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[http://asburyandasbury.com/blog/2016/11/8/conversation-my-arse] - - public:weinreich
advertising, branding, marketing, product, social_media - 5 | id:229099 -

Andrex has become a great case study in modern marketing, because it represents the logical outcome of two dominant trends: the mission escalation trend and the conversation trend. Both are waves of brand thinking that have swept all before them in recent years, and it’s not exactly Andrex’s fault that they have been caught up in it. It’s just that the nature of their business means stretching both trends to breaking point. First, there’s the mission escalation trend. This is the homeopathy of marketing. It involves taking the functional purpose of any given product, diluting it to a slightly more abstract level, then diluting it again and repeating the process until you reach a level of abstraction so remote that any sense of specific purpose has been lost entirely. So if your product is a bar of chocolate, it’s not about giving people something chocolatey to eat, it’s about giving them a tasty treat. And it’s not about giving them a tasty treat, it’s about giving them a treat in a wider sense. And it’s not about the treat as such, but the enjoyment you get from that treat. And it’s not about the physical enjoyment, but the emotional enjoyment. And it’s not about the emotional enjoyment, but joy itself. And it’s not about experiencing joy, it’s about believing in joy. And now your brand purpose is more closely aligned to Buddhism than it is to chocolate.

[http://www.nesta.org.uk/blog/gamification-physical-activity-beat-street-and-pokemon-go] - - public:weinreich
gaming, obesity, product - 3 | id:76435 -

Gamification offers advantages over other types of physical activity campaigns due to its ability to bypass the perceived barriers to becoming active. Gamified design can deliver health through stealth by encouraging people to play a fun, free game rather than take part in a fitness scheme.

[http://trendwatching.com/trends/currencies-of-change/?utm_medium=email&utm_campaign=TB+Feb+15+CurrenciesOfChangeNA&utm_content=TB+Feb+15+CurrenciesOfChangeNA+CID_06299e129d5f0d10233c43d2c2a58774&utm_source=Campaign%20Monitor&utm_term=Read%20CURRENCIES%20O] - - public:weinreich
behavior_change, design, product - 3 | id:76999 -

Incentivizing positive behavior change

[http://themoth.org/posts/stories/notes-on-an-exorcism] - - public:weinreich
mental_health, product, storytelling - 3 | id:77196 -

"We had a lot of trouble with western mental health workers who came here immediately after the genocide and we had to ask some of them to leave. They came and their practice did not involve being outside in the sun where you begin to feel better. There was no music or drumming to get your blood flowing again. There was no sense that everyone had taken the day off so that the entire community could come together to try to lift you up and bring you back to joy. There was no acknowledgement of the depression as something invasive and external that could actually be cast out again. Instead they would take people one at a time into these dingy little rooms and have them sit around for an hour or so and talk about bad things that had happened to them. We had to ask them to leave." ~A Rwandan talking to a western writer, Andrew Solomon, about his experience with western mental health and depression.

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