Who The iPad Ads Are For

Ever since Apple started putting a lowercase i in front of its products, their advertisements have been known for basically two things — articulating a visceral, transcendent grace inherent within the Mac product experience:

…and making fun of people who don’t already use Macs:

Which is why the iPad ads — with their exaggeratedly simplistic gestures, their induced first-person perspective, (the people in the photos always seem to be seated in some awkward position in order to give us, the viewers, the perspective of being the “user” in the image), and above all, the blatantly basic depiction of the product experience — just don’t quite fit with the image of what an Apple ad is supposed to be.

If these ads seem like a departure, it’s because they are.

In the 60′s, Everett Rogers broke down the process by which trends, products, and ideas proliferate through culture. There are five basic types of adopter personas in his diffusion of innovation theory:

Innovators are the first to adopt an innovation. They are, by defualt, risk-takers since being on the front lines means they are likely to adopt a technology or an idea which may ultimately fail. Early Adopters are the second fastest category to adopt an innovation. They’re more discrete in their adoption choice than Innovators, but have the highest degree of opinion leadership among the other adopter categories. Individuals in the Early Majority adopt an innovation after having let the Innovators and Early adopters do product-testing for them. The Late Majority approaches an innovation with a high degree of skepticism, and after the majority of society has already adopted the innovation first. And finally, Laggards are the last to get on board with a new innovation. These individuals typically have an aversion to change-agents, tend to be advanced in age, and to be focused on “traditions.”

The thinking in marketing, especially when launching a new product, generally tends to be about aiming at the early adopters over on the left side of the adoption bell-curve. Once the early adopters get into it, the thinking goes, whatever it is will trickle down through all the rest of the early and late majority who make up the vast bulk of the market share. A few years back I wrote about how Nintendo was going for a “late adopter strategy” with its Wii console. At the time (and perhaps still now) the Wii was outselling both Sony’s PlayStation and Microsoft’s X-box combined. The Wii’s uniquely simple controller and intuitive game-play enabled it to appeal to a much broader audience than the more complicated, hardcore-gaming consoles.

From a Time Magazine article on the eve of the Wii release in 2006:

“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.

The key to the Wii’s success is that it made gaming simple, broadly accessible, and inherently intuitive. Later that year, AdAge wrote 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.”

Anyone who has bought, or even used, an iPhone at some point during the three years since the first iteration was released, already understands what the iPad is all about without any help from an ad. Indeed, Apple has done such a good  job of making ads aimed at early adopters for the past decade, they no longer need to. An ad is not going to make a difference in whether someone on the left-hand side of Apple’s adopter bell-curve buys an iPad or not. Instead, these ads are targeted straight at the people on the downhill slope.

New results from a Pew Research Center survey tracking 2,252 adults 18 and older show that use of social network sites among older adults has risen dramatically over the past two years:

While overall social networking use by online American adults has grown from 35% in 2008 to 61% in 2010, the increase is even more dramatic among older adults. The rate of online social networking approximately quadrupled among Older Boomers (9% to 43%) and the GI Generation (4% to 16%).

Of course, Millennials still have a healthy lead among all age groups in social network use, with 83% of online adults from 18-33 engaging in social networking, but grandma and grandpa are just catching up. Particularly grandma. Last year, the fastest growing demographic on Facebook was women over 55.

Unlike the Apple ads we’ve become accustomed to in the 2000’s, these iPad ads are no longer touting the product’s “higher resolution experience” to digital natives. That is, they are not emphasizing the ephemeral or smugly superior subtleties that are inaccessible to anyone who does not intuitively “get it.” These ads are, instead, paring the experience down to be as unintimidating as possible. Not only is the iPad a completely new way to experience personal computing, it is as effortless to use this technology, the ads say to you, the viewer, as if you were, yourself, a digital native.

    



Subscribe for more like this.






The Peril of Perfect Evil

inglourious-basterds-poster

Have you noticed the slate of WWII resistance movies lately? There’s last year’s Valkyrie, starring Tom Cruise, which depicts the actual attempted plot devised by a cadre of senior German officers to assassinate Hitler. Earlier this year saw the release of Defiance, also based on a true story, with Daniel Craig and Liev Schriber portraying the Bielski brothers, who formed a Jewish resistance otryad in Nazi-occupied Eastern Europe and helped over 1,000 people survive in the Belorussian forest. Not to be outdone by American productions, Europe is getting in on its own action with the Danish film, Flame & Citron, which came out a few weeks ago, an ultra-stylized spy noir based, once again, on a true story of two resistance fighters, nicknamed, as one might expect, Flame and Citron, who became heroes of the underground through their violent dealings. And finally (or perhaps not?) there’s Inglourious Basterds, due out this Friday, starring Brad Pitt, and directed by Quentin Tarantino.

inglourious-basterds-movie-poster

For the majority of onscreen depictions of WWII warfare, the script has been about specifically military combat (Saving Private Ryan, Band of Brothers, Flags of our Fathers, etc.) What’s striking about this current slew of films, however, is that the focus has shifted to stories of renegade insurgence. One could postulate all sorts of hypotheses about why that shift might have gained traction recently, but regardless, obviously there really were a lot of resistance movements going on during WWII, and there are a lot of incredible stories of heroism and courage to be told. Yet the particular cultural territory the Inglorious Basterds are invading I find rather dangerous and troubling.

Of all the recent resistance-themed movies, Basterds is the only one that does not appear to be based, as far as I can tell, on any sort of actual events, and from what I can gather from the movie’s trailer the whole premise basically just seems like an excuse for Tarantino, the Auteur of American Violence Porn to do a 1940’s period flick — altho, allegedly there is some sort of plot, also. After the trailer’s initial 50 seconds of banter, when we’re watching a Nazi getting his head glibly bashed in with that All-American weapon, the baseball bat, like it’s a Wiemar Goodfellas, it seems the huffing, gleaming black trend train, trailing more than a half century’s smoke behind it, might have arrived at its ultimate cinematic destination. Though not before — and this is perhaps reflective of what Tarantino does with his down time — video games got there first.

Wolfenstein, Call of Duty: World at War, Medal of Honor, Mortyr, ÜberSoldier, Commandos: Strike Force — these are all first-person shooter games (and doubtless there’s others I’m missing on this list) wherein players are, as Pitt puts it in the trailer, “in the killin’ Nazi bidness.” In fact, the the film is so seamlessly aligned with this game genre that much of the promotion for it is happening through online gamer destinations like IGN and GGL. Even the movie’s iconography might as well be for an Inglourious Basterds video game, (which, I’m sort of surprised it isn’t):

inglourious-basterds-20090220000844483

Not that I am against the killin’ Nazi bidness, it’s just that I find the progressive reduction of the Third Reich to a cartoon, to be rather tasteless — also, a little bit queasily horrifying.

65 years after the defeat of Nazi Germany, our concept of Nazisms seems to be losing its reality. More and more we are turning a cancerous pathology of human behavior into a fantasy of evil. Their atrocious actuality wiped away by time, Nazis have become almost too perfectly evil to be have been true. They have come to serve now as a broad cultural shorthand for the ultimate, rottenest badness, or otherwise, for just whatever we happen to find personally distasteful. (See: Bill O’reilly expounding in all seriousness on why the Huffington Post are a bunch of Nazis for an example of just how utterly degenerated the cultural understanding of the term’s meaning has become.) Nazis have evolved into mythical, timeless, uncomplaining boogiemen, always on call to play the supreme Hollywood villains or video game baddies now that the idea of Soviets as arch enemies is an anachronism and Arab villains still feel way too real to be fantasy.

But there is a hugely real and present danger in treating Nazis like the occupied-Europe equivalent of Ninja adversaries in Revenge / Action flicks, or like human-looking-yet-conveniently-not human alien monsters. It is at our own peril that we think of the absolute, explicit worst that humanity is capable of doing, as if it were a supernatural, science-fiction evil, safely beyond human achievement. It’s very much not. Nazis are not Hollywood creations. They were REAL. And the fact of their existence is STILL real. And there is no fantasy for any of us in forgetting.

.

    



Subscribe for more like this.








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.

    



Subscribe for more like this.