How, and why, to have a conversation

You know what, I love a good ‘how to’.

More than that, I love a ‘how to’ that breaks down the head-spinningly confusing waves of new ideas and innovative stuff we see day after day into memes that make some sort of categorical sense.

Even more than that, I love ‘how to’s that manage that, and also give you bucket loads of examples that neatly fit into these categories, and perhaps deftly empower the agency person with an opportunity to evidence the brave new world that their client might be a little bit nervous to jump into.

Especially when they put it on slideshare for you.

I think that’s pretty good. And, frankly, pretty helpful for stuff to go an look into.

This is stuff from 22squared. Not heard of them, but it seems they’re also doing some smart research at the moment. You know how everyone you know has a smartphone? And you know how they’re always looking at it, as if it might at any minute give them a news flash of immense importance (but is in fact bleeping out just another push notification from facebook)?

Well, these guys have realised that this constant need for incoming ‘action required’ messages might also provide the perfect conditions for an otherwise impossibly intrusive survey exercise. People are asked about the kind of conversations they’re having with other people about brands and services, and then 22squared are correlating those conversations with brand interactions of different types.

So, mobile devices are becoming an interesting way of capturing the context, and therefore the real intent, of people’s actions.

Which I thought echoed the points I made about BJ Fogg and Persuasive Technologies here. And also seemed to underline an ongoing belief of mine that most supposed ‘insight’ gleaned from paid research is largely elicited from people sat in comfy chairs reminiscing and rationalising about things they thought at a time (and place, and mood, for a reason) a long way away from the moment their thoughts are recorded.

But, most people seem happy to have some numbers they can compare with category norms, so what do I know…?

Anyway, here’s 22squared’s take on the ROI of social. Just like their other deck, well worth a look.

Mobile willpower

Love the idea behind this, and it seems to tick a lot of boxes that I like to cover here.

The blurb on the holding page makes the point that “making the right choice is difficult, especially if you don’t have support and reinforcement from the people you trust.”

Temptd looks like it might be an iPhone app that uses the herd power of social networks to strengthen your willpower in the moments you need it most, like when trying to lose weight, or give up smoking.

In a previous incarnation this might have just amplified the influence of those who you already know – so that mates could give you support for giving up smokes on demand, even if they’re not there. But anyone who’s worked on a government-related behaviour change brief knows that the influence of existing networks (family, friends, work, neighbourhood) isn’t always benign. In fact, it can often have an actively negative effect.

I think Connected is just the latest in a long line of literature on this topic (sure it isn’t the latest by now, but you get the idea).

Where Temptd goes further is to connect you with a community of people who are facing similar challenges. Allowing people to make a public contract with others doing the same thing makes you far more likely to succeed. That’s why Weightwatchers and the AA work so well for many people – the embarrassment of being seen to be failing is more motivating than purely doing something for your own good.

Temptd also taps in to the new opportunities of scale to marrying specialised supply with niche demand – it’s never been easy to create communities of interest, and now new technologies make those communities more accessible than ever.

I think tweetwhatyoueat is a great example of this.

On top of all that, it even incorporates principles of fun and play into the activation, knowing that reframing something as participatory makes it more compelling than it otherwise would be. As the blur states, Temptd intends to “use game play to make it easy and fun to make smart choices, track your progress, and compete with others for willpower and karma points.”

Which puts me in mind of this brilliant thing that I first saw about a year ago. It’s well-known so didn’t warrant a post on its own, but seems to fit well here.

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