The Do LaB Artist Network – Issue #3: Fall 2007

The Do LaB Artist Network – Issue #3: Fall 2007

NEW ISSUE UP NOW!
http://artistnetwork.thedolab.com/fall07/

after months of work and an incredible team effort all around, the fall Artist Network is finally ready.

people without whose help this idea would not be a reality include: jesse shannon, arin ingraham, brian shaw, and albertico acosta. huge thank you to all of you for helping bring this vision to life.

    



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inside/out culture

improv everywhere is a NY-based outfit dedicated to causing “scenes of chaos and joy in public places.” while similar to “flash mob” style escapades–large numbers of people appearing in a public place and then disappearing suddenly–improv everywhere’s goals for its “missions” extend beyond just organizing fun for the participants, but also focus deliberately outward to all the various bystanders caught along the way:

“We bring excitement to otherwise unexciting locales and give strangers a story they can tell for the rest of their lives. We’re out to prove that a prank doesn’t have to involve humiliation or embarrassment; it can simply be about making someone laugh, smile, or stop to notice the world around them.”

i just watched a video of their latest mission, the MP3 Experiment Four, in which participants all downloaded an MP3 of an “omniscient voice,” all convened in a park in lower manhattan, pressed play at the same time, and were all simultaneously guided through something like a cross between a game of simon says and a scavenger hunt.

what i found most fascinating about the whole process was the relationship that develops between the people “in” the game, and the unsuspecting random strangers who get caught up in it by accident. at one point everyone listening to the mp3 was instructed to point to the tallest building they could see. below is a picture from improveverywhere.com where someone not part of the experiment decided to join in and point as well, presumably without any idea as to why or at way exactly he was pointing, simply playing along with what everyone else around him was suddenly doing. (perhaps he wanted to see what the point of pointing was all about? maybe there would be a prize? or maybe it was just a case of monkey-see-monkey-do?)

during another part of the experiment participants were instructed to see if they could give a stranger a high five as the group walked from one location to another. anyone on an NYC-street knows what a high-five is all about, although it’s definitely not the kind of thing one expects to get from a random passerby. yet when so many people are doing it it becomes apparent that it’s not just some weird isolated incident, but that there is some kind of underlying code going on for this group that you are not aware of.

living in a polyglot, globalized world we’re prepared for the constant encounter with cultures and behaviors unlike our own, to the point that these different cultures around us have become almost like exhibits in a museum. vividly on display to us, but not to be touched by the tourists. in the same way we tend to just tune out the advertising that is not specifically directed at us and our culture. but is there a way for a message to manage to catch the attention and the interest of people outside of the group for whom it was specifically intended? like the way that the results of the instructions in this MP3 experiment swirled strangers up in a kind of cultural dust devil as it passed by. for a moment all the “tuning-out”–especially necessary in a place like new york–couldn’t stop an unexpected bit of strange behavior from compelling you to interact with it.

interesting stuff to consider especially in terms of how it applies to marketing messaging. how are the people on the “outside” interacting with a message targeted to a specific group? and even if they are passing it by without so much as a high-five, what are they hearing in it about the community for whom it is intended (and the brand)?

MP3 Experiment 4
Part 1:

 

Part 2:

    



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facebook: cyber-suburbia

in her essay “Viewing American class divisions through Facebook and MySpace” a few months ago, danah boyd offered her observations on the dichotomy she was seeing emerge in user-demographic trends on myspace/facebook. a dichotomy that involves such ethnographic aspects as lifestyle, heritage, even aesthetics, for instance.

MySpace became popular through the bands and fans dynamic before the predator panic kicked in. Its popularity on the coasts and in the cities predated Facebook’s launch in high schools.

MySpace is still home for Latino/Hispanic teens, immigrant teens, “burnouts,” “alternative kids,” “art fags,” punks, emos, goths, gangstas, queer kids, and other kids who didn’t play into the dominant high school popularity paradigm. These are kids whose parents didn’t go to college, who are expected to get a job when they finish high school. These are the teens who plan to go into the military immediately after schools. Teens who are really into music or in a band are also on MySpace. MySpace has most of the kids who are socially ostracized at school because they are geeks, freaks, or queers.

The goodie two shoes, jocks, athletes, or other “good” kids are now going to Facebook. These kids tend to come from families who emphasize education and going to college. They are part of what we’d call hegemonic society. They are primarily white, but not exclusively. They are in honors classes, looking forward to the prom, and live in a world dictated by after school activities.

Many hegemonic teens are still using MySpace because of their connections to participants who joined in the early days, yet they too are switching and tend to maintain accounts on both. For the hegemonic teens in the midwest, there wasn’t a MySpace to switch from so the “switch” is happening much faster. None of the teens are really switching from Facebook to MySpace, although there are some hegemonic teens who choose to check out MySpace to see what happens there even though their friends are mostly on Facebook.

Most teens who exclusively use Facebook are familiar with and have an opinion about MySpace. These teens are very aware of MySpace and they often have a negative opinion about it. They see it as gaudy, immature, and “so middle school.” They prefer the “clean” look of Facebook, noting that it is more mature and that MySpace is “so lame.”

today it occurred to me that this pattern sure seems to mimic the whole urban flight phenomenon that happened in the US after ww2, when the newly invented “suburb” was touted as the sophisticated refuge from the overcrowded, unsanitary, dangerous unwashed masses of the city. interestingly, this phenomenon also happens to be known as “white flight.”

from wikipedia:

White flight is a term for the demographic trend where working- and middle-class white people move away from increasingly racial-minority inner-city neighborhoods to white suburbs and exurbs. The phenomenon was first named in the United States, but has occurred in other countries as well.

without time to go into a whole history of urban anthropology (urban decay, levittown, etc.), it still makes for interesting food for thought.

extending the analogy, it makes you wonder what the online social network version of gentrification might someday look like.

    



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late-adopter strategy

like a true teenage product of the 90’s i blame video games.

last week i caught the tail end of an npr bit about the nintendo wii which mentioned that the console was currently outselling both sony’s playstation and microsoft’s xbox combined. the explanation for this seems to be that because of its uniquely simple controller the wii is able to appeal to a much broader audience than the other more complicated consoles. the implications of that on the dynamics of adoption is what’s inspired this recent investigation on the subject.

about a year and a half ago i was busily dashing all over L.A. on a quest for sneakerheads. while scouring undefeated, kicks, sportieLA, kendo, greyone, and generally cruising melrose ave. like a freakin pimp (in the traditional sense of the word), i was actually on a black ops consumer insight mission. i was working with an agency that was preparing to pitch pony, and so we wanted to glean from these kicks connoisseurs info on the current state of shoedom. now, sneakerheads are folks with an average of like, oh…. say 80-180 pairs of sneakers (i don’t know if maybe you do, but i don’t think i own 180 pairs of anything), and i was on a quest to find these experts and offer them the opportunity to get to talk about their #1 favorite subject: shoez.

yet uniquely suited to aiding and abetting the process of marketing research with their undisputed ability to distill meaningful patterns out of that which to the layperson is just chaos, though they may be, these kinds of experts hanging out on the knuckles of the s-curve arm have a very obvious shortcoming. that very same expertise skews their particular perspective. these VERY early adopters, who get up while all the rest of us are still sleeping, typically represent a demographic whose expectations and predispositions are colored by the standards of what kathy sierra calls the “higher resolution experience,” an experience that by its very eliteness does not translate to the majority.

from sierra’s keynote speech at sxsw this year:

“For example, some of you may be going to the music festival [portion of sxsw]. There may be some of you who are going to get laid or for beer. Some of you may actually understand something about the kind of music, and you may have some deep appreciation for some aspects of the music. You’ll hear different notes; you’ll hear more notes; you’ll hear things the rest of us don’t hear. I’m not a music expert, but I have a little bit of experience with mixing boards, so it kinda sucks, because I’ll go to a concert, and I’ll be like, “Oh, if I could just get my hands on those faders”– so it’s a little bit of a higher-resolution experience for me.”

the funny thing is that only an expert would even TALK about the “higher resolution experience.” everyone else doesn’t have any clue that such a concept even exists or what the hell it means. so think about what that implies about the resonance of a campaign (or product) that stringently emphasizes the “higher resolution experience.” there is a whole population of people that aren’t simply “not going to get it,” but rather what they ARE going to get is the message that “this here is not for me.”

which brings us back to the subject of the wii.

before the wii, the video game industry had become mired in a sort of stagnation. newer consoles were coming out, but there was nothing actually new emerging at all (guitar-hero not withstanding for the moment). as each iteration seemed to only up the complexity (i.e “resolution”), of the same sort of staid video game experience, their appeal was becoming more and more narrowed.

from an article in TIME last may on the eve of the wii release:

“The one topic we’ve considered and debated at Nintendo for a very long time is, Why do people who don’t play video games not play them?” [Nintendo president Satoru] Iwata has been asking himself, and his employees, that question for the past five years. And what Iwata has noticed is something that most gamers have long ago forgotten: to nongamers, video games are really hard. Like hard as in homework.

not only were novice users turned off by the intimidating (read: not fun) learning curve, but this wasn’t so good even for the people who could see the hi-res stuff, as many hardcore gamers were getting bored by the substitution of complicatedness for innovativeness.

and then along comes the wii to breathe simple, accessible, fun, new life into the world of the video game console.

Nintendo has grasped [an] important notion that [has] eluded its competitors. Don’t listen to your customers. The hard-core gaming community is extremely vocal–they blog a lot–but if Nintendo kept listening to them, hard-core gamers would be the only audience it ever had. “[Wii] was unimaginable for them,” Iwata says. “And because it was unimaginable, they could not say that they wanted it. If you are simply listening to requests from the customer, you can satisfy their needs, but you can never surprise them.”

and you also can’t necessarily rely on them to show you how to appeal to new KINDS of customers. particularly, customers at a different point on the adoption curve. a year after that time article came out, advertising age reports that the wii’s popularity is “part of a growing phenomenon that’s overhauling the video-gaming industry…. Video gaming is beginning to transcend the solitary boy-in-the-basement stereotype with a new generation of gamers including women, older people and younger children who want to play in a more social atmosphere.” (like, who knew, right?)

by deliberately pursuing a strategy to appeal to the majority, nintendo not only managed to bypass the bottleneck at the left elbow of the gamer bell-curve, but, in fact, to actually expand the very scope of what is a “gamer” identity.

another great example of this is what lexus did in the process of developing the strategy for their certified pre-owned (CPO) car program. CPO cars offer an array of late model, low-mileage vehicles, passing or meeting stringent manufacturer’s inspections, and backed by manufacturers’ warranties.

initially the auto industry lumped CPO customers in with the used car buyers, until a whole lot of research revealed that CPO vehicles actually appeal to their own unique kind of luxury car consumer, a demo that exists in a distinct category between “new” and “used.”

from the book Using Market Research to Create Effective Advertising:
(das what the man said)

The auto industry approach to marketing CPO vehicles was completely discordant with the consumers’ real needs and shopping patterns…..

People interested in a CPO vehicle begin with a consideration of what brands and models are right for them. Status, image, and the more emotional elements of a car purchase are at play. Pricing and budgeting decisions, which drive the used-car buyers’ purchase process from the beginning, do not factor into the CPO car buyers’ process until much later.

These findings were critical in leading Lexus and Team-One to the conclusion that CPO buyers actually mirror new car buyers’ shopping patterns and behaviors, rather than used car ones.

much like nintendo’s strategy with the wii, by focusing on the particular needs of consumers that exist beyond the early adopters Lexus’s CPO strategy expanded not only their understanding of their own brand’s adoption, but the scope of the entire class of luxury car consumers.

an interesting thing to also mention here is that while the wii has gained huge popularity in the majority, it has likewise engaged the curiosity and the desire for something new and fresh from seasoned gamers. likewise the success of lexus’s CPO campaign is no doubt an added incentive to the new car purchasers’ in the sense of increased security about the car’s resale value.

rather than a strategy developed to appeal to early adopters with the expectation that it will eventually transcend to everyone else, these are two examples that represent an approach that appeals directly to groups situated further along the adoption curve. distinct and viable markets do indeed exist beyond the early adopter, and not every strategy can or needs to be designed to specifically suit that one first group. understanding the differing needs and tastes of consumers along the various stages of the adoption curve, and developing strategies to address these groups’ expectations in targeted, relevant ways is key.

    



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