Advertising, Archive Joel Hladecek Advertising, Archive Joel Hladecek

HP PONG: Advertising's Atom Smasher

In 1996, at Red Sky Interactive, in partnership with a rebellious band of talented individuals, I developed the HP PONG Banner Ad: the first interactive banner ad on the net, and the web's first example of "rich media". But behind the scenes, that banner was an atom-smasher, revealing the very principles of interactive advertising- and sweeping industry changes yet to come.

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Archive, Hladecek's Axioms Joel Hladecek Archive, Hladecek's Axioms Joel Hladecek

INTERACTIVE AXIOM #1: The Grand Interactive Order

THE USER IS YOUR KING. YOU ARE THE SUBJECT.

The User is your King. You are the subject. Like it or not the User is in control. The User is the ultimate master. The User is King. Those of us who create interactive experiences must accept our lowly positions in the Grand Interactive Order, serving, amusing, and satisfying; ready and able to wield every ton of technical prowess and creative ingenuity we can muster to completely conform to each user’s unique interest, desire, whim and disposition. To delight the user when she grows bored. To shuttle the user to the very thing she needs or wants instantly- with nary a second spent indulging interests of our own. Don't bow to this Axiom, and you will fail...

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Archive, The Interactivist Joel Hladecek Archive, The Interactivist Joel Hladecek

Tooth Hackers & The Ultimate Technology

Some time ago, I found myself thinking about all our amazing technical advances - especially those that beg moral questions- and I began a journey that changed the way I approach technology, and changed how I think of humanity... and headphones.

"Should we be doing that?" I thought.

Should we be cloning humans? Developing implantable chips, artificial intelligence or nano-technology that may some day advance beyond our control? Will our technology unquestionably remain at our service? Will it's advance really improve our odds of survival, or will it just change it?

Is technology good?

Virtually every really bad doomsday movie launched from this string of questions. But even so, there are few certainties in life. Death being one. And, I need to add one other absolute certainty to that short-list:

- Man-made technology fails.

I have never used a technology that was perfect. It always breaks - it always reveals vulnerabilities - it always, always fails at some point.

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Archive, The Interactivist Joel Hladecek Archive, The Interactivist Joel Hladecek

HLello world!

The last thing the web needs - no, the last thing the world needs is another Blog. I admit that. Or at least that's what I thought 10 years ago. But a decade later we're still struggling to advance this medium past the point of base comfort.

I had a brilliant roommate in art school who was an exchange student from Hong Kong. English was his second language, and he came into the country with very little ability to communicate. His accent was thick and his vocabulary limited. Years into his time in the US, his accent still just as thick and his vocabulary still limited, he admitted to me that at some point shortly after arriving he'd lost the drive to work on his language skills because he was getting by. He was functional. At least that's what I think he said.

And I guess that's where I think we, as members of the interactive industry, are resting at the moment. Glowing in our vague Web 2.0 awareness, we are functional. We're getting by. We lived through a time of extreme and chaotic experimentation, then the bubble burst, and a lot of people got scared, and now we're resting on the resulting knowledge base. We're content in our current understanding of Interactive Language. It's even reassuring after all that unknown expansiveness of the mid 90s.

Well, I'm not at all happy about that. From where I sit, innovation, real creative innovation, the kind of innovation that expands the language and changes everything, has cooled to a quiet drip. We've fallen into a process of dull incrementalism.

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