Technology
The disruptive effect of the internet and mobile phones on out-of-home digital media
Executive summary
Fostered by their experiences via the web and
on-demand TV, consumers in many countries
have developed a seemingly insatiable desire for
connectedness and ease-of-access to information
and entertainment, anytime, anywhere.
Web-savvy businesses are feeding on that desire
and, as a result, are attracting billions of dollars
away from traditional advertising budgets.
But beyond the reach of the PC or TV, advertisers
are struggling to create measurable interactions
with consumers. For example, there have been
several attempts to squeeze the web and TV
experience into a mobile phone’s 2” x 2” screen,
but other than helping to wow customers in the
phone store, these strategies fail to provide a
simple or compelling user experience. Lack of
handset standardization and poor interoperability
have not helped. The only ubiquitous mobile
applications regularly used by consumers are
voice and text messaging.
Another approach is to reach consumers where
they shop, by advertising on digital out-of-home
signage networks (sometimes referred to as
narrowcast networks or dynamic digital display
networks) in storefronts and public spaces.
The price erosion of large format displays is
leading to their growing use as an out-of-home
medium, especially in urban centers, sports and
entertainment venues, retail stores, medical
settings, banks and shopping malls.
Wal-Mart, the world’s biggest retailer, was one
of the first retailers to recognise the potential
of digital signage by building its own in-store
TV network spanning more than 2,500 of its
stores and reaching an audience of more than
180 million viewers a month. Wal-Mart charges
advertisers on the network between $60,000 and
$293,000 to show an advertisement for four weeks
(Source: The Economist).
However, out-of-home “push models” of
impression-based advertising (as opposed to
the web’s “pull model” of intent-based search),
depend on the frequency of a message and are,
therefore, not much better than commercials
on traditional TV. This fact is not helped by the
growing indifference to push advertising and the
fragmentation of media channels.
Consequently, more and more advertisers are
seeking measurable media and moving away from
impression-based models.
Kiosks are an out-of-home technology that
is measurable and shows promising signs of
growth. Although kiosks can identify a user via a
credit/debit card, ticket readers or by requesting
that a user type in details, kiosks are challenged
to provide web-like data-mining capability such
as making offers to consumers based on similar
users or their profiles. Kiosks are also less able to
provide competitive solutions outdoors, in-store
windows or in many-to-one applications.
For the same reason that TV is being disrupted
by interactive technologies, out-of-home
signage networks that are currently architected
and programmed like TV networks will have
to become capable of more measurable and
interactive solutions.
In order to provide data-mining capabilities
comparable to those on the web and to prevent
being commoditized, digital signage network
vendors will need to offer advertisers the
option of a closed loop between consumers
and advertisers, even if they continue to offer
one-way TV-like advertising for some of their
programming.
Although the kiosk vendors are better placed to
provide interactivity and measurability, they are
likely to face competition from more flexible,
scalable web-based solutions.
In the coming years, as the web and web-based
behaviour spreads beyond the desktop, it is
unlikely to do so in the way we know it today.
As with a PC’s combination of screen (output),
keyboard (input) and network connectivity
(communications), a digital signage
network cannot provide a similarly
powerful closed loop without offering
a ubiquitous method of interactivity
between the user and the system. In outof-
home settings, this new interactivity is
most likely to be realised via the mobile
phone, by using the same voice and text
messaging capabilities that consumers use
today.
This paper concludes that out-of-home
signage applications will leverage a
combination of the web together with mobile
phone technology to achieve best-in-class
interactivity.
It also concludes that future digital out-ofhome
signage networks will be built on scalable,
interactive web-based architectures rather than
today’s more typical passive narrowcast designs.
As a result, the appropriate combination of
narrowcast, web and mobile phone technology
will enable businesses to benefit from their
proximity to mobile consumers and enable them
to deploy more effective out-of-home marketing.
Scenario 1: City Guide
John is from out of town and hasn’t decided where
to eat tonight. He sees a large City Guide screen on
the street corner, displaying details of a local map
and playing short highlights of local restaurants,
bars, entertainment and tourist information. The
screen displays an invitation to be ‘remote controlled’
from a mobile phone. John dials the number on
the screen and hears a voice prompt on his mobile
phone, saying, “Press the keys on your phone that
correspond to items of interest on the screen.” For
example, he can press 1 on his mobile phone keypad
to see local restaurant options, or press 2 to see local
bars. He can also use his * and # keys to zoom the
map in and out. He follows the on-screen prompts
and browses to a local French restaurant and likes
their menu. He presses 0 and connects directly to
the restaurant to reserve a table.
Source : LocaModa
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Background
We live in an on-demand media culture. What
was once a passive push-based screen medium
on network and cable/satellite TV is now being
fast forwarded on digital video recorders (DVRs)
or consumed on websites such as YouTube.com,
iTunes or MySpace.com.
We are evolving from a primarily “lean-back” TV
experience (The First Screen) to a more active “lean
forward” experience on a PC (The Second Screen).
On this Second Screen, consumers are devouring,
controlling and creating content. They want
instant gratification and have come to expect it
with the click of a mouse or a remote control.
And their expectations are not going to stop at the
couch or the desk.
Gone are the days when marketers such
as John Wanamaker would joke “50% of
advertising works; we just don’t know
which 50%.” Wanamaker, a 19th Century
Philadelphia merchant, became the first
modern advertiser when he bought space in
newspapers to promote his stores. Wanamaker
was ahead of his time. Greg Stuart, CEO of
the Interactive Advertising Bureau, estimates
that advertisers waste $220 billion worldwide,
or just over half the $428 billion worldwide
advertising revenues forecast for 2006 by
ZenithOptimedia, a market-research firm.
The disruption of traditional media is
challenging all businesses that depend on
advertising. But the promise of the web is
only the beginning of traditional media’s
problems. The media industry’s next
challenge is to create measurable interactions
with consumers beyond the TV and PC.
Without an ability to connect their businesses
to mobile consumers, many marketers are
finding that their target market might as well
be on the dark side of the moon.
While there is growing awareness among
marketers that the mobile phone is “The Third
Screen” after TV and Web, there is actually a
fourth screen network that touches the every day
lives of many mobile consumers: the out-ofhome
digital signage network.
The challenge is to find a cohesive strategy that
enables marketers to leverage the third and fourth
screens as successfully as they have done to date
with the first and second screens.
Scenario 2: Social Media
An internet-connected screen hanging on the
wall of a bar in Miami invites people to “Txt Out
Loud” by sending text messages from their mobile
phones directly to that screen. There are similar
screens in other locations all over the US - an ice
cream parlour in Boston, a café in Chicago, a diner
in Seattle, a club in Colorado. Shaun reaches for
his mobile phone, enters the Screen ID, types his
message and then presses SEND. His message
appears on the bar’s screen a few seconds later.
Shaun’s message also appears on a website where
web-based users can view and send messages to
any of the location-based screens.
Source : LocaModa
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Mobile phones - the means NOT the end
There are over 2 billion mobile phone
subscribers in the world and over 200
million in the US (Source: Ipsos Insight) far
outstripping the 575 million PCs in the world
today (Source: Forrester Research).
While some high-end mobile phones (sometimes
referred to as smart phones, converged devices, PDA
phones or communicators) are effectively PCs, they
are neither mainstream nor standardised devices.
IDC defines converged mobile devices as mobile
phones having a high-level operating system, such
as Symbian, Windows Mobile, or embedded Linux.
Vendors are increasingly characterising these devices
as “prosumer” (in other words, professional tools
rather than consumer devices). According to IDC,
such devices represent less than 0.5% of the 2 billion
installed base of mobile phones worldwide.
For just a moment, let’s suspend belief and
assume that we all have “the perfect mobile
device.” What would that be? For business
users, it might be an email-centric device. For
teenagers, a social networking or IM-centric
device. For other people, key features might
include music, videos, photos or games. Now
consider that regardless of design, mobile
phones should enable people to reach their
favourite features within 1-3 key presses.
And, of course, a mobile phone should also
be an excellent voice-centric device, which is
pocketable, light and can run for at least 24
hours without a recharge.
It is easy to see that the one-size-fits-all approach
that works so well in the PC market is much
less likely to work in the mobile phone market.
There is no perfect “Swiss Army” design for
mobile phones.
One would hope that mobile network operators
(e.g. Cingular, Verizon, Sprint/Nextel, T-Mobile
in the US) would offer seamless interoperability
among multiple devices, services, applications
and their networks. However, the operators’
ecosystem is still surprisingly immature. Mobile
developers and service aggregators work with
different business models depending on the
operator and country, leading to a fragmented
infrastructure and lack of standards and resulting
in a poor end-user experience. Marketers
attempting to reach mobile consumers certainly
have their challenges.
In order to reach the 2 billion mobile devices,
marketers should obviously leverage technology
that works in a majority of handsets and across
a majority of networks. They should not
be tempted to use less standardised mobile
technologies.
Dialing numbers and text messaging are already
ubiquitous applications. According to the CTIA
Wireless Association, there are over 400 Million
text messages sent daily, and over 12 billion in the
month of June 2006.
Combined with the appropriate “connective
tissue,” voice and text messaging technologies
already available on a majority of phones
can be used to mobile-enable digital signage
networks and deliver web-like interactivity and
measurability to out-of-home applications.
The insight is that today digital signage networks
are an underutilised location-based technology.
Ironically, as a means of connectivity, a basic
mobile phone is already good enough for many
out-of-home marketing applications.
Scenario 3: Real Estate
Jayne is looking for a new apartment. She sees an
interesting property on a screen in the window
of a local real estate brokerage. She wants more
information on the property, but the brokerage
is closed. The screen displays an invitation to be
‘remote controlled’ from a mobile phone. She dials
the number on the screen and hears a voice prompt
on her mobile phone, saying, “Press the keys on your
phone that correspond to properties that interest
you.” For example, she can press 3 on her mobile
phone keypad to property number 3. She can also
use her * and # keys to browse to more pages of
properties, view a map and search other areas - all
viewed on her phone. She follows the on-screen
prompt and browses to a property she likes to see
more detailed views and information. She presses 0 to
be placed on a mailing list and request that the broker
contacts her. The broker receives an email with
Jayne’s request and is able to respond immediately.
Jayne could also continue her search on line by typing
her phone number into the realtor’s website. Her
phone number is treated as a cookie, so the website
can return her to properties that match her browsing
history or preferences.
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Location, Location, Location
In the mobile phone industry, the idea of using
a location’s proximity to mobile consumers is
not new. An often-touted but flawed vision
of location-based services is one where mobile
network operators can target mobile consumers in
a specific cell, perhaps with an offer for a nearby
restaurant or movie theatre.
But services delivered without the consent of
the end-user foster distrust, often resulting
with users turning off their phones.
Thankfully, legislation in the form of the
CAN-SPAM Act of 2003 is helping to prevent
this type of short-sighted approach from taking
root. It is clear that successful mobile applications
will give the consumers - not the mobile network
operators - control over what, where, when and
how they receive information.
Fortunately, we need not worry about seeing
web-like content on a screen barely larger
than a Post-it note as there are other ways of
reaching the mobile consumer. One alternative
starting point in reaching mobile consumers
is to rethink the notion of “location” in relation
to trust, technology capabilities and the
end-user experience.
Narrowcast screens are, by their very nature,
connected to the internet in order to “cast”
content narrowly to a specific location. They
are typically large format screens of 50 inches
or more. However, they are characteristically
passive as far as the viewer is concerned and so
are little better than TV, except that they are
placed “outside.” If the consumer cannot react
to a specific marketing message when he is “in
the moment,” another advertisement is likely
to diminish the effect of the first message,
requiring the advertiser to frequently reach the
same consumer with the same message.
The web is reinventing the rules of engagement
with its intent-based model (i.e. when a user
searches or clicks on an item of interest, there
is clearly some level of interest in that product,
service or content). It is becoming increasing
valuable for a business to be able to react to that
intent and/or to data-mine that user’s interactions
to improve their product/service offering. This
has been proven with the creation of the “pay per
click” business model.
As more advertisers rely on data-mining tools,
platforms supporting their campaigns will need
to be capable of interactivity. Networks unable
to support the interactive requirements of top
advertisers are likely to become marginalised.
Out-of-home signage networks will not be
exempt and will, therefore, need to be built on
scalable, interactive web-based architectures
rather than today’s more typical passive
narrowcast designs.
Reach out and touch

According to the 2006 Summit Research report
on the kiosk industry, North America will
approach one million kiosks by 2008.
Kiosk technology can deliver a clear return
of investment and measurable marketing and
commerce to out-of-home applications ranging
from ATMs, ticketing, photo printing and selfcheckout
systems.
Around 30% of kiosks are deployed in retail
locations. Their strength is somewhat limited
to one-to-one applications where one screen
serves one customer at a time. In effect, these
kiosks transform a traditional labour-intensive
transaction - such as printing photos or registering
at a retailer’s gift registry - by making that
transaction quicker and easier for the consumer.
Sometimes these kiosks also cut operational costs.
Kiosks often use bar-codes or RFID tags to
identify a user’s ticket or product. More typically,
the kiosk network cannot identify the user
without the user swiping his credit, debit or store
card into the machine, or by typing in personal
details. These interactions often create additional
barriers between the user and the business.
In considering if a kiosk is the appropriate choice
for an application, the designer needs to weigh
issues such as cost, the amount of floor space
required, and ongoing maintenance and support.
Kiosks are typically more expensive than signage
systems because they combine signage systems
with an enclosure and a touch screen.
Maintenance/support of kiosks can also be
challenging because they often include moving
parts such as card readers or coin slots.
For applications in retail windows, or on the
street, kiosks are also challenged. Some touchscreen
solutions exist for store-fronts, but they
tend to be a very expensive utilisation of the
real estate. Another key issue for kiosks is that
they require the user to step into their “zone”
and touch the screen. One should never
underestimate the problem of taking control
away from the end-user.
Control freaks
In Steven Spielberg’s film, Minority Report,
personalised interactive advertisements are pushed
ad infinitum to the Tom Cruise character from
screens in a future shopping mall.
However, it’s important to understand that the
future of out-of-home screen media is unlikely
to follow this Orwellian model. Instead, the
consumer of the future is likely to take more
control of what they see, when they see it and
where they see it, even in public venues.
That future happens when there is :
- A clear end-user benefit : a time, labour or
cost saving.
- A clear business benefit : competitive
advantage, differentiation, brand extension,
demonstrable return on investment.
- Mutual trust : trust that the technology and
information will not be abused by businesses
data-mining the information, which would
ultimately compromise the applications for
businesses and consumers alike.
By combining mobile technology with
narrowcast networks, the consumers are given
the opportunity to use the mobile phone, a
device they carry around with them every day.
Being familiar and trusted, the mobile phone
is also the device the user feels in control of.
Unlike using a kiosk, users of mobile-enabled
signage make and break their engagement within
a personal “comfort zone.” The consumer can
view the signage at a distance and dial the phone
number displayed on the sign. From that point
forward, users follow a series of voice prompt
that allow them to use the phone like a TV
remote control.
The required connective tissue to complete the
closed loop between the user and the business is a
mobile gateway. The mobile gateway translates a
user’s phone key, presses and sends it to a specific
screen that then displays the requested content.
The mobile gateway is capable of understanding
interactive voice response (IVR) commands or
Short Message System (SMS) commands or other
message protocols (such as Blue Tooth or MMS).
Figure 1 shows the data-flow between a user’s
interactions with a location-based screen (the
“Attract” loop) and a business’s ability to react to
the user by dynamically changing the screen and/
or responding to the user (the “React” loop).
The future success and differentiation of
out-of-home signage networks will depend on
their ability to attract, interact with and react to
consumers in the moment.
Attract : Use engaging one-to-one or one-tomany
dynamic content that, by being displayed in
the right place, at the right time, is more relevant
to the target audience “in the moment.”
Interact : By using mobile phones, consumers
can engage with content on the narrowcast
screens without having to leave their own
“comfort zones” (i.e. without having to enter
the business’ territory prematurely, which can
endanger the prospect of a sale or relationship).
Being “in control” leads to a more compelling
user experience.
React : Like the web, businesses can data-mine
every click. The user’s phone number is treated
as a cookie, so his or her interactions can also
be personalised across several sites, or several
transactions. If the user opts-in, that phone
number can be used for further contact.
Locations such as retail outlets are well
positioned to leverage their proximity to mobile
consumers. Such locations will be able to offer
services in which consumers can interact and
ultimately transact simply. Platforms that support
these interactions and transactions will create
incremental revenue for the location owners,
service providers and brands.
What comes with this new technology is the
ability to measure consumer interactions.
Measurability across all screens will define the
future of these networks. It reassures brands
and advertisers that their dollars are being spent
effectively as it enables constant feedback and
fine-tuning of their campaigns.
Mobile-enabled narrowcast networks will find
applications in many vertical markets. A few
examples include:
- Travel and Tourism : city guide, travel agent
and digital concierge
(See Scenario 1)
- Bar/On-Premise Promotions : social/dating,
jukebox, gaming/lottery
(See Scenario 2)
- Real Estate : window display connected to
MLS databases or other web-based assets
(See Scenario 3)
- Automotive : showroom application and
marketing campaigns
- Retail : digital mannequin, interactive shopping
Conclusion
Multiple media channels vie for the attention of
consumers every hour of every day of every year.
Messages besiege consumers at home, in the
car, train, bus, plane, on the web, on the side of
buildings and even in elevators.
The rules of engagement are changing on many
fronts. With rapidly changing technology and
legislation, the days when marketers could
reliably assume they could reach their audience
have long gone. Rapidly evolving technology is
changing the way in which consumers interact
with marketing messages. Consequently, more
marketers are demanding measurable results.
In contrast, businesses mindful of the limitations
of mobile technology can leverage mobile
connectivity via ubiquitous voice and text
messaging technologies which, when combined
with narrowcast networks (The Fourth Screen),
can deliver on the promise of interactive locationbased
services.
Mobile-enabled location-based services are likely
to create significant opportunities for brands and
businesses, especially in situations where the offering is
relevant, timely and perhaps above all, trusted.
The Fourth Screen is emerging as a source of
information when consumers are away from the
home. With mobile-enabled technology, out-ofhome
networks are one step closer to meeting the
demands of businesses and satisfying consumers’
need for information “right here, right now.”
About the authors
Bill Collins is principal of DecisionPoint
Media Insights, a marketing and market research
consultancy that develops go-to-market strategies
for media companies, agencies and technology
vendors in the out-of-home digital media field.
He can be contacted at :
BCollins1@cinci.rr.com
Stephen Randall is chief executive of Boston
based LocaModa Inc, a technology company
dedicated to improving the user experience and
brand effectiveness of out-of-home digital media.
Prior to LocaModa, Stephen was a founder and
EVP of Symbian, the market leading mobile
phone operating system provider. He was a
founder and joint president of Psion Software, the
licensing arm of handheld computing company
Psion PLC, and founder of Stepp Limited,
inventors of the world’s first digital guitar. He can
be contacted at :
srandall@locamoda.com
– by Bill Collins and Stephen Randall