Initial Thoughts On Facebook Paper

You’ve surely heard of Facebook Paper by now; it’s received plaudits across the Internet from sites like The Verge, who called it, “The Best Facebook App Ever” and Tech Crunch, who said it, “might just be the Facebook of the future.” If you haven’t, the premise is pretty straight forward: it’s a redesigned, mobile Facebook that, in addition to letting you browse your feed in an entirely new way, brings you curated articles, memes, and other content in additional feeds that Facebook is calling “Sections.” The idea behind the developments, it would seem, is to give Facebook users a Facebook Home type interface to marry trending, sharable content with a well-designed social homepage; a one-stop-social-shop, as it were.

After playing with the new app for 72 hours, I finally feel as though I have a handle on the software – and it’s genuinely a lot to get used to. The easiest adjustment was from a user experience perspective, perhaps because it’s very familiar; the flip and scroll motions are precisely those that have been made popular by already-successful apps like Flipboard and The New York Times. In Paper’s iteration of the now-common app design, the top half of the phone’s screen features automatically scrolling images scraped from the most recent posts from friends, liked pages, and so forth. To get to the stories themselves users scroll through their feed – which appears as individual cards – horizontally on the bottom half of the phone’s screen. To view a post simply expand the card by dragging it up to fill the screen; to view the associated story, flip the page up (à la Flipboard) and you’ll view the link in the full screen of the phone.

It’s not how many envisioned Facebook manifesting itself on mobile, particularly in light of the regular Facebook app, which features a vertical scroll that more closely mimics the web experience. The drastic departure from this model is the defining feature of the app, and I have to admit that once I (quite quickly) got used to the new flow, it worked much better. It’s a proper redesign of the newsfeed for the mobile experience, and it’s one that blends efficiency with simplicity.

However, I wasn’t as impressed with the rest of the application – not in its intent, but in its execution. The design remains uniform throughout, so navigation between the “Sections” is straightforward. But unlike the home newsfeed section, the content across the other “Sections” is lacking. Facebook basically claims that it takes the stories with the highest engagement from, depending on the “Section” in question, news sites, Buzzfeed-like meme generators, tech blogs, etc. But like many, I was seeing content from Facebook’s ‘favored’ sources over and over, rather than getting a diverse array of content in each “Section.” What’s more, these sections aren’t based on content that a user endorses; they’re strictly the most engaged-with stories from the sites Facebook favors. News from pages I’ve liked show up in the regular newsfeed as you’re used to, so the “Sections” feel like a somewhat paltry attempt to be a more curated Flipboard – or a more frequently updating version of Yahoo’s Digest.

As well, it’s unclear how many people are actually interested in using Facebook for news. It perhaps speaks volumes that the third Google search auto-fill drop down option for “Facebook Trending Topics” is “turn off.” Twitter is still undoubtedly king of the social and trending news space, with many using it as a constantly updating RSS feed, of sorts; it’s no surprise then that in the early days of Facebook Trends most of the response has been to call it a “Twitter-jacking,” or to bemoan the lack of personalization. Now, Facebook hasn’t stated that the trends are necessarily intended to be personalized, but the fact that users’ first reaction is to clamor for personalized trends shows that pushing “engaged” content onto users isn’t exactly what they’re looking for. Thus to push more even more content onto users through several sections of a mobile app seems rather forced.

At the same time, Paper could be a boon for advertisers. Native Advertising could become incredibly simple on the app, if Facebook wants it: interface with Facebook and your Native Ad could appear in the feed, like other stories already there. What’s more, serving video ads in the flip-up stories – to users who have gone out of their way to express interest in the section by adding it to their Paper – means that ad agencies would be serving ads to viewers already interested in a specific topic, which is likely to drive engagement and ultimately purchases. In the era of an IPO-driven Facebook, it seems like a shrewd move to offer a design that readily caters to marketers and advertisers, who have mostly had to resort to witty attempts – and shots in the dark – to go viral, particularly in a mobile setting.

That my main gripe is the repetitiveness of the curated content speaks to the overall success of the app, though. It’s well-designed, even if the design itself is mostly derivative, which means that it will be intuitive to users already used to slick mobile apps, and it turns the newsfeed into a mobile experience that finally feels refreshed and contemporary. Easier access to things like events, messages, and groups would be ideal, but that will likely happen if (or indeed, when) Paper merges with the good ol’ fashioned blue “F” we’ve become acustomed to seeing on our phones. Even if I’m not swiping right to go into the sections, I’ll likely be using Paper for my mobile Facebook experience, and that, in and of itself, is a success.

Google Features Music Videos In Search

If you’ve searched Google in the past day or two, you might have noticed a new card-like format at the top of your search results. That’s because Google has started to showcase links to YouTube videos with large, Google-Now styled cards at the top of its pages. You can’t play the music video within the search engine, but when you click on the post it takes you to the YouTube page. Not all music videos will show up this way, however; only uploads from VEVO and official artist’s accounts will be shown like this, as well as special videos that have, ostensibly, gone viral. It means that we’re officially entering the age of promoted video search on what, for many, is the front page of the Internet. As well, it’s an attempt to keep music streamers off of Spotify and Rdio, and on YouTube.

Twitch Shoots Up To Fourth In Peak US Internet Traffic

According to new data from The Wall Street Journal, Twitch is now the fourth highest network commanding peak U.S. Internet traffic. Twitch holds approximately 1.8% of peak traffic, which is more than Hulu, Facebook, Valve, Amazon, Pandora, and Tumblr. Twitch has been growing exponentially, and not without hiccups; the amount of bandwidth it takes to run Twitch is significant, and the company has, at times, had trouble keeping up. Their integration with PlayStation 4 has been a boon, as PS4 owners now make up 20% of the service’s broadcasts. In addition to this data, the company also revealed that 68% of Twitch users have cut back on TV watching, as their screens are occupied by watching gaming. The average Twitch user spends 20 hours per week on the service, meaning that they’re significantly more engaged than the average user. As the medium continues its meteoric rise with a broadening user-base, it’s worth keeping an eye on for advertising and marketing opportunities.

Kik Messenger Embeds Browsers Into App

Kik’s messenger platform is making a big transformation today with an embedded browser that will let users directly share web content within messages. The growing community of users will no longer have to paste links in the messenger field; instead, they can visit the site themselves within the app, meaning that sponsored content will take a more prominent role, and can be much more easily spread. Kik’s custom browser will work with HTML5 so developers can render websites within the app. It takes the app from a simple messaging service and turns it into a full-service social sharing platform – and in addition to the Cards, it means that sponsored content can take center stage.

Oculus Rift & Thalmic’s Myo Could Dominate VR Gaming

Gamers are, at this point, probably at least familiar with the Oculus Rift, the virtual reality headset that has put users into the reality of the game. Thalmic’s Myo Armband, however, is a little bit more under the radar – it’s an armband that detects the motion and muscle utilization of the arm to enable true gesture control for a multitude of devices, whether it be flying a drone or shooting a gun in a game. The two are only now being mentioned in the same breath because they’re two of the leading VR and gesture control devices, and are now making noises about merging. Spark Capital, an investment group, now has stake in both companies, and those involved say that that’s not a coincidence, as Spark is trying to make a genuine partnership happen. More independently, both companies are well aware of each other and have apparently been emailing back and forth about potential partnerships. Moral of the story: a combination of the two VR and gesture platforms could have massive implications, from gaming and beyond, and this potential isn’t lost on either company.

YouTube To Audit Video Views

Read original story on The Next Web

YouTube announced that it will audit the video counts that some videos use in light of allegations that some videos don’t actually have the amount of views that are listed. YouTube thinks that the audits will really only affect “a minuscule fraction” of videos, but given the amount of spam they’ve had to remove it seems like fraudulent views are more widespread than on first examination. The goal of maintaining accurate view-counts is, of course, to keep YouTube’s genuine virality intact; without real views users would lose trust in the medium, and thereafter the genuine spread of videos across the Internet. It’s a vitally important part of YouTube’s ethos, and to lose it would be a big blow to the video-sharing platform.

EverythingMe Is Intelligent App Launcher

EverythingMe is a new homescreen app launcher that leverages location data, time, and app history to help you bring the apps you use most often up faster and more conveniently. Like Aviate before it, it contextually identifies and highlights software you’re likely to use in a given moment once your phone understands how you’ll use it. In beta, EverythingMe racked up over 2 million downloads, but as of today it’s available in the app store. When it launches it pops up on the bottom of your screen, so you can use the rest of the phone like you ordinarily would. It’s a very promising concept for app discovery and prominent placement given the plethora of apps that run based on social experiential experiences.

Experimental Ad Product: Sponsored Micro-games At Point-Of-Sale

Here at the Lab, we are always looking for new ways to capture the attention of audiences using emerging technologies. We ask ourselves where there may be opportunities for brands to influence purchase decisions in new ways. We engage in thought experiments such as “Would adding ultra-short games to a purchase flow be an annoyance or an opportunity? Could they be an chance for a brand to engage with a user in a mutually beneficial value exchange?”

In parallel, we evaluate new technologies based not just on what they do, but what they could do with some creativity applied. Sometimes, we see a technology that has little or nothing to do with advertising and ask ourselves whether there is a way for brands to utilize it in a new way. Since we have a perspective on such a wide range of technologies and services, we often find ourselves connecting the proverbial dots between them to create whole new ad product prototypes.

A few months ago during a routine scouting mission we met a company named Vengo. They are a nimble NYC-based start-up out to create high-tech vending machines with small form-factors optimized to go everywhere from offices to the back of taxis. We liked their demo and it was very nice-looking, but it was a pretty straight-forward vending machine purchase user experience. But we took note of their touchscreen interface and flexible platform and began to wonder – is there a unique way a brand could play in this space? Can we do something fun and engaging while this machine has a consumer’s attention? Could this even be a new type of ad product?

We kept in touch with Vengo and bounced ideas around within our own creative team. What resulted was the idea of incorporating sponsored micro-games into the purchase flow of the vending machine. Now when we say micro-game, our requirement was that the game would have to take less than 15 seconds. The reason a consumer might engage is that there’s a payoff: do well enough in the game and you get a discount on your purchase.

By sponsoring the game (i.e. covering the cost of the discount), a brand gets a consumer’s focused attention for a short but intense period of time. Since the vending machines are all networked, the different games can be deployed to different machines and swapped out at will. And thus you effectively have created a new kind of out-of-home ad product, which could easily be bought programmatically across a big enough footprint. The CPM would be relatively high, but so would the engagement – if the content were strong enough.

We came back to Vengo with the idea and they loved it. So after collaborating on the precise design, game mechanics and form factor of the test unit, they developed a prototype. The unit is now up and running in our NYC Lab and has been warmly received, especially by those who have figured out how to make the demo dispense treats without using a real credit card.

A user can come up to the vending machine and buy treats as they normally would using the touchscreen. But our prototype has a call-to-action in the upper left to play the “Snapple Imposter” game. If the user opts to play the game, they are presented with 8 different bottles of Snapple. They then have ten seconds to identify which of the eight is a fake flavor. As time ticks by, the discount you win decreases. Get the correct answer quickly and you get a big discount. If it takes you 9 seconds to figure it out, then you get a smaller discount. If you get it wrong or time expires, you get no discount. Regardless of whether the user wins in this scenario, the brand wins. As the user plays the game, they have to think really hard about the Snapple brand and which flavors they offer or would realistically be flavors they might make. We would possit that 10 seconds of intense focus is worth more than a passing glance at a 30 second TV spot.

Imagine a new type of ad unit that could be deployed to vending machines and other points-of-sale giving users the opportunity to exchange 10 seconds of fun for a discount. And this would be deployed into the middle of a purchase flow, so a brand is getting to the consumer right when they’ve got their wallets out and they’re in a buying mood. It’s a juicy moment for a consumer to hear a brand’s message.

Excited marketers, please note: this is not a real product out in the world yet. There is no programmatically buyable network of micro-games on vending machines to be had at present. But the Lab is happy to have dreamt up an experiment and get it made into a real thing that can get us all thinking about the future.

As for Vengo, they were happy with how our experiment has turned out as well. Per Brian Shimmerlik, CEO of Vengo: “Tapping into the collective creativity of the people at the lab has been a huge asset for Vengo. The lab gets building tech from scratch and they understand the needs of large brands. The lab is a valuable hub where the two commingle and hang out.”

Check out the short video below for a sense of what the user experience is like.

CES 2014 Recap

Each year, the IPG Media Lab travels to CES to explore the changes happening in technology that will affect the way brands reach audiences in the future. This recap summarizes some of the most important themes we found , and gives examples of specific technologies that illustrate them. Our focus is to look at these themes and technologies through the lens of media, marketing, advertising and consumer behavior.

Download Full Report: CES 2014 IPG Media Lab Recap

CES 2014: Lurking on The Floor: 3 Takeaways From an Outsider

This is where the disclaimer normally comes in:

Tommy San George works for GumboLive, a New Orleans-based creative think tank part of the IPG network. Any views expressed are his own and do not represent those of the IPG MediaLab.

…or something like that.

That’s because with tech and electronics, I’m what many might call a “lurker.” The term popularized on Reddit – the self-described “front page of the internet” – refers to those whom often observe content on the site, but never contribute to the community. While I often graze on the vast prairie of tech news, I rarely dig deeper than the topline movers and shakers. For the week, I’ve been a lurker in Vegas at CES 2014.

Spending time with the MediaLab pros this week only highlights the point further. The diligence and meticulousness of the team has been remarkable to witness – their research, organization, and execution all week has been second-to-none.

Then, there’s me. Always a couple steps behind in understanding what the hell I’m looking at. That said, I walked, had conversations, and got to play around a bit to take a peak into the future of the industry from my layman’s perspective.

Here are a few takeaways from the experience – the things I saw, felt, and what I think about them.

1. The first/second screen distinction is fast becoming obsolete
It’s no secret the content viewing habits of Americans have shifted away from the TV and towards laptops and mobile – many times, occurring simultaneously. The shift highlights something in entertainment and tech: the coming era of immersive and customized content-viewing ecosystems where every consumer is empowered to completely control his or her experience.

A few important showings: SambaTV’s built-in service that syncs experiences on the first and second screens, allowing viewers to engage deeper with shows and ads at the click of a button. Similarly, Qualcomm continues to expand its Sesame Street multi-screen experience for children’s entertainment. Samsung’s SmartTV ACR brings tweets about the show you’re watching seamlessly onto the screen.

The distinction between screens is fading. Mobile devices are becoming more than just an extra screen, but an interactive remote with the ability to access and affect content in more profound ways than just volume and channel. So, what if brands could replace commercials with real-time, interactive, on-screen TV spots? Or if your family photos could appear live in the background of your favorite shows? More control is here, and a new way to define entertainment is on our doorstep.

2. The car is becoming the most connected room in the house
Chevrolet and Audi debuted 4G LTE connectivity while a host of manufacturers formed Google’s Open Automotive Alliance in hopes of standardizing a highly fragmented operating system marketplace. Cars installed with a version of Android are reported to start appearing in late 2014.

BMW and Mercedes debuted smartwatch integration, allowing drivers to communicate remotely with their cars for info and diagnostics. Taking an even bolder step is the 2015 Hyundai Genesis – the first vehicle to integrate Google Glass into the driving experience. Drivers will be able activate a host of controls from the device including door locking and car starting.

This and next year’s models will feature more screens, more data, and more interactivity between driver and car making a long awaited improvement on a market long absent of proper tech integration. Will Android’s new platform gain a rich base of users? And with a huge base, might we be able to, say, crowdsource the location of potholes? Measure the quality of air? Gauge and more localize the broadcasting of weather conditions?

No matter, the car is finally catching up with the world around it, and CES is becoming the auto show to be at.

3. The elephant in the room: Google Glass
Google never attends these things. Their mantra is: “come see me.” Nevertheless, their beta debut of Glass hardware early last year might have been one of the most interesting PR stories to come out of this year’s CES. Glass. Was. Everywhere.

What if I were to tell you, you could:
1) Show off your device at the largest tech conference of the year,
2) Have users be mobile showrooms by walking all around the floor (and Vegas) with your product,
3) AND have your entire presence paid for by the crowd?

You’d take it right? Well, Google sure did.

It must have been the highest concentration of Glass in any one location to date. The total number at CES must pale my 70 or so Glass sightings. If wearables were to be one of the biggest stories behind CES 2014, Google Glass has to be in that conversation. They were in so many conversations, effectively had users pay for their presence, and outfitted more people with their debut product than any other brand. Well played.