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The fracturing of advertising along media lines and through disruptive technology has created a strange nostalgia in us for the good ol’ days when you could be forced to watch a commercial on television rather than switching to something else or hitting fast forward. It’s not that we want more interruptions, but there was something in that collective, obligatory experience of laboring through advertisements on television that today makes us go all misty-eyed at the thought of “giving the world a Coke.”

The web is a big problem when it comes to emotive advertising. Online ads are functional and easily ignored, most often  search algorithms that return relevant but uninspiring results. Google with Project Re: Brief  is taking on this challenge by retrofitting four classic advertising campaigns for the web: Coke’s “Hilltop,” Volvo’s “Drive it like you hate it,” Alka-Seltzer’s “I can’t believe I ate the whole thing,” and Avis’ “We try harder.” The whole thing is called accompanied by a documentary, the trailer for which is below:

This is Twine.


It doesn’t look like much, but it was the hottest item on Kickstarter this Christmas season, shattering its fundraising goal and acquiring nearly 4,000 donors.

This unassuming little box uses various sensors to capture information about a space or object and send it to the owner through the channel they choose. For example, with Twine attached to your front door, the built-in accelerometer can detect when someone is knocking and send you a text or Tweet while you’re away.

More sensors are in development, as is a breakout board that will allow users to gather other types of information by connecting their own sensors.

Check out the short video.

The iPhone 4S is here (you might have heard) and so is Siri (as I’m sure you’re well aware), an intelligent, voice-activated assistant. I will spare you the effusive, almost gushing praise that has dominated most conversations about Apple’s newest product. I will say this and move on: Siri offers a completely new way of capturing information and so far among consumer electronics products, the spirit of its design best abides by the dictum, “the best interface is no interface at all.”

(Without considering history and without a proper degree of hindsight): Siri “feels” like a big moment in designing technology for humans, a significant dot in the timeline because all those that follow will similarly shed their surface elements for more intuitive (some might say less meaningful) ways of interacting with the device.

For a glimpse into how this might manifest in other types of devices, take the Lytro Camera. It is doing the same for how we capture photographic information.


 The Lytro Camera is the first light field camera to hit the market (or will be in early 2012). As a light field camera, it captures all of the available light in a scene, which without getting into the details, means for the user there is no adjusting the aperture and no need to focus. All of these details are manipulated on your computer in post-processing. This drastically simplifies the camera interface. There are just two buttons: power and the shutter.

The interesting aspect from the user perspective is the degree to which Siri and the Lytro Camera change not just how you send text messages or take pictures, but the extent to which these actions are a natural part of your daily life. Does the simplicity of sending a text message or taking a picture make it an unconscious action, requiring less thought or perhaps even less care?

The BBC recently launched How Many Really?, a website that compares the size of current and historical populations with the number of people in your social network. You can see how the number of people you know compares to say, the number of Buddhists in the world, seats on the world’s largest airplane, or if you are interested, the yearly number of Aztec human sacrifices.

There are parts of North Carolina that are still recovering from Hurricane Irene. Power is being restored, highways opened, and most importantly, Waffle Houses are up and running.

One of the unofficial metrics Craig Fugate, head of the Federal Emergency Management Agency, relies on is what he calls the “Waffle House Index.”

From the Wall Street Journal:

Green means the restaurant is serving a full menu, a signal that damage in an area is limited and the lights are on. Yellow Means a limited menu, indicating power from a generator, at best, and low food supplies. Red means the restaurant is closed, a sign of severe damage in the area or unsafe conditions. 

Despite the unassuming brand, Waffle House is actually quite efficient when it comes to supply chain crisis management. Check out the video over at the WSJ.

Today the “global village” is celebrating the would be 100th birthday of Marshall McLuhan, the influential media theorist. Here he is in his finest on-screen moment.

Last week the Supreme Court, in a 7-2 ruling, legally declared video games to be art, giving them the same constitutional protections as other media like visual art, music, and film.

The sudden declaration from a panel of nine septuagenarians about the validity of video games as an art form is not a singular turning point in our cultural relationship with video games, but it is as good an excuse as any to look at how the debate has evolved. Here a couple of interesting perspectives:

  • Seth Schiesel writing for the New York Times suggests that video games need to “grow up” and that their designation as art has imbued them with a duty to contribute to society.
  • Not long ago, Roger Ebert was excoriated by gamers everywhere after issuing his thoughts on the matter in a succinctly titled blog post, “Video games can never be art.” He later conceded to the angry gamers on his front lawn in a post with an equally efficient title: “Why video games are indeed Art.”
  • There are indie game designers who have been using video game design as artistic expression. Here’s a profile from Esquire that focuses on the work of Jason Rohrer, an independent game designer who makes games that make you think as opposed to react.
  • In 2006, Chuck Klosterman wondered why no one was writing about the artistic and cultural implications of video games.
  • And finally a relatively new site that does just that.


About W5

W5 is a marketing research consulting practice. We focus on answering: who, what, when, where, and why people relate to products, services, and their associated brand identities. Visit our website, W5insight.com.

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