Saturday, June 02, 2001

There are Stars in Those Demos

Elias Arts received hundreds of demos every year –by mail and messenger. When I first started the demos were audio cassettes. Later they were DATS. By the time I left no one was using cassettes anymore and everything arrived in CD form or VHS. Engineers who wanted a job in the studios sent some of the demos in. Session musicians, singers and aspiring composers sent in the rest. 

Early on, Exec Producer Ray Foote had identified in me a discerning ear for talent; and so it was my task to review each new box of unsolicited material. At first I was honored that my bosses thought me competent enough, even discriminating enough, to sift through this catalog of work, never mind allow me to make recommendations on it. However, no sooner had I begun the task then I had the sick and sudden realization that very probably –at record labels worldwide– the fates of thousands of talented musicians and bands were in the hands of a few inexperienced gnats like myself. That said, I really loved listening to demos, so much so that rather than hand the task over to interns and assistants that followed me, I held on to that responsibility until I left the company several years later (having by then risen through the ranks to Senior Producer). 

I still love discovering a new talent. The combined responsibility of production duty and talent scout wasn't much unlike an Artists & Repertoire role (A&R) at a record company. But finding talent for a music house is perhaps a little different than its entertainment counterpart because one's selections always had to possess true musical talent . Sorry, if that offends anyone, but the truth is, people become music stars for all sorts of reasons, some of them not having to do with musical talent. Since we weren't in the business of trying to get clients to work with us because we were beautiful or had great dance moves, the only thing left, was to be the best in the world at providing musical solutions to creative problems, and capable of executing their successful resolution. 

A producer can’t always claim a writing credit, but there is nevertheless some personal reward in recommending a singer, a musician, an engineer, sampled sounds, adding to an arrangement, or contributing any other component that sells a track and sends the client back to the agency with an enthusiastic smile. Of course, sometimes one's contributions are compositional in nature, but that's not often the case, and it wasn't the primary focus of my job, which when I defined as inspiring other people to do their best. 

At any rate, on the very first day of reviewing demos, I listened to maybe thirty or forty cassettes in all. There was one that Doug Hall, another one of our composers had brought in, of his friend, Fritz Doody. And it struck me as above and beyond all the others. I couldn’t believe it still just sat in this box with all the rest, and so I repeatedly lobbied Ray and Alex to have a listen. And six months after that Jonathan Elias hired Fritz, a Hungarian American Rocker from New Jersey who had the Prince-like capacity to play nearly any instrument he picked up. 

I wasn't yet high enough up the ladder to command 'signing power', but thereafter anytime we needed to find a specialized, world class talent, Ray entrusted me with the job of locating and securing the right person for a specific job. It's always fun to identify someone with an amazing gift that perhaps the whole world has overlooked. 

As for Fritz, we soon learned he had a great ear. Long before the advent of Auto-Tune he was a master of 'fixing' singers. I remember how he'd roll an entire vocal performance off 2” tape; dice it apart into individual words and syllables; then sample each phoneme into a Synclavier and re-pitch them –one by one– up or down with a pitch wheel. Then he'd sew the newly tuned performance back together again; and –presto! (hours and hours later)– he lay a perfect vocal back to tape. No doubt, that's as close to handmade as recording gets, and it's not easy work. But Fritz's results were so seamless that upon playback it made some people who really had no business singing, think that they were in fact great singers. Later, Fritz would go on to win a CLIO for scoring a ‘Got Milk’ TV commercial famous at the time for featuring the Trix cereal Rabbit.

Friday, June 01, 2001

Elias Associates

Ten years ago –in June of 1991– I began my career in audio production at Elias Associates. I started as an intern. Two school chums, Jim Nichols and Josh Kirsch –both Elias alum, but then working for JSM– had advised me to apply for an entry-level job at Elias Associates, which in those days was known to be as dog-eat-dog as it gets. If one survived the competitive culture and Investment Banker/Medical Resident hours, one was supposed to emerge a world-class audio talent. 

 The only other facilities I knew of that shared a similarly rigorous reputation were The Hit Factory and The Power Station (now Avatar) Naturally, I took their advice with great enthusiasm, but it still took six months pestering the receptionist to get an appointment, and a month after that to get hired. I arrived with high recommendations from Joel Chadabe, with whom I had studied Computer Music Programming with Jim and Josh. Joel had also been a mentor to Jonathan Elias. 

In fact, it was through Joel that I first heard of Jonathan, and then another prior student of his –and Elias composer– Sherman Foote. Sherman had a real impish sense of humor about him. When I was an assistant he'd at times advocate my contributions to the Production Department or to the Creative Director, a gesture that I really welcomed and appreciated. But as an intern undergoing the usual hazing, I could never tell if he was angry at me, sometimes, or just pulling my leg. He would usually just start to laugh and let you in on the joke –right before you were about to cry. 

Of course I wanted to impress him, anyway possible. Early on, before I really knew what I was doing, I remember ‘normaling’ a console –essentially returning all the knobs and buttons on a mixing board to their zero position. Not including buttons, there are over a thousand knobs on a professional console. I left one knob at the 8’o’clock position instead of where it normally zeroed out at 7 o’clock. Sherman –with almost superhuman ability– walked in the room and immediately pointed at the one button I had missed. He quietly but sternly warned me never to leave the console in such an unusable condition again. That’s how ‘buttoned’ up you had to be: You wanted to work with the best? Not one button in a thousand could be left out of place, not even by a degree. Good morning and where’s my coffee? 

 My initial duties were split between serving the needs of the Scott and Jonathan Elias; the Creative Director, Alexander Lasarenko; and the Head of Production, Ray Foote. 

Additionally, I often worked with Audrey Arbeeny on ‘special projects’. Audrey had been the first member of the organization to recommend me to the others. We sat in the conference room, her back to a wall of sunlit CLIO’s, which cast a regal glow around her. I was suitably impressed. I showed up my first day at work wearing khaki’s, a tie and a white button down oxford shirt. I thought a professional look was required of me. Management was outfitted in solid black Japanese couture clothing or rock star ripped jeans and cowboy boots. The first thing Jonathan Elias did when he met me was to bend over and rip a hole in my pants, from my thigh to just above my knee –while I was still wearing them! At first, I thought: ‘My God, I’ve gone to work for freaks.’

Strangely enough, though, I soon felt like I was fast becoming one of them. Whether or not the genetic mutation occurred before or after my arrival, I’ll never know, but before long my entire wardrobe was a hipster’s shade of East Village Black, and my ears –while honed before– were getting increasingly sensitive to the subtlest of background noise, hiss and awkwardly placed pitches.

Monday, May 14, 2001

Banners Versus Commercials

It's 2006 2012 as I write this update, and not a trade show passes that someone doesn't argue declare the a banner dead. As it happens,  I first heard this argument five eleven years ago in 2001, in an article published by The Silicon Alley Reporter.  A given banner, it was said, was ineffective unless one could determine that a potential consumer actively engaged with it -that is that they clicked on it. This argument sounds reasonable on the surface, but it also negates corresponding behavior exhibited by the consumption of off line advertising, and which could not yet be disavowed as anachronistic by modern communication devices. So, I wrote a response arguing that clicks don't matter as much as impressions, and happy to say, it was published.  More than a decade later the article is quite dated, of course, but I still think it provides a valid reminder that we should not  underestimate the power of a static image to influence, or overlook the possibility of deferred action (especially after repeated imprints). After all, asking potential consumers to click here there or anywhere is a bit like asking drivers to stop, get out of their car and kick a billboard before we can measure the value of the billboard. Granted, mere visibility and hoping doesn't provide immediate metrics, but those numbers can be measured by eventual sales.  I still believe in the power of 2D. But then, I also like the Beatles in mono. What say you?

–Terry O'Gara/ 2006 2012


Banner Vs. Traditional Television Advertising
By Terry O'Gara
Originally Published in The Silicon Alley Reporter, May 14, 2001

Banner ads are generally considered a failure. But how many click-throughs does a TV commercial get? A billboard? None. And it's probably better to compare banner ads to billboards than to TV commercials, which at least may entertain an audience, as well as suggest a call to action or purchase from consumers.

Great TV commercials and billboards can be extremely effective. The One Show Interactive Awards demonstrate that great banner ads can also be effective. The key word is "great"--as in great creative. The real lesson: Not everyone with a PC can be a new-media company. How many times does one learn the programmer was also the art director, the copywriter, the brand manager, and sometimes the composer or sound designer? All the time! The result is almost a promise of mediocre results.

Probably the only TV commercials whose effectiveness can be measured immediately, like banner ads, are those that close with an 800 number for ordering--the "click through" just requires pushing 10 buttons instead of one.

What may ultimately be important regarding the influence advertising has on consumers is not the medium, but the frequency, consistency, and mindfulness of the message.

It's difficult to measure the influence on my purchasing dollar by any kind of advertising. So, perhaps it's not whether banner ads work, but if any ads work? The answer seems to be bad ads don't work. Ill-conceived branding doesn't work. But a great billboard that I unintentionally look at may spark my interest, and the online equivalent--banner ads--may be as effective.

The banner medium can be more effective than a pop-up interstitial because it remains on the page your scanning. But the moment a pop-up opens, the window can be closed, often before it really gets going. I do that every time. So, in that case, maybe banners are more effective than television. Click.

Friday, April 27, 2001

RIP Vicki Sue Robinson




God bless Vicki Sue Robinson, who died on this day, April 27, 2000.

The world knew Vicki as the singer who demanded that the DJ turn the beat around. I was one of those fortunate to to know her. We became acquainted with each other while working on a variety of studio projects through the nineties. She lifted my spirits; made me laugh; made me sing and made me dance.

And her memory will always make me smile.

Thank you Vicki!

Monday, April 02, 2001

Blister Media: Interactive Composition Comes of Age

In Mix Magazine's Internet Audio supplement (April 2001), editor Sarah Jones asks the question, "Who is the new web audio professional?" She then goes on to take a stab at the answer and writes:

"Creating audio for the Internet requires a unique blend of skills, combining audio savvy, design creativity and programming knowledge. Audio professionals are learning about HTML and Flash. Web designers and computer professionals are learning about compression and sampling rates. Today's production team, like this month's featured creative talent at Blister Media, might be writing both a MIDI sequence and HTML code as part of a client project. Is this jack of all trades the new breed of creative professional?"

The feature story that followed that introduction was in depth interview of my partner and I about the practices we employed, sometimes invented, often combined and then championed as a new breed of sonic artisan that would be both music designer and creative technologist.

Here's the article:

BLISTER MEDIA
Interactive Composition Comes of Age
By Andrea Rotondo Hospidor

Terry O’Gara and Michael Sweet, owners of Manhattan-based Blister Media, are true musicians and creative collaborators. They speak the language of MIDI, sequencing and recording, but they also speak Java, Flash Shockwave, Beatnik, MP3 and RealAudio. The upshot is, Blister Media may just portend the future for all music production professionals.

The company is currently blazing trails as one of the few music houses that composes music–and creates code–for interactive media, and we're not just talking TV commercials, CD-ROMS and on-site installations; we're talking about composing music for the Internet. Recent projects include several sync-to-broadcast gigs, such as History Channel's History IQ game and MTV's WebRIOT. (Sync-to-broadcast synchronizes online content with on-air broadcasts, turning a TV show into an interactive experience.) Blister Media is also responsible for the new sonic identity of HBO Zone, music for Shockwave's BLiX and Loop games, music and sound design for the NASDAQ site in Times Square and a connection tone for a telephone company.

So, if you're a composer who presumes Beatnik has something to do with a Jack Kerouac novel, you'd do well to take note. The future of music composition ain't what it used to be.

MUSIC

Music, Noise, Code. That's the Blister tagline. According to O'Gara, "That translates to: original music, sound design and audio-specific programming as applicable for interactive media–including enhanced or interactive TV, special venues and electronic games–TV and radio commercials, broadcast promotions, phone connection tones, etc." To paraphrase David Byrne, how did they get here?

Both men grew up with a musical instrument in one hand and a computer keyboard in the other. "I grew up in a relatively artistic family," Recalls O'Gara. "I studied violin, worked as an assistant to the organist at a local church and played in a youth orchestra. I also had the benefit of growing in a family that traveled the world. So as a child I listened to the indigenous music of the Middle East, South America, the West Indies and Europe." But perhaps most significant in O'Gara's early music education was the day his parents bought him a Minimoog. He was 13 and just beginning to dream about the ins and outs of sound synthesis.

Meanwhile, in a sleepy Wisconsin town, Sweet was also growing up with music. It was the early '80's and he was learning to merge the computer world with sound. He went on to study music production and film scoring at Berklee College of Music in Boston.

NOISE

Later, both landed jobs at a well-known music production company in New York City: O’Gara following the production route and Sweet concentrating on composition. "We became creative collaborators from the start," notes O’Gara. "In the beginning, our collaborations were more experimental, explorative and noncommercial. We were mixing orchestral harmonies with world rhythms and hip hop loops. This was 1991. It was until 1996 that the world caught up with us, and our explorations became something people would pay us to create." Soon after, the duo created Blister Media.

"From the very beginning, clients would come to us for new ideas and we'd sell them on the idea of a symphonic piece of music being driven by electronically produced tribal rhythms, for example." O'Gara says.

CODE

As they honed their composition chops on commercials, interactive kiosks, installations and CD-ROMs, O'Gara and Sweet also dove into Flash, Java and Beatnik. It was this intimate knowledge of technology that landed them favor with Shockwave. They have since produced music for two online games: BLiX and Loop. In effect, Blister's tech-speak has allowed them to cross over into a world where programmers and musicians routinely collaborate music for the Web being an extension of that philosophy.

"Creating music for the Web takes sound to places where it can be heard on a very personal level," says Sweet. "When we create music for an interactive experience, the one-to-one relationship to the end-user is much closer than creating something that appeals to a broad audience, such as commercials. IN addition, the collaboration between all of the digital artists is much stronger, because it usually takes several months to finish a project."

NOSTRADAMUS FOR A DAY

O'Gara and Sweet advise composers and engineers to delve into audio for the Web–and interactive media–as soon as possible. Composers and engineers must know compression and delivery formats, and it's not enough to just hand your music off to a programmer. Smart production pros will play the active role in creating code.

O'Gara goes so far to say, "If a composer doesn't understand the technical issues regarding the way audio is delivered, then maybe he's in the wrong business. We'll see more and more of these technologies converge or act in tandem. Sync-to-broadcast is just one example. Our perception of what a composer, engineer or producer is has to change along with the technology. But we must emphasize that it's not just the tools. It's first and foremost what's in your head."

Sweet concurs, "When I first started exploring Beatnik, I had to get in that box and say, "This is what it can do. How can I push the box outward and make it do things that people haven't thought of doing before?" You start thinking, "Oh, I had this idea a long time ago and now here's a way to do it!"

TECHNOLOGY AND ART IN ACTION

How do O'Gara and Sweet really combine technology and composition? It seems to be two parts creative musical intelligence and one part kicking studio setup. The creative team runs off of both the Macintosh and PC platforms and mixes on a Mackie D8B digital console. Sequencing is done via MOTU Digital Performer, Digidesign's Pro Tools and Emagic Logic. Their synth rack is extensive and boasts an E-mu Proteus 2000; Roland JV-2080, MC-303, Juno 106, Super JX; Oberheim Matrix-6R; Minimoog; Waldorf WaveXT; and a Synclavier. They also own a host of software synths, Steinberg Rebirth and Recycle to name two. The E-mu E6400 Ultra and Digidesign's SampleCell handle the sampling chores; Macromedia Director, Flash and Dreamweaver round out their digs.

"It's not just equipment but an extension of our ideas," O'Gara says. "We love an eclectic mix of equipment. The tools, to some extent, define the process and the production method. The idea is that if our studio setup is atypical, then what we create will be atypical in nature as well."

Blister Media recently put their studio sensibilities to the test while creating music for a new Shockwave game called Loop. "Although, on first look, it's a relatively simple game," says Sweet, "it has many different levels, both visually and musically. One of the things that has always excited me about music for games is the ability t create a piece that changes every time you play it. In Loop, we structured the sound around playlists that could change in real time, as well as from play to play, giving the end-user a much richer musical experience."

Another recent project was Passport Kids for Children's Television Workshop. "The theme," Sweet says, "was communication. The site is translated into 10-plus languages, and people from around the world exchange information about themselves. When we were asked to add music to the site, we wanted to let users express themselves though music, so we built a musical sequencer and 'jam machine' that allowed users to create their own 'song' and play to other users. We used Beatnik as our audio engine, because it was a fairly robust music system that allowed us to bring custom world instrument samples and manipulate them in real time. When then wrote a lot of custom code to push Beatnik to its limits. The outer visual shell was then built using Flash that communicated directly with our code for Beatnik.

"When we first start a project, we look at many things," Sweet continues, "including the overall creative feel, interaction design, bandwidth/size and what new things we can do that we've never done before. Experimentation is a very important aspect of what we do, because we don't think the sound is made perfect the first time around. We always ask ourselves, 'How can we make it better? How can we push the boundaries of our current technology limitations?"

Sunday, April 01, 2001

The Post-Post Production Era

Blister Media sourced for THE POST-POST PRODUCTION ERA, a special report published in the April 2001 Advertising Age CREATIVITY magazine.

Writer/Reporter Ann-Christine Diaz writes:

Advancing technologies – the Internet, the imminence of interactive TV going mainstream, the explosion of new formats – are driving the redefinition of the post industry from being the last stop in the production chain to being an integral part of the entire creative process…

…Advancing technologies have opened up new sectors of specialization as well. Consider music and sound design. In 1998, for example, Terry O’Gara and Michael Sweet launched Blister Media in New York to cater to the sonic needs of the interactive community. Blister provided both the technology and sound for interactive projects like MTV’s Web Riot, a broadcast cable and Internet quiz show; the interactive game Loop on Shockwave.com; various web sites for Sesame Workshop; and the Nasdaq learning kiosks in Times Square. Such assignments go well beyond the needs of the traditional TV spot.

“We have more homework to do than someone who just has to kick out a track,” says O’Gara. “With interactive projects, everything relies on constantly evolving technology to deliver the message. Even though we’re a music production facility, we have to understand all the technologies our client is speaking – or at the very least, how our technology and code will integrate with theirs from project to project.”

Blister is not alone in its efforts; full service music and sound design houses like Elias Associates and Hest & Kramer in Minneapolis have both added what the Blister crew calls “interactive sonification” to their services.

Friday, March 30, 2001

Branding With Audio

Branding With Audio
By Terry O'Gara
First published on March 30, 2001 by clickz.com

Advertisers too often limit branding potential to visuals alone. It's as though once a vision statement is drafted in the corporate boardroom, it frequently goes out the door voiceless.

Certainly television commercials give products some sort of voice with original scores or licensed tracks. But many of these scores do not serve the company or product identity. Instead they serve to enhance the commercial itself. Licensed tracks pose another problem. The commercials are transformed in the minds of viewers to music videos, and whether viewers identify the music with the product takes a back seat to the artist and to the video itself.

Traditional Scoring Serves the Film, Not the Brand


Most conversations between agency creatives and the music-production team are usually limited to a few adjectives that describe the target demographic. There may also be some talk about how the music should work with the edit or how the score will enhance the emotional relationship between the actors or clarify the story. But these are all issues that apply to the commercial as entertainment. There is usually little strategic thought invested in how to actually create with sound a bond between the consumer and the product.

Though it's easy to think marketers and their vendors have formed a creative alliance to sell products, this is not always the case in today's economy. Rather we're acting as matchmakers for producers and consumers. We're using advertising then not to sell but to network. We're introducing one good friend to another, and one of them happens to make something that, by the way, appeals to the lifestyle the other leads or aspires to.

Sometimes we can't even offer usefulness. We might try to promise uniqueness, but there may be few discernible differences between your product and your competitors'. One soda conveys universality while the other appeals to individuality. But oats are oats, and cola is cola. So if you're not accentuating the brand, then you're left pushing flavored water. However, as marketers, we know a little stimulation goes a long way.

Branding Through Sound

My specialty is sound. And I submit that unless you are using sound as effectively as possible, you're shortchanging your client. So the question arises: How does one go about creating a voice every bit as identifiable with the company as the building in which it dwells?

First let's change our perspective. I suggest we move away from thinking of commercials strictly as anecdotal short films with strategically placed product shots. Story telling by itself is only one device at our disposal to garner the interest and attention of our desired audience.

But branding beyond advertising means we want to do more than simply tell a story. What we really want to do is make an introduction and deliver a message. Branding is the vision statement given life, and it represents an opportunity to ingrain one's identity into the public consciousness. One highly effective way to do just this is with the prudent and thoughtful use of sound.

Creating a Philosophy of Sound


Some years ago I was the music producer on a campaign for a large investment bank. One of the VIPs came to our initial music presentation when everything was still in an embryonic stage. He was a layman. I sensed the more musically astute people in the room resented his presence. But I found that because he knew his brand thoroughly, he also understood how it should be conveyed sonically.

He didn't play a musical instrument, nor did he know any of the proper musical terms. But he knew how music made him feel and that different instruments evoked different moods. Most important, he could articulate his perceptions quite clearly. To me he represented the ideal client.

It's valuable to know not just how an audience will react but also, more precisely, how they can be made to react. Our VIP didn't know if he was listening to violins or contrabasses, but he knew the high strings evoked one mood, and the low strings another. The sound of the low strings conveyed "a sense of authority and power," and that's what he wanted.

So despite all the preproduction meetings in which the agency creative staff, the director, and the editor all discussed how the music should work with the cut or enhance the story, one brief conversation with someone who knew nothing about music proved to be the most valuable. And we, in turn, were then able to create an audio style guide that would influence the sound campaign for this account for years to come.

Although the same film-scoring issues surfaced with future spots for the same client (i.e., the story, the edit, etc.), we now had a philosophy of sound, the corporate vision statement as it applied to audio. Every new piece of music, no matter what the melody, was designed using the same palette of sounds and was thus easily identifiable as this client's sonic identity. One needn't even see the visuals to appreciate that your "Friends at the Bank" brought you this piece of music.

The Power of Sound in Branding

I put forward that every sound asset used in a commercial, on an in-store kiosk, or on a Web site should be easily identifiable as the voice of your company. Do you know what your company is saying right now?

If music in a marketing context does its job, it will inform as well as entertain. And if consumers -- that is, your audience -- call the company switchboard and ask who wrote the music and where they can buy a CD of it, then maybe you and your client should actually produce a promotional CD that consumers can take home and listen to whenever they want.

Branding beyond advertising means creating an experience that is free of an overt pitch yet is compelling enough that consumers will nevertheless identify it with your brand. If you've produced a CD, for instance, folks will listen to it while they eat, work out, make love, and your company will be the underscore to their lives. Oats may be oats, but if I'm making babies to your music, then chances are my babies will be eating your oats.

Wednesday, February 28, 2001

Blister Media Brings Sound to the Nasdaq Experience



In 2000, Blister Media was commissioned to produce branded audio elements for the NASDAQ MarketSite, located in the heart of Times Square. The following press release was issued by the producers of the project, and I reprint it here because it details our music production process. It may also mark the first time we started referring to the work as 'Sonic Branding' –the now popular coinage for the term. My partner and I had considered using the term as early as '98, but instead opted to use the word 'Audio' because it felt more in tune with the late nineties zeitgeist (ala Audioslave), and so prior to 2001 we referred to our services as 'Audio branding' or 'Branding with Audio'.


BLISTER MEDIA BRINGS SOUND TO THE NASDAQ EXPERIENCE
PRESS RELEASE
FEBRUARY 28, 2001


Apart from being the stock market for the digital world, The Nasdaq Stock Market® now has a place in its MarketSiteSM where visitors can learn even more about the 21st century world of stock trading. The new visitors’ center is a new, integral part the Nasdaq MarketSite, which is located in the Conde Naste building in New York City’s fabled Times Square, and it has become a tourist attraction in its own right. It also represents a year-long effort by the audio designers at Blister Media.

“No matter how inexperienced at investing visitors may be, I hope that they leave here with the enthusiasm to go home and trade stocks on Nasdaq®,” explains Blister Media executive producer Terry O’Gara. “Our goal was to make electronic trading with Nasdaq an audio adventure, and to brand the visitors’ center with a sonic palette that reinforces one’s experience. We didn’t want people to scratch their heads and say ‘interesting.’ We want them eager to trade stock and take part in this economic adventure.”

Nasdaq commissioned Blister Media to create audio content for the “Nasdaq experience,” at its MarketSite, including original music and sound design for the on-site destinations. On the street outside, a forty-five second “Welcome Video” entices passersby to enter and once inside, a five-minute film entitled, “The Global Connection,” plays in a surround-sound theater. The film explains the essence of Nasdaq and the online trading experience. Just past the theater, a bank of interactive kiosks let visitors play a game that simulates online trading.

“The trading game is just for fun ,” says O’Gara. “The data used, though, is culled from the last five years of Nasdaq trading history, so a player can see how well he or she might have done if introduced to the Nasdaq experience earlier.”

Drawing closer to the actual experience of electronic trading, another set of interactive kiosks offer a detailed offline tutorial about navigating the Nasdaq Web site.

“The music is different for each event,” explains O’Gara. “Each is customized. Every sonic element was deliberately conceived to provide Nasdaq with a uniquely cohesive and identifiable sound. Nasdaq was an exceptionally cool client. Beyond our initial conversations about concept, they gave us absolutely free reign in seeking a musical direction. They showed a great deal of trust, which is always gratifying.”

Among the other challenges for Blister was creating a “sonic brand” for the Nasdaq experience that would stand the test of time.

“In this industry particularly, what sounds new today, sounds old tomorrow,” says O’Gara emphatically. “The music we created sounds modern, but isn’t based on musical fads or pop culture. The idea was to give the music ‘legs.’ Instead of relying on the latest electronic sounds, the scores we composed use traditional instruments in ways they weren’t originally intended to be used. Using the guitar, for instance, we would create an unconventional sound, and then manipulate it using computer technology. The result is an electronic sound that is nonetheless organic, a sound somewhere between music and noise.”

Another challenge involved appealing to the multitude of international visitors to Times Square. “In attracting international visitors, the temptation is to use traditional indigenous instruments,” explains O’Gara. “For India, you might think of the sitar, but we wanted something different. We wanted to use traditional instruments from around the world, but to play them in a non-traditional manner to get the feeling of the instruments, without the immediately identifiable trappings. We also recorded voiceovers in six different languages for the guided tour.”

* * *


NASDAQ MarketSite Credits:

NASDAQ TEAM:
Larissa Fawkner - Special Projects, MarketSite Experience
Karen Wilner - Director, MarketSite Experience
Miguel Iglesias - Manager, MarketSite Experience

DESIGN TEAM:
Eleanor Tsang - Senior Producer (Film/video/Guided Tour)
Alexis Menten - Producer (Film/video/Guided Tour)
Jaseung Coue - Producer (Film/video/Guided Tour)
Jason Carreiro - Producer (Film/video/Guided Tour)
Elizabeth Rankich - Interactive Producer (Market Watch game)
Dana Yee - Art Director/CD (Film/video/Guided Tour)
Pakorn Bupphavesa - Senior 3D Animator/Art Director/CD (Film/video/Guided Tour)
Haejin Cho - Senior Designer (Film/video/Guided Tour)
Gary Tam - 3D Animator/Compositor (Film/video/Guided Tour)
Adrian Kays - Editor (Video)
Darcy Bowman - Editor (Film)

AUDIO TEAM:
Composer – Michael Sweet (Film, Video, Game, Installation)
Executive Producer – Terry O'Gara (Film, Video, Game, Installation)

Thursday, February 08, 2001

Thoughts On Audio @ Point of Purchase

Have by now produced audio for several installations and in-store experiences, including Kiosks for Chrysler, Discovery Store, Epcot, Levi's and the Nasdaq MarketSite. And something like this has been bubbling around my head lately on the topic of interactive audio triggered at Point of Purchase locations and special venues:

The overt pitch has been abandoned in favor of something that resembles entertainment. The eyeballs surfing the web are not just eyeballs, but eyeballs with brains. The consumers are not just shoppers, but audience members. And unlike Television advertising, point-of-purchase venues don't have the luxury of seducing the viewer with a cinematic short story.

This new consumer/fan is not at home pondering the warm and fuzzy feeling of your brand. They are on site or in the mall staring at the display or monitor, hopeully engaging in the experience. And perhaps now, they are ready to make a choice. At this stage they want immediate and honest information. You have a few seconds –and certainly not more than a couple of minutes– to make an introduction and deliver a message that inspires them to make a purchase.

How will you fare?

One thing is certain: You will need more than a loop to create an emotional bond between brands and fans.

Monday, January 01, 2001

People to Watch –Me– Hooray

Graphic Design Magazine kicked off 2001 by featuring 50 'People to Watch'. The editors wrote, "Clearly there are thousands to watch in our talent-laden and personality-packed community. But we think you'll agree that these 50 are intriguing individuals who display a special mix of design talent, strategic capabilities, business acumen, joy of creation, and, often, a commitment to professional and public service."

I was really lucky to be selected among an incredible group of people whose reputations I can't begin to live up to. Naturally, of course, they required a nifty quote and I gave it to them–



DELIVERY MODELS ARE MULTIPLYING The coming year presents new challenges for media producers who provide content and service via the internet. Delivery models are multiplying; unlike television, where protocols have been in place for years, internet artisans can't bask in their knowledge of the current methodologies. We still must keep abreast of every technological advance to maintain an edge in the online marketplace. The more you know, the more you can do, and the more clients you can accommodate. Saying "No, we can't do it" might be valid when it comes to creative issues. But not being able to produce a project because you're stuck with last year's technologies is certain death.

No resting on your laurels yet. Maybe after a few more mergers, or if programmers run out of ideas. However, both scenarios seem highly unlikely for some time to come.


My esteemed colleagues –class of 2001– included the rockin' and talented: Joan Nicosia, J.J. Sedelmaier, Sharon Mahoney, Mike Hughes, Ken Hanson, Diane Sterman, Susan Vinik Consales, Ed Han, Chris Do and Jessie Huang, Natalie Pryor, Rondi Tschopp, Carla Hall, Robert Keren, Bill Thorburn, Rob Deluke, Brad Gensurowsky, Kent Hunter, Jackie Merri Meyer, Doug Joseph, Sam J. Ciulla, Tim Larsen, Janet Odgis, Kenneth Cooke, Brian Hill, Jaye Donaldson, Jonathan Pite, David Ford, Dave Miller, Dennis Ryan, Kenneth White, Iti, Candy Piemonte, Kenneth Quail, Victor Rodriquez, Bonnie Barnes, Bob Whitmor, Scott Sugiuchi and Steve Carsella, Limore Shur, Todd Mueller, Joe Lisaius, Robyn Streisand, David Annunziato, Brian Diecks and Gerri Guadagno.