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  <titleInfo>
    <title>Hey whipple, squeeze this</title>
    <subTitle>the classic guide to creating great advertising</subTitle>
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    <namePart>Sullivan, Luke</namePart>
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  <abstract>"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"--</abstract>
  <tableOfContents>Chapter 1 A Brief Historyof Why EverybodyHates Advertising: And why you should try to get a job there. --
The 1950S: When Even X-Acto Blades Were Dull. --
“What?! We Don’t Have to Suck?!” --
 The Empire Strikes Back. --
 Portrait of The Artist as A Young Hack. --
Chapter 2 The Creative Process: or, Why It’s Impossible to Explain What We Do to Our Parents. --
Why Nobody Ever Chooses Brand X. --
Staring at Your Partner’s Shoes. --
Why The Creative Process is Exactly Like Washing a Pig. --
 “The Sudden Cessation of Stupidity.” --
It’s All About The Benjamins. --
Brand = Adjective. --
Simple = Good. --
Chapter 3 Tell the Truth and Run: Saying the Right Thing the Right Way. --
Authority Gets Replaced with Fake. --
To Thine Own Brand, Be True. --
 “Embracing the Suck.” --
Some Thoughts on Messaging. --
Start with a central human truth. --
What is the emotion at the center of the brand? --
Research your Brand, its Customers, and its Competition. --
Get to know the client’s customers as well as you can. --
Listen to customers talk. --
Imagine a day in the life of your customer. --
Develop a deep understanding of the client’s business. --
Examine the current positioning of the product or brand. --
Study your client’s previous work. --
Ask yourself what would make you want the product. --
Whenever you can, go for an absolute. --
Try to make your message incontestable. --
Try the competitor’s product. --
Look at the competitors’ advertising. --
Three Final Notes on Strategy. --
Insist on a simple strategy. --
Insist on a precise strategy. --
Insist on a relevant strategy. --
Remember: You have two problems to solve: the client’s and yours. --
Two Models for Strategy and Messaging. --
Chapter 4 A Controlled Daydream: Concepting: Coming up with Ideas. --
Get Something, Anything, on Paper. --
Just start. --
First, say it straight. Then say it great. --
Create a word and image list. --
Dig shallow holes everywhere. --
Allow yourself to come up with really terrible ideas that are no good at all. --
Work fast. Fail faster. --
Interpret the problem using different mental processes. --
Think it through before you settle for the ol’ exaggeration thing. --
Go in the opposite direction. --
Spend some time away from your partner, thinking on your own. --
Share your ideas with your partner, especially the kinda dumb ones. --
Allow your partner to come up with terrible ideas. Don’t play devil’s advocate. --
Let your subconscious mind do it. --
Low-hanging fruit, the barren wasteland, and eureka. --
A Few Words About Pictures. --
Can the solution be entirely visual? --
Can your brand own something visual? --
Coax an interesting visual out of your product or its benefit. --
Get the visual clichés out of your system right away. --
Metaphors must’ve been invented for advertising. --
Remember, something has to dominate the page. --
“Do I want to write a letter or send a postcard?” --
Can you use the physical environment as your visual? --
Show, don’t tell. --
Avoid style. Focus on substance. --
Chasing a Campaign Idea. --
Pick a small customer contact point and then think big. --
Once you get on a streak, ride it. --
Make sure every piece in the campaign makes sense all by itself. --
Work. Don’t talk. Work. --
Come up with a lot of ideas. Cover the wall. --
Write hot. Edit cold. --
Review all the ideas so far and look for patterns. --
Patterns are campaigns trying to come to life. --
Be objective. --
Big ideas transcend strategy. --
Don’t keep runnin’ after you catch the bus. --
Remember: Always show babies or puppies. --
Chapter 5 Brevity Is The Soul of Wit: The Art of Copywriting. --
Have a Writing Process. --
Stay off the stinkin’ computer. Use a pencil and a pad of paper. --
Create a word and idiom list. --
Get puns out of your system right away. --
Draw a square on the page and fill it with something interesting. --
First say it straight, then say it great. --
If your ad, billboard, or banner is just a headline, make it a great headline. --
Try being half-rational, half-random. --
Don’t just start writing headlines willy-nilly. Break it down: Do willy first, then move on to nilly. --
If the idea needs a headline, write 100. --
Show Level The Architecture of Ideas. --
“A smile in the mind.” --
The paraprosdokian and the parallelism: Tension and release in a sentence. --
Tension and release in an idea. --
The clever-headline, straight-visual “rule.” --
Show Level Voice and Tone. --
Write like you’d talk if you were the brand. --
Or pretend you’re writing a letter. --
At the same time, remember to write like people talk. --
On writing brand manifestos. --
Listen to stand-up comedians talk about your product, brand, or its category. --
Don’t set out to be funny. Set out to be interesting. --
Before we break for coffee, a short master course in writing with emotion. --
Flow and Readability. --
Write hot. Edit cold. --
Pretend your brand is arriving at a party. --
Don’t have a “pre-ramble.” --
Never, ever, not even once, or even just a little bit, ever use exclamation points anywhere, ever. --
Never use fake names in a headline (or anywhere else, for that matter). --
Vary your sentence length and pacing. --
Once you lay your sentences down, spackle between the joints. --
Break your copy into short paragraphs. --
When you’re done writing the copy, read it aloud. --
When you’ve finished writing something, go back and cut it by a third. --
An idea isn’t finished until it leads the customer somewhere. --
Proofread your own work. --
If you have to have one, make your tagline an anthem. --
Chapter 6 The Virtues of Simplicity: or, Why it’s Hard to Pound in a Nail Sideways. --
Make sure the fuse on your idea isn’t too long or too short. --
Simple has stopping power. --
Simple is bigger. --
Simple breaks through clutter. --
Keep paring away until you have the essence of your idea. --
A Few Words About Outdoor. (Few Being the Key Word.) --
Billboards and posters force you to be simple. --
Outdoor’s super-power: Size. --
Digital technology is also changing outdoor. --
As long as we’re talking about OOH, WTF is “new media”? --
In this medium, your ideas must delight people. --
Chapter 7 Why is The Bad Guy Always More Interesting?: Storytelling, Conflict, and Brand Platforms. --
Brand Platforms: The Mother of Stories. --
Campaigns versus platforms. --
Platforms are ideas that create ideas. --
Think of a campaign as a movie and a platform as a Hollywood franchise. --
Two signs you have a platform: It fits on a sticky note and it starts talking and won’t shut up. --
Truth + conflicts = platform. --
Nonlinear Storytelling. --
Chapter 8 Rewiring your Brain: Chasing Ideas and Making Big Creative Leaps. --
Why solve problems when finding problems is way cooler? --
How might we? --
Tom Monahan’s wonderful exercise: Ask a better question. --
Try rewriting the brief’s key message as a key question. --
Monahan’s Intergalactic Thinking. --
Getting to big ideas by creating hashtags. --
Chapter 9 Viral, Naughty, and Rong®: Getting Noticed, Getting Talked About. --
The Art of Being Rong. --
Start by questioning everything. --
Rong means going 180 against common sense. --
“Will people talk about this idea?” --
“Are you sure they’ll even let us do this idea?” --
What is the “press release” of your idea? --
What makes an idea contagious? --
Try doing something Rong with the medium. --
Try changing the product or make a new one. --
Advice on working way out past the edge. --
 “Love, Honor, and Obey Your Hunches.” --
Build a Small, Cozy Fire with The Rule Books. Start with This One. --
Chapter 10 Advertising 2.0: Moving from Analog Into Digital. --
Where Advertising is Going. --
It’s less about messaging and more about content. --
It’s less about what brands say and more about what they do. --
It’s less about messaging and more about experiences. --
It’s less about trying to make people want stuff and more about making stuff people want. --
It’s less about keeping up with a marketing schedule and more about keeping up with culture. --
It’s less about talking at customers and more about talking with them. --
The new ideas don’t just fill media spaces. They create them, even hijack them. --
The new ideas are shareable and participatory. --
The new ideas combine art, copy, and technology. --
Almost everything in advertising is changing. That includes the creative briefs. --
Everything is media. --
Chapter 11 Make the Idea Bigger, Not the Logo: or, Why Branded Content is More Interesting than Advertising. --
Show Level The hard part: Come up with something that works from both an entertainment and a marketing perspective. --
Think like a publisher. --
Done beats perfection. Lean toward action. --
Tell stories with data. --
Use “do-invite-capture-share” to get customers to create branded content for you. --
Create Brand Experiences. --
Chapter 12 Concepting for the Hive Mind: Creating Buzz with Social Marketing. --
Mastering Good Social Media Practices. --
The prime directive: Be interesting, entertaining, or useful. --
Knowing who your customer is one thing. Understanding communities is another. --
Start by listening. --
Map out a conversation strategy. --
Post stuff that helps boost a follower’s “social currency.” --
Clearly establish what the user/viewer is getting out of the interaction. What is the payoff? --
Speak to the community’s influencers. --
Connect people to one another. --
Experiment constantly and build on what works. --
Leverage the different technologies available in each social platform. --
Understand how to use hashtags. --
Involve users and let people cocreate. --
Be a person, not a corporate bot. --
Advice from Two Experts. --
“Mobile first. Behavior driven.” --
Create a content ecosystem. --
Examples of Great Social Campaigns and Some General Advice. --
Arby’s on TikTok. --
Two Instagram examples. --
Two Facebook examples. --
Some final thoughts. --
Chapter 13 Everything that Can be Digital, Will be: Creative Techs, Developers, and the Mobile Future. --
Creative Techs and Digital Developers. --
Like everything else in advertising, creative tech starts with the customer. --
Creative technologists design user experiences. --
Brand experiences can be immersive. --
Build things out of connected devices. --
Always be inventing. --
If Desktop Internet is Diving, Mobile is Snorkeling. --
Leverage mobile functions to create cool ideas. --
Web-based and native apps. --
Mobile ads. --
Chapter 14 Stopping People from Going to the Bathroom: Some Advice on Television and Video. --
If your idea isn’t great, no amount of production will save it. --
Can you make the imagery do all the work? --
Find one great image and build story into or out of it. --
Think simple. --
Think in terms of story. --
A good video should entertain throughout its entire length. --
Solve the last five seconds. --
Concept for one screen, design for big screens, and optimize for small. --
Don’t show what you’re saying, or say what you’re showing. --
Write sparely. --
For videos under 15 seconds, do you have to write anything? --
Chapter 15 Creative Mind Versus Monkey Mind: Or, Managing Time, Energy, Panic, and your Creative Mind. --
What to Do When you’re Stuck. --
First of all, being stuck is a good sign. --
 “Start from where you are.” --
If you’re stuck, relax. --
Leave the office and work somewhere else. --
Change something. Anything. --
Blow up everything. Start over. --
Stay off the stinkin’ computer. --
What does the ad want to say? --
Go to the store where they sell the stuff. --
Go to a bookstore and study books on your subject. --
Ask your creative director for help. --
Get more product information. --
It helps to work on several projects at once. --
Don’t burn up energy trying to force something to work. --
Be patient. --
Learn to enjoy the process, not just the finished work. --
Remember, you aren’t saving lives. --
Chapter 16 Pecked to Death by Ducks: Presenting and Protecting your Work. --
Presenting the Work. --
Learn the client’s corporate culture. --
Present your own work. --
Practice selling your campaign before you go in to present. --
Don’t try to memorize a speech. --
Don’t be slick. Clients hate slick. --
Keep your “pre-ramble” to an absolute minimum. Dive right in. --
Talk slowly. --
Don’t hand out materials before you present. --
Don’t present your campaign as “risk-taking work.” --
Before you unveil your stuff, don’t assure the client “you’re going to love this.” --
Never show a client work you don’t want them to buy. --
Conversely, don’t leave your best work on the agency floor. --
At the presentation, don’t just sit there. --
 “They may be right.” --
Listening doesn’t mean saying “yes.” --
Choose your battles carefully. --
Show Level Creative Testing: be Afraid. be Very Afraid. --
In advertising, research isn’t science. --
Testing sketches of ideas doesn’t work. --
Science cannot breathe life into something. Dr. Frankenstein already tried this. --
Show Level Protecting your Work. --
Base your defense on strategy. --
Do not try to solve the problem in the meeting. --
Somebody asks to cram more stuff into the idea. --
Somebody says, “Negative approaches are wrong.” --
Somebody asks, “Why are we wasting 25 seconds of our TV spot entertaining people?” --
The best defense: Educate clients with examples of great advertising. --
Outlast the objections. --
Show Level Picking up the Pieces. --
There’s always another idea. --
Once work is approved, don’t lose vigilance. --
Don’t get depressed when work is killed. --
After you’ve totaled a car, you can still salvage stuff out of the trunk. --
If you’re not producing agency work, do freelance. --
Keep a file of great dead ideas. --
Chapter 17 Just Start World War Iii: What it Takes to Get Into the Business.
The Work. --
Come up with monstrous ideas, not just monstrous ads. --
Do not show just ads. Show mind-roasting campaign ideas executed in a variety of media. --
 “Show me an original voice.” --
Now is not the time to play it safe. --
Nor is this the time to be clueless and naive. --
Round out your portfolio with a variety of goods and services. --
Your portfolio should show a variety of styles. --
Whatever you make, make it way better than it has to be made. --
Your portfolio has to have strong digital or interactive ideas. --
Don’t do an app, unless... --
Client work that’s been produced isn’t a good enough reason to have it in your book. --
Nobody expects your first book to include TV commercials. --
If you’re looking to land a copywriter’s position, show some writing, for Pete’s sake. --
Just before you put the final book together, cut everything that isn’t great. --
Show Level Putting your Website Together. --
The two prime directives: Speed and clarity. --
Put name and your job title at the top somewhere. --
Give special love and attention to your “About Me” section. --
Think about the order in which you want your work to appear. --
Put a one-sentence setup in front of each campaign. --
Use videos sparingly and only if they’re the fastest way to show an idea. --
Show Level Taking your Show on the Road. --
Do a clean, simple resumé. --
Learn how to use LinkedIn. --
Prepare your search strategy. --
“Networking.” --
Attend industry events. --
Establish a phone or an email relationship with someone working at the agency. --
Study the people and the agency before every interview. --
Deciding between big and small agencies. --
Show Level The Interview. --
Okay, first thing. It’s probably a pretty good idea to show up for your interview on time. --
In the interview, don’t just sit there. --
Before you start, ask if they’d like running commentary from you or not. --
Be ready to speak with precision about every piece in your portfolio. --
Show your ability to think strategically. --
Trust your instincts. --
Relax. Ask some questions. --
Have an opinion. --
Offer to do the grunt work, the jobs nobody wants. --
Let your readiness to work like crazy come off you in waves. --
If you’re willing to freelance, let ’em know. --
A few days after the interview, send a thank-you note. On paper. --
If you can’t get into the creative department, get into the agency. --
How to talk about money. --
Waiting for the phone to ring. --
Don’t choose an agency based on the salary they offer. --
Take a job wherever you can and work hard. --
 “Interns? Cleanup in aisle three, please.” --
Show Level Use your Creativity for Good. --
Don’t check your morals at the door. --
You have a choice on the brands you will work for. --
Some Final Thoughts. --
Once you land a job, stick with it a while. --
Don’t let advertising mess up your life. --
Don’t underestimate yourself. --
Don’t overestimate yourself. --
Chapter 18 Advertising: The Most Fun you Can Have with your Clothes on: is This a Great Business or What? --
Stay Humble. --
suggested Reading --
Bibliography --
Notes --
Chapter 1: A Brief History of Why Everybody Hates Advertising --
Chapter 2: The Creative Process --
Chapter 3: Tell the Truth and Run --
Chapter 4: A Controlled Daydream --
Chapter 5: Brevity is the Soul of Wit --
Chapter 6: The Virtues of Simplicity --
Chapter 7: Why is the Bad Guy Always More Interesting? --
Chapter 8: Rewiring your Brain --
Chapter 9: Viral, Naughty, and Rong® --
Chapter 10: Advertising 2.0 --
Chapter 11: Make the Idea Bigger, Not the Logo --
Chapter 12: Concepting for the Hive Mind --
Chapter 13: Everything than Can Be Digital, Will Be --
Chapter 14: Stopping People from Going to the Bathroom --
Chapter 15: Creative Mind Versus Monkey Mind --
Chapter 16: Pecked to Death by Ducks --
Chapter 17: A Good Portfolio, or A Crowbar --
Chapter 18: Advertising: The Most Fun you Can Have with your Clothes On --
Acknowledgments --
About the Author --
Look for Online Hey Whipple Advertising Courses. --
Also by Luke Sullivan --
“The Shining... but Funnier.” --
Index --
EULA --
</tableOfContents>
  <note type="statement of responsibility">Luke Sullivan.</note>
  <note>Electronic book.</note>
  <subject authority="lcsh">
    <topic>Advertising copy</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Business and economics</topic>
    <topic>Advertising and Promotion</topic>
  </subject>
  <classification authority="lcc">HF5825  S88 2016</classification>
  <classification authority="ddc" edition="23">659.13/2</classification>
  <identifier type="isbn">1119819733</identifier>
  <identifier type="isbn">9781119819738</identifier>
  <identifier type="isbn">9781119819691</identifier>
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