Presenting a consistent image over time through the UK’s famously trivialising, variety-seeking, sceptical and antagonistic media is not easy for any organisation.
Young generations of Europeans apparently show little interest in politics. We don’t trust politicians and in most pre-election polls in Europe, young people generally express the view that voting will have no impact on their daily lives.
Few events cause more disruption to an organisation’s status quo than a crisis.
In this Age of Information, where competing facts and figures, opinions and appeals bombard us from all directions, one form of storytelling helps cut through the noise.
Launched only 48 hours after Russian troops took control of vital installations across the Crimean peninsula in March, the Ukraine Crisis Media Centre (www.uacrisis.org) was set up by a volunteer team of commu
Companies are today being challenged to engage with stakeholders that do not fit the traditional template of investors, customers, employees and business contacts.
Gamification is by now a tried and trusted technique to engage audiences, whether customers or employees, in brand-building or marketing activities.
Since its roots in the 1980s as an environmental report published by chemical companies with image problems, the corporate sustainability report has evolved into a uniquely telling document.
Do you trust your employees? Do you trust them enough to allow them to work from home?
The 2007 annual report by the BMW Group is a sleek, elegant affair.
Smart black text and minimalist graphs are precisely set on cool, white pages, illustrated by carefully-selected glossy images of their acclaimed cars.