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digital
● World Wifi
● Internet of things
● Wearables and implants
● Drones
● Bionics
● 3D printing
● Virtual reality
● Motion control
● Eye tracking
● Driverless cars
● Beacons
Chapter goals
By the end of this chapter you should understand some of the new
technologies and future possibilities that could affect your digital strategy.
The future is not certain and so none of this chapter can be guaranteed,
but in developing an understanding of these key trends you should be able
to future proof your strategy.
2 Digital Marketing Strategy
World Wifi
There are parts of the world where installing internet connectivity is impossible
or, at the very least, impractical. It does not follow, however, that people living
in those locations do not have a desire or even a need to access the internet,
and so finding a way to open high-speed internet connectivity out to those
areas is a challenge that is being progressed by a number of organizations,
most notably Google and Facebook.
Google Loon
Project Loon is a Google project that has the aim of providing internet
access to remote areas that would otherwise be unlikely to gain access in the
near future. The project uses balloons that float in the stratosphere at around
20 miles above the earth and create a wireless network. The balloons are
able to move by adjusting their altitude to match a wind layer that, via data
from the National Oceanic and Atmospheric Administration (NOAA), has
been identified as having the necessary speed and direction.
By utilizing this balloon network, Google aims to improve communications
during natural disasters and in other difficult remote scenarios.
Internet of things
In 1982 a Coca-Cola machine was modified at Carnegie Mellon University
to become the first internet-connected appliance. From here, the concept of
the internet of things, or IoT, has developed to become quite common
knowledge in recent years and has really started to become mainstream
(see Table 16.1). Products such as Nest, which allows you to control your
heating remotely, and products that learn your behaviours and adapt are
becoming integrated into the home. Fridges that tell you when they are
getting empty and even order your usual shopping for you still have a way
to go before becoming commonplace, but they are likely to do just that very
soon.
Denmark 32.7
Switzerland 29.0
Netherlands 24.7
Germany 22.4
Sweden 21.9
Spain 19.9
France 17.6
Portugal 16.2
Belgium 15.6
Canada 11.6
Italy 10.2
Brazil 9.2
Japan 8.2
Australia 7.9
Mexico 6.8
Poland 6.3
China 6.2
Colombia 6.1
Russia 4.9
Turkey 2.3
India 0.6
Source: Organization for Economic Cooperation and Development Digital Economy Outlook 2015
The Future of Digital 5
10000
8862
8000
7140
6000
5166
4000
2520
2000 1260
630
6.3
0
2010 2011 2012 2013 2014 2015 2016 2017 2018
Source: http://www.statista.com/statistics/259372/wearable-device-market-value/
As we continue to move along this path we will get towards a goal that I
have talked about many times – one device for everything or, as I call it, ‘the
single solution’. This is where owning a laptop, desktop, tablet, smartphone,
watch, television and radio will be unnecessary. One device will house all of
our work, software, entertainment and communications and this will simply
be used to create the experience. We may send our streaming films and TV
shows to a highly portable screen from this device or place it on our desks
6 Digital Marketing Strategy
Drones
Drones have become more common over the last few years, to the point
where they are now fully available to consumers and are predicted to sell
very well in the next few Christmas seasons. There have been many tests to
use them commercially, with some success.
There are, however, many concerns around privacy, air traffic and piloting
that have prevented drones becoming too prevalent. Piloting concerns are
especially strong for the consumer market as most people purchasing or
receiving drones for personal use will have little to no piloting training.
There is a fear that manufacturers may not provide training or detailed
instructions and this could lead to drones flying into traffic or hitting people.
Also, air traffic is a serious concern: the European Union has stated that
drone market share could be up to 10 per cent of aviation by 2025.
Some future uses for drones include atmospheric satellites or ‘atmosats’,
which could fly at altitudes exceeding 12 miles for up to five years to conduct
tasks such as communications, weather monitoring and imaging. This could
reduce the reliance on orbiting satellites as atmosats would be far more efficient.
The Future of Digital 7
Bionics
Bionics, much beloved of film and TV for decades, is the field in which biology
meets technology.
Typically in science fiction the ‘bionic’ human was effectively given super
powers by the modification of his or her body. In reality, bionics – at present
at least – is focused on restoring mobility and normal function to those who
have lost it through illness or accident; for example through exoskeleton
devices that can be strapped on to the body as a wearable robot, moving
intelligently in response to the brain’s signals.
Science has looked to the complex processes and solutions of the natural
world as inspiration for artificial processes for centuries, since Leonardo da
Vinci first studied the wing structure of birds in his efforts to design a flying
machine. Today the term ‘biomimetic’, or alternatively ‘biomimicry’, is often
preferred by scientists, partly because these terms avoid the sensationalism
inherent in ‘bionic’. Biomimetics can include not just robotic devices but
also interventions at a much smaller scale, such as nano devices designed to
release drugs at carefully targeted locations in the body.
But bionics is not restricted to enhancing human capabilities: the visibility
devices known as cats’ eyes on roads were an early example of biomimetic
technology, inspired by the cell structure that allows cats’ eyes to reflect
back even small amounts of light. Sonar and its derivations, such as radar
8 Digital Marketing Strategy
3D printing
This is another huge growth area of recent years and is a technique that is
now being used to create all sorts of complex items. It is even being taught
in some schools.
Also known as ‘additive manufacturing’, 3D printing involves building
up layers of a substance, cross-sectional ‘slices’ that bind to each other without
visible joins, to create a three-dimensional model of an item. Typically the
item is created as a virtual 3D model using CAD (computer-aided design)
software or scanned from the original object using a 3D scanner; 3D scanners
and printers are becoming relatively commonplace: games consoles such as
the Xbox Kinect can serve as 3D scanners, and many schools now boast 3D
printers, typically fused deposition models using plastic or resin that hardens
when exposed to light.
The technique was first developed in the 1980s, and quickly gained
ground for the precise manufacture of metal parts, building on technologies
that already existed for robotic milling or removal of material to extend the
possibilities for creating parts rather than machining them from blocks of
The Future of Digital 9
metal. Other terms used for the process include ‘rapid manufacturing’ (the
logical extension of ‘rapid prototyping’) and ‘on-demand manufacturing’.
Today it has matured to the point where it promises a fundamental shift in
the basis of manufacturing, decentralizing production and perhaps countering
the recent trend towards globalization.
This democratizing of manufacturing could have significant social and
cultural implications, particularly for the developing world. It raises interesting
questions, for example, about the future of freight transportation and patents
or intellectual property protection. An increasing number of online forums
exist as sources of information on how to build and use 3D printers, and
allowing enthusiasts to share models, such as RepRap, Pinshape, Thingiverse
and MyMiniFactory. These open, peer-to-peer commons-based communities
offer an interesting glimpse of a new potential future for manufacturing:
localized, flexible, sustainable and highly reactive to events. On the other
hand, this manufacturing utopia could be regarded as a disaster by those
who currently work in low-skill jobs in the sector.
Virtual reality
Oculus Rift is probably the most well-known of the virtual reality comeback
that has been growing in momentum over recent years. Begun as a Kickstarter
campaign that raised US$2.5 million, the Rift headset launched in the first
quarter of 2016, one of the first virtual reality (VR) head-mounted displays
to be targeted squarely at the consumer. Its display is high resolution with
low latency, meaning that there is less of a time lag than in any earlier devices
between the player moving their head and the visual display reorienting
around them, and Oculus claims that the experience comes closer than ever
before to achieving what they describe as ‘the sensation of presence’.
10 Digital Marketing Strategy
The primary use for the Oculus Rift and other ‘next-generation’ VR
devices will almost certainly be gaming: new games have already been
designed specifically for the Rift, and others are being modified (‘modded’)
to exploit its affordances.
However, there are many other potential uses for such sophisticated VR
equipment. Oculus bundled Oculus Cinema as a free application with its
hardware, allowing users the illusion that they are watching their favourite
films and videos in a ‘virtual cinema’ rather than the mundane surroundings
of their own front rooms. There is also the option to watch in ‘networked
mode’, alongside other users sharing the same virtual space, able to interact
and converse as they watch. The types of media that can be viewed with the
headset can go well beyond traditional films, however: with a VR movie,
viewed on a 360-degree screen, viewers can ‘step into’ the action, feel
immersed in it rather than a passive spectator, choosing where to focus their
attention. The Oculus Story Studio was founded to experiment with VR
movies, and Oculus has also partnered with traditional film companies such
as Felix & Paul Studios to create 360-degree 3D videos designed to be
experienced through the Rift. There are obvious opportunities also for
immersive experiences of live events such as music concerts or sports events,
where you can not only see and hear the action but interact with your fellow
spectators.
And ultimately, perhaps the most interesting possibilities for VR
technology such as that developed by Oculus, however, is in the social space
rather than simple gaming or media consumption. That is certainly
Mark Zuckerberg’s view, at least: when Facebook acquired Oculus in 2014
he wrote, ‘This is really a new communication platform. By feeling
truly present, you can share unbounded spaces and experiences with the
people in your life. Imagine sharing not just moments with your
friends online, but entire experiences and adventures’ (source: https://
www.facebook.com/zuck/posts/10101319050523971).
Other companies have also been quick to spot the potential of VR. Linden
Lab, the company behind one of the first virtual worlds, Second Life,
announced in 2015 the early version of their new virtual platform,
codenamed Project Sansar, which will be optimized for the Rift headset but
also accessible via mobile devices and standard PCs. Project Sansar is
particularly interesting because its stated aim is to make VR development
accessible to non-developers, in the same way that WordPress enabled
anyone to create a website: Ebbe Altberg outlined some of the possibilities
in his announcement: ‘By greatly expanding who can create virtual experiences,
Project Sansar will also extend the value of VR to a wide variety of use-cases
The Future of Digital 11
Motion control
Part of a compelling VR experience is the ability to interact convincingly
with virtual objects and to control the experience naturally, with movements
of the hand and head rather than the handsets or joysticks traditionally used
by game consoles. An example of this new generation of control interfaces
is Leap Motion, whose sensor device uses movements of the hand and fingers
as input, without the need for contact with a mouse or other hardware. The
technology is based on 3D scanning, similar to that used by Microsoft’s
Kinect, but on a smaller, much more precise scale that allows for fine control.
The company was founded by mathematician David Holz and Michael
Buchwald in 2010 and after several rounds of funding it announced its first
product, The Leap, in 2012. The unit went on sale in 2013, after several
thousand devices had been sent in advance to developers to allow them to
create applications. Initial sales were disappointing, perhaps because this
first model failed to fulfil the expectations that had grown up around it
(source: http://techcrunch.com/2014/03/20/leap-motion-lays-off-10-of-its-
workforce-after-missing-on-first-year-sales-estimates), but the company has
continued to develop the technology, engaging developers in an active
community through events such as the annual ‘3D Jam’ (source: http://blog.
leapmotion.com/tag/3d-jam/15.9 EYE TRACKING), which offers significant
prize money for successful participants, and partnering with hardware
manufacturers such as Oculus and Hewlett Packard. One interesting potential
application beyond gaming is accessibility, and particularly the idea that
motion control could allow a computer to interpret and translate sign-language
input, for example to facilitate communication between those who use sign
language to communicate and those who do not.
Other interesting developments in motion control include haptic controllers,
which provide the user with kinaesthetic feedback simulating the touch
experience of the virtual world, such as Oculus Touch’s handheld devices or
NeuroDigital’s GloveOne.
Eye tracking
Another development associated with virtual reality but with fascinating
implications and potential for digital marketing is eye tracking, technology
that measures the point where the user is directing his or her gaze and/or the
motion of the eye relative to the movement of the head. In VR this is an
important input to the human–computer interaction interface, but it has
also been used extensively in scientific and medical research (on the mechanics
of the visual system and in neurology and psychology, for example) and
commercially in marketing, website development and product design. The
most common way of tracking eye movement is the use of video, which
records the movement of the eye and from which its position and focus
can be extrapolated. Other more accurate but also more invasive methods
include the electrooculogram, electrodes placed around the eye that monitor
the variation in electrical charge depending on its movements; and search
coils, sensors embedded in contact lenses that measure the magnetic forces
generated by the position and orientation of the eye relative to a series of
magnets placed around it.
The increasing sophistication and accessibility of eye-tracking technologies
have aroused the interest of commercial players in recent years, and many
studies have been run in which the visual response of a range of consumers
to a target stimulus – for example a website, system, a commercial or adver
tisement, packaging or even a car – is measured. Where a subject directs
their attention, the dilation of the pupil, saccades (a quick flick of the eye
between two fixed points) and blink rate can all reveal a great deal about the
impact and effectiveness of the object under scrutiny.
Eye tracking is particularly well used in web-usability testing. Traditional
metrics can surface patterns of clicking and scrolling, but analysing how the
user’s eye moves on the page allows designers an insight into what is happening
in the pauses between interactions, where cognitive processes are operating
and decisions are being made. Which features are the most eye-catching?
Which cause confusion? And which are ignored altogether? This is particularly
valuable for the analysis of search efficiency, navigation, branding and
on-page advertisements, and typically professional analysis services will
track competitors’ sites alongside those of the client for benchmarking and
comparison. As a result of the analysis, companies can take informed decisions
on the mix of content (for example, the ways in which news stories can best
be combined with advertising on the page), the placement of a logo or
promoted product, and the visual elements, colours, size and fonts that capture
attention most effectively. This is often used as part of the testing of prototypes
in order to select the version that captures attention most effectively.
14 Digital Marketing Strategy
Driverless cars
In 2016 we saw a lorry drive along a German motorway at up to 50 miles
per hour without any input from the driver. This technology is being
designed to aid professional drivers but there is a fear that it will ultimately
replace them, which is of course entirely possible.
Autonomous cars, also known as self-driving or robotic cars, are able to
sense their environment using a range of techniques such as radar (or lidar
– a combination of laser and radar technologies), GPS and computer vision.
The Future of Digital 15
They are able to respond appropriately without input from a human driver.
This involves much more than simply an ability not to hit something or
someone in its path: a successful driverless car must also be able to navigate
to its destination, identify and respond to signage (including temporary
signs such as weather-dependent speed restrictions), road conditions and the
behaviour of other road users, for example knowing when it is safe and
appropriate to pull out and overtake.
The technology has evolved alongside the automobile itself, with early
developments dating back to the 1920s, but the first truly autonomous cars
appeared as the result of university research projects in the 1980s. Since
then all major automotive manufacturers, and several other technology
companies, most notably Google and Apple, have engaged in prototyping
autonomous vehicles. While the technology is now well advanced, one of the
biggest issues that has blocked its take-up is the concern around safety, and
particularly liability. Volvo has recently indicated that it will accept full
liability for accidents caused by its cars in autonomous mode (a less risky
move than it might at first appear, given that well over 90 per cent of all
accidents are attributed to driver error), which may accelerate their uptake.
Beacons
Beacons are micro-location devices using Bluetooth low-energy transmission
to communicate with Bluetooth-enabled devices, such as a shopper’s smart
phone. They are being used by an increasing number of stores to improve
the shopping experience, sending welcoming messages, offers or coupons to
shoppers when they enter the store, informing them of the details of a
16 Digital Marketing Strategy
chapter summary
This chapter is very different to the others we have covered throughout the
book in that there are no best practices and no certain answers here. There
are many areas that are in development around the world and they will
present a range of opportunities and challenges when they arrive. We looked
at some of the technology that we know is here in its infancy or is coming
soon and considered some of these opportunities. The most important point
to take away from this chapter is that the future is uncertain but ever changing.
It is important that you understand what is in development and that you
allow maximum flexibility in your strategy to enable you to take advantage
of these opportunities.
Chapter checklist
● World Wifi
● Internet of things
● Drones
● Bionics
● 3D printing
● Virtual reality
● Motion control
● Eye tracking
● Driverless cars
● Beacons