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Social TV: Building an Organic Experience

This year’s Superbowl was a new high-water mark for social activity around television – and for media coverage of the potential of tools that allow users to interact with each other – and ultimately with the core creative – around a TV show.

I’ve read a couple of articles in the past 48 hours that I think make valuable contributions to the discussion and constitute essential reading for those interested in social media and transmedia storytelling. Here are links and some brief thoughts.

Livedigitally.com – Why 2nd Screen Superbowl Ad and Social TV Experiences Suffered

I’ve become very interested in the notion of user experience over the past year, and specifically in the possibility of building more intuitive experiences and interfaces around entertainment content.

This piece, by Livedigitally.com’s Jeremy Toeman, suggested that one of the initial challenges that Social TV apps face is finding ways to make it easier for users to interact with content (and brands) and “dive deeper” into the experience with a minimum effort. The following excerpt speaks for itself.

The problem was in the experiences.  I tweeted a couple of times during the game, by using the Twitter app, which was native and easy to do.  The thought of launching another app, just to get something that would enable be to tweet never even crossed my mind.  In reality, most of these apps actually got in the way of the experience.  And yes, while there was tons of tweeting and updates occurring, I’d lay down a strong bet most of this was about people posting, not reading what others were posting.

I also found the Super Bowl ads highlighted two major flaws in the ad experience.  Shazam got a lot of pre-game buzz for all their ad partners.  Sounds cool in theory, but the experience is just plain lousy.  First, the commerical starts airing.  Then, at some point in the middle of the ad a little Shazam logo appears somewhere on the screen (I only noticed it a handful of times personally).  At this moment, the viewer must grab their phone, turn it on, unlock it, switch to the Shazam app, and then – and this is important – get everyone in the room to be quiet for 7-10 seconds.  Great in theory, but this is not a good experience for any user.

The Race for the Second Screen – the Show’s the Thing – FastCo Create

This article, by Jim Hanas, constitutes essential reading as a cross-examination of the current state of Social TV. I want to highlight one aspect, however: the need to anticipate and plan for social activity for a show at the creative (not merely technical level). Andrew Adashek, digital and social media producer for NBC’s The Voiceone of the strongest social shows to date – summarizes the potential problem perfectly:

“Where people really get hung up, if you come from the television side, you sort of look at technology as just something that you can slap on after the fact…

You have to build something social by design. On the other side, you’ve got the tech folks that look at television as just strict content, and they don’t really understand what goes into making that content and making it social.

Clearly then, there’s a lot of crossover between social TV and the broader category of “transmedia” – ideally it’s something that you want to be spearheaded by the core creative team, and understood by everyone across the production (and broader organization). I believe that we will soon see – if we don’t already – showrunners on both non-fiction/reality and traditional fiction thinking about social activity around their shows from their inception. This can only work correctly, of course, if it goes hand-in-hand with robust technology (better UX and curation of quality social “commentary” is essential). That should be no surprise to anyone – most opportunities today lie at the intersection of tech and creative, of art and science.

Speaking of the crossover between social TV and transmedia storytelling, the article touches upon the potential of using social platforms to tell stories in different kinds of ways.  USA Network is already experimenting with this and, personally, I see great potential in the likes of the evolving creative toolset produced by SocialSamba. Dermot McCormack, EVP of Digital Media for MTVN and Logo perhaps puts it best:

 ”So much of this conversation today takes place around the technology piece of it, and I think in a way we want to bring it back to the storytelling piece. How can you tell a story in a new way?” At Viacom, this means script-level integration of social elements, and perhaps even characters or narrative arcs that appear only on the second screen, creating truly integrated “storytelling without borders,”

Of course, media companies are unlikely to invest the time, money, and effort to get Social TV right without a major incentive. The Voice‘s Adashek articulates what that is – major brands are increasingly looking to build campaigns around social media. Moreover, they are looking to be participatory and interactive, rather than merely broadcasting messages unilaterally:

“There’s enthusiasm from brands, demanding a robust digital and social plan,” Adashek says. “And it’s not just, we want video clips. It’s we want to create interactive and engaging experiences around the show. Seeing that push from the brands is what makes me believe that we’re going to see more and more push from the networks, because ultimately brands pay for everything.”

Clearly, it’s still early days. Nonetheless, I’m very encouraged by the process I’ve seen over the past 18 months or so, and I think once more companies understand the fundamental need for cooperation, and creative involvement in social TV (and structure accordingly), we’ll see an acceleration in the creation of compelling experience.

3 Responses to “Social TV: Building an Organic Experience”

  1. This has been the case for quite some time already. I understand it quite well; most people in television look at ad revenues, ratings and viewer statistics and see no reason to change much of anything. When we started out with interactive television (MHP set-top-box interactivity, Java for mobile etc) we quickly realized that the “slap-on” method would not – could not – work. There is no way to offer the audience a seamless, exciting experience, if what interactivity you’ve planned is only planned after all the content has been produced. In order for these to actually build on each other – and as an end result, offer the audience a bigger and better experience as a logically combined entity than the audience experiences if only taking part of the tv-part of the property – they need to be developed together from the outset.

    This then, is easier said than done. As has been discussed, it’s a lot about tearing down silos and getting people from different departments to actually talk to each other. I would add that there need to be quite a large amount of translators as well; if two people are talking and one is talking tech and the other one is talking tv show development, chances are they will walk away from the conversation without having understand anything of what the other one had to say, or completely misunderstood something crucial, like time frames or end goal.

    Now, there will be mistakes and horror examples to point to, of course there will be. But the ones to get this right will be seen as re-inventors of television, in a way. With our series “The Mill Sessions”, we consciously built characters based on real people in the production (I.e. “Simon / The Mill Sessions” etc), characters that we could use to tell stories on social media, without having them interfere with the production people’s real lives and with some liberty to actually tell stories and not only narrate realities and facts. This made for a more coherent communication and dialogue with the audience and with the participating artists as well, as the communication was purely from the project’s basis and not connected to other activities by the production personnel. We’re building on that for the 2nd season this year.

    All in all, I will agree fully – I am too encouraged by what I’ve seen over the past few years. And regarding play-along and integrating that into the show, let me just say that – fingers crossed – you should be seeing some interesting stuff over the next six months or so :)

  2. Thanks Simon. I’m quoting this for emphasis:

    I would add that there need to be quite a large amount of translators as well; if two people are talking and one is talking tech and the other one is talking tv show development, chances are they will walk away from the conversation without having understand anything of what the other one had to say, or completely misunderstood something crucial, like time frames or end goal.

    It’s a great point, and it’ll be interesting to see if we reach a tipping point where this is more recognized and finding a solution becomes a priority. More broadly, I wonder if Europe will lead the way in getting this right. The US situation seems extremely fragmented right now, with all these tech people in Northern California working on purely technical solutions, most of the core creative in Los Angeles, and much of the marketing in New York. Maybe it needs someone in Europe working with less financial pressure to show how it’s done.

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  1. Book Review: Social TV – Proulx and Shepatin | TRANSMYTHOLOGY - February 28, 2012

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