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Goop Opens Permanent Store Designed With A Home In Mind http://ift.tt/2xhPpck Goop Opens Permanent Store Designed With A Home In MindGoop Lab is located in Brentwood, Los Angeles and boasts an apothecary and greenhouse Gwyneth Paltrow’s modern lifestyle brand Goop has just opened its first brick-and-mortar store in Los Angeles. Located in the celebrity neighborhood of Brentwood, the Goop Lab has been designed by Paltrow’s personal interior designers Robin Standefer and Stephen Alesch of Roman and Williams with a real home in mind. According to Paltrow, the Goop Lab is seen as an extension of Goop HQ. The 1,300 square foot space features a living room customers are invited to lounge in, a kitchen where Goop’s food editor will be cooking during events, an apothecary, greenhouse, and a porch where customers can shop for must-have home buys. Mobile Marketing via PSFK http://www.psfk.com/ September 21, 2017 at 06:04AM
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iOS 11 Kickstarts Mobile AR Marketing http://ift.tt/2xprBCJ The following is a guest contributed post by Vince Cacace, CEO at Vertebrae. The beginning of the era of augmented reality is here, and we have the device in our pocket to thank. When a new technological innovation evolves from the theoretical to the practical, the most common question people ask is, “how do I get it?” Within the next three to eight years, we will ultimately associate our relationship with augmented reality through smart glasses or contacts where digital images are overlaid onto our field of vision by intelligent optics. In the meantime, augmented reality will be introduced to the masses through a much more familiar medium… The smartphone. New Technology Adopts The Dominant Platform Paradigms are slow to change. Just because a new innovation or piece of hardware is getting a lot of headlines, that doesn’t mean people are actually using it or even know what it is. For instance, it took years for traffic from mobile Web browsers to bypass that from desktop browsers. For all the hype that the iPhone had from, say, 2007 through 2012, mobile was not yet the dominant computing platform. Companies which make money on digital traffic—media, entertainment, advertising etc.—recognized the traffic patterns and began preparing for the mobile-first future, even if it was not then a reality in their products and platforms. When a new technology comes about, most early innovations tend towards the dominant computing platform at the time. Companies loathe to abandon a viable business to move towards a newer and sparsely adopted vehicle. Today, the dominant computing platform is mobile. People spend more time on their smartphones than on desktop computers or watching television. Thus, similar to mobile’s impact on VR 1.0 adoption (via 360 video), mobile is the perfect distribution method for the early stages of augmented reality. Making Augmented The Reality The foundational companies of the mobile era are the ones building the infrastructure on which immersive (spanning both VR & AR) media realities will be built. We are back to the iOS and Android platform wars of 2007, where companies are competing to own the software ecosystem of AR – to later dominate the hardware side if and when AR glasses are the device that replaces your smartphone. Last week, the public stood transfixed at the augmented reality capabilities Apple showed off with the unveiling of the iPhone 8 and iOS 11. Artists and designers are taking to Apple’s ARKit introduced in iOS 11 to create some truly stunning animations and Waking Life-style dreamscapes presented through an iPhone’s screen. ARKit will be a foundational principle for the growth of augmented reality, accelerated through Apple’s popularity and power. Similarly, Google’s ARCore is designed to enable creators to more easily develop augmented reality experiences that set the stage for more advanced features and functions as the technology develops in years to come. All this in addition to Project Tango. Facebook and Snapchat are also in the game. Snap’s World Lenses are going further than vomiting rainbows of years past– and allow users to place and interact with 3D objects in the world around them. Snap has already tested the waters on a hardware play with Spectacles (which are not AR, but expose people to the concept of a wearable camera where the content can later be augmented from the app). Facebook’s Camera—part of its core Facebook app—is now enabling facial filters and other introductory AR features. Now is the time for mobile AR, and immersive media more broadly, and it will be exciting to see which companies take advantage. Advertisers will have a field day due to the personalized experiences consumers can have with products. Imagine trying on a pair of Ray-Ban’s, or seeing what a new Mazda looks like in your driveway- without physically having either product. Nobody (except for Niantic with Pokemon Go) has found a sticky AR use case yet – and it will be interesting to see what resonates with consumers over the coming months. On the other hand, advertisers can take advantage of AR advertising at scale right away – delivered over the mobile browser. An AR ad doesn’t need to be sticky – it just needs to have utility and provide an engaging and personalized experience for a consumer on the path to purchase. That’s why we, at Vertebrae, have developed a turnkey and accessible cross-platform solution for advertisers that want to take advantage of all AR has to offer. Predictions surrounding VR/AR headsets may generally agree to mass consumer adoption being three to eight years out, but the global mass adoption of smartphones– coupled with the improvements in the subsequent technology on those phones– creates an immediate lane for companies to engage audiences with immersive, interactive, virtual and augmented experiences across the mobile landscape. The post iOS 11 Kickstarts Mobile AR Marketing appeared first on Mobile Marketing Watch. Mobile Marketing via Mobile Marketing Watch http://ift.tt/HGJCKG September 21, 2017 at 06:00AM
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MMW Exclusive Q&A with Ari and Ben Fox of CEC and Gameacon http://ift.tt/2wBoloW Recently, MMW caught up with Ari and Ben Fox, Producers of CEC and Gameacon, at the Casino Esport and Gameacon Conference. Here’s our exclusive chat. MMW: Tell us about CEC/Gameacon and how it all started? Fox Brothers: The “Fox Brothers” started their 20-year relationship with the casino industry by working in marketing and ultimately programming software for the casino transportation segment. The relationship we had with both executives and employees in the casino industry and software developers formed a natural foundation for the start of Gameacon about 5 or 6 years ago. We heard the concern of programmers and game developers that there were no events out there that gave them the platform they needed to reach the public, other devs (developers), potential studios, and employers – like there was for other segments of video gaming. There was no “Sundance festival” for game developers, and so Gameacon was born. There is a natural intersection of video game development and eSports, and it is this immersion into eSports which led us to realize that this was something the casino industry must gravitate towards if they hope to evolve with the interests of the younger generations. It was obvious to us that the two industries could mutually benefit from each other, but were in different hemispheres needing a bridge to gap the abyss between them. It was for this reason that we created the Casino eSport Conference (CEC). MMW: Why is the conversion of eSports and the casino industry important for its growth? Fox Brothers: The incorporation of eSports is essential to the integration of a new and relevant demographic to casino properties. Due to the loss of revenues from aging players, slot machine revenue (which at one time was 70% of the casinos’ revenue) is way down. Casinos need a long term investment and solution, and eSports is the way of the future. There are many, many facets to the eSports industry. The term eSports doesn’t necessarily mean a pro circuit tournament. It can also mean amateur tournaments where locals and vacationers can come out and play together, like the old days of bingo parlors and slot tournaments. In order to be successful moving forward, casinos must be more than gambling centers. They must provide the entertainment that people want and is relevant to the new generation in order to maintain revenue into the future. Only when you understand the needs and habits of your customers can you properly serve their needs. The CEC was created to educate the casino industry about this generation, how to connect with them, how to host them, how to market to them, and how to give them a pleasing environment that’s satisfying to what they’re looking for in entertainment. MMW: How has mobile technology influenced eSports now, and what role will it play into the future of this competitive space? Fox Brothers: Mobile technology is vital to connect and also entertain the next generation of casino-goers. For eSports, it is a direct connection to the community. Mobile devices will be used for more iGaming eSport related themes, betting platforms, marketing purposes, as well as watching live matches. Millennials do not watch traditional TV or listen to traditional radio. Increasingly, they are even eschewing mainstream social media resources like Facebook. They communicate on social media sites like Discord, Reddit, Slack or networks like Twitch, Hitbox or Beam. The power of streaming for casino advertising is immense and will undoubtedly be included as a topic of discussions at next year’s CEC event. MMW: What is your vision of the CEC & Gameacon conference’s future as you plan to bring it back to Las Vegas in 2018? Fox Brothers: Our continuing vision for the CEC is to educate casino decision makers about the needs of the new generation, while simultaneously forging real connections between casino executives and people who work in eSports daily – from a local, amateur, and professional level. By bringing in tournament organizers, eSport equipment suppliers, game development studios, game publishers, payment platforms, betting software suppliers, hosting locations, marketing platform providers (such as streamers, and social networks); the CEC will act as a bridge between these two currently disparate industries. The post MMW Exclusive Q&A with Ari and Ben Fox of CEC and Gameacon appeared first on Mobile Marketing Watch. Mobile Marketing via Mobile Marketing Watch http://ift.tt/HGJCKG September 21, 2017 at 05:44AM
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Online Monitoring Tool Scores Kids On Their Online Social Media Safety http://ift.tt/2jMJyWV Pharos Social wants parents and kids to work together for safer internet browsing Instead of shamefully spying on your children’s social media pages, Pharos Social thinks it’s better to teach them about best social media practises. The platform uses artificial intelligence to sift through and flag harmful posts so parents don’t have to dig deep. But instead of just focusing on the bad, the platform also alerts parents about good online behavior. To set-up, the Pharos Social account is first linked to all the social media accounts. Currently, the platform works with Facebook, Twitter, and Instagram. Once this step is done, the platform pulls the data and begins analyses of how the child uses these platforms.
On the parent’s interface, Pharos Social uses propriety scoring to rate the overall online health of the child. Alerts for flagged posts also show up and parents can even set-up an SMS notification. When the overall scoring is too low for comfort, it’s time for the parents to step-up. Positive posts made by the child also make it to a “Top Posts” list, so parents will also know if their kids are making positive posts online. For Pharos Social, snooping around and overly limiting a child’s access to online platforms isn’t the way to go. Ben explains:
Pharos Social will be available for beta tests in October this year. There is no set price yet but Ben says it won’t go over $12 for large families and $10 for smaller families. Ben also tells PSFK they’re eyeing to add Snapchat, YouTube and GroupMe monitoring to Pharos Social in the future. Mobile Marketing via PSFK http://www.psfk.com/ September 21, 2017 at 05:36AM
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LinkedIn Native Video: What Works, What Doesn’t, What Marketers Need to Know http://ift.tt/2wIspz8 Video content is eating the internet. It started with video-specific platforms like YouTube and Vimeo. Then Twitter and Facebook added support for live and pre-recorded video. Now these insatiable moving pictures are becoming serious business: LinkedIn now supports native video. What would compel a buttoned-down, professional networking site like LinkedIn to embrace video? Simply put, people—even businesspeople—want to watch. Fifty-nine percent of executives say that if text and video are available on the same topic, they’re more likely to choose video. There’s no denying that marketers should embrace video content as a general rule. If your audience wants video, it’s wise for your brand to be the one supplying it. But why publish natively on LinkedIn? Here are the upsides, downsides, and what-you-need-to-know-sides. How to Create a LinkedIn VideoLinkedIn has been slowly rolling out its video capabilities, starting with a few influencers and expanding out from there. Most members who have the most recent version of the mobile app should have the capability now. If your account has video enabled, you will see a camera icon available where you normally post to your feed. On mobile, you can create a video (not a live stream…yet) or upload from your photo gallery. On desktop, you can only upload a pre-recorded video. Nearly every common form of video file is supported. To record a video, just tap the camera icon, give the app permission to access your camera, and go. To upload video, just navigate to the file you want to add and select it—there’s no learning curve there. Your file must be at least three seconds long and no longer than 10 minutes, but LinkedIn suggests between 30 seconds and 5 minutes for better engagement. The maximum file size is five gigabytes, which should be plenty of space. Your post will look…well, a lot like a post with an embedded video, just without the link out at the bottom: Why Marketers Should Care about LinkedIn VideoYou can already embed YouTube video in your LinkedIn feed posts, of course. But posting native video may get you more engagement. On Facebook, native videos typically get 10x more shares than embedded videos. If that trend holds for LinkedIn, you could be missing out on a substantial chunk of potential audience by linking to a YouTube video. So native video matters—and for virtually all B2B marketers, LinkedIn matters. While Facebook videos can be dominated by memes and entertainment, the LinkedIn audience is specifically there for business. They’re browsing their feeds looking for something that can help advance their career, give them a competitive edge, or just do their jobs better. Useful, professional video content is likely to fare better on LinkedIn than on Twitter or Facebook. The other reason to go native on LinkedIn video is LinkedIn’s analytical capability. Their demographic data is likely to be more useful to B2B marketers than Facebook’s data is. You can zero in on job function, job title, and seniority of the people who view your video. That data will help you adjust your strategy to hit and engage the right audience. As native video is more widely adopted by its userbase, LinkedIn is likely to give it preferential treatment over embedded video. LinkedIn has already switched from a pure timeline feed to an algorithm-based feed. Just as Facebook currently gives pride of place to native videos, LinkedIn is likely to prioritize it in their feeds, too. Downsides to LinkedIn VideoSince this is a new feature, there are some still some quirks to be ironed out, and a few features that are missing. These negatives won’t keep your video from being seen and appreciated, but they’re worth noting:
What to Use LinkedIn Video For:Given the limitations of the format, it’s best to think of video on LinkedIn as an add-on to your current marketing strategy. Use it to build your personal brand, or go behind-the-scenes at your company, or interview co-workers and executives. Many users are already using the format to do quick tips, like this video from Viveka Von Rosen. That kind of informal, live-shot video is an easy way to get started. There are a few people attempting to create series on the platform, too. Building an audience for a series could be tricky without a dedicated video tab, but Mike Morgan’s Humans of LinkedIn series is making a go of it. If more people start serializing their videos, LinkedIn is likely to add tools that support the practice. LinkedIn to the FutureIf you’re marketing to a B2B audience, native video on LinkedIn is well worth a try. Instead of linking out to YouTube, upload the video natively to LinkedIn and keep an eye on how it performs. Make sure to include keywords and relevant hashtags in the post so your video is easier to find, keep an eye on your analytics, and let the data guide your next steps. Need more help? Check out these easy ways to get started with video content marketing. Disclosure: LinkedIn Marketing is a TopRank Marketing client. Gain a competitive advantage by subscribing to the © Online Marketing Blog - TopRank®, 2017. | LinkedIn Native Video: What Works, What Doesn’t, What Marketers Need to Know | http://ift.tt/faSbAI The post LinkedIn Native Video: What Works, What Doesn’t, What Marketers Need to Know appeared first on Online Marketing Blog - TopRank®. Mobile Marketing via Online Marketing Blog – TopRank® http://ift.tt/faSbAI September 21, 2017 at 05:31AM
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Application Connects Lonely Women In Japan http://ift.tt/2hiQH0t Application Connects Lonely Women In JapanTipsys wants to bring women together on a social networking application to get out them and meeting other women near them, without making it a date Tipsys, a new non-dating application launching in Japan, helps women in the country find other women who feel the same way get together. When a member signs up for Tipsys they list their hobbies, convenient times to meet up, where they’d like to meet up, and their preferred budget for any outings. The application’s programming takes these data points and runs it across other members who closely meet these requirements. The developers of the application strongly discourage all members from attempting to use it for dating. Any one on the application who attempts to reach out to other members for a date have their account blocked. Currently, the application only operates in Tokyo and central Japan. Interested individuals can download the application from the Apple and Google Play stores. Mobile Marketing via PSFK http://www.psfk.com/ September 21, 2017 at 05:15AM
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INFO Releases 3rd Annual CPG Sales Lift Measurement Benchmarks http://ift.tt/2hhCzVh In case you missed it, earlier this week 4INFO — an identity and engagement solutions company — released its 2017 4INFO CPG Sales Lift Benchmarks to help brand advertisers evaluate and compare the Return on Ad Spend (ROAS) of their mobile ad campaigns. 4INFO’s third annual benchmarks report — based on 248 studies across 138 brands conducted by Nielsen Catalina Solutions (NCS) — reveals a continued upward trajectory for mobile ad campaign effectiveness with the average ROAS increasing 30 percent over 2015, and nearly 50 percent over 2013. “Advertisers are increasingly aware it’s possible to link digital impressions to in-store sales transaction data. What’s more, they’re demanding it,” said Tim Jenkins, CEO of 4INFO. “And in a world filled with bots, ad blockers, tightening media budgets and increasing scrutiny of digital ad effectiveness – closed-loop measurement offers advertisers a level of transparency, insight and assurance that their media dollars are making an impact.” According to the report, mobile accounts for 71 percent of total digital minutes in the U.S. alone. With shoppers consuming more digital content via mobile devices, advertisers are shifting digital ad budgets with mobile ad spending expected to nearly triple desktop display by 2017.2 “This is the most comprehensive benchmarks report we’ve completed to date – examining the strategic importance of ROAS data, as well as providing advertisers new insights into very practical campaign areas,” Jenkins added. “As CPG brand advertisers expand their investment in mobile, they need to know if campaigns are driving a return to justify increased spend, and this report can help them immediately.” Want to know more, check out the report here. The post INFO Releases 3rd Annual CPG Sales Lift Measurement Benchmarks appeared first on Mobile Marketing Watch. Mobile Marketing via Mobile Marketing Watch http://ift.tt/HGJCKG September 21, 2017 at 05:09AM
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Designer Creates Miniature Works Of Art Out Of Trail Markers http://ift.tt/2wAfcx3 Designer Creates Miniature Works Of Art Out Of Trail MarkersTo promote the natural beauty of Graubünden, the town sought the help of a local artist to create mini-masterpieces that would serve as trail markings for hikers Graubünden, Switzerland, is a place blessed with picturesque landscapes. But in order to fully appreciate what this place has to offer, locals and tourists are encouraged to hike through the landscapes and experience Graubünden in a personal way. Ad agency Jung von Matt/Limmat called upon the magical hands of local artist Stefan Rüesch. To promote Graubünden’s hiking trails, Rüesch created trail markings designed with the traditional red and white colors of the Swiss flag.
Mobile Marketing via PSFK http://www.psfk.com/ September 21, 2017 at 05:00AM
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Pioneer Rolls Out After-Ride Data Analysis on Riders’ Smartphones http://ift.tt/2xTEZAu Pioneer Electronics Inc.’s Cycle Sports Division has just announced what it calls Cyclo-Sphere Mobile — a new iPhone® application created to support cyclists riding with Pioneer’s line of Single Leg and Dual Leg Power Meters. Cyclo-Sphere Mobile app is an extension of Cyclo-Sphere, Pioneer’s free online cloud service created for after-ride analysis. The new app takes primary ride data collected in Cyclo-Sphere and reformats it for mobile use with a simple-to-use interface that is fast, powerful and available on the cyclist’s iPhone. Cyclo-Sphere Mobile features three new functions exclusive to the new app: Segment Analysis, Ranking and Training Assist. “Ask any cyclists and they’ll admit that the first thing they do when they’re back from a ride is check out their stats, was my max power better than last time, did I ride faster than my friends on this route. Our new Cyclo-Sphere Mobile app puts the metrics and data analysis cyclists want access to when they’re away from their computers and only have an iPhone available for ride breakdown. If cyclists want more detailed pedaling data and analysis, they always have the option of using Cyclo-Sphere on their PC,” said Russ Johnston, executive vice president of marketing and corporate communications for Pioneer Electronics (USA) Inc. “Our new app is designed to make it easier for cyclists to keep track of their progress in order to improve performance and achieve their goals, whether it’s winning a race or just beating their friends.” To learn more, check it out here. The post Pioneer Rolls Out After-Ride Data Analysis on Riders’ Smartphones appeared first on Mobile Marketing Watch. Mobile Marketing via Mobile Marketing Watch http://ift.tt/HGJCKG September 21, 2017 at 04:53AM
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DeviceBits Customer Support Tech to Help in iOS 11 Downloads http://ift.tt/2wzEzih MMW learned today that DeviceBits — a leading artificial intelligence (AI) software company — has some news. The firm, by its own admission, “is all too familiar with iOS releases and the hoards of questions and issues that surround a major release” by Apple. For over two years now, DeviceBits has been providing millions of users and call center agents early insight into the latest iOS releases through its Academy & CareAssist products. Wireless Carriers continue to work the balancing act to deliver support on products and services for brands outside their own, knowing that it provides a bit more control in the overall customer experience which is key. We’re told that CareAssist will make iOS 11 available to the 20,000-plus call center agents using the DeviceBits platform for training, education, and support purposes. These agents get an interactive experience learning about new iOS 11 features, device functions, and best practices on customer resolution. It helps bridge the education gap, especially for those agents who don’t personally use Apple devices. On average, CareAssist agents are seeing a 25% decrease in call times compared to agents solving same issues and not using the system. “It’s always great to witness a call center agent during that ‘ah-ha’ moment when they discover the answer to a customer’s problem. It is even more rewarding when we’ve presented the solution before they (or the customer) even knew it was a problem,” said DeviceBits CEO, JC Ramey, as he recalls a recent client visit to watch the CareAssist product in action. To learn more about DeviceBits, click here. The post DeviceBits Customer Support Tech to Help in iOS 11 Downloads appeared first on Mobile Marketing Watch. Mobile Marketing via Mobile Marketing Watch http://ift.tt/HGJCKG September 21, 2017 at 04:21AM |
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