Digital Lab Live’s 2013 SXSW Coverage
Comprehensive coverage for everything interactive at the 2013 South by Southwest® Conference in Austin Texas.
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Ouya Keynote - Kind of disruptive

Julie Uhrman, founder and CEO of Ouya sat down with The Verge Editor-in-Chief Joshua Topolsky to discuss the company’s enormously successful Kickstarter campaign (raising $8.5M) and their vision to disrupt the video game industry, with crazy affordable prices and an Android-based OS that lowers the barriers for development. 

Ouya promises to make gaming in the living room as accessible as smartphones have made it everywhere else. Ouya isn’t just a console, it’s a platform that is based on the Android OS, which means it’s much easier for independent developers to make games for than Xbox, Playstation, and Nintendo consoles. Less barriers for development mean more titles for casual to hardcore gamers, at cheaper price points. 

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By expanding types of games beyond hardcore blockbuster titles like Modern Warfare 3 at a $60 a pop, Ouya hopes to bring casual gaming back to the living room for gamers of all skill levels.  This was a point that Uhrman stressed most throughout the discussion. Casual, light hearted games, like Angry Birds, should not be relegated to tiny screens. We should bring it back to the days where we all played Tetris in the living room together. 

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Ouya isn’t trying to dethrone the 3 major consoles, yet. They position themselves as an additive device with games that major consoles won’t have, but you’ll still need the majors for the blockbuster titles that require more powerful hardware. 

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The device will be distributed to Kickstarter backers in May and be in big box stores this summer for $99. 

That said, with that kind of vision and accessibility, one would think that the talk would have been a smash hit with the crowd of developers, gamers, and futurists. But reviews were definitely mixed as Uhrman didn’t go much beyond their vision in the Kickstarter campaign and some updates on product development. 

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Still regardless of how the talk went, you’d be hard pressed to find any person who played a pre-PS2 console, who isn’t excited for Ouya. 

The gaming industry has matured, and like the film and music business, it’s time to lower the barriers for distribution and discovery of great content. 

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The Making of a Meme

In October of 2011, White House photographer Diana Walker went on assignment to capture photographs of Hillary Clinton. One of these photos was of Clinton in sunglasses, gazing down at her Blackberry. The photograph ended up in a spread in Time Magazine, but didn’t generate much immediate response.

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….Until April 2012. After a few drinks at a local gay bar, DC-dwellers and good friends, Adam Smith and Stacy Lambe came across the now-infamous photo of Clinton and decided to start a Tumblr, Texts from Hillary (http://textsfromhillaryclinton.tumblr.com/). Within a few days, the Tumblr became a world-wide sensation. Smith and Lambe shared their surprising - but somewhat deliberate - journey through creating a popular meme.

Keep it simple. Smith and Lambe wanted to make the meme easy for them to create and for viewers to consume, so they kept each post to two simple images and concise copy.

Have a distribution strategy and create channels for discovery. Both Smith and Lambe have their own personal Tumblr followers, so they distributed Texts with Hillary to those people first. Then, they used their background in marketing to reach out to people in the media to cover their new tumblr.

Publicly acknowledge your fans. Rachel Maddow proclaimed that Texts with Hillary was the best thing she’d seen all week, so they created this:

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To get Jon Stewart’s attention, they also created this:

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Make a graceful exit. After only 30 posts and being invited to create their own Text from Hillary photo by Clinton herself, they realized they had reached the end of their meme journey and said goodbye to their readers. In doing so, Smith and Lambe allowed readers to think fondly of their Tumblr, rather than grow weary through over-saturation.

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Original photo by Diana Walker for Time and Kevin Lamarque for Reuters.

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Teen Bullying in the Digital Age

From Tyler Clementi to Erin Gallagher, it’s difficult to ignore recent media coverage of cyber-bullying and its perceived link to teen suicide. After learning about the challenges parents face when raising toddlers in the digital age, I had to attend “Growing Up in the Age of Facebook” to understand how social media has affected teens, and gain insights on how marketers can use this information to empathetically reach teens. Speakers for this panel included Emily Bazelon (Senior Editor at Slate and author of Sticks and Stones), Danah Boyd (Microsoft Research and NYU), Ben Keller (op-ed columnist for the New York Times) and Jason Rzepka (SVP of Public Affairs at MTV).

How has the internet changed this generation of teens’ lives, in relation to online bullying and drama?

  • Boyd didn’t believe that the internet was to blame for the so-called bullying epidemic, and that the media plays an important role in creating alarmist stories. According to Boyd, research has shown that bullying rates have not increased with the inception of social media. She emphasized that it’s important to define bullying, which she classifies as ongoing, systematic psychological warfare and physical aggression towards another person. Bullying is often referenced in media as isolated incidents of meanness and cruelty, but it’s important to make the distinction between what is actual bullying, and what is not.
  • According to Boyd, when both adults and teens agree on the definition of bullying, research shows that there hasn’t been a rise of bullying because of the internet, though its coverage in media exacerbates this so-called epidemic of bullying. Regardless, bullying still exists, although its severity is questioned by Boyd
  • Keller disagreed. While he admitted to having less of a scholarly approach than Boyd, he believes that there is a general increase in meanness, aggression and polarization  - though doesn’t believe the internet is the sole villain in this. He believes that the crowded nature of this space gives people the incentive to shout controversial things to get attention, and that social media rewards partisanship

How has MTV used their authority among teens to address bullying?

  • Since 2009, Rzepka’s team has been doing research and launching campaigns targeting teens, focusing on sexting and cyber bullying specifically. They saw an opportunity to launch a different type of campaign, as they felt that the existing messages were shallow, panic-driven, and probably wouldn’t resonate with teens today. The came up with A Thin Line, an organization that showcases scenarios of cyber and offline bullying, with opportunities for teens to step in to help their peers

Does the media amplify assumptions of increased cyber-bullying?

  • Boyd agrees that yes, the media puts the ownership of bullying on the internet, and that they’ve propelled a narrative of victims and villains. This has caused new legislation that has pushed educators to prosecute and punish perceived villains of bullying, as opposed to trying to understand and fix the problem, which Boyd believes is an ethical responsibility for people in power
  • Keller believes that in some aspect, there is a tendency in media to oversimplify stories. Journalists search for narratives and trends to leverage in stories, and right now, that trend is bullying. There are formulas for earning more traffic online, which further incentives media to dramatize stories

How can the media and marketers who reach teens address these problems?

  • Boyd believes that there are nuances and complexities to these bullying stories that need to be addressed. She believes that current efforts for and coverage of these stories over-value the victims and demonize the perceived villains. She wants readers to challenge “lazy journalists” and ask for more complicated, nuanced stories that properly define bullying and are more careful in linking instances of meanness to teen suicide
  • Rzepka believes that we should empower young people to support one another, and create programs where bullied teens can reach out to peers. MTV has dedicated years to creating campaigns that positions peer-to-peer bullying aid as the cool and right thing to do. He doesn’t believe that we’ll ever eradicate cyber bullying, but wants to make access to help easier
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Hype vs. Reality: Takeaways from SXSWi 2013

Digitas has a new data visualization tool called SODA that they used to take us through the history of SXSW from Johnny Cash to Elon Musk as we celebrate SXSWi’s 20th year anniversary. Let’s take a deeper look at the current trends & hype as analyzed through social data.

2013 Top Trends:

The People:

  • In 2004, there were 3,200 SXSWi attendees. In 2012, the interactive festival had over 24,569 people. This year, 27 thousand are estimated to have been in attendance. 
  • Of the people that visited, Texas, NYC, and California were the top 3 states most people came from.
  • The average SXSWi attendee is on average are young, affluential decision-makers. Their average at 1,226 Twitter followers & 632 FB friends

Top Breakout Personalities 

1st: Elon Musk got 10K mentions on Twitter

2nd: Grumpy Cat most mentioned

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Top Trending Topics:  

1.) Data

  • Why? Big data is all the rage except this year it’s focused around the “Quantified self.” It’s all about tracking your own behaviors to actually make changes to your real life. 

2.) Entrepreneurs

  • Why? This year was all about bringing the startup culture and mentality to big companies or other organizations that may not be what most consider a “startup.” It was about instilling the startup culture in us all. 

3.) Digital/Physical 

  • Why? It’s also called the “Digital Backlash.” In previous years big social apps have been the heroes (Twitter, Foursquare, highlight).
  • This year it was much more about “hardware” or items that can marry the digital and physical worlds.
  • Think 3D printers, Leap Motion, a fantastic motion interface for your computer that puts connect to shame and it’s only $79 dollars, & OUYA, the $99 free-to-play game console built on Android releasing in March. 


4.) Space 

  • Why? Space exploration is much more accessible now & people are encouraged to think big. Just like Elon Musk does 

The Cool Brand Stuff: 

The theme was “Go Big or Go Home” for sure but let’s take a look at what most people talked about when it came to brands. 


Task Rabit van (fur bus that gave away free stuff)

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GE Brilliant brew - a coffee truck that printed and made cool patterns in your coffee! image

LYFT - carpooling app that lets people share cars but they couldnt get cars to Austin, so what do they do? Wear giant pink mustaches and give people piggy back rides of course!  

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NASA - literally brought a telescope that is set to release in 2018image

My personal favorite brand experience from this year’s event? 

Game of Thrones of Courseimage

Finally want to see want to see where people are going the most? 

Check out the live data via Foursquare here: 
Weareherenow.org/austinlive

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10 SXSWi 2013 Startups to Watch According to… the Web

By Grace Chang

Sure, everyone’s buzzing about SXSW—so are we, which is why we’re covering it live for all of you. There are also a ton of startups that will be at SXSWi that are being buzzed about, and many lists of said startups floating around the Internet. So we at the Digital Lab have decided to make it all easier for you; we’ve curated the Web’s  (and our) 10 favorite buzzed-about SXSW startups, in no particular (read: alphabetical) order.

Citybot: http://www.citybot.com/

A personal assistant-esque app that creates an itinerary for you when you enter a new city—who wouldn’t want that? Citybot Smart Travel Guide, an app available in both iOS and Android versions, helps you plan your day based on your preferences and desires, saving you loads of tedious planning time and letting you make the most of your trip.

Eevzdrop:  http://www.eevzdrop.com/

Known as the “Instagram for audio files,” the Eevzdrop app allows you to record a brief sound file, geo-tag it, caption it, add a photo, and share. Features such as tagging, liking, and following are, naturally, part of the package as well. The app will be promoted extensively at SXSWi as well as SXSW Music.

Highlight: https://itunes.apple.com/us/app/highlight/id441534409?mt=8

Apparently worthy (according to Mashable and NetBase) of “most buzzed” status for two years in a row, Highlight analyzes the social connections of people around you across Twitter, Facebook and blogs, and keeps you notified about connections (or friends) who may be in the vicinity. It also keeps a log of people you pass each day and makes a list of all of them. Cool, but a tad creepy if you ask me.

Koozoo: http://www.koozoo.com/

Koozoo calls itself “the first crowdsourced network of continuously broadcasting smartphone video cameras that makes it easy for anyone to share fun and informative views of places and events.” Now that was a mouthful. In layman’s terms, Koozoo lets you see the world via others’ smartphone videos, and broadcast your own video snippets so everyone can see what life is in your shoes.

Leap Motion: https://www.leapmotion.com/

Think of an Xbox Kinect shrunk down to the size of a flash drive for your computer instead of your TV. That’s Leap Motion’s must-see product at SXSW this year: the Leap Motion Controller. The Leap Motion Controller senses finger and hand movement and lets you interact with your computer directly within an 8 cubic foot space. It is currently available for pre-order for $79.99 on the Leap Motion website.

Lynx Labs: http://www.kickstarter.com/projects/915328713/lynx-a-camera (Lynx Camera)

The creators of the Lynx Camera, a camera that takes images and measurements of objects, say, an elephant-shaped mug, and translates them into renderings that 3D printers can use. Send said rendering to a 3D printer and there you have it: your very own duplicate of said elephant-shaped mug. The Lynx Camera started off as a Kickstarter project that aimed to make 3D scanning technologies more accessible to people who need it.

Memoto: http://memoto.com/

 Memoto is the creator of yet another camera—an “automatic life-logging camera”—designed to help up capture both simple everyday moments as well as small surprises as we experience them. It’s a tiny, weatherproof, ultra-light, wearable camera that takes beautiful geo-tagged photos as it’s clipped on (2 photos a minute), and stops when taken off. Android and iPhone apps have been developed to organize uploaded photos onto a timeline.

Ridescout: http://aboutridescout.com/

Formerly known as GoingMyWay, Ridescout is an Austin-based startup that provides ground transportation solutions, integrating rideshare to other transit information such as bus schedules and cabs. The app can rank rides based on cost and arrive time, and allows users to book a ride and call their driver through the app. Though the startup is based in Austin, transit information and ridesharing is available nationwide. Ridescout is indeed social commuting at its best.

SuperMechanical: http://supermechanical.com/

Thought the connected future wasn’t realistically going to happen anytime soon? Think again. Otherwise known as the creator of Twine, a little green gadget that allows you to connect your things to the Internet, SuperMechanical is the future of stuff. Twine is a wireless sensor that connects to a web app, which allows you to get your objects texting, tweeting, and emailing you updates.

Taskbox: http://taskbox.co/

Taskbox is almost destined to become the working professional’s best friend. Its clean, intuitive design helps manage email overload and makes email, a desktop oriented app, much more mobile friendly. Unfortunately for Android users, it’s only available for iOS.

And there you have it, the Internet’s 10 most-buzzed about startups that will be at SXSWi 2013. Many thanks to Inc.com, Mashable, NetBase, and GigaOM for their lists!

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Acquiring the Skill of Meta-Learning – Tim Ferriss at SXSWi

Acquiring the Skill of Meta Learning  Tim Ferriss at SXSWi image timferriss

Tim Ferriss & Meta-Learning

Ever wish you could learn a new skill without the lengthy amount of time it takes to become a pro? Tim Ferriss, king of accelerated learning and author of the New York Times best sellers, The 4-Hour Chef, and The 4-Hour Workweek, presented a session at SXSW Interactive, “Acquiring the Skill of Meta-Learning.” Ferriss sussed out his advice and learning model for quickly and successfully acquiring knowledge. “I believe you can become world-class in any skill in 6 months or less,” stated Ferriss. So how do you do it? Ferriss first recommended these three aspects:

1. Have optimism
2. Have baselines – Understand your strengths and weaknesses
3. Replicate outliers and anomalies

Ferriss also broke down the framework for accelerated learning that he likes to call: D.S.S.S

1. Deconstruction. Ferriss states that most skills are overwhelming and in order to successfully acquire new skills quickly, you need to break them down into pieces, or units. Then ask yourself, “Why have I failed at this skill, or why might I fail?” and study those potentials failures so that you can avoid them.

2. Selection. Ferris explains that finding the minimum effective dose to successfully acquiring a new skill is the step of selection. “You want to use very few tools and be good at those tools,” he said. Ferriss gave the example of the boys from The Axis of Awesome who created a YouTube video called, “4 Chord Song.” In the video, the guys sing a medley of 36 different hit songs, all of which use same 4 chords, emphasizing the fact that you really only need 4 chords total to become a super star.

3. Sequencing. Ferris tells you to ask yourself, “What if I did the opposite of best practices? What if I did the reverse?” and by switching up the order in which you learn a skill, you will become more fluent and efficient in it. Ferriss stated that in order for him to fully learn and understand Tango, he studied the female’s role first. Changing the sequence of when you need vs. want to learn a particular skill is also vital. “The worst time to learn a skill is when you need it,” says Ferriss. Want to learn how to flip food in a skillet? Don’t try it while you’re in the midst of cooking a feast, practice with a cold skillet and some dried beans while you’re watching TV. If you spill the beans, no harm done, because you’re not actually cooking! Want to learn how to become a pro at chopping food? Don’t try while you’re elbow deep in onions with sharp knife to boot, use a lettuce knife to practice the motion of cutting while you’re listening to music. Learning skills in an opposite or reverse manner, and when they’re not needed will help you succeed.

4. Stakes. Ferris says that most people fail with their New Year’s resolutions because there aren’t any consequences to failing them. Giving yourself real consequences will accelerate your desire and passion to learning the skill. He gave stickk.com as an example and tool that forces people to deal with consequences of an unaccomplished goal. On stickk, a user creates a goal, sets the stakes (typically in the form of money) and chooses an “anti-charity” which will reap the benefits of the money if the goal isn’t accomplished. So far, 195,000+ goals have been accomplished.

5. Simplify. Ferris quoted author, Antoine de Saint-Exupery, stating, “Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.” Ferris says you should try to focus on just one subject at a time. Saying yes to too many things is a problem. Have one to two “to-dos” and accomplish those.

What do you think of Tim Ferriss’ meta-learning tactics? Have you tried these yourself? Do share!

Acquiring the Skill of Meta Learning  Tim Ferriss at SXSWi image



via NewsCred http://bit.ly/YPAnAF

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Audience & Creator: How much collaboration is too much?

Unbeknown to many, Charles Dickens used to write a chapter of novel, publish it in the local newspaper and garner reader’s feedback to take into account for the next chapter. So maybe Great Expectations should actually cite more than one author?

Dicken’s shows us that this process of audience feedback and collaboration isn’t a new concept, but yet it’s something that is rarely adopted. The guys from DeviantARTdont even think its a talking point, it should be what writers, film makers and even brands do with every project.

Their philosophy is that there is no longer a hard line between consumption and production - audiences should have input in to storylines and should be ‘consulted’ along the journey of development, enabled with the power to sway plot, production and characters.

They believe in this concept so much so that two of their recent projects have involved some serious audience collaboration. The Odyssey II project with published author Clive Barker started by Barker writing the first chapter, and opening it up to the DeviantART community to write the next chapter, and accompanying artwork. A chapter was released, and so the process continued until there was a full book ready to publish and sell. They received thousands of submissions and what came from it was a crowd sourced book plus artwork, with all proceeds of sales going to UNICEF (their attempt to get around rights and profit distribution).

The latest installment of GI Joe II (with The Rock) is another example of this audience creator collaboration. Listening to online commentary, it was clear fans were concerned that the franchise would be exploited and ruined, so producers have been in close contact with a subset of hardcore fans to ensure they’re part of the process and somewhat ‘approve’ of the producers choices.

Mass Effect 3 is the cautionary tale of not listening to fans commentary online (or listening to it, but completely dismissing it). The producers of Mass Effect 3 asked for audience feedback in an attempt to throw them off course so they could surprise them with a completely disconnected ending. Unsurprisingly, when it was launched in 2012, the reaction from the audience was beyond negative. So much so that EA is in the works of re-producing a new version that actually takes into account the feedback from the audience.

I do worry about compromising the end creative product. How many people can you really have involved before the creative idea becomes a watered down version that, in theory represents everyone, but in reality represents no one? I also fear the single mindedness of an idea would be confused and the artists vision would be lost.

That said, I don’t think enough brands reach out to their audience to gather feedback and ideas. This concept is perfectly applied to product development. If you’re asking the people who you’re trying to sell to what exactly they want, it will sell, because they’ve asked for it!

So for any brands, artists that adopt this approach they should consider these thoughts:

1. Think about it as subtle adjustments along the way, not complete overhauls (unless that’s what yo want)
Include your audience in the process but don’t ask the type of questions that have the ability to ruin an idea. It should be about small iterations and optimizations along the way to create a better end product.

2. Don’t spread the net too wide
By asking every single person online for their opinion, you’re going to end up with a lot of random thoughts and ideas. Limit it to your core audience, the most passionate or savvy fans you can identify.

3. Don’t lose your end vision
Audience creator collaboration works best with a storyteller who can best utilize the constant stream of audience feedback, without losing or dulling his or her unique voice and vision.


*For those not familiar with DeviantART, it has 25 million members, 60 million unique visitors to the site and an average of 28 minutes on site per month, so they have some credibility in this area.

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How you can use design to manipulate behavior

I’m going to give you two choices. 

1. You can have half a box of chocolates RIGHT NOW.

or

2. In one week, you can have A WHOLE box of chocolates.

Which do you choose? If you chose the first one, you’re just like everyone else.

Because the thought of waiting one week is absurd. The additional half a box of chocolates you would have received is outweighed by the time you would have to wait. This is what we call diminished value. Products like savings plans and life insurance face this idea of diminished value everyday, because as humans, we’re can’t fathom waiting 30 years to access our money and we want to spend it now.

Disciplines such as behavioral economics are seeking to understand these decision making patterns and barriers, and find ways that we can shape or manipulate decisions.

(I personally find this an incredibly interesting subject - for anyone who wants to know more I highly recommend starting by watching Rory Sutherland’s TEDTalk ‘Sweat the Small Stuff’).

Today’s panelist, Chris Risdon, was going to give us a lesson on blending behavioral economics with design, with the intention to change behavior. Let me give you an example. 

You’re watching the news and an advert for an animal rescue shelter comes on TV. They’re urging you to donate and they’re tugging at your heart strings through pictures of cute puppies being tortured. You think of your own pooch and decide to donate. The ad is telling you to go to a website. You go there, and you have to register. You input your name, billing address, and then you have to decide how much to donate. $20? $10? What’s too much? Then you put your credit card details in, and they try to lock you in for monthly payments. All in all, it’s taken you 15 minutes to get through the eCommerce funnel and you’ve sworn off donating again. See the problem here?

The amount of effort exerted does not match the level of commitment.

Think of the exact same situation of watching TV, but instead of asking you to donate via a site, they tell you to text 199DOG and it automatically deducts $10 from your phone bill. Done. 

The amount of effort exerted is matched to their level of commitment.

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Too often, marketers put so many barriers into place that the amount of hurdles to actually buy a product or service doesn’t match the consumer’s  level of motivation. 

One of the best examples of persuasive design is organ donation. Many countries have now implemented an ‘opt-out’ rule rather than an ‘opt-in’ due to the fact that many people simply couldn’t be bothered checking the opt-in, not because they didn’t want to donate. Donations as a result have more than doubled in these places. 

So how can marketers start to change behavior through design? Chris gave us three ways in which we can do this. 

1. Sensors and Data 

An incredibly simple concept of connecting devices and data to activities and products, and interpreting this data to make meaning of it. Data can be in the form of GPS, RFID, images, profiles, status updates, accelerometers… the list goes on. The meaning part is what will change behavior. 

Nike+ is an example that is always cited (and so it should be), but think of mint.com that tracks your spending and shows you where you could save, the new Nike shoes that track your steps and feed it into Nike+ or the new electric toothbrush that is connected to your Smartphone and teaches you brushing habits. These are all examples of brands using individual data to alter or manipulate our behavior. 

2. Feedback AND feedforward

Chris gave a great example of how Weight Watchers used to be. You will diet like there’s no tomorrow all week, go to Weight Watchers on a Sunday night, get weighed, realize you’ve put on weight, and then spend the next week trying to figure out why. There was no feedback or feedforward. 

Now, we have Wifi scales and Apps like Jawbone to track our weight against our own personal goals. It will tell us how we’re progressing but most importantly, GUIDE us to our goals. It takes our individual data and then understands it to be able to give people guidance. 

Feedforward is just as important as feedback. I recently saw a new Coke campaign that was a perfect example of this - it showed types of exercises that people can do to burn off the calories of a Coke. Ie: Laugh for 10 minutes or take your dog for a twenty minute walk. Another great example comes from Nike+ again - it’s the ability cue music as you know you’re going up that last hill, or the fact that every ‘like’ on Facebook sends you a cheer in your headphones. That’s just brilliance right there!

3. Framing and Profiling 

Finally, framing and profiling is changing the way something is presented to us to change our behavior. Like putting the dessert bar just that little bit further away so it’s out of reach, or in school cafeteria’s displaying the healthy food first.  

Ask WHY five times to understand what is the real behavior you’re trying to change

Chris argued the most important part of changing behavior is constantly asking why to understand the underlying motivation. It should be what we’re doing anyway and the role of the agency to continually challenge the client, but understanding the WHY can lead us to different strategies and tactics to change behavior. 

For more reading on this topic I would highly recommend Richard Thaler’s book ‘Nudge’ - he also has a blog but doesn’t update it frequently.

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