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ACE SAY AYE!!

Thursday, February 28th, 2008


We found out yesterday that our ACE application was successful so we are starting to spread the word about two exciting projects that will be integrated into b.TWEEN 08. This year’s bigger and better event will be hosted by MOSI www.msim.org.uk Manchester on the 19th and 20th of June ( a fab venue for the event that has so far been extremely helpful and supportive)

Our new improved site will be launched on 25th March ( developed by the lovely. All entries for both projects will be accepted via the site

The first project is delivered in partnership with Hewlett Packard and is currently under the working title of of Exploding Narrative

Particpants will have the chance of winning £10,000 to develop a location based project

mSCAPES are mobile games, stories and guides triggered by location and experienced on via GPS-enabled PDAs. They are based on user friendly software developed by HP http://www.mscapers.com

What would you like to do with this software that no- one has done before?

We would like to hear your seed idea in less than 150 words

Those responsible for the best five ideas will be given £1,000 to turn their idea into a pitch - using the Quickfire format ( 12 ppt slides/30 seconds per slides/ automated - no exceptions)

Those selected will firstly spend the day at the HP labs where you will find out more about the software; what works, what’s possible, what’s been done before

Developed ideas will then be pitched to an industry expert panel in front of an audience at the ICA on the 10th June. The panel and the audience will help them to hone and improve the idea and presentational style

They will then have a week to hone their idea before pitching at the b.TWEEN launch on the 18th June

Their presentation will be filmed and shown at the ICA, FACT and on screens across Manchester over the next two days. The public will be asked to vote for their favourite idea. The most popular will be given a £10,000 development grant to take the idea into production

The finished work will feature in the Interactive Gallery at b.TWEEN 09

The admission window will be short and will close on the 18th April so spread the word/ get your thinking caps on!!

The second supported project is our normal interactive gallery with a difference:

As usual we will have a public-facing gallery of interactive installations - the best experimental interactive work from 07

This time we want to make sure than the gallery is fully integrated into the forum and that artist, public and delegate alike gain maximum inspiration

In this spirit, each of the showcased artists will be asked to present their work in a “Dragons Den” scenario, where industry experts ( Broadcasters, Advertisers etc) consider how their ideas might be used in a commercial context

Each will be given 6 minutes to present their ideas in the Quickfire format (12 PowerPoint slides, 30 seconds per slide; slides are automated so when we hit go, speakers have to keep up with the slides – it turns presentation into parlour game – short / punchy/ succinct )

The panel will comment explore their ideas in a commercial context

Recorded pitches will be screened throughout the venue after the event to contextualise the works to the visiting public

Delegates and public will be invited to vote for their favourite work and the artists will be rewarded in the awards ceremony on Friday

we will invite b.TWEEN People to bring the best interactive installations to our attention - again via the new website. The works have to be accessible, interactive and rooted in popular culture ( they will be installed in the museum foyer so have to be intriguing to the museum public and delegates alike) - keep and eye out and spread the word

A Panel with Matt Locke, Morgan Holt and Jonathan Jowitt - an ideas clinic

Wednesday, May 30th, 2007

This one was a two stage discussion At the first, we considered how useful it would be for small companies to understand a little more about the internal workings and politics inside the walls of the major players. EAch of the panellists used to work for the biggies ( Matt used to work for the BEEB, Morgan for 3 and Jonathan for Orange.) I asked them each to spill the beans, and tell the audience 5 things they wouldn’t have felt comfortable saying while they were working for each of these organisations - useful tips from the inside that would help indies to navigate their complicated and shrouded landscapes when trying to pitch an idea or cut a deal. they were each going to use warts and all case studies to tell the audience what not to do when approaching these monoliths. (more…)

Angel Gambino talks about strategic serendipity

Wednesday, May 30th, 2007

(more…)

Peter Cowley confirmed

Wednesday, April 18th, 2007

Peter Cowley confirmed today that he will be presenting at b.TWEEN 07.

We met today to talk about Endemol’s digital media investment fund.  The fund was launched in June 2006, a response to a changing media scape where TV is rapidly losing footing and the big broadcasting moguls are losing their grip on audiences.

They aim to invest in Indies with good sales driven content ideas around participation programmes, aggregation, evolving platforms such as mobile, IPTV and video-on-demand services, gaming and gambling. All of the major gambling brands are desperate to find ways of using content to differentiate themselves from their competitors. Since the launch they have received around 150 ideas. They have been surprised by how few of the proposals have clear business cases built around them, and by how few of the companies they talked to are investment ready. There has been no shortage of good ideas, just a shortage of the commercial acumen to accompany them. They have just entered their first investment deal through the fund with a company that has been trading for two years though wouldn’t tell who the company is

Endemol have also just announced a creative partnership with electronic arts (EA) to develop a new entertainment concept that will bridge the gap between TV and Games. “Virtual Me” combines EA’s avatar creation technology with Endemol’s TV formats to offer audiences a way to meet and greet in a virtual space. It will be launched in the next series of ‘Big Brother’ and will allow players to participate in virtual versions of TV shows like ‘Fame Academy’ and ‘Deal Or No Deal’, and to form real relationships with other virtual avatars on the web
(www.VirtualMe.com).
Incidentally, BBC viewing figures apparently plummeted to new low last Saturday, with less than 15% of the audience tuning in to their TV offer.


b.TWEEN 07 coming soon

Thursday, April 12th, 2007

that time of year again. nine weeks to go to the next biggest and bestest interactive media gathering the Uk has known. we had an advisory meeting a couple of months ago and are programming accordingly. I’ve pasted the notes below.. any thoughts gratefully accepted as always.

What is b.TWEEN’s USP?

b.TWEEN is the only UK event that successfully fuses research activity, business knowledge transfer and networking.

b.TWEEN is not about high-end creativity for creativity sake. The showcases serve to inspire delegates (and reach out into the wider community). This inspiration is then embedded in a commercial context where delegates can explore how to exploit their creativity

b.TWEEN attracts the makers of some of UK’s most innovative connected projects so they can exchange knowledge with their peers.

b.TWEEN provides real opportunities so delegates can exploit their wares and understand how to capitalise on their transferable skills.

b.TWEEN attracts a uniquely broad range of participants with a corresponding wide field of expertise

b.TWEEN is based in the North. This makes it compact enough to offer real value-add to attendants

Small and micro companies need clients and to explore ways of making their business more stable. They also need talent to feed into their growing companies. Students need to interface with successful SMEs working in digital media in a creative environment. Big players need to find innovative versatile small companies who can teach them how to engage in conversations with communities.

b.TWEEN offers an effective interface thats support this entire supply chain in an inspiring dynamic environment.

Who is our core target audience?

decision makers from small or more usually micro companies who create interactive content and tools.
Our peripheral audience?

o Big commercial players: who need ideas, to access talent and to learn how to enable conversations with a new generation of sophisticated buyers

o Students: to get a clearer idea of the state of the industry they aspire to join, to understand the challenges of running a company and to meet potential employers

o Researchers: industry consultants and public sector researchers

o TV/ Film/ Mobile/ Games/ Educators etc…anyone who needs to find out how the market is changing and how to harness creative technologies to improve their businesses.
What do our core audience need?

o Buyers: to meet commissioners, potential clients and to discover new distribution routes to access buyers directly
o New ideas: to keep them ahead of the breaking wave
o Collaborators: with complimentary skills
o Stability: business models that are less project based and more formed around stable relationships with partners
o Talent: to enable effective growth (especially multi skilled, higher level, creative project managers/ collaboranauts)

What is the best way to answer their needs?

o Provide a lens to focus the market place
o Ensure that big players attend, and that the event structure facilitates effective networking
o Provide showcases and show-and-tells of the most innovative projects on the edges of the mainstream. It is often from whimsical experimentation that the next tech blockbuster emerges.
o Continue to develop the creative collaboration workshops. There is no better way to spot potential collaborators than to get stuck into a brief together.
o More warts and all case studies! They are an effective way of learning from peers.
o Introduce them to business investment opportunities such as the venture capital community.

Unanswered questions?

o If b.TWEEN becomes known as THE place to meet the most innovative small companies, will the big players come?
o Should we let the buyers in for free to maximise opportunities for small companies?
o How do we attract the senior folk from the big companies, not the talent scouts?

Shifting Market

New forms of content and tools are coming from the ground, creative impetus is coming from below. There is a major move towards participation/ co branding / co delivery and co design with users. Remixable films and games are hitting the market. They provide an infrastructure and tools and allow the viewer/ gamer to create their own narrative. Marketing campaigns are being developed that depend on users creating their own content. All this points to a very different and rapidly changing media scape.

The gateways are crumbling. If producers of content and tools can connect enough people, they can hit consumers directly. The underlying technology is affordable and success lies in forming links between communities. Content and tools are becoming commodities. In this new media scape broadcasters are becoming relatively insignificant.

The current games development model is seriously flawed. A massive amount of investment is needed to develop a console game. Millions of copies have to be sold to recoup that investment. A couple of geeks, on the other hand, can spend a couple of months developing a project and can just put it out there to see what happens. If it crashes very little investment is lost, if it succeeds maximum profit is made.

More big companies are rationalising and looking to outsource. Proctor and Gamble have stated that they intend to outsource 50% of their marketing production, as are IBM. Former directors of research have become directors of innovation and are trying to figure out what that means.

What is the most effective way of supporting this interface? What are the most time and cost effective routes to nurture innovation?

The BBC Innovation Labs have explored one successful route. The BBC outlined its needs and offered clear briefs. They then worked closely with talented designers to ensure that pitched ideas answered those needs and fitted with their corporate culture. This model should be explored with other major clients.

What can this sector offer that the other parts cannot reach?

Small businesses are flexible and can adapt to new trends quickly. They are capable of quick and dirty production, putting stuff out there and seeing what happens. This is an appropriate way to commercialise innovation in this fast shifting marketplace.

Alliances of micro-enterprises are likely to become increasingly important. If alliances can clearly show they can compete with, or perform better than, traditional companies by exploiting these differences, they are onto a winner. By their very nature, they would be able to out-innovate and out perform more stable and less flexible organisations.
Where is the money?

All avenues of our conversation led to new opportunities for creative technologists in the worlds of marketing and branding. As technology has changed, audiences and therefore marketing has had to change with them. Marketing has become the key to unlock money for innovation and content creation. Branding is the place to be.

Consumers use new media in a hybrid way. They use it to gather information, to communicate and for entertainment. Big players can only gain brand loyalty by accessing this new world and catering to their habits. Effective campaigns build brands into their world. ‘Consumers’ are beginning to participate or even construct marketing campaigns. Big companies desperately need to learn how to build relationships and conversations with their audiences. New media creatives have the necessary knowledge and experience to enable these conversations and thus are becoming an imperative part of the mix.

Programme themes (case studies, show and tell and panel debates)
o New channels to market: Including overseas opportunities
o New models to commercialise innovation and commoditise content: Communities, new distribution routes, developing successful web 2.0 services.*
o “Serious games”: Innovative use of computer games software and UGC for non-entertainment purposes.
o Co- creation: Providing an infrastructure and tools allowing the user to create their own entertainment.
o The entrepreneurial mindset: Success can only be achieved if young businesses have the right attitude.
o Mobile web 2.0: Case studies from the glut of activity in the US. Will this lend itself to easier and faster commercial success?
o The Mash up market: Benefits of playing with API’s, interesting products and case studies of commercial success.
o Effective user centric design
o The Olympics:maybe we should look at opportunities?


photos of b.TWEEN

Thursday, June 1st, 2006

photos of the VIP launch and day one are up at http://www.flickr.com/photos/just-b/

day 2 should be up by the end of play today


more photos

Friday, May 26th, 2006

more photos here


Robbie

Friday, May 26th, 2006

INteresting talk about the life of the Hitchikers brand form Robbie Stamp. Very very passionate about being passionate about the thing you do. In short his message was start with what you have and then dont be afraid to let your brand grow, change and evolve…great Hollywood and Douglas anecdotes too!

Museum of the future

Thursday, May 25th, 2006

Frank has just launched a competition for delegates to come up with ideas as to how the museum might engage with audiences, via it’s archive of photos, film and television content, in the next few years. This should exploit all the emerging media that is around, web 2.0 and the like. Interesting brief. It would be great to get any ideas posted on here and then maybe go through them live tomorrow.


John Sanborn

Thursday, May 25th, 2006

How ebay began to look at the user experience. Working from what ebay is towrads how communication iwth the suer could be enhanced. The development of eBay Express - one pirce, easy find, one payment point and a shopping cart!!!

The need to ‘reduce’ ebay for ebay express, it grew from a community but they need to try and develop predictive designs that will anticipate user needs in the future as behaviour changes and be almost transparent to the user in terms of usability. Developing ebay express as a more visual and photographic experience. Making it customidable for the different ebay markets worlwide - tailored shopping experiences.

Showed ebay express on screen - much more use of relevance engines and pictures based on tagging, attributes etc.