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Introducing the London Co-Creation Hub

Wednesday, February 24th, 2010

The Co-creation Hub is a collective of organisations, academics and individuals who believe in doing things ‘with’ people rather than ‘at’ people.

We currently work in the research, branding and communications industry, but we think our approach can be applied to any number of industries and organisations in order to solve almost any problem.

We believe great ideas can come from anywhere and anyone. And that means there is a huge untapped resource of creativity out there that co-creation can allow to flourish.

We have already co-created new products for Unilever, advertising campaigns for Nestle and communications strategies for Carphone Warehouse and seen startling results.

Consumers now control brands. They play with them, re-shape them and even imbue them with new meaning. And the successful brands and businesses of the future will put co-creation at the heart of everything they do and treat people as active equals rather than passive respondents.

At its core, the Co-creation Hub is about collaboration. We believe in involving people at every stage of everything we do. We find out what people think, what they like to talk about, what products they actually want to buy and how they would like to be spoken to. And then we co-create our work with them rather than ‘target’ them. That way, the work we produce engages more people, resonates more deeply and actively encourages people to play with our ideas.

Whether manufacturers, artists, writers, designers or government organisations, The Co-Creation Hub – London is looking to collaborate with people from around the world involved in co-creation, whatever their discipline, to stimulate the co-creation approach.

The London Co-Creation Hub website

The Co-Created World of Warcraft

Monday, February 22nd, 2010

wow

Myriam Davidovici-Nora is a researcher at Telecom Paristech engineer school in Paris. She studies online consumption, production and new business models to supply digital contents. In her latest paper The Dynamics of Co-Creation in the Video Game Industry: The Case of World of Warcraft she explores the dynamics of co-creation in the construction of video games, using World of Warcraft as a case study.

For the neophytes, World of Warcraft is a Mass Multiplayer Online Role Playing Game (MMPORG) created by Blizzard in 2004. Currently it has 11.5 million subscribers, and owns 62% of the MMORPG market. The great innovation Blizzard introduced when releasing World of Warcraft (WoW) was the ability for its users to improve the game.

WoW In a nutshell: When players subscribe (and agree to pay a monthly fee) they create a character and join an entirely online world. They then evolve in this environment by either, completing quests and killing computer-controlled monsters (Player versus Environment or PvE), or they can fight against each other (Player versus Player or PvP). They gain experience, money and objects (looted from the kills’ drops) and they can improve their character, trading and gearing up. Players can also join groups; these groups are composed of a very precise set of players with different skills and roles (tank, healer or Damage per seconds).

Christmas Is Celebrated Tn The Game

Christmas is Celebrated in the Game

WoW’s main point of difference and strength is the large after-game life with the community on and offline, the adaptability of the game allows players to constantly adapt the interface with third-party built add-ons.

Blizzard’s strategy involved players from the very beginning of the WoW adventure, inviting users to test the game on closed Beta. They also outsourced specific design and innovation tasks to consumers: they provide players with toolkits to build and test their add-ons directly in the game, thus enhancing user experience and loyalty to the game.

This innovation process has a dual benefit: it helps WoW to ascertain a great understanding of its consumers and plan the right upgrades, as well as offering a very segmented gaming experience that meets every gamers’ need, from casual to hardcore.

To facilitate the innovation process, WoW is built on a double-layered organisation mixing private and collective incentives. The first layer is a community of add-on developers, under an open source software (OSS) development model, and the second layer is the private firm, Blizzard, that privately develops the gameplay under copyright terms.

Why do player develop add-ons for WoW?

The motivation is collective-centred: killing the final boss (that ugly big monster at the end of a mission) requires in-game information management (life, mana, aggressiveness or aggro, hit rate etc..) both at individual and group level, and the use of adequate and common tools, provided by add-ons… developed by the users themselves.

Two major communities are sharing the add-on market: Curse and WowAce. These communities help developers and users to share add-ons, information, feedback and screenshot in a virtuous circle of innovation. To increase the network, the two sites are sharing a common library of commands. These add-ons are downloaded for free from the community website, thus by peer-to-peer (P2P) which considerably increase both downloading efficiency and awareness of the brand (word of mouth).

Some Potential Co-Creators at Blizzcon

Some Potential Co-Creators at Blizzcon

Blizzard’s model is based on a constant innovation of  gameplay to maintain the attractiveness for WoW’s high-level players. Across the last upgrades and patches, Blizzard deployed several bug fixes, added new festivities (special days such as Halloween or Christmas are celebrated in WoW), or new features like the Achievement System (“horizontal” rewarding system across all the “vertical” activities such as missons). Another important leverage tool to keep high-level players engaged is the opening of new realms. These types of changes are implemented according to the players’ feedback, either through the online community directly linked to the Blizzard offices or during the Blizzcon – a massive annual convention for the fans.

However, Blizzard actively controls actions and monitors the site with Game Moderators and employees involved in the game. The company focuses on any artificial increase in the economy of the game, server instability and access of a third party player to one’s account. Add-ons like bots (automated programs) or script like one-click actions are forbidden. The transaction of WoW content for real money via eBay or a personal website is prohibited (even though common practice unfortunately) and Blizzard reserves the rights to close account of unscrupulous players with no warning.

In her paper, Myriam Davidovici-Nora gives an incredible insight into this new hybrid innovation model that developed the world most famous video game. It’s not only a great read for any WoW lover who wants to understand the conception of the game, but also an amazing case-study of the innovation and co-creation process.

Rethinking Youth Cultures in the Age of Global Media – Seminar Series

Wednesday, February 17th, 2010

Screen shot 2010-02-17 at 11.44.47

Tomorrow we will be speaking at the ‘Rethinking Youth Cultures in the Age of Global Media’  seminar in Milton Keynes. The ERSC funded event is the forth of the series and will see us give our views on how to engage young people in market research through co-creation, mobile, social media and gaming mechanics.

In it’s own words the seminar series:

‘Focuses on young people’s consumption, use and production of media and popular cultural forms (including audio-visual, digital and online media, popular music and fashion) in the context of cultural and economic globalisation. Through sharing ongoing research and debating key theoretical and empirical issues in the field, the series aims to develop an international network that will particularly support postgraduate students and early career researchers. It also seeks to promote a dialogue between researchers and practitioners in relevant fields such as education, youth work, media regulation, and the cultural industries. The series brings together established and newer scholars from different disciplines with research users and practitioners from education, youth work, policy making and campaigning.’

We will be taking the stage alongside speakers from the Facility of Education and Language Studies, the Open University, Media Snackers and kidsandyouth.com. There will be more seminars throughout the year before the series concludes in December, to find out more, Click Here

Netnography Explained For Free!

Tuesday, February 16th, 2010

The globally-recognized social media and online communities expert, Robert Kozinets, is giving away his book ‘Netnography – Doing Ethnographic Research Online’ for free!

This is a must for those who want to know what netnography (also known as online ethnography) is, what the best practices are, and what concepts & theories have been uncovered so far.

Make sure you are quick though as this amazing offer is only available until the end of the month.

To check out Robert Kozinets and his book ‘Netnography – Doing Ethnographic Research Online’ – Click Here

What’s Going On: Face Youth Lab

Friday, February 5th, 2010

Focussing on the latest youth news, trends and movements, Face Youth Lab delivers regular content to aid marketers and researchers understand and interact with youth. Here’s whats been going on at FYL recently:

Music & Social Media: Youth Use What They Know Best To Help Haiti

A quick search on Google News reveals that the recent earthquake in Haiti has caused, amongst many other horrific problems, thousands of orphans. As we explored last week, young people are terrifically and passionately motivated to help their fellows when they can, with social media beginning to act as a primary means of directing people to how they can help…[Read More]

OnLive: If It’s Good Enough For Youth, It’s Good Enough For Me

The on-demand console gaming service, OnLive recently released pictures and videos demoing its product and peripheries through Facebook in an attempt to create some hype surrounding its upcoming release into public beta mode. The projected release of this cloud gaming service has brought much attention in the press with headlines such as “Is It Game Over for Consoles?” in The Independent[Read More]

3DTV: Brands Attempting To Get Top Down On Youth Again?

There has been a lot of hype about 3DTV recently. Yet despite the 3D film Avatar having become the second biggest grossing film in history, 3DTV seems more an extension of High-Definition TV and possibly a step towards returning TV to a more unidirectional focus for young people again where the internet has made it multidirectional and periphery…[Read More]

The Armchair Revolution Begins To Stand Up

Tech Tribe 2009 revealed how young people, despite their relatively meager financial situations, are still heavily attentive to philanthropic activities surrounding their environments. Last year was a big year for youth participation and making their voices heard within their communities. Young people in particular have shown an apparent increase in participation in both off and online political protest…[Read More]

An Interview With My Gaming Mother: Gatekeepers For Young Gamers

Upon hearing the discussions about whether Mums would buy Modern Warfare 2 for their young children, I thought about my Mum’s impact upon my early life as a gamer. Unable to conceive of getting into video games without her financial backing as a child, and baring in mind that the world of gaming had changed significantly since I was a child in the early 1990s, I decided to ask her a few questions about her interactions with games via my obsession with them as a child…[Read More]

Face 2010: From The Rebirth of Insight, to The Death of PowerPoint

Tuesday, February 2nd, 2010

At Face we don’t like standing still; partly because we are always looking to improve and do things better, and partly because as the world changes we need to change with it. 2010 will be no different, and we are bursting with new ideas for products, communities & projects. Here are our predictions about the research & innovation business in 2010, and a sneak preview of some of the things Face will be up to.

1. 2010 the year when research goes truly mobile as smart phones become commonplace and research on the go starts to catch up

Face will be developing a smart phone application that allows us to conduct research more effectively on the go and in real time

2. The year when the research industry embraces & empowers consumers as researchers, to truly reach the parts that researchers cannot reach – peer2peer research shows what the industry looks like turned inside out.

Through our communities Headbox & Mindbubble we are training consumers to act as researchers within their own peer groups going undercover and asking the questions we didn’t even know we needed to ask.

3. The year when Tech Research & Innovation begins to learn from FMCG research in terms of innovation and product development. Why? Because the consumer is now the subject & not the object of technology.

Face is launching our own tech community in 2010, aimed at engaging tech leaders in insight and innovation work

4. The year that social media & the web as a source of insight is finally taken seriously. Everyone wakes up to the fact that the greatest source of data is around us all the time – it’s just a case of harnessing it. No more excuses.

Face launches 2 new real time research products – Pulsar Snapshot & Pulsar Tracker – designed to monitor and analyse conversations and interactions around brands & categories in real time.

5. Co-creation & communities go east – increased confidence in the methodologies takes them firmly out of the west and into Eastern Europe, Russia, Asia & South Pacific

Face is launching community platforms & co-creation projects in India & Australia, building on existing platforms in China, Russia, Thailand, Philippines & Indonesia.

6. Death by Powerpoint becomes death of Powerpoint, slowly, slowly. One day soon. We won’t be crying.

Face will be emphasizing visual clarity & simplicity in terms of outputs and making more and more of our debriefs / output material available online as an ongoing treasure trove for clients

7. The year that the industry embraces communities in their ongoing insight, innovation & planning cycles, enabling them to work in the real world as their brands become as social as the people consuming them are!

Face has developed an adaptive brand planning process that helps Insight, Planners & Marketing people to keep their brand planning dynamic, organic and always on!

8. The year of the rebirth of insight. Researchers realise that processes like Co-Creation, Communities & Crowd-sourcing are not just there to play with, but are serious methods of getting better result, especially in the day in day out job of getting clients closer to their customers.

Face is doubling the size of its insight teams and putting actionable insight at the heart of everything we do

So, 2010, some big challenges & quite a journey ahead but a truly exciting time for us and the industry as a whole. Look forward to going on that journey with you.

Unilever Global CMI Conference – Windsor

Thursday, January 28th, 2010

After years of enjoying being briefed by clients on their insight & innovation needs we at Face finally got to turn the tables yesterday and set a room full of senior client insight people one BIG challenge.  At 3.30pm Face interrupted a Unilever Global CMI conference and sent delegates scurrying out into the streets of Windsor and crawling the web to get some hands on insights in the world of Oral Care. It was all just for fun, but it was great to see a group of senior people from Unilever not only interviewing each other & getting out on the street but also fully engaging with YouTube, Twitter, a variety of blogs and engaging with content produced by our own Mind-bubble women.  There were a few cheeky calls to dentists, some great mother & child interviews on the streets and the shelves of local Boots and Tesco Express were stripped  of toothpaste.   All that was missing in the room was having consumers there in the room to work with us and get directly and actively involved in the process, but as we had plenty of mums and dads in the room, there was plenty of home truths available!

It all just showed how much can be achieved by a focused group of people in a short space of time, and how much resource there is avaible all of the time for us as research community to tap into. We can’t reveal too much about any of the outcomes, but it generated a lot of energy, enthusiasm and a huge amount of competitiveness.  The final output from each team was a 2 minute film capturing their insights and the journey they went on to get there.  By the time you read this the winning team will have already been announced and with Oscar season upon us soon, the likes of Cameron, Clooney & Eastwood might be starting to feel a bit anxious about their chances this year.

For those of you who were at the session and took part in making the films, you can go and watch them all by clicking on the following link  <http://www.facegroup.co.uk/global-cmi-conference>. You will need the password you have been sent by email!

Thanks to all who took part for their commitment and making it such a fun session.

Research 3.0: what the real-time social web means for research and planning

Thursday, December 3rd, 2009

Apologies for the title, we couldn’t find a better one! This deck has been recently presented at MRS New Media and Research Technologies conference and AURA conference.

It’s all about Real-time intelligence, collaborative research and adaptive brand planning, which we think are the three elements that make Research 3.0 different.

The presentation covers:

  • Measuring and monitoring online conversations about brands to assess brand influence and brand visibility
  • Applying qualitative analysis to determine research parameters and add meaning to quantitative findings
  • Identifying the conversation hubs and the influencers across a wide range of channels
  • Using crowd-sourcing and co-creation methodologies to achieve research, innovation and planning objectives
  • Building iterative models for feeding real-time insights and consumer inputs into the existing marketing process

Enjoy, and let us know what you think!

Do Brands Really Need Agencies?

Monday, November 23rd, 2009

Following on from the success of our Web 2.0 Women forum earlier this year we thought it was about time we opened up another hot topic for debate. The last Face Forum revolved around the key question ‘Do Brands Need Agencies?’ On the 18th of November we have been joined by friends, experts and clients at the Groucho club to discuss what it takes to stay relevant and true to your consumers, how to engage the crowds in research innovation and planning and what are some of the tech trends for 2010 and beyond. Here’s a quick summary:

Relevance
The real-time social web has changed the way we communicate giving us the tools to get and share information at a pace we have not experienced before. This has made the web the richest insight field we have ever had. How can you harness the power of the world wide wave for research, brand planning and brand engagement? What are real-time research and adaptive brand planning? And how can they help your brand stay relevant?

Crowds
Barely a day goes by without a website, campaign or competition cropping up, promising to harness the collective wisdom of crowds for the benefit of brands. Peperami even ditched Lowe to ask the crowds. But is bottom-up really enough? When did crowdsourcing cease to be a means to an end and become an end in itself? Join us to discuss a hybrid model where crowd-sourcing and co-creation are used as complementary methodologies.

Trends
We asked 3000 19 to 25 years old young adults about their consumption habits, media and tech diet. The Forum will be the place where we present our latest Techtribe report, uncovering youth trends that will soon start migrating to other audiences

It was a great night! Here’s the presentation that kick-started the discussion, join in and tell us what you think

VENUE UPDATE!! November Espresso Briefing: how to use real-time WOM analysis for adaptive brand planning

Sunday, November 22nd, 2009

wom uk espresso briefing @face

wom uk espresso briefing @face

Brands are increasingly realising the importance of integrating word of mouth into everything they do. They get that it’s essential for nurturing consumer relationships. They understand that referrals are key to ROI. They’ve heard exciting examples of companies who’ve built their success on conversational strategies. But how on earth do they fit WOM into their existing marketing mix?

On 8.30am, Tuesday 24th November, we will present on‘Monitoring and analysing WOM in real time to enable adaptive brand planning’.

faceCEO and Founding Partner Andrew Needham, and Head of Social Media and Planning Francesco D’Orazio, will look at how to:

- Measure and monitor online conversations about brands to assess brand influence and brand visibility
- Apply qualitative analysis to determine research parameters and add meaning to quantitative findings
- Identify conversation hubs and influencers across a wide range of channels
- Use crowdsourcing and co-creation methodologies to achieve research, innovation and planning objectives
- Build iterative models for feeding real-time insights and consumer inputs into the existing marketing process

As always, the briefing will be totally FREE and kick off with half an hour for coffee, breakfast and networking at 8.30am with the talk starting at 9am and questions and discussions afterwards until 10.30am, all at INSIGHT RESEARCH GROUP offices, 11-13 Charterhouse Buildings, London
EC1M 7AP
. Last month’s presentation from Matt Morrison was a big hit so be sure to register for this one now via julian.ferguson@womuk.org – members get priority booking.

Co-Creation Will Create a New Breed of Agency

Monday, November 16th, 2009

Following my blog Co-Creation is Driving Change in the Way We Work here are my thoughts on how co-creation is creating a new breed of agency where the disciplines of research, innovation, social media and advertising/communications are coming together in a more seamless way under one roof.

Co-creation and its underlying philosophy whereby consumers want to have things done with them rather than at them will ultimately usher in a new breed of agency. There are several reasons for this:-

1) Consumers have replaced trust in advertising with trust in individuals: in particular, friends, family, and colleagues. Turning to communities and away from mass media, consumers are increasingly making traditional advertising more irrelevant. They have learned to block the ads they don’t want, and gate-keeping is becoming more sophisticated and widespread: according to Forrester Research DVR ownership in North America, which features ad-skipping, will grow from 19% of households in 2006 to 55% in 2011. More than half of UK consumers using the Internet at home utilize spam and popup blockers to filter unwanted messages from their online experiences, and countries like the Netherlands, France, and Germany are not far behind.

2) Consumers want to be more involved with the brands and products they consume: this applies also to the way they are communicated to them through advertising. Doritos is the most famous example in the UK whereby consumers were invited via a competition to create the next TV campaign. More recently Unilever’s Peperami have dropped Lowe to Crowdsource their next ad campaign with consumers. Noam Buchalter marketing manager at Peperami says: “We believe Peperami is a brand that deserves radical creative solutions and are confident taking our brief out to thousands rather than a small team of “creatives” will provide us with the best possible idea and take our advertising to the next level.”

3) Consumers are showing in increasing numbers that they prefer pull to push: almost all consumers own a PC and mobile phone, and they spend almost half of their media time with interactive channels. Use of RSS and podcasts has increased to 10% and 14%, respectively, from virtually nothing in 2003. Mark Earls author of Herd, says that it is no longer about what your brand does to the consumer but what consumers are doing to and with your brand. Putting it another way, James Murdoch in his Marketing Society Annual Lecture said ‘Ubiquitous connectivity means fundamentally that the individual becomes the agent of everything…we’ve learnt through experience what difference the new empowered world means for our relationship with customers. This is not a question of scale. It is a different way of existing’.

4) Different ways of existing means there is more fragmentation: which in turn is driving more complexity. The number of media channels available to marketers, agencies, and consumers has exploded. Proliferation of choice offers marketers new opportunities, such as social networks, mobile, and branded entertainment. Social media, in which consumers become publishers and media outlets drives media buyers crazy; there are more than 59 million videos in YouTube today, and they can’t cut deals with every blogger.

5) A new marketing funnel is required. The current one which sits at the heart of most current advertising and media buying agencies is out of date. “Integrated” or “360” marketing is still an excuse to sell campaign ideas as brand ideas so that they can produce a TV commercial and shoe horn other channels in afterwards. Consumers need to be at the heart of a new marketing model so that we can move away from channel marketing to “continuous brand engagement” marketing.

6) A new definition of “mass media” is emerging: More and more consumers are creating their own content and are coming together to form communities around it. Personal profiles on sites like Myspace, Bebo and Facebook don’t simply state vital statistics, they allow marketers access to preferences, allegiances, recommendations and conversations they could not have dreamed of even five years ago. And there are communities for every niche, so the same data richness can be experienced for every specific brand, sector or topic. It is always up to date being spontaneously added to by consumers. The new mass media is made up of a collection of communities. As more consumers become involved in social media, these platforms will grow and eclipse today’s mainstream media.

7) Traditional advertising can’t deliver a captive audience in this new consumer landscape: Nearly a quarter of marketers polled by Ipsos Mori for the Chartered Institute of Marketing’s latest Marketing Trends survey said advertising, excluding online, gave the worst return on investment. Almost a quarter of marketers rated CRM as the best, with PR activities coming in second highest in terms of ROI.


In the New Breed of Agency:

Consumers will be treated in a fundamentally different way: They will be given more responsibility and will be more involved throughout the brand marketing process. Co-creating with consumers as direct and active equals to deliver a range of marketing outputs will be part of its core philosophy.

Consumer communities will reign: The focus on the 30 second TV spot will give way to the content and conversations that are being generated by consumers and between consumers around the brand. This will in turn produce different segmentation models where brands see consumers not just as potential customers who want to buy something from them but as people who want to have a relationship with them.

New social media tools will help brands to be on 24/7: this is part of what we call at Face “the socialisation of brands” where campaign and channel marketing gives way to “continuous brand engagement marketing”. The environment the brand lives and breathes in is always on and is always changing so brands need to be listening to and observing their consumers not just in communities but also on the web as well as involving them on a continuous basis in everything they do.

Engaging and managing brand fan bases will be key: Developing creative ways for engaging and managing fan bases will be critical to the New Breed proposition. As Marmite and Peperami have shown involving consumers through co-creation and crowdsourcing respectively in what a brand says and does is a great way of driving brand engagement with important fan bases.

The arrival of research 3.0: new social media tools and web 2.0 are helping brands to research consumers in more exciting and different ways through mass collaboration and intimate co-creation. Combined with new ways of accumulating robust qualitative data which we can make sense of from the web, then research has an exciting future ahead of it. It will herald a new era – Research 3.0.

Ideas can come from anywhere: a new model which combines the creativity of experts with the creativity of consumers so that more ideas of better quality can be produced is on its way. In the New Breed Agency, experts have an even bigger role to play than ever before. The researchers, the designers, the marketers, the copywriters, the art directors, the account men, the planners will become facilitators, analysts, curators, editors, creative directors and publishers. Their role is critical to ensuring that the overall creative output is polished and of an extremely high standard.

A mix of old and new: the new breed of agency will exist both in a virtual capacity and the real world – consumers will not only feel comfortable hanging out in the agency as part of continuous co-creation programmes but their content will also be streamed live onto TV screens. The processes and methodologies of this new agency will also reflect a combination of the old and new. This will be done not just for the sake of it but because it delivers better ROI.

Talent resides in and outside the company: the new breed of agency will be less worried with employing everybody they work with. It recognises that the best talent can come from both inside and outside the company. This will also be reflected in more collaborative and flexible working practices.

General Mills to ‘Move as Much Qualitative Research Online as Possible’

Thursday, November 12th, 2009

In a recent issue of Research World, Surinder Siama noted T.S Eliot in reference to the need for qualitative research to evolve beyond it’s tentative steps with digital – “only those who will risk going too far will find out how far one can go”. Saima’s perspective is that “broadly speaking, digital solutions will eventually beat analogue ones due to commercial imperatives. Digital solutions are faster, cheaper and more scalable” suggesting that qualitative research is yet to really urgently innovate effectively using digital.

Yet there are rumblings of realization that such innovation is necessary because of how people are interacting with digital in the modern age. The digital universe is set to expand tenfold in the next five years, suggesting that online qualitative research will become further essential to brands.

Ned Winsborough has spotted this transition on the horizon, and so it is a sign of the times that manager of consumer networks General Mills has decided on a “mandate at General Mills to move as much of our qualitative research online as possible in the coming months and years”.

Noting that General Mills have done 22 community projects since last spring Winsborough acknowledges that there is now a “scaling” process for their online communities. There is an agreement with Siama that these communities “allow you innovate with consumers better, faster and cheaper” because these participants are able to interface with these communities within the busy movements of their own lives. On-demand in some respect. Winsborough speaks of a 2-way innovation and communication that is almost a metaphor of the internet itself and it’s 2-way democratization – “We listen, we build, we listen, we tweak”. Winsborough also notes the condensing that online communities allows, in doing six months of work in six weeks, especially when “the incremental cost of extra weeks, [and] extra moderation is very low” in comparison to other qualitative methodologies.

As a result of the success of their 22 projects General Mills have made changes to their online research community approach. Firstly there is a is a Focus on Discovery, where previously the General Mills model for innovation would build and launch quickly after discovery, the new model’s focus on the discovery phase allows for a greater breadth of ideas rather than a fast mode of dispersion. Secondly the new approach involves a move towards Smaller Communities, with the older communities producing too much information too quickly to analyze effectively. Thirdly, General Mills has moved to more Project-Based Communities which last from six to eight weeks rather than “creating one ongoing community” which is perhaps not cost effective, as Winsborough states “it is rare [with ongoing communities] that we have things we need to do every week” providing the cost incentive to move to more condensed communities. Larger Incentives are also offered to participants in these condense project based communities, giving a bigger push for effective ideas in a shorter time span. Finally, these online communities are now Geographically Centered “so that we can do face-to-face research” with the participants once they have gathered some initial ideation, perhaps further enhancing the effectiveness and understanding of the participants ideas.

This final point suggests, as Ned does that “the truth [about traditional research being dead] is in the middle,” suggesting that the most effective research will take the most salient methods from online communities and face-to-face research. The movement of brands as large as General Mills towards more online qualitative research is powerful backing for the way that research is heading in general. Winsborough notes finally that these new digital technologies have “powerful potential to transform qualitative research as we know it.”

This powerful potential is being brought into fruition by our online community work at Face. See below for some of our own online community case studies:

Face Nominated for 3 MRS Awards

Friday, November 6th, 2009

Picture 12Face have been nominated for our ground breaking on-line qualitative and co-creation research work.

Read more: Research Breakthrough Award New Consumer Insights Special Contribution to Conference

Face Speaking at MRS New Media & Technology Conference!

Tuesday, October 27th, 2009

Francesco will be heading over to the MRS New Media and Technology conference on the 19th November to join the conversation and present. Our Head of Web Research and Strategy will be discussing real time research and collaborative planning.

Research 3.0: real-time research and collaborative approaches for adaptive brand planning

  • Measuring and monitoring online conversations about  brands to assess brand influence and brand visibility
  • Applying qualitative analysis to determine research  parameters and add meaning to quantitative findings
  • Identifying the conversation hubs and the  influencers across a wide range of channelss
  • Using crowd-sourcing and co-creation methodologies  to achieve research,innovation and planning objectives
  • Building iterative models for feeding real-time insights and consumer inputs into the existing marketing process

Also on the bill are speakers from the BBC, Orange, Coca-Cola and Danone so it should be a very insightful look into the future. To see the full line up and get some more info on the conference CLICK HERE

Bottom up is not enough: the case for a hybrid model

Tuesday, October 27th, 2009

As Hugh Jordan wrote on Brand-e recently, “Barely a day goes by without a website, campaign or competition cropping up, promising to harness the collective wisdom of crowds for the benefit of brands.” Consumer generated inputs are playing a more and more prominent role into research, innovation and planning. However, it is still not very clear what are the most suitable approaches, frameworks and methodologies available for for doing this.

This presentation, recently discussed at a number of conferences in the UK, Spain and Italy, looks in particular at crowd-sourcing and co-creation: why to use them, when to use them, what are the advantages, the drawbacks and the workarounds, what are the deliverables and how could these grassroots practices fit into the existing marketing process.

Using crowd-sourcing and co-creation as complementary frameworks is key to harness the wisdom of the crowds both at an individual and group-thinking level, bringing together bottom up and top down approaches, online and offline, to make sure the richness provided by mass collaboration is effectively shaped and leveraged by informed strategic thinking and expert insight.

Previously on the Hybrid approach:

The bottom is not enough – Kevin Kelly
http://www.kk.org/thetechnium/archives/2008/02/the_bottom_is_n.php

Hybrids: Architectures For The Ecology of Co-Creation
http://www.joelamantia.com/social-media/hybrids-architectures-for-the-ecology-of-co-creation

Why Co-Creation Means Researchers Need to Change

Tuesday, September 22nd, 2009

0f63082793a8558f2fecd88a30ae7c11f4618724_m1 There is a backlash against co-creation from some parts of the industry because it requires researchers to take a different role. Co-creation means taking a step back ourselves, acting more as facilitators and enablers of direct contact between brands and consumers. We need to be provokers of debate, conduits for information, encouraging consumers and brands to think for themselves and to think and act together. This does not mean that the day of the debrief is dead, or that there is no place for insightful, objective, inspirational guidance from researchers. Instead it means that we need to see ourselves more as part of a triangular relationship between brands, people and researchers rather than a linear one where we stand between clients and consumers.

Of course, this all requires time and space to allow people to talk to each other and for brands to get involved in the conversation. We need time to build trust between people, and we need time to respond to and build on what people are saying. Crucially we need to accept that if consumers are going to become more equal partners in our approach to generating insight and innovation we need to build more continuous relationships with the people we are working with. This might mean spending two days working with consumers face to face or it can mean spending months or years working with particular communities of people. This is not about gathering a snapshot of opinion in a focus group or a hurriedly captured set of answers through a survey (as valuable as those methods remain), this is about working with people who are giving you the best of themselves, who move along the learning curve with you, who come to establish a relationship based on trust.

Probably the most significant principle that underpins our view of new ways of working with consumers is that interaction between people – whether consumers or brand owners – is absolutely vital. Fostering and participating in conversations between people is fundamental to the idea of co-creating insights and innovation. This is important in a number of different ways. Firstly it mirrors the way that we generally live as human beings – we are, after all, social animals. Secondly, it reflects the way we increasingly consume media and make decisions about what we buy, read, watch, and do. Thirdly it allows for a different kind of research landscape, one which subverts the traditional question and answer format – a relatively unfamiliar form of human communication and interaction – and replaces it with something far more natural and intuitive.

In this world consumers are encouraged to talk to each other rather than to researchers, opinions are offered, agreed with, disputed, challenged and developed. By working in a more natural communication mode we hear views expressed in real voices, and more importantly we end up discussing things and asking questions we didn’t even know existed or that we wanted to ask. This can lead to some “fortunate accidents” – insights that you have stumbled upon almost by chance. It is a reasonably good principle – though not always true – that if you know what question to ask you probably have a pretty good idea of what the answer is or might be. The mantra is simple: stop asking questions and start listening to conversations.

Web 2.0 and Social Media Create New Opportunities For Research

Friday, September 11th, 2009

Admap Article

In this September’s issue of Admap Face’s very own Andrew Needham has written an article on how digital media allows deeper engagement with research respondents using techniques such as co-creation and crowd sourcing. We thought we would give you a little taster of the article and if you’d like to go for the full course then pick up a copy of this months Admap magazine!

Web2.0 and Social Media Create New Opportunities For Research

At the MRS Annual Conference earlier this year, there was a debate on ‘the opportunities, threats and ambitions for market research and innovation’. It became clear that empowered consumers and web 2.0 present the research industry with a challenge. Re- searchers are learning that the online world’s influence means that things need to change urgently in the face-to-face world of focus groups. This presents a threat and an opportunity. The threat is that the research industry will not embrace change fast enough. Research is rooted in thinking that pre-dates the web – find people, put them in a room with a two-way mirror and ask questions. Many forms of re- search are struggling because they are not engaging or interactive – the two things social media and web 2.0 have taught consumers to expect.

Case StudiesAndrew Needham

To help demonstrate the key points of the article Andrew gave examples of two of our case studies Unilver Surf where Face ran an online research community for 50 UK based women from different backgrounds. Another great example of co-creation is Face working with Britvic on their Tango brand. Click on the links to find out more.

First P2P session with Headbox: What’s Social about Social Networking?

Wednesday, August 26th, 2009

facebook

In the first of our P2P research sessions Headboxer Rushda Khan (23) takes a look at the internet and how it effects her and her friends social world. Keeping a close eye on Facebook, Rushda investigates how, if at all, social networks benefit us:

Like many young people, my Facebook friend count has hit three figures. But I am not a popular person: I have exchanged only a few sentences with most of my Facebook friends and I have never spoken to a third of them at all. Yet pick one and I am likely to be able to tell you their interests, where they went last night and how they are feeling. I may even be able to tell you who they are in a relationship with and how well that relationship is going.

Most young people are only too familiar with the absurd situation where we see one such ‘friend’ on the street and think she got drunk at a party last night, and then pass them by without batting an eyelid. This person may know just as much about us and yet for all intents and purposes we are strangers, only on each other’s lists because of the most trivial recognition.

This ‘Facebook friend’ syndrome is a remarkable indication of the way young people now use the Internet. In earlier Internet days, we would log on specifically to email someone or chat to them on MSN. But now we use the Internet to connect to people in a way that could only be described as passive. We browse their photos and read their statuses without necessarily letting them know about it, rather like reading someone’s diary. We end up forming opinions about them without ever having communicated with them at all. Mirroring this is our intense desire to personalise our own space on the Internet – we do not just want to know about others, we want others to know about us.

But knowing about someone is not the same as knowing them. The latter requires an level of interaction which seems to have disappeared in our online habits. According to Virgil (22, Cambridge), social networking sites may not only do nothing to create or boost friendships, they may harm them as well. “I feel like I’ve spent time with someone even when I haven’t.” The irony therefore seems to be that social networking may not really be very social at all.

The passive way in which we ‘socialise’ online is only a symptom of a greater move towards using the Internet passively in general. Because of the number of things we can do at the same time, young people no longer need an aim when they are online and often do not choose to spend their time focussed on a conversation with one person. In the same way as we may connect to someone via social networking for no other reason than that we can connect to them, we are often connected to the Internet ‘for connection’s sake’ and don’t have to do anything in particular. While this lack of specific demands is enjoyable for many, some young people are overwhelmed by it. Sebastian (21, Bath) says he doesn’t even know what to do online much of the time.

Rushda not a friend on Facebook?

Despite the social side leaving a lot to be desired, I still think however there is a certain beauty to the interconnected nature of the Internet. While a book or CD may be enjoyed in its own right, it will not link to other books and CDs in the way the Internet makes them link. While young people think that Wikipedia and other online encyclopedias are not sufficient for school work, crucially most still love the unique way we can explore topics in endless interconnected chains and find out about the world without having to go searching for specific things.

Similarly I think that the way in which young people can have an online experience rather than simply an online activity is exciting as we are constantly learning more and getting more than if we did just one task at a time. Taking music as an example, we have reached the point where we can now access new and diverse music at the click of a button, have it play via iTunes, see song lyrics, and see recommendations via sites such as Lastfm. All this can happen in the background and, like many other online applications, can be absorbed without even realising it.

There is no doubt that passive learning isn’t always the best way to learn something and passive socialising isn’t the best way to have friends. However, there are benefits to both and it is especially refreshing to have a balance between the real world and online world. This isn’t a new revelation: young people have always recognised this. While the Internet can no longer be considered as “geeky” by our peers due to the new trendiness of social networking, using the Internet too much is still considered anti‐social and has always been considered as such. Any young person I have spoken to passionately defends the superiority of face to face contact to online contact, even though they may spend many hours of their day online. It is indeed about the balance: there are some things in real life which cannot be replicated online and vice-versa. We can certainly do more online now and our habits have dramatically changed but that doesn’t mean what we do is replacing anything we value offline.

Young people today – the ‘Facebook generation’ – have set a precedent in way we use the internet. Having been an early user of the Internet, in the days when young people thought the “big thing”was to swarm internet chat rooms, it is astonishing to see the direction in which we have taken our online behaviour a decade on. It is therefore extremely difficult to predict what will happen in future. I only need to think about my little niece Sara to understand the changes that are occurring. She plays children’s games online and uses video chat adeptly, even though she is only four years old.

Who knows how she will be using the Internet when she is a teenager?

Part 2 coming soon, what do Rushda’s friends think of the current state of the internet?

Not So Smug

Monday, July 20th, 2009

clever vegetables

As a non-driving, vegetarian, who recycles and buys organic whenever I can, I always feel slightly smug when the conversation of peoples carbon footprint comes up (although I’m regularly mocked in the office for being a non-driving vegetarian). I don’t say anything, as that would only encourage more mocking, but I often think that by not driving and always preferring to walk whenever possible I’m make a real difference to CO2 emissions. If you then factor in that nearly one-fifth of all global warming-causing emissions come from animal agriculture, more than the cumulative impact of all the transportation in the world, and I consume none of that, you can see why I feel I’m doing more than my bit just by going about normal daily life.

However, I was reading an article the other day that revealed that sending a 4.7mb email attachment generates the same amount of greenhouse gas as boiling a kettle 17.4 times. I did a little more investigating and discovered that each Google search generates approximately 5-10 grams of CO2 (yes I found that fact out by doing Google search) and browsing a basic web site generates about 20 mg of CO2 for every second you view it, (Dr Alex Wissner-Gross, The Sunday Times). The result of this is the internet has turned into the fastest growing source of atmospheric CO2 worldwide, more so than the airline industry (Bill St Arnaud, CANARIE).

This may not come as a shock to some people, but it did to me and I’m prolific user of the internet. If I’m not on my laptop I’m fiddling with my iPhone. Now I don’t have the answer to this issue, as a world without the internet is unthinkable. It has bought us knowledge, given the public a voice, created communities across boarders, facilitated equality, created more genres of music than it is possible to count, made software free and bought an end to the pub argument. So I suppose the point of this was just to let you know the non-driving, vegetarian, internet fiend isn’t feeling quite so smug anymore.

P.S. I’m aware of the irony of posting this on a blog, no need to point it out.

What’s Happening? Face Youth Lab

Monday, July 13th, 2009

rudeboys

It has been a really busy few weeks over at Face Youth Lab, we have been diving head first in to some really meaty issues in the world of youth. Below are links to our 5 most recent posts but to see the full picture head over to www.faceyouthlab.com

1. P2P Research – Intern Fashion Forecast

Kicking off our peer-to-peer research programme are Coral and Suzy. This week we are lucky to have them interning with us. Coral (16) and Suzy (15) have a passion for fashion, so rather than make them address our tea addiction or go to purgatory (a.k.a. the Post Office) we asked them to become our special guest bloggers and let us know what the hot fashion trends of the moment are. Everyday this week they will be unearthing a new trend, so make sure you check back to get your fashion fix!

2. Digital Cannibalisation – Where Does Music Go From Here?

According to a recent report by the International Federation of the Phonographic Industries, 95% of music downloads in 2008 were illegal. The report claims that more than 40 billion songs were illegally downloaded and popular music website DrownedinSound calculate that this left the music industry with £48 billion shortfall.

3. Headboxers Recession Experience – Part 2

Rather than just get standard quotes from our Headboxers, we also thought we would branch out a little bit and ask them to visualize their feelings about the economy. There is, as you would expect, a lot of doom and gloom, but it does seem to a certain extent, tongue in cheek, it seems like youth can see a lighter side of the recession, a side that all the stats and figures do not show!

4. Graduates Job Hell Continues – AGR: ‘25% fewer jobs available in the UK’

The Association of Graduate Recruiters has released its first results of the year and, unsurprisingly, it makes bleak reading. The AGR reports that…

“Vacancies have plummeted by 24.9% in the latest recruitment round approaching levels not seen since the last recession in 1991 and far exceeding the modest dip of 5.4% predicted by the same recruiters in February.”

Ouch…

5. Headboxers Recession Experience – Part 1

To coincide with the release of our Tech Tribe report we got in touch with some of our Headboxers to give us an insight in to their lives during the recession. The first topic we approached them about was job hunting during the recession, has it been as bad as everyone makes it out to be? Or is it still a fruitful market for the young professional?