Field of Widget Dreams | Adweek Field of Widget Dreams | Adweek
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Field of Widget Dreams

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There's a phenomenon whereby normally intelligent people at both digital and traditional agencies decide that people will embrace their new widget or app simply because they've built it. It's as if the Internet were a giant cornfield in Iowa and the mere presence of yet another branded widget or app is enough to get thousands of people clicking.

But Field of Dreams was just a movie. In the real world, if you build it, they will not come. Not unless you give them a reason to do so. That reason has to be pretty compelling. Branded widgets and apps compete for our attention with a score of very well done unbranded ones. And yet I rarely hear anyone -- on the client or agency side -- asking, "Why would anyone want to use this thing?"

I mean, seriously, why would anyone want to download a widget that let them play a game that involved trying to scrub the dirt off of a pan with a series of ineffective scouring pads, where winning involved finding and using the (not very well hidden) new Acme SuperScrub scouring pad, "The only pad that gets tough baked-on grease off pans."

OK, so I'm exaggerating (a bit), but you get the picture. That's exactly the kind of nonsense agencies and clients are putting out there -- work that assumes a far greater level of interest and fascination with the product than actually exists. That delusion is part of a mind-set left over from the days of "push" advertising, where the consumer had no choice (short of changing the channel or flipping through the magazine) but to hear the advertiser's message. We didn't get to actively choose which ones we wanted to see.

And that's a critical difference that bears repeating. With the push method of advertising, we must take action in order not to see the ad. With widgets, apps and other online vehicles, we must take action in order to see them. People don't stumble upon widgets and apps by accident. It's all done quite on purpose. Using them requires an active decision on the part of the consumer who has to go out of his or her way to install them. Which means they need to be judged by a completely different set of standards than push advertising like TV and print, the primary one being: Would anyone actually go out of their way to use it?

That's why successful apps are not just afterthoughts, one more item on the "things we need to create to show that we get digital" checklist (along with a passel of rich-media banner ads and the omnipresent microsite). They are not extensions of the TV campaign repurposed in game form. Think about it: Why would anyone go out of their way to play "Help Zack and Jenny get the Crispy-Os into the bowl" when their alternatives are Facebook Scrabble, iPhone Tetris and the ever-popular iFart (No. 1 with a bullet on the iTunes Paid Apps chart)?

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