Tagged with "| 11th Screen"

What Children can Teach us About Simplicity, Intuition & Curiosity

It is simple – if you want to make a touch screen anything, for it to be successful, the experience must be intuitive. And if you want to make it intuitive, here’s a few suggestions:

1. Look at what Apple has done

2. Look at your mobile device(s)

3. Look at your favorite websites

4. Watch children interact with them

That’s right. Children. The key to making successful touch screen experiences might just lie in the children.

Watch how my daughter (6) works through this experience that we came across at the Dallas Zoo:

And, now, watch how my son (3) works through the same experience:

Both, intuitively know what to do – press a picture or a button. In my daughter’s case (who has had computer training), her first instinct is to look for the pointer and drag it to the button or picture. Im my son’s case (who has only had phone/iPad training), his first instinct is to press the colorful thing(s) on the screen. This particular experience was laid out in a very simple format and flow. Simplicity certainly helps.

I found it interesting that they both instantly wanted to interact with these screens. I did see a few adults interacting with the screens, but the children that I saw just wanted to touch it and play with it. I think they might liken anything touch screen to games, but their curiosity drives their wish to interact.

Isn’t it funny that our curiosity becomes much more selective as we grow older, specifically around new technology? How can we capture the curiosity of a child for an everyday, grown-up experience? We have to continue getting creative, continue pushing. But we also need to get back to basics and create things that are simple and intuitive.

Easy Encourages and Effects Engagement

Easy Encourages and Effects Engagement

I just got an iPhone and it’s awesome. Before this, I had a Droid 2. Before that, I had an HTC something or other and before that, I had a 1st generation Blackberry Storm. All this over the past 5 years.

In a matter of a couple of days, since I’ve had the iPhone, my mobile usage behavior has undergone what I would call a profound change. I’ve always been able to access more with each of my phones, and with each evolution, a little bit more and a little bit easier. It’s been a fairly steady progression since I’ve operated on all-things-other-than-iPhone. But a very rapid progression in the last couple of days. And it’s not necessarily that I’ve done SO much more than I used to; rather, if my behavior thus far (which is different, for sure) is an indication of how I will now operate in the real and virtual world, I know it’s going to be drastically different.

I can sense that the most profound change will be how I connect. With people. With products. With things. I’m not talking about connecting through features like texting (although as a caveat, my mom, a normal Baby Boomer mom – her behavior completely changed when she got her iPhone. She texts now more than ever and even that change, is a profound one when you’re talking about communications.), I’m talking about connecting through features like seamless integration into social networks and all the apps you could ever want and rich content like photo and video. Everything is just so easy.

And here’s the thing about easy – easy is an encourager. Easy makes you want to engage and explore and do things differently. It’s all about ease of use when you’re talking about adopting any sort of emerging technology.

Like any forms of interactive out-of-home.

If those who are creating ads or materials or experiences for out-of-home recognize the profound power of mobile devices – particularly the best mobile devices of today (because they will be the standard for everyone in the not-so-distant-future) – and how easy they make things, and what that could do for deeper engagement, what out-of-home is today will look drastically different in that not-so-distant-future.

When We’ll Really Get to “Interactive” Out-of-Home

In order for us to really get to the point of interacting with the places and things around us, 2 things need to happen:

1. The technology has to be there. We’re getting closer and closer every day where those things that were previously not “on” are so now.

2. People have to be comfortable using it on that scale. On any given regular day, how many times do you see someone interacting with a poster or a billboard or a kiosk? Unless it’s an ATM, I don’t. Despite how far we’ve come in a short amount of time (read: mobile), we’re still uncomfortable with any new technology, particularly when it’s out in public spaces.

But we’re not far off.

Look no further than this:

McDonalds digital playground

The digital playground. For the generation growing up right now. Their world is shaped by technology. If they’re not carrying it around by the time they’re 8, they have it at their fingertips. In schools. At homes. On playgrounds.

In short order, the technology will be there. Also in short order, the comfort, familiarity, and even more, expectation will be that of a world turned “on” by those who live, work and play in it everyday.

If you have children or just observe, look at what they’re doing sometime, especially out in the public. Chances are, you’ll see some sort of technology at their fingertips. Like it or not, this is the world they know. Like it or not, this is the world they will expect. And like it or not, this is the world that technology will give them.

Soon. Very soon.

 

Apple’s Influence on Digital/Interactive Out-of-Home

Pirate Apple

Apple has and will continue to singlehandedly shape the future of digital (and interactive) out-of-home.

  • They have redefined mobility.
  • They have created devices that take the intimidation out of touch and gesture. And made them accessible to the average consumer.
  • They have enabled thousands of independent developers to create content for native mobile devices.
  • They have created a personal expectation that we can have what we want when we want it.
  • They have made little bitty boxes that run powerful programs on most any display.
  • They have set the standard in interface design and functionality.
  • And now, they’re introducing the idea of always-accessible voice recognition and memory.

 

They have fundamentally changed the way that people interact with content and technology, the two core components of digital/interactive out-of-home.

So, if you’re a creative, a technologist, a developer, a strategist, a network operator – whatever you are – and you’re trying to figure out this or that for your digital/interactive screen, look no further than the phone in your pocket or the tablet in your bag or the computer on your desk.

 

Photo credit: UsingMac.com

3 Simple Lessons for any Interactive (Out-of-Home) Experience

I was in Seattle last week and walked into a restaurant and saw this:

Butterfly QR Code

It was large and in-charge, the only thing to look at in the bar area. The piece, as a whole, is striking with that blue butterfly.

Then, you see the big QR code.

I was the only one in the restaurant at the time so I didn’t feel awkward standing in front of the image, pointing my phone at the QR code and taking a picture of it.

Problem was, the QR code would not register with my reader (and I have a very sensitive reader).  It didn’t work. After repeated attempts.

Lesson #1 for any interactive (especially “Out-of-Home”) experience – make sure it works.

Lesson #2 – if you put something up that looks actionable, make it so.

Lesson #3 – compelling visuals (in this case, the butterfly) makes for a compelling experience. I really wanted to see what was behind the code because I was so captivated by the butterfly.

In this case, the creative drew me in, made me stop, and took my attention. I was willing to engage with it. But it. just. didn’t. work.

Friday’s 4-1-1, Apple & DOOH Style

 

Apple

Isn’t it something when a CEO of a company resigns and the entire world takes notice? When Steve Jobs unexpectedly resigned this week, it pretty much rocked a large sub-culture of our population. My first reaction when someone read the headline to me was, “wow,” with the disbelief and wonder that I reserve for pretty major news. This wasn’t just any CEO stepping down, this was an icon of the past decade, at least. One who has completely changed the game in design, technology, and entertainment – pretty much pop culture as a whole. Jobs and Apple have also made an indelible impact on the digital signage industry – and, in turn, an impact on me – with their products and thinking. So, for today’s Friday 4-1-1, it’s only right to give it up to the man who is responsible for some of my children’s favorite vocabulary words (iPod, iPad, mac – seriously.)

  1. The mac mini - when I was creating the Intellibooth software, one of our challenges was also finding the most appropriate hardware. We ended up using mac minis to house and run the software, primarily due to its small footprint. We could work it into any fabricated structure pretty easily and beyond that, could ship many of them in an efficient manner. In addition, we could load our Windows-based application onto it, plug all of our peripheries into it, and in a pinch, switch them in and out if anything went wrong. In short, this one little box enabled us to focus on what we really wanted to focus on – creating the front-end experience – so we could make a business of that instead of messing with the hardware game.Mac Mini
  2. The iPhone – in early iterations, the phone was more of a novelty than anything else. Yes, it was powerful, but no one really knew how to unlock the potential, both from a developer’s standpoint and a user’s standpoint. The possibility of integrating digital signage communications with mobile phone communications would probably not be at the stage its at right now without the introduction of the iPhone. It did change the landscape of phones, but it also changed the landscape of “out-of-home” in a literal sense. Now, it’s possible to interact with the places and things around us – not to mention, physical screens outside of our homes – in (very) large part thanks to the iPhone.iPhone
  3. The iPad – did you hear about the restaurant that is now using iPads for their entire customer experience? Menus, out. Credit card machines, out. It’s all iPads. Here are the two major impacts that this device has on the digital signage industry, in my opinion – 1) the more people get used to using a “high technology” (and touchscreen) device like this, the more they’ll feel comfortable using other unique touchscreen devices and 2) the more people get comfortable operating on a non-tethered device, the more they’ll feel comfortable using a “foreign” device outside of their homes.iPad
  4. iOS – perhaps the largest contributor to interactive Out-of-Home signage is Apple’s operating system that is founded on gestures like swipe, tap, and pinch to actually navigate through the experience. These gestures are commonplace with the “average” consumer today, thanks to iOS. This type of touch and gesture control – and the comfort level using your fingers to control something this way – is a foundational element to interactive signage. Apple has made it infinitely easier for the industry to work through any intimidation barriers that might be around.iOS

“Uh-huh” – the brand is iconic. To build something like this is what all brands and executives hope for.

“Duh” – have you ever heard that old adage, “it’s simple to make something hard, but it’s hard to make something simple”? Well, that’s what Apple has done throughout the years. Part of their beauty is in their simplicity. The digital signage industry, particularly as it relates to interfaces and experiences, can take many things from Apple. When it’s simple to use, it’s enjoyable. And joy has to be present for any positive experience. Thank you, Steve.

 

Digital Out-of-Home Demand and Noise – in 7 Parts

11th Screen | The Interactive Out-of-Home Blog

Part 1

Last week, I read an intriguing article by Garrick Schmitt of Razorfish, titled How Demand for Physical Experiences is Transforming our Physical Spaces. In it, he points out how the entire physical world around us is becoming a screen and that consumers’ expectations have reached a point to where that physical world should be turned on in some form or fashion. This is a viewpoint that I have mostly gotten behind many times on this blog. I say mostly because of those consumer expectations. I’m not sure that, even now, in August 2011, consumers expect the physical spaces around them to be turned on, and even more, transformed into interactive experiences. I don’t know that average consumer capacity is ready for that. What do you think?

Part 2

Guess when that article was written? 2 years ago, in September 2009. Awesome. In my opinion, Schmitt has always been on the forefront of these technology-led experiences in the real world around us. This is case-in-point.

I remember back during that time, it was around the time that I was leading the software development at imc2, for our interactive Out-of-Home solution. I always admired how Schmitt recognized the potential – and future demand – for these types of experiences.

Time is a funny thing, especially in regards to technology adoption. At the end of the day, that’s what we’re talking about here. Consumer demand is directly tied to their comfort level with any particular technology. We’re just now seeing smartphone use creep their way up to the majority. Smartphones have been around for years. But just now, after all these years, the average consumer is not intimidated by them. They know how to work them and, even more, know how they can make their lives better. It also helps that everyone can now afford them. Kinect is another great example. I wonder how comfortable people would have been with the idea of gesture control, at such an immersive level, two years ago?

Part 3

In the article, Schmitt points to “Out-of-Home” examples that are driven by enabling technologies (mobile and RFID) and people themselves (social media).

I think it’s easy to think about touchscreen-this-and-that when you think about the world around us being turned on. But, as shown in the Schmitt article, and in some of the more recent engaging examples, actual public touchscreens are not part of these experiences. The place or the thing is the canvas and the interactivity is controlled outside of it, either through mobile phones or computers.

The effective thing with all of these examples – and the thing that I think we can all learn from – is that consumers want it all, in the most convenient way. What I mean is, consumers want information and connections and whatever else they deem valuable. And they’re always going to be driven by what they’re comfortable with because it’s usually the easiest. They’re used to being on computers, connecting with other people through their social networks. They’re used to navigating to whatever they want on their mobile phones. Are they used to walking up to a touchscreen and interacting with it?

Part 4

Also last week (the same day I read the Schmitt article), I saw that Cinemax deployed an immersive touchscreen experience in the heart of New York City.

As you can see, the experience spans the front of an entire NYC building. It’s obviously noticeable. Consumers are enticed by it. And, by the looks of this video, comfortable enough to go up and play with it.

Having lived and worked in NYC, to get anyone to stop and interact with a storefront, is a feat in and of itself.

Yes, people can also interact with this experience through their mobile phone. But this is largely a public-facing, touchscreen experience. And it doesn’t seem like anyone in the video is a) intimidated or b) unaware of how to use it.

Is this indicative of Anytown USA?

Part 5

QR codes. What can be simpler? In the past year, they’ve gone from nothing to everything, at least in terms of visibility. My wife knows that “those are the things you can scan with your smartphone.”

They’re a great bridge between the real world with the virtual world and quite effective of turning those places/things around us “on.”

They’re everywhere now.

But the question is, despite their simplicity, why am I the only one who I ever see scan them?

Part 6

Simplicity and comfort are not the only two linchpins to this demand that we all know is coming. You can bring up the Minority Report analogies all you want, but this is not a far-fetched representation of our future world. Glorified, perhaps. But not unrealistic.

Two years ago, all of these interactive Out-of-Home activations were novel enough to garner attention. Are we still in that novel stage?

Part 7

Value. That’s really the question, right?

In this constantly-on physical world, what’s going to be noise and what’s going to be valuable?

By virtue, demand always creates noise.

Are consumers ready for all that noise?

 

Redbox – The Good, Bad, and Ugly

Redbox Touchscreen Interactive Out-of-Home Kiosk

I’ve explored many examples of what I would consider to be the 11th Screen solutions here – those that are in some way interactive, by nature, and occur outside of the four walls of your home or office.  That’s a bit of an oversimplification, but the result of interactivity outside of your home is bridging the real world with the virtual world. And as you might have seen here, or observed on your own, there are many different ways that the bridge can be built.

I think one of the simplest examples of this bridge is Redbox (the red movie kiosks). I’m sure you’ve all seen many different Redboxes along your daily journey. I probably have 6 of them on my way to the train station to/from work. In many ways, Redbox is the quintessential 11th Screen example. It’s an Interactive Out-of-Home (IOOH) solution that is enabled by touch. You don’t have to own the device to participate in the experience. It’s a solution that has achieved (mass) scale and perhaps most of all, it’s a revenue generator. There might not be a better utilitarian kiosk solution out there.

Recently, I’ve noticed a few additions to the Redbox kiosks near me and I find them fascinating. Because they’re scratching the surface of becoming effective multi-channel devices. They’re only scratching the surface, though, and I wonder if Redbox is at crucial tipping point. With the introduction and accessibility of live streaming through services like Netflix, the act of renting movies is becoming more and more about the convenience than anything else – more than the true cost associated, more than the experience, and more than the physical disk. And while Redbox has served as a convenient and accessible utilitarian device, the game is constantly changing, in terms of technology and consumer expectation. So, these additions that Redbox has introduced and continues to explore are good, but they have some bad and just plain ugly characteristics that they need to address – and in short order – to have a chance in this rapidly evolving technological world of ours.

First, let me start with the GOOD – as I mentioned, I’ve noticed their effort to become more accessible cross-channel. It makes perfect sense because the one thing that everyone carries with them when they’re outside of their homes is their mobile phone. So, they’re likely to have it right there with them when they interact with the Redbox kiosks. Over the weekend, I saw a special promotion on the front of the Redbox kiosks that drove people to use a SMS shortcode for special offers.

Redbox Interactive Out-of-Home Kiosk Shortcode

This is not a new tactic, but an effective one, especially for a physical kiosk like Redbox. The shortcode promotion instantly provides another channel to drive people back to the kiosk.

In addition to the shortcode, Redbox is using QR codes to make it easy on people to download the Redbox mobile app for iPhone and Android.

Redbox Interactive Out-of-Home Kiosk QR Code

There could be a better way to drive people to the apps, but say what you will about QR codes, they provide instant, easy access directly to the app. And I think they’re more actionable than a standard text call-to-action.

Once you download it, the app is pretty handy. It shows you all of the Redboxes in your vicinity and allows you to search movies, which is an important feature since they’re not stocked with the newest releases right off the bat (which I think is one of the major downfalls).

All in all, these two extensions/gateways through mobile are both solid ways to keep people connected to the Redbox experience and drive them deeper in it.

But in my opinion, they are missing a major piece as it relates to connection, which is the glaringly BAD. Watching movies is a social activity. Where are any of the social hooks in the Redbox experience?

In many ways, the Redbox experience is a 1.0 web experience. There are no ways to connect with other people with similar interests, yet the sheer act of watching movies is a shared interest. What would this experience look like if the sign-up mechanism were initiated through Facebook Connect? Not only would sign-up be streamlined, people would have the ability to instantly let their friends/family know what they’re watching, what they like or dislike, and even tell or see others what they think about the movies. And I think that’s just the beginning of something like that.

IntoNow – the audio-recognition mobile app – does a good job of providing a deep experience on a seemingly surface-type of action. There, once you check-into the show that you’re watching, you have the ability to learn more about the show, the actors, the episodes, etc. They include a direct link to imdb.com, which is a deep experience into itself, especially for movie buffs. They’ve gone beyond the audio recognition and incorporated many smart social features, more than just sharing. What if Redbox had some sort of check-in and/or deeper “learn-more” experience like IntoNow?

Maybe Redbox has done just fine the way it’s been operating, in its 1.0 experience. But aren’t we at the point where playing the game has gotten more intense? Aren’t consumer expectations way beyond this type of experience?

I know I want more.

Then, there’s the UGLY. Redbox is an efficient machine. The fabrication and engineering of the box is really top notch. I think it’s a model for so many self-serve kiosks. But in all its glory, what is up with the sun flap?

Redbox Interactive Out-of-Home Kiosk sun flap

That is the most awkward piece of fabric that I’ve ever had to deal with – even more than the baby sun shades for your car. If they would just create a simple latch, the process of renting movies in the sunlight would be so much more enjoyable.

The sun flap is an afterthought. And afterthoughts, to me, are short-term solutions. And short-term solutions tend to turn into headaches. This is what I think Redbox is dealing with now. A headache that perhaps they don’t want to get rid of.

But here’s the question – in the game of convenience, why create an experience that might just be good enough? In the end, that’s what I walk away from Redbox with – it’s a good experience.

And the problem with good is that it’s not great.

 

May 30, 2011 - Marketing    No Comments

Finding Balance – Personalization & Privacy

11th Screen | The Interactive Out-of-Home blog

As marketers and communicators, I think balance is key to so many things we do. I’m going to explore some of those things here, over the coming days. My first post was around the balance between sales & relationships (marketing & communication). Today’s is one of the favorite topics among my colleagues and myself – the balance between personalization and privacy.

One of the common themes here at the 11th Screen is the ability for consumers to connect with each other and the brands they love all the time, especially when they’re out and about, on-the-go. We don’t need physical screens outside of the home (“digital signs”) to deliver messages and enable engagement. The places and things around us have the ability to be turned on and it’s more of an exercise in strategy & creativity (in how to connect consumers) than it is in figuring out technology.

The notion that  the real and virtual world can be more hyper-connected  than it is today (which is light years more than it ever has been in the past) is something that is both exciting and scary. It’s exciting because:

  • We can talk to anyone, anytime, on/through multiple devices, and we like this
  • We aren’t confined to a computer screen or a TV screen to connect and engage, and we like this
  • Mobile, to me, is becoming the screen of choice. And it doesn’t have to be a mobile phone – iPad anyone? And this is what we want.
  • We can efficiently fulfill tasks that previously required us to go to a store, stand in lines, and deal with people (see Redbox, or better yet, see Netflix streaming service on your TV), and we like this

We can, essentially, control the terms of engagement with everything and everyone in our lives. While we might have a different level of control placed on friends/family than we do services/brands, the major benefit for all of this is that we’re having to alter our lifestyle less and less. It’s just easy. All of these connections now fit into our crazy, busy, on-the-go lifestyle. (This actually opens up another balancing act, which is disconnecting while always being connected – we’ll get to that in another post.)

From a brand & marketer/communicator standpoint, with this hyper-connection comes the potential to hyper-target. Outside of the computer. It provides the ability to personalize experiences based on past experience, preferences, demographic, and a slew of other personal data. “Right message at the right time” is something that I hear all the time in the digital signage circles. This is not a new concept, but it gets everyone excited with the possibility of truly reaching people with the right message at the right time, regardless of where they are. This is one of the things I find most exciting about the true potential of interactive out-of-home (IOOH). Right now, I think everyone would agree that there’s a lot of noise out there. Even on the web. But certainly when you’re outside of your home. Personalization helps reduce the noise.

But herein is the balancing act – personalization requires consumers loosening their grip on (potentially many) aspects of their privacy. And this is the scary thing about an always-on, hyper-connected world. This has a tendency to freak people out. Rightfully so. There are some creepy things that happen out there on the web and it doesn’t take many stories to scare people into not exploring or completely shutting down. This behavior is counterproductive to the potential of the new out-of-home. If no one will interact with the places and things around us, those places and things will be rendered worthless.

Here’s my take on privacy – if you can experience the benefit of giving up more information about yourself, you’re more likely to, in favor of a better experience. But you’ve got to experience it. And it’s got to benefit you.

I think Facebook and LinkedIn have done a wonderful job of letting people experience the benefits of giving up more of their private information. Facebook makes connections seem seemless, particularly around interests. LinkedIn enables you to connect very specifically with the type of people you want to connect with. Both are more powerful for you with more of your information. This power is in the personalization.

So, does it just boil down to benefit and experience? I’m afraid not. I think we still have a ways to go until giving up more personal information than less is the norm. I think technology will drive a lot of this, as it has in the past few years, but people don’t want to be creeped out. It’s just that simple. They want to feel safe. At the same time, whether or not they can verbalize it, I think they want to reduce the noise.

Transparency always helps. Utilizing systems where people have given personal information (Facebook) is good, too. This enables the experience to be seemless and easy. Education will be critical, especially from all of those involved in the out-of-home channel, because those turned-on-places-and-things-around-us can positively effect our daily lives. It’s going to require personal information, though.

As much as I talk about personalization, it’s important to realize anything can only be made personal through information. And that’s letting go of pieces of privacy. And that’s the balance that we all have to find.

So, that’s my take. What about yours? I’d love to hear it!

The (Interactive) Experience that is Great Wolf Lodge, Pt. 2

Great Wolf Lodge

Yesterday, I wrote my initial post on the technology I experienced at Great Wolf Lodge. Today, after talking with the head of IT, I’m able to give more detailed information and insight on the operation. Thanks to Keith for meeting with me this morning. Here’s what I learned:

1. The technology in the wand is NOT RFID. It behaves a lot like RFID, but it’s a proprietary technology that includes infrared and a chip. The chip is programmed to the user and keeps an ongoing history of the user, not the wand. This is important because if someone loses their wand, they can easily get a replacement and have it re-programmed to their user history. According to my discussion this morning, the primary reason that RFID was not used in the wand was proximity. The game-makers wanted the wand to work within proximity, not through touch. Infrared has a wider range than RFID.

The technology here isn’t important. What is important is what the technology enables – a personalized experience that continually drives you deeper into the brand (in this case, the game). This particular technology is smart enough to keep a running history of personal achievement. That’s cool. And that’s the power of what any sort of interactivity provides in this blank canvas called Out-of-Home.

2. Active RFID is a whole different ballgame than passive RFID. All of the RFID that I experienced at Great Wolf Lodge is passive RFID. In yesterday’s post, you can see how powerful it is. Active RFID enables some cool things in this environment, particularly around tracking and safety. If those wristbands were active RFID, they would essentially become tracking beacons that could show where anyone was on the property at any given time. At a resort like this, can you imagine how easy it would be to find a lost child or a lost parent? It has a lot of advantages and it’s something that GWL continues to explore. Thing is, active RFID requires large antennas to pick up the signals. So, you can imagine what kind of operational challenges this presents.Being a theme-park, they have options. Turn them into large trees? It could happen.

3. They are always looking to innovate. But they don’t want to add something on that doesn’t utilize the existing technology. They want to make sure it works with what’s already going on. I was glad to hear that they are constantly looking for ways to innovate, but this whole thing didn’t surprise me. A large business like this would be foolish to not filter additional technology through what they’ve already got. And for GWL, who purposefully wants to provide an unparalleled level of convenience to their guests, they don’t want to risk complicating the experience by latching on to the latest, greatest.

4. Digital signage is not important to them. There are posters everywhere. They line the hallways. They’re in the usual places like elevators, the lobby, and the waterpark. I think digital signage could help in some places – menu boards or waiting in lines (for rides) – but other than that, I don’t think it makes sense. GWL is obviously a closed-in space, so they don’t advertise anything other than what’s going on in their own house. What they have now – lots of static posters – is just fine for them. I think if they felt confident in a way they could use digital signs with their existing technology, and it added a tremendous difference in value to what they already have – they’d explore it even more.

All of this technology and the entire experience it enabled just inspires me even more about the potential of creating solutions outside of the home. There are many ways to achieve different levels of interactivity, but the interactivity is the thing. It can make experiences easier, or better, or more convenient, or more fun. Thing is – it’s an experience.

And if you’re into this sort of thing, you can find one at Great Wolf Lodge.

Pages:12345»