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THE ObjEcTIvES
Explore the world of the Gen Y 16-24 demographic to understand: Their lives, attitudes and aspirations and how these change as they move through this demographic The influences on brand preferences, choices and purchase decisions
How they consume different media and the role that advertising can play Their perceptions of out of home and street furniture and how it is consumed in the broader context of their lives
THE ApprOAcH
Six focus group sessions were held in Sydney and Melbourne, split by age. Respondent recruitment criteria included: Age sub-groups: 16-17 year old male and female school age students 18-21 year old male and female university students in or starting their first job 22-24 year old male and female career focused students who are undertaking extended studies ender: Both male and female G Location: Both Sydney and Melbourne Homework activity included a photo diary of a two week window into their life. In addition to the photo diary, respondents were asked to bring a favourite brand or visual reference to the group to illustrate the statement My favourite brand is. The research was conducted by The Seed, an independent research and strategy company with wide ranging experience in both qualitative research and media.
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Each respondent was asked to bring an example of their favourite brand with them. They were asked to explain why they identified with these brands, and their answers provide insight into how different brands can resonate with this audience.
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PArt of my DAiLy LifE Brands that play a role in enhancing everyday life scored well I live in these shoes
rEcognition of tHE brAnDS LongEvity Reputation over time encourages trust a sense of it being here for the long haul Ill stick with the same brands in the future, but probably have different styles
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AcknoWLEDgE tHEir journEy Be part of the life-changing landmarks they are going through
THE ESSENTIAL
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tAP into tHE PoWEr of SociAL nEtWorkS Find ways to become part of the dialogue between groups
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bEcomE PArt of tHEir tHirD PLAcE Be seen in the places where they spend most of their spare time
The research generates various insights into the world of 16-24 year olds. The following themes and their implications for brand, creative and media strategy are important for any marketer in reaching and engaging the Gen Y 16-24 audience.
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HELP tHEm to DiScovEr Help satisfy their curiosity to uncover new experiences
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EncourAgE tHEm to SPrEAD tHEir WingS Help them find ways to explore their world, both near and far
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iDEntificAtion WitH brAnD vALuES They feel comfortable with brands that have a clear and acceptable brand image I love the whole vibe, everything that it stands for, the energy that it stands for
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HigH quALity, rELiAbLE ProDuctS Quality and reliability are fundamental I like these mixers because the brand has a reputation for high quality sound and reliability
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nEW brAnDS gEnErALLy DiScovErED viA SEvErAL kEy SourcES Word of mouth is key to discovering new brands, while advertising and the internet also play an important role When a friend tells you about it, it gives that stamp of approval
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givE tHEm confiDEncE to fit in Help minimise the risk of them standing out from the crowd
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ALLoW tHEm to ExPrESS tHEmSELvES Give them the tools to demonstrate their emerging individuality
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rEcogniSE tHE vALuE of monEy to tHEm Find ways to help them stretch their budget further
HOW ADSHEL cAN HELp Adshel leverages this connection by providing a platform to cut-through and engage Gen Y as relevance of other traditional broadcast media has decreased.
The Audience Solutions approach, unique to Adshel, uses proximity data to target these Third Place environments and maximise media content.
Through frequency and density of site locations, Adshel builds brand recognition and establishes credibility by validating cues from friends and popular culture in the out of home space.
In addition to acting as a key driver to online media channels, Adshel gives brands the opportunity to leverage this alignment with technology and Gen Ys desire to search out new information by offering interactive options in the out of home environment.
crEAtE
rEtAiL
* Source: Pathfinder Solutions (Based on place of residence, ABS 2006 Census), 16-24 year olds in 5 metro cities.
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