Facebook’s Research Mistake: Why Informed Consent Is A Big Deal

There has been a significant amount of angst in the media in the last few days over a bad decision Facebook researchers made in 2012. According to data just recently made public, an experiment in which 689,003 Facebook users involved psychological testing. They were put into two experimental groups; one group had their feed manipulated to show mostly positive posts, the other was shown mostly negative posts, then both groups were monitored to see if these individuals would write positive or negative posts themselves. In fact, they found a very slight correlation in which the negative exposure group went on to post more negative posts, and vice versa among the positive group.

Critics of the study say that Facebook was running psychological research on unsuspecting people, probably making everyone in the negative group have a worse day than they would have otherwise. Facebook countered, claiming they were simply trying to better understand how their site works, just as any other web property would test various elements of their website in order to improve it.

We’re not here to pass judgement on the study itself, but we do want to critique the methodology. Facebook made a few errors here, and they are errors that the IPG Media Lab does not make when performing similar research. When IPG Lab does this kind of research, we recruit paid participants who have opted in to our study. They do not know what we are studying, and have no way of knowing how we are manipulating their experience, but whether the experience is negative or positive, they have explicitly consented to be studied during a set time frame and are being compensated.

Facebook claims that all users have given their consent simply by signing up for Facebook, but reading the actual language, it is not obvious that users are signing up for this kind of research; just a generic phrase telling a site user that their data will be used “for internal operations, including troubleshooting, data analysis, testing, research and service improvement.” This language in no way implies that Facebook will actively manipulate the individual experience, but instead implies that they will passively use data collected.

Worse, according to Forbes, the research opt-in language in their terms of service did not yet exist when the experiment in question took place.  

MAGNA GLOBAL: 2013 Global Digital Ad Spend At A Glance

• The US alone represents 36% of global digital ad spend.
• The three biggest markets (US, UK, China) concentrate 57% of global spend.
• The highest share is found in the UK (43%) followed by Netherlands and China (37% and 36% resp.)
• The US and Canada are only slightly above global average (27%)
• Japan features a below-average share (17%)
• Latam, Eastern and Southern Europe remain largely under-developed.

MAGNA_2014_Digital_World_Map_063014 (1)

 

 

BLE and Mobile Payments: The Next Big Step for Stores?

Many companies are focusing on mobile payment technologies to make checkout at stores a quicker and easier experience for customers. One mobile payment technology showing promise is Bluetooth Low Energy (BLE) payments. This technology uses the bluetooth device on a person’s phone but uses very little energy, unlike regular bluetooth, so phone battery drainage is not an issue.

PayPal has announced a new mobile payment technology that uses BLE called PayPal Beacon. With PayPal Beacon, customers can enter a store and buy a product without having to wait in line for the cashier. The Beacon app would simply transmit the sale through BLE, charging the credit card the user has on file, and the store’s system would be notified of the payment. Beacon solves BLE privacy issues by placing control of when BLE is in use in the user’s hands. The user sets up which stores the technology can be used at and checks in on the app when entering the store to allow charges to be made.

If PayPal works as promised, it will change the shopping experience for customers, assuming that stores get on board with the program. For example, a customer could walk into an electronics store, check in with the Beacon app on their phone, pick out a few items and simply walk out of the store with what they wish to purchase. Beacon will automatically charge the user’s credit card for the goods they leave the store with. Both the user and the store save time because neither have to interact with each other to collect payment.

Another advantage to BLE is marketing. When a user is checked in on the app and in proximity of a store, the store can automatically send coupons to the user’s phone. Some users may find it useful to have promotions, coupons and store specials automatically sent to their phone when they are shopping.

So how does BLE differ from current Near Field Communication (NFC) technology? BLE is a more passive experience. To interact with a store’s payment system or to receive coupons, all a user has to do is simply check in on the app. NFC on the other hand, is more user initiated. To make a payment, the user must have the app open and hover the phone over a payment machine. The same goes with coupons. If a NFC user wants store coupons, they must hold their phone, with the app open, over a coupon machine.

Both BLE and NFC mobile payments have pros and cons. Some people may prefer the passive BLE, while others may want more control over when the technology is used, when getting coupons for example, and will prefer NFC. The biggest issue is which technology stores will grasp. If the stores don’t set up the technology, users can’t take advantage of it. The time-saving aspect of BLE may be a big draw to consumers and stores alike, but the big downfall is that BLE is expensive for stores to implement.

Right now it is too early to tell which technology will be the winner as not many stores currently utilize either technology. Will PayPal Beacon be the app that finally convinces stores that it’s time to welcome mobile payments? Only time will tell.

The Internet Of Things And Cars

The automotive industry is now a key information hub in the mobile and social data ecosystem. As cars create more behavioral data, they will become tools for predictive analyses, offer optimization, and transform themselves into a form of alternative media. That is the promise of the connected car, as connectivity will bring interactive media into the car, enhanced safety and driving services and and even autonomous driving. That was the topic of discussion at CE Week’s The Internet Of Things And Cars Panel as technologists from Telenav, GM, Intel and more took to the stage. Below are a few topics during the panel.

Convenience over Safety

The session kicked off with an interesting poll which asked what the main driver of the internet of things in the car will be. What would lead consumers to want ultimate connectivity in their cars? The poll actually saw convenience as the number one driver far outpacing safety, security, and added utility which was a bit surprising. Safety and security have to be the most important consideration within any car (it is for the connected home at least) but perhaps we believe that the internet of things will bring us convenience before anything else. Ultimately, changing the safety features of a car is far more involved, so we may just get a better suite of car-friendly apps first.

Developmental Roadblocks

Another main point of interest was the roadblocks to innovation, namely the long development cycle of most auto manufacturers. Tim Nixon, GM’s CTO of Global Connected Consumer division mentioned that most dev cycles are three years so that technology is inherently outdated by the time a car goes to market, compared with the agility of mobile innovation, for instance. One solve for this is aftermarket items like a Pioneer radio, for example, which can be installed on a 10 year old car. Another interesting consideration is the necessity to create open APIs in the car which third party developers can iterate on. This is seen with through the likes of Mojio and others who provide a data stream of your driving behavior which third parties can leverage for a breadth of products and services. Ford Sync is another example with a somewhat open app ecosystem. More significant is Apple Airplay and Google’s Automotive Alliance which will create a standard OS for in-car apps. This cooperation is unfortunately uncommon in a highly competitive industry full of proprietary technology.

Autonomous Driving

The panel concluded with a discussion of autonomous driving. These driverless cars will use car-to-car communication, connectivity and sensors to safely drive without the need for any human input. Google and every car manufacturer has been testing prototypes but we are still a ways away from this entering the consumer market. The panelists all remarked on some of the considerations to actualizing autonomous vehicles. Chief among the concerns were connectivity issues as you have a wide array of mapping and sensing technology which relies on a stable connection. GM and AT&T announced a partnership to build 4G LTE connectivity into upcoming Chevrolet vehicles with a wifi hotspot. Others will need to follow suit if we expect all of these smart car features.

 

When Will Leap Motion Offer a Touch Free Gesture-Reading UI for Cars?

Last year, software developers from QNX demonstrated their beta test of Leap Motion gesture control UI for the BlackBerry 10 car software. QNX announced that it intends to be the first to introduce touchless infotainment systems at the Blackberry Live 2013 conference. Those days are still few years away, but they are coming fast. The question is: Are we ready for touchless cars?

Leap Motion has been improving its vanishing interfaces for years, but only for PCs. The first touch free controllers for tablets will go on sale later this year. The connected car market is one of their ultimate goals.

The next generation of Leap Motion software tracks not just fingers, but the entire skeletal structure of the hand. That allows the system to understand where fingers are placed even when they are partially obscured. This more robust gesture tracking and prediction software will allow the company to enter markets where safety is a critical issue, such as in heads up displays in cars.

As of February of this year, 38 car models were available with standard or optional heads up displays. These are designed to project information on the windshield so drivers can keep their eyes on the road. Heads up displays are better than dash displays for offering directional advice, personalized functions and news/entertainment controls. The next hurdle is that drivers still need to take their hands off the wheel and touch a knob or issue voice commands, both of which have their own problems.

A hands-free gesture reader is certainly possible and seems to have a built-in market, as long as it can meet safety and confidence expectations. Michael Buckwald, CEO of Leap Motion, offered three use cases where he sees great potential for Leap Motion in cars in the near future:

Backseat Driver: The first and easiest deployment would be for someone in the rear seat controlling his or her own entertainment system by gesture only.

Virtual Dials: The second is an option that QNX is currently exploring. Drivers are already controlling volume, station and other info with their voices, sometimes with disappointing or hilarious results. The gesture-reading must be much more reliable to prevent accidental road rage.

Heads Up: The third possible use is the one that Leap Motion is most excited about in the long run. Combined with a rich heads up display, the software would allow drivers to make their intentions known without taking their hands off the wheel. Finger movements would be enough to communicate a great range of operational controls. With this set-up, a driver could launch a GPS direction search and have the route overlaid on the actual road with other important route information like delays and road work. The connected cars of the very near future will be able to communicate with surrounding stores or home appliances. To process all that new data, cars will require an easier interface than a dashboard full of buttons and dials.

There is no question that the current UI choices are going away as processors get better at crunching numbers and predicting behavior. Although Leap Motion has had some difficult quarters recently that disappointed industry analysts, the company is aggressively entering Japan and China to make up for lost time. Cars are definitely moving toward gesture-reading, no matter who gets there first. The writing may not be on the wall, after all. It could just be projected onto thin air.

Privacy Implications with Proximity Marketing

The tremendous growth of smartphone sales has put a spotlight on the use of proximity marketing. Companies like Euclid can use WiFi tracking to follow customers through a store, see where they pause and where they continue without browsing. Qualcomm’s Gimbal platform offers the same type of functionality using iBeacon tracking. With all of the security concerns of the past several years, the question of legality and transparency is one that must be answered before businesses commit to the expense of proximity marketing.

There are several different types of proximity marketing, all with their own unique privacy concerns. WiFi and iBeacon tracking may be used to anonymously collect data about general traffic statistics, but they also can be used to log information about individual devices. NFC (near field communication) marketing offers no data collection on the part of the marketer. It only sends out pre-programmed data when requested.

The distinction between these two types is fairly obvious. One includes location analytics and may represent a violation of privacy, while the other simply allows consumers to interact with the products and stores around them. While there are plenty of examples of data doing good, like the use of real time data to improve traffic flow and public transportation, the public has concerns. From a retailer/marketer perspective, marketing that also includes location analytics offers significantly more value, even with the potential for public censure.

The question then becomes what is allowed by law, and what code of conduct should marketers follow? Many areas of digital marketing already skirt grey areas. SPAM is a ubiquitous problem that affects all Internet users. Ensuring that proximity marketing does not become another type of SPAM comes down to the value exchange. Does the marketing content add value to the end user?

As proximity marketing gets off the ground, those implementing these marketing techniques need to consider two things: What information to collect, and what information to send. Collecting information from individual smartphone users has serious implications. First, is it legal? The law allows marketers to collect information from consumers who have chosen to “opt-in.” For ethical marketing, always be clear about what exactly consumers are saying yes to. Is it ethical, regardless of the laws and regulations? Ethics play an important role in marketing. Consumers respond negatively to marketing that is perceived as intrusive or harassing behavior. The suggested “Code of Conduct,” recommended by Senator Charles Schumer in partnership with several Local Analytics firms offers some guidelines on transparency that can help keep the public on-board with proximity marketing and ahead of the regulatory curve.

  1. Any type of geophysical location tracking should be completely transparent. All marketers should inform consumers that their location is being tracked and the data saved.
  2. It’s all about anonymity. If information is tracked anonymously, meaning it is not tied to the individual user, no consent is required. When companies track general traffic flow, the types of devices connecting to their networks and other broad information, the proposed “Code of Conduct” does not require any notification to consumers.
  3. Any personal information, whether tracked individually and aggregated later or kept as individual statistics, must be obtained with individual consent.

These recommendations are currently exactly that – recommendations. There is no legal requirement forcing businesses to adopt these strategies, but with the public outcry against technology that violates privacy, it may be wise for companies to adopt them now rather than pay fines later. After all, marketers already track Internet usage to create more individually targeted advertising. Many users already find these practices to be intrusive, so it is vital that companies act now to avoid negative publicity.

Best In Class: Belly Springboards Brand Loyalty

Many people frequent the same coffee shop or breakfast spot on the way to work each day, and many are left with wallets full of stamp cards, and relatively minimal rewards for every 10 items purchased. In a move that combines the physical and digital realms, an app called Belly merges these cards into a digital wallet of sorts, a rewards program on your phone. The premise is simple: many new stores use iPads as cash registers, with the prominence of services like Square encouraging the move away from traditional registers. As such, Belly presents each of their users a unique QR code within the app that’s readable via the store’s iPad’s front-facing camera. Once the unique QR code is scanned Belly registers that the user made a purchase, and adds points to that user’s tally which can be redeemed, much like stamp cards, for real-world rewards.

What’s so special about Belly, though, is that it combines real-world, tangible, everyday rewards, while combining a simple piece of new technology to streamline a user pain-point, while encouraging brand engagement by allowing users to share their rewards across their social and digital networks. At the same time, Belly provides a map of shops that use the service, encouraging active users to build rewards within the app. It also seems likely that those with Belly would be incentivized not only to use the map to find stores, but to use the app in conjunction with the map to build up rapport with brands and brick-and-mortar establishments that they might otherwise pass up.

Where we’ve seen apps that look to reward mobile users in specific moments, Belly is one of the only apps that looks to create and establish long-term brand loyalty, in addition to allowing brands the creativity to create quirky rewards of their own, creating positive feedback loops of loyal shoppers. It’s not only a useful app, but a very forward-thinking method of thinking through consumer loyalty and brand interactions.

Forget Virtual Reality: Can Augmented Reality Gaming Succeed?

As far as gaming goes, one of the newest frontiers is augmented and virtual reality. Although headsets like the Oculus Rift and Sony’s Morpheus lead the way in developing innovative gaming technologies, neither is consumer ready at this point – particularly with Oculus’ recent acquisition by Facebook. Naturally, then, game developers have looked to technologies that are already readily adopted by consumers, and concluded that cellphones provide the next best platform to develop innovative games.

Thus was born Augmented Reality gaming, or the act of creating games out of layers of visual data superimposed onto images of the real world on mobile devices. One of these games was called Ingress, and was developed in part by Google. The premise was straightforward: travel to world monuments, and let the app superimpose its storyline onto the real world, and the user would live in a secret plotline unbeknownst to those around them. Its goal was to create an exclusive community of tech-savvy gamers who would interact via their phones around the world. But the game fell flat on multiple levels: the game has taken several years to even emerge onto all mobile operating systems, and three years after its initial launch only recently came out of beta. But even more than that, the plot of the game is confusing to outsiders: “Confused? You’re not alone. The point is to create a network for your faction, but the whole thing is elaborate and it does take some getting used to.” 

Not only is the point of entry challenging, but the premise of taking working people out of their way on a daily basis to travel to sometimes-inconvenient locations to pick up a piece of virtual currency places excessive demands on users, many of whom eventually dropped the game. Ultimately, Augmented Reality is a promising marketing technique – overlaying images in magazines can direct users to a point of purchase – but to expect that users are going to collect digitally-based currency that’s part of a relatively confusing scheme is a bridge too far.

IPG Lab Poll: Virtual Reality Interest

Virtual reality is becoming real with the addition of Facebook-owned Oculus Rift and Sony’s Project Morpheus which leads one to wonder what other use cases we might see beyond gaming. Could this change the face of media experiences, shopping and travel? The Lab surveyed 300 people, asking them to indicate which, if any, of the following Virtual Reality applications they would like to try. The results may surprise you.

 

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