1. PROCESS IN THE AGE OF
DIGITAL REVOLUTION
CHARLES DUNCAN JR.
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2. CHARLES DUNCAN JR.
DIRECTOR OF TECHNOLOGY: IQ INTERACTIVE
Creative Technologist whose job it is to make sure teams are working together to push innovation
while still getting projects delivered on budget and on time.
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3. WHAT EXCITES ME ABOUT
DIGITAL ADVERTISING
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4. AFFECTING HOW PEOPLE
ACCESS INFORMATION
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5. AFFECTING HOW PEOPLE
COMMUNICATE WITH EACH
OTHER
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6. IT’S JUST THE BEGINNING
COMPARED OTHER COMMUNICATION MEDIUMS
500 Print
100 Radio/
Film
50 TV
15 Web
10 Mobile
* estimated years in mass use
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7. Why Are We Here Today
Promoting collaboration between creatives and technologist enables
your company to stay on the cutting edge and continuously deliver
campaigns that drive results.
8. THE CURRENT AGENCY PROCESS
July Aug Sep Oct Nov Dec Jan Feb
STRATEGY
DESIGN
DEVELOPMENT
QA
DEPLOY
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9. THE PROBLEM WITH WATERFALL
The main problem with the waterfall model is the inflexible division of a
project into separate stages, so that commitments are made early on, and
it is difficult to react to changes in requirements. Iterations are expensive.
This means that the waterfall model is likely to be unsuitable if
requirements are not well understood or are likely to change in the course
of the project.
* Sommerville, Ian (2007) [1982]. "4.1.1. The waterfall model". Software engineering (8th edition ed.). Harlow: Addison Wesley.
pp. 66f. ISBN 0-321-31379-8.
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10. COLLABORATION TROUGH AGILITY
July Aug Sep Oct Nov Dec Jan Feb
STRATEGY
DESIGN
DEVELOPMENT
QA
DEPLOY
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11. THE BENEFITS OF AGILITY
The emphasis is on obtaining the smallest workable piece of
functionality to deliver business value early, and continually
improving it and adding further functionality throughout the life
of the project.
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12. WHY BRIDGE CREATIVES &
TECHNOLOGIST
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13. INNOVATION THROUGH
COLLABORATION
NECESSARY TO KEEP UP WITH THE INDUSTRY
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14. CLIENTS DEMAND MORE
Expect better ROI compared to other marketing channels
Marketing Clients more technically savvy than before
Marketing dollars shifting towards digital
Mobile and Social leading the way
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15. A CONTINUED SHIFT TO DIGITAL
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16. USERS DEMAND MORE
Users want more engaging digital experiences
Users want more utility out of digital experiences
Numerous marketing channels vying for audience attention
Microsite dominance challenged by: web 2.0, mobile & social
facebook
blogs
mobile applications
gaming (console and mobile)
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17. THE COMPETITION
Big Ideas are not the sole possession of the big agencies
Great work coming from small/medium agencies competing with
large agencies
smaller agencies more nimble for change
smaller agencies hungrier work new work
Recession making marketers more conservative
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18. THE BENEFITS OF
COLLABORATION
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19. STAFF BENEFITS
Increased sense of individual ownership promotes moral
Increased faith in other team members to deliver
Improved knowledge transfer between disciplines
Improved overall team unity
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20. Generation Y Workplace Values
Casual work environment
Company perks
Video games
Ping pong
Happy hours
Flexible working hours
Feeling of appreciation from management
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21. MANAGEMENT BENEFITS
Less management when people are collaborating
Open channels of communication between disciplines means less
management
Improved planning on projects due to lack of micro-management
Increased productivity within agency
Keeping workers happy keeps them in your agency
Average life-span in agency is 18 months
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22. CLIENT BENEFITS
Innovation on delivered work
Smoother more timely delivery of work
Agency’s ability to respond to last minute changes and issues
Happier clients result in additional work
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23. MAKING A PLAN
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24. DETERRENTS FROM COLLABORATION
Focusing on cost before great work
Not integrating fresh blood into the existing teams
Not evaluating projects post-delivery
Establishing a level of quality for delivered work
Lack of overall life-cycle process
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25. PUTTING WORK FIRST
Digital mediums require collaboration for innovation
Understand client needs and goals
Understand required/potential technologies
Establish where innovation is best
Establishing delivery goals
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26. THE ART DIRECTOR & WRITER MODEL
Borrowed from traditional advertising model
Great for print or tv but not for digital medium
Creativity can come from any discipline
Need technical knowledge of delivery mediums
Technologies constantly evolving
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27. MANAGERIAL RESPONSIBILITIES
Discipline lead involvement from project onset
Innovation hindered when technologist brought on too late
Holding people accountable
Planning for a iterative project life-cycle
Promoting collaboration or R&D during non-client work time
Google 80/20
Managing client expectations on internal process
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28. CREATIVE RESPONSIBILITIES
Making sure technologist are involved
Pushing Technologist for technical innovation and R&D
Continually communicating creative direction
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29. TECHNOLOGIST RESPONSIBILITIES
Don’t kill the big ideas
Bring ideas to creative discussions
Identify any risk
R&D to show capabilities
Continually push skill-sets
animation
frameworks
other agency work
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30. THE PROXIMITY ISSUE
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31. PHYSICAL PROXIMITY OF TEAMS
Creatives and Technologist should sit with each other
Proximity promotes iteration
Open communication lines
Places to meet and brainstorm
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32. HARDWARE / SOFTWARE CONSIDERATIONS
Desktop & server hardware
QA lab
Mobile phones for testing
Gadgets for experimentation and test
More wiki less email
Basecamp type collaboration
Development environments
Bug tracking software
SVN
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33. Recap
Collaboration necessary for innovation
Traditional creative collaboration model not suited for medium
Agility is key
The continued shift to digital
Clients and users demand more from agencies
The competition comes in all sizes
Collaboration benefits management and staff
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