Giffgaff

Monday, 14. December 2009

Giffgaff - from the old Scottish phrase meaning "mutual giving"

O2's giffgaff - from the old Scottish phrase meaning "mutual giving"

O2’s new launch giffgaff caught our eye.

Giffgaff is a mobile phone network which relies on crowdsourcing for its customer service and marketing strategies. The sim-only network is the first of a kind to launch in the UK, and presents a new model for pay-as-you-go communication. Whereas large mobile networks attract complaints about poor customer service and lengthy contracts, giffgaff provides a cost effective alternative inspired by social networking with user generated marketing campaigns and no call centres.

We’ve done a full review that is available for subscribers here.

It’s not about online and offline: it’s about blended reality

Tuesday, 1. December 2009

"The distinction between cyberspace and that which isn't cyberspace is going to become unimaginable" - Creative Commons, cosoblues (2009) ©

"The distinction between cyberspace and that which isn't cyberspace is going to become unimaginable" - Creative Commons, cosoblues (2009) ©

Canvas8 Thought Leader and co-author of Communities Dominate Brands, Alan Moore, today released a fascinating report looking at “blended reality” and brands fundamental need to reinvent their communications to keep pace with change.

—–

We no longer live in a world of distinct on- and offline activities. Rather than create a strategy of siloed campaign elements, brands should look at a bigger picture in which virtual and real co-exist in one symbiotic ecosystem.
—-
Blended reality living
My son Josef wakes up in the morning, goes downstairs and turns on the television.  He might watch Ceebeebies, or he might have a go on his Xbox 360. Then his mate Tom calls, as they are both playing the same MMORPG. Much to my frustration, Josef turns on the speakerphone and I can hear the conversation throughout the house. The doorbell goes. More of Josef’s mates arrive, they decide to play Call of Duty and – of course – there is group discussion around the multiplayer game. Then they decide to go and play a game of “it” in our back garden. I look out the window and see they are climbing up trees and all over the pergola – and diving through the laurel hedge. The little buggers! I had to cut the major branches off three trees last week because of their exploits. I run into the garden, shouting. They go off to the skate park. Later that day I call Josef on his mobile, asking him to come home; he moans and groans but eventually he arrives with cuts and bruises. He stacked it over the spine, apparently. He watches some Simpsons on TV and moves onto his computer to watch some YouTube clips. Before bedtime, being a tactile kind of guy, he gives me a big cuddle, which I always enjoy.
But why is this story relevant?
Because Josef’s world is not one defined by an artificial sense of separation between real and virtual. According to William Gibson, author, Sci-Fi writer and inventor of the word ‘cyberspace’, there is no online or offline – there is only blended reality.

My son Josef wakes up in the morning, goes downstairs and turns on the television.  He might watch Ceebeebies, or he might have a go on his Xbox 360. Then his mate Tom calls, as they are both playing the same MMORPG. Much to my frustration, Josef turns on the speakerphone and I can hear the conversation throughout the house. The doorbell goes. More of Josef’s mates arrive, they decide to play Call of Duty and – of course – there is group discussion around the multiplayer game. Then they decide to go and play a game of “it” in our back garden. I look out the window and see they are climbing up trees and all over the pergola – and diving through the laurel hedge. The little buggers! I had to cut the major branches off three trees last week because of their exploits. I run into the garden, shouting. They go off to the skate park. Later that day I call Josef on his mobile, asking him to come home; he moans and groans but eventually he arrives with cuts and bruises. He stacked it over the spine, apparently. He watches some Simpsons on TV and moves onto his computer to watch some YouTube clips. Before bedtime, being a tactile kind of guy, he gives me a big cuddle, which I always enjoy.

But why is this story relevant?

Because Josef’s world is not one defined by an artificial sense of separation between real and virtual. According to William Gibson, author, Sci-Fi writer and inventor of the word ‘cyberspace’, there is no online or offline – there is only blended reality.

We no longer live in a world of distinct on- and offline activities. Rather than create a strategy of siloed campaign elements, brands should look at a bigger picture in which virtual and real co-exist in one symbiotic ecosystem.

Canvas8 subscribers can read the full report here.

Nokia research on mobile Augmented Reality

Monday, 21. September 2009

Interesting way to structure AR from the Finnish mobile handset manufacturer.

Say it with Apps- Understanding smartphone engagement

Thursday, 6. August 2009

Apps - the future of mobile engagement?

Apps - the future of mobile engagement?

Recently Apple, the clear leader in the Applications (apps) market, announced iPhone and iPod touch users have downloaded over 1.5 billion applications. There are more than 100,000 developers in their Developer Program and over 65,000 apps in the store. Their rivals are playing catch-up. Nokia’s rival OVI store offers over 3,500 content items and the BlackBerry App World and Palm App Catalogue have recently launched.

Previously, Canvas8’s article on the iPhone 3GS highlighted the growing functionality, sophistication and popularity of mobile ‘smartphones’. As a platform for apps, they are evolving into lifestyle portals both recreationally and in the workplace.

Canvas8 looks at the key differences between the different apps stores, the impact on brands and asks the question is this a gauntlet that brands should be running?

Background
The apps market is the current battleground for mobile manufacturers seeking to differentiate their offering and according to Google the pre-cursor to the war for the mobile browser [1]. 

In the middle of this battleground lie the apps themselves. Apple’s App Store clearly has first mover advantage and unsurprisingly according to Steve Jobs “it is going to be very hard for others to catch up.” 

As always, it is not quite that clear cut. In navigating the apps minefield, questions are inevitably raised. What does this mean for brands, whose side should they be taking, what are the potential consequences and does it even matter? 

In answering this it is important to start with the consumer, understand the handsets they use, the apps they download and the reasons they download them and retain them.

Apps are still relatively new. Here we look at the four main apps stores (Apple’s App Store, Nokia OVI, The Palm App Catalogue, Blackberry App World and Google Android Market) and try to understand whether they are really ‘solving life’s little problems one app at a time’ or are a disposable novelty with a short shelf life?

To read the full article please click here.