Gobbledygook: I say potato, your content says Best-of-Breed Complex Carb

Is Your Content the Victim of Gobbledygook?
I’ll never forget when my CMO told me to use my “weekend voice” as we reviewed messaging for an upcoming product launch. My response that I had considered my Small town Redneck mouth wasn’t nearly as funny to him as it was to me, so I quickly added that I would incorporate my ‘weekend voice’.
 
In Search of the Messaging Silver Bullet
Messaging and positioning isn’t easy to do well. It’s expected to be compelling, differentiated and unique. Well, in truth – these elements don’t magically combine in our minds and then effortlessly roll off our tongue. Like watching the gold medal Olympic gymnast land a back flip and split jump on the balance beam  –  landing gold medal messaging is the result of hard work that requires practice, hard work and balance of several elements: 
  • Market trends
  • Competitive Forces
  • Industry and Economic factors, including macro and micro economic elements and even government legislation
  • Business Goals
  • Buyer Motivations and Points of Pain
  • Product / Service capabilities       
Especially for technology marketers, messaging is often a translation function that takes the product input points, like tech specs, and translates them into something everyone else can understand and want. The example I frequently use, if a developer were to promote a Sushi restaurant, the positioning statement may read, “We Sell Cold Dead Fish” 
 
Sure, this is factually correct; it’s just not appetizing. On the flip side, the Onion demonstrates “step too far”
So how do you develop messaging that can create compelling content?
1. Do your homework.
Yep, that’s right. Homework. Most people instantly jump to SWOT analysis. Here it comes – I do not like SWOT analysis because I’ve rarely seen it done well. Too frequently the analysis element is missing and it’s a laundry list of facts, claims and statements that do not provide meaningful information. I also find it too ambiguous that doesn’t provide structure for the analysis. However, if it is the outcome of a PEST or PESTEL evaluation, it can provide meaningful analysis. I always start with PEST/PESTEL.
It’s probably obvious, I’m a big fan of Porter’s Value Chain and methodologies. Why? Because it works. 
For generating compelling messaging, I find that using Porter’s 5-Forces and PEST analysis is a good way to start to identify the factors noted above that establish the basis for messaging based on industry, market, buyer and economic factors.
 You can read the description for PESTLE here http://en.wikipedia.org/wiki/PEST_analysis  Succinctly PESTLE provides structure around influential factors related to
  • Political
  • Economic
  • Social
  • Technological
  • Environmental
  • Legal
2. Know Your Buyer
From here, an understanding of the buyers and motivations can identify the points of pain, business issues and related factors that will guide the overall message development. Knowing where your solution impacts the buyer’s business process to provide value is essential.
 3. Write It Up
There is absolutely an element of trial-and-error in writing messaging. A good way to test the message is to review with existing customers and ask my two favorite questions:
           So What?   Who Cares? 
If the message does not clearly answer these two questions, then I’d recommend taking a closer look at step 1 and 2. 
4. Test the Message
The old adage holds true, “would your grandmother understand?” That’s great if she does but I strongly recommend putting those analyst dollars to use. Reach out to the key analyst groups you work with and have them review and comment. In this process, understand when and why they would short list your offering and when they wouldn’t. In my experience, they’ve provided actionable feedback and helped steer positioning towards areas of strengths and real differentiation. Speaking of differentiation, always check competitive websites to ensure you’re not ‘me-too’.
5. Evaluate the Voice and Language
So now you have some candidates. While the message may be on point, the choice of language, voice and words are also significant. This is where David Scott Meerman can help with his Gobbledygook Grader.
According to Wikipedia , Gobbledygook is
“The term gobbledygook was coined by former US Representative Maury Maverick, then working for the Smaller War Plants Corporation, in a March 30, 1944 memo banning “gobbledygook language”. It was a reaction to his frustration with the “convoluted language of bureaucrats.” He made up the word as an onomatopoeic imitation of a turkey’s gobble.”
So what does that have to do with messaging and marketing? Meerman’s Gobbledygook Manifesto on  slideshare provides an overview.
4. Try the Goobledygook Grader
Meerman helps the technology and messaging marketer with a Goobledygook Grader, an online tool developed jointly with HubSpot that looks for buzz corporatese words. Meerman’s slideshare on the topic provides background and the Grader online tool provides an honest evaluation of your copy based on buzz and overused hype term.
Other sources for language and terms is non other than Seth Godin. His Business Cliché overview is time well spent.
Summary
Like the Gymnast – Messaging isn’t a simple practice. It takes considerable work and practice to get right. The approach I recommend:
  1. Porters 5-Forces
  2. PESTEL Analysis
  3. Competitive Review
  4. Customer / analyst review
  5. Goobledygook Grader.
What tools or methodologies do you use? Are there tools out there that you rely upon? Send me a message or post a comment below.

>Check Out Cool Content About…. Content!

>I’ve seen a lot of really cool content lately that was about…. content!

Digital media becoming mainstream opened up a world of possibilities to communicate and express ideas in radically new and interesting ways. Formats and delivery mechanisms continue to mash-up; evolving content into the intersection of both art and science. Check out my new favs:

Content about Content #1: Content Marketing versus Advertising Infographic
This infographic from Marketo looks at the face-off between advertising and content marketing. Marketo is a marketing automation company, positioning themselves as a revenue performance management company. I started following Marketo back when they had under 100 customers and within a few years their website claims to now have over 700. They have a lot of useful and informative research, reports and best practices – it’s worth checking out their site at www.marketo.com.

From the website: The data for this rockin’ infographic came from Marketo’s Content Marketing Cheat Sheet and the 2010 B2B Content Marketing white paper on benchmarks, budgets, and trends from the amazing content marketers at MarketingProfs and Junta42!

Content Marketing Infographic by Marketo

Cool Content about Content #2: Push Pop Media’s Digital e-Book: Our Choice by Al Gore
From an unlikely source – Al Gore. Yep, his follow up book to An Inconvenient Truth called Our Choice, that Push Pop Media took to a whole other level with a next generation digital e-Book. You know it has to be good when it’s featured on Ted.com. As you’ll read on the website, software developer Mike Matas demos the first full-length interactive book for the iPad — with clever, swipeable video and graphics and some very cool data visualizations to play with. The book is “Our Choice,” Al Gore’s sequel to “An Inconvenient Truth.” 

http://video.ted.com/assets/player/swf/EmbedPlayer.swf

Cool Content about Content #3: Content in the Cloud – Cloud App (author Tom Jenkins)
This is a triple threat: content on content that provides an immersive content experience for iPad. Tom Jenkins’ follow-up to the ECM Trilogy book series went mobile and interactive:  Content in the Cloud – Cloud App. Everything you ever wanted to know about Enterprise Content Management,16 chapters featuring innovator stories, case studies, videos, podcasts, and a bunch of other cool stuff. It’s free and is available in
English; and sadly NOT French, German, Japanese, Spanish and Swedish as it suggest on iTunes. Here’s a preview:


Full disclosure: yep, I work at OpenText and I 100% stand by listing the Content in the Cloud as one of my fav’s – especially when it was the first iPad immersive book app (and one of the first iPad apps overall thanks to its super talented developer/designer/you won’t believe what this guy can eat in a day Jonathon P).


If you’ve seen Cool Content about Content, I’d love to check it out – either list it in the comments below or message me.

Enjoy the Content about Content!

>Gamification and Content? Yes, really….

February 28, 2011 3 comments

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Let me start off by saying: I’m not a gamer. Never was. No shocker that my first reaction to the term ‘Gamification’ was less than favorable and I wasn’t going to waste a moment of my time on such nonsense.

Three minutes later, I’ve opened a dozen browser tabs with various search results for Gamification, Gamify, Game Layer, Game Dynamics, Game Mechanics, there’s no shortage of related terms. Having dabbled in the MMO and MMORPG industry (business planning, not playing), I was definitely intrigued…but not convinced about its use for non (video) gaming applications. Then I found these two videos:
 
1. Seth Priebatsch’s TEDxBoston talk (July 2010), The Game Layer On Top Of The World. 
Seth talks about the “game layer” being constructed on top of the existing social infrastructure (which Priebatsch notes is already established and is called Facebook). At the root of it: gamification has the potential to motivate and drive behavior towards specific actions and outcomes.

2. Jesse Schell’s infamous DICE 2010 Design Outside the Box presentation. 
Perhaps you’re one of the million people who already viewed the video, Jesse has an entertaining and quirky way of presenting the ‘unexpected’ and the possibilities. He presents how game mechanics and dynamics could – and will – soon apply to our everyday lives.

Gamification 101

Gamification is the use of game design, game dynamics, and game mechanics in non-gaming applications. In other words, it’s NOT about playing video games at work and having a game controller instead of a keyboard. 

Summarizing the two key terms defined by Michael Wu, Ph.D Lithium’s Principal Scientist of Analytics, on the Lithium blog:

“At the most fundamental level, gamification is the use of game mechanics to drive game-like engagement and actions….in everyday life, we are often presented with activities we hate, whether it is boring chores or stressful works. Gamification is the process of introducing game mechanics into these abhorred activities to make them more game-like (i.e. fun, rewarding, desirable, etc.), so that people would want to proactively take part in these tasks.”

Wu continues about game mechanics. “They are principles, rules, and/or mechanisms that govern a behavior through a system of incentives, feedback, and rewards with reasonably predictable outcome. Some of them are so predictable that they can almost be seen as a kind of behavioral or psychological reflex, much like the patellar reflex of your knee when tapped by a physician.”

What does this mean for Work?
Sky’s the limit! While gamification is only in its infancy, given the rapid adoption of consumer-based applications, like social networking and communities, into the work environment (given a fancy industry term called ‘Consumerization of IT’), it will ramp up quickly. While more prevalent in B2C markets, the opportunity to increase participation in learning, education, loyalty programs and product innovation and testing is ubiquitous.
Where is this going in 2011?

Gabe Zichermann, author of Game-Based Marketing (2010) and industry pioneer, writes about the 5 Predictions for Game Mechanics in 2011. Notably, this presents a big opportunity for the consumer space, he calls out the ‘big brands’ to drive customer engagement, brand loyalty and brand awareness.


R Ray Wang writes how Gamification Will Drive Future Enterprise Software User Experiences in Trends: 5 Engagement Factors For Gamification And The Enterprise which outlines how the enterprise can apply game mechanics and dynamics to improve engagement and participation within the business and also with partners, customers, suppliers and other stakeholders.


What’s this got to do with Content?
  • Social was about connecting, collaborating and engaging with others. We saw Content become increasingly (now exponentially) user-generated. Gamification is about participation, motivating behavior and rewards. Content will be much more pervasively co-created as well as user-generated.
  • Digital content is the current standard; gamification requires mobile access, delivery and publishing for all content, content/social/gaming objects and their associated interactions and processing.
  • Content marketing was the new black in 2010 and will evolve to becoming interactive and immersive (gamified) in 2011.
  • Content strategy and strategists will be essential element for planning and execution.
Gamification is a new opportunity for innovation, monetization and productivity.There are already some well documented successes:

How companies adopt and deploy ‘gamification’ is yet to be seen. I recently published an article via CMS Wire that looks at the potential to improve sales enablement and productivity through gamification. While many have doubts about the validity and value in the non-gaming world, the industry research and support suggests that it’s not a passing fad:

I’m sure we’ll see a few business-related early adopter / experimental applications in 2011. From my perspective, a lens that combines enterprise software, mobility and MMORPG  experience, I see several immediate opportunities:

  • Product Testing: as noted above about the success Microsoft has experienced
  • Sales Productivity: there’s no better captive audience to deploy an incentive-based, reward-driven, status granting gamified application. We joke that sales is coin operated; what if we gave them lots of virtual coins for giving feedback, co-creating content and  participating with communities? As noted above, I detail some examples via CMS Wire.
  • User Adoption: gamify learning systems and work process. Whether it’s onboarding, product training or domain/subject/application specific learning – make the experience tolerable and potentially fun. The more end users who know how to use a system, application or process – this will increase productivity and even may lower the TCO of enterprise software purchases and implementations.

What’s your perspective on this concept? Any examples of failed or fantastic case studies? Feel free to write your POV or link to other resources on this topic.

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