Hey whipple, squeeze this : (Registro nro. 298610)

Detalles MARC
000 -LEADER
fixed length control field 20742nam a22003857a 4500
003 - CONTROL NUMBER IDENTIFIER
control field pucpr
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20220623202037.0
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS
fixed length control field m d
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 220304s2022 nju ob 001 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 1119819733
International Standard Book Number 9781119819738
Qualifying information (electronic bk.)
International Standard Book Number 9781119819691
040 ## - CATALOGING SOURCE
Original cataloging agency pucpr
Language of cataloging eng
Transcribing agency pucpr
Modifying agency pucpr
Description conventions rda
049 ## - LOCAL HOLDINGS
Holding library CARIBET
050 00 - LIBRARY OF CONGRESS CALL NUMBER
Classification number HF5825
Item number S88 2016
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Edition number 23
Classification number 659.13/2
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Sullivan, Luke,
Relator term author.
245 10 - TITLE STATEMENT
Title Hey whipple, squeeze this :
Remainder of title the classic guide to creating great advertising /
Statement of responsibility, etc. Luke Sullivan.
Medium electronic resource
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture Hoboken, New Jersey :
Name of producer, publisher, distributor, manufacturer Wiley,
Date of production, publication, distribution, manufacture, or copyright notice 2022.
300 ## - PHYSICAL DESCRIPTION
Extent 1 online resource
336 ## - CONTENT TYPE
Source rdacontent
Content type term text
Content type code txt
337 ## - MEDIA TYPE
Source rdamedia
Media type term computer
Media type code c
338 ## - CARRIER TYPE
Source rdacarrier
Carrier type term online resource
Carrier type code cr
347 ## -
Source rda
File type text file
500 ## - GENERAL NOTE
General note Electronic book.
505 ## - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 1 A Brief Historyof Why EverybodyHates Advertising: And why you should try to get a job there. --<br/>The 1950S: When Even X-Acto Blades Were Dull. --<br/>“What?! We Don’t Have to Suck?!” --<br/> The Empire Strikes Back. --<br/> Portrait of The Artist as A Young Hack. --<br/>Chapter 2 The Creative Process: or, Why It’s Impossible to Explain What We Do to Our Parents. --<br/>Why Nobody Ever Chooses Brand X. --<br/>Staring at Your Partner’s Shoes. --<br/>Why The Creative Process is Exactly Like Washing a Pig. --<br/> “The Sudden Cessation of Stupidity.” --<br/>It’s All About The Benjamins. --<br/>Brand = Adjective. --<br/>Simple = Good. --<br/>Chapter 3 Tell the Truth and Run: Saying the Right Thing the Right Way. --<br/>Authority Gets Replaced with Fake. --<br/>To Thine Own Brand, Be True. --<br/> “Embracing the Suck.” --<br/>Some Thoughts on Messaging. --<br/>Start with a central human truth. --<br/>What is the emotion at the center of the brand? --<br/>Research your Brand, its Customers, and its Competition. --<br/>Get to know the client’s customers as well as you can. --<br/>Listen to customers talk. --<br/>Imagine a day in the life of your customer. --<br/>Develop a deep understanding of the client’s business. --<br/>Examine the current positioning of the product or brand. --<br/>Study your client’s previous work. --<br/>Ask yourself what would make you want the product. --<br/>Whenever you can, go for an absolute. --<br/>Try to make your message incontestable. --<br/>Try the competitor’s product. --<br/>Look at the competitors’ advertising. --<br/>Three Final Notes on Strategy. --<br/>Insist on a simple strategy. --<br/>Insist on a precise strategy. --<br/>Insist on a relevant strategy. --<br/>Remember: You have two problems to solve: the client’s and yours. --<br/>Two Models for Strategy and Messaging. --<br/>Chapter 4 A Controlled Daydream: Concepting: Coming up with Ideas. --<br/>Get Something, Anything, on Paper. --<br/>Just start. --<br/>First, say it straight. Then say it great. --<br/>Create a word and image list. --<br/>Dig shallow holes everywhere. --<br/>Allow yourself to come up with really terrible ideas that are no good at all. --<br/>Work fast. Fail faster. --<br/>Interpret the problem using different mental processes. --<br/>Think it through before you settle for the ol’ exaggeration thing. --<br/>Go in the opposite direction. --<br/>Spend some time away from your partner, thinking on your own. --<br/>Share your ideas with your partner, especially the kinda dumb ones. --<br/>Allow your partner to come up with terrible ideas. Don’t play devil’s advocate. --<br/>Let your subconscious mind do it. --<br/>Low-hanging fruit, the barren wasteland, and eureka. --<br/>A Few Words About Pictures. --<br/>Can the solution be entirely visual? --<br/>Can your brand own something visual? --<br/>Coax an interesting visual out of your product or its benefit. --<br/>Get the visual clichés out of your system right away. --<br/>Metaphors must’ve been invented for advertising. --<br/>Remember, something has to dominate the page. --<br/>“Do I want to write a letter or send a postcard?” --<br/>Can you use the physical environment as your visual? --<br/>Show, don’t tell. --<br/>Avoid style. Focus on substance. --<br/>Chasing a Campaign Idea. --<br/>Pick a small customer contact point and then think big. --<br/>Once you get on a streak, ride it. --<br/>Make sure every piece in the campaign makes sense all by itself. --<br/>Work. Don’t talk. Work. --<br/>Come up with a lot of ideas. Cover the wall. --<br/>Write hot. Edit cold. --<br/>Review all the ideas so far and look for patterns. --<br/>Patterns are campaigns trying to come to life. --<br/>Be objective. --<br/>Big ideas transcend strategy. --<br/>Don’t keep runnin’ after you catch the bus. --<br/>Remember: Always show babies or puppies. --<br/>Chapter 5 Brevity Is The Soul of Wit: The Art of Copywriting. --<br/>Have a Writing Process. --<br/>Stay off the stinkin’ computer. Use a pencil and a pad of paper. --<br/>Create a word and idiom list. --<br/>Get puns out of your system right away. --<br/>Draw a square on the page and fill it with something interesting. --<br/>First say it straight, then say it great. --<br/>If your ad, billboard, or banner is just a headline, make it a great headline. --<br/>Try being half-rational, half-random. --<br/>Don’t just start writing headlines willy-nilly. Break it down: Do willy first, then move on to nilly. --<br/>If the idea needs a headline, write 100. --<br/>Show Level The Architecture of Ideas. --<br/>“A smile in the mind.” --<br/>The paraprosdokian and the parallelism: Tension and release in a sentence. --<br/>Tension and release in an idea. --<br/>The clever-headline, straight-visual “rule.” --<br/>Show Level Voice and Tone. --<br/>Write like you’d talk if you were the brand. --<br/>Or pretend you’re writing a letter. --<br/>At the same time, remember to write like people talk. --<br/>On writing brand manifestos. --<br/>Listen to stand-up comedians talk about your product, brand, or its category. --<br/>Don’t set out to be funny. Set out to be interesting. --<br/>Before we break for coffee, a short master course in writing with emotion. --<br/>Flow and Readability. --<br/>Write hot. Edit cold. --<br/>Pretend your brand is arriving at a party. --<br/>Don’t have a “pre-ramble.” --<br/>Never, ever, not even once, or even just a little bit, ever use exclamation points anywhere, ever. --<br/>Never use fake names in a headline (or anywhere else, for that matter). --<br/>Vary your sentence length and pacing. --<br/>Once you lay your sentences down, spackle between the joints. --<br/>Break your copy into short paragraphs. --<br/>When you’re done writing the copy, read it aloud. --<br/>When you’ve finished writing something, go back and cut it by a third. --<br/>An idea isn’t finished until it leads the customer somewhere. --<br/>Proofread your own work. --<br/>If you have to have one, make your tagline an anthem. --<br/>Chapter 6 The Virtues of Simplicity: or, Why it’s Hard to Pound in a Nail Sideways. --<br/>Make sure the fuse on your idea isn’t too long or too short. --<br/>Simple has stopping power. --<br/>Simple is bigger. --<br/>Simple breaks through clutter. --<br/>Keep paring away until you have the essence of your idea. --<br/>A Few Words About Outdoor. (Few Being the Key Word.) --<br/>Billboards and posters force you to be simple. --<br/>Outdoor’s super-power: Size. --<br/>Digital technology is also changing outdoor. --<br/>As long as we’re talking about OOH, WTF is “new media”? --<br/>In this medium, your ideas must delight people. --<br/>Chapter 7 Why is The Bad Guy Always More Interesting?: Storytelling, Conflict, and Brand Platforms. --<br/>Brand Platforms: The Mother of Stories. --<br/>Campaigns versus platforms. --<br/>Platforms are ideas that create ideas. --<br/>Think of a campaign as a movie and a platform as a Hollywood franchise. --<br/>Two signs you have a platform: It fits on a sticky note and it starts talking and won’t shut up. --<br/>Truth + conflicts = platform. --<br/>Nonlinear Storytelling. --<br/>Chapter 8 Rewiring your Brain: Chasing Ideas and Making Big Creative Leaps. --<br/>Why solve problems when finding problems is way cooler? --<br/>How might we? --<br/>Tom Monahan’s wonderful exercise: Ask a better question. --<br/>Try rewriting the brief’s key message as a key question. --<br/>Monahan’s Intergalactic Thinking. --<br/>Getting to big ideas by creating hashtags. --<br/>Chapter 9 Viral, Naughty, and Rong®: Getting Noticed, Getting Talked About. --<br/>The Art of Being Rong. --<br/>Start by questioning everything. --<br/>Rong means going 180 against common sense. --<br/>“Will people talk about this idea?” --<br/>“Are you sure they’ll even let us do this idea?” --<br/>What is the “press release” of your idea? --<br/>What makes an idea contagious? --<br/>Try doing something Rong with the medium. --<br/>Try changing the product or make a new one. --<br/>Advice on working way out past the edge. --<br/> “Love, Honor, and Obey Your Hunches.” --<br/>Build a Small, Cozy Fire with The Rule Books. Start with This One. --<br/>Chapter 10 Advertising 2.0: Moving from Analog Into Digital. --<br/>Where Advertising is Going. --<br/>It’s less about messaging and more about content. --<br/>It’s less about what brands say and more about what they do. --<br/>It’s less about messaging and more about experiences. --<br/>It’s less about trying to make people want stuff and more about making stuff people want. --<br/>It’s less about keeping up with a marketing schedule and more about keeping up with culture. --<br/>It’s less about talking at customers and more about talking with them. --<br/>The new ideas don’t just fill media spaces. They create them, even hijack them. --<br/>The new ideas are shareable and participatory. --<br/>The new ideas combine art, copy, and technology. --<br/>Almost everything in advertising is changing. That includes the creative briefs. --<br/>Everything is media. --<br/>Chapter 11 Make the Idea Bigger, Not the Logo: or, Why Branded Content is More Interesting than Advertising. --<br/>Show Level The hard part: Come up with something that works from both an entertainment and a marketing perspective. --<br/>Think like a publisher. --<br/>Done beats perfection. Lean toward action. --<br/>Tell stories with data. --<br/>Use “do-invite-capture-share” to get customers to create branded content for you. --<br/>Create Brand Experiences. --<br/>Chapter 12 Concepting for the Hive Mind: Creating Buzz with Social Marketing. --<br/>Mastering Good Social Media Practices. --<br/>The prime directive: Be interesting, entertaining, or useful. --<br/>Knowing who your customer is one thing. Understanding communities is another. --<br/>Start by listening. --<br/>Map out a conversation strategy. --<br/>Post stuff that helps boost a follower’s “social currency.” --<br/>Clearly establish what the user/viewer is getting out of the interaction. What is the payoff? --<br/>Speak to the community’s influencers. --<br/>Connect people to one another. --<br/>Experiment constantly and build on what works. --<br/>Leverage the different technologies available in each social platform. --<br/>Understand how to use hashtags. --<br/>Involve users and let people cocreate. --<br/>Be a person, not a corporate bot. --<br/>Advice from Two Experts. --<br/>“Mobile first. Behavior driven.” --<br/>Create a content ecosystem. --<br/>Examples of Great Social Campaigns and Some General Advice. --<br/>Arby’s on TikTok. --<br/>Two Instagram examples. --<br/>Two Facebook examples. --<br/>Some final thoughts. --<br/>Chapter 13 Everything that Can be Digital, Will be: Creative Techs, Developers, and the Mobile Future. --<br/>Creative Techs and Digital Developers. --<br/>Like everything else in advertising, creative tech starts with the customer. --<br/>Creative technologists design user experiences. --<br/>Brand experiences can be immersive. --<br/>Build things out of connected devices. --<br/>Always be inventing. --<br/>If Desktop Internet is Diving, Mobile is Snorkeling. --<br/>Leverage mobile functions to create cool ideas. --<br/>Web-based and native apps. --<br/>Mobile ads. --<br/>Chapter 14 Stopping People from Going to the Bathroom: Some Advice on Television and Video. --<br/>If your idea isn’t great, no amount of production will save it. --<br/>Can you make the imagery do all the work? --<br/>Find one great image and build story into or out of it. --<br/>Think simple. --<br/>Think in terms of story. --<br/>A good video should entertain throughout its entire length. --<br/>Solve the last five seconds. --<br/>Concept for one screen, design for big screens, and optimize for small. --<br/>Don’t show what you’re saying, or say what you’re showing. --<br/>Write sparely. --<br/>For videos under 15 seconds, do you have to write anything? --<br/>Chapter 15 Creative Mind Versus Monkey Mind: Or, Managing Time, Energy, Panic, and your Creative Mind. --<br/>What to Do When you’re Stuck. --<br/>First of all, being stuck is a good sign. --<br/> “Start from where you are.” --<br/>If you’re stuck, relax. --<br/>Leave the office and work somewhere else. --<br/>Change something. Anything. --<br/>Blow up everything. Start over. --<br/>Stay off the stinkin’ computer. --<br/>What does the ad want to say? --<br/>Go to the store where they sell the stuff. --<br/>Go to a bookstore and study books on your subject. --<br/>Ask your creative director for help. --<br/>Get more product information. --<br/>It helps to work on several projects at once. --<br/>Don’t burn up energy trying to force something to work. --<br/>Be patient. --<br/>Learn to enjoy the process, not just the finished work. --<br/>Remember, you aren’t saving lives. --<br/>Chapter 16 Pecked to Death by Ducks: Presenting and Protecting your Work. --<br/>Presenting the Work. --<br/>Learn the client’s corporate culture. --<br/>Present your own work. --<br/>Practice selling your campaign before you go in to present. --<br/>Don’t try to memorize a speech. --<br/>Don’t be slick. Clients hate slick. --<br/>Keep your “pre-ramble” to an absolute minimum. Dive right in. --<br/>Talk slowly. --<br/>Don’t hand out materials before you present. --<br/>Don’t present your campaign as “risk-taking work.” --<br/>Before you unveil your stuff, don’t assure the client “you’re going to love this.” --<br/>Never show a client work you don’t want them to buy. --<br/>Conversely, don’t leave your best work on the agency floor. --<br/>At the presentation, don’t just sit there. --<br/> “They may be right.” --<br/>Listening doesn’t mean saying “yes.” --<br/>Choose your battles carefully. --<br/>Show Level Creative Testing: be Afraid. be Very Afraid. --<br/>In advertising, research isn’t science. --<br/>Testing sketches of ideas doesn’t work. --<br/>Science cannot breathe life into something. Dr. Frankenstein already tried this. --<br/>Show Level Protecting your Work. --<br/>Base your defense on strategy. --<br/>Do not try to solve the problem in the meeting. --<br/>Somebody asks to cram more stuff into the idea. --<br/>Somebody says, “Negative approaches are wrong.” --<br/>Somebody asks, “Why are we wasting 25 seconds of our TV spot entertaining people?” --<br/>The best defense: Educate clients with examples of great advertising. --<br/>Outlast the objections. --<br/>Show Level Picking up the Pieces. --<br/>There’s always another idea. --<br/>Once work is approved, don’t lose vigilance. --<br/>Don’t get depressed when work is killed. --<br/>After you’ve totaled a car, you can still salvage stuff out of the trunk. --<br/>If you’re not producing agency work, do freelance. --<br/>Keep a file of great dead ideas. --<br/>Chapter 17 Just Start World War Iii: What it Takes to Get Into the Business.<br/>The Work. --<br/>Come up with monstrous ideas, not just monstrous ads. --<br/>Do not show just ads. Show mind-roasting campaign ideas executed in a variety of media. --<br/> “Show me an original voice.” --<br/>Now is not the time to play it safe. --<br/>Nor is this the time to be clueless and naive. --<br/>Round out your portfolio with a variety of goods and services. --<br/>Your portfolio should show a variety of styles. --<br/>Whatever you make, make it way better than it has to be made. --<br/>Your portfolio has to have strong digital or interactive ideas. --<br/>Don’t do an app, unless... --<br/>Client work that’s been produced isn’t a good enough reason to have it in your book. --<br/>Nobody expects your first book to include TV commercials. --<br/>If you’re looking to land a copywriter’s position, show some writing, for Pete’s sake. --<br/>Just before you put the final book together, cut everything that isn’t great. --<br/>Show Level Putting your Website Together. --<br/>The two prime directives: Speed and clarity. --<br/>Put name and your job title at the top somewhere. --<br/>Give special love and attention to your “About Me” section. --<br/>Think about the order in which you want your work to appear. --<br/>Put a one-sentence setup in front of each campaign. --<br/>Use videos sparingly and only if they’re the fastest way to show an idea. --<br/>Show Level Taking your Show on the Road. --<br/>Do a clean, simple resumé. --<br/>Learn how to use LinkedIn. --<br/>Prepare your search strategy. --<br/>“Networking.” --<br/>Attend industry events. --<br/>Establish a phone or an email relationship with someone working at the agency. --<br/>Study the people and the agency before every interview. --<br/>Deciding between big and small agencies. --<br/>Show Level The Interview. --<br/>Okay, first thing. It’s probably a pretty good idea to show up for your interview on time. --<br/>In the interview, don’t just sit there. --<br/>Before you start, ask if they’d like running commentary from you or not. --<br/>Be ready to speak with precision about every piece in your portfolio. --<br/>Show your ability to think strategically. --<br/>Trust your instincts. --<br/>Relax. Ask some questions. --<br/>Have an opinion. --<br/>Offer to do the grunt work, the jobs nobody wants. --<br/>Let your readiness to work like crazy come off you in waves. --<br/>If you’re willing to freelance, let ’em know. --<br/>A few days after the interview, send a thank-you note. On paper. --<br/>If you can’t get into the creative department, get into the agency. --<br/>How to talk about money. --<br/>Waiting for the phone to ring. --<br/>Don’t choose an agency based on the salary they offer. --<br/>Take a job wherever you can and work hard. --<br/> “Interns? Cleanup in aisle three, please.” --<br/>Show Level Use your Creativity for Good. --<br/>Don’t check your morals at the door. --<br/>You have a choice on the brands you will work for. --<br/>Some Final Thoughts. --<br/>Once you land a job, stick with it a while. --<br/>Don’t let advertising mess up your life. --<br/>Don’t underestimate yourself. --<br/>Don’t overestimate yourself. --<br/>Chapter 18 Advertising: The Most Fun you Can Have with your Clothes on: is This a Great Business or What? --<br/>Stay Humble. --<br/>suggested Reading --<br/>Bibliography --<br/>Notes --<br/>Chapter 1: A Brief History of Why Everybody Hates Advertising --<br/>Chapter 2: The Creative Process --<br/>Chapter 3: Tell the Truth and Run --<br/>Chapter 4: A Controlled Daydream --<br/>Chapter 5: Brevity is the Soul of Wit --<br/>Chapter 6: The Virtues of Simplicity --<br/>Chapter 7: Why is the Bad Guy Always More Interesting? --<br/>Chapter 8: Rewiring your Brain --<br/>Chapter 9: Viral, Naughty, and Rong® --<br/>Chapter 10: Advertising 2.0 --<br/>Chapter 11: Make the Idea Bigger, Not the Logo --<br/>Chapter 12: Concepting for the Hive Mind --<br/>Chapter 13: Everything than Can Be Digital, Will Be --<br/>Chapter 14: Stopping People from Going to the Bathroom --<br/>Chapter 15: Creative Mind Versus Monkey Mind --<br/>Chapter 16: Pecked to Death by Ducks --<br/>Chapter 17: A Good Portfolio, or A Crowbar --<br/>Chapter 18: Advertising: The Most Fun you Can Have with your Clothes On --<br/>Acknowledgments --<br/>About the Author --<br/>Look for Online Hey Whipple Advertising Courses. --<br/>Also by Luke Sullivan --<br/>“The Shining... but Funnier.” --<br/>Index --<br/>EULA --<br/>
520 ## - SUMMARY, ETC.
Summary, etc. "Hey Whipple, Squeeze This, has helped generations of young creatives in advertising make their mark in the field. The lessons about writing and art direction contained in 5 previous editions of Whipple are still relevant. Creativity is still king. But students of the craft now need additional guidance to ply their craft in a digital-first world. This edition contains important new chapters and updates that explain how to create great advertising in any format, including viral video content for YouTube and TikTok, content-marketing, social media, digital campaigns, as well as traditional television, radio, print and outdoor ads"--
Assigning source Provided by publisher.
590 ## - LOCAL NOTE (RLIN)
Local note Added to collection customer.56279.3
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Advertising copy.
Topical term or geographic name entry element Business and economics
9 (RLIN) 206142
General subdivision Advertising and Promotion
655 #4 -
Genre/form data or focus term Electronic books.
856 40 - ELECTRONIC LOCATION AND ACCESS
Materials specified EBSCOhost
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Link text Acceso Remoto
Materials specified EBSCOhost
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Link text Acceso en el Campus PUCPR
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Library of Congress Classification
Koha item type Libro Electrónico CARIBET
Classification part HF5825
Call number prefix Electrónico
Call number suffix S88 2016
Existencias
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Home library Current library Shelving location Date acquired Source of acquisition Cost, normal purchase price Total Checkouts Full call number Barcode Date last seen Copy number Price effective from Koha item type
    Library of Congress Classification     CARIBET Biblioteca Arquitectura CARIBET Biblioteca Arquitectura Libros Electrónicos CARIBET 16/06/2022 EBSCO Publishing 49.00   Electrónico HF5825 S88 2016 caribet298610 23/06/2022 1 23/06/2022 Libro Electrónico CARIBET
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