It’s been just over a week since the start of my Me Made May challenge to wear an item of clothing I have made myself everyday for the whole of May. So far I have been really enjoying wearing clothes I have made myself, although I haven’t had to change my normal outfits too much.
I’ve read a few blog posts from people taking part in the challenge and many people seem to have “learnt lessons” or gained insights from the process. I have to say that I haven’t learnt much about myself or my wardrobe from taking part but I have learnt a little more about social media. Here are some of my insights!
A Colourful Dress in a Sunny Location is Way more Likeable than Staple Items
The most liked outfits so far were taken when I was on holiday in the South of France. For example my own version of the Lisette Passport Dress photographed while on holiday in the picturesque town of Roussillon
Compare this to the number of likes my self-drafted white t-shirt attracted, there is no contest. White t-shirts are officially boring.
Nobody Likes Rain
My least liked picture so far has been this one of me wearing my waterproof pants. They may have been an intriguing and challenging sew but they do not make compelling instagram eye candy.
An Arty Shot Will Always Get Likes on IG
My most liked picture so far has been this one. Is it the liberty print fabric, is it the moody lighting, or the fact I am not smiling at the camera? I think this shot is more “classic” instagram than some of the others I have taken which may have helped.
Hashtags, Hashtags, Hashtags
I began by just using the official hashtag, #mmmay15, but in the last couple of days I have noticed a lot of people using #memademay15. I’ve started using both although the purist in me wants to stick only to the official one.
Follow me on instagram or check out the hashtag to see all the outfits for the rest of the month. I can promise you that I will be wearing some of the more unusual items I have made in the next few weeks, it’s not just going to be 19 days of office appropriate attire.
SFMOMA Signage, a set on Flickr.
Recently I have been spending a lot of time looking at signage. It’s a fascinating subject, but when I started to look into it I realised that there are very few images online of signage at visitor attractions. Whilst you can read about best practice, seeing an example in person or in a photograph is a far more powerful tool.
So when I last visited San Francisco I decided to document as best I could the signage at SFMOMA using my mobile phone. I have tagged all of the photographs by type (eg donor recognition or visitor information) and material (eg vinyl, glass etc.) to make them easier to search.
Over time I hope to add to this sets with more examples including ones from where I work.
The other day I had two dramatically contrasting experiences: In the morning I attended Digital 2013 where I watched Edward Rumley, COO at Chillingo, a division of Electronic Arts, give a presentation entitled ‘Games Strategy: Publishing Indie Mobile Games in Today’s Competitive Marketplace’. His impressively bleak presentation championed the idea that in an ever-crowded marketplace mobile indie game developers can never achieve the publicity levels needed for success without the help of a publisher.
That afternoon, with Rumley’s forbidding words echoing in my ears, I visited the Apple Store in Glasgow to check out their new billboard marketing campaign which features the independently produced and self-published app Wave Trip from Scottish independent studio Lucky Frame. What my experience at the Apple Store shows us is that Rumley’s dismissal of self-published indie games is baseless.
Stepping over the obvious irony of asking a major publisher to talk about indie games, and some of his more outrageous comments (“Just because I publish my book on Kindle that doesn’t make me a published author” – tell that to EL James), I found his presentation to be profoundly negative in its outlook, implying that if you work on your own you have simply no chance of finding an audience. It inspired me to dispel some of the myths around PR and Marketing of indie games (or in fact any artistic product). This is not a comment on whether or not you should use a publisher, Chillingo or anyone else for that mater; it is just designed to give you a starting point to promote your work.
I have been working as a PR and Marketing Professional for just under 10 years. I began my career working at a private art gallery and from there have worked for a range of public and private arts organizations across the UK including New Media Scotland, National Galleries of Scotland and most recently as Head of Marketing at Dundee Contemporary Arts. In addition to this, since 2008 I have worked with Lucky Frame as a Communications Consultant to help them plan and implement their PR and Marketing strategy for games such as Pugs Luv Beats, Bad Hotel and Wave Trip. Experience has taught me is that if you have a great indie game, and you want to self-publish, then you can get the publicity you need to be successful.
Hope is not a Strategy
One of Rumley’s more chilling statements was the most accurate: hope is not a strategy. This isn’t ‘Field of Dreams’, you are not Kevin Costner, if you build it they will not come. The App Store is littered with the dead corpses of apps that were never downloaded and whose marketing strategy was built on a wing and a prayer. The good news is there are some simple steps you can take to get your work out there.
Last month I was asked to write a guest post for the Independent Cinema Office blog after taking part in their Creative Digital Marketing Course which ran from September 2012 – February 2013. We were asked to undertake a project which found a new way to engage audiences by using digital marketing in a new way. I chose to develop a project for Discovery Film Festival 2012 which mixed online and annalogue engagement using postcards – you can read all about my experiences here: