Building your digital strategy A practical guide John White Chief - - PowerPoint PPT Presentation
Building your digital strategy A practical guide John White Chief - - PowerPoint PPT Presentation
Building your digital strategy A practical guide John White Chief Operating Officer The Space 29/01/2017 What do we mean by digital? Audiences: reaching and engaging audiences online Content: Using technology to create content for
A practical guide John White Chief Operating Officer The Space
29/01/2017
Building your digital strategy
- Audiences: reaching and engaging audiences online
- Content: Using technology to create content for online or offline engagement:
e.g. creative content, captured content, cultural learning content
- Organisation: using technology to drive organisational efficiency/sustainability
See Arts Council England Digital Policy and Plan Guidelines co-authored by The Space and MTM
What do we mean by ‘digital’?
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How much/how long etc.?
- Integrated with business plan: mission/objectives, creative/curatorial, marketing,
education, staffing and budget
- Audience-led: puts audience reach and engagement at heart of the plan
- Focused on strengths or opportunities specific to the organisation rather than
spreading efforts too thinly
- Realistic: recognises current starting point, skills and resources available and
importance of effective advocates, partners and suppliers
- Adaptable/agile: digital landscape changes rapidly so plan should be top-level and
have scope to iterate, learn and evolve
- Senior stakeholders involved in policy and plan rather than e.g. limited to digital
marketing function
Principles for a good digital strategy
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Year 4 plan
The planning cycle
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Investing in major initiatives Digital policy Year 1 plan Year 2 plan Year 3 plan Project iteration/review
‘Big splash’ vs ‘iteration’
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- Link to overall mission
- Current status of digital practice
- Opportunities for digital to support mission and objectives
- Key digital principles and commitments
- Responsibility for policy and review process
- What will success look like?
Digital policy requirements
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- Digital objectives
- Key activities to meet each digital objective
- Targets: set clear, ambitious but realistic targets
- Budget/resources for each activity
- Deadlines: include a clear timeframe and milestones
- Responsibilities: identify who will oversee and who will deliver each activity
Digital plan requirements
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Audiences
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- Starting point: what is your current online reach and engagement (see ‘Effective
use of data’ below)?
- Segments: are you targeting activities to specific audience segments (e.g. Audience
Spectrum)?
- Audience outcomes: are activities focused on achieving clear outcomes (e.g.
building brand awareness, marketing creative programme, engaging with creative content, building brand loyalty, generating online income, gaining feedback)?
- Audience interests: have you considered different audience needs/interests (e.g.
new audiences vs existing, traditional arts audiences vs others, in area vs out of area, diverse audiences, children and young people)?
Audiences: who and why?
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- Have you focused on realistic channels for your audiences and content?
- Sustainability: do your plans support regular content/communication on each
channel or do you risk spreading efforts too thinly?
- Audience usage: have you selected channels where your audience segments
already consume content and will content work with the devices those audiences use and typical interaction patterns (duration, frequency)?
- Usability and accessibility: have you considered audience access (e.g. mobile vs
- ther devices, subtitling of dialogue, user testing of significant builds)?
Audiences: channels
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- Marketing budget: is the budget/resource allocated to marketing at least 10% of
content/production budget (ideally greater, especially if there’s a high expectation
- f new audience acquisition)
- Content discovery: have you considered how the audience will find the content?
- Social media: paid for promotion of content (can be very targeted and cost-effective e.g. budgets in the
£10s per promoted post)?
- Influencers: using your contacts network to promote content via social media (e.g. trustees, friends,
high profile talent)?
- Search engine optimisation: ensuring text has key search terms and new websites are optimised
- Retention: does your marketing plan include driving repeat engagements with
existing audiences (cheaper to retain than to acquire new)?
Audiences: marketing
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Do you have realistic targets for reach, engagement and audience outcomes?
- Are targets set from a useful baseline? Be wary of metrics like social media
“impressions” and Facebook video views which don’t necessarily mean content has been engaged with
- Do you know your current level and growth rate for your target metrics? Plans
which assume greater than a 30% improvement in growth rate are ambitious
- Do you have a plan, skills and time to: focus on the most relevant, actionable
metrics; set up dashboards for easy monitoring; regularly interpret and share data across the organisation to evolve plans?
Audiences: effective use of data
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Content production
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- Produce one at a time to gain learning and apply to next project allowing 3 month+
pre-production timeframe
- Clear audience targets, distribution and marketing approach
- Cross-departmental and senior buy-in (e.g. creative/curatorial in conjunction with
educational and marketing)
- How will the plan build after year 1, learn intelligently and share learnings rather
than just doing more of the same?
- Long-form capture typical budget range £35k to £100k (below £25k likely to be
archive usable only)
Content production: long-form video
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Costs from Canvas for 3-5 minute videos (excluding rights clearances):
- A) £1k - £1.5k = freelance producer/camera operator/editor charging £300-£500
per day. 1 day shoot and 2-3 day edit
- B) £1.5k - £2.5k = small production company perhaps e.g. second camera operator,
dedicated editor, simple graphics
- C) £2.5k - £5k = 2-3 camera operators and/or 2 days shooting, dedicated editor,
experienced exec producer/production manager, more elaborate graphics
- 360 degree filming: typical budgets in the £5k to £7k for short-form but budget
range can vary substantially
Content production: short-form video
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- Planning phase to consider: user journeys, accessibility, mobile optimisation, SEO,
content migration/redirecting from old site where applicable
- Clear schedule with time for testing, content population and iterative development
(3 months minimum)
- Plan for ongoing content management responsibilities, maintenance and hosting
requirements
- Simple website with open source CMS from £10k. E-ticketing additional £5k to £10k
for separately hosted solution or from £30k to £100k for something seamlessly integrated into the main website
- Assume site will require substantial reinvestment/replacement every 3-4 years
Content production: new website build
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- Plans should focus on user experience and be technology agnostic: once
experience is clear, what is the best technology to enable the audience to engage with it?
- App store discoverability, getting users to install and to return to the app are major
barriers to reach and engagement
- Reduce costs by using software/toolkits to create apps for e.g. Apple and Android
- r deliver regularly used features: e.g. augmented reality location/image detection
- App development from £10k for the app (that’s before cost of content/animation
and marketing, so typically £50k+ total cost)
Content production: apps and Virtual Reality
- r Augmented Reality experiences
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Organisational
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- Combine a holistic approach to digital (i.e. not just marketing or standalone
software) with small practical steps
- Consider using lower cost software-as-service providers rather than investing in
bespoke systems
- If making large investments look at options to cost share with other organisations
- r to build systems that can be reused in future
- Consider long terms costs (e.g. hosting, maintenance, updates)
- Do your timescales and budgets allow for prototyping and then refining and
iterating (i.e. ‘agile’ development)?
Operations, resilience and sustainability
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- Have you thought about future digital exploitation of new physical pieces (e.g.
ensuring digital rights are clearable even if not any immediate plan for online publication)?
- Have you considered rights ownership for any bespoke digital production (e.g. for a
new website have you considered ownership of code, design and content)?
- The Space is exploring with industry stakeholders the potential to develop more
standardised digital rights frameworks for publicly funded UK arts
Rights management
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Is there a clear plan to gain and/or sustain the following skills either in-house or through partners/suppliers?
- Board/trustee experience with digital?
- Skills in data tracking and analysis?
- Digital marketing skills?
- Digital production skills?
Leadership and skills: organisation planning
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In summary
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- Integrated with business plan: mission/objectives, creative/curatorial, marketing,
education, staffing and budget
- Audience-led: puts audience reach and engagement at heart of the plan
- Focused on strengths or opportunities specific to the organisation rather than
spreading efforts too thinly
- Realistic: recognises current starting point, skills and resources available and
importance of effective advocates, partners and suppliers
- Adaptable/agile: digital landscape changes rapidly so plan should be top-level and
have scope to iterate, learn and evolve
- Senior stakeholders involved in policy and plan rather than e.g. limited to digital
marketing function
Principles for a good digital strategy
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Sector resources
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- The Space!
- Audience Agency: digital marketing for arts organisations
- Chartered Institute of Marketing: digital marketing
- Creative Skillset: funding for training and accreditation
- Decoded: from coding to digital leadership
- Digital Action Plan: digital skills training for charities
- E-marketeers: digital marketing and project management
- General Assembly: design, marketing, technology, data
- Ten Ten: rights management
- Webcredible: all aspects of digital training
Training providers
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- See links in ‘Useful Resources’ p.21 of Digital Policy and Plan Guidelines
- The Space: online resources e.g. case studies, how-to guides
- Audience Agency: Digital Snapshot newsletter
- Chris Unitt: Cultural Digital newsletter
- Capacity Interactive: New York arts digital marketing consultancy. Articles and email
newsletter
- IPA: best practice guides on e.g. finding and briefing an agency
- We Are Social: social media blog
- Thinking Digital: annual conference on technology, ideas and future
Online resources
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Example projects
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Creative content
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Abandon Normal Devices: In the Eyes of the Animal
- Forest based VR experience with online
extension
- Exploring the visual world of different
animals in the forest they inhabit
- Distribution: forest installation,
festivals, YouTube 360, Country File
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Cath Le Couteur & Nick Ryan: Adrift
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- Film, physical installation and Twitter
interactive piece focused on subject of Space debris
- Launched at Royal Astronomical
- Society. Generated national and
international media coverage
- Film placed on sites such as Nowness
- Installation will appear at science
festivals and museums
Serpentine Galleries: Zaha Hadid VR
- Four VR experiences in Gallery
developed from individual paintings
- Partnership with Google Arts & Culture
emphasises benefit of seeking technology partners
- Architectural nature of paintings works
well in 3D virtual reality environment as comparatively easy to model well at lower resolutions
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Captured content
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Miracle Theatre: Cinderella
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- Part of a series of ‘lo-fi extends’ from
The Space
- Using social media to market and
extend reach of live performances/events
- Short-form content and promotion on
Facebook, Twitter and Instagram
- Use of consultants to establish a model
for future low-cost project support
Artichoke: London 1666
Extending audience for a live event in which a replica of City of London was burned on Thames to commemorate Great Fire of London:
- Pre-event short-form content for social
media
- YouTube live stream (including Visit London)
- BBC Four documentary following day
resulting in pick-up from e.g. Songs of Praise
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Streetwise: The Passion
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- Capture of Easter performance by
homeless charity Streetwise working with professional choir The Sixteen
- Broadcast on BBC Four and via
Streetwise’s own YouTube channel
- Helped build social media audience for
future projects
- Raised brand awareness of the charity
and its activities
Complicite: The Encounter
- Binaural live stream of sold out show
- 7-day online availability with
distribution including Guardian, Timeout, Barbican
- Used supportors network: video
snippets and countdown clock embedded on websites of supporting
- rganisations
- Online international audiences made
business case for additional tours in USA and Australia
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Cultural learning content
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Glyndebourne: opera guides
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- 5 different interactive guides with re-
usable, mobile friendly framework
- Concise text with embedded video
content
- Teacher resources tailored to subject,
key stage and learning format
- Budget structured so that costs
significantly lower for future iterations because of investment in reusable technology
Tyneside Cinema: Time Machine
- Interactive game, website, mini films,
classroom resources with finale in cinema
- Encourages engagement with history of
the cinema via creative themes and venue itself via finale
- Won multiple digital awards
- Income of £150-£300 per school
session
- Launched in 2012 and still investing in
refreshing content today
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Nottingham Castle: Riot 1831
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- 2014 Digital R&D Fund for the Arts
project
- Augmented Reality exhibition with 3D
real time environments and animated first person performances
- 77% of visitors found AR engaging
- 85% agreed interactive elements made
experience more memorable
Detroit Institute of Arts: Lumin
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- Uses Google Tango technology with
GuidiGO augmented reality platform creator: cost benefits of frameworks
- Tour stops include e.g.
- X-ray view of the skeleton inside a
mummy
- See the original vibrant colours of a
beige limestone sculpture
- Reconstruction of gates of ancient
Babylon in front of a section of wall
- Launched 25 Jan 2017
Content distribution & exhibition
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Cinegi: public screenings of filmed content
- Digital service for public screenings to
reach audiences in e.g. village halls, community centres, arts centres, pubs
- Filmed theatre, dance, ballet, opera
and music – from the major arts companies to the mid scale and smaller
- Content of varying lengths – from 3
hours to 10 minutes – venues can create programmes of multiple titles
- Launched January 2017
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The Old Market: #TOMTECH
- Story Hack event and blog exploring
use of VR and other technologies in creative story telling
- Building a digital community around an
venue and encouraging collaboration and R&D
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Tyne & Wear Archive and Museums: Collections Dive
- Collaboration between Tyne & Wear
Archives and Museums, Nesta, AHRC and Microsoft Research
- Promotes serendipity in search:
scrolling speed alters choice of related items or random new topics
- Complements a more traditional
search interface
- Three iterations of user testing and
improvement
- System learns from user interaction
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- Useful resources at Collections Trust ‘Digital isn’t Different’ and Museums
Computer Group
- Consider the audiences for archives projects, from museum staff, trustees and
sponsors through to public audiences
- Consider the use cases from free use, social sharing to commercial exploitation
- Ensure systems have technical standards to support a Create Once Publish
Everywhere (COPE) strategy
- For archiving of digital creative projects there are challenges around future access
to works that depend on hardware/software that may then be unavailable. Video walk-throughs are a low cost reliable way to archive aspects of an experience
Preservation and archiving
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John White – Chief Operating Officer john.white@thespace.org http://www.thespace.org http://www.facebook.com/thespacearts https://twitter.com/thespacearts
Thank you! Any questions or suggestions?
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