Manifesto: simply defined, a public declaration of intentions. Consumer technology manifesto: simply defined, the ramblings of a geeky consumer researcher and business analyst (that would be me) about what she believes will be the five most influential consumer-facing technologies through 2007.
With that, let us begin:
1. Mobile. Mass consumer adoption, the iPod phone, upgraded networks, the iPod phone, competition from cable operators in the space, the iPod phone, advances in handset form factor, and, oh yes, the iPod phone. No, seriously, the iPod phone will do for wireless content what the iPod has done for video: entice, educate and entertain an entire generation of mainstream consumers who, up until this point, had no idea what the term "mobile content" meant. It also helps that companies like ESPN, MobiTV, and MediaFLO have made it their mission to mainstream mobile content to the masses. Coupled with what the cell phone can do today--access a 2-way network, capture a picture, text-message and the rest--this little communications device has evolved into a powerful consumer-controlled media center. And the integration of location-based services stands to catapult this technology into a whole new light for advertisers very soon.
2. Flash. Why now? Because Flash is changing the way consumers experience content. Flash allows programmers to create extensions that do not disrupt the experience of being part of the programmer’s web environment. Flash is able to transcend platforms--from robust to simple, thick to thin, tethered to wireless. Not only can Flash house interactive applications within a video player environment, it can actually do it in a user-friendly way. And it doesn’t hurt that companies like BrightCove are developing a next-generation Flash-based infrastructure that will enable every Tom, Dick and Harriett to become their very own content network. (If you don’t know about BrightCove, make a point of finding out more.)
3. Search. Yes I know, you’ve been there and you even have the T-shirt. But I am not talking just about Google. Search, as a behavior, as a way to seek, locate and consume in this media-centric world, is becoming the focus of every consumer-facing company – from Comcast to Viacom to Verizon to Nokia. Think intelligent guides, like Hillcrest Labs’ Spontaneous Navigation products, or advances in accessing content though guides that live on multiple platforms to manage content, like TiVo. After all, if you can’t find it, how the heck are you going to watch it? Couple search with real-time personalization intelligence, and you see why it matters more than ever before.
4. Video-on-demand. VoD, whether it is is free, ad-supported, subscription or a la carte; whether it is on your tablet PC, Razr, high definition plasma TV, iPod, or PocketDish, is doing five important things: extending who watches content beyond the traditional linear television audience, what consumers use to consume content, where consumers watch content, how consumers manage their relationship with content, and finally, giving consumers a reason why they want to deepen their relationship with content.
5. Batteries. This would be the white elephant standing in the corner of consumer experience lab. Here is an area that not many people think about that greatly influences the plausibility of content extensions to devices beyond the TV. But, if it has no juice, you can’t watch it, you can’t talk on it, you can’t create with it, and you most certainly won’t have a consumer-friendly experience with it. So when someone tells you that you are going to be able to watch a two-hour movie on your cell phone, besides asking them why on earth you would want to subject yourself to that kind of visual torture, ask them if that would render the device useless to the consumer. If your content takes away from a consumer’s ability to, for example, place a call, trust me, they are not going to watch your content more than once.
Now, there are no guarantees in life, and while I have identified the five technologies above to be the “it” crowd, I could be totally wrong. Question is, though, what happens if I am right? Are you ready?
(Please refer to yesterday's post for 'it" technologies 6 - 10.)
The Amanda Project
4TH STORY MEDIA PARTNERS WITH HARPERCOLLINS PUBLISHERS FOR ITS FIRST VENTURE: THE AMANDA PROJECT, AN INTERACTIVE, COLLABORATIVE DIGITAL MYSTERY
New York, NY (June 18, 2008)—4th Story Media and HarperCollins Publishers today announced their partnership in The Amanda Project, the first multi-platform series to be written in part by its audience, girls ages 12-14. 4th Story Media, which owns all rights for the property, will produce the content for The Amanda Project with a creative team including web design agency Happy Cog, young adult authors, artists and graphic designers. HarperCollins Publishers, which is a strategic partner in the venture and an investor, has acquired the rightsto publish an eight-book The Amanda Project series worldwide.
“It feels like the art and craft of publishing great stories for children is on the brink of revolutionary change,” said Lisa Holton, founder and CEO, 4th Story Media. “We are exploring new ways of using the web to tell stories, while also leading kids back to the joys of reading.
By combining talented authors with creative web designers we are fusing traditional storytelling with the interactive world of social networking, online games, and user-generated content.We are thrilled to introduce 4th Story Media with the launch of The Amanda Project and are delighted to be partnering with the exceptional team at HarperCollins to bring this series to life.”
“HarperCollins is very pleased to join forces with 4th Story Media on its first multi-platform series,” said Susan Katz, President and Publisher, HarperCollins Children’s Books. “Book publishing is increasingly digital in nature and HarperCollins Children’s, as a leader of innovative publishing, understands and embraces initiatives that engage readers in exciting new ways. The traditional book/web connection is evolving every day, and The Amanda Project takes it one step further by allowing readers to not only discuss the story but help create it as well.”
Amanda Valentino is the elusive, charismatic, and alluring new girl at Evansville Township
High School who arrives mid-year, leaves abruptly, and indelibly changes the lives of everyone around her in the process. Her story will be told across a variety of media in addition to the books—a social website where readers can interact with and become characters in the mystery, a related series of blogs chronicling the story as it unfolds, clues and seed posts on satellite sites, downloadable music and official and user-generated merchandise. Amanda’s fate will begin to unfold across the web during the fall of 2008, through the launch of the T.A.P. website in early 2009, and continue into the publication of the first book in Fall 2009.
Contact:
For 4th Story Media: Lisa Herling
917-912-4273, herling@fourthstorymedia.com
For HarperCollins: Sandee Roston, Executive Director of Publicity
212-261-6796, sandee.roston@harpercollins.com
FOR IMMEDIATE RELEASE
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