Publishing 2.0
December 3rd, 2006 | Published in Out Loud
My day job currently consists of figuring out how to build a next-generation city/regional magazine site that respects the core values of both the Web as well as the company’s business model. My hobby (for now), consists of figuring out how to build a next-generation consumer magazine (call it “People 2.0“). I’m not going to pretend I’ve got all the answers, but I do have a handful of core operating principles, and I figured I’d better start writing ‘em down.
(This blog is designed primarily as a scratch pad for my thoughts, so be warned.)
Most of what passes for “media 2.0” discussion today is focused on newspapers. That’s because the “future of newspapers” has pretty easy answers. Printing on paper clearly has no future, electronic publishing is the ONLY option. Blogs equals a dead-simple publishing and community platform, so obviously newspapers should integrate those lessons.
In general (if the success of political & celebrity blogs are any indication), it’s the simple, obvious arguments that draw the most attention. You could probably create some kind of Internet rule that stipulated once a theme reached a certain pitch, you should simply ignore it because the answers have clearly been decided already, and all that’s left are the sounds of an ever-expanding online echo chamber.
Web 2.0 bubble? It’s a fact. Newspapers need to go digital? It’s a fact. Celebrity nipple slips are pre-planned (at least probability-wise)? It’s just gotta be a fact.
The story for magazines is much more difficult. Newspapers are tooled for the kind of daily content the Web loves, magazines are not.
Blogging is great, but …
Many magazines have adopted blogging as some kind of solution (or merely an experiment, I hope) to their digital woes. I’d be extremely nervous of all company-mandated blogging programs, like the one Business 2.0 just started. And clearly Business 2.0 (SEED, too) is better positioned than just about anyone else to take on this challenge. But determining success is another story.
First, blogging takes passion—the same as journalism does. I don’t think the question is, “Can we create a blog?”, it’s “Can we create a GREAT blog?” Most great blogs are targeted on a small niche a typical company would be uncomfortable squeezing into. And a company is always going to want to increase a blog’s appeal to a wider audience, thus watering down its niche appeal and effectiveness. So keeping focus is a big problem.
The second problem is one of opportunity costs. You’ve reached your position in the mediasphere by creating a certain flavor of print editorial. Forcing your editorial staff to blog is going to diminish your ability to create that great print content. You don’t fight a war on two fronts, especially when one front is as insatiable as the Web. Editors will quickly find themselves spending hours creating one blog post. Ask yourself, what does that cost your print product?
User-Generated Content
There’s a lot of fuss about leveraging user-generated content these days, like it’s some kind of panacea to the entire media industry’s problems. It’s not, trust me. UGC, as people have shortened it, is terribly misunderstood and has it’s own set of limitations.
The first is, of course, the 1:10:89 rule, which stipulates that 1% of users will create content, 10% will interact with it (participants who comment, rat, & re-appropriate), and 89% of users will passively consume. This rule has massive implications for any Web site. Without a certain critical mass of audience, certain features and programs simply won’t work.
I’d add that this rule emerged from several Web 2.0 pure-plays, meaning that there may be an additional “passive-to-active user conversion” percentage to add to the front of this rule if your site has an audience more used to passively consuming content than creating and interacting with it. The actual rule for print media Web sites may be 10/1/10/89, where 10 equals the percentage of your audience that you can convince to start using/playing with your new interactive tools (meaning 90 percent may not even look at your new comments/ratings tools). I’d guess that 10 percent is a pretty aggressive number right now. Regardless, it’s a positive number, which makes participation more difficult.
Wait, I’m not done. It gets worse. If you’ve noticed, UGC varies in quality. Most of it, unsurprisingly, kind of sucks. Meaning that if you really want your site to take off, you have to make sure that the 5% of really good user-creators (of the 1% total user-creators) is a large enough pool of content to give your 10% of user-participators something to work with. It’s not much fun rating comments or videos when there’s only 3 decent items to choose from.
In short, community is hard, always has been, and it’s easier than ever to over-extend yourself into an area you can’t support.
“Monetization”
You know we’re in trouble when people start throwing this “monetization” word around. Seriously, never trust anyone who uses this word. They will lead you down the path to ruin.
There’s a rule in e-commerce that states that every step in a transaction costs you 99% of customers. This is to be expected, since clicking costs you nothing. Most clicks are exploratory. This rule is most useful is helping you weed out those get rich quick schemes, usually appearing in the form of affiliate deals.
Now, if you’re a one-person company with a strong niche media product, affiliate deals might actually work for you. However, if you’re a typical media company, run, don’t walk, away from any talk of affiliate programs. You will never make these profitable. Never.
They sound sexy, but walk through the buying process and apply your 1% rule to every click you make. Then do the math.
Do yourself a favor, sell ads and subscriptions to your magazine and nothing else. Stick to what you’re good at.
