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To achieve the best results possible for the brands that we serve, and as part of our quest to embrace emerging marketing and communication movements, we need to take a closer look at some social trends.

Looking forward, the thing that strikes us in particular is a general sense of “harmonious contradiction”. There are two intriguing, big and bold contradictions going on which brands should try to understand and appropriate.

Tactile vs virtual & artificial

At the beginning of December, for the first time in history, the amount of money spent on vinyl records in the UK overtook the amount spent on digital downloads.

“We have a new generation buying vinyl, lots of teenagers and lots of people under 25, who now want to buy their favourite artists on vinyl and have something a bit more tangible, a bit more collectible. People have become keen to support their favourite artists by buying into that ownership concept. It’s very difficult to demonstrate your love of an artist if you don’t have something to hold on to,” said Kim Bayley, chief executive of the Entertainment Retailers Association recently.

In a digital world, consumer preference can indeed be influenced by sensory marketing tactics: think about the combined potential of sight, touch, sound, taste, and smell.

Even while anxieties are expressed about the impact of robots on the way we work, and the kinds of jobs that exist, millions of people have already adopted home robots. Take the Echo: it has already captured imaginations and hooked its owners on how easy it makes ordering a takeaway, or never running low on washing powder.

Brands needs to ensure that their technology/services can be linked in some way to this new kind of central domestic technology.

Local vs. e-tailing on the doorstep

It’s becoming increasingly clear that living a healthy life and thriving means putting as much care and thought into our relationship with food, as we do into our personal relationships. The best place to start working on a closer relationship with the food we eat is at local farmers’ markets and by buying from local food producers – and of course this is also true in fashion, furniture etc. Brands can tap into the trend towards these lifestyle choices by playing a facilitating role starting to allocate areas for community gardens, urban farms and local entrepreneurship.

Every day, a new “kit on your doorstep” initiative is launched, whether it be a meal in a kit, an outfit in a kit, or the myriad other options available. Thousands of cardboard boxes land on urban and rural doorsteps every month, containing all the elements needed to create a home-cooked dinner. Like frozen food or the microwave oven, meal kits may be a kitchen innovation that fundamentally changes how people cook at home. The cookbook author Mark Bittman told the New York Times: “It’s cooking. It’s not shopping and it’s not planning and in a way it’s not thinking, but it is cooking.”

While many question the ecological footprint of these services, brands can play a vital role in logistics and packaging innovation, offering smart recycling. Brands can help kitchens and their appliances to become smarter, and make cooking more intuitive and complex meals more accessible.

Generation Z

The first members of Generation Z will turn 21 in 2017, marking their transition from society’s teenagers to fully fledged consumers, and as such their influence will mark a tipping point for retailers. The way most retailers do business nowadays will be turned on its head, as this generation is made up of free thinkers, and sceptical when it comes to brands. They interact primarily on social media channels, simultaneously across several of them, and spend little to no time on brand platforms.

As more and more social channels integrate social shopping, brands should design even more specific content to entice this emerging group of consumers, who will be drawn to social selling storytelling. Instagram’s shoppable photo strategy is only a faint indicator of what is to come, and what will be easily adopted by these mobile natives.

Whereas platformless retail may still be considered a trend, conversational commerce will fully blossom in 2017. Chatbots and apps are now a retail tool that can boost business and increase customer service in a way that is satisfying for Generation Z.

The daily use of technology comprising chat, messaging or other natural language interfaces, short circuits the brand-to-consumer loop, facilitating “conversations” between people, brands or services, and making it possible to use a device – notably a smartphone – to ask questions, place orders and get advice.

Brands that are early adopters of this kind of commerce will certainly appeal to Generation Z, and are likely to see these consumers spending their first salaries with them rather than with traditional e-tailers. Tangible benefits of WhatsApp social commerce:

  • Instant notification of messages being read.
  • No queuing – 30-minute response time.
  • No precious time wasted on explaining a fault or your specific need; a simple picture will do.

By linking to a CRM system, not only can brands facilitate direct sales, but track customer lifecycle too. We all remember SuitSupply in the Netherlands – the cool initiative and pilot case that resulted in an additional channel for commerce.

H&M’s bot suggests various outfits to users and provides the opportunity to purchase through the bot’s messaging platform. Sephora is using a bot to provide beauty tips and enable direct shopping.

The rules of VR are still unwritten. A rare opportunity for brand communication.

Innovations in the communication sector are routinely advertised and seldom redeemed. With virtual reality, it is different. This ‘Next Big Thing’ justifies every hype. VR used to be under rather than overestimated because it really is a completely new medium.

When a new, successful medium develops, it must be compared for a time with what is already known, in order to learn about the concepts. This influences the creative form for a while. Film began as, ‘living photography, perfect in every detail and life-sized’, television as visual radio, the World Wide Web as hypertext. With VR it is exactly as the name implies, which in this case refers to: VR is ‘something like reality’. Naturally, VR explains as little about reality as any other medium. But we leave out research and convention, in order to classify VR as a medium. That is why every article about VR is a personal account, and that is why experience really makes a difference here: you cannot grasp what you have not experienced.

VR will be regarded as an immersive medium, with the promise of ‘as if’ — as if you were there, as if you are the person, being represented. The idea of visual immersion is, however, actually older. In 1787 Robert Barker built his walk-in, 360-Degree-Views and called it ‘Panorama‘. Even older are the ‘peep-boxes’, which were popular in 19th-century salons and funfairs; small, wooden apparatuses for viewing exhibitions on paper, wood or glass. Early VR-Gears as well.

These panoramas and peep-boxes were primarily optical illusions. With digitalisation in the 1980’s, came tactility in production, the viewer becoming an actor. Jaron Lanier developed the ‘Data Glove‘ and characterised the notion of Virtual Reality. The visual representation, which the Data Glove can operate, is still abstract and prone to blocks, but trendsetting. One’s own body awareness influences what we see. We can act within the picture.

In modern VR both come together — physicality and panorama. To that end, VR has a few tricks up its sleeves, which effectively outwit our brain. And currently, it seems to be, as if we still fall for this repeatedly. The transfer to the virtual abyss in the laboratory for the umpteenth repetition got the heart pounding and generated measurable, bodily fear. False experiences in the VR-Dummy, the simulated person, who ‘I’ am, can trigger quasi-traumatic effects. So noticeable , that the consciousness researcher Thomas Metzinger, formulated an Ethics of VR Production with his colleagues.

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In British Thorpe Park, the mentalist and illusionist Derren Brown, been sending visitors to his ‘Ghost Train‘ since July. Equipped with a VR gear kit, you are literally a participant in a gruesome scenario, attacked by demons and other such passengers. Brown strengthens the already convincing VR illusion with motion, change of location, and being touched by actors. Pure immersion.

And there is a lot to say about it, that this miracle of ‘presence’ passes, that it is a phenomenon of the pioneer phase. It does not lack the experience of recipients or the rules of form. Both producers and recipients are still experimenting. It is an exploration of the grammar of the medium, the conventions made possible.

This shows in a wide variety of forms, leading to an explosion of ideas. Currently, it seems VR can be anything: theatre, film, documentary, e-learning, horror-trip, and yes, even video conference. One of the founders of the US production firm Wevr, Anthony Batt, describes it perfectly [‘Studio 360’, New Yorker, 25. April 2016]:

‘Does that mean our stuff is always perfect? Fuck no! It means we start with no idea of how we´re gonna make a project work, and we make it work. Or we don´t, and the whole thing turns to jello, and we learn.’

It is a great opportunity for brand communication, to take part in the development of this grammar. Two features help in the process: first, today short formats are best suited for VR and second, are comparatively cost-effective, feasible productions.

Let’s face it: 90% of brand communication is more or less friendly circumvention. Re-targeting is no fun for the audience. With VR, an ad may finally be a spectacle. Well done, it allows your audience to have a (spectacular, enlightening, shocking) experience. To take part in this entirely new medium is an opportunity, that will not so quickly come again.

 

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Join the VR experience live with our Roadshow “Reality by Virtuality” in Hamburg, Cologne, Munich and Berlin.

How do I come up with a film that is complete and takes place around me? Above, below, left, right and even behind my back something can take place. All of a sudden, the rules are different from a normal film in 16:9 format. The following points should make starting out with such an idea easier. Please think now deeply about your brand, and ask yourself the following six questions:

1. Where does my target group like to be?

By using virtual reality glasses, you get the feeling that you are, all of a sudden, in another place. Merely: Which place is the right one for my brand? What do I know already about the needs of my target group? Which are the places that stir up emotions? Which places does my target group know already from my TV spots?

2. In what kind of situation do they want to be?

When it is not a specific place, might it then be a specific moment? A moment with other people? Is it funny, moving or romantic? What is incredible when it happens once to me? Or where would I like to stand directly next to?

3. Where does my target group like to be sometime?

As a spectator, I can suddenly look at the world from someone else’s eyes. And, admittedly, clearly stronger than from a point-of-view-perspective with 16:9 filming.

4. Where can only my brand beam the people into?

Do I organise special events, at which the target group can virtually be present? Do I have a celebrity, whom they can get close to? Should everybody test sit in my new car? Or in a car that has not been build at all yet?

5. What does my brand world look like?

When people spoke about customers entering into a brand world, it mostly referred to a stand or a shop. Virtual reality and 360° films are the first media that can actually bring customers into a brand world. The opportunity for an emotional experience with the brand! Furthermore: How does it look there? What are the colours, how do I meet the people? What sounds or music do I hear?

6. Which place or what experience supports the campaign message?

VR is a new medium, and not just simply a single measure. In the media mix of a campaign it can, for example, take over the part of proving the advertising message. When I claim something on TV, I can make it possible for the customer to experience it via VR or a 360° film.