Posts Tagged ‘digital’

  • The Web is a Truth Machine

    I can’t remember where I read this, or who wrote it, but I am being stalked by this phrase:

    “The Web amplifies the truth about a brand”

    For brands, and marketers, this is a great thing if the brand is true. It’s brilliant. But if you’re lying it’s getting trickier. The truth will out.

    And this truth machine doesn’t just work on brands. The music industry, movie studios, print and TV companies all know, the awful truth about digital is that it strangles all the cosy inefficiencies out of your business – you know, the ones where your margins used to be – and it’s not easy (and may be impossible) to make up the lost revenue simply by optimising what you used to do for digital platforms. I take no joy in saying that, I’m just saying it’s happening. The Web is a deflationary, flattening monster that’s gonna stamp all over you. The truth will out.

    Of course, as anyone who’s been watching the BBC’s Virtual Revolution series will now know, the Web was invented by that guy from the Grateful Dead to share cute images of cats and stuff and accelerate the frictionless distribution of truth. Who can blame brands, advertisers and media owners for wanting a piece of that shit? And so they pile in wanting to be like LOLcats. But the truth machine will ultimately show the bad un’s up like luminous bacteria glowing with disclosing fluid. The unavoidable and unsavoury truth laid bare in an ultraviolet glare that cannot be avoided. It doesn’t matter what anyone of us do. The truth will out.

    And with people, I’ve been enjoying the call to action issued by Hugh MacLeod, aka Gaping Void, with his “Remember Who You Are” manifesto. It’s a wake up call. We should all remember who we are. The truth will out.

  • Awww… we were so analogue back then!

    analogueDigital technology is such an ingrained part of most of our lives these days that I think we forget just how far it has come in our lifetimes.

    We were once a very, very analogue people. Hilariously so. And every once in a while, just how analogue we were comes screaming back to me in a way that makes me feel very, very old indeed.

    You want to feel old… hang out with a child

    I babysit a friend’s fifteen-month-old from time to time and I find it fascinating that whilst this child’s life is partly a reflection of my babyhood and my siblings’ babyhoods (dummies, sippy cups, highchairs and cuddles), in others ways, it’s just so… digital.

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  • Are we just mice trapped in a digital ‘Skinner Box’?

    Yay… many thanks to Ben for mailing this awesome blog post from the O’Reilly Radar blog, by Jim Stodghill. Today is supposed to be the most depressing day of the year, so it’s time I finally tried to finish.

    For nigh on two weeks now Jim’s post has freaked me out. I have wondered if I am a bit like this mouse. I certainly recognised some of my own obsessive digital behaviour in his  brilliantly written and moving account of life as a “digital stimulusaholic”. He describes being engulfed in a deep personal crisis, an addiction within which he feels utterly trapped. He talks of a cognitive biological barrier to our information processing powers. And the paradox of being infinitely distracted by infinite information. It’s pretty disturbing.

    It’s even more worrying that this isn’t your average ’social-networking-and-Twitter-is-bad-for-you” rubbish. You can toss that sort of thing aside in a moment – but Jim is one of us. He a geek. He loves Twitter… a lot (actually that’s a big part of his problem). No, this is someone who’s done his time in the twenches. He’s a super-user, or more accurately a super-abuser. And yet it’s also massively entertaining – a bit like Trainspotting.

    But hold on, what the heck is a Skinner Box?

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  • The DIYist

    If you want to understand ‘the social web’ and where it’s going, take a look at what the DIYists are up to.

    Readers Digest DIY manualFor years, DIY was the bastion of the weekend jobbing dad. Men would buy tool belts, low-quality hand drills and set about putting up shelves, bleeding radiators or hanging pictures. And their bible was the Reader’s Digest Complete Do-it-yourself Manual. The appeal of DIY is really the time when you’re NOT doing DIY and you look at the thing you did and think “I did that, all by myself”. There’s immense pride in DIY. And the pride can be totally disproportionate to the effort you put in. You can bang a nail into your bathroom wall with a shoe and still feel pretty pleased with yourself when you look up at that C. M. Coolidge every time you perform your ablutions.

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  • Measuring

    Picture 2Picture 1

    I’ve been thinking of how to measure engagement in the digital space for a while now, so I wanted to aggregate my thoughts and put them in one place. This post is intended to be provocative and get people thinking about how the current thinking of measurement of social media should change. It isn’t meant to be a one-size-fits-all solution – more an articulation of things that people should consider more and more when they embark on work in the online social space.

    Assessing necessity

    Some brands do not need to engage with their customers online, period. Products like bread or socks, for example, are not the kind of things that people want to have a social relationship with anywhere, forget online. It just makes them look silly.

    Defining engagement

    Defining what engagement means to you as a brand at the outset is important. Is it having a certain number of comments? Getting people to contribute ideas to a wiki? Making sure they spend x amount of time on a site? It is only later that the ‘how’ of engagement should come into play. The answer to ‘how can we measure the impact of our website/community’ can only be given when you answer ‘what exactly am I looking for’ first.

    Areas of engagement

    If brands do engage online, where they engage is more important than how many places they are active online. I’d rather pick my battles (Facebook, Twitter and Flickr, for example) and fight them well rather than have my social finger in too many pies (all the above plus MySpace, Bebo, YouTube, LinkedIn, Hi5, Friendster, Orkut etc.) and not be able to have meaningful conversations with anyone.  Of course this depends on where your audience is. They could well be in Second Life and Vimeo, and if they are, then that’s where you should be – not Facebook. (more after the break)

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  • “Get Excited And Make Things”

    That’s the line that unpacks ‘Planning-ness‘ – an ‘un-planning’ conference held recently in San Francisco.

    The idea of “making” things as a way of exploring ideas and developing and articulating strategy is close to our hearts at Made by Many and Planning-ness sounds like a veritable Festival of Awesomeness. I’d love to go next time.

    But it was this provocative deck by Jason Oke and Gareth Kay that got us really excited. It’s about the failure of ‘Connections Planning’, the discipline’s historical context, and what it seems to be mutating into – or at least needs to turn into in order to continue mutating.

    As someone who is not a planner of any description and doesn’t even work in advertising, I’m not sure I am that entitled to talk about it – although that’s never stopped me before.

    It feels like we (the MxM ‘we’) have lots in common with the kind of problems Jason and Gareth are trying to solve, and with the agenda of Planning-ness in general. We come at these problems from a slightly different set of perspectives: Interaction Design, Service Design and Agile Methodologies, but everything is converging – seemingly even our job titles, what we do, and certainly the industries we work in.

    Here’s the deck, below. I’ve also picked out some of the highlights (from our MxM perspective). I’m hoping it will provoke a debate inside our company about what we do and how we talk about it – and so, I’m not going to comment too much right now.

    I’m also hoping to write something more about the ways we’ve been working experimentally with BBH in very integrated teams on some projects. Mixing what BBH call Engagement Planning up with Interaction Design and Software Development, all within a broadly Agile process, has been really rewarding – and is very relevant to ideas Jason and Gareth set up in Connections Planningness.

  • Moving beyond a shallow definition of “social media”

    David Armano. Photo uploaded to Flickr by jdlasica

    David Armano. Photo uploaded to Flickr by jdlasica

    @bbhlabs sent me a link to this great blog post on the Harvard Business site by David Armano (@armano).

    I say “great” because David sets out an approach that’s core to our thinking and practice here at Made by Many – namely, the use of visual design to develop and articulate strategy. (Armano is a true awesomeist, especially in terms of visual thinking, and if you don’t read his blog Logic + Emotion, then you should.)

    Why is this a good idea? Because visualising a service forces you to commit, and to commit you need to have considered the whole system, and the value exchange between it and all the different people you want to interact with it.

    A design-led approach to solving a business problem is very different to the way most “social media” projects work in real life. As David puts it:

    The current state of “social media” for many businesses looks more like an episode of MacGyver than Apple’s design process. Duct tape and bubble gum hold together fragile tactics such as Twitter accounts run by the summer college intern (nothing against college interns) or agency-generated Facebook fan pages that have few actual fans.

    Armano proposes that the term “social media” is itself part of the problem. This shallow phrase reduces what is probably the most significant thing to happen to the world since the Industrial Revolution (if not the Renaissance) – the development of the World Wide Web – to the status of a marketing channel, you know – like a replacement for TV ads, and direct mail and posters. This is so sad and wrong.

    Of course, it’s true that there are many exciting applications of “social media” within the worlds of marketing, advertising and PR – but let’s get things in perpsective: the really important thing to grasp about the World Wide Web and digital technologies is how they’re changing the way we live, think, organise, love, eat and even fight. The Web is about the evolution of all human behaviour, not merely advertising and PR.

    It never used to be called “social media”. eBay and Amazon never talked of “social media” – they talked about “service” and “community”. They spoke of the potency of The Web to smash old business models, flatten out-dated hierarchies and wrench power away from the centre and towards the edges to create new types of value exchange. Communications is but a tiny fragment of this revolution – albeit massively interesting and important – and yet it’s the campaign-flavoured, comms-focused stuff that defines – and limits – “social media” for most businesses.

    Contrast that with the remarkable new products and systems the Social Web makes possible. To quote David again:

    Think iPhone (product) and iTunes/app store (systems). These are complex objects and ecosystems, which are conceived, developed, prototyped, tested, iterated upon and evolved over time. Designers and developers from all backgrounds work together to pull off this intricate system of product and ecosystem.

    We have to move on from such a shallow definition of “social media”. Design can help – especially strategic, opinionated design. It forces you to think things through from a system-wide point of view, and it puts you in the shoes of the user, so that you understand their experience and the value to them of what you’re trying to achieve. We live in a world where the consumer decides how to, or whether, to engage with your business.

  • Data visualisation is the new rock’n'roll

    Data. It’s the word on everyone’s lips and… err fingertips. Yes, we all dream about getting our hands dirty with data nowadays. I’ve read a number of excellent blog posts and seen some killer presentations on the subject over the past few days and I thought I’d share. Because sharing is *good*.

    The Battle Between Art & The Algorithm (by my brother Ben at BBH Labs). In this post Ben provocatively suggests that the rise and rise of algorithmically powered recommendation is robbing us of serendipity: “We’re talking about the end of surprise.” Having taken us to the edge of despair he then highlights some examples of things working pretty well (AKQA’s Halo 3 work, anything by Jonathan Harris – especially We Feel Fine.) What a tease.

    Data as Seductive Material (by designer Matt Jones, co-founder of Dopplr)

    Data as Seductive Material, Spring Summit, Umeå March09 View more documents from Matt Jones.

    This presentation is full of great stuff, visual treats and strong thinking. Matt connects Seduction – perhaps the magic that Ben is talking about in his post – with data visualisation. This came at just the right time for me as I was reading:

    The Art and Science of Seductive Interactions by Stephen P Anderson. This presentation affected me than anything else I’ve seen online for a VERY LONG TIME. It made me realise the poisonous legacy of Jakob Nielsen was still inside me. It crystallised a thought that had been forming since we started MxM up inside an ad agency 19 months ago, about something we’ve been learning from them – namely, the need for the things we make not merely to be rationally efficient in a strict usability sense, but to move the end user, to delight, to quicken the pulse. Once again, this is the magic Ben talks about.

    The Art & Science of Seductive Interactions

    View more presentations from Stephen Anderson.

    I found another great deck at Michal Migurski’s blog. Mike is a technical architect at Stamen Design – the group that did the Digg Labs data visualisations, and the Flickr Mappr tool, and the Adobe Kuler stuff, and the MySociety Travel Maps for Commuters… yeah, you get the idea. They’re good.

    Slideshare was having a bad day when Mike wrote his post – so if you click the image above you’ll link through to his site where you can download the PDF. I totally recommend this – it’s packed with beautiful and stimulating stuff. I particularly enjoyed:

    Live Vast and Deep

    The iron triangle of information visualization
    “Live”: our favorite projects demonstrate data that is, ideally, being generated as you watch it.
    “Vast”: data can cover an enormous surface area, think Google Maps
    “Deep”: data is dense, interlinked

    That’s it for now. Please send us details of any other sources of inspiration. As Bud Cadell said in a comment earlier:

    Data visualization designers will be the new rockstars in 2010.

    I think that’s absolutely true. And I think I might be a groupie.

  • The Renaissance Is On Its Way: Thoughts on Social and Agile Ideas

    There’s some sort of renaissance bubbling. I’m sure of it. More and more people are coming out and speaking about this malaise that is afflicting the media/advertising/marketing/digital/interactive industry, so I thought I’d add my two-pennies worth. I mean any and all of the above-mentioned industries, and to simplify matters I’m going to henceforth refer to them as the communications industry, a broad umbrella term. OK, so many more people in the communications industry than before are voicing their honest thoughts about the state of the industry. Ben Malbon, Mark Earls, Gareth Kay, Robin Grant to start with. In the last couple of weeks that is. 

    I wrote about this in an article for Connect! (which you should buy, sorry to be pimping it but it’s for a good cause – proceeds go to Susan G. Komen for the Cure): if you can’t help people build their social capital in some form, then your business model is flawed. Gareth referred to a similar concept when he said ideas are divided into social and anti-social ideas. Social capital is an idea that dates back to the 1960’s, when Robert Putnam first mentioned it in his book Bowling Alone. The book, which spoke about the trend of Americans interacting less and less with their immediate community and how that would have ramifications for American society as a whole, started a revolution to revitalise the country. We are at a similar crossroads now. There is plenty of work still being produced, but the communications industry is feeling the change in the direction of the breeze because some ideas are not necessarily social even if they are good, and so are slowly being rejected in favour of those that are, by the people that they are directed at. They’re not just ‘users’ and ‘consumers’, it’s you and me we’re talking about. Us. ‘Consumers’ are not a race from Planet Xenon. 

    Digital/interactive is rising up in the overall scheme of things because it is easier, all said and done, to use them to create social ideas. TV will never die, but as a chunk of the pie it is shrinking in size, whereas the interactive medium is growing. And that is simply a reflection of the social reality – families don’t cluster around TVs to watch programmes the way they used to before. The individual members of most families probably spend more time online – that’s why Facebook and Twitter continue to grow, the latter at 1382% in the year from February 2008-2009, while Facebook has more people in the 35-54 age group joining (that demographic grew at 276.4% in the last 6 months) than ever before. 

    If you read Howard Gossage’s 1960 document about billboards (still relevant!), he says that billboards are an intrusion into our private lives because you cannot get rid of them, if for example, you happen to be driving along a highway. Whereas in the case of a magazine, TV or radio, you can close the magazine, or turn the TV or radio off. 

    One-way modes of communication are OK if you simply want to tell a quick story or relay a message. 30 or 60-second stories are the kinds that brands are most used to. But that was in the old days – the Mad Men days. Today, the ideas that last are the ones where people have a stake in them. Even TV shows have online versions so that fans can interact and comment. In fact, hardcore fans wind up creating their own sites focussing on a show, as with We Are Sterling Cooper. It’s simply in keeping with the natural progression of society’s and technology’s characteristics. If you don’t give people the mechanism they’re looking for, they will create it on their own sooner rather than later. People are now spoken to, not just at. And ideas have a better chance of succeeding if they mould themselves to the needs of the people that use them – if they are social and agile. Tim did a great job of explaining the ‘how’ of those kinds of ideas, the kind of ideas we try to come up with at Made By Many, here

    Agile ideas that promote social capital in some way, and I’m going to go out on a limb and say that a social idea is automatically useful – those are the kinds of strategies we all need to be thinking about. Period.

  • How to be better at digital, or interactive, or new media or whatever it’s called…

    This post has been brewing inside of me for some time. It’s has finally been burped-up precipitated by Ben Malbon’s provocative post at BBH Labs (yes, we are genetically related – he is my uncle).

    Ben asks the question, “Why isn’t there more great work in the interactive space?”, and it sparked rabid debate at the BBH Labs blog – in no small way helped by his Twitter ‘outreach programme’.

    I’m not taking the piss when I say that it’s gathered a posse of mainly advertising folk – strategic planners and digital creative brains – in one place. It’s a kind of ‘dirty’ several dozen. It’s like Mad Men two-dot-oh without the cigarettes. But it’s generated a fascinating open conversation about a big problem: what do advertising agencies need to do about digital, or interactive, or whatever it’s called? The really interesting thing is that this conversation is happening in the open. The problem is both bewildering and widespread enough to have convened an itinerant community of interested people from competing agencies in discussion. The power of networks, eh?

    We at Made by Many obviously come at the problem from a different direction. We’ve been creating web applications for almost a decade and avoided interactive advertising, banners and buttons. As we work increasingly closely with advertising folk I thought it might be useful to contribute some of the guiding thoughts we’ve collected along the way. As an adjunct to Ben’s post I’ve jotted some of these down. I stress that this is not a magic formula for getting interactive (or digital or whatever…) to work better, it’s just a set of observations based on our experiences of delivering lots of the kind of projects we think ad agencies are going to want to be better at in the future.

    So here goes:

    Remember, it’s software. To most above-the-line folks software is a black box. You put great ideas in one end and disappointing stuff (compared to their inflated expectations) comes out the other end. The black-box model treats technology as a kind of grubby witchcraft. There is little or no idea of relative complexity, cost, resource or time implications of building the software to make the great ideas happen. A brilliant Technical Director once said to me, “Remember, whatever you’re trying to do has got to be delivered over HTTP”. Lesson painfully learned: you can *only* do this stuff successfully by involving technical people fully in the creative process. I’m not talking about the IT Crowd, or your network people, or hackers, or weirdos – they are all *the wrong kind of techy*. I’m talking about people with social skills and rounded personalities, people who are actually quite like you but just just happen to know a great deal more about how technology and creative work together. This relates to points 6 and 7 of Ben’s list. I’ve put this as number 1 once because once you’ve got a good technical leader working with you all else will fit into place.

    It’s a ‘copy and paste’ world. You are legally required to act like a magpie. You have a god-given duty to plunder the Web for what works and to remix, recombine and reinvent it to be better. I’ve been amazed and horrified recently to hear above-the-line creatives say things like, “Let’s try and create the new Facebook…” or “Maybe we can come up with the next ’social networking’”. Yeah – big ask. Good luck. This relates to Ben’s point 8, “Not invented here…” In our opinion, you should try to use as much as possible of what’s already out there and built, and try to create as little as possible yourself.

    Do as little as you can. I remember how freaked out prospective clients were when we started telling them we try and do “as little as possible”. It still scares them. I think we must have got it from 37 Signals’s web book Getting Real. I strongly recommend this book/philosophy to anyone who really wants to know how to be better at digital. It’s all in there, many of the themes picked up in Ben’s blog post and the conversations rippling outwards from it: ‘Less Mass’, ‘Half, not Half-Assed’, ‘Race to Running Software’, ‘Start With No’, ‘Rinse and Repeat’ – it just goes on and on. Changed my life that book. I remember the old school Chief Technical Dude at a national broadsheet shouting at us once, “I didn’t come here today to discuss philosophy with you”. He’s not there any more. First they laugh at you. Then they hate you. And then you win.

    Embrace change. Also covered extensively in the 37 Signals bible and utterly obvious to anyone who has ever built anything digital. Change is inevitable. Yes, change, *during* the course of development. So, instead of trying to contain change with shed-loads of useless specification documents and the Damocletian threat of change requests, why not embrace it? It’s a good thing. In fact change is just about the the **best** thing about the Web: you can change it at practically zero cost – it’s not like making something physical and then having to re-make it all over again. If you’re not leveraging this wonderful quality of web software then you’re in trouble. Having a lower cost of change makes you competitive – and as you are competing for eyeballs, attention and engagement with a trillion other websites in an environment that’s still evolving faster than most organisations can handle, you’d better start loving change: change is your best friend. Hug change. This relates to Ben’s points 1, 6 and 10.

    Work fast. Fail fast. Clients are often amazed at how quickly we work. We created the Telegraph blogs platform in 5 days from scratch – note: we didn’t use WordPress (wish we had btw but this was a couple of years ago) we designed and coded it in .NET. And then we did the same with MyTelegraph in 17 working days. I don’t think I’d like to work quite that fast again but it shows what you can do with a tiny team of specialists following a process they totally own with a very clear idea of what they were trying to achieve (and permission to fly under the radar). We work in tight iterations that involve team members in committing individually to small parts of the bigger project and delivering again and again. At the end of each iteration we have a demo to the whole team and the client. There’s nowhere to hide. If it doesn’t work, we think again. Best to find out as early as possible if you need to change direction. And in order to keep the velocity high and the feedback as real-time as possible we try and involve the client in ‘live’ decision-making. The time required to develop anything is approaching zero (of course, it will never actually be zero!) so you can now design and develop in near real-time, instead of sequentially. We think this provides a fascinating opportunity to apply Agile software development methodologies to the entire process, from strategic vision through delivery, ongoing management and further releases. You’ll need to experiment to find your optimum rate, but it’s incredibly exhilarating to work fast and we’re convinced that this contributes to better work. Use as few people as possible. Small teams are more productive. Use multi-disciplinary people not just multi-disciplinary teams. This relates to Ben’s points 1 and 10.

    The people selling it must in some way be responsible for delivering it. At my last place, we used to have a Sales and Marketing Director who knew practically nothing about the Web. He would go out and sell ridiculous things that could never be built within budget and were probably crap ideas. He would promise anything to get a sale, with no thought for the consequences. He had no responsibility for delivery at all. That unhappy situation may be analogous to the layer of account management one might find inside some ad agencies. We dealt with it by getting rid of account management and giving clients access to the teams delivering the work. The clients were happier, the teams were happier and the work was better. I know this is a difficult one and people often criticise digital agencies for having fairly shoddy client services, probably fairly, *but* this is not in itself an argument for having a layer of people in the way. It is an argument for making sure that people who look after clients not only know what you do and how you do it – in detail – but also share responsibility for delivery. This relates to Ben’s point about risk-taking. Great to take risks – but everyone should have a stake in them, on the upside and the downside.

    User experience is much more important than you think it is. It’s hard to exaggerate the importance of having the right attitude to user experience. It’s impossible to imagine all the people who will ever use the thing you design and build, to conceive of how how different they are to you, to understand what their lives are like and how your thing fits in, or to see the world – and your work – through their eyes. However, unless you try relentlessly to do this you can never produce stuff other people will use habitually. We use a lot of storytelling techniques to capture user needs and business objectives in a format that we can turn into software. And then we obsess about the user experience, and we keep on obsessing about it long after the site is live and make constant upgrades and new releases. It can always be better – user experience, behaviour and expectations are constantly evolving, and your intended audiences always spend more time at other peoples’ websites than they will ever do at yours. They will judge what you’ve done against the last best experience they’ve ever had. Which is harsh, but it’s a fact. Getting a lot of people there on day one is fairly easy. Frankly, you can pay for that and it’s no measure of success in the new skool. Getting people to come back repeatedly, inveigling your service in their lives: very, very hard. Ask yourself the following questions: Why does what you’re doing matter? Why will it bring people day after day? What’s in it for them? What will make people recommend it and talk about about and bring their friends? These are the toughies, and that’s before we’ve even started talking about revenue.

    Be generous. Give it away. I hope this doesn’t sound too hippy, but we’ve found that working in an open way and sharing things with a broad network online has really worked for us. We use a lot of Open Source Software – and we obviously also open source some of the stuff we make. Recently, we’ve been sharing presentations on SlideShare. In the past we’ve found that blogging about the way a project is coming together helps to generate useful feedback and interest. Everyone is trying to work this stuff out – and will be for some time to come. The kind of thing we’re seeing at the BBH Labs blog, and at We Are Social’s blog – with competitors sharing thinking and debate – is only going to grow.

    Create a shared visual language. Technology is often very abstract, intimidating and difficult for clients and even some of the people working in a multi-disciplinary team to understand. This is why we always try and create a shared visual language for the project team: diagrams that explain what we’re trying to do and how it all fits together. We sketch, we use collage, we build models and tangible representations of the things we are trying to create and the way the end-user will experience it. Traditionally, software development has been heavy on written documents and opaque diagrams. We’ve tried to smash that apart and make it accessible to everyone regardless of their experience or background. We totally believe a big part of our job is “translation”.

    Act like a start-up. Ben talks about a lack of great interactive (or WhateverTF it’s actually called), but there are many, many examples of great interactive created not by agencies, but by start-ups: small teams of people working out of garages or similar grotty premises to make disruptive and game-changing new digital services like Delicious, Last.FM, YouTube, Blogger, LiveJournal. Start-ups seem to be able to do what ad agencies find very difficult. This is interesting, as ad agencies will soon be making many of the things that connect brands and people in new ways in the new skool – traditionally the bread and butter of the eager little start-up. We always *try* and run a project like a start-up. It’s not always possible, but even if you can only manage it partially you’ll find yourself doing a lot of the things above quite naturally: working small, fast and Agile; stealing ideas inspiration; being obsessive about user experience and treating it like software.

    Creativity is slightly different online. Digital horizons and possibilities are still opening up so rapidly that it’s difficult for all but the most insanely passionate to keep current. This isn’t like having a personal interest in style or fashion, or art – it’s about getting in there and trying countless numbers of services out. It’s about being registered at a thousand social networking sites just so you can compare the interactions around sign up, or how they deal with recommendation. Clearly, there isn’t actually enough time in the day for one person to do all of this – which is why we employ a whole bunch of loonies and do it together, using a whole set of social tools. We also lean on a network of many thousands of people outside the business: people in our own blurred personal/private networks. And we always look for people who understand that this isn’t just another channel, but a change in the way human beings operate at a fundamental level. It’s kind of bigger than communications, advertising or marketing for us (which sounds terribly embarrassing and weird but I hope you know what I mean). I think that being *that* engaged with it all allows us to zoom in and zoom out, and think about strategy and creative in parallel with executional thinking. This is, I think, very different to the linear way of approaching a problem where you sort the strategy out first upfront and then work your way down to executional issues. In Digital (or WTF it’s called) that would risk getting far too far in a project before realising the awful truth about cost or complexity.

    As I said upfront, this is not meant to be an exhaustive list of ‘how to do great digital’, just us sharing some of the things that work for us. We learnt most of them the hard way!

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