Tag Archives: merchandising

Getting Cross-Functional Buy-in By Making it Fun

How do you get cross-functional buy-in? It’s hard and ambiguous. People on my teams over the years often come trying to get advice on this: how do I get people to participate in my program? How can I get people on board with what I’m doing? Everyone has to influence without authority at some point at work. I’ve noticed that people always default to two levers: 1) persuasion 2) power. But there’s a third, overlooked option that’s far more effective and it’s almost silly. I just say: make it fun. 

First, let’s talk about the usual options. Persuasion is the combination of all of the mind-changing strategies ranging from subjective salesmanship to quantitative data-gathering. It always results in weeks spent on decks, docs and analysis. This is definitely “good business” but doesn’t always yield change. Power is basically just escalation: “Hey boss, can I create a new global policy to force my colleagues not to do this thing I don’t like?” You get the idea. In both of these scenarios you’re trying to bend peoples’ wills to your agenda. You’re trying to force it. There are many great alternatives to power and persuasion – many creative ones – but the one that has worked for me over the years is to “make it fun” instead. 

The idea of “make it fun” is that you just engage peoples’ brains in the problem space in a happy and enjoyable way. In a workplace, this is very powerful because everything (especially persuasion and power) is pretty boring. So the entertainment bar is very low. 

Let me tell you a story of this in practice. When I was at Sony developing and producing shows for streaming services, the promotional artwork and merchandising assets were one of the lowest-priority to-dos for the content executives. They would obsessively develop scripts and produce video, but the “thumbnails” or key art that was used in the apps to promote them were an afterthought. So much so, that some of the execs never looked at them, or they waited until the very last day of the project to delegate them to the lowest-level person who could operate Photoshop. The problem with this is that often, the visual imagery that accompanies an episode of TV has more influence on whether and how long someone watches the episode. It’s incredibly important and I needed them to pay more attention to it. I needed more of their limited work hours and brainshare to switch over to promotional artwork. 

Instead of creating a new policy that people had to follow a checklist with their packaging assets or sitting everyone down in a meeting to review reams of data to prove to them once and for all that they should pay attention to visuals… I made it fun. I commandeered a prominent corkboard near the exit of the main office. I printed out notecards with everyone’s names on them. And then large and in color, I had the graphics team print out the 4 different candidates for promotional artwork each week and paste them to the board. Each person could assign their name tag with a pushpin to the artwork they thought would perform the best. When we got the data back each week from the platform, I’d add labels declaring the top performers. 

The office became hooked on this “game” of which image viewers were most likely to click on and engage with. People would hover in front of the board psycho-analyzing the audience and hypothesizing about what made each item more or less eye-catching. There were office rivalry moments where the personnel split perfectly in half across two options. And there were thrillingly instructive moments – where the whole office voted for an obvious top choice– and the lone intern won, making a daring solo vote on a fringe art concept. The whole construction turned an afterthought deliverable into a watercooler discussion. This resulted in higher and higher quality promotional art with better performance and more thoughtful design. I never had to “get buy-in” to accomplish this big behavioral change. I just had to make it fun.

Thanks to my friend Kelly Sutton for reading a draft of this.

3 Reasons Streaming Bundles are the Future — Not a Flawed Throwback to Cable

Media companies face some challenges but bundling is a solution—not a problem.

I thought about this when reading this recent Deadline op-ed which argued that streaming bundles replicate the flaws of cable again.

A cozy family scene in a modern living room, with a family of four (parents and two children) sitting on a comfortable sofa and watching a western mov copy

As streaming bundles proliferate, competition among them will drive innovation and affordability. I think bundles can be outrageously accretive and we’re just at the beginning. Although there are many more, three reasons they are superior come to mind for me: personalization, bundle innovation and advertising realignment.

Personalization increases engagement with smaller libraries

Machine learning and AI enable bundles with smaller libraries to create more engagement. By tailoring recommendations to user preferences, smaller libraries can bubble up the most relevant content from deep in their catalog, ensuring viewers needs are met without as many options under the surface. In the old cable model, we had access to hundreds of channels but only tuned in to a handful and only a fraction of the media cos’ libraries could even air at a time. When streamers begin (actually, truly) relying on personalized homepages and merchandising, they will be able to cater to viewers’ interests with less content. And even start green lighting against those signals. That means I could meet my family’s needs by subbing to a sports, movies and kids bundle with less total content — but as much (or more) viewing hours for me as a consumer. Why would people pay less wallet-share for this?

Innovative bundles cater to consumers (and contribute $$$)

As media companies rushed DTC, they began foregoing other windows to consolidate audience. This is only the beginning of streaming; media cos will inevitably evolve to find windows again. If bundles proliferate, they can begin to cater to different consumer needs, each supporting a new window. Consumer needs can span interest, price point and even cross-industry businesses– hardly any of these are fully explored. Niche bundles are already a thing (Shudder, Crunchyroll, Hallmark) and many more are obvious: kids, sports, news, short form. That’s without any real innovation yet. For instance, a “low-latency live + gambling” bundle could command a window for some sports. What other industries outside of streaming could be integrated into a bundle? Health tech, GenAI, consumer products, gaming… Niche bundles offer a way to monetize underrepresented audience segments while spreading risk across a diverse portfolio of content, ensuring more stable revenue streams for media companies.

Streaming advertising will eventually re-align with viewership

It may take more time, but advertising dollars will come back to TV as the marketplace becomes more efficient. The piece makes an argument that TV was bloated with ads in the late 2010s and Google/Facebook have captured ad demand. Advertising dollars follow viewership, and while viewing habits have shifted, the total audience remains constant — eyeballs don’t disappear, they go somewhere. Indeed, people are watching less linear TV… but that viewing has shifted to streaming TV. Some leisure time has gone toward gaming and social media; but streaming TV + linear TV still commands the majority of entertainment time spent across all age groups. Even though ads are being bought through Goog/FB/Amazon, this doesn’t mean viewership resides on Google search and facebook.com. Amazon is a great example where their ad growth is in Prime Video… which is a bundle that’s ad-supported. These are platforms that ultimately sell (or will sell) those CTV eyeballs. For competition and consumers’-sake, expect them to optimize frequency, encourage dynamic creative and innovate new formats. As market efficiency returns to TV advertising, those dollars will return to media companies.