11. 38 Years saved in 83 Years…
1998 1 year How much
time does it
1994 5 years
take to
1971 10 years
reach
500M
1952 13 years
People ?
1915 38 years
Source : Forrester
25. Who are they ?
MORE LESS
" Connected " Loyal
" Mobile " Focus
" Responsive " Patient
" Multitasking " Easy to trick
Communities Quantity Share Fragmented
Connections Fast Vocal Competitive
26. Fight for space
Media spent,
Newspaper, 43%
Media spent, TV,
34% Media exposure /
Media exposure / day, Online, 32%
day, TV, 28%
Media exposure /
day, Radio, 23%
Media exposure /
day, Newspaper, exposure /
Media
10% day, Magazines, Media spent,
Media spent, Media spent, Others, 8%
7%
Magazines, 6% Radio, 6% Media spent,
Media exposure /
Online, 2%
day, Others, 0
Media exposure /day Media spent
Source : Synovate Asia, Nielsen Media research
27. But fight at the right place
Medi Media spent, TV,
34% Media exposure /
a Media exposure / day, Online, 32%
day, TV, 28%
Media exposure /
day, Radio, 23%
Media exposure /
day, Newspaper, exposure /
Media
Medi Media spent,
10% day, Magazines,
a
Media spent, Media spent, Others, 8%
7%
Magazines, 6% Radio, 6%
Media exposure /
day, Others, 0
Media exposure /day Media spent
Source : Synovate Asia, Nielsen Media research
28. Mushroom Advertising Effect
Test Saturation techno break New saturation
Simple Competitive New Eldorado Intrusive
One Way Innovative Copy Paste Disruptive
Before 1980 1980-2000 2000-2005 Since 2006
Press TVs Cinema Online Video Games
Radio Product Placement Banners Web 2.0
Outdoor
Mobile phone
41. YES, We have the solution
CUSTOMER INSIGHTS
Customer knows…
Pre analysis - Survey – analysis –
compilation – reports – meeting –
decision – market test – sampling –
first draft – campaign launch
42. Actually, maybe not, (sorry…)
Future is unknown
Success is a fragile recipe
New consumers are less rationals
Consumer insights is just a validation process
Not what, but HOW you use it
43. Do we know how to fly ?
YES it is a plane BUT
Old communication
Different technology
Different speed
Different pilots
Different teaching
Different training
New communication
44. Danger Zone
Users Marketers
Faster Adapt
Performance Focus
Personal Respect
More Risks Careful
Traditional rules should apply
Pilots are human beings
Relevance, Quality
Answer the real questions
46. Drive through a customer journey
Awareness
evangelism Interest
Loyalty Connection
Conversion
47. Back to basics, campaign process
Planning Development Execution Follow up
Wrap up
Objective Definition Campaign Strategy Implementation reports
Customer Segmentation 360 wheel evaluation Monitoring Positive
Learning
Contact Strategy Tactics by audience Gap measurement Improvement
and action plans points
Metrics Definition Creative development Follow up
planning
48. Optimize your media mix
• Selective Media • Targeted Media • Mass Media • Passive media
• Mass messaging or • Privileged Consumer • Brand image • No interaction
Focused targeting relation • Step by Step teasing • Volume marketing
• Brand image • Selected Moment • Increased interactivity
• Passive interaction
TV Press Outdoor Radio
• Accurate targeting • Mass Media • Emerging Media
• Quality Media • Targeting is needed • Accurate targeting
• Captive audience • Enrich consumer • Very Dynamic
experience interaction
• Dynamic and tight • Personalized marketing
interaction • Potentially Intrusive
Internet
Cinema Mobile
2.0
examples
49. 10 TRICS 4 TRICS
1. Technology is not the solution
2. Whisper and not Shout
3. Respect to be respected
4. Pull instead of Push
5. Accept mistakes and to loose control
6. Take risks
7. Engage, entertain
8. Be relevant, focus on excellence
9. Never lie
10. Online is a zoom activator
examples
52. Engagement example
Immersion and lifestyle
Intrigue Entertain Discover
Offline Online
Microsite Banners SEO Communities On line PR
- Simulate ambiance - 3 different approach - Mix organic and paid - Ambassador - Traditional product
and feeling of to match customer search selection in technical test
captivating sound and needs and strategy - Organic will maintain communities - Placement program
immersive experience phase product visibility - Ambiance games in beyond usage
- Generate envy to test - Selected sites based - Paid search will friendship
the product on timing / event leverage activity communities
- 2 Phases, Games and - Atmosphere
infomative presence linked to
events
All activities are trackable, measurable, drive customers to the next step of engagement to drive to sales
Actions are customer tailored to answer needs and CTA
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