Chapter 14 is called Designing for Mobile Advertising. I loved how blunt and truthful the first sentence of the chapter was: The most important thing to realize about mobile phones is that most people have one, and they have one with them most hours of the day and night. This is the most important thing to know about designing for mobile use because if people have their phones on them 24/7, then you as a designer have not only a large audience(all who own phones), but an audience who is always using that outlet. People are always using their phones, therefore there needs to be a lot out there for them to be explored. The four R.U.L.E's for conceptualizing products and ideas for cell phones are: Make it Relevant to its audience, Make it Useful, Give is Legs(could work across the campaign), Make it Entertaining(games, programming).
Chapter 15 is called Designing for Social Media and Unconventional Marketing. Social media has boomed thanks to facebook, twitter, tumblr, pintrest and many others. People go online for a reason whether it be practical, social, or a diversion, So the question is, How do you get people to spend their time with you? The answer is simply offer them something of interest. Social media is most effective when it is relevant, authentic, valuable, enticing, and shareable. The textbook describes the success of a webpage as a viral infection, it starts of small and spreads quickly. Print, television commercials, radio, and out of home are considered traditional advertising. Unconventional advertising "ambushes" the public, appearing in public or private- places where advertising does not usually live, such as sidewalks or bottom of golf holes. The image below is an example of unconventional advertising because it is definitely unexpected but also successful.
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