everyone's a winner
TRANSCRIPT
Everyone’s a winner
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Japan Rm 2c Wakamatsu-cho center bldg.
4-1-5 Nishi Temma Osaka 530-0047
+81 06 6362 5150
Denmark Nikolaj Plads 2 1067 Copenhagen
+45 3393 1883 kontrapunkt.com
Kristina Kristensen, UX designer Morten Gade, partner
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Hey there!
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Kontrapunkt is the leading Scandinavian design agencyWe develop brands and design brand experiences through visual identity, communication, services, products, behaviour and surroundings. We are 60 specialists working globally from our offices in Copenhagen & Tokyo.
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Strategic communication
these days?
Strategic communication
What is
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What’s the message? What’s the channel? What’s the intended effect? Who’s the target group? What genre should be utilized? …
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In the days of old, communication was really about mediating messages as efficient as possible.
And if anything, games where seen as medium you could choose.
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Usually only utilised when old marketing people out of reach tried to be young and hip.
Look at us! We’re millennials!
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Today however, strategic thinking communication professionals have realised that communication isn’t just about messages and media, but more about meaningful moments and experiences.
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We draw it up like this.
Surroundings
Marketing communication
CVIBehaviour
ServicesProducts
Brand
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But it could also look like this.
Surroundings
Marketing communication
CVIBehaviour
ServicesProducts
You
In this way of thinking, games and play can be utilised in the design of services, products, communication, etc., etc.
It’s a tool to do winning communication.
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Winning communication?
Media logic
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User needs & wants
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Brand promise
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Brand promise +
media logic + user needs & wants
=
Winningcommunication
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Brand promise
User needs & wants
Winning
Media logic
Advertising
UsabilityInefficient
Practicing magic is damn hard.
Games can make it a little easier.
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One of the hardest things is finding true empathy with people different from yourself.
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Empathy
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Great games have intrinsic empathy for the player.
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Great games have intrinsic empathy for the player. You’re always the protagonist in your own mind.Kontrapunkt©
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UsTwo: Monument Valley
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Amnesty - The Game
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Emotion
Games give us
emotional
experiences.
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User experience
Emotional experience
Aesthetic experience
Experience of meaning
Des
met
& H
ekke
rt
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Aesthetic experience
Emotional experience
Aesthetic experience
Experience of meaning
Des
met
& H
ekke
rt
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Thatgamecompany: Journey
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Thatgamecompany: Journey
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Playdead Studios: Limbo
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Sony Bravia 2010Sony
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Sony Bravia 2010
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Sony Bravia
B&O Play
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Experience of meaning
Emotional experience
Aesthetic experience
Experience of meaning
Des
met
& H
ekke
rt
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Dafur is Dying 2006
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Dafur is Dying 2006
Mogl App
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Pleasure
Games are fun.
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Pleasure
Pleasure
Usable
Reliable
Functional
Hierarchy of user needs
Aar
ron
Wal
ter
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Pleasure
Pleasure
Usable
Reliable
Functional
Hierarchy of user needs
Aar
ron
Wal
ter
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klassiske joyful spil
Adidas Go App
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Quantas Frequent Flyer Program co-lab with nib
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Thrills
53
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diverse gamification-elementer
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Pleasure
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Every Day The Same Dream
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Toronto Star
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Flow
63
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Skill
Complexity
Csi
ksze
ntm
ihal
yi
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Flow
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Heike Mutter and Ulrich Genth: Tiger and Turtle: Magic Mountain
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Volkswagen: The Fun Theory
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Game & play
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Games are about evolving and constantly moving towards a goal. Kontrapunkt©
Play is about having fun in the moment. Kontrapunkt©
So, let’s get back
to the winning communication
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Brand promise
User needs & wants
Winning
Media logic
Advertising
UXInefficient
Winning communication
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Correctly utilized, games can be a way to create empathy or emotions, deliver
efficient communication and bring the brand promise to life.
Winning communication
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Correctly utilized, games can be a way to create empathy or emotions, deliver efficient communication and bring the brand promise to life.
Winning communication
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Correctly utilized, games can be a way to create empathy or emotions, deliver
efficient communication and bring the brand promise to life.
Winning communication
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Thank you!Kristina Kristensen UX designer [email protected]
Morten Gade Partner, digital director [email protected]
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