Patterns, moustaches, games

SXSW began with a disappointment. My all-time favorite SXSW presenter, Kathy Sierra, was ill and unable to present on “Gamification and the battle for the user’s soul,” which I dearly would have loved to have seen. Kathy was influential in making me think deeply how Greenpeace could move from an engagement offer of “Join us because we rock” to “Join us because we’ll make YOU rock,” and is profoundly wise about things ranging from user interface design to hacking the reptilian brain’s attention centres to Icelandic horses.

The day got better, though, with three rocking good sessions.

Brands as patterns” tackled the question of how to transition from the “Mad Men” days of advertising and PR in which a brand was established with a rigid handbook of rules about what it stood for and the key to establishing it in the public mind was simple repetition in as many broadcast media as possible. In the era of Social Media, the suggestion went, a brand isn’t owned by a corporation, it’s an interaction, an interface, a series of transactions — in short, a pattern. Implication: corporations no longer own their brands, they create them through that interaction, by what they do, not by what they say. Which, of course, goes a long way to explaining why a contradiction between those things, exposed, becomes a terminal velocity Social Media Meltdown. It also explains the leverage that activist groups now have against corporate ill-behaviour: their reputations have been democratized.


“reptition in context in digital world makes, brands unresponsive and out of step with the audience”, Marc Shillum #patterns
@Shearmans
Sarah Shearman


The guy who wrote the intel jingle is on this panel! #patterns #sxsw.
@Swankins
Nicola Swankie


Some brands DO rather than promising to do. #patterns #sxsw
@wplayford
Bill Playford


Mix with a pinch of MacLuhan and shake well> “Digital isn’t a medium; it’s the age we’re in.” Greg Johnson #patterns #sxswi
@brianfit
Brian Fitzgerald


Why patterns? Unique moments and patterns drive brands forward & define our identity. #patterns #ATSXSW
@bekahlockner
Bekah Lockner


Yes! #patterns #SXSW familiar patterns are easily recognized even with variations (like misspelled words)
@sazzollini
Sandy Azzollini


RT @brianfit: In the social era, a brand is a relationship and interface, an interaction: not repeated, controlled consistency. #patterns
@SuziDafnis
SuziDafnis


Did we just hear the Intel four tone mnemonic in Beethoven’s 5th? #SXSWi #patterns
@brianfit
Brian Fitzgerald


This: explains the meltdowns when contradicting: RT @eknip: “Brands are defined by what they DO, not by what they SAY.” #sxsw #patterns
@brianfit
Brian Fitzgerald

Can growing a Moustache Change the World” was a “hugely popular in a tiny room” session, in which Movember founder Adam spoke about how an idea for a fun social event — growing a mustaches in November and shaving it off December 1st — transitioned to a cause (raising money and awareness around prostate cancer) with 450 dudes in Australia to the world’s biggest cancer fundraising event bringing in 117 million last year. Significantly, the idea was born in a pub. It was run by marketers and businessmen, not policy wonks. In fact, the biggest cancer charity in Australia turned them down when they pitched the concept — whoops. This was a wide-ranging, intimate (we were crushed) conversation which hit lots of buttons. Some big takeaways below.


#sxswmovember was inspired by women’s health & breast cancer awareness
@kimmediately
Kim Ware


Love it. The idea of Movember came to be over beers in Australia. Beer fuels creativity! #sxswmovember
@nikki_little
Nikki Little


Movemebr was started by four friends. Proof that small things can make a huge impact. #sxswmovember #health #causes
@createthegood
Create The Good


Prostate cancer kills as many as breast cancer, but there is far less conversation about it. Movember started that awareness. #sxswmovember
@caseymars20
Casey Hushon


Majority of donors raising money for Movemebr the first year were women. #sxswmovember
@createthegood
Create The Good


Movember raised $117 million and is the largest prostate cancer supporter. But it’s really about the awareness it’s raised. #sxswmovember
@caseymars20
Casey Hushon


“Even more important than the money we raised were the conversations we started.” #sxswmovember
@MovemberAustin
Movember Austin


Brilliant. In Canada 300 of the NHL pro players grew ‘taches for #Movember — and every male in Canada watches hockey. #sxswmovember
@brianfit
Brian Fitzgerald


“how do you tell the difference between a Mo Bro and a hipster?” “December 1″ heard at #SXSWMovember #SXSWMO
@Movember
Movember


bkgd of the movember staff is not non-profit, but things like business, marketing, tech. gives them an edge/diff perspective #sxswmovember
@adr512
april


“We want to be known as the organization that changed the world & cured prostate cancer”-@adamgarone #sxswmovember
@knowinsky
Kelli Nowinsky

Superbetter” brought Jane McGonigal back to the stage with a strong reposte to the Colbert line “Am I really going to lie on my death bed regretting that I didn’t play more video games.” See my blog of a previous Jane Keynote for her original premise, which was roughly that gaming is statistically demonstrated to have so many benefits, we should be encouraging and our kids to do more, not less of them. (Up to a point, that is — there is an addiction threshold where benefits collapse). For today’s talk, she took the five most common regrets that researchers have identified as consistently expressed by the terminally ill, and systematically made the case that the right kind of games address every one of them: I wish I hadn’t worked so hard; I wish I’d spent more time with family; I wish I’d kept up with old friends; I wish I’d been who I wanted and not someone’s expectation.We then all played her game, Superbetter, which is designed to create micro tasks which will improve four key performance areas of your life. By Jane’s calculation, I will live 7 minutes longer for having spent that hour in her seminar. I think I just blew my extra time making a video of the queue at sxsw.


“we are moving from the pursuit of happiness to the happiness of the pursuit” #SXSWi #superbetter
@mosejames
Mose James IV


The opposite of the word virtual is not real. It means essence, possibility. Its opposite is “actualized.” #superbetter #sxswi
@brianfit
Brian Fitzgerald


#superbetter part of a new trend in games that @avantgame calls “actualizing games”- games that help us actualize our potential
@RCCNinc
Raccoon


RT @MattaMediaGirl: A visual interpretation of Jane McGonigal’s talk about gaming & app #Superbetter #sxsw http://t.co/eKDO7Dzn
@nattergraeme
natalie graeme


Jane McGonigal’s brave cat mnemonic for what we need to unlock potential. #sxswi #superbetter http://t.co/4Ad6Dl0U
@brianfit
Brian Fitzgerald

Leave a Comment

Filed under Digital Culture, Net Culture, Uncategorized

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>