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Archive for the ‘Innovation’ Category

Blog, Co-Creation, Innovation, Insights

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New Things Are Afoot At Face!

  • Date May 26 2010
  • Posted by Esther
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Well I’ve been a bit quiet of late on the blogging front. But its been for all the right reasons!

We’ve been really busy  in the last month or so doing lots of new things, having lots of new experiences and extending our methodology to increasingly diverse briefs and markets.

In last month we’ve done two really exciting projects that I feel are worth sharing and demonstrate our fervent belief in our methodology.

First we’ve been off to India and Australia to work on a ground breaking global brand re-positioning project, for which we pioneered a co-creative approach, delivering a new brand footprint and equity creative brief.

While most traditional agencies and clients would employ a safe, traditional focus group methodology or appoint a big, corporate consultancy, we stayed true to what makes Face Face – intimate, direct and equal interaction between clients and consumers, running workshops in Delhi and Sydney.

We spent 2 days in each market working through a series of co-creative exercises designed to explode and explore 2 potential positionings and allow the consumers to really show us what they want to see and how they want to interact and relate with the brand concerned.

The result is a final brand positioning that is completely consumer centred, exploded, explored and refined, already validated and ratified, and a creative brief that is significantly tighter and more informed than ever before. Less testing required, less risk and uncertainty, and a fuller, earlier understanding of the parameters and possibilities inherent in it.

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Secondly, on a similar brief for another client, we have further adapted our methodology to create a more mobile option for co-creation, extending it out of the tried and tested workshop environment and into a more modular, in home environment.

By developing and tailoring our co-creative exercises to work in a more traditional focus group sample structure and setting we can better accommodate problems where regional difference and range is a core consideration for answering the strategic problem at hand. It is also a great option for audiences or subjects where working in a  large group may be inappropriate or uncomfortable.

Co-creation is increasingly becoming one of those marketing buzzwords that any old agency is bolting on to their “offering” and saying they can offer, but it takes the years of experience Face has working directly with clients and consumers to be able to truly stretch the methodology and exploit the incredible potential in it.

Here’s to another year of projects that allow us to push the boundaries…. it’s so much more interesting that way!


Crowdsouring is a buzzword that has been knocking around for a while now. There is a lot of thought, theory and ongoing conversation about it, and we’re starting to see brands begin to use it in various different formats.

But how does it work in the research & innovation world?

‘Journey To The Centre Of The Crowd… And Back Again’ explores crowdsourcing from it’s definition and gives hints, tips and strategy advice on how you can implement crowsourcing for innovation.

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The nice juicy feature in April’s edition of Research Magazine! Entitled The Sweet Smell of Success is now online on their site. The piece is a case study about our work with Axe/Lynx on Twist, the fragrance that changes. Written by Face Managing Director Job Muscroft the article explains the inner workings of the Twist project and the importance of involving consumers in the marketing process.

Unilever’s Lynx (or Axe if you’re outside the UK) is a global deodorant brand. The challenge it faces in product development and communications is to innovate constantly to keep its young consumers interested and engaged. The Lynx brand and insight team are always looking at ways of staying closer to their young consumers, in order to stay relevant.

A key strategy is to launch new variants of the product. Lynx has come up with some great products recently including the hugely popular Dark Temptation, promoted by ads featuring a man made of chocolate. For the launch of the 2010 variant it was going to be important to build on this and reinforce Lynx’s ‘quality fragrance’ credentials once more. Face was commissioned to develop the new variant and its fragrance using co-creation, in an effort to generate engaging product concepts and communications based on strong, well-articulated consumer insights.

The brief
The brief was challenging in its simplicity for a deodorant brand: How can Lynx talk about freshness in a new and engaging way?

Read on at Research-Live.com

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This morning we took part in the latest Digital Salon and Surgery at Farringdon’s Free Word Centre to talk about digital innovation for arts brands and organizations, discussing how they are innovating to meet contemporary digital challenges.

It was a very interesting session with a packed panel of six speakers discussing the topic from various angles and presenting some great case studies like the upcoming Chromaroma Oyster Card game (below) and the recent RSC Twitter production “Such Tweet Sorrow” supported by the 4iP fund or ‘NT Live’, a new initiative from the National Theatre which enables live performances to be broadcast onto cinema screens across the UK and worldwide, as well as the NMC Music Map and the cutting-edge ‘PureDyne’ project, an Open Source Linux operating system and multimedia toolbox maintained by the Goto10 Collective.

Eleanor Wilson from NMC Recording showing the audience the NMC Music Map

We talked about our open innovation approach and adaptive brand planning model, how Arts organizations could benefit from real-time research, crowd-sourcing and  co-creation and what this all means from a broader cultural perspective. I guess one of the most fascinating implications of taking this approach to the arts space is that it makes the progressive switch from creation to emergence models quite blatant. Understanding the radical change in the role of experts/curators and artists into the cultural ecosystem and understanding what open processes mean in terms of cultural innovation (leading/reacting, educating the audience/learning from the audience, creating new markets/feeding into existing ones) are key questions for the Arts but are totally relevant for the FMCG brands and the technology innovation ecosystem too. So I guess a Creation vs Emergence post is on its way!

For now, thanks again to Arts Council England, IT4Arts, Open Mute and Digital Salon for having us today, it was fun!

Chromaroma Visualisations from Mudlark on Vimeo.

smashed-computer In her paper about the World of Warcraft and Co-Creation Myriam Davidovici-Nora explains that Blizzard’s success lays in the combination of never-ending game-play, a high level of competition and the hyper-personalisation accessed through online add-ons.

However, Blizzard’s unique model is hardly suitable for other businesses– Can you imagine EA distributing “zombie kits” for Left 4 Dead?

This conundrum leaves us with a burning question: what is the best practice to handle / entice a group’s creativity in the online environment?

The Tool is the Tip of the Iceberg
Liz Sanders, a pioneer in the use of participatory research methods for the design of products, systems, services and spaces, addressed this topic when speaking at the Copenhagen Co’Creation 2010 Summit and Seminar. She explained that tools are the tip of the iceberg: they only become effective if applied with the right mindset and the right methods/methodologies.

“In co-creation, you need to be working with the mindset that all people are creative and that they are able to produce creative things when given the tools and the stage on which to practice or perform”

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Sanders: It's not what you have, it's how you use it.

Everyone is Creative
Sanders believes that we’re all inundated with many ways to satisfy our consumptive needs while our creative needs are usually ignored.

Ultimately, we express our creativity, either in DIY, craft and hobbies, or online with all the user-generated content platforms available to us on the Web.

“One of the key values of value co-creation is that it satisfies the need for creative activity while addressing the need for social interaction.”

Sanders 4 levels of creativity:

1. Doing
2. Adapting
3. Making
4. Creating

New trends in technology have helped to democratize creativity and support broad audiences who participate in creative activities.

But…

Is the web the right place for creativity and therefore for co-creation?

In his article The Web’s Third Frontier Patrice Lamothe makes a really interesting point. Reminding the reader of 3 founding principles of the Web, as stated in Tim Berners-Lee and Robert Caillau’s initial proposal for their World Wide Web hypertext project:

- It allows anyone to access any type of document
- It allows everyone to disseminate their own documents
- It allows everyone to organize the entire collection of documents

Lamothe explains that the first statement has been accomplished with the good old web of online’s early days, and the second statement was completed with the introduction of Web 2.0.

The third and last fundamental idea is actually rolling out now:

“Among users, social networks are now making instantaneous exchange of content possible. Almost 20% of tweets sent contain URLs. Facebook puts sharing links at the top of its hierarchy of functions. […] On the technological front, collaborative systems and the “real time web” allow everyone to coordinate their views with various communities, organizing data as it is received [and, thus] broadening both the web’s basic organizational structure and the means of accessing it”

Can you be truly creative in the confines of a computer?

Understand the challenges of online creativity
Going further, Rafik Letaief, Marc Favier and Françoise Coat explain in their study Creativity and the Creation Process in Global Virtual Teams: Case Study of the Intercultural Virtual Project why the web is a perfect tool for creativity and what its limits are.

This research measures the level of creativity in global virtual teams: during 8 weeks, students from 26 different universities have been working on tasks, communicating and sharing tasks through online forums.

According to this research, the lack of focus is the first obstacle to a virtual team’s creativity: avoid multi-tasking user by launching tasks one by one.

The second barrier is the lack of participation and the missed deadlines that cripple the team with tensions. Conflict avoidance and communication blackout on the internet is more likely to happen online than in a face-to-face workshop and it’s also a blockage to creativity. The fourth obstacle to creativity is the lack of clear IP and ownership management that de-motivates users. Finally technical problems and technological insufficiency can inhibit creativity.

On the other hand, to enhance creativity, the first thing is obviously to avoid all the negative factors mentioned above.

The other factors identified are the presence of stimulating members who initiate relevant debate and help rising and solving issues. Another important factor revolves around how online members manage there time and participation levels when taking part in several projects simultaneously. Technology appropriation and the manner in which team members choose, combine, and utilize available tools is an enhancing factor for creativity.

Conclusion
Interestingly, this research emphases on the fact that the spirit of technology (democracy, freedom of expression and generation of idea) is a factor of creativity – as long as it’s used in the right conditions and context. Ultimately, the internet may be a great for co-creation as long as you keep this motto in mind: “Build the Camera Whilst Shooting the Film”.