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What We Are Reading

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We cut through the clutter of the web to highlight innovation and forward-thinking. The best stories from leading publications – hand selected and organized to provide you a single point of access.

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Results 1 - 5 of 56 for All Dates , All Industries , All Topics , All Regions , Peer Groups & Communities

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Voices From The Crowd: Crowdsourcing May Be Ineffective Tool for Government (Fast Company)
Posted: 09/02/2010
Can the rise of crowdsourcing sway public policy? According to a Fast Company article, government should stick to the polls rather than relying on crowdsourcing platforms like IdeaScale, which allows the public to raise its collective voice and vote on ideas from state budgets and federal transparency to health care priorities and education. Government 2.0 crowdsourcing is an ineffective tool because it’s not reflective of the entangled way new public policy is brought to fruition – officials can’t simply tap into public opinion and then implement those ideas into law, no matter how popular they are. The article suggests that “what the government needs isn't more lofty suggestions ("End the income tax!"), but grounded ideas on how to actually get things done in Congress.”
Industry: Marketing, Design, & Interactive Communications,  Technology, Consulting, & Professional Services
Topic: Business Intelligence,  Experience & Interaction,  Marketing Communications
Region: North America
Audience: Business to Consumer,  Peer Groups & Communities
Online Game Features Upscale Brands To Give Users A Virtual Retail Fix (BrandWeek)
Posted: 09/02/2010
Popsugar's new online game, "Retail Therapy", merges social gaming with e-commerce to give users an insanely addictive fashion fix. Available on Facebook and at Playretailtherapy.com, the game can be played for free or users can purchase virtual goods priced from $1 to $100. Here's how the fashion-forward game works: players fill empty store shelves with virtual goodies from premier labels like Banana Republic, Barneys New York, Gap and Juicy Couture. Sponsors like Diane von Furstenberg and Topshop have even opted to launch virtual stores in which users can purchase products. Players can also make the leap into any of the retailers' sites to fill their shopping carts with real merchandise. Friends can visit other friends' shops or create unique looks to share among their networks. By modeling aspects of the game after the wildly popular Farmville, CEO Brian Sugar "believes that Retail Therapy can entice users to open up their wallets . . . to purchase virtual goods by promising competitive advantages and overall better game play."
Industry: Marketing, Design, & Interactive Communications
Topic: Content Strategy,  E-Commerce,  Experience & Interaction,  Marketing Communications
Region: Global
Audience: Business to Consumer,  Peer Groups & Communities
Kitty Crowdsourcing? New Service Helps Businesses Collect And Rank Innovative Ideas (Fast Company)
Posted: 09/02/2010
When Princeton sociology professor Matthew Salganik came across KittenWars.com, he knew he found a valuable model for his own crowdsourcing website, All Our Ideas, which merges sociology and computer science techniques to enable organizations to collect ideas and rank them more effectively. A virtual idea factory, the service allows users to launch their own question and answer websites. If neither answer presented is acceptable to visitors, they can simply add their new ideas to the mix. Those new ideas then get filtered into the voting pool. Salganik explains, “If you ask for suggestions, especially online, you may get thousands of ideas that can take weeks to sort through. On the other hand, if you use a survey with preset questions and answers, you can get lots of data but few new ideas." The service is already gaining traction with organizations like Princeton’s class of 2008 student government, which used the tool to pinpoint the most pressing issues on undergrads minds.
Industry: Marketing, Design, & Interactive Communications,  Technology, Consulting, & Professional Services
Topic: Business Intelligence,  Content Strategy
Region: Global
Audience: Business to Business,  Business to Consumer,  Peer Groups & Communities
Social Sampling: The Campbell Brand Joins Facebook (BrandWeek)
Posted: 08/19/2010
In an effort to grow sales of its healthy beverages and baked snacks, Campbell Soup Co. has launched a Facebook campaign to promote its new V8 V-Fusion + Tea line via social sampling. Each week through September 30, the Camden, N.J.-based maker of Chunky and Select Harvest soups will give away 1,000 free samples. Another Campbell brand, Pepperidge Farm, also launched a page to promote its new strawberry flavored Milano cookies, gaining nearly 9,000 fans in the month since its launch. Taking a cue from other big name brands – like Ford and P&G's Gillette – Campbell is incorporating more social media marketing into its overall marketing plan to drive consumption. The strategy to connect with consumers online seems to be working: In the first 24 hours, all 1,000 samples of V8 V-Fusion + Tea were gone, Campbell rep Juli Mandel Sloves said.
Industry: Marketing, Design, & Interactive Communications,  Retail & Products
Topic: Experience & Interaction,  Marketing Communications,  Technology Implementation
Region: Global
Audience: Business to Consumer,  Peer Groups & Communities
New Old Spice Campaign Aims To Go Viral With A Little Mystery (Fast Company)
Posted: 08/19/2010
Ad firm Wieden+Kennedy has taken a successful “Old” television ad concept viral. Old Spice, owned by Procter and Gamble, is leveraging the appeal of its TV spot star, Isaiah Mustafa, by taping 30-second YouTube videos in response to Twitter feeds. The team behind the campaign works in conjunction with technology to scan responses and identify the social influence of those responders to choose messages that will create a wow factor and perpetuate themselves throughout “virally-relevant” communities. Wieden's global interactive creative director Iain Tait asserts that rather than using a dedicated proprietary site, the campaign gets maximum exposure on YouTube, especially since the current spots are being watched and re-tweeted extensively. The ability of embedded material on YouTube to be liked, shared, favored and dispersed quickly factored into the decision for which social medium to use. Heeding the nature of the ‘want it new, want it now” internet culture, the company strives to produce the video responses in real time to the keep the content fresh, relevant to the brand and newsworthy. The content goes successfully beyond pure entertainment value to make “the connection between the content, the product and the experience of the product.”
Industry: Marketing, Design, & Interactive Communications,  Retail & Products,  Technology, Consulting, & Professional Services
Topic: Content Strategy,  Creative & Design,  Experience & Interaction,  Marketing Communications,  Technology Implementation
Region: Global
Audience: Business to Consumer,  Peer Groups & Communities
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