Showing posts with label Content Strategy. Show all posts
Showing posts with label Content Strategy. Show all posts
11:07 PM

Content Mapping the Buyer Experience

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.

9:06 PM

Interview: Gamification & Content Strategy

Interview conducted at the EU Content Strategy Forum 2011 on Gamification and Content Strategy. 

Do I really sound like that??!





8:38 PM

Enterprise Gamification: Legit or Leap of Faith?

I'll be honest, this one was a beast.

Aside from verifying all the sources and data - developing a narrative from a frog's POV (which I must thank designer Julien Tremeur) was an interesting experience. 

I'm fascinated on how the topic of Gamification is controversial. I've seen how it ignites strong reactions and opinions - positive and negative, with few between. The only times I've received Tweet-beats (the affectionate term I used for being flamed via Twitter), has been related to my editorial or posts on gamification.

Regardless of where you stand, I'm interested in your feedback... even if that means you're compelled to tweet-beat me. :-) 

Enjoy.

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Here's the follow up to my EU Content Strategy Forum 2011 presentation - I refer to it as the 'long deck'. The CSForum deck is what I presented live. This iteration provides the details, background and data which I referenced in the "Gamification and Content Strategy" presentation.
Enterprise Gamification by itzCorinne
View more presentations from Corinne Schmid; namely EU Content Strategy Forum 2011 - Sept.6th. Conference presentation.

11:30 AM

INFOGRAPHIC: where did Content Strategists come from?

Very cool info graphic on Content Strategists from Richard Ingram. EMBED

11:38 AM

Gamification and Content? Yes, really....


Let me start off by saying: I'm not a gamer. Never was. No shocker that my first reaction to the term 'Gamification' was less than favorable and I wasn't going to waste a moment of my time on such nonsense.

Three minutes later, I've opened a dozen browser tabs with various search results for Gamification, Gamify, Game Layer, Game Dynamics, Game Mechanics, there's no shortage of related terms. Having dabbled in the MMO and MMORPG industry (business planning, not playing), I was definitely intrigued...but not convinced about its use for non (video) gaming applications. Then I found these two videos:
 
1. Seth Priebatsch's TEDxBoston talk (July 2010), The Game Layer On Top Of The World. 
Seth talks about the "game layer" being constructed on top of the existing social infrastructure (which Priebatsch notes is already established and is called Facebook). At the root of it: gamification has the potential to motivate and drive behavior towards specific actions and outcomes.

2. Jesse Schell's infamous DICE 2010 Design Outside the Box presentation. 
Perhaps you're one of the million people who already viewed the video, Jesse has an entertaining and quirky way of presenting the 'unexpected' and the possibilities. He presents how game mechanics and dynamics could - and will - soon apply to our everyday lives.


Gamification 101
Gamification is the use of game design, game dynamics, and game mechanics in non-gaming applications. In other words, it's NOT about playing video games at work and having a game controller instead of a keyboard. 

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."

What does this mean for Work?
Sky's the limit! While gamification is only in its infancy, given the rapid adoption of consumer-based applications, like social networking and communities, into the work environment (given a fancy industry term called 'Consumerization of IT'), it will ramp up quickly. While more prevalent in B2C markets, the opportunity to increase participation in learning, education, loyalty programs and product innovation and testing is ubiquitous.

Where is this going in 2011?
Gabe Zichermann, author of Game-Based Marketing (2010) and industry pioneer, writes about the 5 Predictions for Game Mechanics in 2011. Notably, this presents a big opportunity for the consumer space, he calls out the 'big brands' to drive customer engagement, brand loyalty and brand awareness.


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.


What's this got to do with Content?
  • 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:

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:

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.
What's your perspective on this concept? Any examples of failed or fantastic case studies? Feel free to write your POV or link to other resources on this topic.


7:11 AM

User-Generated Content: The Game-Changer towards Enterprise 3.0


How have your behavior, actions - even beliefs, changed over the last year or two? I'm willing to bet your behavior and actions on making a purchase have changed and I'll go out on a limb to say that it's because of User-Generated content.
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Sidebar: "User" generated content...really? Why is it that only drug dealers and techies call their consumers "users"? I've seen some references to "consumer' generated content... well, I'd say that users are consumers (by any definition, not just techies and drug dealers). My point is that in this social, collaborative and connected world, we use a term that de-humanizes content created by people when we call it 'user' ... I digress....
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The world is a mash-up. And User Generated Content is at the heart of it. The impact of UGC on the B2C world - and increasingly B2B world is significant. You can read more about my POV on UGC and how it impacts the business world in the March edition of KM World Magazine at UGC KM World Magazine

What is more interesting is the 'mash-up'. UGC is the collision of the business and consumer world - no matter if you're a B2C, B2B or government organization. It's the new reality. Are you ready for it?

Consider:
1. People talk. The fancy new term for it is, "Word of Mouth". Whether you're a vet, a grocery store, restaurant or major brand - people are now empowered to share their experience, their POV, their recommendation - whether you like it or not. Unfortunately, the more they DON'T like it, the more likely they are to tell others about it. AKA: Misery loves company. The personal and consumer world has infiltrated the business/corporate/government operating environment - what's your plan to embrace it and use it as a source for change/improvement?

2. People talk ALL THE TIME - and increasingly (thanks to the social infrastructure) to people whom they've never met before. We're tweeting and status updating and LinkedIn'ing our opinions, interests and beliefs all the time to the masses in the Cloud. 
The business world needs to accept that when people have something to say - ready or not - there it is: tweeted, retweeted, Facebook status update, etc. It's for all to see. The sad irony is that when we we've had a great experience, we relish in our contentment and have a great day. When it goes sideways: we're on our iPhone, Blackberry or other device to tweet about it before the situation/incident has even concluded. In many instances, the world could be notified of it before you are - and before having the opportunity to correct it.

3. People have influence and impact on your business, brand: The champion of mind-controlling tapeworms (a great profile I came across on Twitter) could be as influential as CNN. We're all publishers and media outlets! This could mean that the person from high school who you can only recollect as being the recipient of wedgies, is now the person with significant influence over your brand.. .subsequently your company's brand equity... subsequently, the company's EPS. No joke, if you aren't paying attention to or embracing UGC, it could be too late when you do. You may think wedgie-tapeworming guy doesn't matter, but the reality is that you should care that much more!

Bottom line: hellooooo brand new world. The Madmen of the 60's no longer dictate. This is not a command and control Marketing 1.0 world. The upside of Marketing 2.0 (enter UGC): the inmates ARE running the asylum and calling out the perpetrators of bad business, bad practices, bad... well... just being bad. If that's not you - or your business - then you have nothing to worry about. Even then, drop your guard for good service, good business, good practice - let's just hope that Guy K or someone else who's listed 24,000 times on Twitter doesn't hear about it first.

We're evolving from the Enterprise/Web 2.0 world of Engagement to the new 3.0 world of Participation. Consumers are engaged and now participating far more frequently on Twitter, LinkedIn, Blog sites, Online communities, etc. And there are millions of them out there. It's an exciting time when your words - your voice - matter and have impact.  For the business and government world - I hope you're listening.

12:15 AM

Latest Marketing, Storytelling, Content Strategy Reading List: Pink, Tasner, Roma, Denning and others

Okay, 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.
Still on the Wish List

    •    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).
What are you reading these days? What recommendations do you have for me?

1:32 PM

The Content Conundrum: Redefining Content Strategy

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?
  1. Isn’t that what marketing does when they print brochures?
  2. It is the creation, delivery and disposition of web content.
  3. SharePoint
  4. 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.