I recently presented on 'Content Mapping the Buyer Experience' at the 2011 Canadian Marketing Association's (cma.org) B2B Summit in Toronto. Gotta say, it was an impressive (oversold) event. The combination of a good agenda, great people and interesting content made for time well spent.
I'm an advocate of supporting the 'Buyer Experience' which goes beyond the traditional buying cycle. How so?
1. The Buyer Experience includes various stakeholders, such as influencers, partners, end users, procurement, executive sponsors, etc - all those involved in a purchase decision - and looks at their motivations and involvement along the buying stages.
2. I include the loyalty cycle after the deal closes as part of the Buyer Experience. This is a discipline that is often managed separately under a 'customer experience' or 'customer satisfaction' label. While this is all well and good, I prefer to include it with the Buyer Experience because customers are potential repeat buyers. Having a holistic view of your buyers - even after they become a customer - provides a better view into patterns, people and purchase characteristics.
3.The Buyer Experience also includes all the pre-buying cycle activities that are done before the vendor is ever contacted or even knows there's an opportunity in play. With the evolution of social media, word of mouth, and user generated content, the Buyer is exposed to a wealth of information - an incredibly powerful and influential force, that impact the buyer's perspective, perception and purchase decision criteria. If vendors aren't including this in their content marketing strategy, it's a missed opportunity.
While I could have spent all day on the topic, here's what I covered in the thirty minute session. Enjoy.
itzCorinne on Content Strategy, Marketing and Management
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Very cool info graphic on Content Strategists from Richard Ingram. EMBED
Summarizing the two key terms defined by Michael Wu, Ph.D Lithium's Principal Scientist of Analytics, on the Lithium blog:
"At the most fundamental level, gamification is the use of game mechanics to drive game-like engagement and actions....in everyday life, we are often presented with activities we hate, whether it is boring chores or stressful works. Gamification is the process of introducing game mechanics into these abhorred activities to make them more game-like (i.e. fun, rewarding, desirable, etc.), so that people would want to proactively take part in these tasks."
Wu continues about game mechanics. "They are principles, rules, and/or mechanisms that govern a behavior through a system of incentives, feedback, and rewards with reasonably predictable outcome. Some of them are so predictable that they can almost be seen as a kind of behavioral or psychological reflex, much like the patellar reflex of your knee when tapped by a physician."
Where is this going in 2011?
R Ray Wang writes how Gamification Will Drive Future Enterprise Software User Experiences in Trends: 5 Engagement Factors For Gamification And The Enterprise which outlines how the enterprise can apply game mechanics and dynamics to improve engagement and participation within the business and also with partners, customers, suppliers and other stakeholders.
- Social was about connecting, collaborating and engaging with others. We saw Content become increasingly (now exponentially) user-generated. Gamification is about participation, motivating behavior and rewards. Content will be much more pervasively co-created as well as user-generated.
- Digital content is the current standard; gamification requires mobile access, delivery and publishing for all content, content/social/gaming objects and their associated interactions and processing.
- Content marketing was the new black in 2010 and will evolve to becoming interactive and immersive (gamified) in 2011.
- Content strategy and strategists will be essential element for planning and execution.
Gamification is a new opportunity for innovation, monetization and productivity.There are already some well documented successes:
- Innovation: website modernization can increase brand awareness, loyalty and customer engagement. Much more than your traditional loyalty program Microsoft, Google, Playboy, Ford and others have realized these benefits by adopting game dynamics.
- Monetization: DevHub increased engagement rate of 300% and increased revenue for virtual goods grew to 30% of overall revenue within 3 months.
- Productivity: Microsoft gamified software development testing to drive significant improvements and user participation. Microsoft’s Beta1 Game from the Vista release increased beta testers by 400% and their Language Quality Game for Windows 7 had users provide feedback and commentary on 500,000 screenshots.
- All of the above: In November 2010, a co-created report between Stamford University and Seriosity Inc published a report that presents the significant benefits gaming and virtual world would bring to government and its citizens: Government Uses for Games and Virtual Worlds: Optimizing Choices for Citizens and Government Workers in the Areas of Energy Efficiency, Educational Assessment, Worker Productivity, Safety and Health, and Quality of Information Exchanges.
How companies adopt and deploy 'gamification' is yet to be seen. I recently published an article via CMS Wire that looks at the potential to improve sales enablement and productivity through gamification. While many have doubts about the validity and value in the non-gaming world, the industry research and support suggests that it's not a passing fad:
- Gartner included Gamification in its CIO New Years Resolutions, 2011
- Venturebeat.com writes that over $25 million US went to businesses using gamification as a core customer strategy and at least one $100 million fund dedicated in part to gamification was launched. You can read more on Venturebeat's website which has an entire stream dedicated to
- M2 Research estimates that the production of gamification projects will generate $1.6 billion in revenues by 2015 with an average growth rate for the next two years of 150%.
- Bloomberg Businesssweek writes that Gamification is a trendy technique to build addictive websites and has raised the number of return visitors by 20% for some sites.
I'm sure we'll see a few business-related early adopter / experimental applications in 2011. From my perspective, a lens that combines enterprise software, mobility and MMORPG experience, I see several immediate opportunities:
- Product Testing: as noted above about the success Microsoft has experienced
- Sales Productivity: there's no better captive audience to deploy an incentive-based, reward-driven, status granting gamified application. We joke that sales is coin operated; what if we gave them lots of virtual coins for giving feedback, co-creating content and participating with communities? As noted above, I detail some examples via CMS Wire.
- User Adoption: gamify learning systems and work process. Whether it's onboarding, product training or domain/subject/application specific learning - make the experience tolerable and potentially fun. The more end users who know how to use a system, application or process - this will increase productivity and even may lower the TCO of enterprise software purchases and implementations.
Latest Marketing, Storytelling, Content Strategy Reading List: Pink, Tasner, Roma, Denning and others
Posted by itzCorinneOkay, I confess: I love ordering books online. It's not just about the books; I get a rush like a kid opening birthday presents when the package arrives. It's awesome. Especially when I've compiled a lengthy wishlist and then finally have some time to dig in and check out the topics that have been wiggling my brain.
My selection criteria is pretty simple: if the book passes the highlighter test, I buy it. That may shed some light on age (I stopped counting at 29), the highlighter test is when I browse through the book and have an impulse to highlight sections for future reference. There's other factors as well, but that's the main one.
Here's the latest books that past the highlighter test:
- A Whole New Mind: Why the Right-Brainers Will Rule the Future - Daniel Pink
- Any guy named Pink who suggests that us left-handed creative types will rule the world - I don't even need a highlighter.
- Engage!, The Complete Guide for Brands and Businesses to Build, Cultivate, and Measure Success in the New Web - Brian Solis
- I’m not sure how I feel about Ashton Kutcher writing the forward but Solis past the highlighter test nonetheless.
- Marketing in the Moment: The Practical Guide to Using Web 3.0 Marketing to Reach your Customers First- Michael Tasner
- I first opened this book on the page where Tasner talks about being the best marketing person ever by 25 years old. What a punk, I thought... oh... wait... there's a whole lot of highlighting for this book - and I'm talking where you need multiple color highlighters. I got over the whole punk thing pretty quick - it's a great resource.
- The Back Of The Napkin: Solving Problems and Selling Ideas with Pictures - Dan Roma
- When I realized that Roma was suggesting the pictures were drawn versus using graphics or illustrations, I nearly put the book back on the shelf. I can't draw - what's this guy thinking? Rest assured - he's got that figured out and lists the dozen-ish stickman pictures that any 3 year old can draw. Genius. For that - I even bought the over sized version of the book so the pictures are bigger.
- The New How: Creating Business Solutions Through Collaborative Strategy – Nilofer Merchant
- The title for this book doesn't do it justice. It's a great great read for anyone who wants a prescriptive look - with case studies and examples - on how to approach intercompany collaboration. I'll admit - wasn't so much the highlighter test as accompanying comics by Hugh McLeod which are simply hilarious.
- Get Content Get Customers: Turn Prospects into Buyers with Content Marketing, Joe Pulizzi and Newt Barrett.
- You gotta love Joe (sorry Newt, I don't know you). If you're into content, content marketing or content strategy, then I recommend checking out anything from Joe or the Junta42 resources. And congrats Joe to being named the #1 Content Strategy Rock Star.
- The Leaders Guide to Storytelling: Mastering the Art and Discipline of Business Narrative, Stephen Denning
- I love storytelling and how it's being applied in the business context. Let's get past the buzz, hyperbole and gobblygook (there's a BS meter - aka gobblygook - where you can find out just how many of these BS infractions you've made in your copy). Denning's book was a no-brainer 'must buy' as soon as I saw it.
• Made to Stick, Chip Heath. .... Funny thing about this one: not too long ago, I walked past a display of this book. I hadn't heard of it at the time but the cover caught my eye even though I was engrossed with a book in my hands. And I proceeded to the cashier, I wondered why a home improvement book was in the marketing / management section. Since then, at least a dozen people have recommended this book to me.
These look interesting – potential Highlighter candidates:
- UnMarketing: Stop Marketing. Start Engaging - Scott Stratten
- Why We Buy: The Science of Shopping--Updated and Revised for the Internet, the Global Consumer, and Beyond - Paco Underhill
- The Buying Brain: Secrets for Selling to the Subconscious Mind - A. K. Pradeep
- Convergence Culture: Where Old and New Media Collide - Henry Jenkins (I've heard a lot about Mr.Jenkins and the general consensus is that he rocks).
I was thrilled to have my first editorial published by CMS Wire in mid September. Many thanks to those who have commented and and tweeted. It's led to some very interesting conversations - feel free to reach out to me if you have a comment. You can read the original article here
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What Does Content Strategy Mean to You
Welcome to the Content era. It’s here, it’s now and it’s changed the game. Stemming from the rise of data during the Y2K scare, to the subsequent explosion of information that followed, we’ve drowned in data, been overwhelmed with information and now face a new realm that’s been characterized as Content Chaos. (AIIM, 2010). Regaining and establishing order requires a Content Strategy. Let me ask you first, what does ‘content strategy’ mean to you?- Isn’t that what marketing does when they print brochures?
- It is the creation, delivery and disposition of web content.
- SharePoint
- It is the creation, publishing, distribution and governance of content in support of corporate goals.
While this served well for Web Content Management, the definition is too myopic for the new content-driven paradigm. Content is pervasive and proliferating throughout every functional group across a company or government organization and extending beyond the firewall to partners and customers. Meanwhile the unrelenting volume of user-generated content, rich media and social objects compounds daily as the tribes, crowds, communities and countless (millions!) of internet users continuously create, collaborate, publish, distribute, access, stream, download and view content online — and now on their mobile device.
Applying a Content Strategy
Web content management is a valuable discipline and requires a content strategy. So does email, contracts, invoices, documents, presentations, spreadsheets, engineering diagrams — even Twitter and Facebook accounts. However, managing content is very different than applying content. Managing content can help bring order to content chaos; you may even reduce costs, meet compliance regulations and generate efficiencies from process automation and knowledge-sharing.Applying a Content Strategy not only brings order to content chaos, it prescriptively orchestrates through the clutter to realize new sources of value. For that reason, the best answer above that defines Content Strategy is ‘D’
How do you apply a content strategy against corporate goals? Therein lays the conundrum. Here are a few examples that illustrate the risk of not applying and the potential rewards:
Scenario Conundrum Recommendation Validation
| Do I need a mobile app for that? | Content Strategy includes ECM and WCM and now mobile content and mobile content management completes the trinity. | The content strategy supports the business objectives. If revenue is a top priority then monetizing content via mobile applications might be the focus. | Mobile content revenues will grow from $1.15 billion in 2009 to more than $3.53 billion in 2014 (eMarketer) NBC Olympics Mobile platforms (Mobile Web Site and iTunes App), amassed 87.1 million page views during the 17 days of the Vancouver Winter Olympics (NBC 01/03/10) | |
| Who stole my brand? | User-generated content, micro-blogging and viral distribution has shift the balance of power from the Establishment to end-user | Embrace the users – and gain their support. Ignoring them won’t make it go away. | Parody BP Twitter site usurped the official BP page in less than a week. BP, an enterprise conglomerate, applied a full court PR press and tweeted over 2,000 times to amass 18,632 Twitter followers. The parody accrued 190,206 with less than 500 tweets. | |
| Hell hath no furry…. | Instant and viral distribution of content or social objects: Word of Mouth rules. A poor experience, delayed response won’t encourage customers to say nice things. | A content strategy is more than monetizing assets. The experience is equally important to ensure a repeat customer. And one that tells their friends, and their friends…. | According to a survey of US mom Internet users, Consumer reviews are significantly more trusted- nearly 12 times more- than descriptions that come from manufacturers, (eMarketer, February 2010). |
Content is a Valuable Asset
Organizations spend millions on data and information management infrastructure, systems and technology. They invest millions in storage, security, business intelligence and other applications to reduce risk, be compliant and analyze corporate performance. Sadly, in their efforts to achieve business goals: reducing costs, improving operational efficiencies and uncovering new sources of value, they fail to apply one of their most valuable assets: content.The Content era is a new world with new rules and a new realm of players. To prosper, you need a game plan — a content strategy, and it must align with business goals. Sitting on the sidelines isn’t being cautious; it’s conceding to the market, your customers, your competition. A prescriptive and pragmatic content strategy will help navigate this new world and support value creation.
Labels: Content Management, Content Strategy, ECM