Beruflich Dokumente
Kultur Dokumente
By
Tarryn Rennie
April 2016
DECLARATION:
In accordance with Rule G4.6.3,
I, Tarryn Rennie with student number 9440313, hereby declare that the
dissertation for Magister Artium in Media Studies is my own work and that it has
not previously been submitted for assessment to another University or for another
qualification.
Signature:
Acknowledgements
I dedicate this study to my hero, my mentor and my Dad, Anthony Stone. May you
rest in peace.
4
Abstract
As with the traditional form of print advertising, advertisements were, and still are
designed in a particular way to attract the viewer’s attention and direct the attention
towards a specific area within the framework of the advertisement. However,
besides print advertising, today’s markets require further interaction with
consumers and the public at large. This has given rise to the use of experiential
brand marketing whereby consumers interact with the brand in out-of-context
situations. The advancement of technology has enabled user experiences to go
beyond the traditional forms of branding such as television, print, radio and even
on-line advertising, websites and so forth and users are able to upload experiential
brand experiences instantly on social networking sites. This, in turn, has indicated
that marketers need to take full advantage of social networking, PR and audience
interaction with brands. Theo Van Leeuwen & Gunther Kress (2005:7) investigated
the context of ‘framing’ in visual communication where elements either have some
kind of ‘connectedness’ or ‘disconnectedness’. This study focuses on the context of
Van Leeuwen’s (2005:7) ‘framing’ of traditional print magazine designs to the
environments or brandscapes in which experiential brand activations are taking
place. According to Lenderman (2006:52), experiential marketing requires person-
to-person networking with consumers who use sophisticated networking tools for
respectful conversations between the consumer and the brand. Not only is this a
cost effective solution to making a relatively unknown brand reach the masses, but
it also allows an opportunity of immediate audience participation and instant
recording of data that can spread across a global network. The theoretical base of
social semiotics, underpinned by Van Leeuwen’s theory of ‘framing’, forms the
theoretical basis of this study, with case studies of various experiential brand
activations being analysed. An analysis of the environment in which the brand
experience takes place, along with consumer reactions and their reactions to the
overall brand experience in terms of experiential branding is studied. The aim of
this research is to identify how the interplay of social semiotics could be used to
interpret the current trend of user brand experiences in terms of experiential,
interactive marketing.
Glossary
Term Definition
Peircean semiotics The study of sign actions related to the way people
interact and interpret the sign. The physical realm of
how the sign is experienced by people. The sign acts
between the object (that which is being represented)
and the interpretant (how the receiver interprets the
message and the sign) through law or reason. Note that
Pierce is pronounced as ‘purse’ (Chandler, 2013: 2).
Term Definition
Table of Contents
Acknowledgements 3
Abstract 4
Glossary 5
List of Figures 9
Bibliography 133
9
List of Figures
CHAPTER 1
Introduction
The aim of this research is to identify whether Van Leeuwen’s (2005:7) visual
compositional element of ‘framing’ in social semiotics is relevant to the
environments in which experiential brand activations take place. The way in which
viewers ‘read’ a print advertisement is linked to the visual compositional placement
of elements within the printed frame of the page, but how does this relate to the
compositional placement of elements in an experiential brand environment? Does
the environment of the experiential brand activation negatively or positively impact
on the success of the brand? This will be considered according to Van Leeuwen’s
print advertising ‘framing’ model, namely, the ‘System Network Diagram’ (2005:
13).
Experiential brand case studies to be considered in this study will include current
examples in which audiences have engaged with the brand in an unusual
environment, in other words an environment in which the brand can ‘spring an
element of surprise’ on the consumer in a place where they would least expect it.
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Brand experiential case studies including WWF-SASSI (World Wildlife Fund and
the Southern African Sustainable Seafood Initiative) “Singing Fish” (Derrick,
2013), 7-Eleven Slurpee, Australia “Bring Your Own Cup Day” (2011), The City
of Cape Town “Save Electricity” (Derrick, 2013) and, Coca-Cola’s “Invisible
Vending Machines” (2014) will form part of the social semiotic inventory of
experiential brand activations.
The variety of media platforms used to send messages to consumers has increased
considerably over the years. Marketers now need to pull consumers into different
directions (or situations) where dissimilar interpretations and symbolic meanings
take place. The experience of the brand calls for evaluation of symbolism and
further, a reaction to the relevance of the current circumstance (Schembri et al.
2010:623). Lendermann (2006:31) states that if a marketing experience does not
create some kind of benefit in terms of its symbolism to the intended target market,
whether it be a physical interaction based on emotions, or a mental collaboration
with the product being marketed, it could lack the impact of being experiential at
all. Not only is it a waste of time, money and energy, it simply adds to the clutter
and in turn, tends to “turn people off” (Lendermann, 2006:13). This could be a
damaging end result as the consumer may choose to disassociate from the brand
completely and evidently, the consumer is driven towards a competitor brand.
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Mootie (2013) iterates that many organisations make the mistake of using the same
forms of innovation over and over and this can, in turn, contribute to what
Lendermann (2006:13) dictates as “impersonal PR stunts, cheap marketing
gimmicks, and lowest-common denominator advertising”. The sooner a company
realises the need to look beyond adding to the usual clutter, the better it will be for
both consumer and company concerned.
Today’s marketing requires interaction with consumers and the public at large. This
has given rise to the use of experiential brand marketing whereby consumers
interact with the brand in out-of-context situations. The problem is, marketers may
underestimate the importance of choosing the correct brandscape environment or
area of activation. This research acts as a guideline to marketers when planning an
implementing experiential branding specifically related to places of activation
amongst others. The advancement of technology has enabled user experiences to
go beyond the traditional forms of branding such as television, print, radio and even
on-line advertising, websites and so forth and users are able to upload experiential
brand experiences instantly on social networking sites. This, in turn, has indicated
that marketers need to take full advantage of social networking, PR and audience
interaction with brands. Theo Van Leeuwen & Gunther Kress (2005:7) investigate
the context of ‘framing’ in visual communication where elements either have some
kind of ‘connectedness’ or ‘disconnectedness’.
14
The aim of this research is to identify how the interplay of social semiotics could be
used to interpret the current trend of user brand experiences in terms of experiential,
interactive marketing.
This study will consider the history of social semiotics, how applied semiotics
utilizes the knowledge about signs and consumer behaviour and the consumers’
reactions in experiential marketing situations, which according to Mick (1986:200)
“is a doctrine of experience, a doctrine of consciousness”. Mick goes on to say that
social semiotics is a philosophy anchored in the real world with people playing an
important role in various environments, social institutions and through various
cultures. As with traditional print magazine advertising, viewers interpreted the
brand’s messages in a variety of ways. In so doing, one cannot discount the role of
Peirce’s interpretation of the sign as a “process of rendering signs meaningful”
(Merrell, 2001:31).
Messages are perceived and interpreted by audiences in different ways. The study
of signs assists in the interpretation of the message as developed by Charles
Sanders Peirce (1955). However, in order to be successful at experiential branding,
three semiotic approaches need to be considered:
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• Firstly, the brand experiencer needs to interpret, identify and decode the
message;
• Secondly, the participator must recognize the sign that is being created
(Goldman, 2006:332); and
• Thirdly, the consumer must understand the value of the brand.
Often, consumers may seek the assistance of others to validate the brand.
Peirce, a philosopher who was mainly concerned about “how we make sense of the
world around us” (Crowe, 2003:24), recognized a sign as being a symbol that
involved the consumer as the interpretant of the sign or message, and in so doing
related the sign to the object with various other associations. For example, WWF-
SASSI, working with large fisheries, private fisherman and other stakeholders, is an
organisation in South Africa that assists in educating issues for sustainable fishing
resources. In-store activations (2013) at fish counters in supermarkets attracted
consumers to a “singing fish”. This attention-grabbing animatronic Red Stumpnose
(a species from the endangered list in South Africa) directed consumers toward
awareness brochures promoting Green-listed sustainable fishing resources, with the
message being “not all seafood is abundant. Please choose wisely.” (Tronchin,
2013). Thus, the factual connection between the singing fish’s message and the
brand experience can be iconic, where the sign resembles or imitates the object as
proposed by Peirce (Schembri et al. 2010:631).
Van Leeuwen’s approach will form the framework for exploring whether social
semiotics is an underlying influence in today’s interactive, experiential marketing
tactics. Van Leeuwen names these collections of case studies “semiotic inventories”
(2005:6).
This study utilizes the actions of audience engagement with brands in ‘surprising’
environments, where at times, the audience is least likely to expect the brand to be.
According to Lenderman (2006:1), one needs to make friends with brands, and to
reach the intended audience the brand needs to be in the right place at the right time
to create a memorable brand experience. In social semiotics, resources are signifiers
(sounds, words, images or experiences perhaps) that become signs in themselves,
whereby actions are observed by means of “objects that have been drawn into the
domain of social communication” (Van Leeuwen 2005:4).
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In brief, for Peirce the sign has three parts (this is discussed further in Chapter
Two): the representamen (this is the part that is the everyday “image” of the sign
and sets it apart from the other two parts); the second part of the sign is the object,
which in essence forms a relation with the representamen, and thirdly, the
interpretant assigns meaning by interpreting the relation between the representamen
and the object. The three components essentially work together to form an
“interrelation” (Merrell, 2001:30) and can be used to analyse the experiential brand
messages according to Peirce’s triadic sign system (this will be discussed further in
Chapter Two).
In the context of this study, the sign would be the brand experience – the way in
which the consumer responds to the brand activation and the environment in which
the brand experience is taking place. The way in which the message is received or
understood is changed into a language that has a symbolic code as Mick explains
“this notion of code is then shared and transmitted in a social environment” (Mick,
1986:199). The connection of Mick’s statement in relation to today’s social media
context is uncanny as with user experiences, social network plays an integral role in
sending messages, or in this instance, people can share their brand experience with
others by posting video clips on social networking sites such as Facebook, Twitter,
Instagram, YouTube, Snapchat and so forth. The social nature of brands means that
people tend to socialize and interact with each other around brands by creating a
kind of ‘fan culture’. This lends itself to the possibility of an emerging new set or
system of signs that are related to experiential brand marketing and are evolving
and being developed through the interconnectedness of virtual spaces. An analysis
of how the brand experience message, in terms of the situation and environment
and ‘sign’ occurs, will be analysed. How is this symbolic code of experiential
brand activations and responses used in the context of social media?
The goal of this study is to identify the potential meaning of experiential brand
activations through the study of Van Leeuwen’s ‘System Network Diagram’ in
relation to experiential brand environments. Another aspect to be considered is the
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Furthermore, the origin and development of the theory of social semiotics will also
be explored. Vannini (2011) states that social semiotics focuses on the many ways
people produce forms of communication and how people interact and interpret
these forms of communication related to particular social situations. Social
semiotics lends itself to producing inventories for analysis (Van Leeuwen, 2005:6)
that have the potential of discovering new semiotic resources. Social semiotics, as a
type of semiotics, does not necessarily study what particular signs stand for, but
rather how these signs are used to convey meaning (Vannini, 2011). The interplay
of social semiotics in experiential brand marketing, through a non-linguistic level
allows for the senses to analyse meaning that could be created through brand
awareness activations. In other words, the use of social semiotics also allows for
meanings in different contexts to be created which are based on situations and
practices of communication.
Moreover, ambient media, in the traditional sense, can be found anywhere and
everywhere. As with experiential brand activations, ambient media challenges
designers to create new ways of thinking. How receptive are consumers to certain
brand activations and to what extent do the environments of these brand activations
have on the consumer reaction to the brand message? “It may be argued that
guerrilla marketing is not a new phenomenon”, says Tibbs (2010:65). For example,
the brand Adidas suspended actual football players by means of wires across streets
in the cities of Tokyo and Osaka; Microsoft spread butterfly stickers throughout
Manhattan and McDonalds had a “sleeping lady in her bed in a busy Hong Kong
subway station. These activities sparked tremendous interest as well as controversy
amongst the public” (Tibbs, 2010:65). Experiential branding could be derived from
guerrilla advertising which has been around for a number of years. However,
marketers in today’s age have taken it a step further with the intention of a
successful brand being to captivate consumers by means of providing a remarkable
brand experience that will keep customers satisfied and essentially create brand
loyalty (Mathieson, 2005).
1.4 Recontexualisation
The relationship between the product, consumer and the environment in which the
brand experience takes place in terms of social semiotics will form part of this
study. Fairclough (2003:139) mentions that one can ‘recontexualise’ a broad range
of social events. “In representing a social event, one is incorporating it within the
context of another social event, recontexualising it” (Fairclough, 2003:139). The
various principles of recontextualisation of social events will be analysed in order
to create an explanation and evaluation of the events being summarized (thus being
experiential brand activations). The following points will be analysed: the presence
(which elements in the brand activation are present/absent, featured/not featured),
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The immediacy of broadcast media, including on-line media and social media,
makes way for social regulation, says Van Leeuwen (2005:93), but one can argue
that this could be unregulated as the exposure of experiential branding that is often
uploaded and shared directly from the brand experiencer using non-traditional
broadcast media. Lenderman (2006:52) motivates this by saying that one of the
reasons for the existence of experiential branding in the “new marketplace” is
without a doubt, the Internet. This diverse channel has motivated conversations
between consumers to express their connections with the brand, which can be
favourable, or not. These interactions are encouraged by the experiential marketer
with the consumer – which could not be accomplished with passive marketing
(Lenderman, 2006:52). However, this association with sharing the brand experience
by means of social networking has lent itself to a new form of communicating the
brand experience by means of digital intervention. What began as an experiential
activation in a brandscape now becomes an experiential activation of a different
kind, evolving into a new experiential activation that becomes its own ‘language’
whereby interaction with on-line users creates a whole new system of meaningful
signs. Can Peirce’s semiotic, triadic sign system influence our perception or
interpretation of this new system of digital signs? This being said, could the
interplay of social semiotics of experiential brand activations by means of on-line
posts lend itself to creating a new meaning, in another entirely different context,
based on experiential brand situations and communication praxis?
Finally, the study will also make suggestions for future research that could be
undertaken on experiential brand marketing that would assist the graphic designer
and marketing team when planning a branding campaign.
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Gillian Rose (2012:82) states that besides the rigorous process of content analysis
which has often been used for mass media research, qualitative research methods
have flourished across social sciences and humanities based on the study of signs
“… which has been used in relation to photographs and advertisements” (Rose,
2012:82). Ely (1991) ascribes five attributes to qualitative research: Firstly, these
areas include certain situations/events or contexts to be studied. An immersion of
the qualitative researcher in the context of the brandscape forms one of the key
attributes. Secondly, this immersion allows for a natural evolution of enquiry and
social semiotics allows for the researcher to better understand social gatherings of
experiential brand activations. Thirdly, the way in which the audience participates
and interacts within certain contexts of social gatherings allows for various
responses from the consumers and participants in societies to be studied. Fourthly,
the whole experience is analysed. Fifthly, qualitative research allows for different
research methods to be used which allows for various results to be shown. Schroder
et al (in Rose, 2012:349) say that if one uses more than one research method, many
benefits are shown. Interesting points of interaction or visual interpretation can be
developed with the possibility of contradictory results.
In contrast, quantitative research forms a direct form of collecting data from people
by means of questionnaires and surveys that could be either on-line or off-line.
People are required to express their views in a structured manner for the researcher
to gain hard facts and statistics. Often, a large number of people are requested to
participate in quantitative research methods. For the purpose of this dissertation, the
qualitative research method will serve the purpose better than the quantitative
method. A critical method, using social semiotic theory based on Introducing
Social Semiotics by Van Leeuwen (2005) as well as Norman Fairclough’s
Analysing Discourse (2003) will serve as the framework for an analysis of the
respective experiential brand settings or brandscapes. By means of the qualitative
research method, the interplay of social semiotics and audience interactions within
a variety of brandscapes will form the basis of this dissertation. A variety of award-
winning brand experiences will be analysed according to the following social
semiotic elements discussed by Van Leeuwen (2005:13): disconnection: visual
rhyme, visual contrast; segregation and separation with overlap or without overlap;
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The theoretical basis of my study will also attempt to create a semiotic inventory of
experiential brands. Van Leeuwen (2005:6) mentions this can be created in several
ways, for example, by documenting different ways people walk or by collecting
descriptions of how people walk in certain contexts. The brand activation will be
categorised according to product, place of experiential brand and ‘framing’. The
consumer participates in the experiential brand activity, identifies with the product
(sign) and creates self-association with the object (Van Leeuwen, 2005:93). Van
Leeuwen’s inventory of magazine ‘framing’ in comparison to experiential
‘framing’ will be analysed. What exactly is ‘framing’? Van Leeuwen and Kress
(2005:7) introduced this concept in terms of visual communication. Essentially, it
means “the disconnection of elements in a visual composition”. In (magazine)
‘framing’, the border forms a boundary or, in an outdoor setting, the building
backdrop or the edge of a tree or building may form a boundary, where there is an
unoccupied space between elements and there may be variations of colour and so
forth.
Subsequently, in the next chapter will attempt to formulate the link between the
origin and theory related to social semiotics, with particular reference to Van
Leeuwen’s ‘System Network Diagram’, Peirce’s theory of the sign and the role of
design thinking in experiential brand marketing.
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CHAPTER 2
Social Semiotics and Creativity
This chapter will outline the following: i) the role that design thinking plays in
experiential brand marketing; ii) how Peirce’s model of the sign is applied to brand
experiences; iii) the use and application of the brand triangle; iv) social semiotics in
experiential branding; v) Van Leeuwen’s ‘System Network Diagram’ according to
various experiential brand activations in social semiotics, and finally; vi) the
relevance of design thinking according to the University of St. Gallen’s Institute of
Information Management. This will form the central discussion point and analysis
in this chapter.
Various experiential activations will form the basis of this study. Each example will
be approached according to social semiotician Van Leeuwen’s (2005:13) ‘System
Network Diagram’ to represent meaning potentials by creating a semiotic inventory
of experiential brands according to social semiotics. An example of an inventory,
according to Van Leeuwen (2005:6) can be created in several ways: by
documenting different ways people walk or by collecting descriptions of how
people walk in certain contexts. The brand activations will be categorised according
to product, place of experiential brand, ‘framing’ and Peirce’s sign, object and
interpretant. The consumer participates in the experiential brand activity, identifies
27
with the product (sign) and creates self-association with the object (Van Leeuwen,
2005:93). Van Leeuwen’s inventory of magazine ‘framing’ in comparison to
experiential ‘framing’ will be analysed.
Van Leeuwen and Kress introduced the concept of ‘framing’ in terms of visual
communication. Essentially, it means “the disconnection of elements in a visual
composition” (Van Leeuwen and Kress, 2005:7). In (magazine) ‘framing’, the
border of the page forms a boundary or, in an outdoor setting, the building
backdrop or the edge of a tree may form a boundary, where there is an unoccupied
space between elements, there may be variations of colour and so forth.
Peirce’s sign system (of all three elements) should exist concurrently with each
other, and not independently or as pairs. If one minimizes this triadic sign into
pairs, a separation problem may occur. This system of the triadic sign, according to
Nozawa (2007:4), can provide a scientific method that can be used by scientists and
engineers and perhaps advertisers. Can it be used in the context of brand experience
too? Can the theoretical approach of Peirce’s sign be used in the context of brand
experiences? Does Van Leeuwen’s ‘framing’ technique play an integral part of this
triadic system of the sign and message or interpretant?
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According to Reid (2014), creative innovators and inventors need to devise new
strategies to showcase their ideas to consumers and the rest of the world. This
approach is relevant to brands where experiential campaigns, that are not
mainstream, have recently shown to be more effective than traditional brand
procedures. Keller and Lehmann (2006:742) say that experiential branding forms
an integral role in marketing thinking whereby the consumer interacts with the
brand by means of a sensory experiences of feelings (emotive), creative and
cognitive responses, physical actions and the ability to relate to the experience by
means of making a connection with the consumer.
The whole user experience with the consumer and interaction with the product or
service is experiential marketing (Thibodeaux, 2014). Meyburgh (2013) says that
the market place is extremely overcrowded with many different products and
services on offer to consumers. Companies are finding it difficult to stand out from
one another and it has become of utmost importance to devise a critical thinking
framework to solve these issues by making use of unconventional advertising.
Thibodeaux (2014) agrees, saying that marketers are under tremendous pressure to
conceptualise effective campaigns and techniques. The need for a unique brand
experience should be offered to the consumer or the customer. The user experience
devised for experiential brand activations consists of internal customer response
that can be subjective, depending on the consumer and interaction of the brand and
customer. This is often a combination of a company’s physical performance and a
set of emotions that the receiver experiences.
campaigns that are meaningful and beneficial to the consumer. These activations
need to “entice consumers, touch their hearts and stimulate their minds.” An
experience needs to be offered, not just another marketing message. Experiential
marketing should not invade or violate the consumer, but it should rather enhance
the brand experience message (Lenderman, 2006:18, 28). Experiential marketers
ultimately take control of the site or space of where the experience takes place, but
the aim is to allow the consumer or customer to make a judgment on the product or
service and experience (Thibodeaux, 2014).
comparison or any process whatsoever, [does not consist of] whole or in part of any
act by which one stretch of consciousness is distinguished from another… A
feeling, then, is not an event, a happening, a coming to pass, … a feeling is a state,
which is in its entirety in every moment of time as long as it endures”.
Peirce, an American philosopher, was concerned with the sign or the theory of the
sign and in particular with indexical signs which depict some kind of occurance of a
causal event (Crowe, 2003:33). For example, smoke could indicate fire and a frown
on a face could signify dissatisfaction. Pierce even went so far as to say that “every
thought is a sign” (Peirce, 1931:227). His triadic theory of semiotics (which he
labelled as semeiotics) linked to representamen/sign, object and interpretant and the
expansion of visual signs which included icons and indexes. Peirce’s history
regarding this theoretical approach to signs expanded across volumes of
philosophical inscriptions of which this study will focus primarily on the triadic
representamen/sign, object and interpretant. As a point of comparison between
Peirce’s semiotic approach to signs and the linguistic approach by Saussure, signs
are ‘relations, not things’ (Singer in Jenson, 1995:13). According to Peirce
(1995:66) “mass communication contributes to the maintenance of a sign”, or the
relation the sign has with the person who is experiencing the brand.
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Peirce mentions three categories that are needed for all human experience, which
link to the number sequence of first, second and third (firstness, secondness and
thirdness). Firstness is “a conception of being that is independent to anything else”
(Everaert-Desmedt, n.d). There is no cause or effect at this stage, but purely a level
of ‘being’ that is usually related to an emotional experience. The second stage of
sign interpretation is secondness whereby the consequence of something becomes
evident (for example, a stone thrown into water causes a ripple effect or one would
expect to hear a thud sound if a rock is dropped). In other words “secondness
corresponds to practical experience” (Everaert-Desmedt, n.d.). Thirdness links the
two categories mentioned above, and assists in forming a relation between the two.
Everaert-Desmedt (n.d) explains this as follows: “thirdness is the category of
thought, language, representation…it makes social communication
possible…correspond[ing] to intellectual experience” (Everaert-Desmedt, n.d).
In other words, Peirce’s semiotic elements could allow for some kind of association
or interrelationship whereby the consumer participates in the experiential brand
activity, identifies with the product (sign) and creates self-association with the
object (Van Leeuwen, 2005:93). For example: Coca-Cola’s “invisible vending
machines” (2013) provided an experience of sharing (iconic sign) with an iconic
interrelationship to Coca-Cola (the object), as it resembles the experience of
happiness and sharing. This could also be indexical as the couple participating in
the experiential branding activation may have had some kind of previous good or
bad experience with Coca-Cola which may have an indexical interrelationship with
the brand. Thus, Coca-Cola (as the object) has an indexical interrelationship to the
sign, due to the past relationship between the consumer and the object (Schembri et
al, 2010:633).
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Therefore, the satisfaction of the consumer with a particular product, or the way in
which the experience of the brand has taken place, is an indexical sign in the theory
of marketing, showing that the consumer’s need has been fulfilled (Mick,
1986:199). The consumer can identify with the core identity of the product, being
the shortest version of the brand essence, in this case, Coca-Cola (De Lencastre and
Real, 2013:493). Brands become sign systems that create an identity with the
consumer. The symbolic representation of the brand captures the hearts and minds
of the consumer by means of engaging with the consumer using visual, audio and
verbal signs (Oswald, 2011).
Peirce (in Ketner and Putman, 1992:228) further explains the way in which a sign
may create meaning:
The representamen/sign is thus the first order of signification, the first idea that
springs to mind of the person experiencing the sign or message (or brand
experience). In other words, the level of firstness, Peirce writes, “[Representamen]
stands for something, its object. It stands for that object, not in all respects, but in
reference to a sort of idea, which I have sometimes called the ground of the
representamen” (Peirce in Ketner and Putman, 1992:228). The object is the idea or
thought which appears in our consciousness, when we read a sign to assist in
creating an idea of what the sign expresses. The object forms a relation between the
representamen and the interpretant. Peirce’s object could include physical things,
ideas, actions as well as discourses composed of one word such as a library or a
group of texts and can be grouped as objects (Jenson, 1995:22). For the purpose of
this study, the researcher will look at the ‘object’ being the actual brand experiences
that include the concept (idea) of the brand experience.
35
another interpretant referring to the same object as the first representamen”. The
reader of the sign is continuously engaged in a process of thought that is
neverending.
To illustrate Peirce’s semiotics (Figure 2.1), an example is given namely the brand
experience of one of Australia’s favourite frozen beverages, 7-Eleven Slurpee, can
be analysed according to Peirce’s triadic (based on the three philosophical
principles of firstness, secondness and thirdness), semiotic approach. The three
terms are brought into relation with one another as: the sign or representamen, the
object and the interpretant (Everaert-Desmedt, n.d).
The threat of a major competitor to the Slurpee brand called for a brand activation
that was different, engaging and would allow for an integrated brand approach by
means of utilizing social media resources such as Facebook and Youtube (to name
a few) in order to market this ‘one-day-only’ campaign. This brand experience
campaign of “Bring Your Own Cup Day” (BYO Cup Day) took place during
September 2011. The activation was introduced in 7-Eleven stores across Australia,
where consumers were invited to bring one, clean container of their choice and fill
it with their favourite Slurpee flavour. The Slurpee Facebook page received
numerous hits regarding this experience, with consumers commenting on types and
sizes of containers for this once-off event. The best suggestions made use of
integrated branding such as print, outdoor and in-store branding. To build on further
visibility of the BYO Cup Day, guerrilla advertising was utilized where the Slurpee
brand hijacked existing competitor advertising a day before the event, to make their
presence known.
Over 80 000 customers participated in this BYO Cup Day across Australia with
sales increasing of over 270%. More than 320 000 litres of Slurpee were sold and
most machines were “slurped dry.” The customers responded by producing more
on-line content in one day than the entire history of the Slurpee brand, by uploading
30 images every minute and posting comments on their in-store brand experience
(Slurpee, 2012). Since then, numerous similar campaigns have followed on the
success of this one to other areas around the world. The thinking behind this case
study was implemented by Leo Burnett, Melbourne where the agency only changed
one thing about the brand, namely the cup (Bestadsontv, 2011).
37
De Villiers (2014) argues that the youth or “generation-Y” are aware of corporate
scandals related to brands, due to the widespread messaging on social media
platforms. Brands are still important to this generation, however, for example there
is an understanding that brands are the “faces of corporations” and any corruption
involving the corporations filter down to the brands or the value of that brand to the
consumer. As De Villiers points out “the biggest challenge for marketers is to
unlearn advertising rules of the past and relearn the new ones in light of this
generation” (Bizcommunity, De Villiers: 2014). Each section of the market needs
to be understood in terms of the target audience to ensure the correct channels of
communication for a particular brand are met regarding the targeted consumer.
Peircean semiotics allows for an open-system that is human based with a level of
inquiry and provides a point of departure for major advancements in intelligence
(Nozawa, 2007:9). Human-centred interaction in terms of experiential branding
gives rise to the concept of brand response based on the brand’s identity, object and
response from the customer or consumer (De Lencastre et al, 2013:489). This links
to Peirce’s principles of firstness (the initial response to the message), secondness
(the association the consumer has with the product or brand message) and thirdness
(the mediator between the two to create meaning). De Lancastre and Côrte-Real
categorise this as the ‘core’, ‘actual’ and ‘augmented’ levels of identity within
brand response.
The founder of modern marketing, Theodore Levitt (1960) urged marketers to not
focus on the “product of marketing”, but rather the way in which the consumers
respond (Levitt in De Lencastre et al, 2013:492). This is evident in today’s
experiential brand activations where companies strive for a sustained competitive
advantage over rival brands (Ponsonby-Mccabe and Boyle, 2007:186).
39
Figure 2.2 The brand triangle simplified - Based on the purest form of
Peircean triadic semiotics (adapted by the author)
Source: De Lencastre and Côrte-Real (2013:492)
Referring to the simplified version of the brand triangle, if one focuses on one
particular area without the other, problems in the visual output or interpretation of
the brand may occur as a lack of intellectual foresight or “myopia” as “…if one
focuses on one facet of branding: on its signs (label myopia), on its object seen as a
single product (product myopia) or on its main market (customer myopia)” (De
Lencastre et al, 2013:492). The brand builiding process is poorly understood,
emphasises Ponsonby-Mccabe and Boyle (2007:176). Approximately 75-85% of
40
new brands fail. Consumers are as important in the brand building process as
strategic marketers, thinkers and brand managers (Ponsonby-Mccabe and Boyle,
2007:176).
The power of social media and on-line publishing allows for the immediate
distribution of experiential brand activations which give rise to consumer
interest and awareness. In some experiential branding activations, the core
identity is sometimes hidden and the consumer is exposed to the brand at the
41
For example, during the opening weekend of the James Bond film Skyfall in
2012 in Stockholm, Sweden, Sony mobile paired up with the film by means of
introducing the all new, waterproof Sony Xperia acro S cell phone, “secret
agent style”. The phone was placed in random soft drinks and given to cinema-
goers. During the advert activation in the movie theatre, lucky audience
members found a ringing cell phone in their drink, thus promoting the key
feature of the waterproof Sony Xperia acro S. In this instance, the cell phone
brand was unknown to the consumer until the lucky recipient opened up the
“ringing” soft drink (Experia Soda Stunt, 2012). This example links to Peirce’s
theory of secondness whereby an indexical sign represents its object. One
thing has to be recognized first before a connection is made to the second
interpretation. The ringing sound of the phone is indexical of the phone and the
placement of the phone in the soft drink liquid is indexical of its unique
waterproof quality; similarly, track prints in a forest represent a deer. In this
way, a direct, causal relationship takes place. (Bopry, 2013).
• Thirdly, the “response pillar [which] includes all brand associations”. This
category relates broadly to reactions which include behavioural actions which
could be cognitive, affective or conative, meaning “about to take action” (De
Lencastre et al, 2013:493). Experiential branding could possibly be included in
this third category along with the second category. When conceptualising an
idea for experiential branding, the audience is often blissfully unaware of
receiving the activation as it occurrs in an area where they least expect it. The
customer is often “hooked” before they even know it (Tibbs, 2010:65). Peirce’s
category of thirdness embraces interaction between the object (the brand
experience or secondness) and the interpretant (the first order of signification).
This level of thirdness is the mediator between the two (as mentioned above).
All levels of engagement are related to thirdness (Bopry, 2013).
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De Lanacstre and Côrte-Real’s model may be analysed in many ways, but for the
purpose of this study, the focus is on the three phases that correlates with Peircian
ideas of firstness, secondness and thirdness. Similarly, as with Peirce’s three groups
of sign/representamen, object and interpretant, the brand tiriangle model links to the
meanings created of the actualized (in this instance of brand experience of the
product which is being exposed to the consumer), secondly, the meaning that is
created by the consumer who is exposed to the product and thirdly, the
consequences after the experience has taken place with the notion of what happens
next (Jenson, 1995:66). The sign needs to create some kind of appropriate meaning
to the consumer by either improving or meeting a particular need of the consumer.
Jansen (1989:16) states that the American founding father of mass communication,
Robert E. Park, formed an interest, amongst other things, in the way in which media
controlled public opinions and the relationship the public had with mass media.
Park referred to mass media as newspapers (Park in Jansen, 1989:16): mass media
is essentially traditional media engaging audiences in a non-personal way, by
means of print, television and other broadcast services. However, in today’s day
and age, the rise of the Internet has allowed for consumers to interact and engage
with each other and brand companies using instant, on-line communication
platforms.
In addition to this, Van Leeuwen (2005:14) states that ‘framing’ in one print
advertisement may include many different forms of ‘framing’, and as with
experiential brand activations, the ‘framing’ of a certain brand experience may
contain more than one form of ‘framing’. The concept of ‘framing’ in magazine
advertisements is divided into general categories by Van Leeuwen (2005:13), based
on text and illustration; and picture and space. The reason for the general
interpretation is for the application of these terms to be used in broader contexts,
such as experiential brand activations. The categories include:
Segregation
two or more elements in a composition (or brand activation space) occupy
completely different areas, in so doing, they should belong to different orders
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Separation
two or more elements are set apart by empty space suggesting both similar and
different aspects simultaneoulsy
Integration
image and text dwell in the same space (text may be set over an image or the image
is set between the text)
Overlap
frames may not entirely form a border i.e. they may flow from one element to
another. For example, a section of the image or text or both, may break through the
frame
Rhyme
two elements, although separate, may have common qualities. For example, a
common colour or shape to link the two elements
Contrast
two elements may have variations in quality, such as colour, which sets them apart
from others
Bezemer and Kress (2012) stipulate that ‘framing’ begins from a particular marker
or an area of demarcation. It can originate from the decision of where the frame will
begin and end and be influenced by the idea of the frame or the type of material
used to create the frame; thus all these aspects “delimit space”.
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It is important to note that in the context of magazine ‘framing’, the space is often
defined by the trim area of the page. In experiential spaces of brand activation, the
brandscape may not have a defined border as such, but the frame may be made up
of defined spaces that include man-made walls, buildings, staircases as well as
natural frame elements such as trees, hills, embankments and so on. Each element
that appears in that particular space is treated as an integral part of the whole
composition. The various physical elements may act as indicators that lead the
audience to the particular message or brand activation installment. Furthermore
“the notion of ‘framing’ is also widely used outside multimodality, in any domain
where meaning is an issue” (Bezemer et al, 2012). In print advertisements, it is
important to note that various degrees of ‘framing’ may occur when images and
text are ‘blurred’ or ‘fuzzy’ and the frame or border may vary in terms of the
degrees of thickness. The general categories stated previously need to show the
potential of the meaning. This can be used in different contexts. For example, in
advertising and experiential branding, the meaning of ‘framing’ may be used as a
play on fantasy and reality. Van Leeuwen (2005:13-4) says “other contexts [will
denote] different kinds of things [that] will be disconnected or connected”.
In print advertising, the image and the text may be entirely disconnected, in terms
of the visual composition, to form a new meaning. Each could ‘live’ independently
of each other. A number of factors are involved when analyzing the print
advertisements according to Van Leeuwen’s theory of ‘framing’. The frame lines,
borders around the image or print advert itself (or boundaries around a tree or
building shape), the empty, open space between different items in a composition
and variations in colour are used as disconnection elements in a visual composition.
However, Van Leeuwen (2005:7) goes onto say that disconnection elements do not
necessarily need to be shapes or pictures in a composition, they could be the
opposite. They could be visually connected by means of the absence of linear
elements, shapes and similar colour tones. What is the relevance of this? Van
Leeuwen says the semiotic potential is that sometimes disconnected elements in a
visual composition could be understood as separate meanings and connected
elements can possibly be understood as belonging together and thus being
complementary (Van Leeuwen, 2005:7).
The outdoor brand experience took place in Paris, France in November 2013.
Brightly painted, interactive doors were placed in popular and prominent public
areas around Paris. The potential travellers were attracted to these highly visible
doors by means of their colour and prominent positioning. A destination plaque on
the front of the door enticed curious pedestrians to open each door which hid “full-
bleed LED screens” connected to live broadcasts in other European cities,
representing cultural attractions from those particular cities. The concept of
“Europe is just next door” allowed potential travellers the ability to experience real-
time events taking place in those cities. For example, “pedestrians could watch a
mime performance in Milan, have their portraits drawn by a sketch artist in
Brussels, or join a hip-hop dance crew in Barcelona” (Minov, 2013). The
interactive, fun experiences created multicultural links among Europeans while
maintaining the concept of Europe as a travel destination that is literally, next door
(Coverstories, 2013).
In the context of Van Leeuwen’s ‘framing’ and the ‘System Network Diagram’,
disconnection and separation are evident from the outset of the placement of the
doors (Figure 2.5). People who walked past the doors were curious. Disconnect
and separation of the two elements - the environment and the door placement were
set apart, however, they were brought together by the suggestion of similarities of
visual rhyme and visual contrast. The brightly painted door colours, even though
they were not the same colour in each space of activation, clearly defined the door’s
separation from the environment in which it was placed. The destination plaques
placed on the doors allowed for text to be integrated, however, in terms of visual
composition, the text did not overlap the frame itself. Meaning was created by
means of a semiotic approach to the message being conveyed of “Europe is just
next door”. The relationship of the representamen (the brand message by SNCF)
and the object (of what was physically being represented) allowed for meaning to
be created between the representamen and the object. The public’s interaction with
each door was different, however the feeling of curiousness and delight was the
common factor of this particular brand experience of real-time exposure of what the
destination cities had to offer.
The semiotic principal of arbitrariness is present as the random colours used were
assigned as a type of identification that was utilized in this particular campaign. The
colours used were intentionally bright to attract attention, however, any colour
could have been used. Kress (1993:173) mentions that the “signs are always
motivated by the producer’s ‘interest’, and by characteristics of the object”.
The sign created was appropriate to the consumer, meeting their needs and enticing
the participant to interact with the SNCF Europe brand in a delightfully, emotional
manner. ‘Disconnection’ according to Van Leeuwen’s ‘framing’ theory, also
includes ‘segregation’. ‘Segregation’, in text and illustration, means two or more
elements in a composition take up very different areas or territories. Van Leeuwen
(2005:13) says “this indicates that they should be seen as belonging to different
orders”. In experiential branding, the place of activation may be different. That is,
in this example for SNCF, the doors were placed in different environments, but all
the placements involved areas of high visbility with high foot traffic. All were
outdoor. ‘Segregation’ does not apply in this instance, however, ‘separation’
applies, where the placement of the doors in similar environments allows for
similarities and differences.
Kress and Bezemer (2012) interpret the context of ‘framing’ as semiotic, which
could include text or an event. There is often some kind of unity that occupies an
internal space, as well as a sense of consistency, although a clear differentiation
between units or events of the same kind can be evident (Kress et al. 2014).
Boundaries that form frames in print advertisements can be distinctly different by
means of variations in frame thicknesses as well as being ‘iconic’. In the brand
experience of SNCF “Europe is just next door”, Figure 2.5 experiential brand
activation, the theoretical view of ‘framing’ pertains to the doors as ‘iconic’
representations of a message representing a whole new country behind the closed
door. In Figure 2.6 an intentional mark that separates elements is evident where
the two white areas separate the text from the image. Another example would be
punctuation such as a full stop in a sentence that separates two sentences. This
‘empty’ space of variation or colour contrast (in this instance, colour tones and
intensity of colour) assists in creating a boundary or frame.
Fantastic Delites which was introduced to the Australian food market in 2008 has
become a popular snack choice amongst Australians. This rice snack is a flavoured
treat, healthier than oily crisps and gluten free. The brand activation campaign
entitled “How far would you go for the taste of Delites?” was implemented across
Australian city centres with high foot traffic. Vending machines known as ‘Delite-
O-matic[s]’ were devised and positioned in such a space as to encourage shoppers
and passers-by to perform tasks in order to claim their free packet of Delites.
Consumers were requested by the machine to activate a button numerous times or
bow down to the machine and so on, in order to receive their free product which
they ‘earned’ from participating with the ‘Delite-O-Matic’ machine. The ‘taste test’
also requested consumers to ‘run in a giant mouse wheel’ in order to receive their
product sample (Cruz, 2012). These challenges were delightfully appealing to
participants and attracted attention from passers-by. The concept of experiencing
true taste sensations regarding the many flavours offered by Fantastic Snacks
allowed consumers to participate in the brand, first-hand and try the product
(Figure 2.7). By utilizing the concept of instantaneous brand activities with
consumers, eager participants are willing to take part without being prompted by a
salesperson.
The majority of these brand activations do not require sales people to promote the
brand. The vending machine itself becomes the sales person as it encourages
participation with the brand. In the traditional sense of marketing a product in a
retail environment, the free sample product is given to consumers who may not be
willing to take it. In this instance, participants engage with the product out of their
own, free will and a subliminal message of a fun brand is sent out to the happy
participants. Similarly, the SNCF “Europe’s just next door” campaign makes use of
the same concept of denoting a level of willingness to participate in the brand
experience.
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A similar ‘framing’ technique to the SNCF “Europe is just next door” campaign,
has been deployed in the Fantastic Delite experiential brand marketing activation.
Van Leeuwen makes use of ‘rhyme’ in text and illustration through similarity of
colour. When comparing Van Leeuwen’s ‘System Network Diagram’ ‘framing’ of
text and illustration in magazine advertising to the Fantastic Delite “How far would
you go for the Delite” experiential activation campaign, similarities occur. As
mentioned previously, print advertisements may contain more than one type of
‘framing’. In the Lenor Care print advertisement in House Beautiful, September
1998 (Van Leeuwen, 2005:9), a monochromatic colour tone is evident with a link
between the photographed product and similar colour tones of the logo in the
bottom right hand corner. Colour ‘rhyme’ exists between the image and text which
denotes a ‘degree of connection’ for the viewer. Separation occurs between the
headline, image and body copy. The headline is separated from the body copy
below the headline by means of an empty white space, to signify differentiation and
the headline is separated from the image by means of the image being placed in a
block shape. Degrees of connectedness of text and illustration or text and
photographic representation can vary from one print advertisement to another. Text
may overlap images to assist in linking the visual component with the text. Hence,
different territories may be occupied but with a degree of connectedness by means
of linking images and headline capital letters to unify the print advertisement design
within a certain frame.
Semiotics allows the receiver of the sign to not simply take ‘reality’ for granted, but
it assists the viewer in understanding the ‘reality’ of the sign system. An awareness
of who is responsible for constructing the sign and where the construction has taken
place is formulated through semiotics. When a message is relayed to the receiver,
the meaning of the sign is not instant, but only through a system of codes and
conventions do we become aware of the message (Chandler, 2013:14). These
messages may be disguised in the way that we do not always realise we are
‘reading’ the sign. This applies to experiential branding exercises whereby the
customer is not always aware of the brand that is being advertised or that the
experience involves a brand, as it often occurs in an environment which is normal
to the consumer, but with an element of surprise and emotional response. As
Chanlder (2013:13) argues “we need to learn that even the most ‘realistic’ signs are
not what they appear to be”.
Van Leeuwen states that ‘framing’ can be used in other genres and not only in
magazine advertising. A whole new system of categories can be developed for all
types of ‘framing’. However, ‘framing’ can have various end results due to the
context, broad cultural differences of the audiences that participate in the
experiential brand activations. Van Leeuwen mentions that people make different
choices from the same “overall semiotic potential” or situation and in so doing, the
responses are different as various meanings are created. A group of semiotic
choices that are similar in nature are typically a ‘register’ which could lend itself to
a new research discussion on the context of ‘registers’ in social semiotics (Van
Leeuwen, 2005:14).
Consumers are exposed to between 3000 and 4000 marketing messages as opposed
to 560 daily messages thirty years ago (Lendermann, 2006:19-20), and as a
consequence, there is far too much “commercial noise”. Lendermann acknowledges
“white noise” which is the commercial clutter that unassumingly fills our daily
lives, hence the need for “pop-up blockers” on websites and rules and regulations
regarding the erection of billboards and so on in urban areas (Lenderman, 2006:19-
20). A form of protection from intrusive marketing perhaps? He goes on to say that
advertising conceptualisers have not run out of ideas or media, but are rather
thinking of new ways to market products at an alarming rate.
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From a company perspective, the customer experience should be initiated across the
board from HR to IT to back office and so on, with the end goal being a company-
wide philosophy that includes top management. All should share the same ethos
when developing a brand experience, building on emotional bonds with the
customer. (Meyburgh, 2013). Experiential marketers should focus their ideas and
strategies towards the consumer experience, not just an impression of the brand.
This links to the idea of a human-centred approach to interacting with consumers
on an emotional, one-on-one level. Conversations between consumers and brands
need to be respectful dialogues which are driven by the sophistication of
technology’s instantaneous ability to connect (Lendermann, 2006:50-2).
Experiential marketing appeals to many different people at various levels and may
be negative in that the product or service may not interest everyone, thus it can be
difficult to capture the intended target audience. However, careful consideration of
the placement of the brand activation needs to form part of the strategy, as with
traditional advertising placement such as magazine advertisement placement and
television and radio advertisement flightings (Thibodeaux, 2014).
One of the challenges that face present-day strategic marketers is the success of
various brand management activities. Even though companies employ brand
managers, there is still no guarantee of the success of a brand - no clear-cut reasons
as to why some brands do well and other fail. As Ponsonby-Mccabe and Boyle,
(2007:176) point out “approximately 75-85% of all new brands fail.” Perhaps a
reason for this is that brand building is not only reliant on the brand managers and
strategic marketers, but also on the consumers themselves.
In order for media to work harder, creative ideas that are unremarkable need to be
exposed in a seamless and innovative way in front of people (Tibbs, 2010:53). This
is where experiential brand activations need to be inventively incorporated into new
or existing advertising campaigns. Integrated brand promotions (IBP) is the way in
which a variety of promotional tools are used to work together to create widespread
brand exposure (Semenik et al, 2012:13).
As with idea generation, IBP is a process that can be complicated if not managed
correctly. Many successful experiential brand activations will utilise traditional
marketing venues (modes of delivering a message) such as advertising in mass
media, sales promotions, in-store advertising or promotions, direct marketing,
personal selling, event sponsorship, social networking including blogs, public
relations and billboard or vehicle advertising to assist the brand exposure and to
drive a campaign, either before or after the experiential activation has taken place.
However, experiential branding is unlike any other form of advertising as it
captivates and mesmerises the consumer by means of a personal, one-on-one
intervention that is sometimes surprising and out of context. This is where the
choice of media at campaign launch will make or break [the campaign]. Increasing
use of outdoor or ambient media, guerrilla techniques (of which experiential
branding forms part) and digital advertising are all sections of the selection process
for media buyers. Tibbs (2010:53-4,63) also mentions that experiential branding
can be used as a means to add support to an advertising campaign.
A consumer purchases a can of their favorite brand of deodorant. What makes the
consumer loyal to this favorable brand? They either like the fragrance, it fulfills the
required function, it is priced correctly or they have seen the advert on television
(perhaps a number of times), heard it on the radio, seen the bus shelter advert and
so on. In terms of repetition, the brand has become noticable amongst the consumer
and is first to mind, regardless of price. That is essentially where all brands would
like to be positioned – by having a loyal customer base. If the brand was exposed to
new or existing customers at say, a football game, with scantily clad female
promoters readily handing out free samples to discerning potential customers,
would it entice the customer to purchase the brand during their next visit to the
supermarket?
The iterative learning approach which is, according to the University of St. Gallen’s
Institute of Information Management (DTHSG, 2005) an approach where the idea
generation process needs to “redefine the problem, need-finding, ideation, building
of prototypes, testing with the user” (Figure 2.9). This process allows for different
results being established in the aspect of human needs and makes way for experts’
assistance. As in the Club Recife “immortal fans” experiential brand campaign, the
repetitive, traditional form of advertising of television commercials prepared the
fans for the experiential brand activation which took place at the Brazilian Club
Recife soccer stadium. Idea generation of finding the problem (which was a lack of
organ donors), redefining it (process of analysing why there are few organ donors),
researching the need for organ donors, creating a unique idea to promote this
concept by means of creating personalised organ donor cards (promoting customer
loyalty and passion) and testing this with the user, enabled the success of the
“immortal fans” campaign. There is a clear indication that conceptualisers behind
this campaign made use of this iterative learning approach. Ponsonby-Mccabe et al
(2013:184) say that through repetition, consumers may become used to the setting
or the place of brand activation and to the behaviour that is expected of them. New
behaviour settings tend to constrain the actions of consumers. In this case study of
Cape Recife’s “immortal fans”, the place of activation, which was the Cape Recife
stadium, encouraged a sense of reassurance as the fans were familiar with the
surrounding. This reassuring reality of a sense of place could perhaps have
influenced the loyalty of the “immortal fan”.
Conceptualisers of idea generation make use of the first set of ideas that spring to
mind or, levels of firstness in terms of Peircean semiotics where pre-existence of an
idea is the firstness of possibility (Bopry, 2013).
When conceptualizing for campaign, the first idea one comes up with is not usually
an isolated one, but consists of many first ideas which are then put to task in terms
of “making them happen and asking whether there is plausibility in making them
real, then testing the ideas” (Bopry, 2013). Testing involves feedback from
resources.
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Peirce’s firstness relates to the ‘distinctive sign’ in semiotics which allows for one
to return to the roots of the branding practice, or experiential branding practice.
The Creative Design thinking process model by Ingle (2013) does not clearly define
the initiation of the problem area from the outset which is evident in DTHSG’s
(2005) design thinking model. However, there are similarities in the two models,
namely being that both models begin with brainstorming and researching to create
many different ideas or needfinding. Thereafter, the prototype is developed or
designed where testing occurs. This is where the overlapping between the two
models’ “protoype build” and “design” intersect. Ingle’s model tends to end at
design, whereas DTHSG’s model extends the “design” process to testing.
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It is interesting to see that DTHSG’s Design Thinking Model indicates that design
never ends. There needs to be a tangible experience taking place during the testing
and beyond, a process which forms the essential basics of design thinking (DTHSG,
2005). By developing prototypes during the design process, the end-user can
participate early enough in the process to avoid later problems in innovation.
Ideas that are innovatively radical should maintain values within that particular
industry pertaining to the product or service (Mootee, 2013). Sir Richard Branson
of Virgin Group says, “I’ve never been particularly good at numbers, but I think
I’ve done a reasonable job with feelings. And I’m convinced that it is feelings – and
feelings alone – that account for the success of the Virgin brand in all its myriad
forms.” Innovation involves the application of design thinking utilising the right,
capable people in one place (Mootee, 2013).
Gambarato (2013:430) observes that the basic reason behind design or the
“language of design” [and design thinking] is the ability to create freely with lack
of parameters and to avoid stating the obvious… which are necessary to create new
ideas, since the only way to convey new ideas is by means of a complexus of icons.
We can only create new ideas by transforming existing images” (Nöth, 2000:26).
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CHAPTER 3
Historical Overview of Experiential Marketing
Many of these big ideas are associated with ambient and guerrilla marketing as well
as Schmitt’s Experiential Sensory Modules (2014:60) which will be discussed
further in this chapter. The differences and similarities between guerrilla marketing
and experiential marketing and the question of whether experiential marketing
could simply be an extension of guerrilla marketing, will be analysed. How has
media influenced the role of experiential marketing and how has technology
changed consumers’ behaviour with experiential brand activations?
placing of posters onto trees and, for example, clever park bench messages whereby
the whole bench is turned into a Nestlé KitKat chocolate bar with the message
“Have a break, have a KitKat” (Figure 3.1). Simply, ambient media is “advertising
that occupies an environmental space that consumers encounter as part of their
daily lives” (Tibbs, 2005:63). Other forms of ambient media include messages
placed in shopping trolleys, aeroplane trays and so forth.
Most ambient advertising messages use the element of shock, humour and surprise
in order to evoke a response from the target audience (Figure 3.2). As with
experiential brand activations, ambient media challenges designers to create new
ways of thinking. One can ask the question of how receptive consumers have been
to ambient media messages in the past, and to what extent do the environments of
these ambient messages have on the consumer’s reaction to the brand message.
According to Arens et al (2013:499), outdoor advertising has been around for many
years and has achieved great success “it was probably the first advertising medium
ever used, dating back more than 5 000 years to when hieroglyphics on obelisks
directed travelers” (2013:499). Thousands of years ago, messages were relayed
from one small settlement to another by means of how loud people could shout.
Products were produced on a very small scale and there was no real need for
advertising as a promotion tool for mass purchases, nor was there mass media as a
medium for sending out messages (Arens et al, 2013:38). The 1800s saw outdoor
advertising becoming a popular form of marketing. Poster paintings by artists such
as Manet and Toulouse-Lautrec (Figure 3.3) were found in public spaces and
during the Middle Ages auction sale handbills were posted onto notice boards in
and around towns and cities.
Guerrilla marketing dates back to 4000 BC where papyrus was used by the
Egyptians to create sales messages as well as wall posters (Sharma & Sharma,
2014:83) and “it may be argued that guerrilla marketing [today] is not a new
phenomenon” (Tibbs, 2010:65). The early 1900s saw marketing develop from not
only educating the consumer about a product or service, but as sort of entertainment
value that was created to engage with the consumer (Sharma & Sharma, 2014:83).
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Marketers today, have taken this marketing tactic a step further by using technology
as a form of engagement, with the intention of creating successful brands that
captivate consumers by providing a remarkable brand experience that will keep
customers satisfied and essentially create brand loyalty (Mathieson, 2005).
receive publicity easier than larger companies. However, low budget does
not necessarily mean poor results. Many public service announcements
make use of guerrilla marketing tactics as a form of promotion as the return
on investment is high which is backed up by the exposure in various media
outlets;
Source: http://www.dailymail.co.uk/news/article-2425452/Brazilian-businessman-
buries-310-000-Bentley-use-afterlife.html.
As demonstrated in the example above, strategic, careful planning formed the basis
for this successful guerrilla marketing tactic. Leibing (2008) makes use of seven
various tactics according to the rules of warfare which significantly illustrate the
principles used in guerrilla marketing. Belic and Jönsson (2012:15) reiterate these
principles as follows:
Firstly, the companies’ resources such as time, place and topic are used in order to
achieve a superior standing in comparison to the companies’competitors. Belic and
Jönsson (2012:15) say that instead of creating many, small marketing activities,
focus should rather be on a promotional activity that is situated at the right place in
order to attract attention.
Secondly, one should aim at selling the product along with the message. The aim is
for the consumer to become one with the brand, not only the product. In so doing,
the consumer experiences the message and the product simultaneously, hence the
relevance of creating an engaging message.
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Leibing’s third tactical rule relates to establishing patterns and overcoming these
patterns. In other words, a unique experiential marketing activity should be
achieved every time. If a company follows the same message for a different
product, it will not have the surprising effect as its predecessor.
The fourth tactical rule is to create a synergy between the consumer and the brand
message, by means of combining two or more influences. A strong message should
have an influential effect on the consumer participating in the brand experience.
Fifthly, the unique selling point of the product/service should be smart and it should
be exposed to the consumer in a surprising way.
Leibing’s sixth tactical rule hints at choosing an alternative way of sending out the
message. If it is different and compelling, the consumer is more likely to take notice
of the message and product.
Lastly, the seventh tactical rule according to Leibing (2008) is to remain flexible
and remain in line with contemporary with media changes. If this is lost, then the
consumer assumes the task of not relating to the message and it may fall into just
another ordinary, mundane marketing activity.
Jenson (1995) states that according to the first order of what constitutes social
semiotics, mass communication can be determined through a level of “first
instance”. This level of enquiry links to the seven tactical rules by Leibing (2008)
and this determination of “first instance” (Jenson, 1995:61) can be described as
follows:
Thirdly, various levels of idea development are organized and the message output is
determined by the organisation’s professionalism.
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The whole user experience with the consumer and interaction with the product or
service is experiential marketing (Thibodeaux, 2014). This involves the need to
feel, hold, touch, hear as well as connect with the brand using one, two or all
sensory levels. Schmitt (2014:60) reiterates this by saying that experiential
marketing includes “sensory experiences (THINK), physical experiences,
behaviours and lifestyles (ACT), and social-identity experiences that relate to a
reference group or culture (RELATE). Schmitt illustrates this process in the
diagram below (Figure 3.5).
Schmitt (2014:60) further explains that the “Sensory” model as a form of marketing
that makes use of sight, sound, touch, taste and smell which can be used to
influence customers’ buying decisions. These are essentially “affective
experiences”. A unified concept forms the basis of the promotional idea, however, a
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fresh and enticing approach using “senses”, fortifies the message and assists in
making it consistently fresh.
Absolut Vodka used this ‘fresh’ approach for over 25 years. Greenfield (2014)
states that Absolut’s campaigns in the past were extremely creative and successful,
particularly their traditional print ad campaigns. In the past, the brand collaborated
with artists such as Andy Warhol who created his own interpretation of the Absolut
Vodka bottle back in 1986. This art piece then became one of the first print
advertisements for Absolut. Today, marketing activities, have shifted their focus to
“live events and legendary parties”. The brand continues to use artists to create an
‘experiential strategy’ in clubs and Art Bars, where customers are served Vodka
drinks and from pop-up bars where they can physically experience the brand. The
brief given to artists is to “create the best bar ever for Absolut” (Greenfield, 2014).
This “living art project” entices people to the brand as it creates a memorable
experience.
The third experiential sensory module is “Think”. Schmitt (2014) states that this
form of marketing allows for an intellectual, stimulating experience which makes
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In order for successful communication to take place, the product, price and place
needs to be taken into account, however, the need to inform and persuade
customers to buy or participate actively with the product or brand needs to be just
as compelling (Koekemoer, 2011:24). This is where experiential marketing is
paramount. The future of marketing is experiential marketing as it is a “two-way
experience-oriented strategy” (Smilansky, 2009:6). This two-way communication
channel involves common thinking between two parties whereby information is
exchanged between one person and another. Koekemoer (2011:24) goes on to say
that this may be a difficult task to achieve and many first attempts to convey or
communicate a message often fail dismally. Communication involves how to say
something to your market, when to say it and who you are addressing.
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A form of communication has taken place once the consumer reads, interprets and
reacts to the message being displayed. The process of reading the sign and forming
an understanding of the message can be based on three models of communication:
linear, interactive and transactional (Open University, Malaysia, 2008):
need, use that information and then act on it, in real time. It
may begin with the encoder/source/decoder who receives
the message which is then decoded by the receiver or
encoder. Feedback is then given to the
encoder/source/decoder and the cycle starts again. (Arens,
2013:14). By using this model, Arens says that marketers
create a relationship with their consumer; they do not
dominate the marketing message:
Long gone are the days when audiences could be considered passive
receivers of impersonal mass messages. They are active decision
makers who control what communications they receive and choose the
information they want about a particular product (Arens, 2013:17).
was much more than the traditional sense of advertising. An experience was created
whereby couples could enjoy this special moment, frozen in time. The digital
recordings of these moments were uploaded onto the campaign’s website and
participants could download their mini-movie moment and share it with the rest of
the world using social media and Youtube. Some couples even chose to send these
‘forever moments’ as Christmas cards. Over 600 couples participated in the
experience with a total of more than 300 000 hits on the designated website. More
than $4.6 million in free publicity was created from this brand activation and foot
traffic in the park increased by more than 10 000 people.
The environment in which the brand experience took place was in a casual, park-
like setting. Consumers were relaxed and a sense of curiosity was evident which
urged the participants to actively engage in the brand experience. (Youtube, 2015)
However, consumers who could not physically interact in the brand experience at
Madison Square Park, could actively engage with the brand on-line and through the
use of technology, create their own “forever began” moment.
Schmitt’s (2014) experiential sensory modules of “relate, sense, feel, act and think”
are linked to- and influenced by Wood’s (2009) transactional model of
communication where the shared experience and symbolic interaction over time
influences the consumers’ experience with the brand activation.
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usually in a large, public area such as a sporting event, park or shopping mall area
(graggadv.com, n.d). Consumers physically experience the product and therefore
gain a better understanding of the product or service being offered, as opposed to
the usual traditional method of advertising. Customers engage with the product on a
personal level and there is often an emotional connection. A level of entertainment
along with an enticing game is often used as part of the experiential marketing
tactic. According to Trixstar (2012) this marketing tactic can be more expensive
than guerrilla marketing and is more popular amongst larger companies. However,
guerrilla marketing and experiential marketing tactics are based on “creating an
experience and involving the customer, with a focus on fostering a personal or
emotional connection by engaging on a sensory level” (trixstar.com, 2012).
Activation marketing or experiential marketing “generally tries to attract you to …
[participate in] an experience, whereas guerrilla marketing actively seeks out the
potential customer” (graggadv.com, n.d).
The founders of Street MarketingTM, Saucet (2013) and LCA Consulting are
specialists in marketing operations. The similarity between Street MarketingTM and
experiential marketing is based on messages to the public using open spaces by
means of creative, non-traditional ways (LCA-Group.net, n.d). This form of
marketing is in fact a derivative of guerrilla marketing and ambient marketing but
uses the streets to showcase various branded messages. As with ambient marketing,
messages are conveyed to consumers using any and every available surface, in an
intelligent, flexible manner making use of nearby surroundings whereas Street
MarketingTM or experiential marketing often uses an integrated marketing approach
using new media and technology as a driving force for consumer enjoyment and
engagement.
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The end of the 1950s paved the way for the postmodern age with a technological
shift “expected to have a considerable impact on knowledge” (Lyotard, 1979:4).
The commercialization of machines enabling the transfer of messages along with
the transferring of sounds and visual images in media has had a substantial effect on
knowledge and branding in particular. One of the most radical changes to media
and communication was the invention of the Internet, mobile devices and other
electronic computer equipment. It is important to note that media’s influence on
technology forms an extension to modernism, leading to postmodernism, however,
it is a continuous state of motion that is accelerating all the time (Lyotard, 1979:79).
As visual communicators in this postmodern era, messages relayed to consumers
should not simply be replicas of reality, but should possibly extend beyond that by
creating new inventions that would usually be inconceivable; hence the introduction
of experiential marketing.
Agencies who have adopted this method now utilize the live brand experiences in
their adverts as a form of promotional advertising.
Sensory experiences have been used as a marketing tactic for a number of years, in
order to allow consumers to engage with products and services. Schmitt (2014:60)
draws on the various senses of thinking, the role of action and how the audience
relates to the brand experience.
Motion picture screens have been around for over a century and have recently been
revived for the creation of advertising messages. Marketers and conceptual artists
often omit this form of theatrical exhibition as a form of advertising, however, due
to innovation of sound and technology, the historical motion picture theatre has
been revived in more ways that one in order to create memorable brand experiences
as forms of customer engagement. Austin (1986) promotes the power of motion
picture advertising to contemporary audiences and strongly motivates this venue of
brand activation as “[a] long-neglected medium [that] should be adopted for the
dissemination of information by the consumer marketing and advertising
industries”.
captive audience to engage with this revolutionary brand. “Bolts of light crawled
down the cinema walls, towards the screen” says Storie (2015). Surround sound,
vibrations and the dark cinema created a complete sensory experience in this unique
environment and combined the BMW brand with cutting-edge audio-visual
technology (sacreativenetwork.co.za, n.d). BMWi8, amongst others, has utilized
this medium by engaging with audiences using audio-visual sensations when the
captive audience is at their most relaxed and ready to receive any messages.
As mentioned previously in Chapter Two, Sony Xperia acro S also made use of the
motion picture environment to launch the all-new waterproof mobile phone during
the opening weekend of the James Bond film Skyfall in 2012 in Stockholm,
Sweden. The audience was prompted via messages on the motion picture screen
and were pleasantly surprised when the lucky recipient opened their “ringing” soda
to find the product immersed in the soft drink liquid (Experia Soda Stunt, 2012).
This form of advertising can be limitless and marketers can make an incredible
impact on their captive audience. Diogo (2015) says “if you want advertising that
packs punch, cinema is the way to do it”.
The traditional method of ‘Street Marketing’ was simply a person between two
boards with an advertising message on either side - better known as a “sandwich
board”. Today, brand activations, through the use of technology and strong,
conceptual ideas, relay messages to consumers using integrated marketing methods
which still include traditional methods to enlighten consumers using different and
compelling ways. According to Arens et al (2013:9), integrated marketing
communication or IMC is both a concept and a process “the concept of integration
is wholeness”, meaning an integrated form of communication that creates synergy
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across all advertising mediums. Each element used in the creative mix needs to be
supported and reinforced by using other mediums or marketing venues.
Source: http://www.birminghammail.co.uk/news/midlands-news/coca-cola-
christmas-truck-proposal-watch-8275128
i) action and interaction – ways in which the audience responds to the messages
created by the marketers;
These sections of social praxis are clearly evident in experiential brand activations
as Holtz (2014) states ways in which consumers behave in certain situations can be
used positively in social environments and Harvey responds (in Fairclough
2003:25) by suggesting that social events are shaped by social practices.
Experiential brand activations are considered to form part of social praxis as
consumers are encouraged to act, interact, form social relations with the product or
service being advertised. It is paramount to note that each engagement can differ
according to various beliefs, attitudes, historical references and culture of each
participant.
Everyday practices can become habitual and are routinely performed such as
brushing one’s teeth and doing the laundry. The use of social media, for example,
has become a habitual daily routine for many consumers who simply use their
smartphones and other handheld devices to access social networking sites.
According to American PEW Research Centre (2014), 74% of online adults make
use of social networking sites: social networking sites used are Facebook (71%),
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Twitter (23%), Instagram (26%), Pinterest (28%) and LinkedIn (28%). 40% Of cell
phone owners use their mobile phones to access social networking sites with 28%
using their mobile phones each day for this purpose alone.
It may be argued that social networking sites can isolate people, however, regarding
the use of social networking for brand exposure in terms of brand activations,
marketers can use the following information as a means of support regarding levels
of consumer engagement. The benefits of using social networking and technology
are as follows:
• The average user has close associations to other people as this form of
interaction allows for consumers to engage closely with others socially;
Consumers are more likely to post their experiences of compelling and engaging
experiential brand activations using Facebook, as this form of social networking has
indicated a high level of positive user engagement, socially, as stated by the
American PEW Research Centre (2014). Another form of social interaction and
networking is blogging. “Having a blog means you still count, you matter,” says
Hoar, founder of blogging site Textamerica.com (in Mathieson, 2005:180). The
average age of a blogger is about twenty-five and according to PEW research, this
age group is more likely to play on-line games, download music and make use of
instant messaging (Mathieson, 2005:180). This form or social engagement with
other people is analysed according to Jenson’s (1995:69) theory of social semiotics
of mass communication where he suggests that “the social context of each instance
of mass communication [social networking] includes the entire public-sphere
model”. One of the points Jenson mentions is the social setting of mass media as a
“con-text” which is literally a set of texts or discourses that need to be understood
in order to make media sense (Jenson, 1995:68).
The sharing of brand experience activations via social networking platforms could
possibly form a new system of signs to communicate the social engagement and
90
participation with the brand (this will be explored further in Chapter Five).
Marketers need to constantly be aware of digital marketing trends amongst their
selected target audiences and strategically manage these social platforms, not only
to maintain an online presence, but rather to be instantaneous in their response to
consumer messaging. One should take note that when consumers post their
engagement with the brand experience activation online, an immediate promotion
of the brand is taking place. Marketers aim to make this a positive user experience,
however, negative experiences may also be posted online. During brand activations,
marketers should acknowledge that they are now handing over the reigns of
promotion to the public at large and should strive to maintain a positive
engagement through the experiential activation. Any negative publicity caused,
may become a marketer’s nightmare and could spiral completely out of control.
Many large corporations now employ damage control experts who continuously
search the worldwide web for negative or positive online communication relating to
the company’s brand.
Companies who employ brand ambassadors need to choose the particular person
extremely carefully. Marie Claire South Africa created an online brand awareness
campaign, namely “In Your Shoes” against domestic violence. The campaign brand
ambassadors consisted of popular South African celebrities, all wearing high heels.
However, one ambassador, DJ Euphonik was allegedly involved in a domestic
violence abuse case. Even though the charges against this DJ Euphonik were
eventually dropped, the damage had already been created. The campaign was
largely promoted via Twitter whereby each tweet “featur[ed] the phrase I stand for
women, with the hashtag #MCInHerShoes” contributed a monetary donation to a
shelter for abused women through the popular magazine, Marie Claire. However,
the power of social media and Twitter followers angrily tweeted saying “it [is] a
gimmick… [promoting] the magazine more than standing up against women abuse”
(ww.bizcommunity.com, 2015).
Through the use of social networking sites and word-of-mouth, the role of the
consumer has shifted to that of an advertiser and promoter for the particular brand.
“Consumers will become brand advocates and even brand evangelists, who give
personal recommendations, ultimately doing the most important marketing [for the
marketer]” (Smilansky, 2009:2). Before an experiential activation begins, marketers
should take into account who will be visiting the experiential brand activation site
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Evans (2015) points out that brand experiences may be affected by trends in digital
or on-line marketing. Expenditures making use of digital media could overtake all
traditional media as it continues to grow annually. This can be achieved by the
amount of consumer growth and time spent on-line. Mobile advertising is
progressing rapidly in South Africa with expenditure almost doubling to $19.3bn
between 2012 and 2013 (IAB in Evans, 2015). South Africans are more inclined to
receive advertising on their phones as opposed to other countries worldwide and
PWC predicts an increase in advertising from 16% in 2014 to 26% in 2017. The
importance of geo-fencing, which allows geographical information to direct
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messages to certain consumers, can assist brands in reaching the right audience at
the right time. “Word-of-web” is one of the fastest means of media relations
making use of viral marketing. “As successful viral campaign creates word-of-web
at exponential rates allowing a message to travel as fast as a virus, hence the name
(Smilansky, 2009:4).
Fisher (2014:7) mentions that the demands made on society using technology has
changed the way in which people have previously operated. It may seem that
technology has had a dramatic response in the engagement process, but few
companies have actually managed to do so. However, the one form of technology
that has had a dramatic effect on communication is social media (Fisher, 2014:7).
The speed and power of Internet connectivity, the use and advancement of mobile
technology and other handheld devices has led to a new way of communication.
Matheison (2005:183) considers the advancement of technology as being a
“democratization of digital media represented by blogging, chat rooms, and other
ongoing, online conversations” which have become extremely relevant for
marketers. For argument sake, place a group of teenagers in one room and observe
the communication process. Even though they may be seated next to one another,
there is hardly any verbal form of communication taking place between the
members of the group. One may observe the speed at which their fingers are
moving on their mobile devices which signifies a form of electronic
communication. The group may be tweeting, posting message on Facebook, using
WhatsApp to engage with friends, but the one common discussion point is they are
all communicating using technology. In order to engage with consumers on a
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Prior to the Internet and before the introduction of Internet activity on mobile
devices, marketers found it rather difficult to reach consumers, specifically at
reaching particular target segments. Nowadays, it’s much easier to be more target
specific as there are many different ways in which to reach consumers. However,
the kinds of persuasion tools have become more difficult in some regard, but also
and easier in others (Duffy 2012:42).
Today, consumers are inundated with the usual, invasive advertisements persuading
the purchasing behaviour and many of these messages are lost amongst advertising
clutter. Furthermore, “consumers aspire to lifestyles that their favourite brands
portray; they want to be a part of the brand and what is associated with it, and they
want to immerse themselves in the brands they love” Smilansky (2009:5). So why
not immerse these consumers in spaces that make them feel comfortable, in spaces
where the consumer is relaxed and at ease: a space where consumers can enjoy an
experience?
CHAPTER 4
‘Framing’ and Recontexualisation
Discussion points for analysis and interpretation will include the presence (which
elements in the brand activation are present/absent, featured/not featured),
abstraction (degree of abstraction or generalization from the actual event or brand
activation), arrangement (the sequence of the experiential activation), additions
(extras added in the representation of the event: explanation – reason, cause,
purpose) (Fairclough, 2003:139).
In this sense, Van Leeuwen (2005:13) shares the views of Fairclough (2003:141)
regarding representational elements by simply naming participant responses to
brand activations as “process types”. The representation of events can further be
broken down into varying degrees of abstraction (Fairclough: 2009:137); for
example, social events or gatherings can be represented at different levels of
abstraction namely:
• Presence;
• Abstraction;
• Arrangement and
• Additions (Fairclough, 2003:139)
landscape links to the symbolic meaning of the brand and the user experience with
the brand in an out-of-context situation that becomes a place-experience.
Accordingly, Sherry (1998:115) observes that this brandscape can even lend itself
to become a 3D advertisement for the product or service on offer. Signs created
about the brand can be semiotic in nature, with meanings related to various signs
and symbols. The brandscape ultimately recodes the message that is created for the
brand experience, by utilizing the space as a place to emphasize interaction and a
desire to create buying behaviour with the consumer. Notably, branding is a form of
marketing which developed as a part of advertising in the late 19th century. Visual
artists linked images and products with the sole purpose of creating sales. As
marketing developed, spaces became an important outlet for offering products to
consumers with the eventual outcome of delighting the consumer (Wood et al,
2013: 48-9).
In today’s branding environment, the experience one has with a particular brand has
become the product, which includes sensations and one’s feelings with the brand
(Klingmann, 2007:1). The way in which the customer has experienced or
participated in the brand experience may choose to relay the experience as “word of
mouth” which is in essence, today’s on-line social media platform. How the
communication with others takes place is as important to the brand as the actual,
physical experience “a good story will be told and retold” (Brandscape Group,
2014).
Behaviour settings of how the consumer may respond to the sign should form part
of the marketing strategy when developing experiential brand activations.
Behaviour settings may consist of “cues… which signal the likely consequences of
enacting specific purchases and consumption activities” (Foxall et al, 1998:204).
Rivalry between products and services forms the focus of marketing strategists,
where the competitive advantage of one product over another needs to be sustained.
Marketing strategists have come to realise the relevance of the consumers’ input in
the brand building process. Brand loyalty cannot be assumed by marketers. It is
ultimately up to the consumer to choose which brand they would consistently
purchase, however by creating brandscapes that allow for consumers to positively
experience the brand in a communual place could enhance the consumer’s
perception of the brand, or as the marketing mangaer of Ford trucks said, “…we
want to be everywhere that makes sense for our customer. We go to the places they
are” (Schmitt, 2010:14).
Creativity in design can change the world we live in. According to brand strategist
Talgo (in Shaw, 2009:183) “a brand that captures your mind gains behaviour. A
brand that captures your heart gains commitment”. Every aspect of the brand has to
be thought out carefully. Creative thinkers need to ensure that their idea is ahead of
its time. Creativity allows for a brand to evolve and adapt with its consumers, but
there needs to be enough freedom for this evolution to take place and for it to
remain consistently strong (Shaw, 2009:183). Xenopoulos (2014) says that
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Some of the selected brands in this chapter consist of experiential brand activation
winners from the international Cannes Lions awards over the last few years,
amongst others. Cannes Lions International Advertising (2014) is one of the most
prestigious advertising festivals that relates to all forms of communication; “it’s the
home of great ideas changing the ways brands interact with their customers”. The
jury consists of more than 250 international members who judge over 20 000 pieces
of the most creative advertising from around the world; “this is a celebration of
where we are going. All eyes are on this event. It’s a benchmark” emphasises
Droga (2014).
• Social media drives results. “Most PR and integrated campaigns had big
results around [the] value of media… and social media exposure.” The use
of traditional media were spun into social media campaigns for added value
(Mackenzie, 2015);
• Cultural insights: work that had a significant impact was driven through
meaningful, culturally relevant insights;
• Brand link is essential: brand relevance is key – one cannot simply tag a
logo onto the end of an emotive story;
• Emotion: the winning work at Cannes based on the Lion Health category
was at an emotional high which drove the success to that of 95%
(Mackenzie, 2015).
Technology and ever-increasing design related tools, along with creativity and
courage instills positive change (Xenopoulos, 2014). All are evident in the selected
brands being analysed. Risk taking and fearlessness is what is necessary in today’s
competitive advertising environment to stay ahead of the competitor and to make a
remarkable difference to not only the consumer, but to anyone who participates in
the product brand or service. Simmonds (2014:101) reminds marketers and
conceptualisers to create messages that build on long-term relationships with their
customers and stakeholders: “When events, activations and tactics are introduced
without the presence of a community, your potential customers will see it as a
suspicious flash-in-the-pan, one-hit-wonder One Night Stand!” (Simmonds,
2014:101). Conceptualisers need to be brave in creating ideas that result in positive
change based on long-term customer engagement.
Van Leeuwen (2005:106) mentions that discourses comprise social practice as well
as ways in which people interact with brand experiences. Attitudes and versions of
attitudes could become a discourse of their own. However, according to social
semiotics: actions, manner, actors, presentation, resources, time, as well as spaces,
all contribute to experiential brand activations. The examples mentioned in the next
few pages form a discourse related to the interplay of social semiotics in selected
examples of experiential brand marketing.
and even the moon. Audiences driving past the posters in West London using two
high-rise sites owned by media company Ocean, were pleasantly surprised in a fun
and unexpected manner. Williams (2014) says that “over 10 million poster
combinations [were] created, with triggers including traffic speed (if the road is
slow, longer copy will appear), the time of day, and the weather” (Williams, 2014).
Figure 4.2 Responsive digital posters utilising London’s city skyline to frame
the messages promoting Britain’s Tate Museum.
Source: http://creativereview.co.uk/cr-blog/2014/june/ad-of-the-week-tate-britain-
welcome-to-london?cmpid=crnews_335985.
The brandscape relating to the placement of the responsive digital posters forms a
crucial aspect of the campaign. For example, posters placed near Heathrow Airport
digitally changed artwork according to flight arrival times as well as messages in
various languages to include international, non-English speaking visitors. This real
time, data-led marketing concept is expected to revolutionize outdoor poster
displays, not only for large corporate companies, but smaller SMEs by focusing on
audience demographics and psychographics (Williams, 2014). The Tate Britain
digital poster display received an award for the Creative Techniques category in
The Art of Outdoor Digital Competition in 2014.
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It can thus be surmised that the arrangement or rearrangement will have an effect
on the consumer’s response with the brand message by analysing what is being
presented visually using visual rhyme or contrast; segregation or separation and
pictorial and/or textual integration.
Van Leeuwen’s ‘System Network Diagram’ emphasises the strong use of visual
contrast against the city’s ‘brandscape’ setting, allowing for posters to be separated
from the skyline. Meaning is created through the systematic visual codings of signs
whereby the audiences, driving past the digital posters are able to interact with the
messages and interpret them. A combination of pictorial integration, as well as
textual integration (as used in the traditional form of print media), has been cleverly
combined with digital animation to promote the visual form of communication.
It can thus be said that this example of the Tate Britain has successfully applied a
combination of both Van Leeuwen’s ‘System Network Diagram’ as well as
Fairclough’s representation of social events using this theoretical framework
associated to experiential brand activation. The use of cultural insights along with a
strong brand link is the driving force behind this example where technology has
been intelligently integrated as a form of visual communication. The four vital
components in communication, according to Koekemoer (2011:25) include
information, people, time and format in relation to the placement of the brand
activations (Koekemoer, 2011:25). All four components are evident in this example
of Tate Britain’s digital poster campaign and form a definitive link to Van
Leeuwen’s social semiotic analysis of:
3) consumer (the receiver of the message, in this case, the drivers) and
However, one should not lose sight of the fact that regardless of what technological
interventions one is utilising to sell a product, the concept should remain first and
foremost. One should not be easily influenced by the technological aspect of these
outdoor poster displays. According to Ray (2004:2) many companies are possibly
focused on “action tactics rather than strategy”. This may result in tactical
communications that are not often strategically aligned with the company. Planning
often needs to be strategically reshaped in order for the full benefits of integrated
marketing communications to be acknowledged (Ray, 2004:2).
This team was responsible for a Stimorol brand activation at the University of Cape
Town (UCT) where students, lecturers and visitors were pleasantly surprised when
the usual sombre Monday was turned into a fun day with a giant, branded Stimorol
Gum slide. This insight turned an ordinary Monday into a fun day when this giant
slide, strategically placed along one of the most popular stairs on the UCT campus,
was transformed into a space where one could actively engage with the Stimorol
Gum brand. Both students and lecturers were involved in taking ‘the fun way
down’ (Fastmoving.co.za, 2015). The slogan “#SeeWhatUnfolds” was used as a
marketable Twitter handle where those who engaged with this brand activation
could tweet, record and post their videos on-line using social media platforms. A
giant, branded Stimorol photo frame formed the backdrop for students to have their
photos taken which could also then be posted online and shared amongst friends
(Youtube.com, 2013).
Figure 4.3. University of Cape Town students participate in the Stimorol Gum
brand activation.
Source: http://www.mediaupdate.co.za/marketing/57096/stimorols-seewhatunfolds-
campaign-lifts-the-mood-at-uct
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The placement of the giant Stimorol slide (Figure 4.3) is directly related to Van
Leeuwen’s ‘framing’ technique and the ‘System Network Diagram’. Students and
lecturers who approached the slide were given the choice of either using the stairs
or those who were brave enough, could take the slide down. The influence of
disconnection and separation occurs as the environment or place of activation
suggests that through visual colour and contrast (visual rhyme and visual contrast)
the brightly coloured giant slide is clearly separated from the grey cement stairs.
The slide is framed by means of the buildings on either side as well as buildings
behind the slide, which allows for a strong visual presence that is noticeable from
all angles.
The level of disconnection is evident as the participants do not expect to see a giant
slide in a place that is usually uninspiring and mundane. Van Leeuwen emphasises
the semiotic potential of disconnected elements in a visual composition as separate
meanings, that is, stairs versus slide, but the function of the two could be connected
as each serves the same purpose, being that of descent. Connected elements can
possibly be understood as “belonging together… complementary” (Van Leeuwen,
2005:7). Should the giant slide be placed in a different environment, for example,
on a flat area with no stairs, it would not have the same message and experience of
taking ‘the fun way down’ (Fastmoving.co.za, 2015).
The Stimorol logo and #SeeWhatUnfolds was placed on the side of the enormous
slide which allowed for meaning to be created by the audience using a semiotic
approach of interpreting or understanding the message. Not only could the audience
actively participate in the activation and sample the product, but they could
retweeting the #SeeWhatUnfolds message, share it with friends using an online
media. The brandscape setting, being that of the cement stairs on the UCT campus
becomes a 3D advertisement for the Stimorol Gum product (Sherry, 1998:115). The
relationship of the representamen (of the Brand message by Stimorol Gum) and the
object (of what was physically being represented) allowed for meaning to be
created between the representamen and the object.
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The Stimorol Gum activation also made use of additions, which also forms a
category of the representation of social events by both Van Leeuwen and
Fairclough; “students were offered Stimorol chewing gum [to sample by branded
Stimorol salespeople] to assist with a mind shift from mundane moods to being
open to fun. They were then offered the chance to take ‘the fun way down’,
grabbing a high five and helium balloon from ‘High 5 man’ ” (mediaupdate.co.za,
2013). The salespeople became an additional communicative element which
assisted in formulating the understanding of the messages being created.
The Stimorol Gum brand activation at the University of Cape Town successfully
incorporated both Van Leeuwen’s ‘System Network Diagram’ as well as
Fairclough’s representation of social events. In terms of communication, all four
components have been utilized which includes: information (what has been
provided to the customer regarding Stimorol Gum salespeople); the product
(samples of Stimorol Gum given to the public); consumers interacting with the
giant slide (the receiver of the message, in this case, the students and lecturers) and
lastly, the brand environment being the place of brand activation framed by the
university buildings on the University of Cape Town’s campus frequented by
students and lecturing staff. The sign created was appropriate to consumers,
meeting their needs and encouraging interaction with the Stimorol Gum brand in a
delightful manner. The team from Stretch strategically aligned this experiential
activation with Schmitt’s message of “be[ing] everywhere that makes sense for our
customer. We go to the places they are” (Schmitt, 2010:14) and this is clearly
noticeable in this activation where the brand engages with existing and potential
consumers.
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An experience with a meaningful brand will allow the consumer to identify with the
brand message, emphasizes Simmonds (2014:91). This is impossible if the products
or services are unwilling to create an experience that is “unique, fresh and
stimulating to make them share it with their friends [and]… family and on social
media” (Simmonds, 2014:91). Brand ambassadors and brand salespeople are as
responsible for enabling a positive customer experience as the brand activation
itself.
The purpose of visual semiotics is to identify and specify a group of vital and
adequate conditions for distinguishing things from other things. Peirce refers to
some things “in the [real] world” having some kind of meaning, but others may
have no meaning, and as with semiotics, the idea is to differentiate meaningful
things (in this case, experiential brands) from various environments (Ransdell,
1976:98). The involvement of the lecturing staff and student with the Stimorol Gum
experiential brand activation is ultimately the driving force behind the purpose of
developing a loyal customer base for the product, brand or service.
Blue collared, migrant workers based in the United Arab Emirates were exposed to
a thoughtful and engaging campaign namely “Coca-Cola Hello Happiness”
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(penkengpedia.com, 2014). Many of the workers moved to the UAE from countries
such as South Asia, for long periods of time in search of better wage earnings.
According to Vara (2014), many of the workers earned $6 per day, and a phone call
cost around $1 per minute. Money was sparse and the migrant workers could not
often speak with their family and friends back home.
The short documentary was placed on social networking sites where the overall
message has been shared with close to a million viewers because, as Clark (in Vara,
2014) states “…the overall context of our campaign and our film… seeks to include
everyone. That’s a tall remit with seven billion people in the world” (Vara, 2014).
Figure 4.4. Migrant workers in Dubai engage with the “Hello Happiness”
Coca-Cola campaign.
Source: https://www.youtube.com/watch?v=zlA9tXYxD8g
Supporting and serving customers should remain at the forefront of any marketing
strategy - keeping their attention as well as building on customer relationships lends
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Visual rhyme and visual contrast along with segregation or separation have been
effectively combined in the brandscape setting of this Coca-Cola experiential
activation. If one were to compare the visual placement of the booths to that of
elements which make up a print advertisement (as mentioned in Chapter Two,
according to Van Leeuwen’s ‘System Network Diagram’), there are strong
associations of similar elements. The placement of the phone booth which is framed
on either side by the buildings draws the viewer or consumer towards the red phone
booth. The integration of visual contrast is evident, as the bright red colour and use
of textual integration of typography on the booth is combined with symbol of the
Coca-Cola bottle which entices the consumer to open the booth’s door and
participate in the “Hello Happiness” experience (Figure 4.5).
A brand such as Coca-Cola has not stopped advertising its brand to consumers,
across the globe, even though its brand name probably does not need advertising.
However, many consumers identify Coca-Cola as a favoured soft drink. How has
Coca-Cola effectively lived up to its reputation of “happiness”? Lenderman (2006:
183) is of the opinion that “when trying to create value… companies need to
routinely collaborate with consumers to create a personalized value through
cocreation”. The successful integration of creating “happiness” between the migrant
workers and the Coca-Cola product is a level of cocreation as “the experience of
cocreation is more important to drive value than the result of the process itself”
(Lenderman, 2006:184).
Marketers must have an understanding of brand values and who the intended target
audience is. Once this is acknowledged and understood, brilliant brand experience
concepts can be implemented which share the brand values, features and benefits of
the product or service (Smilansky, 2009:17).
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Outside of the United Kingdom, Tesco in South Korea (or better known in South
Korea as Homeplus) is one of the largest retail outlets “with over 400 stores, 500
franchise stores and over six million customers served every week” (tescopic.com,
2015). Some of the core values Tesco offers to their customers is simply to help
them have an easier way of living and to enjoy a good, quality life. Buying Tesco
products easily and delivering them correctly, directly to the customer forms part of
the company’s core purpose (tescopic.com, 2015).
This core value of the Tesco brand was cleverly implemented by Chiel Worldwide,
an on-line advertising group, who initialized a print advertisement for a ‘virtual
shopping wall’ during 2011 in Seoul, South Korea (Creevy, 2011). The response
from the trial advertisement led to what has been claimed by Tesco Homeplus, as
one of the world’s first virtual stores in Seoul (Creevy, 2011). During 2011, Tesco
Homeplus in South Korea chose to expand their online users by introducing virtual
stores.
Since the introduction of the first virtual store, 22 more virtual stores in South
Korea have assisted customers who are pressed for time, to shop “on-the-go”
making use of the app on their smartphones (tescopic.com, 2012). The need was
recognised by Tesco, South Korea as a timesaving device. The brandscape relating
to the placement of the virtual stores formed an integral aspect of the campaign.
Most commuters made use of the subway transport system for access to and from
work each day and many did not have the time to visit a store on the way home for
convenience goods. “Just like everybody else, South Koreans are busy at home and
tired after a long day at work so offering the opportunity to shop while doing
something else has a lot of value” (telegraph.co.uk, 2011).
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Figure 4.6. Tesco Homeplus introduces the world’s first virtual store in Seoul’s
subway in South Korea. Due to popularity, the virtual stores were expanded to
bus shelters.
Source: http://www.retail-week.com/technology/tesco-opens-virtual-store-in-south-
korea/5028571.article;
http://www.tescoplc.com/index.asp?pageid=17&newsid=593
The success of the virtual grocery stores expanded the idea of creating new virtual
stores in bus stop shelters. Lee (2012) mentions the popularity amongst shoppers
was between 20 and 30 year olds and this paved the way for the virtual stores to be
positioned around university campuses and other high foot traffic areas. The
innovative approach of creating a conceptual virtual store through the integration of
technology was widely praised and the Virtual Store brand experience was
nominated by the London Design Museum as one of the ‘best digital designs’ in
2011 (tescopic.com, 2012). The experiential brand activation also won the Grand
Prix award at the International Festival of Creativity in Cannes during 2011. The
success of the campaign furthermore led to a remarkable sales increase for
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Homeplus stores in South Korea of 130 per cent in three months and the number of
registered on-line users increased by 76 per cent (telegraph.co.uk, 2011).
The interplay of social semiotics of the Tesco Homeplus Virtual Stores can be
recontextualised according to the model shown in Figure 4.1 in terms of
representation (Fairclough, 2003:138). There is a degree of disconnection as the
idea of the grocery store should ultimately fill a physical presence of the usual
building or store ‘on the corner’, but in this instance the physical representation is
replaced by the abstract, virtual on-line shopping store, with the grocery shop being
moved to that of a subway – in an out-of-context environment.
The retail shop is further removed from the concrete set of social events
(Fairclough, 2003:138) to a more abstract representation, meaning the concept and
activation becomes an out-of-store activation with a seemingly in-store presence,
resulting in a more abstract/generalized approach. In other words, the physical
presence of the grocery store is non-existent in this brand experience, however it
has been replaced by the prominent visual appearance of the virtual stores in a
surprising environment, that being the subway station. The generalized set of
abstraction could possibly occur over a series or set of social events which relates to
Fairclough’s interplay of social semiotics’ degree of representation in an event
situation. The brandscape consisting of the physical placement of the virtual store’s
graphics, whether in the subway station and at various bus shelters links to the
theoretical framework that Fairclough (2003:138) discusses as an “abstract
representation of events” (Fairclough, 2003:137). Other elements of presence
include the Tesco Homeplus branding, which relates to Van Leeuwen’s ‘System
Network Diagram’; composed of the arrangement of visual textual integration with
pictorial integration that is made up of highly motivated photographic images of
products and textual descriptors. There is also a level of segregation as the brand
activation is essentially completely out of the ordinary, occupying a completely
different space, with the virtual store positioned in subways. The level of visual
contrast is evident as the subway environment contrasts with the grocery store
images in a surprising and engaging manner. The physical shopping store is
substituted by the assistance of technology creating an on-line virtual store with the
addition of the QR code and smartphone app successfully providing a positive
shopping environment.
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“The ability to connect with others begins with understanding that they do, too,
want to be heard. This is why we need to listen and understand them first so they
will respond,” says Simmonds (2014:35). Tesco Homeplus effectively applied an
easier alternative to physical shopping by creating an on-line environment that
saved consumers time by simply coming directly to them in a place they would
least expect. Tesco Homeplus reconsidered their consumers needs and wants and
delivered an effective solution that linked directly to the core values of the Tesco
brand which is simply to provide their consumers with an easier way of living
(tescopic.com, 2015).
Elliott and Percy (2007:143) mention the demand for innovative technology can
sometimes be somewhat of a challenge and can be viewed negatively. However, a
shift of this trend can be “turned into a successful strategy of [either] deliberately
limiting supply and replacing products well before their sales decline” (Elliott &
Percy, 2007:143). Through innovative use of technology, Tesco Homeplus
successfully revived the brand to create a social brand activation that physically
engaged Tesco Homeplus consumers using technology that was familiar to the
consumer.
“The creation and staging of a compelling personal memorable experience that can
be a major part of the brand strategy can be guided by... design principles” (Elliott
& Percy, 2007:140). Climate Smart Cape Town created a brand experience at
COP17 held in Durban, South Africa during 2011. Organized through the United
Nations, a group of representatives from more than 190 countries gathered to meet
at one place to discuss the worldwide threat of human-made climate change.
The 17th meeting incorporated events such as the Climate Change Response Expo
displayed, amongst others, the actions of local governments and businesses
regarding climate change initiatives. Tronchin (2014) says that Cape Town has
been involved in many projects to combat climate change, but the city lost the bid
to host the COP17 meeting to Durban. This led to the challenge of bringing the City
of Cape Town to Durban: “The perfect platform to show off Cape Town’s great
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many projects to combat climate change was at COP17… we did this by taking a
showcase of Cape Town all the way to Durban with the tiniest carbon footprint”
(Tronchin, 2014). The success of the expo stand received an award for the best
outdoor and best overall stand at the COP17 Expo (Smith, 2011). The boutique-
advertising agency Derrick, prides itself on creating concepts that begin with
sustainability. The company philosophy states “we try to offset as much of our
carbon consumption as we can. We re-use, reduce and recycle…we develop ideas
and campaigns that create jobs and enrich communities” (Derrickcapetown.com,
2015).
Figure 4.7. Cape Town Climate Smart Pavilion framed against the Durban
skyline at the Durban Convention Centre.
Source:
http://www.capetowngreenmap.co.za/sites/default/files/inline/climate_smart-
1344.jpg
The Climate Smart Cape Town Pavilion could be completely dismantled after the
event as it was constructed from 1884 recycled plastic milk crates and over 22 000
plastic bottles (capetown.travel, 2011). Organic lettuce was planted in some of the
milk crates which formed the seamless outer wall of the expo stand. These
vegetables were then served to the delegates and any left after the event were
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donated to the less fortunate. Through the ingenious collaboration with architectural
firms and solar experts, the stand’s electricity was maintained by the installation of
solar panels as well as a wind turbine, thus making the stand completely self
sufficient. Lamb (capetown.travel.com, 2011) writes “the pavilion [as being] a bold
statement about getting off the energy grid…[creating] a stand [that is] local, it’s
lekker and fun for people to experience” (Lamb in Smith, 2011). The strategically
chosen, sustainable resources that comprised the Climate Smart pavilion drew the
likes of United Nations climate change advisors as well as public officials to visit
the outdoor stand.
In order for consumers to be involved with a brand, one needs to be creative and
utilize opportunities of engagement (Miletsky, 2009:158), which is exactly what the
Climate Smart Cape Town Pavilion initiated. Consumers will notably embrace a
brand if the brand promise of “community involvement and values” is clearly
visible (Smith, 2009:159). The expo stand made use of filtered, rainwater that was
collected from the roof of the pavilion. This refreshing drink was then flavoured
and handed out to delegates. The expo not only attracted dignitaries, but also
involved discussion amongst school-going visitors and successfully integrated a
learning experience around the notion of living sustainably.
This form of experiential marketing generated a buzz for the brand, which
according to Hall (2014) is “a significant factor that contributes to the success of
a[n] [experiential] campaign is the involvement of the audience…”. Experiential
marketing or guerrilla marketing successfully combines messages related to social
change with the youth market as this tactic reaches consumers in a way that
“understands the consumer mindset and lifestyle” (Todd in Hall, 2014). The
personal interactions with the brand, such as the Climate Smart Cape Town
Pavilion, adds to the consumers’ ability of engaging socially with the brand and in
so doing, spread messages by word of mouth or Internet blogging and tweeting.
If one were to compare the setting or environmental space of the Expo Stand to that
of a print advertisement for example, separation (Van Leeuwen, 2005:13) occurs as
the Climate Smart Expo Stand is separated from the Convention Centre as it makes
use of alternate recycled building materials to construct the pavilion. However, as
with the traditional form of a print advertisement where the whole page becomes an
element used to capture the audience’s attention, so the environmental space
occupying the Expo Stand does just that. The brandscape forms the framework
which leads the viewer or visitor towards the Expo Stand. Van Leeuwen (2005:13)
uses the general terms of ‘framing’ (as seen in Figure 4.1) as the need to be
extended across different contexts creates meaning potential.
In conclusion, it can thus be deduced that both Van Leeuwen’s ‘System Network
Diagram’ as well as Fairclough’s representation of social events has been actively
associated to varying degrees of experiential brand activations. “Framing presents
two things as belonging to different orders… whether it is the general and the
detail, or history and the present” (Van Leeuwen, 2005:14).
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The following chapter will attempt to formulate whether a new system of signs has
possibly arisen due to the virtual interconnectivity of brand experiences resulting
from certain experiential brand activations. The chapter will also suggest future
research that could possibly be undertaken that is related to experiential brand
marketing to assist the graphic designer, conceptual artist and marketing team when
planning a branding campaign.
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CHAPTER 5
Conclusion
The purpose of this study set out to investigate the interplay of social semiotics,
Peirce’s semiotic influence of reading signs and Van Leeuwen’s ‘framing’ used in
selected examples of experiential brand marketing. Brandscape settings of
experiential activations were compared to compositional elements, amongst others,
according to ‘framing’ used in the ‘System Network Diagram’ (Van Leeuwen,
2005:13). Not only did the researcher discover many similar influences between the
two ‘frameworks’, but the recontextualisation of representational elements, as
described by Fairclough also became a linking influence of social semiotics (see
Chapter Four). Peircean semiotics assisted in understanding the way messages were
read and interpreted by the consumer and social semiotics sought to understand
how communication took place in a variety of social settings. The components that
made up the composition of print advertisements were compared to those placed in
brandscape environments where the experiential brand activations occurred. The
researcher set out to explore current case studies of experiential brand activations
that included unusual environments, and analysed the case studies. Through these
interactive marketing activities, target audiences actively engaged with the
marketing tactics by physically participating with the brand, mostly in an emotional
manner.
Chapter One outlined the aims and goals regarding the origin and developmental
theory of social semiotics. The forms of communication relating to social semiotics
focuses on the many ways people produce forms of communication and how people
interact and interpret these forms of communication related to particular social
situations. Social semiotics lends itself to produce inventories for analysis (Van
Leeuwen, 2005:6) that have the potential of discovering new semiotic resources,
and these inventories were explained in this chapter. Social semiotics, as a type of
semiotics, does not necessarily study what particular signs stand for, but rather how
these signs are used to convey meaning (Vannini, 2011). The interplay of social
semiotics in experiential brand marketing, through a non-linguistic level allows for
the senses to analyse meaning that could be created through brand awareness
activations. In other words, the use of social semiotics also allows for meanings in
different contexts to be created which are based on situations and practices of
communication.
In Chapter Two, the emphasis was on the social semiotic context of ‘framing’ text
and illustration, as a form of communication that had been applied to mainstream or
traditional advertising. The research question of whether Van Leeuwen’s theory of
‘framing’ could form a theoretical basis of this study was investigated in this
chapter.
The ‘System Network Diagram’ devised by Van Leeuwen (2005:13) formed the
basis of this exploration whereby the ‘framing’ techniques used in mainstream or
traditional print advertising was analysed. The disconnectedness or connectedness
of visual communication related to compositional elements was documented and
recorded. Van Leeuwen’s ‘System Network Diagram’ along with the context of
‘framing’ of text and illustration as a form of communication, formed an impactful
contribution to the way brand experiencers interpret brand messages. The
researcher established that ‘framing’ could be used across various genres and not
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Another point of review was related to the design thinking process according to the
University of St. Gallen’s Institute of Information Management. This approach
explained the relevance of design thinking in experiential brand marketing which
lead to formulations that required an innovative edge over and above the traditional
forms of advertising. The reason why this is relevant is that one needed to enhance
the brand message and to ensure the target audience received the message and
responded in a way that built brand loyalty. Every insight and strategic tool needed
to be used to improve branded products and services.
The second part of Chapter Three explains the role of media’s influence on
experiential marketing. De Villiers, a partner of Tomorrow Today (2014), says
companies need to embrace difference in strategy in order to maintain delight and
to win over customers for future brand engagements. The researcher could not
agree more with this sentiment as based on the postmodern consumer, today’s
youth who are “tomorrow’s customer”. The influence of technology on the youth
makes them “techno-literate”; they are familiar with digital devices and social
media and are in constant interaction with the world through mobile devices and
smart phones (Bizcommunity, 2014). The tech-savvy, postmodern consumers,
amongst others, want to be immersed in the brands they love.
The researcher formed a link between the way in which traditional print
advertisement messages were designed and framed within a page format, and
similarly, compared to the ‘framing’ of the area of brand activation. Both formats
attracted consumers to the brand messages using elements positioned in the
environmental spaces and this in turn, assisted in conceptually relaying the brand
message to the consumer. Various case studies were examined whereby the
researcher concluded that these brandscapes could form a 3D advertisement with
the consumer. It was established that Peircean semiotics has a resounding influence
on the way experiential consumers understand and read signs or messages. Socially,
the brandscape ultimately encouraged the consumer to interact with the brand
message and in so doing, reminded the consumer about the brand being advertised.
In most instances, the brand was brought to the consumer instead of the consumer
going to the brand. It was noted that consumers who actively engaged with the
brand were more likely to upload the messages on social media. A personal, one-
on-one level of engagement encouraged consumers to spread the brand activation
messages or videos amongst family and friends. This reiterates Fisher’s (2014:7)
sentiment of creating true engagement amongst brands and their consumers, only if
they are on the same platform, using the same shared media.
This study contributes to both the relatively new phenomenon of experiential brand
activations by analysing the brandscape in which the activations take place.
Conceptualisers and marketers need to take heed of the fact that the space of
activation is as important as the message itself. The message needs to be direct,
simple and engaging in order for the consumer to understand and actively
participate in the brand experience. The place of activation can be emphasised by
similar elements that have worked so well in traditional print magazine
advertisements: the principles and elements of design assisted in creating
compelling messages to selected target audiences and in so doing, similar principles
need to be applied in experiential brand marketing. Technology is literally a button
away, however, one should not let technology dictate the concept. Technology
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should assist the concept. It might be useful to broaden and extend the brandscape
setting and marketers should make use of the model used in Figure 4.1 in Chapter
Four to assist in outlining the brandscape setting to ensure optimum brand exposure
at all given points.
In the past, there was no clear distinction between the ‘emission’ and the
‘reception’ of the brand. In other words, it was difficult to clearly define the way in
which messages went out and difficult to gauge when and how they had been
received by the consumer (De Lencastre, 2013:496). Nowadays, with the
advancement of technology and instantaneous social networking, brand messages
are no longer only limited to an internal audience and this makes it difficult for the
owner brand to have complete control over their brand.
Postmodern culture is most often centred with the ‘general conditions of life’ and
the movement includes massive changes in communication systems (Poster, 1995)
as well as different cultural movements. Lyotard (1979) shares his view of
“societies enter[ing] what is known as the postindustrial age and cultures enter what
is known as the postmodern age”. The rise of the 20th century created awareness
towards various activities that led to people questioning and re-interpreting the
modernist actions. Through the development of technology and compelling brand
messages being posted on-line, amongst others, these actions have further
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This gives rise to the power of the Internet using on-line media and social media to
make way for social regulation and conversations about brands, says Van Leeuwen
(2005:93). However, one can argue that this could be unregulated as the exposure
of experiential branding uploaded and shared directly from the brand experiencer
using non-traditional broadcast media motivates conversations between consumers
to express their connections with the brand, which can be favourable, or not. Today,
these interactions are encouraged by the experiential marketer with the consumer –
which could not be accomplished with passive marketing (Lenderman, 2006:52). A
company’s on-line reputation may become convoluted and complex as it becomes
more and more difficult to manage. “The engagement with customers in the local
media space is growing wider, to the point that there is a disconnect between policy
and practice” says Munslow (2015). Social media has become a tool that allows
everyone to voice his or her own opinion at any given time. If a company chooses
to ignore the on-line conversations, the messaging does not actually go away.
According to Simmons (2008:300) media, television, music and film have similar
qualities and mimic each other with “collages of fleeting moments that excite
senses, yet rarely connect to a central theme or focus” (Simmons, 2008:300).
Simmons goes on to say this leads to a fragmented approach when one uses a
variety of media outlets, giving rise to postmodern consumers being unable to
commit to a single, chosen lifestyle or a set of beliefs. Emotions and feelings are
evoked in the target audience through the brand activations, but these brand
messages need to be managed strategically when relaying them to the intended
consumer.
The postmodern consumer is one that is eager to avoid commitment, however, this
consumer still strives for acceptance amongst friends and social media followers
and so, creative, appropriate brand messages will only be passed on to their
followers if it is desirable or likeable (Simmons, 2008:300). Consumers of the
postmodern era differ from the modern consumer, as they are more acceptable of
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experiencing ideas and messages differently. They are not afraid to participate and
be seen as individuals. Venkatesh (1995:40-1) posits that “…according to
postmodernism, many of the fundamental idea(l)s regarding the individual, self,
freedom, agency, and structure are arbitrary and ephemeral rather than essential and
fixed”.
Phippen (in Simmons, 2008:302) says “it is important for marketers to note [how]
web analytics is not just concerned with website statistics but the relationship and
interaction between a website and its customers”. This leads to why consumers feel
the need to upload their own, personalised brand experience with others using
social networking sites. The Internet can be considered the “postmodern marketing
champion” (Simmons, 2008:304) with a free-for-all explosion of communication
and it has the ability for companies to create a personal, one-on-one communicative
message.
This leads to the message of a brand being “not what you say it is, but what they
say it is” (Neumeier in Holden, 2015). Power is moving towards the consumer who
is taking control of what and when they see messages on-line. The choice of
interacting with the communicated message or video posted on-line urges the
viewer or receiver to comment or share the message with friends or others online.
Lenderman (2006:284) indicates that “experiential marketing directive for engaging
consumers through one-on-one interactions must also be a welcoming development
in the brand marketing world”. A place or site that is home to a “collective [of]
social understandings… are played out in attempts to win readers to particular ways
of seeing the world [or the brand]” (Storey, 2001:4). Companies need to actively
pursue how they want to be viewed by consumers and in particular, strategically
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consider how they plan on managing their on-line presence (Munslow, 2015). The
variety of media vehicles used to send messages to consumers has increased
considerably over the years. Marketers now need to pull consumers into different
directions (or situations) where dissimilar interpretations and symbolic meanings
take place. The experience of the brand calls for evaluation of symbolism and
further, a reaction to the relevance of the current circumstance (Schembri et al.
2010:623).
This study set out to explore the influence of social semiotics in experiential
branding with particular reference to the compositional elements of Van Leeuwen’s
‘System Network Diagram’s’ ‘framing’ technique (Van Leeuwen, 2005:13).
Through the study, the researcher pointed out the importance of how branding has
adapted from traditional advertising that was based on mass communication, to a
more personal, one-on-one form of advertising using the popular and contemporary
presence of experiential brand activations as part of the campaigns marketing mix.
Postmodern consumers differ significantly from the traditional, modern consumer.
This generation of consumers rely on compelling messages that are human-centred;
messages need to be personal, engaging and should ultimately be good enough to
be shared with on-line followers and friends. Even though these postmodern
consumers may be different, the influence of semiotic principles of reading signs,
as well as the influence of the printed advertising page’s ‘framing’ technique in
comparison to brandscape environments, cannot be out-ruled. As today’s market
requires further interaction with consumers and the public at large, experiential
brand marketing is a touch point that cannot be discounted with postmodern brand
engagement. The advancement of technology has enabled user experiences to go
beyond the traditional forms of branding by means of experiential brand activations
instantly being uploaded onto social networking sites. Marketers need to take full
advantage of this postmodern form of communication.
The association with sharing the brand experience by means of social networking, a
new form of communicating the brand experience by means of post modernity’s
digital intervention has developed. What began as an experiential activation in a
brandscape now becomes an experiential activation of a different kind, evolving
into a new digital experience that becomes its own ‘language’ whereby interaction
132
with on-line users creates a whole new system of meaningful signs. The
experiential brand activation itself could become part of a more complex system of
signs that forms additional medium to the brand culture of this already multifaceted
postmodern era.
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