CONTAGIOUS: WHY THINGS CATCH ON
Why
do products, ideas and behaviours catch on, spread or go viral?
There are a lot of examples of things that have caught on, e.g. yellow livestrong, wristband, six sigma management strategy, etc. These are all examples of social epidemics, instances where products, ideas and behaviours diffuse through a population. They start with a small set of individuals or organizations and spread often from person to person, almost like a virus.
Most likely reasons for products to get
popular are that they are plain better, attractive pricing and advertising also
plays a significant role. But these do
not explain the whole story, i.e. some videos in Youtube can go viral than
others and no prices are attached to view them, it’s free. What does make them catch on?
People like to share news, information with
those around them. People share
information with friends on great vacations, rumours, gossips, chat on line on
things, facebook, tweet, etc. The word of mouth is frequent and important
and its impact on what we think, read, buy and do is enormous. Word of mouth is key factor behind 20 to 50
percent of all purchasing decisions.
Consequently, social influence has a huge impact on whether products,
ideas and behavior catch on. Word of
mouth conversion is 10 times more effective than traditional advertising for
two (2) reasons – (i) more persuasive (ii) word of mouth is more targeted to
interested audience.
Generating
word of Mouth
The general notion is to get people to talk
about their idea, product or share their idea and drive it online through
social media to enable it get viral, this is because we think most people spend
more time online than offline. Actually,
from research, people spend up to two (2) hours online daily, but also people
spend more than eight (8) times the amount spent online offline.
Offline conversations are prevalent and
more impactful over time.
Six
Principles of Contagiousness
By “contagious” we mean likely to spread –
to diffuse from person to person via word of mouth and social influence, to be
talked about, shared, or imitated by consumers, co-workers and constituents.
(a) Social Currency
What does it make people look to talk about
a product or an idea? Most people would
rather look smart than dumb, rich than poor and cool than geeky. Just like the clothes we wear, cars we drive,
and what we talk about influences how others see us. Its social currency, knowing about cool
things. So, to get people talking, we
need to craft messages that help them achieve these desired impressions. We need to find our inner remarkability and
make people feel like insiders, to leverage game mechanism to give people ways
to achieve and provide visible symbols of status that they can show to others.
- people
share things that make them look good to others
- nothing is more viral or infectious than
one of your friend going to a place and giving it its full recommendations.
- the desire to share our thoughts,
opinions and experiences is one reason social media network has become so
popular.
- we make educated guesses about other
people based on cars they drive, clothes they wear and music they listen to.
- what people talk about affects what people
think about them.
- word
of mouth is a prime tool for making a good impression – as potent as a new car
or a Prada handbag. Think of it as a “social currency”. Just as people use money to buy products or
services, they use social currency to achieve desired positive impression among
families, friends and colleagues.
So to get people to talking, companies need
to rewrite social currency. Give people
a way to make themselves look good while promoting their products and ideas,
along the way.
Three (3) ways to do these:
(i)
Find Inner Remarkability
Remarkable things are defined as unusual, extra-ordinary, worthy of notice
or attention. It’s novel,
surprising, extreme worthy of remark or just plain interesting.
- remarkable things provide social
currency because people who talk about them seem, well more remarkable – the desire for social approval is a
fundamental human motivation.
- one way to generate surprise is by
breaking a pattern people have come to expect, i.e. low cost airlines. Toilet paper is hardly talked about, but few
years back, someone made it most talked about by putting a black toilet paper
in the bathroom at a party.
- we can also make things remarkable
through leverage game mechanisms, i.e. elements of a game, application or
program, including rules and feedback hoops that makes them fun and compelling
– frequent flier program that enables people to accumulate frequent air miles when
they travel which can be redeemed for free air ticket, hotels accommodation,
etc. It also upgrades tickets from
economy to business – first class. It’s
fun game, it creates social status symbol and also enable people talk about the
airline too. Flying has changed recently
with airlines rewarding miles and awarding status level and because this
provides social currency, people talk about it.
Airlines turn loyalty to status symbol.
- people
don’t care about how they are doing, they care about their performance in
relation to others. Getting to board
a plane a few minutes earlier than others is a nice perk of achieving premier
status.
- Game mechanics help generate social
currency because doing well makes you look good. People
like boasting about things they have accomplished. After all, what good is status, if no one
else knows you have it.
- credit cards has various grade status,
from Gold to Platinum – to Sapphire and Diamond card – its all social currency
– people talk about it.
- giving award works in similar
principle. Recipients of awards love
boasting about them – it gives them opportunity to talk about how great they
are and tell others about who gave them the award.
- word of mouth can also come from voting
process. Deciding the winner by popular vote encourages contestants to drum up
support. But in telling people to vote
for them, contestants also spread awareness about the product, brand or
initiative sponsoring the contest.
Instead of marketing itself directly, the company uses the contest to
get people who want to win to do the marketing themselves.
(ii) Making People feel like Insiders
Scarcity is about how much of something is
offered. Scarce things are less
available because of high demand and limited production.
Exclusivity is about availability, but in a
different way. Exclusive things are
accessible only to people who meet particular criteria. Exclusivity is not just about money or
celebrity is about knowledge – knowing certain information or connected to people
who do know.
Scarcity and exclusivity help product catch
on by making them seem more disenable, if something is not difficult to obtain,
people assume it must be worth the effort.
Scarcity and exclusivity boast word of
mouth by making people feel like insiders if people get something, not everyone
else has, it makes them feel special, unique and high status. Insider
knowledge is social currency because it makes them look good.
(b) Triggers
How do we remind people to talk about our
products or ideas. Triggers are stimuli
that prompt people to talk and talk about our products. We need to design products and ideas that are
frequently triggered by environment and create new triggers by linking our
products and ideas to prevalent cues in the environment – “top of mind leads to tip of tongue”.
- give people a good product, and they
will be happy to spread the word
- interesting
products get talked about than boring products.
- we talk about topics because they are
going on around our environment. If we
see a bulldozer around the corner, construction is in our mind. Triggers boast word of mouth. Activities we do every day triggered talked
about certain products, i.e. mundane products like Ziploc bags and moisturizers
received lets off buzz because we use them daily.
So, when going for a catchy message,
consider the context. Think about
whether the message will be triggered by everyday environment of the target
audience, e.g. a display of health benefit of fruits and vegetables on a
cafeteria tray on schools, can make students eat more fruits because it acts
more like a trigger than a “catchy slogan” pasted on every corner of the
school.
Also, products and ideas have habitats or
set of triggers that cause people to think about them, e.g. Hot dog, barbecues,
summer time, baseball games, etc, are just few of triggers that make up Habitat
for Hot dogs.
Triggers
are the foundation of word of mouth and contagiousness. People may not pay much attention to it, but
it lays the groundwork that drives success.
The more something is triggered, the more it will be in top of mind and
more successful it will become, i.e. that is why cheerios get more talked about
because thousands eat it for breakfast daily than visiting Disney world is just
a once a year experience if you love or have kids.
Triggers and cues lead people to talk,
choose and use. Social currency gets
people to talk, but triggers keep them
talking. Top of mind is top of the lips.
(c) Emotions
When we care, we share. Naturally contagious content usually evokes
some sort of emotions. Rather than
emphasizing on the functionality of a product or idea, we focus on feelings. Some emotion increase sharing while others
decrease it, so we need to pick the right emotions to evoke. We need to kindle the fire. Sometimes, even negative emotions may be
useful –
- focus
on high arousal emotions that drive people to action.
- on positive side, excite or inspire
people on negative side, make people mad, not sad.
- two main reasons why people share stuff
is because its interesting and useful.
A 47 years old plump, matronly woman
appearing to sing on stage on a competition for people almost half her age and
more trendy. The audience did not give
her a chance. However, when she started
to sing, her exquisite voice shone through like a beacon, so powerful, so
beautiful that it makes the hair on back of your neck stand. The judges were awed, crowd speechless and
spell bound. In just nine (9) short
days, the clip accumulated more than 100 million views worldwide.
- Emotion
sharing is a social glue, maintaining and strengthening relationships.
- Most teens know smoking is not good for
them but they still smoke to feel cool.
So additional information on our bad smoking might not make them stop
smoking, but an appeal to their emotions can make them stop smoking.
Emotions
drive people to action. They make us
laugh, shout and cry, and they make us talk, share and buy. So rather than quoting statistics or
providing information, we need to focus on feelings.
Whether it’s a digital product like Google,
or physical product like sneakers, you should make something that will move
people. People don’t want to feel like
they are being told something - they
want to be entertained, they want to be moved, people can only get moved when
your product, its benefits touch their hearts – Emotions.
(d) Public
It’s hard to copy something or a behavior
you can’t see. Making things more
observable makes them easy to imitate, which makes them likely to become
popular. We must design our products and
initiatives that they advertise
themselves and create behavioural residue that sticks around them after people
have bought or espoused the idea.
- Seeing other people do something makes
people more likely to do it themselves, e.g. Apple flip its logo upside down on
its laptop to show the world once its open, it reflects to whoever is around.
- So,
the key factor in driving products to catch on is public visibility. If something is built to show, it’s built to
grow.
- People also imitate those around them,
people are likely to vote if the spouse vote, stop smoking if their friends
quit, etc – its called “social proof”.
- People will tend to go to a restaurant
with more people than one without anybody.
People will believe the longer the queue at the restaurant, the better
the food – “social proof”.
The
more visible, the more public a product/service or idea is, the more it
triggers people to take action.
- Apple
white headphones stood out
- shapes,
sounds and other distinctive identities can also product advertise itself, i.e.
Pringles come in a unique tube.
Computers using Microsoft operating system make distinctive sound when
they boot, etc. Redline on most prada
sneakers, etc.
- A product, idea or behavior advertises
itself when people consume it because of its distinctive factors - (brand).
- Behavioural
residue is the physical traces or remnants that most action or behavior leave
in their wake. Behaviour residue
exist for all types of product ideas.
Tiffany, Victoria Secret and a host of other retailers give customers
disposable shopping bags to carry their purchases home but because of the
social currency associate with some of these retailers, may consumers re-use
the bags then toss them away. So along the way, the behavioural residue
helps provide social proof for the brand.
- If people can’t see what others are
doing, they can’t imitate them. So to
get our products, ideas to become popular, we need to make them publicly
observable. For apple, it was as easy as
flipping its logo and you see it reflects anytime Apple laptop is opened.
We
need to be like hotmail and Apple and design products that advertise
themselves. We need to make the private
public, if something is built to show, it’s built to grow.
(e) Practical
Value
- Keep factors when highlighting inaudible
value:
(i) what the people expect
(ii) availability of the product
(iii) timing and frequency of putting the deal on
table, etc.
(f) Stories
People don’t just share information, they
tell stories. Stories are vessels that
carry things such as morals and lessons.
- Stories are an important source of
cultural learning that help us make sense of the world.
- Stories provide a quick and easy way for
people to acquire lots of knowledge in a vivid and engaging fashion.
- People are less likely to argue against
stories than advertising claims. Stories get shared because its remarkable (social
currency), evokes surprise and amazement (emotion) and provides useful
information about healthy foods, e.g. (practical value).
- stories give people an easy way of talk
about products and ideas.
- it is not just virality, but valuable
virality. In acknowledging to make any
product, idea catches on, we must build a social currency – laden, triggered,
emotional, public, practically valuable, but don’t forget to hide your message
inside. Make sure your desired information
is so embedded into the plot that people can’t tell the story without it.
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