GigantiCo Art Director Chris Grayson Art Director, New York City
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GigantiCo is the blog of,
CHRIS GRAYSON
Art Director, Design Director
New York City






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Monday
02Nov2009

Twitter Lists & AR Peeps

The amount of client work I’ve had over the last several months has monopolized most of my time, and I’ve found myself micro-blogging on Twitter more than the in-depth articles I write here at GigantiCo.

About two weeks ago Twitter began rolling-out “lists” to a small group of users to beta test. I was notified that I was chosen for one of these pre-launch accounts. I went about setting up a variety of lists, most notably one for Twitter accounts related to Augmented Reality — companies with related technology, bloggers, programmers, hardware, software — anybody who had anything to do with AR technology.

This weekend I began to hear from friends that I needed to have a look at Read Write Web. I was both flattered and humbled to learn that Marshall Kirkpatrick has named my “Augmented Reality Peeps” one of the Top 10 Lists You Should Follow on Twitter.

Thank you Marshall.

You can follow the list at:
Chris Grayson’s Augmented Reality Peeps on Twitter



I have also put together a variety of agency lists that may interest readers:
List of WWP Network Agencies on Twitter
List of Omnicom Network Agencies on Twitter
List of MDC Network Agencies on Twitter
List of IPG Network Agencies on Twitter
List of Havas Network Agencies on Twitter
List of Publicis Network Agencies on Twitter
List of Other agecies on Twitter
List of Advertising Trade Press on Twitter

Tuesday
29Sep2009

Long Live the QR Code

GigantiCo - Long Live the QR Code

This is written is response to an article by Dan Neumann, Emerging Platforms Strategist at Organic, titled “RIP: Why We Don’t Need QR Code Campaigns.

Some Background
QR Codes are a form of 2D barcoding technology widely used in Asia, especially Japan, as well as parts of Europe. These codes are placed on printed marketing materials, and when a user points the camera on their phone at the code and clicks, the phone reads the barcode and takes the user to a website (they are also widely used for things like phone numbers, digital coupons, and the like). Despite many years of use abroad, the technology has never seen mainstream adoption in the US.

The Case
In brevity, Dan argues that this failure of adoption in the US market is because there is no use for them here. He states (without siting a source) that phones with full keyboards have greater market share in the US than they do in Japan, and by extension that Americans are happy to type URLs into their phone and hence have no use for QR Codes (To be fair, he also states that carriers in Southeast Asia, “ensured that reader applications were installed on every device.”).

What I Have to Say About That
I completely disagree with Dan’s reasoning for QR Codes failure in the US, but I do agree with his advice to marketers (for now) to stick with URLs, at least until the related industries get their collective act together.

Speaking for myself, I’d much rather point my camera and click to get to a mobile website than type it in manually on a chicklet size keypad. And I’d speculate that, given the option, most other users would as well. The problem is a failure of adoption on the part of carriers and handset makers who have not chosen to include the software as a preinstall or even better, as part of the phone’s OS in the US market.

What Dan describes is not a preference on the part of Americans to manually type in URLs, but a high barrier to first-use. Once the app is installed, they never have to do all that work again. But it is a huge hurdle to expect of the user — a multi-step process — to download the software and install it on their phone, in order to use it for the first time. That is a failure of leadership and initiative on the part of both the mobile advertising industry, and of the carriers and the mobile manufactures.

As it is, individual campaigns have been burdened with the responsibility to introduce and educate about the technology: Each campaign that implements a QR Code has to promote not just their product/service, but also promote and educate the user about the technology. And then the onus to download and install the technology is on the users themselves.

So I disagree with Dan’s reasoning that the failure of adoption of QR Codes in the US is because users are just fine with typing URLs into their phone’s keyboard. But I do think, for individual campaigns right now/today, that URLs are the best stop-gap solution.

Another oversight of the argument is that it doesn’t even address the matter of US market penetration for mobile phones with qwerty keyboards vs mobile phones with cameras. For some sobering numbers: Mobile phones with full keyboards (including touch screen keyboards) make up 16% of the US mobile market vs ~80% for phones with cameras (Keyboard Source: Wireless Federation. Camera Source: I pulled it out of my, er, recollection).

There needs to be a coordinated adoption initiative among related industries so that campaigns can focus on their marketing goals instead of educating the public about the technology.

Furthermore, as marketers are aware, most short URLs are taken. Campaign specific URLs are generally longer, for the simple reason of availability. To make them easier to remember, smart marketers will opt to use a memorable phrase, tag line or slogan as the URL for a campaign. Given the choice between typing in an entire phrase on a phone size keyboard vs clicking one button, I’d say the QR Code wins hands down… if only the related industries could collectively get their act together.

Where I agree with Dan is that using URLs for a campaign today is the smart choice. The responsibility for educating the public should not fall on individual campaigns and the responsibility for installing the software should not fall on individual users, and until that problem is addressed, typing in a URL is the best option.

GigantiCo - Long Live the QR CodeI do think Dan picked the right execution to criticize, but for different reasons — the choice of channel. This appears to be a magazine print ad. I would suggest that OOH is a more appropriate channel for such a mobile code implementation.

One More Thing
I have an intuition about this Ford campaign. The particular example given in this Ford ad is technically not a QR Code. The term QR Code specifically refers to an open standard bar-code created by Denso-Wave of Japan. What is shown in Dan’s example is actually one of Microsoft’s proprietary HCCB Codes. Microsoft is attempting to take on the QR Code open standard, and my intuition is that they may have subsidized this Ford campaign. While I personally prefer to see the adoption of an open standard, at least the campaign would make a lot more strategic (and tactical) sense for both parties involved if this turns out to be the case. But that’s speculation on my part.

Sunday
20Sep2009

Eye for an iPhone

This article picks up from my last piece, “Terminator Vision.”

Eyeglasses, as we know them today, have been around for about 800 years, give or take. In-eye lenses, for just over a hundred and modern contact lens for about 50. In our time of exponential technological advancement I don’t expect to wait half a century for this technology to mature, but we’re going to see augmented reality optics in a form-factor similar to eyeglasses long before we’re placing them directly onto our cornea.

I do, however, believe that the “through the looking glass” trend of AR applications for mobile devices that are coming on the market today will be a short lived, stop-gap solution until the adoption of AR eyewear. If mobile AR indeed takes off (and I believe it will), people will quickly tire of holding their smartphones out in front of their faces. This will ultimately lead to interesting partnerships between fashion eyewear manufactures and consumer electronics companies, not unlike the partnership between Nike and Apple in the personal fitness electronics space. For now we have several electronic manufactures, many who are most use to dealing with military clients, doing their best to design consumer focussed video eyewear. With mixed results.

Consumer Augmented Reality Eyewear by Vuzix and Lumus at GigantiCo

Vuzix, the only manufacturer already in the market with a consumer level AR offering, is due to launch two new stereoscopic pairs with AR functionality before the holidays (Wrap 920 and Wrap 310 shown on top row, above). The launch date was moved back once, the 920s were originally planned for a Spring debut. Vuzix technology is similar to that used in standard video eyewear, but an attachment will add cameras to “see” in front of the lens, and play the camera’s video feed with data overlaid— not dissimilar to the AR apps currently available on the Android and iPhone now.

This is also the method that had been employed most extensively for augmented reality in commercial and research environments. WorldViz sells a VideoVision attachment for the NVIS nVisor. While these are state of the art in the AR eyewear space, the attachment alone costs about $12,000.00, and this does not include the NVIS unit which itself cost between $20,000.00 to $30,000.00, depending on the model. And neither price includes the software to run this rig. That’ll cost you extra. Sensics also has a commercial-grade offer in this space. While I don’t know anything about their pricing, I can vouch that they are equally as fashionable:

Industrial Augmented Reality Eyewear at GigantiCo

Besides their, um… avant garde styling, what distinguishes the Sensics and WorldViz/NVIS units from consumer-grade offerings is that both of these models display in HD. The experience is immersive. If you’ve ever played with regular (non-AR) video eyewear (whether 3D stereoscopic or simply 2D video glasses), you’re likely aware of the disappointing resolution. In the sub-$750 market, 640x480 is still standard fair. If you’re willing to spring for $1000+, then 800x600 is the top end of the consumer market. Resolution for the Vuzix Wrap models has not yet been disclosed (nor has the price), but I speculate that they will likely be 800x600.

Kopin microdisplay with dime

Recent advancements by OEMs like Kopin (supplier to Vuzix, MyVu and others) and eMagin have increased microdisplay resolutions up to 1280x1024 on screens smaller than 1 inch. Both are now offering paired assemblies for stereoscopic eyewear. Kopin is actively seeking partnerships to take their newest technology to market in consumer products, while eMagin maintains their own consumer devision (branded 3Dvisor), marketing HMDs for the gaming market.

While there are many industrial applications for this technology in the fields of architecture/engineering, aviation and other training environments (not to mention entertainment/gaming), most of this research has been funded by military contracts. Peter Wood, a CD I worked with in the past, once said, “How great it would be if we could gain all the technological advances of World War III without having to fight it.” At risk of opening a debate over military policy, the reality is that (as has always been the case) a great number of recent technological advancements spring from research initially financed by military contracts and military related research. Indeed, as with most of these companies, Kopin’s largest clients are US military contractors.

What I find most interesting in this space is that, much like the market in TV displays, there are currently many different technologies emerging that are going to compete with one another. This should be a boon for the consumer— resulting in faster innovation and lowering costs.

Lumus Augmented Reality Eyewear technical diagram

Lumus Optical has another approach. Lumus, the Israeli supplier of military video components, has engineered a solution that projects a partially translucent image onto the inside of a specially designed eyeglass lens. The model (shown at top with the two Vuzix models) is a functional concept pair. Lumus is attempting to partner with consumer retailer who could buy the lens assembly, and incorporate it into their own form-factor.

Apple diagram from Augmented Reality patent filing

In 2008 Apple was awarded a patent for a translucent augmented reality eyewear design that cleverly employs prisms and mirrors to move a laser projection from between the lens, and cast it onto the lens facing the eye. Apple, true to its culture, has not said a word about the filing or any forthcoming products employing such technology.

Microvision, manufacturer of laser pico-projector components, has also been awarded video vision patents, theirs for retinal laser scanner technology, over a decade ago now. With an existing clientele primarily in military suppliers, their pico-projectors have begun making inroads into consumer mobile devices. Perhaps encouraged by this consumer market success, they are aggressively seeking partners to take their eyewear technology into the consumer space.

Another technology with tremendous promise is transparent (and flexible) OLED. Everyone from Samsung to GE to Kadak to Philips and others have been experimenting with lightweight, flexible and transparent OLEDs. The potential here is obvious, as it is not difficult to imagine simply building a transparent curved OLED into the lens of a pair of glasses, obviating the need for much of the engineering gymnastics required to get the other display types in front of the eye without creating unnecessary bulk and obstruction. Thus far I’ve not seen a single prototype employing this technique, though the Samsung representative touting the technology in the video (below) made at the 2009 CES does mention it as a possible application. The second video is a demonstration by Sony of the malleability of their flexible OLED.

Unlike some other overhyped memes of the moment, these are proven technologies, some of which are already on the market, others that we can expect to see on the market in the next 12 to 24 months.

To read about the evolution of Virtual Reality eyewear, with an overview of virtual world marketing techniques, read the GigantiCo article, “Virtual Reality: Part 1”.

Sunday
20Sep2009

Terminator Vision


I’ve just witnessed one of the fastest meme-burns I’ve ever seen.

I learned about these video contact lenses from a New York Times article posted to Kurzweil AI back in April (And Washington University’s original press release dropped on January 17th.). I confess, I even tweeted this story myself back in June (while attending CAT, in response to a comment made by Mike Geiger). But the story laid dormant for most of the last six or seven months. Until a few weeks ago when IEEE Sprectrum did an in depth, four page story on the technology that was picked up by Dana Oshiro at ReadWriteWeb. With RWW’s large readership, the story took-off on Twitter. By Thursday WIRED Gadget Lab jumped on the bandwagon and set Twitter and the tech/media blogshpere ablaze. Robert Rice, Chairman of the AR Consortium, threw some cold water on the euphoria, in an attempt to reel people back in to reality… to little effect. I don’t wish to in anyway downplay the research being done by Babak Parviz and his team. Incrementally this will improve, and when it does I’ll be first in line. But that is at least a decade if not more away.

I write this as a sort of prologue to my next story, one I’ve been researching for a while, regarding Augmented Reality eyewear, I invite you to follow on to the next article, “Eye for an iPhone”.

Saturday
12Sep2009

H+ Magazine, Issue 4

I interviewed artist Sophie Kahn for the Fall 2009 issue of H+ Magazine. The new issue is now available to download. This is also the first issue with national print distribution. You should be able to pick it up soon at magazine shops and booksellers nationwide.

Congratulations to Ken Goffman (aka. R.U. Sirius) for the success of this venture. It is the right magazine at the right time and is really taking off.

You can also read additional articles at the online edition, and join the
H+ Community, the H+ Magazine Facebook group, and follow H+ on Twitter.

Monday
24Aug2009

Place-Aware Mobile AR

When discussing Location-Aware Mobile Augmented Reality with clients or friends they are often initially mystified by how it works without using any form of tagging or QR codes. In short, this video is a visualization of the first conversation I usually have when the subject comes up. I’ve created it as a simple explanation to demystify the technology for those who are just becoming familiar with it.

The visual shown is not of any specific AR application, it is only meant to be a general representation of the underlying technology.

Software used in the creation of this video includes Apple’s Final Cut Pro, Specular Infini-D, Adobe Illustrator and Adobe PhotoShop. For audio, I used Apple’s Text-to-Speech in TextEdit recorded with Ambrosia Software’s WireTap Studio.

It keeps uploading with the audio slipped 3 seconds out of synch. How annoying.

Tuesday
04Aug2009

Mobile AR

Mobile Augmented Reality continues to gain momentum and mindshare, amazing for a technology that few people have actually had the opportunity to experience yet for themselves. That’s about to change.

Up until now, most all mobile AR development has been done on the Android platform. On June 19th Apple launched the iPhone 3Gs. The uninitiated can be forgiven for thinking that the news was about video, and faster processing. Those who have been following AR knew better. The true significant hardware advancement was the addition of the magnetometer, more humbly known as a digital compass.

The magnetometer, together with the accelerometer (combination velocity motion meter and digital level meter), and the GPS, is the third and final electronic component to make the device completely location self-aware: it knows where in the world it is from GPS, It knows what direction it is facing from the magnetometer, and it knows what angle it is tilted at from the accelerometer. Only with this full set of components, combined with a live video feed, is the device able to support augmented reality applications. But that last caveat threw cold water on AR developers looking to release iPhone apps to take advantage of the new hardware. The iPhone has had the technical ability for a live video feed since the launch of its first version, but the API has not been available to developers. It was as if the new hardware was just a big tease.

An API (Application Programming Interface) refers to the “calling convention” that a programmer uses to access a feature in the operating system of a piece of hardware. For reasons of security, or propriety, the OS/hardware developer (here speaking of Apple) may choose to keep certain features off limits to third party developers. Much to the chagrin of the programming community, Apple has not yet made the API to the live video feed publicly available. Developers can technically access it, but it is a non-public API. In an open system this would not be an issue. But Apple keep notoriously tight control over their platform. Because applications for the iPhone are sold through the app store on iTunes, Apple can gate-keep which apps are made available to the public. And Apple will not approve apps for inclusion that attempt to access unapproved APIs. This tight control over Apple’s walled-garden has held back the release of AR apps that wish to take advantage of the new compass hardware.

On July 2nd a group of prominent iPhone software developers wrote an open letter to Apple diplomatically imploring them to make the live video-feed API accessible. Subsequent to this, the developers of AR apps brought together for the letter organized themselves into the AR Consortium, largely towards the goal of developing standards as well as provide a forum within the AR developer community to share ideas.

On July 14th I met with Ori Inbar, one of the members of the AR Consortium, and discussed these developments. In this conversation Ori shared with me the unexpected enthusiasm that their efforts received from Apple, who agreed to speak with them over their concerns. Apple was very supportive of AR development and future AR applications on the iPhone platform, but was holding off on releasing the live video feed API for some undisclosed technical reason. They were promised that an API would be made available at some point soon with much assurance that Apple was supportive of their efforts. But no timetable was given.

Later, on the same day as out meeting, Apple posted news on their iPhone developer site about the iPhone 3.1 SDK Beta (Software Developer Kit). It was in regards to new features that will be made available in the September release of iPhone OS 3.1— Specifically, it included access to API for the camera’s live video feed, finally making iPhone AR a reality.

The weekend of August 2nd saw iPhoneDevCamp 3, an annual gathering for the iPhone and iPod Touch developer community that is as much a training camp as a conference. At the event’s conclusion awards are granted. This year’s award for Best iPhone Open Source went to the iPhone ARKit, developed by Arshad Tayyeb, Charles Ruelle, Zac White and Chris Haseman.

It is still undisclosed at what date next month the 3.1 update will go public. And it currently takes two to three weeks for an iPhone app to make it through Apple’s review process for inclusion in the iTune’s app store. But by late September or early October iPhone AR apps should be flooding the market.

At about the same time as AR apps begin appearing on the market for the iPhone, several new Android models will launch in the US market. By year’s end Google expects between 18 to 20 models to be on the international market with about a third of those in the US, and the rest hitting the American marketing into early 2010 (including Sony-Erickson). The Android OS already has a significant number of AR apps available, this is due to the fact that the Android spec has long had the live-video-feed, GPS, magnetometer and accelerometer combo that makes this possible. On the feature front this means the iPhone 3Gs is Apple playing catch-up. But the Android platform has lacked the market share needed to mainstream the technology. Most, if not all of the Android developers are biting at the bit to port their apps to the iPhone, come September— Wikitude, Metaio, Layar, all the major Android AR developers have announced their intention to port their apps to the iPhone as soon as soon as the video feed API is made available.

Soon all mobile phones will be “smartphones.” Even the smartphones of today are already smarter than the average desktop system was a mere few years ago. These mobile devices have become the tip-of-the-wedge for ubiquitous mobile computing. While the touchscreen, and especially the iPhones multi-touch interface, is a leap past the interface conventions of past mobile devices, they still fall very short of the capabilities of a high-resolution computer monitor with full-stroke keyboard and mouse. And the AR apps coming online are going to quickly expose the limitations of this interface. In a short matter of time people will grow impatient of walking about holding their phones out in front of them. Bluetooth earpieces with accompanying microphones (with noise cancelation at that) are already widely available. The visual interface is now the weakest link. Such bluetooth devices will eventually evolve to take over all the responsibilities of not just hearing and speech, but sight as well. At that time the mobile device will remain in the use’s pocket, purse or possibly on their wrist.

The magnetometer compass was first described in 1833, about contemporaneous the earliest form of accelerometers. They’ve had two centuries to get better, smaller and cheaper. It would take another two centuries for the launch of the United States Air Force owned Global Positioning System (GPS) in 1995. Soon after engineers began laboratory experiments with these devices in convergence with one another. But it would take another decade before the components were cheap enough and small enough, and some people were clever enough, that they came together in a consumer level device.

To predict where these technologies are headed, look for potential points of convergence. Objects and yes, People, will be tagged and linked. Through AR the web will soon permeate the physical world. As the world of “things” become networked, AR will become the lens that we use to view this content, and lens is the appropriate term: The mobile phone screen as AR lens is a stop-gap solution that will only be used until consumer grade video eyewear provide a user experience that meets consumer expectations on quality and are esthetically pleasing enough to meet consumer fashion sensibilities.

And this is all coming over the horizon very quickly. The next 12 to 18 months are going to be a very exciting time in mobile computing.












Monday
03Aug2009

Monitoring Real Estate

Chris Grayson's Home Studio Summer of 2009

The productivity gains from investing in large monitor(s) easily outweighs their cost, especially as the price of desktop real estate continues to fall. Though most of the advertising industry has caught on, it occasionally astounds me to learn that there are companies (and even a few agencies) that have not received this wisdom.

The photo above is the desk of my home office (I provide this schematic to clients when I work offsite, if they inquire about my home-studio accommodations).

If you’re one of those unfortunate to have management that views screen size/resolution as some sort of luxury or worse, status symbol (like say, a chair that is comfortable and ergonomic), then below are some links you can use to bolster your case— Multiple studies on the productivity gains of using multiple and/or oversized monitors.

All of the research in the links below was done about two or three years ago, so price-per-inch for large monitors has fallen even more since this work was done.


PDF - University of Utah (sponsored by NEC):
Productivity and Multi-Screen Displays

PDF - NEC Overview:
Monitor Size and Aspect Ratio Productivity Research

PDF - Georgia Tech (sponsored by Microsoft):
Display Space Usage and Window Management Operation

PDF - Pfeiffer Consulting (sponsored by Apple):
Measuring the impact of screen size on real-world productivity

Monday
03Aug2009

The coming OS Wars

Mobile OS Wars

When, in the late 80s, Apple saw a need for a suite of business software for their new Macintosh platform, they decided to subcontract the development to a software company named Microsoft. The RFP was for three applications: a word processor, a spreadsheet and a slideshow for business presentations. Much like their IBM deal for DOS, Microsoft proposed to develop the apps but retain ownership for a good deal less money than selling it to Apple outright. In 1989 Microsoft released Office for the Macintosh, containing Word, Excel and PowerPoint. A year later, they introduced the same package for their own OS, Windows. While Apple made a premium product with a proprietary OS, Microsoft developed their Windows OS with similar Mac like graphical interface features, built to run on the same x86 (PC compatible) architecture that had made their MS DOS the default industry standard… and now running the same suite of business software available on the Mac. This story will, of course, be common knowledge to most readers as it is among the most famous business parables in modern corporate history.

And history is known to repeat itself.

With the iPhone, Apple today reigns supreme. Just as the introduction of the Macintosh did to the personal computer market in 1984, the iPhone has single handedly reshaped the mobile phone market since its introduction. But things are about to get ugly.

In January 2007 Steve Jobs introduced the iPhone. Within months, before the iPhone was even available for purchase, rumors had already begun to swirl that Google was in overdrive to develop a touchscreen mobile OS, but built on an open standard that could run on many different handsets. In spite of official denials, by fall photos of prototypes were beginning to leak. Initially slow to get traction, over the Samsung Androidnext several months multiple vendors will be introducing new models, and Google Android clones are about to flood the market.

Motorola, once a dominant force in mobile phones, has lost so much market share it may abandon the mobile market all together. It is betting the farm on Android. Or as Tal Liani put it, “Motorola has one bullet left in its gun.” Just a few years ago the Motorola razor was the top selling phone on the planet, and pwned its competitors in design awards as well. How quickly the mighty can fall.

The future is unwritten, and betting against Apple doesn’t look like a winner’s strategy. But then neither does betting against Google. One thing is for certain. The writing is on the wall, and Apple and Google are on a collision course in the mobile market that is about to look very familiar.

Monday
03Aug2009

iStrategy

Apple iStrategy

The name “iPhone” is a misnomer. It is not a phone. It is pocket sized computer that, among other features, also happens to include a phone. The Apple iPod-Touch is sometimes portrayed as a crippled cousin of the iPhone— an iPhone somehow lacking its primary function. A more accurate analogy would be that the iPod-Touch is a portable pocket computer, and the iPhone is a premium version of the iPod-Touch that happens to have one extra feature. This is not entirely semantic. The iPod-Touch can do everything the iPhone can do, including connected functions like browsing the web via a wifi connection. Even for iPhone users, a wifi connection is preferred for internet activity beyond a basic search. Most people that have an iPod-Touch have a home wifi, and wifi at the office is now pretty well standard. It is standard campus-wide at every university. In every internet cafe. Every coffee shop. Many parks. Shopping malls… Wifi connectivity is on it’s way to becoming ubiquitous throughout many urban areas.

But the iPod Touch doesn’t have a microphone… yet. At least not for, oh, another month or so. Leaks abound that, like the iPhone 3Gs, the new iPod-Touch will feature video, including both a camera and microphone. The first iPod-Touch with a microphone. Forget video, this opens the door to Skype style IP telephony— internet calls over wifi.

A reasonable long-term strategy for Apple would be the elimination of the “phone” all together. It is conceivable that the iPhone was merely the stop-gap all along. Use the carriers to gain market share, have two models— one with a phone, one without. Then when the phone version reaches critical mass, and wifi penetration meets critical mass, who needs the carrier anymore? At least in urban areas (where Apple sells the majority of their phones anyway). Need it for the wide spaces in between or simply en route? There’s a solution for that. Thank you AT&T for subsidizing the cost until economies of scale could bring the price down to earth (don’t complain, you made a good run of it).

Some may scoff at the idea that Apple would drop the phone version entirely. True, probably not anytime soon. But don’t be surprised if an iPod Touch with a microphone quickly begins to cannibalize iPhone sales. Recall that it wasn’t long ago that most scoffed at the idea of completely ditching landlines for mobile.

Sunday
28Jun2009

Who will buy Razorfish?

Two years ago Microsoft acquired aQuantive, a third-party-ad-server and digital media management firm. Previous to this aQuantive acquired Razorfish and merged it with their online advertising arm, Avenue A. The merged company had been operating under the name Avenue A | Razorfish, until earlier this year when it was announced that “Avenue A” would be dropped from the name. Though Avenue A was the acquiring firm, Razorfish has stronger brand equity in the industry. Many viewed this as a tell-tale sign that Microsoft was preparing to put it up on the block. Microsoft’s acquisition of aQuantive was made in response to Google’s acquisition of DoubleClick. aQuantive’s media management arm was Microsoft’s business unit of interest; the banner ad and website dev components of the Avenue A | Razorfish subsidiary simply came as part of the package and were widely expected to be spun off from the start. Since this time, Microsoft has rebranded aQuantive as “Microsoft Advertising”.

Spinning off Razorfish will allow Microsoft to pursue media accounts that could appear to be in conflict with Razorfish’s roster of clients or even direct competitors of Razorfish itself, and allow it to compete more aggressively with Google’s DoubleClick.

On Sunday evening The Financial Times reports that the sale of Razorfish is being handled by Morgan Stanley. Razorfish is a widely respected brand, and leader in digital innovation. Clients include Levis, Intel, Coca-Cola, Sony, Kraft, Visa and others.

Razorfish could be an attractive purchase for any of the major holding companies— The usual suspects include WPP, Publicis, Omnicom, MDC Partners, Havas, Dentsu or The Interpublic Group.

Of the major players, Interpublic has financial issues of its own that place it out of the running. Aside from that, Interpublic already owns R/GA, and therefore has much less incentive to jump at a Razorfish sale. WPP has been going through some trials of its own, as has it’s trophy agency, Ogilvy. WPP already walked away from a deal to buy Razorfish last year and it seems even less likely now.

The Financial Times article that broke the story makes much about a Friday announcement of a “strategic partnership” between Microsoft Advertising and Publicis business unit, VivaKi. I’m going to go out on a limb and say that the Financial Times are overplaying this development. Microsoft Advertising is currently trying to cut deals with all the major agencies and I see nothing significant about the timing of this particular deal. I also take note of the fact that, as of the time of this writing, VivaKi’s homepage, rather than publicizing anything about the Microsoft deal is instead boasting of their relationship with DoubleClick (Google’s ad-servering arm, and Microsoft Advertising’s #1 rival).

Omnicom powerhouse, BBDO just completed an internal merger of its major NY interactive shop, Atmosphere, with another of their global digital shops, Proximity. Their agency portfolio also includes Tribal DDB (the first digital shop to win Advertising Age Global Agency of the Year), and TBWA/Media Arts Lab (digital shop to Apple). Their digital portfolio is strong. My bet is they pass.

Havas CEO, Vincent Bolloré has been talking up acquisition in the press all month (as has Publicis). Bolloré is hunting for deals, and Razorfish would be quite a prize. Havas is in the game.

Some might consider MDC a long shot, and I have no idea of their cash position for such an acquisition, but with the high flying Crispin Porter + Bogusky in their general portfolio this gives them a pre-existing Microsoft relationship, and would also put Razorfish in very good company.

Tokyo based Dentsu has been shopping overseas for acquisitions, and recently snapped up hot independent New York shop McGarryBowen (and their upstart interactive arm, Continuity). If they’re still shopping for bargains and looking to further expand their portfolio outside of Japan, Razorfish would have to look enticing.

Though a very long-shot, I also wouldn’t rule out a suitor from outside of the advertising arena. Razorfish could very well be attractive to a technology/software company.

It could be Publicis, but I’m going to buck the conventional wisdom and say it could as likely be Havas, Dentsu or MDC Partners. I could even see a very competitive bidding war.

What do you think?



Full disclosure: Of the firms discussed in this article, in the past I have worked for and/or consulted for WPP, Ogilvy, Havas, Omnicom, Atmosphere, Dentsu, McGarryBowen, Continuity, Morgan Stanley and I’m currently consulting for a subsidiary of Interpublic Group. Nothing in this article is derived from any insider information, and is entirely gleaned from reading the trade/business press together with my own personal insights. I have never worked for Razorfish.


Tuesday
23Jun2009

Augmented Reality Overview

Many of the links in this article are for video demos. Rather than having a string of 30+ videos cluttering and breaking up the article, I’ve chosen to set up a separate video page. When you click a video link, it will open a second window. You can view the related video as well as navigate all of the other videos from this window. If your monitor is large enough to permit, I would even suggest leaving the second window open for the videos to cue each video when needed, as you read through the article. To differentiate the video links from other links, links to videos are each followed by a “¤”. To open the window now, click here ¤.

While social media in general, and Facebook and Twitter specifically, have been monopolizing mainstream media’s coverage of online trends, augmented reality is getting a lot of inside-the-industry exposure, mostly for its undeniable wow factor. But that wow factor is a double edged sword, and advertising has a way of turning trends into fads, just before they move on to the next brand new thing. So for this article I wish to focus on practical applications and augmented reality with clear end user benefits. I’ve deliberately chosen not to address entertainment and gaming related executions as it is beyond the scope of this article and frankly merits dedicated attention all its own. And perhaps I’ll do just that in a future article.

Can it Save the Car?
The automotive industry was an early adopter. Due to the manufacturing process, the CAD models already exist and the technology is very well adaptive to showing off an automobile from a god’s eye view. Mini ¤ may have been first off the pole position, with Toyota ¤, Nissan ¤ and BMW ¤ tailgating close behind. Some implementation of AR will soon replace (or augment) the “car customizer” feature that is in some form standard on all automobile websites.

The kind of augmentation that is so applicable to automotive is also readily adaptable to many other forms of retail. Lego ¤ is experimenting with in store kiosks that feature the assembled kit when the respective box is held before the camera. Because legos are a “kit” the technology is very applicable in-store, however I find the eCommerce opportunities much more compelling. Ray-Ban ¤ has developed a “virtual mirror” that lets you try on virtual sunglasses from their website. Holition ¤ is marketing a similar implementation for jewelry and watches. HairArt is a virtual hairstyle simulator developed for FHI Heat ¤, maker of hair-care products and hairstyling tools. While demonstrating potential, some attempts are less successful ¤ than others (edit: I just learned of a better execution of an AR Dressing Room by Fraunhofer Institut). One of the most practical, useful implementations I’ve seen is for the US Post Office ¤— A flat rate shipping box simulator (best seen). These kind of demonstration and customization applications will soon be pervasive in the eCommerce space and in retail environments. TOK&STOK ¤, a major Brazilian furniture retailer, is using in-store kiosks to view furniture arrangements, though I personally find theirs to be a poor implementation. A better method would be to use the same symbol tags to place the AR objects right into your home, from the camera connected to your PC. And that’s just what one student creative team has proposed as an IKEA ¤ entry for their Future Lions submission at this years Cannes Lions Advertising Festival. A quite sophisticated version of this same concept has also been developed by Seac02 ¤ of Italy.

To Tag, or not to Tag?
A couple of years ago I wrote here about QR codes. A couple of weeks ago, while attending the Creativity and Technology Expo, I was given a private demo of Nokia’s Point & Find ¤. This is basically the same technology as QR codes, but uses a more advanced image recognition that doesn’t require the code. Candidly I wasn’t terribly impressed. The interface is poor and the implementation is so focused on selling to advertisers that they seemed oblivious to how people will actually want to use it, straightjacketing what could be a cool technology. Hopefully future versions will improve. Most implementations of augmented reality rely on one of two techniques— either a high degree of place-awareness, or some form of object recognition. Symbols similar to QR codes are most often used when the device is not place-aware, though some like Nokia’s Point & Find don’t require a symbol tag. Personally, even if the technology no longer requires it, I feel the symbol or tag-code is a better implementation when used for marketing. We are still far from a point where everything is tagged, so people won’t know to inspect if a tag-code is not present. Furthermore, the codes place around on posters and printed material help build awareness for the technology itself. Everything covered here thus far has been recognition based augmented reality.

Through the Looking Glass
Location-aware augmented reality usually refers to some form of navigational tool. This is particularly noteworthy with new applications coming to market for smartphones. As BlackBerry hits back at the iPhone, Android’s list of licensees grows and the Palm brings a genuine contender back to the table with the new Palm Pre, there is huge momentum in the smartphone market that not even the recession can slow down. I personally think the name “smartphone” is misleading as these devices are far beyond being a mere ‘phone’. Even a very smart one. They are full-on computers that, among many other features, happen to include a phone. In my prior article on augmented reality I focused on the iPhone’s addition of a magnetometer (digital compass). This gave the iPhone the final piece of spacial self-awareness needed to develop AR applications like those coming fast and furious to the Android platform. Think of it like this— The GPS makes the phone aware of its own longitudinal and latitudinal coordinates on the earth, the compass tells it which direction it is facing, and the accelerometer (digital level-meter) determines the phone’s degree from perpendicular to the ground (this is what lets the phone’s browser know whether to be in portrait or landscape mode). Through this combination of measures the device can determine precisely where in the world it is looking. There is already a fierce race to market in this highly competitive space. Applications like Mobilizy’s Wikitude ¤ (Android), Layar ¤ (Android) and other proof of concepts seeking funding like Enkin ¤ (Android) and SekaiCamera ¤ (iPhone) are jockeying for the mindshare of early adopters. Others have developed proprietary AR navigational apps such as IBM’s Seer ¤ (Android) for the 2009 Wimbledon games. Two months ago when Nine Inch Nails released their NIN Access ¤ iPhone app, there was no iPhone on the market with a built-in compass, so the capability for this level of augmentation was not yet available, but a look at the application’s “nearby” feature gives a hint at the kind of utility and community that could be built around a band or a brand using this kind of AR. View a demo of Loopt ¤, and only a little imagination is needed to see how social networking can be enhanced by place awareness, now add person-specific augmentation tied to a profile and the creepy stalker potential is brought to full fruition, depending on your perspective. And there are other well established players in the automotive navigation space that have a high potential for crossover. The addition of a compass to the iPhone paved the way for an app version of TomTom ¤. Not to be outdone, a Navigon ¤ press release has announced that they too have an iPhone app in development. How long before location-aware automotive navigation developers choose to enter the pedestrian navigation space?

Some Assembly Required
It seems everyone wants some AR business from IKEA. Another spec project by a student at the University of Singapore proposes an assembly instruction manual for IKEA ¤ furniture. In a more sophisticated application on the same line of thought, BMW ¤ is experimenting with augmented reality automotive maintenance and repair technology. Note in that video that he is not doing this in front of his laptop camera, nor is he holding his smartphone in front of his face. He’s wearing special AR eyewear. The potential for hands-free instruction and tutorial is as obvious as it is unlimited. Consider any product you purchase that comes with instructions (You do read the instructions, right?). A municipal construction crew repairing a broken water pipe could effectively have X-Ray vision, seeing where all the pipes are under the road, based on schematics supplied to their eyewear from city records.

Seeing is Believing
When it comes to Virtual Reality, I’ve had a mantra that none of this will really take off until we’re in there versus looking at there. I believe augmented reality will be the catalyst that pushes digital eyewear into the marketplace. Virtual World applications are, by their nature, not location dependent. In many ways that’s the point— you can be anywhere. And sitting at your computer or game console and looking at a screen is a well established all-purpose interface. Place-aware augmented reality, on the other hand, is location dependent— Walking down the street holding your smartphone in front of your face is not a long-term solution. In only a short couple of years, a bluetooth earpiece ¤ has gone from being the goofy guy walking down the street who looks like he’s talking to himself, to a common everyday accessory, even fashionable. What works for your ears is now coming to your eyes— a hands-free visual interface in the form of eyewear. Some variation of this concept has been around for a long time ¤. Slow to improve, even most contemporary models are less fashionable than a Geordi LaForge’s visor, but slowly they are improving.

vuzix eyewearThe Vuzix Wrap 920AV (at left), prototype premiered at the 2009 CES in Las Vegas, are the newest consumer class digital eyewear marketed for augmented reality applications. WIRED Magazine’s Gadget Lab feels their most significant feature, “comes from the fact that the company finally hired a designer aware of current aesthetic tastes.” Significant to the 920AV’s is that: A. They boast ‘see-thru’ video lens that readily lend themselves to augmented reality applications, and B. They are stereoscopic (meaning they have a separate video channel for each eye, required for 3D). They are meant to hit the market in the Fall, and are being pushed as an iPhone compatible device. If they are smart, they will do a bundled play with a “killer app” such as SekaiCamera or similar product. They have the potential to be the ‘must have’ gift for the 2009 holiday season. Not to oversell them, I have not personally demoed them yet so I don’t know if they will deliver on the hype, but they look as though they will be first to market, and their product will be the leading contender in the immediate future. Here is a demonstration of a prior Vuzix model ¤ (behold the fashion statement). Using symbol-tag based augmented reality, this man places a yacht in his living room.

vuzix and lumus eyewearIf the quality of the user experience fails to live up to expectations, Vuzix has many pretenders to the crown. Fast followers like Lumus (at left) and others are trying to get products to market as well. Then there are MyVu, Carl Zeiss, i-O Display Systems and others who have video eyewear products and are likely candidates to come forward with AR offerings. Add to that a technical patent awarded to Apple last year for an AR eyewear solution of their own and it is clear this could quickly become a crowded and competitive product category. This video titled Future of Education ¤, while speculative, is a splendidly produced and rather accurate projection of where the technology is going.

Where to From Here?
We’re moving in this direction at exponential speed, the pace of progress is only going to keep moving faster. As we see the convergence of augmented reality with mobile and mobile with ear and eyewear, there are another set of convergences just over the horizon. We’re on the threshold of realtime language translation ¤. This is an ingredient technology and, like a spell-checker, will soon be baked in to all communications devices, first of which will be our phones. The Nintendo Wii brought motion capture into our homes, and technologies like Microsoft’s Project Natal ¤ are converging motion capture with three dimensional optical recognition, so no device is needed. And everything, both real and virtual, will soon be integrated into the semantic web. Intelligent agents will assist us with many tasks. While most of this intelligence will occur behind the curtain, as humans we like to personify our technology. It won’t be long before our personal digital assistant could be given the human touch. How human?





NOTE: In the references below, I’ve included a list of firms that have created some of the pieces shown here or the technologies used.

Tuesday
23Jun2009

H+ Magazine, Issue 3

I promised readers here they would be first to know, should anything come of my talks with H+ Magazine. Well, for issue #3 I received my first assignment. I’ve actually been a little tardy with my update— it’s been out for several weeks (I have been very busy).

I was asked to contribute an “Art” article. After considering various artists, and presenting Ken with some options, I eventually interviewed Christopher Conte (whose work some may recall I covered here once before at GigantiCo). We met over dinner at Yaffa, and at a later date I had the unique pleasure of photographing a couple of Mr. Conte’s pieces. A really swell guy too, I might add. I was given four pages to layout to my liking (only some minor font changes were made for the final edition, to better integrate my layout with the rest of the magazine).

Ken Goffman (aka. R.U. Sirius) has pulled together a great team and the whole process was a really good experience. I’m now discussing further assignments from H+ and hope to be an ongoing contributor.

Oh, and did I mention? They used one of my photos of a Christopher Conte sculpture for the cover.

You can download the Summer 2009 issue of H+ Magazine from here.

Tuesday
19May2009

Augmented Reality

Apple iPhone Apps reports on new iPhone features, attributing credit to an anonymous leak from inside Apple. I would like to focus on one specific feature. They report, with skepticism:

-Revolutionary combination of the camera, GPS, compass, orientation sensor, and Google maps

The camera will work with the GPS, compass, orientation sensor and Google maps to identify what building or location you have taken a picture of. We at first had difficulties believing this ability. However, such a “feature” is technically possible. If the next generation iPhone was to contain a compass then all of the components necessary to determine the actually plane in space for an image taken. The GPS would be used to determine the physical location of the device. The compass would be used to determine the direction the camera was facing. And the orientation sensor would be used to determine the orientation of the camera relative to the gravity. Additionally the focal length and focus of the camera could even assist is determining the distance of any focused objects in the picture. In other words, not only would the device know where you are, but it could determine how you are tilting it and hence it would know EXACTLY where in space your picture was composed. According to our source, Apple will use this information to introduce several groundbreaking features. For example, if you were to take a picture of the Staples Center in Los Angeles, you will be provided with a prompt directing you to information about the building, address, and/or area. This information will include sources such as wikipedia. This seems like quite an amazing service; and a little hard to believe, however while the complexity of such a service may be unrealistic, such is actually feasible with the sensors onboard the next generation iPhone.

And why “unrealistic”? Every piece of this technology already exists in the wild. This is not a great technological leap. This is merely smart convergence.

There are already two applications on the Google Android platform that have these features. One is a proof-of-concept called Enkin, developed by Max Braun and Rafael Spring (students of Computational Visualistics from Coblenz Germany, currently doing robotics research at Osaka University in Japan). The second, Wikitude by Mobilizy, is already in full-blown commercial release (an Austrian company, founded by Philip Breuss-Schneeweis and Martin Lechner).

WIKITUDE DEMONSTRATION:

ENKIN, PROOF-OF-CONCEPT:

It is only one short step further to let users geo-tag their photos. Many social photo/map applications available for the iPhone already incorporate such a feature. Building this into the realtime viewfinder would not be a great challenge. By example, the proof-of-concept for this already exists in the form of Microsoft’s Photosynth (silverlight browser plugin required).

Social Media apps could tap into this utility to network members in real space. At the most basic level, Facebook and/or LinkedIn apps could overlay member’s with their name and profile information.

The next logical extension of this will be to place the information directly into your field of vision.

The OOH marketing opportunities are immense. Recent campaigns for General Electric in the US, and the Mini Cooper in Germany show where this is going. Suddenly the work done by Wayne Piekarski at the University of South Australia’s Wearable Computer Lab is no longer so SciFi (now being commercialized as WorldViz). At January’s CES, Vuzix debuted their new 920AV Model of eyewear, which includes an optional stereoscopic camera attachment to combine virtual objects with your real environment. Originally scheduled for a Spring release, their ship-date has now been pushed back to Fall (their main competitor, MyVu, does not yet have an augmented reality model). If the trend finally takes, expect to see more partnerships with eyewear manufactures.

Initially through the viewfinder of your smartphone, and eventually through the lens of your eyewear, augmentation will be the point of convergence for mobile-web, local-search, social media, and geo-targeted marketing. Whether Apple makes the full leap in one gesture with the release of their Next-Gen iPhone, or gets there in smaller steps depends upon both the authenticity/acuracy of this leak, and the further initiative of third-party software and hardware developers to take advantage of it. Innovation and convergence will be the economic drivers that reboot our economy.




EDIT: The only capability Apple actually needs to add to the iPhone in order for this proposed augmented reality to be implemented is a magnetometer (digital compass). Google Android models already have this component. Charlie Sorrel of WIRED Magazine’s Gadget Lab has separately reported this feature through leaks of a developer screen shot, and on May 22nd Brian X. Chen, also reporting for WIRED Magazine’s Gadget Lab, put the probability of a magnetometer being included in the new iPhone at 90%. Once the iPhone has an onboard compass, augmented reality features will begin to appear, whether through Apple’s own implementation or from third party developers.

UPDATE: Since the time of this writing, the iPhone 3GS has been released, and it does indeed include an magnetometer.

Friday
08May2009

On Display

In the past six months both the blogsphere and the industry trade press have been stumbling over each other to write the obituary of the online display ad.

Naturally, I have an opinion.

In the most recent IAB report for 2008, based on spending, Display (collectively: rich media, digital video and banners) accounted for 31% of the online advertising market. And what was Display’s share in 2007? Again, the same 31%. This should not be interpreted that online display advertising spending has remained flat. Online marketing budgets overall grew by 10.6%. So we can extrapolate that spending on Display advertising also grew by 10.6%, merely maintaining a consistent portion of a growing pie.

So where does all the hoopla over the death of display ads come from? Most loudly from the voices of those who are competing for the same marketing dollars— search marketers and social media consultants wishing to woo those dollars over to their own budgets (Don’t get me wrong, I’m a believer. But I call ‘em like I see ‘em). So if not a reflection of trends in actual spending, what data are these dire predictions being based upon? “Click-through,” of course. Click-through performance is in decline, and therefore online display advertising is a failure.

Click Here Now!
Click-through is a very shallow metric for measuring the performance of online display advertising. It is largely measured because it is easy to measure, not because it is the best yardstick of performance. Fear not. The advertising trade press has declared the demise of click-through… in 1999. And again in 2000. And 2001. And every year up to today. And yet still, click-through remains the primary metric for judging the success of online display ads. This is mostly due to laziness. Other metrics are more difficult to measure and more complex to analyze. Click-through is easy. It is very hard to compete with easy.

Nevertheless, the consensus is that Online Display Advertising is broken. While the metric may be shallow, and the detractors may have an agenda, I won’t dispute that there is a problem that needs fixing.

DejaVu
We’ve been here before. The last time online advertising went through major upheaval, as the dot-com bubble began to burst, solutions for the declining performance of display advertising were also sought. A flurry of activity on the part of publishers, whose revenues were dropping from declining ad sales, led to the adoption of new display ad standards. In 2000 WIRED introduced the “Leaderboard” at 728x90 pixels and Cnet introduced the “MPU” (Messaging Plus Unit) at 336x280 pixels. These two unit, together with six others, comprised a list of eight standards that the Interactive Advertising Bureau (IAB) adopted in February of 2001. Early on, a competing standard to the 336x280 emmerged. As other sites began to accept the 336x280 unit, it became common practice to scale the unit down to 300x250 (exact same aspect ratio) until this slightly smaller bastard unit eventually superseded the original as the more common size (they are both now listed as AIB standards). Today the MPU, the Leaderboard and a third unit, the 160x600 pixel “Skyscraper” constitute 90% of all online display ads sold (anonymous source at Havas). When adopted in 2001 the initial download size for an MPU was 40k. Today the IAB’s recommended initial download size is still 40k.

Now let’s look at some numbers.


I wouldn’t be the first to call for larger ad sizes. But this is not nearly as significant as the lesser mentioned variable— K-Size. Larger media placements are worth nothing if not allocated enough “K” to do something with them. Lack of needed k-size kills more creative concepts than a client with a hangover. And if your concept does survive the k-size crunch it gets watered down like a cheap drink. A media spec with a low k-size will destroy production quality. Yet it rarely gets mentioned in this debate. K-size can be the difference between two or three static frames or smooth flowing animations, it’s the difference between crisp photographs or smudged and rutty image compression.


The chart above only tells part of the story. It would be one thing if the broadband pipe had opened wide but publishers had kept page-load low, optimizing for faster downloads. But this is precisely not the case. A quick perusal of major media outlet home-pages show page loads between 650k-900k. By now some may point out that there are sites that offer a larger K-size spec (though not typically). They are killed by the process.

The Real World
Most amazing about this debate is that it is taking place largely at the exclusion of those who actually make online display ads. So I’d like to discuss now how this process works, how it can work, and what industry changes are needed to make it work right.

The first question one may ask is, why I choose to single out the MPU. Those who work in media buying may be aware that this unit accounts for the smallest of the three largest units mentioned above, that together account for the bulk of online media inventory. Because for the creative department, this unit is the original. By this, I mean, this is the unit that creative is concepted against. In most cases, all other units are considered “resizes.” This part of the process, presenting internally, and pitching ideas to the client, is not unlike the process used to develop creative for any other media channel. What is different is that the concepts have to be executable in 40k. True, some publishes may offer more K, but it is rarely able to be developed against. This is a result of the way online media is purchased. Let’s have a look, shall we?


For media, that plan is fine. However, in the creative and production budget, that is one line item: a 300x250 banner, to be trafficked to six media outlets. There’s a 120k unit in there, but there will never be a 120k unit trafficked. Because a publisher that only accepts 40k cannot receive a 120k ad, but a publisher that has a 120k spec will accept a 40k ad. And the client isn’t paying the production costs of making multiple versions of what they view as one ad. So the agency can either develop six different versions, degrading in quality/functionality with each drop in K-size and eat the production costs (which they won’t). Or they can just develop one unit at the lowest common denominator spec and traffic it to all the different sites. This is the industry-wide practice. This is why, regardless of the publishers’ individual specs, in nearly all cases only 40k units ever get produced.

There was a time when all of this media was managed in-house, by the advertising agencies and digital boutiques who developed the creative. But over the past decade, as online media budgets grew enough to merit attention, the major holding companies spun the online media buying departments off from their individual agencies, and each consolidated them into one of their dedicated media buying subsidiaries. I can see how this seemed like a reasonable strategy at the time. The economies of scale work great for broadcast. From a media perspective, a 30 second spot, is a 30 second spot, is a 30 second spot. As a unit of media, they can be shuffled interchangeably. This is what is attempted with the IAB standards established in 2001. But those standards were established when about 90% of the US internet audience was on dial up, mostly on 800x600 monitors (followed by 640x480!). Even when some sites offer more bandwidth, all it takes is one site in the media buy with a lousy spec to ruin a campaign. One irony of this process is that the more the client spends on media, the the greater the chances that all of the media will be dumbed down. A smaller client will have a smaller media buy, possibly limited to only a couple of outlets. If there is a buy with a large k-size, they will be more likely to be able to take advantage of it in their creative development and production.

When media buying was done in house, there was a way to handle this. When a particular publisher had a more restrictive ad spec than others in the buy, a member of the creative team could walk down the hall and ask for help from their account’s media planner, who would then set up a call with the publisher. Knowing that the agency controlled the media dollars, publisher were much more cooperative. The decision would be escalated to a director level account manager on the publisher’s side who had the authority to overrule the standard ad spec.

Today the creative agencies no longer control these media dollars. While there is pressure from media buyers (and clients) for larger ad sizes, there is little pressure for more bandwidth/k-size. The full ramifications of k-size seem to be seldom understood by media buyers or clients, who are a few steps further removed from the actual process of making the ads.

On the exceedingly rare occasion that a call can be coordinated with a publisher to discuss accommodating a creative concept that is outside of the existing media spec, the agency now lacks any leverage at all over the publisher. Hence, they will no longer defer to a more Sr. level member of their ad sales team to make the decision. Instead they defer to the Web Master, or a Sr. member of the site development team. They have a different set of motivating criteria. While account management was previously motivated by the fear of loosing a piece of business, whether implied or explicit (“We’re already developing this ad unit to a more generous media spec for another site. If your site cannot accommodate this spec, we will have to remove you from the media plan.” I’ve heard an in-agency media planner say this to a publisher. It works.). The site-dev team at the publisher does not think this way. The publisher knows the agency has no other option but to grovel and beg. If it were any other case, they would not get deferred to a dev team. The development team will blame it on testing. The stereotypical response is, “Going outside of our existing [iron-clad, carved in stone] media spec would require additional testing. I’m afraid we have to say ‘no’.” The development team does not look at such a request in the context of their company’s revenue. To them, this is a testing and QA question, and frankly viewed as an annoying diversion from their main responsibility— building the publisher’s own website. When asked, the answer is “No.” Everytime “No,” always “No”.

Some might ask, why doesn’t the agency bring in their media counterpart to advocate for them on a joint conference call between agency, media and publisher? That only works on paper. In this scenario the creative department, working through account management, sets up a call with the media firm to coordinate setting up another call with the publisher. And the client will want to be in on both the agency/media call, and the subsequent agency/media/publisher call as well. That means coordinating multiple schedules between multiple individuals at multiple companies… twice, just to get the conversation started. All the while moving against the fast paced schedule of online campaigns that generally go from brief to traffic at about 10 times shorter schedule than they do for broadcast or print. The ball just moves too fast for that much bureaucracy. Furthermore, being on the same team or not, the media firm always views this sort of thing as an encroachment upon their “turf” by the agency side.

A good argument could be made that the networks need to foster tighter relationships between the agencies and media-buyers in their network. Deeper relationships than a monthly or quarterly director-level status meeting, and involve people that actually do the work, so they’re able to be more agile. But my money is against it— against the idea that they would ever do so, and against the notion that it would be successful if they did.

This is the way the industry actually works. Yes, it is broken.

My recommended solution would be to move online media planning back into the agencies. This is, of course, easier said than done. Billions of dollars are at stake, and the media buying firms view online as a long-term, high-growth piece of their business. They would not be cooperative about such a restructuring. But if agencies or perhaps some forward thinking clients decided to experiment on their own, it’s hard to fight against success. Perhaps it could be a model to emulate.

And it just might help save the publishers from themselves.



I have a lot more to say on this subject, including some recommendations on solving some of these problems, but this article has grown to a length that I feel is stretching the short attention spans of likely readers. So I’ll stop here, and write a follow-up, once I have some comments.

Friday
09Jan2009

H+ Magazine



In October Ken Goffman (aka. R.U. Sirius) launched a new venture. The cyberculture icon of Mondo 2000 fame has a new transhumanist magazine, H+. You won’t find this one on your newsstand yet, issue #1 of this quarterly publication has been released as a PDF only. You can download it here (and you should).

Transhumanism is a philosophy that explores/embraces the increasing integration of technology with the human race. In the words of the World Transhumanist Association — “The ethical use of technology to extend human capabilities.” H+ covers these issues technologically, biologically and philosophically — concerned with both the possible, and its implications for humanity.

I had held off covering this on GigantiCo, because I’ve been discussing with Ken a possible role for myself with the publication, and thus far none has precipitated. I had intended to cover the launch of the magazine in a more timely manner, with an announcement of my involvement. So far we are just talking. That’s not a bad thing, I hope the dialog will lead to something more. If it does, readers here will be first to know. Until then, keep an eye on H+.




EDIT: I am now working with H+. Details to come.




FURTHER READING:

San Francisco Weekly — Mondo 2000

Boing Boing — Bart Nagel’s Mondo 2000 collection

Coilhouse — Mondo 2000: Where Are they Now?

Temple of the Screaming Electron: A history of Mondo 2000

R.U. Sirius @ Maybe Logic

The R.U. Sirius Show

Wednesday
07Jan2009

Did You Know? 3.0



Did You Know? is making the rounds again, this time in an official 3.0 release.

The Story Behind the Video
In June 2006, Carl Fisch, the Director of Technology at Arapahoe High School in the Denver suburb of Littleton, Colorado, created a PowerPoint presentation called “Did You Know?” for his beginning of the semester faculty meeting. The presentation made an impression, and so he uploaded the files to his blog, to share it with others. After being picked up by the social-bookmarking website, delicious, the presentation became a viral meme that spread rapidly around the web. Fisch’s presentation was later uploaded to the video website YouTube (“Did You Know? 1.0”). Taking on a life of its own, it inspired many unofficial variations. The following year, with Carl’s permission, the info-graphic group, XPLANE, together with Scott McLeod, Associate Professor in the Department of Educational Leadership and Policy Studies at Iowa State University, created an updated version of the presentation, with new graphics. This video, also available on YouTube, was dubbed “Did You Know? 2.0”, and brought the presentation to an even larger audience. In 2008, Globalization & The Information Age revised the data for “Did You Know? 3.0”. This version was picked up by Sony BMG for their annual executive meeting, held this past October in Rome. The various versions have been translated into many languages and viewed now by millions of people. The 3.0 version in English is shown above.




OTHER RECOMMENDED VIEWING:

Kevin Kelly - 6,527 Days, from Web 2.0 Summit, November 2008

About Kevin Kelly
Kevin Kelly, founding Executive Editor of WIRED Magazine, and best selling author of Out of Control: The New Biology of Machines, Social Systems and the Economic World, has been honing this lecture since at least the 2007 TED Convention. The one given above is his latest.

Saturday
03Jan2009

New Year Endorsements

Putting a wrap on 2008, I set a goal to get my own online efforts organized. I had websites scattered across several different hosting providers. In conjunction with the launch of my new website, this was the right time to review my existing arrangements. Having done so, I’m now making some new year endorsements.

MediaTemple for Hosting
My research on hosting providers eventually led me to MediaTemple. So far I’m very pleased with their entry level Grid-Service package that includes hosting for 100 domains, 100 GB of storage, 1 TB of bandwidth and 1000 email addresses, for $20 a month or $200 a year. Their dashboard has the slickest interface I’ve seen in the business, and they also have a sweet iPhone version to manage your websites on the go. Their customer support has been impeccable. I actually got a recording that told me, “your approximate wait time is… one minute.” The other three times I’ve called a technician has answered on the first ring without even going into a queue!

GoDaddy for Domain Registrar
Several years ago I had a similar issue consolidating my domain registrations. I went with GoDaddy, and I’ve been pleased with the decision. The interface is well organized, and has plenty of automation tools to manage my domains. Though the up-sell e-commerce efforts on their website can sometimes be overbearing, their email and phone support are top notch. Amazingly, they’ve also managed to take a service which has, for all practical purposes, become a commodity and add premium value to their offer. They don’t do this to command a higher price— they do this all-the-while remaining one of the industry’s most price competitive vendors. It is no surprise that they remain the world’s #1 registrar. Their cheesy marketing efforts not withstanding, I chose to stick with GoDaddy.

Clicky for Site Analytics
The next service providers on my list to research were site traffic analytics tools. I was using a very dated stats service I’d been with since the 90s. I knew there were better products on the market, but stayed with them out a familiarity. After checking out many products in a very competitive market, I narrowed it down to two choices— Clicky and Mint. Clicky’s filtering tools and iPhone integration were persuasive, but its built in ability to track Flash events and file downloads was the deciding factor. It also doesn’t hurt their case that their interface is smart and slick and easy to get to the information I need quickly.

Squarespace for Blog Platform
There was no debating my choice to stick with Squarespace for my blog platform. I cannot evangelize their their product enough. My site here is but a tiny glimpse of the platform’s capabilities. If you haven’t yet had a look, take a peak at their homepage video demo. To call Squarespace a blog platform is almost an insult. It is a very robust content management platform with the best user interface and customization tools on the market anywhere at any price.

Viddler for Online Video
Earlier this year I switched to Viddler for all my video content needs. It produces better quality video, and less bug-prone uploading than YouTube, and the uploads are exponentially faster. There are also tools for book-marking the timeline, and other value added features, as well as a slicker interface and more professional looking video controller than YouTube. It also gives users the opportunity to monetize their video content with a commission on ad sales run with their video, and several parameters of control over what ads will be run with their content.

Tramsmit for FTP & AASync to Archive
These last two products I’m going to endorse are not web services, but I don’t want to neglect mentioning a couple of the support applications that I depend on to get work done. A hosting provider is useless without file transfer capabilities. For this I use Transmit. It was not a recent decision, I made the move a couple of years ago, but I did audit my options as part of my overhaul. Much like my recent step up the ladder with my stats platform, I had been using a legacy FTP app out of mere familiarity, and finally got around to upgrading to a top flight product. More recently I began using a very minimal backup application called AAsync to archive my files, including my websites, to an external drive. It isn’t a solution that I would expect to scale, but for a small operation like myself, it is very efficient for my needs. It has an intuitive interface that is super easy to use— I tell it what I want to back up (down to the level of individual folders), from which drive, to which drive. I set it on a timer, and don’t have to think about it again. If I’m not here and the computer is off, it will start up the computer itself, and run its backup routines completed automated.

So that wraps up my web service endorsements for the new year. I’ve never felt like I had my online efforts so buttoned up as I do today. Pretty much across the board, competition has driven improvements in quality. If you have not recently audited the offerings of your current providers against the competition, the new year could be the time to do so.




Art DirectorSHAMELESS SELF PROMOTION™
At that, I will segue back into the launch of my new website, the original impetus for this overhaul. There are still several more projects I need to load into the portfolio, and like every site, it will always be a work in progress. My next step is promoting the site, which I can start by inviting you to have a visit at: ChrisGrayson.com.

Applications used in the making of the new website include: PhotoShop, Illustrator, Flash, Swift 3D and BB Edit; as well as Pages, InDesign and Word for the downloadable PDFs and DOC file.

I owe a special thanks to my friends on Facebook who helped me bug test the new site. I’m on a Mac, and don’t have access to a PC in my home office. So I did a little experiment— I called on my Facebook friends to assist me in cross-browser/cross-platform bug testing, and a dozen or so jumped right in to lend a hand. A few glitches, that could have been embarrassing oversights, were found and addressed. Chalk another one up for crowd-sourcing.

Happy New Year, Everyone!

Sunday
21Dec2008

Kim Joon



Unlike in the West where tattoos have attained a level of contemporary pop-culture acceptance, In Kim Joon’s home country of South Korea, as in most of Far-East Asia, tattoos still carry a significant social stigma, perhaps because their origin hits closer to home. Or perhaps it is simply a more conservative culture.

While body marking of some type has known to exist in nearly all prehistoric cultures dating back to Neolithic and even Paleolithic times, the tattoo method we know of today — color embedded in the epidermis via needle and ink — originated in the Polynesian island cultures of the South Pacific. The word ‘tattoo’ is of Samoan origin (tatau) and entered the English language from British sailors in the 18th c. who adopted the practice.

Kim began to make art inspired by tattooing when he himself was a tattoo artist during his years in the Korean military, working in the Stick and Poke method.

Since that time, body art has been the dominant inspiration for his creative expression. Early works were more narrowly focused on a social analysis of body art itself, where his more current work has begun to use body art as a vehicle to analyze other social issues regarding self-identity, branding and mass culture.

Over the years Kim Joon’s technique has employed actual tattooing, body decals, body paint, projection and computer simulated post production methods. I’m not even certain of the technique employed in the works shown here.

Above is Louis Vuitton from 2007’s Party series. Below is Chrysler from 2008’s Bird Land series.

What draws me to Joon’s work is not the method or the message, but my appreciation for them on a purely aesthetic level. Many artists attempt to make social comment through their art. Social commentary is, by its very nature, relative to its time. I’ve always been of the mindset that for artwork to remain relevant it must first-and-foremost standup aesthetically. His vibrant use of color and pattern together with the human form, in unexpected composition and juxtaposition, are visually captivating. Sometimes shocking, other times whimsical, they standup on their own, transcending any commentary that may have been their inspiration.

Though most of his shows have been in his native Korea, Joon has shown in Miami, Paris and several times in Southern California. I have inquired as to whether he has any shows planned for New York City. If he has nothing in the works, I hope to bring his work to the attention of some New York galleries in the hopes of instigating a show here.



Wednesday
17Dec2008

Steve Albini



Steve Albini is a fellow I’ve never met, but I’ve followed his work from his time in the 80s, playing in Big Black. My initial interest in Big Black came from the involvement of Steve’s band-mate, Santiago Durango, who had previously been in the Chicago punk band, Naked Raygun. This is where Steve first came on my radar. Then in the late 80s I would hear of a band out of Boston being produced by Big Black’s Steve Albini— When I first heard Surfer Rosa, I instantly became a fan of The Pixies. Steve was no longer just that other guy in Big Black. Subsequently Steve went on to record Nirvana’s In Utero, and other legendary rock albums (though his album credit is often listed as “Producer”, Albini prefers the title, “Engineer”).

In the early 90s, Steve Albini made another great contribution to the lives of musicians— in a 1993 article in The Baffler, in the plainest terms, Albini showed how musicians get screwed by major labels. He didn’t do this with the usual emotionally charged rant, but by the numbers, showing where the money goes in a standard label contract. This article was later reprinted in Maximum Rock-N-Roll, issue #133, and is now widely distributed across the internet.

Several years ago I was pleased to stumble across a lecture by Steve Albini on the website of Middle Tennessee State University. At the time, I downloaded the movie file to my computer, in the event the video was ever removed. No great surprise, it was in fact taken down. The video is an hour and a half long, and I would speculate that it may have been removed due to the bandwidth demands its popularity placed on the University’s servers. Whatever the reason, as a service to other musicians and recording engineers who may benefit from Steve’s insight, or indy music aficionados who have an interest, I have now uploaded the video to Viddler, and it can be viewed above.

Today Steve Albini is the owner of the Chicago recording studio, Electrical Audio. His services are available as a Recording Engineer at a flat day rate (he currently charges $650). He refuses to accept royalties on the albums he records. Ever opinionated, he continues to be an outspoken advocate for musicians, and continues to earn my respect.