OPEN3 Open 3 Complete Book for OMA Website | Page 151

D I G I TA L O U T- O F - H O M E C R E AT I V I T Y “A great site in a premium environment with brilliant creative carries wonderful emotional value.” Neil Morris Founder and CEO, Grand Visual One of the unique things about Out-of-Home (OOH) advertising is the profound, real-world connection that a physical advertising site and location can generate with an audience. A great site in a premium environment with brilliant creative carries wonderful emotional value; comparatively, people rarely remember which TV channel they saw a great advertisement on. In 2005, I witnessed the world’s first digital escalator panels being installed at Tottenham Court Road tube station in London and saw the potential of a digital canvas combined with a premium location and a sophisticated audience. For Grand Visual, this moment marked the start of a journey in creative thinking, technology expertise and production techniques for Digital OOH (DOOH). Since then, the medium’s creative evolution has come in phases. Looking back, it is possible to see inflection points and the campaigns that drove new modes of working and greater creativity. Our first foray into technology-driven creativity featured the adoption of motion creative as a rich storytelling device for the release of the film Rocky Balboa. The creative mimicked the film’s iconic sequence where Rocky runs to the top of the stairs of the Philadelphia Museum of Art. It took 22 separate panel executions to create the impression that he was running up the escalators and delivered a compelling narrative in an immersive, emotive way. As the platforms advanced, a handful of media owners started to facilitate dynamic content delivery. But with little standardisation, each platform required different processes from format specification through to file delivery, limiting the ability to run multi-network, national or international dynamic campaigns. That’s why we developed OpenLoop: the first dynamic DOOH campaign management platform to allow advertisers to update creative across multiple formats in one pass. Its road test came during the 2010 World Cup with Nike’s Write the future campaign, which tracked England’s progress during the tournament. The activity saw Nike’s brand team publish live post-match commentary to multiple networks, targeting fans on their way home from the game. Instead of different networks and formats working in silos, DOOH could now react in real time with relevant copy to a broadcast audience — an important milestone for the industry. The next phase of creative development for DOOH featured greater interaction. Smarter technology allowed brands to surprise and delight consumers in immersive experiences using a range of techniques such as touch, gesture, face and gender detection, Augmented Reality (AR), near-field communications and beacons. In 2011, Lynx’s Angel Ambush featured members of the public using AR to interact with virtual angels that miraculously fell from the sky. The effect in situ was huge; but the real audience came when online footage of the angel encounters went viral. A one-off event was turned into a campaign with global reach and generated significant earned media worldwide. Then came DOOH plus mobile – the perfect marriage that works on so many levels – mobile as remote control, user-generated content conduit, integration via beacons, WiFi – the list goes on. For the release of the film Despicable Me 2 in 2013, a mobile-controlled DOOH campaign was rolled out that was personalised, geo-targeted and multi-market. Passers-by interacted with on- screen Minions by texting commands to see them dance, wrestle, or pl