunity in Mobile Commerce, Forrester found that of all Americans having used their mobile to buy a product, 62% have used it to find a shop nearby with the product on stock. 42% used their mobile to look for information on a product in the shop and 39% used it to compare prices within the shop itself.

To those who can’t see what this may lead to in the near future, we would recommend they have a look at this demo by Pattie Maes of the MIT.

Read the rest of this entry »

Some thoughts on the future of agencies, iAds and the iPad

May 21 2010

Brice Le Blévennec, Emakina’ Chief Visionary Officer gave this interview (in french) during Think Big, the annual event gathering the Digital communication professionals. He elaborates on the future of digital agencies, the new iAd format and his new toy, the iPad.

Everything you wanted to know about Content Management

Apr 23 2010

What’s running behind the curtains of successful websites? The answer is simple: content management. Yet how can you manage online content in a cost efficient way and avoid the webmaster bottleneck? How can you manage web content in multiple languages? Or approve web content according to complicated communication policies? How can content management integrate with CRM systems, web analytics and search engines? How can you speed up content publishing and time-to-market of websites?

Find out all of this and more during this Content Management Forum, an all-day event that will include a session by Philip Achten, our Technical Consultant at The Reference.

He will explain how The Reference realized the intranet and knowledge base of Attentia based on Sitecore CMS with a taxonomy and facetted search.

Register here.

The revenge of the structured Web

Feb 3 2010

Let me take you back to the middle of the nineties. At that time, there were two different, competing and radically opposed schools when it came to the future of digital networks. The first school, represented by Compuserve, defended a structured architecture of the web: Compuserve built a closed system with its own nomenclature and its own applications that were not accessible to non-subscribers. Others, including key players such as AOL and even Apple, offered access to their deceased eWorld to the first forerunners who paced the stammering network.

Read the rest of this entry »

Getyoo launches the Clickey

Nov 19 2009

Getyoo (pronounce Get You) is a free web-based platform allowing people to gather all their social activity on the web.

The novelty of the platform is the Clickey, a wireless key allowing users to connect to people, objects and ‘things’ in real life. In just a click, people can send and receive informations. Clickey is the electronic combination of a business card and an electronic carrier bag for anything you’d want to carry around.

There are also Tags, small stickers containing any info that can be sticked on almost every object! Clickey’s can read Tags and retrieve information linked to them: product details, user’s manuals, videos, websites or personalized offers. The official release will be in a couple of months but the team regularly send invitations to join the Getyoo beta. So don’t hesitate to click, connect & share.

Emakina Academy : Interactive Marketing in 2015

Sep 22 2009

visu_aca2015

How will interactivity manifest itself in the coming years? What will interactive marketing look like?  And what will it mean for customers and for companies?

Whether you realize it or not the possibilities of interactive technologies for marketers are endless. The 19th Emakina Academy Session invites you to discover those possibilities and capture what could by the highlights of interactive marketing in 2015.

During this Emakina Academy, you will:

  • Take a look into the future of interactive marketing.
  • Discover an exciting future that interconnects everything, everywhere, all the time and erases the borders between the physical and worlds.
  • Learn how mobile technologies will create unlimited possibilities for making interactive communication a new part of life.
  • Know how to engage in an authentic positive word of mouth to raise brand awareness and drive direct sales through social shopping.
  • Understand the connections between emerging trends and design thinking (graphic design, web design, or simply in design in general).

This free seminar will take place Thursday, 22 October 2009 between 09:00 and 14:00 @ Tour&Taxi – Port Avenue 86C – 1000 Brussels. View road map.

Register online: www.emakina.com/academy and follow us on Twitter and Facebook.

An application that asks to be touched

Sep 6 2009

Here is one more proof (as if it was necessary) of the variety of the talent of the Emakinans. This time in the touchscreen application domain.

For the “Electrabel Shops”, Emakina developed a user-friendly application with a touchscreen interface. It’s fun, intelligent, easy to use and, most important, easy to understand.

No need for a manual to find your way into the 4 components of this app :

  • The 10 Electrabel commitments for less CO2 emissions.
  • The “green production” map, to see where Electrabel produces “green” energy and allow user to filter by production method.
  • The CO2 tool, which helps customers to evaluate their CO2 emissions and to reduce the CO2 they produce.
  • A funny touch game, which asks you to shut down any electrical appliance (by touching it) in order to lower your electrical consumption.

Everything here is about learning, having fun and… touching.

emakina_electrabel_touchscreens1

As this is an experience you should try by yourself, we encourage you to play/navigate with this application on the 32′ touchable screens located in the first Electrabel Shop of Antwerp which has just opened.

emakina_electrabel_touchscreens2

Searching the Magic in Gartner’s WCM Quadrant.

Aug 17 2009

The Web Content Management (WCM) market is a very evolving and very competitive landscape with thousands of providers of WCM solutions in several ranges. For decision makers it’s not always easy to reveal which solution is right for them; enabling them to generate higher business value in their Web presence. Gartner’s Magic Quadrant for WCM (MQ) aims to help decision makers understanding the fresh vitality in the WCM market.

WCM solutions in their traditional form are no longer enough from a business perspective; the several mergers and acquisitions during the last years in the WCM landscape show that WCM solutions are synergizing with other ECM components like Digital Asset Management (DAM), content-centric collaboration, records- and document management (DM). On top of that organizations often augment WCM tools with capabilities including multivariate testing, search engine optimization, ad-insertion, search and recommendation technology to help achieve the desired results from their overall Web presence.

Gartner identifies the following key trends currently shaping the WCM market further:

  • enhanced usability for non-technical users
  • increased popularity of open source solutions
  • greater interest in Software as a Service (SAAS) offerings
  • growing importance of dynamic context-based content delivery

It’s really a pity that even though there is a clear trend towards open source, no single open source solution was able to make it to the MQ. In fact, Garner’s exclusion criteria make it somehow impossible for an open source solution to enter it. I give an example: “the total software revenue (licenses, updates,…) of the vendor should exceed 8 million dollars”. Of course the ‘pure’ open source solutions will probably never ever reach that figure, since they are totally free of license cost! Maintenance and support is often provided through a network of partners and not directly by a vendor.

There is also inconsistency with the Forrester Wave for WCM (which is, by the way, not including any open source neither). Forrester Research ranks Oracle “only” sixth after SDL Tridion, Autonomy Interwoven and a few others. Gartner ranks Oracle (=Stellent) as the leader in their MQ because of its ability to integrate with other Oracle products, including their CRM system. I’m not really a fan of big monolithic ‘vendor locked-in’ solutions reaching far beyond the boundaries of what I’d define as WCM and which is opposed to the ‘loosely coupled’ & ‘separation of concerns’ principle.

Another thing to keep in mind while reading the report is that many of Gartner’s evaluation remarks have to do with a vendor’s “marketing effectiveness”, “communication” and “awareness”; things that might be more relevant to investors and other vendors but not so much to buyers. The report is from that perspective often too high-level and strategic ignoring the details that are often so important. I’m following Tony Byrne from CMS Watch here stating ‘To evaluate a WCM solution the vendor’s story does not really matter, what they actually do matters’.

Even though the MQ contains valuable information about the WCM market our advice is not to use it as your only source in the decision process for your WCM and to look at it from the right perspective: keeping in mind that it is not purely an evaluation of WCM solutions, otherwise it could be misleading.