WO2022146937A1 - Universal advertising and rewarding platform using social media - Google Patents

Universal advertising and rewarding platform using social media Download PDF

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Publication number
WO2022146937A1
WO2022146937A1 PCT/US2021/065241 US2021065241W WO2022146937A1 WO 2022146937 A1 WO2022146937 A1 WO 2022146937A1 US 2021065241 W US2021065241 W US 2021065241W WO 2022146937 A1 WO2022146937 A1 WO 2022146937A1
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WIPO (PCT)
Prior art keywords
user
users
advertisement
server
account
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Application number
PCT/US2021/065241
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French (fr)
Inventor
Liming Zhang
Original Assignee
Liming Zhang
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Publication of WO2022146937A1 publication Critical patent/WO2022146937A1/en

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/90Details of database functions independent of the retrieved data types
    • G06F16/95Retrieval from the web
    • G06F16/953Querying, e.g. by the use of web search engines
    • G06F16/9535Search customisation based on user profiles and personalisation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0207Discounts or incentives, e.g. coupons or rebates
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • G06Q30/0251Targeted advertisements
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/01Social networking

Definitions

  • the present disclosure relates to the field of advertisement, advertising platform, social media universal payment, and especially to the methods and systems for generating consumer interest through advertisements, coupons, rewards, incentives by paying viewers for viewing advertisements and referring new viewers, tracking and determining the effectiveness of advertisements or other promotions presented to the viewers.
  • Another problem associated with advertisements is the difficulty to achieve highly efficient spreading and tracking of the advertisements.
  • the highly efficient spreading of the advertisements involves making the ads visible to a broader demographics of audience with minimal or zero effort from the advertiser;
  • the tracking includes measuring and analyzing effectiveness of advertisements.
  • the evaluation of advertising is divided into media research, copy research and sales results research.
  • the multivariable forces influencing sales make it impossible to measure the sales effect of advertising.
  • the problem of measuring advertising effectiveness is still a frontier area for the application of complex scientific methods to market cultivation effort, and its problems are closely tied to the economics, changing demographics and cultural problems.
  • GPT Get-Paid-To
  • effectiveness may only be determined based on sampling data and test groups. This is an inefficient and error-prone process.
  • program promotion advertisers are not able to accurately realize the effect of their advertisements on content viewers.
  • content providers and media network operators are not able to take advantage of successful advertising and promotional efforts implemented using existing methods or avoid ineffective digital on-screen advertisements that do not persuade viewers to watch the promoted programs, purchase products, or the like.
  • the system and method can transmit ads and deliver ads incentive among people who are not necessarily ever connected before, determine the outcome of a digital onscreen program promotion or other type of advertising campaign in an automated, efficient manner that is able to, among other things, attract people to watch advertisements, capture which advertisements are watched by which viewers, motivate people to generate referrals, be self-propagating with minimal cost and minimize steps involved in the process.
  • the present disclosure presents a Social Media Universal Advertisement (SMUA) system and method that takes advantage of a novel Social Media Universal Payment platform for providing a suite of commercial digital advertising and rewarding services.
  • the new commercial digital advertising and rewarding services are based on a mechanism that can award a hierarchic pyramid of advertising relayers and end-ads consumers for spreading the advertisements over a universal social media platform with payment ability.
  • Each member of the pyramid can be anyone who previously has at least one mean to connect to a member of the up-level through a social media network.
  • the social media network herein is in a very broad sense that includes any digital means of connection, for example, Facebook groups, Twitter followers, emails, SMS contacts, or BBS, etc.
  • the connected anyone can be from any different social media connection; they can be temporally without internet connection or running custom SMUA software.
  • the relayers and end-ads consumers are members of the pyramid and can all get rewards.
  • the earned rewards and/or coupons can also be exchanged as a gift and redeemed among users and merchants either online or offline at a POS.
  • the Social Media Universal Payment platform enables redeeming them in online/offline transactions, and in transactions when both parties are not connected to the server or have any internet connection.
  • the advertising services include distributing advertisements, monitoring advertisement viewing, tracking advertisement among relayers & end-ads consumers, assigning earned rewards for advertisement viewing/referrals, redeeming earned rewards, and updating advertisement distribution activity based on these functions.
  • the SMUA advertises a product to a group of people using existing social media, marketing, or payment channels and reward the advertisement's receiver even if they are not registered with the SMUA system and method.
  • the SMUA also distributes coupons or reward points to potential users, who, without registering themselves, may transfer coupons or points to others.
  • the SMUA distributes advertisements, allows users to interact with the advertisements, and enables them to receive offers/coupons or rewards through social media channels; wherein users can (1) receive and transfer advertisements/coupons/rewards to others; as well as (2) redeem rewards as cashback or payment for online or offline shopping across multiple social media platforms without leaving the social media software.
  • users can transfer advertisements/coupons/rewards and redeem rewards/coupons as payment for shopping in certain situations independent of internet connectivity.
  • a merchant who wants to promote his product employs an advertisement producer (AP) server to generate advertisements and/or coupons. These advertisements/coupons are distributed among the members of the pyramid either directly by the AP or via the SMUA server.
  • the merchant requests the SMUA server to distribute advertisements/coupons according to this disclosure to the targeted users.
  • the advertisements/coupons are distributed based on merchants' and/or members' preferences.
  • the advertisement's receiver has an option to earn referral rewards by referring advertisements to others.
  • the member/receiver who views an advertisement and earns a reward is known as the end-ads consumer.
  • the receiver who refers the advertisement to others to earn rewards is the advertising relayer (relayer).
  • a receiver may merely be a relayer but can also become an end-ads consumer by viewing the advertisement. Some receivers may just be end-ads consumers, who do not refer that advertisement to others in the hierarchical pyramid. Other receivers may receive an advertisement but may never view it or refer it to others, thereby becoming neither a relayer nor an end- ads consumer.
  • the earned rewards have a pre-determined value and may be redeemed in cashback or discount when purchasing.
  • the SMUA prompts the nonregistered viewer to register with the SMUA server.
  • the SMUA system and method prompt the non-registered viewer to register during the advertisement viewing. However, the nonregistered viewer can disregard the prompt to continue viewing advertisements and earn rewards.
  • the SMUA prompts the registered viewer to confirm his identification information and, if applicable, financial information.
  • a viewer may opt to register with the SMUA server before viewing any advertisement. Under these conditions, there is no need to create a temporary user account, and the viewer would not be prompted to register afterwards. This is known as active registration.
  • the registration process under these conditions is known as passive registration. Active and passive registration include similar steps, except former is done before viewing advertisement and latter is done afterwards.
  • FIG. 1 is a block diagram of an embodiment of the Social Media Universal Advertisement (SMUA) system and method
  • FIG. 2 is a block diagram of an embodiment of the Social Media Universal Advertisement (SMUA) system and method depicting two users affiliated with the same social media platform;
  • SMUA Social Media Universal Advertisement
  • FIG. 3 is a block diagram of the Social Media Universal Advertisement (SMUA) system and method depicting two users affiliated with different social media platforms;
  • SMUA Social Media Universal Advertisement
  • FIG. 4 is a flow diagram of general advertisements according to the SMUA system and method
  • FIG. 5 is a flow diagram of the active registration process using OAUTH2 according to the SMUA system and method
  • FIG. 6 is a flow diagram of the passive registration process according to the SMUA system and method
  • FIG. 7 is a flow diagram of advertisement consumption according to the SMUA system and method
  • FIG. 8 is a flow diagram of redeeming earned rewards according to the SMUA system and method
  • FIG. 9 is a flow diagram depicting processes associated with an advertisement going viral according to the SMUA system and method
  • FIG. 10 is a flow diagram depicting processes associated with the coupon flow according to the SMUA system and method
  • FIG. 11 is a block diagram depicting details of a user's device and commercial entity's (e.g., merchant) point of sale (POS) machine according to the SMUA system and method; and
  • POS point of sale
  • FIG. 12 is a block diagram showing details of a SMUA server according to the SMUA system and method.
  • the present disclosure generally relates to a Social Media Universal Advertisement system and method that may take various forms.
  • Various examples of the present invention are shown in the FIG.s.
  • the present invention is not limited to the illustrated embodiments.
  • specific details are mentioned to give a complete understanding of the present disclosure.
  • the present disclosure is represented as few embodiments; however, the disclosure is not necessarily limited to the particular embodiments illustrated by the figures or description below.
  • the language employed herein only describes particular embodiments; however, it is not limited to the disclosure's specific embodiments.
  • the present disclosure discusses methods and systems to implement a Social Media Universal Advertisement (SMUA) system.
  • SMUA Social Media Universal Advertisement
  • the SMUA system eliminates the need of in-advance registration.
  • the SMUA facilitates earning & transferring rewards/coupons across social media platforms independent of the limitations of repetitive logging-into a specific website, verifying identification credentials, and requirement of internet connectivity without leaving the social media account or switching to another website.
  • the user can perform all the steps involved in digital marketing services starting from receiving advertisements/coupons up to redeeming earned rewards without leaving the social media account or switching to another website and/or app.
  • the disclosed Social Media Universal Advertisement (SMUA) system and method takes advantage of a novel Social Media Universal Payment platform for providing a suite of commercial digital advertising and rewarding services.
  • the new commercial digital advertising and rewarding services are based on a mechanism that can award a hierarchic pyramid of advertising relayers and end-ads consumers for spreading the advertisements over a universal social media platform with payment ability.
  • Each member of the pyramid can be anyone who previously has at least one mean to connect to a member of the up-level through a social media network.
  • the social media network herein is in a very broad sense that includes any digital means of connection, for example, Facebook groups, Twitter followers, emails, SMS contacts, or BBS, etc.
  • the connected anyone can be from any different social media connection; they can be temporally without internet connection or running custom SMUA software.
  • the relayers and end-ads consumers are members of the pyramid and can all get rewards.
  • the earned rewards and/or coupons can also be exchanged as a gift and redeemed among users and merchants either online or offline at a POS.
  • the Social Media Universal Payment platform enables redeeming them in online/offline transactions, and in transactions when both parties are not connected to the server or have any internet connection.
  • the advertising services include distributing advertisements, monitoring advertisement viewing, tracking advertisement among relayers & end-ads consumers, assigning earned rewards for advertisement viewing/referrals, redeeming earned rewards, and updating advertisement distribution activity based on these functions.
  • the SMUA works even if people are not registered with the SMUA system and method.
  • the SMUA distributes advertisements, allows users to interact with the advertisements, and enables them to receive offers/coupons or rewards through social media channels; wherein users can (1) receive and transfer advertisements/coupons/rewards to others; as well as (2) redeem rewards as cashback or payment for online or offline shopping across multiple social media platforms without leaving the social media software.
  • users can transfer advertisements/coupons/rewards and redeem rewards/coupons as payment for shopping in certain situations independent of internet connectivity.
  • a merchant who wants to promote his product employs an advertisement producer (AP) server to generate advertisements and/or coupons. These advertisements/coupons are distributed among the members of the pyramid either directly by the AP or via the SMUA server.
  • the merchant requests the SMUA server to distribute advertisements/coupons according to this disclosure to the targeted users.
  • the advertisements/coupons are distributed based on merchants' and/or members' preferences.
  • the advertisement's receiver has an option to earn referral rewards by referring advertisements to others.
  • the member/receiver who views an advertisement and earns a reward is known as the end-ads consumer.
  • the receiver who refers the advertisement to others to earn rewards is the advertising relayer (relayer).
  • a receiver may merely be a relayer but can also become an end-ads consumer by viewing the advertisement.
  • Some receivers may just be end-ads consumers, who do not refer that advertisement to others in the hierarchical pyramid.
  • Other receivers may receive an advertisement but may never view it or refer it to others, thereby becoming neither a relayer nor an end- ads consumer.
  • the SMUA confers several advantages.
  • the advertisement receivers need not register with the SMUA server for earning rewards.
  • the SMUA server enables the receivers, whether registered or not, to earn and keep accumulating rewards by viewing/referring advertisements, i.e., independent of registration.
  • the relayer can refer advertisement to the end-ads consumer by email, text, social media platform, or other suitable means.
  • the relayer can use any suitable digital means for referring the advertisements, i.e., independent of any specific digital means of connection.
  • Note the relayer using text for referring advertisement does not need an internet connection, i.e., independent of internet connection.
  • the relayer and end-ads consumer need not belong to any specific social media platform for transferring. Initially, both the relayer as well as end-ads consumer need not be affiliated to any social media platform for receiving and transferring advertisements, i.e., independent of any social media platform.
  • the merchant uses the SMUA to incentivize advertisement viewing to promote a product, service, or event to spread advertisements among several receivers.
  • Many people are wary of viewing advertisements, especially when coerced. People are also wary of registering with unknown websites, especially for money-making schemes.
  • the relayers/end-ads consumers can delay registration and still earn rewards, which removes the wariness for coerced viewing & registration and motivates them to view and refer advertisements to other people. This change in viewers' behavior provides impetus to self- propelled advertising imparting an advantage to the merchant's advertisement of greater reach among people.
  • the SMUA motivates people to view and refer advertisements
  • the advertisement can become self-propagating and go viral. After launching an advertisement, the merchant needs not to spend or at least spend fewer resources to further spread it.
  • the additional resources can be in the form of time, man-hours, and capital.
  • the SMUA provides an efficient method for advertisement distribution. Because viewers earn rewards by referring to other known viewers, the advertisements can automatically go viral among the targeted audience.
  • the SMUA system and method determine if the viewer has finished viewing the advertisement. In some embodiments, the viewer is prompted to enter a simple keyword to confirm the viewer has viewed the advertisement. The viewer earns rewards based on the accuracy of the entered keywords. The SMUA creates a temporary user account for the non-registered viewer and keep depositing earned rewards in that temporary user account.
  • the earned rewards have a pre-determined value and may be redeemed in cashback or discount when purchasing.
  • the SMUA prompts the nonregistered viewer to register with the SMUA server.
  • the SMUA system and method prompt the non-registered viewer to register during the advertisement viewing. However, the nonregistered viewer can disregard the prompt to continue viewing advertisements and earn rewards.
  • the SMUA prompts the registered viewer to confirm his identification information and, if applicable, financial information.
  • a viewer may opt to register with the SMUA server before viewing any advertisement. Under these conditions, there is no need to create a temporary user account, and the viewer would not be prompted to register afterwards. This is known as active registration.
  • the registration process under these conditions is known as passive registration. Active and passive registration include similar steps, except former is done before viewing advertisement and latter is done afterwards.
  • the SMUA system and method create a viewer's profile and stores the viewer's details and identification information. At this stage, if a viewer has a temporary user account, it is converted into a registered account.
  • the SMUA system and method can use a social media account or any other third party's identity verification credentials, e.g., OAUTH2 authorization framework.
  • the viewer authorizes the SMUA system and method to retrieve login credentials from the third-party server.
  • the SMUA accesses the third-party's website/system and retains information about the third party in the SMUA server.
  • the third-party's website/system verifies the identity of the user.
  • the viewer When redeeming earned rewards using the SMUA system and method, whether online or in-person at the store, the viewer is prompted to select the third-party retained in the SMUA server and enter the third party's credentials, e.g., username and password, for identification. The viewer inputs the credentials that are validated by the third party's authentication server.
  • the third party's credentials e.g., username and password
  • the SMUA system and method prompt the viewer to provide financial information.
  • This financial information is required, for example, when the viewer wants to redeem earned rewards as cashback and wants to transfer cash into a bank account/credit card.
  • the viewer provides a bank account's transit number/account number for direct payment/deposit, credit card's number, PIN, CVV code, etc.
  • the information about the bank/credit card company is stored in the SMUA server.
  • a plurality of third-party credentials and financial information from numerous credit cards/bank accounts may be used for each account.
  • the registration is near completion after the viewer provides personal details, identification information, and optionally financial information.
  • the SMUA server verifies the identification/financial information to complete the registration.
  • a registered viewer wants to redeem rewards as cashback, he will first be prompted to verify identification credentials, e.g., using OAUTH2. Then he will be prompted to select the financial institution where the cash needs to be deposited. Once the identification and financial information are verified, the SMUA server redeems rewards and deposits cash in the selected financial account. In case the viewer only wants to redeem rewards while purchasing an item, only identification information is needed.
  • the SMUA server incorporates KYC or equivalent procedures for identification and financial processes. KYC is short for Know Your Client. It is mainly to confirm the real identity of the user. According to the different laws of each country, there are different requirements for KYC. For example, in some jurisdictions, KYC or KYC check is the mandatory process of identifying and verifying the identity of the client when opening an account and periodically over time.
  • KYC Before withdrawing, KYC needs to be carried out in accordance with the laws of the relevant country. After a certain amount has been accumulated, the user can apply for withdrawal. According to the law of the country, after the KYC procedure, the user can transfer the money to his bank account or credit card. Similarly, users can also transfer money to other people's bank accounts or credit cards. Some social media platforms provide payment functions in certain countries or regions. After completing the KYC process, the SMUA server can omit the KYC and call the functions of these social media platforms to directly transfer money to the social media accounts. Withdrawal is also a kind of transfer, and the real identity of the user has to be confirmed in some manner, and risk assessment is conducted based on the amount and other factors and certain authorization authentication is performed.
  • the user can transfer money to users in and outside of social media platform.
  • the transfer itself is another transaction.
  • various verification conditions or no conditions can be added.
  • the extent of the risk assessment and testing being conducted according to the humanistic environment of the specific market is taken into consideration while implementing the SMUA system and method.
  • the transfer itself contains two parts, the transfer amount and risk assessment.
  • the following table 1 may be used for risk assessment.
  • the factors involved in the risk assessment may include, but are not limited to: the amount of transfer; the frequency of interaction between the sender and receiver (once a day, once a week, once a month, less than once a month); the creditworthiness of the sender and receiver (if credit card information is available or not), the physical location of both parties; the transaction forwarding method (face-to-face or online forwarding), whether the same social media, etc.
  • Table 1 is only a schematic description of the three types of situations. It should be noted that there are far more combinations of risk assessment and processing methods than the above three types.
  • the viewer need not verify identification credentials as it would be done automatically by the SMUA server via the mobile phone.
  • the SMUA provides an additional advantage to the viewer to receive and transfer advertisements, use the social media account for verifying identification credentials, and earn/transfer/redeem rewards without leaving or logging off his social media account.
  • a registered or non-registered viewer can earn rewards by forwarding advertisements to other viewers.
  • a person can refer an advertisement to others using email, text, SMS, social media, or any other means.
  • the SMUA deposits referral rewards for the relayer for referring advertisements to other end-ads consumers.
  • the SMUA system and method use embedded information in the advertisement (or other suitable methods) for tracking relayers and end-ads consumers.
  • the SMUA system and method prompt the non-registered viewer to register after viewing the advertisement.
  • the temporary user account's earned rewards are reset to a predetermined value, e.g., zero.
  • the earned rewards are not carried over or accumulate if the viewer does not register after viewing the advertisement.
  • the earned rewards accumulate in the temporary user account for a predetermined period, e.g., six months.
  • the temporary user account's balance is reset to a predetermined value, e.g., zero.
  • the temporary user account balance is reduced by a predetermined ratio, e.g., 50% reduction, instead of resetting to zero.
  • the accumulated rewards can be redeemed in any online or offline transaction.
  • the SMUA system and method also distribute, redeems, processes, and verifies the coupons and users' authenticity.
  • the SMUA system and method distribute coupons to potential users.
  • the abovediscussed registered and non-registered viewers can also be potential users.
  • the SMUA system and method deposit coupons into an electronic wallet even if the user is not registered.
  • the electronic wallet of a non-registered user is temporary and can be converted into a registered account.
  • the user can transfer coupons deposited in the wallet to other users. For example, the user can transfer coupons using email, text, SMS, or social media.
  • the user can redeem coupons in an online or offline transaction.
  • the above-discussed advantages gained by the SMUA system and method during the advertisement distribution and redeeming process are also applicable to the coupon distribution and redeeming process.
  • the SMUA system and method prompt the non-registered user to register at the time of redeeming.
  • the active and passive registration processes are discussed above.
  • the SMUA verifies identification and/or financial information before redeeming coupons.
  • the verification process is discussed above.
  • the SMUA system and method monitor and manages the coupon usage as a closed-loop activity.
  • the SMUA system and method use big data to update the user's preferences based on coupon usage.
  • the SMUA system uses big data results to modify and calibrate coupon generation/distribution activities accordingly.
  • the SMUP system and method can transfer advertisements earned/referral rewards between viewers in the same manner as the coupons are transferred between users.
  • the SMUA system and method prompt the non-registered user to register after receiving the coupon. If the user opts not to register, the coupon in the wallet is canceled. In other words, the non-registered user's coupons do not accumulate if the user does not register after receiving the coupon. In other embodiments, the coupons accumulate in the wallet for a predetermined period, e.g., six months. After that, if the user does not register, the coupons in the wallet are canceled. In some embodiments, instead of canceling the coupons, the coupons are reduced in value, e.g., coupon discount reduced from 20% to 5%.
  • the SMUA system and method provide a software tool, e.g., plugin, for performing transactions without a live connection with the SMUA server.
  • a software tool e.g., plugin
  • a viewer wants to redeem rewards, or a user wants to redeem a coupon using a mobile phone with a merchant, and neither party has a live connection with the SMUA server.
  • the mobile device, as well as the POS device of the merchant have the installed plugin, it would identify both parties and complete the redeeming process.
  • the plugin verifies the identification credentials of both parties for the transaction.
  • FIG.l is a block diagram of an embodiment of the SMUA system and method (100).
  • Client 1 (110) and client 2 (112) want to promote their product.
  • Client 1 (110) and client 2 (112) may be a producer, manufacturer or service provider.
  • Client 1 (110) and client 2 (112) employ or retain the services of the AP (108) that generates advertising content and coupons.
  • the advertising content may be in the form of audio, video, printed material or any combination thereof. Coupons may be in digital or printed format.
  • the advertisements and coupons are distributed among the users either directly by the AP (108) or via the SMUA server (102).
  • the SMUA server (102) receives advertisements/coupons from the AP (108) and distributes it to the users.
  • the AP (108) transfers advertisements/coupons to the client 1 (110) and client 2 (112), who in turn upload these advertisements/coupons to the SMUA server (102) via cloud (114).
  • the SMUA server (102) is adaptable to coordinate with various social media platforms for performing and facilitating such cross-social media platform financial transactions.
  • Client 1 (110) and client 2 (112) have policy preferences and/or rules that are used as a basis for distributing advertisements.
  • client 1 (110) manufactures trendy denim wear and has a preference to target teenagers and young adults living in households having a certain annual income.
  • Client 2 (112) provides pest control services and has a preference to target customers within 50 miles of his business location. These preferences are communicated to and are stored in the SMUA server (102), and are used as the basis for distributing advertisements to the targeted customers.
  • SMUA server (102) comprises a database (104), which has an organized collection of data that is stored and accessed electronically to perform functions associated with the SMUA systema and method. The architecture and details of the SMUA server (102) are provided below.
  • Payment transaction server (106) is connected to the SMUA server (102) via cloud (114). If the SMUA server (102) wants to transfer money from one account to another, it requests the payment transaction server (106) to handle the functions associated with the transaction.
  • the payment transaction server (106) authorizes and facilitates money transfer from one credit card to another credit card.
  • Different banks and financial institutions may each have their own payment transaction server for handling transactions related to their bank or financial institution. Instead of showing a payment transaction server for each bank and financial institution, only one payment transaction server (106) is shown for simplicity in this disclosure.
  • the payment transaction server (106) is responsible for authorizing and facilitating money transfers from all the different banks and financial institutions discussed herein. Although, the disclosure refers to credit card while discussing transactions, the credit cards as used in this disclosure includes debit cards, checking, saving, or other suitable bank accounts.
  • User 1(126), user 2 (130), user 3 (134) and user 4 (138) are watching or using smart television (STV) (124), mobile phone (128), personal computer (132) and iPad (136), respectively. These users receive their advertisements via their respective devices. For example, user 1 (126) views a commercial while streaming music/videos on STV (124), user 2 (130) receives an advertisement via short message service (SMS), instant message (IM), user 3 (134) via IM, email, and user 4 (138) via a website and IM. In addition to or alternatively, these users may receive advertisements while web surfing, via emails or others means on their respective devices.
  • SMS short message service
  • IM instant message
  • user 3 (134) via IM email
  • user 4 (138) via a website and IM.
  • these users may receive advertisements while web surfing, via emails or others means on their respective devices.
  • User 1 (126), user 2 (130) and user 3 (134) are affiliated with the social media platform 1 (SM(1) (116) that is connected to the SMI server (120).
  • User 4 (138) is affiliated with the social media platform 2 (SM2) (118) that is connected to SM2 server (122).
  • the user can redeem their earned rewards or coupons as cashback or payment for online or offline shopping at a merchant's (140) website or store.
  • FIG. 2 is a block diagram (200) of an embodiment of the Social Media Universal Advertisement (SMUA) (100) system and method depicting user 1 (126) and user 2 (130) affiliated with the SMI (116).
  • the users may be individuals belonging to groups such as friends, social clubs, or labor unions. These individuals may know each other either directly or indirectly.
  • User 1 (126) is registered with the SMUA server (102) and has a registered account 1 (202).
  • User 1 (126) used third party SMI's (116) log-in credentials for his identification verification.
  • the SMUA allows the user to use a trusted third party, which include, but is not limited to: a Google account, bank accounts, government institutions, credit reporting agencies, insurance companies, health care providers, etc.
  • the third party includes trusted entities that have verified the user's identity and have set-up the user's identification credentials that are used for verifying the user.
  • the SMUA enables the user to use identification credentials from a single third party to conduct financial transactions with every financial entity registered with the SMUA system and method. There is no need to remember authentication information, such as password, CVV code, security questions, etc., for many financial entities.
  • the user creates an account and registers by providing information from one social media platform (e.g., Facebook) and binds a plurality of credit/debit cards from various banks with that account.
  • a credit card identified as user l's credit card (206) is used by user 1 (126) for the financial transactions and is bound to user l's account (202). This financial information is required, for example, when the user 1 (126) wants to redeem earned rewards as cashback and wants to transfer cash into a bank account/credit card (206).
  • user 1 (126) authorizes and provides credit card (206) information for financial transactions
  • user l's credit card (206) is bound to user l's account (202).
  • At least one credit/debit card or checking account is bound to the user's 1 (126) account for cashback purposes.
  • each account according to this disclosure may be bound to a plurality of credit/debit cards, checking, saving, or other suitable bank accounts.
  • the user 1 (126) registers with the SMUA server (102) before watching any advertisement. In other words, the user 1 (126 actively registers with the SMUA server (102).
  • the SMUA does not need financial information related to the user, i.e., only identification information is required.
  • the SMUA is based on the SMUP platform.
  • the financial transactions done for the SMUA system and method are performed according to the SMUP system and method.
  • the prerequisites and procedure for identification and financial information verification are similar for both the systems.
  • the SMUP system and method performs online and offline financial transactions universally between any two users by using a third party's authentication mechanism to verify the users' identities.
  • User 1 (126) as a relayer refers an advertisement to the user 2 (130).
  • the process of the user 1 (126) receiving advertisements has been discussed above in FIG. 1.
  • the user 2 (130) becomes an end-ads consumer if he decides to watch the referred advertisement. If user 2 (130) refers the advertisement to another person, the user 2 (130) could also become a relayer (not shown).
  • the advertisement is transmitted in a form of a link (210).
  • the link (210) is sent via email, text, or messaging through social media platforms, and other suitable means.
  • the user 2 (130) is not registered with the SMUA system and method.
  • the user 2 (130) need not register for receiving & watching advertisements, but need to register passively for redeeming rewards.
  • the user 2 (130) uses a credit card (208) to create an account (204) that would be discussed indetail below. Initially, the user 2 (130) may not be affiliated with any social media platform and becomes affiliated for registration.
  • FIG. 3 is a block diagram (300) of an embodiment of the Social Media Universal Advertisement (SMUA) (100) system and method depicting user 1 (126) and user 2 (130) affiliated with different social media platforms, i.e., with the SMI (116) and SM2 (118), respectively.
  • SMUA Social Media Universal Advertisement
  • User 1 (126) as a relayer refers an advertisement to the user 4 (138).
  • the process of the user 1 (126) receiving advertisements has been discussed above in FIG. 1.
  • the user 4 (138) becomes an end-ads consumer if he decides to watch the referred advertisement. If user 4 (138) refers the advertisement to another person, the user 4 (138) could also become a relayer (not shown).
  • the advertisement is transmitted in a form of a link (310).
  • the link (310) is sent via email, text, or messaging through social media platforms, and other suitable means.
  • the user 4 (138) may not be registered with the SMUA system and method.
  • the user 4 (138) need not register for receiving & watching advertisements, but need to register passively for redeeming rewards.
  • the user 4 (138) uses a credit card (308) to create an account (304) that would be discussed indetail below. Initially, the user 4 (138) may not be affiliated with any social media platform and becomes affiliated for registration.
  • FIG. 4 is a flow diagram (400) of general advertisements according to the SMUA system and method.
  • the flow diagram (400) starts at (402) and is discussed referring FIG. 1.
  • the clients (110, 112) request the SMUA server (102) to distribute advertisements/coupons to the targeted users, e.g., users (126, 130, 134 & 138).
  • the client's (110, 112) preferences were referred to in FIG. 1.
  • the clients (110, 112) provide the target preferences to the SMUA server (102), which receives and stores those preferences.
  • the clients (110, 112) employ or retain the services of the AP (108), which at step (408) produces advertising content and coupons according to the client's preferences.
  • the AP (108) may produce advertising content and coupons before step (404), and the SMUA server (102) may receive and store the target preferences after step (408).
  • the SMUA server (102) receives advertisements/coupons from the AP (108) and stores them. Alternatively, the AP (108) transfers advertisements/coupons to the client 1 (110) and client 2 (112), who in turn upload these advertisements/coupons to the SMUA server (102) via cloud (114).
  • the SMUA server (102) matches persons with the stored preferences. For example, the SMUA server (102) looks for persons with certain traits, based on the product the clients (110, 112) are promoting. These traits can either be demographic with a focus on race, economic status, sex, age, generation, level of education, income level, and employment, or there can be a psychographic focus which is based on the consumer values, personality, attitude, opinion, lifestyle and interest.
  • the SMUA server (102) selects advertisements for each of the respective users (126, 130, 134, 138).
  • the SMUA server (102) delivers the selected advertisements to the respective users (126, 130, 134, 138) using existing marketing channels.
  • the SMAU server (102) may deliver the selected advertisements via newspapers, magazines, social media, search websites or other suitable means.
  • the SMUA server (102) monitors the advertisement viewing activity of the respective user (126, 130, 134, 138). Non-limiting examples of viewing activity includes the determination if the user has started/finished viewing advertisement, user's feedback, and tracking advertisement referred by relayers and viewed by end-ads consumer.
  • the SMUA server (102) accumulates rewards for the users (126, 130, 134, 138) regardless of their registration.
  • the SMUA server (102) redeems the accumulated rewards per the user's request. An unregistered user needs to passively register before redeeming the accumulated rewards. Steps (420) and (422) are discussed in-detail below.
  • the flow diagram (400) ends at (424).
  • FIG. 5 is the flow diagram (500) of the active registration process using OAUTH2.
  • the SMUA system and method based on the SMUP platform makes the user (126, 130, 134, 138) independent of any specific social media platform (116, 118).
  • the users (126, 130, 134, 138) do not need to bind their credit cards (206, 210, 308) to any specific social media platform (116, 118).
  • the SMUA borrows the users' account information about the social media platform to authenticate and identify the users (126, 130, 134, 138).
  • Open standard OAuth 2.0 or equivalent authorization protocols are used to verify user's identification credentials without giving out the passwords.
  • the SMUA does not store identification credentials, e.g., password, username, CVV, of the users. Instead, the SMUA uses various social media platforms or third parties to verify identity of the users for completing a financial transaction. Users (126, 130, 134, 138) can also make payments and transfer money across various social media platforms, e.g., between users of different social media networks.
  • the flow diagram (500) starts at step (502).
  • the user (126) provides his social media information to the SMUA server (102) to verify his identification. Identification is verified for security purpose as well as to meet legal/financial requirements of a jurisdiction.
  • the SMUA server (102) prompts the user (126) to enter the identification information, which is verified using OAUTH2 at the step (506).
  • the SMUA server (102) creates a user account for the user (126) and stores the user's (126) profile information in that user account.
  • the SMUA server (102) receives the user's financial information. Like identification information, the SMUA server (102) prompts the user (126) to enter his financial information.
  • the SMUA server (102) verifies the financial information via the financial institution. Assuming the SMUA server (102) successfully verifies the provided financial information, at step (514), the SMUA server stores financial profile in the user account. At step (516), after receiving and verifying the identification and financial information the SMUA server (102) creates a registered account for the user (126). The flow diagram (500) ends at the step (518).
  • FIG. 6 is the flow diagram (600) of the passive registration process.
  • the flow diagram starts at the step (602).
  • a non-registered user 130, 134, 138
  • the user may opt to reject the registration prompt at the step (606).
  • the embodiment permits, the user (130, 134, 138) continues to accumulates rewards without registration.
  • the user may lose the accumulated rewards upon rejecting the prompt for registration. If the user (130, 134, 138) rejects the prompt, the flow diagram ends at the step (612).
  • the user (130, 134, 138) accepts the prompt, the user (130, 134, 138) is registered at the step (608).
  • the step (608) includes the steps for active registration as shown in the flow diagram (500) of FIG. 5.
  • the SMUA server (102) determines if the registration process at the step (608) was successful or not. If the SMUA server (102) is unsuccessful in registering the user (130, 134, 138), the user may be directed to the step (604) for registration. In some embodiments of the SMUA system and method, the user (130, 134, 138) is given pre-determined number of attempts before ending the process of passive registration. In other embodiments, after an unsuccessful registration at the step (610), the process of passive registration may immediately end at the step (612).
  • FIG. 7 is the flow diagram (700) depicting advertisement consumption.
  • the advertisement consumption flow diagram (700) starts at the step (702).
  • the user receives the advertisement at the step (704).
  • the process of AP (108) generating the advertisements and distributing them either directly or indirectly via the SMUA server (102) & cloud (114) to the user is discussed above.
  • the step (706) determines if the user rejects the advertisement or not. If the user opts to reject the advertisement, at step (730), the SMUA server (102) determines if the user should be provided with more advertisements or not.
  • the SMUA server (102) decides about more advertisements while considering a number of factors, including but not limited to, the user's profile, the user's historical factors (acceptance rate, preferences), available advertisements to show the user, and client's preferences.
  • the flow diagram (700) loops back to the step (704). Instead, if the SMUA server (102) decides against providing additional advertisements to the user, the process comes to an end at the step (724). If at step (706), the user does not reject the advertisement, the SMUA server (102) determines at step (708), if the user is new or not. The user is considered new if the SMUA server (102) does not have any existing account for the user. Instead, if the SMUA server (102) has an existing account the user is not considered new. If the SMUA server determines that the user is new, an unregistered user account is created for that user.
  • the unregistered user account is a temporary account opened for a non-registered user.
  • the user is tracked using the unregistered user account until the user passively registers according to the flow diagram (600) and the SMUA server (102) assigns a registered account to the user. For example, if the user remains unregistered, the earned rewards, user's advertisement viewing activity and referrals would be associated with the unregistered user account. If at a later stage, the user registers all this information would be transferred to the registered account of the user.
  • the SMUA server (102) monitors the user's activity at the step (712).
  • the SMUA server (102) keeps a track of when the user interacts with the advertisement.
  • the SMUA server (102) performs advertisement tests at the step (714).
  • the viewer is prompted to enter a simple keyword to confirm the user has viewed the advertisement and/or to confirm the effect of the advertisement.
  • the user earns rewards based on the accuracy of the entered keywords.
  • users need to enter simple keywords (such as business name or URL) to make money, which can extend staying time and deepens user impression, confirming effective viewers, and the effect is better than the traditional advertising.
  • Other suitable tests may be used for verifying user's viewership.
  • the SMUA server (102) determines if the user has finished viewing the advertisement. In case of video content, this is ascertained by the advertisement tests or monitoring the advertisement's view time.
  • the flow diagram proceeds to the step (730), which is discussed above. If the SMUA server (102) determines that the user has finished watching the advertisement, the SMUA server (102) deposits the earned rewards to the appropriate user's account at the step (718). At step (720), the SMUA server (102) determines if the user is registered or not. If yes, the process ends at the step (724), wherein the rewards are deposited into a registered account at the step (718).
  • the unregistered and registered accounts in this disclosure are also referred to as wallet or electronic wallet.
  • the unregistered & registered accounts, wallet, electronic wallet are entities associated with the SMUA server (102) in which rewards can be deposited and withdrawn for redeeming or transferring to others.
  • the user is prompted for passive registration at the step (722).
  • the step (722) includes the steps of flow diagram (600) of passive registration.
  • the process ends at the step (724) after successful passive registration.
  • the step (720) may be carried out before the step (718).
  • FIG. 8 is the flow diagram (800) depicting the process of redeeming earned rewards.
  • the process starts at the step (802).
  • the steps (804) and (806) are shown for clarity and are not part of the flow diagram (800).
  • the user has accumulated rewards in the wallet.
  • the user transfers at least a part of those accumulated rewards to a friend.
  • the user or friend determines if they want to redeem rewards in their respective wallets. If they choose not to redeem rewards, the process ends at the step (826).
  • the flow diagram (800) is discussed in reference to the user who wants to buy an item and pay at least part of the item's price with the accumulated rewards. It should be noted that the steps discussed below for the flow diagram (800) are also applicable to the friend who wants to redeem rewards in his wallet.
  • the SMUA server (102) determines if the transaction is being conducted online or offline. Online transactions are generally performed on a PC, mobile phone, or any other device that can access the merchant's (140) website. In contrast, offline transactions are not performed on the merchant's (140) website. Non-limiting example of offline transactions is when the user goes to a store or restaurant to redeem the rewards. In case of online transaction, the steps for converting rewards into payment for the item are followed at step (812) to complete the transaction. If at step (810), it is determined that the user wants to perform an offline or in-person transaction, the flow diagram (800) proceeds to step (814).
  • the SMUA server (102) determines if both parties of the transaction (e.g., merchant (140) & user (126)) are connected to the SMUA server (102). If yes, both parties are considered online and the transaction completed as an online transaction at the step (812).
  • parties of the transaction e.g., merchant (140) & user (126)
  • the SMUA server (102) determines at step (816), whether both parties are not connected to the SMUA server (102).
  • the merchant (140) in this disclosure is assumed to be online and have the SMUA software, which is discussed below as a plugin. If the determination that both parties are not connected to the SMUA server (102) is negative, that means the user is not connected and the merchant (140) is connected online. Thereafter, the transaction is completed at the step 820 as point of sale (POS) payment transaction. If the determination at the step (816) is affirmative, the SMUA server (102) determines at step (818), whether both the parties have the SMUA software.
  • POS point of sale
  • the payment is performed in the form of a POS side offline transaction at the step (822).
  • both the parties at step (818) do not have the SMUA software
  • the transaction ends at the step (826).
  • Both the user and the merchant (140) are notified about the transaction performed at the steps (812, 820, 822), their accounts updated accordingly, and the process ends at step (826).
  • the user and/or merchant (140) are notified about the failed transaction (not shown).
  • FIG. 9 is the flow diagram depicting processes associated with an advertisement going viral.
  • the flow diagram (900) starts at the step (902).
  • the user (126) receives advertisements either directly or indirectly from the AP (108).
  • the process of generating and receiving advertisements has been discussed above.
  • the user (126) decides if he wants to spread the advertisements or not, i.e., user (126) is a relayer or not. If no, i.e., the user (126) is merely an end-ads consumer, the process proceeds to the step (910), wherein the user (126) views the advertisement according to the steps included in the advertisement consumption flow diagram (700), which is discussed above. Thereafter, the user (126) redeems earned rewards at the step (918).
  • the step (918) includes the steps of the redeeming flow diagram (800), which is discussed above, the process then ends at the step (920).
  • the user (126) wants to spread the advertisement as a relayer, the user (126) forwards that advertisement to another user, e.g., user (130), at the step (908).
  • the user 2 receives the advertisement at the step (912).
  • the user (126) may forward the advertisement as per the above-discussed methods.
  • the user (130) views the advertisement as per the steps included in the above-discussed advertisement consumption flow diagram (700).
  • the user (126) earns referral rewards while the user (130) views advertisements for earning rewards for himself.
  • the user (130) redeems rewards at the step (918) and the process ends at the step (920).
  • the step (918) includes steps discussed-above for the redeeming flow diagram (800).
  • Implementation of the SMUA system and method according to the flow diagram (900) motivates people to view and refer advertisements, the advertisement can become self-propagating and go viral. After launching the advertisement, the merchant (140) needs not to spend or at least spend fewer resources to spread it. The additional resources can be in the form of time, man-hours, and capital. In other words, the SMUA system and method provide an efficient method for advertisement distribution. Because users earn rewards by referring to other known users, the advertisements can automatically go viral among the targeted audience.
  • Viral marketing or viral advertising is a business strategy that uses existing social networks to promote a product. Its name refers to how consumers spread information about a product with other people, much in the same way that a virus spreads from one person to another. It can be delivered or enhanced by the network effects of the Internet and mobile networks. Viral advertising is personal and, while coming from an identified client, it does not mean businesses pay for its distribution. Most of the well-known viral ads circulating online are advertisements paid by a sponsor client, launched either on their own platform (client web page or social media profile) or on social media websites such as YouTube. Users receive the page link from a social media network or copy the entire ad from a website and pass it along through e-mail or posting it on a blog, web page or social media profile.
  • Viral marketing may take the form of video clips, interactive Flash games, eBooks, images, text messages, email messages, or web pages.
  • the ultimate goal of marketers interested in creating successful viral marketing programs is to create viral messages that appeal to individuals with high social networking potential (SNP) and that have a high probability of being presented and spread by these individuals and their competitors in their communications with others in a short period.
  • SNP social networking potential
  • FIG. 10 is the flow diagram (1000) depicting processes associated with the coupon flow.
  • the flow diagram (1000) starts at the step (1002).
  • AP (108) produces a coupon according to the client's (110, 112) request at the step (1004).
  • AP (108) delivers these coupons to the users (126, 130, 134, 138) at the step (1008).
  • AP (108) transfers these coupons to the clients (110, 112) at the step (1006), and the clients (110, 112) deliver coupons to the users (126, 130, 134, 138).
  • the users (126, 130, 134, 138) determine if they want to accept or reject the coupons.
  • One or more users may decide to reject the coupons, and at the step (1014) determine to transfer them to their friends, who may be one of the other users (126, 130, 134, 138).
  • the coupons are destroyed at the step (1034) and the process ends at (1038).
  • the friend may determine to accept or reject the transferred coupon at the step (1016). If the friend rejects the coupon, it is destroyed at the step (1034) and the process ends at (1038).
  • the users (126, 130, 134, 138) decide to accept the coupon, these are stored in the user's (126, 130, 134, 138) digital wallet at the step (1012).
  • the SMUA server (102) prompts the users (126, 130, 134, 138) to verify their identification, e.g., via OAUTH2, and stores the coupons in reference to that social media identity.
  • digital wallet for the coupons is linked or part of the discussed-above registered account/wallet/electronic wallet for the advertisements. If at the step (1016), the friend accepts the coupon, it is stored like the above-discussed step (1012) in the friend's wallet at the step (1018).
  • the stored coupons in the user's (126, 130, 134, 138) or friend's wallet are then used with an offline merchant (140) at the step (1020) or with the online merchant (140) at the step (1022).
  • the SMUA server (102) checks the user's (126, 130, 134, 138) identity and wallet's validity using third party credentials, e.g., OAUTH2.
  • the SMUA server (102) also verifies the status of the wallet and its contents. For example, the SMUA server (102) verifies if the coupons are still valid and authentic at the step (1026). If yes, the SMUA server further verifies at the step (1028), whether the coupon has already been used.
  • the SMUA server (102) monitors and manages coupon usage at the step (1032) and the process ends at the step (1038). Although, the function of monitoring and managing coupons is shown at the step (1032), the SMUA server (102) monitors and manages coupons during most steps of their distribution from (1002) to (1038). From issuance to final use/destruction, coupons are moving in a closed-loop in the social media platforms, making it easy to evaluate the marketing effects. Because identification is verified using OAUTH2, social accounts become electronic wallets that could be used for payment during online and offline transactions.
  • the SMUA server (102) updates the user's big data and uses it for producing coupons according to the client's (110, 112) request at the step (1004). If the SMUA server (102) determines that the coupon is invalid, unauthentic or previously used, the process ends at the step 1038.
  • the SMUA server (102) makes several decisions using big data. A large volume of data - both structured and unstructured - is organized and analyzed for insights that lead to better decisions and strategic business moves.
  • the SMUA server (102) collects data from a variety of sources, including business transactions, smart (loT) devices, videos, social media platforms and more. This data may come in all types of formats - from structured, numeric data in traditional databases to unstructured text documents, emails, videos, audios, and financial transactions.
  • the SMUA server (102) can take data from these sources and analyze it to find answers that enable (1) optimized advertisements and coupon offerings, (2) smart decision making, (3) new product development, (4) cost reductions, and (5) time reductions.
  • the SMUA server (102) can accomplish business-related tasks such as: (1) Generating coupons at the point of sale based on the customer's buying habits, (2) Determining changes in consumer's behavior and issues in near-real time, and (3) Detecting fraudulent behavior before it affects an organization.
  • FIG. 11 is the block diagram depicting details of a user's device and commercial entity's (e.g., merchant) point of sale (POS) machine.
  • the user's device (1150) is used by the user (126, 130, 134, 138) for performing a financial transaction described in this disclosure.
  • the user's device (1150) may be a mobile phone.
  • the term mobile phone includes a cell phone, car phone, cellular phone, digital phone, smartphone, and any other suitable devices.
  • Existing software (1102) is installed on the user's device (1150).
  • the existing software (1102) may be a factory- installed/pre-installed software on a mobile phone bought from an original equipment manufacturer (OEM).
  • OEM original equipment manufacturer
  • the plugin (1104) for the SMUA program/software is installed on the user's device (1150) and is used for redeeming rewards and coupons in an offline transaction.
  • the plugin (1104) is a software addon installed along with the existing software (1102) on the user's device (1150).
  • the plugin (1104) includes, but is not limited to: a QR code generator (1106), a QR code decoder (1108), a SMUA server link (1112), a check authentication logic (1114), a notification manager (1116), and an application programming interface (API) (1110).
  • the QR code generator (1106) generates a QR code that is displayed on the user device's (1150) screen.
  • One example of the QR code generated by the QR code generator (1106) is the payment code that shows the user's intent to pay and includes the user's identification information.
  • Some QR codes include information about the remaining rewards and coupons in the wallet.
  • Some QR codes show information about the individual coupons.
  • the QR code decoder (1108) enables the user to scan a QR code.
  • the QR code decoder (1108) enables the user to scan a collection code of a merchant (140).
  • the collection code includes information about the merchant's (140) identification and the merchant's (140) intent to receive money from the user.
  • the SMUA server link (1112) makes the user's device (1150) accessible to the SMUA server (102) and enables communication between the user's device (1150) and the SMUA server (102) via the main cloud (114).
  • the check authentication logic (1114) provides another tool for the user's verification. For example, a code is generated by the SMUA server (102) as part of a two-factor authentication of the user. The user inputs that code into the user's device (1150). The check authentication logic (1114) verifies that code to ensure that no one other than the user is using the device (1150) and/or doing the transaction.
  • the API (1110) is a computing interface that defines the interactions between the existing software (1102) and the plugin (1104).
  • the API (1110) defines how different applications can interact with and obtain data from one another.
  • the notification manager (1116) provides a means of delivering a message from the SMUA server (102) to the user and vice versa, or between the user's device (1150) and the POS (1120).
  • the point of sale (POS) machine (1120) includes, but is not limited to, a display screen (1160), SMUA server software (SW) (1122), existing POS software (1136), a camera/scanner (1138), and a receipt printer (1140).
  • the SMUA server software (1122) includes interfacing existing POS software (1124), QR code display/generator (1126), QR code decoder (1128), API (1130), and check authentication logic (1132).
  • the display screen (1160) enables a merchant (140) to display information related to a financial transaction visually.
  • the display screen (1160) may also include pressure sensitivity to enable inputting data.
  • the display screen (1160) displays a prompt/collection code, and a cashier/user can use the display screen (1160) to input data related to that prompt.
  • the SMUA server SW (1122) may be installed in the form of a plugin in the POS (1120).
  • the interfacing existing POS SW (1124) defines interactions between the existing POS SW (1136) and the SMUA server SW (1122).
  • the QR code display generator (1126), QR code decoder (1128), API (1130), and check authentication logic (1132) of the SMUA server SW (1122) work similarly to the QR code generator (1106), QR code decoder (1108), API (1110), and check authentication logic (1114), respectively, of the plugin (1104) that is discussed in detail above.
  • the existing POS SW (1136) installed on the POS (1120) is factory-installed/pre-installed software.
  • the POS (1120) also has a camera/scanner (1138) used to scan a QR code, item code, etc.
  • the receipt printer (1140) prints various payments, such as financial transactions, credit card slips, customer slips, payment decline receipt, rewards/coupons redeemed, remaining rewards/coupons, etc.
  • the link (1118) represents a communication link between the user's device (1150) and the POS (1120).
  • Non-limiting examples of this form of communication are the user's device (1150) displaying a payment code to the POS (1120), the POS (1120) displaying a collection code to the user's device (1150), and the user's device/POS (1120) taking a picture/image of the payment receipt.
  • Details about the SMI server (116), SMI cloud (116), cloud (114), payment transaction server (106), and the SMUA server (102) may be referred to above, wherein these details are discussed in reference to the other figures.
  • FIG. 12 is the block diagram showing details of the SMUA server (102).
  • the SMUA server (102) includes, but is not limited to, a processor (1204), memory (1208), storage means (1210), software (1212), display (1214), input means (1216), a network interface (1218), and a location determinator (1222). These elements are connected to a bus (1202) that enables communication between these elements.
  • the SMUA server (102) contains a motherboard (not shown) that is the SMUA server's main electronic circuit board to which all the other components of the server are connected.
  • the processor (1204) contains a central processing unit and computer instructions (1206) adapted for the CPU's functioning.
  • the memory (1208) comprises random access memory (RAM), and the storage means (1210) comprises hard drives, such as SATA, SSD, SSHD, HDD.
  • RAM random access memory
  • the credit card information (1224), social media (SM) information (1226), authentication data (1228), user profile data (1230), miscellaneous data (1232), rewards earned data (1250), advertisement data (1252), advertisement distribution data (1254), advertisement-in-process data (1256), rules engine/Policy data (1258), user preferences (1260) and rewards redemption data (1262) related to the users and merchants are stored in the storage means (1210).
  • the software (1212) comprises computer instructions adapted for social media (SM) selection (1234), user profile verification (1236), binding prompt (1238), user authentication (1240), transaction process (1242), rewards management commands (1264), advertisement-in-process commands (1266), user preference determination commands (1268), advertisement receiving commands (1270), and miscellaneous software commands (1244).
  • the SM selection (1234) contains instructions to enable the registered user to select the social media platform based on the information in the SM information (1326).
  • the binding prompt (1238) includes instructions for prompting a user to provide identification credentials for verification and financial information for money transfer.
  • the user profile verification (1236) contains instructions for verifying the user's identity (e.g., automatic or manual) and financial information based on the credit card information (1224) and SM information (1226).
  • the user authentication (1240) includes instructions for using the required authentication information, such as password, CVV code, security questions, etc., provided by the user to verify the user's identity and perform financial transactions. It should be noted that the user profile verification (1236) and the user authentication (1240) are not limited to the user as used in this disclosure; they can also include instructions adapted for a merchant's verification and merchant's authentication, respectively.
  • Rewards management (1264) includes instructions for managing rewards, such as, storing rewards in accounts/wallets, transferring rewards, redeeming rewards in the account/wallet, etc.
  • Advertisement-in-process commands (1266) include instructions for managing delivered, being viewed and viewed advertisements.
  • User preference determination (1268) include instructions for determining user's preferences based on different factors including user feedback, rejection rate, viewed data etc.
  • Advertisement receiving commands (1270) include instructions for receiving advertisements from the AP (108) or clients (110, 112).
  • Advertisement delivery commands (1272) include instructions for delivering advertisements to the users. It should be noted that the elements of the SMUA server (102) apply both to the advertisements as well as coupons. For example, advertisement delivery commands (1272) include instructions for delivering coupons to the users.
  • the POSITA would understand that rewards earned data (1250) would not be applicable for coupons. In other words, the POSITA would understand would be able to make use of the SMUA system and method based on this disclosure.
  • the transaction process (1242) contains instructions for transferring money from one credit card account to another.
  • the transaction process (1242) includes instructions for interacting with the payment transaction server (106) based on the data stored in the credit card information (1224).
  • Miscellaneous software commands (1244) contain instructions for performing other tasks needed for the functioning of the SMUA server (102). Any person skilled in the art would understand and make use of the miscellaneous software commands (1244) in reference to the SMUA server (102).
  • the display (1214) is an output device that displays information and includes LCD and LED monitors.
  • the input (1216) is an input device such as a keyboard, mouse, touchpad, touchscreen, etc.
  • the network interface (1218) is a software or hardware interface between the SMUA server (102) and the main cloud (114) for providing 1 standardized functions such as passing messages, connecting, and disconnecting.
  • Some embodiments have the location determinator (1222) to determine the user/merchant's geographical location for verification purposes.
  • the SMUA server (102) receives transaction information for verification from a POS device installed at a store where a user purchases an item. The user uses their mobile phone to make this purchase.
  • the SMUA server (102) uses the location determinator (1222) to ascertain the mobile phone's geographical location inside or in the vicinity of the store. The location is used as a security factor to confirm the identity of the user.
  • the SMUA system comprises a processor and a non-transitory, computer- readable storage medium in operable communication with the processor, wherein the computer- readable storage medium contains one or more programming instructions that, when executed, cause the processor to perform the actions discussed in this disclosure.
  • the computer-implemented SMUA method for determining at least one outcome for promoting at least one advertisement by the processor comprises the steps discussed in this disclosure.
  • the SMUA server (102) shown in FIG. 12 is used according to the embodiments shown in FIGS. 1-11 and described in the disclosure above to provide a reliable, accurate, flexible, and user-friendly digital advertising method for running and managing easy and cost-effective advertisements campaigns.
  • the SMUA (102) system and method provides a suite of commercial digital advertising services that can award a hierarchic pyramid of advertising relayers and end-ads consumers for spreading the advertisements.

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Abstract

A computer-implemented method of delivering advertisements and rewards to a user via digital devices using social media platform, the steps of the method include receiving advertisements from a client for distribution among various users, receiving client's preferences for distributing the advertisements among the users, matching users with the client's preferences, selecting and delivering advertisements to the users, assigning rewards based on user's advertisement viewing and referral activities, and redeeming rewards for the user. The Social Media Universal Advertisement (SMUA) system and method enable the viewer to receive and transfer advertisements, use the social media account for verifying identification credentials, earn/transfer/redeem rewards without leaving or logging off his social media account.

Description

UNIVERAL ADVERTISING AND REWARDING PLATFORM USING SOCIAL MEDIA
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit of U.S. Provisional Patent Application No. 63/131,746, filed DEC 29, 2020. The entire disclosure of the above application is incorporated herein by reference.
FIELD
[0002] The present disclosure relates to the field of advertisement, advertising platform, social media universal payment, and especially to the methods and systems for generating consumer interest through advertisements, coupons, rewards, incentives by paying viewers for viewing advertisements and referring new viewers, tracking and determining the effectiveness of advertisements or other promotions presented to the viewers.
BACKGROUND
[0003] Product/service sellers have long sought effective methods for generating consumer interest in their products. Sellers have used advertisement as a marketing communication that employs an openly sponsored, non-personal message to promote or sell a product, service or idea. Advertising is communicated through various mass media, including traditional media such as newspapers, magazines, television, radio, outdoor advertising or direct mail; and new media such as search engine results, blogs, social media, websites, newsletters, or text messages.
[0004] However, the new media and technologies generally have turned consumer's perception of the advertisements more negative than before. When people think of advertisements, often they think about selling. According to a research report published in 2016, 91% of people believed advertisements are more intrusive in 2016 compared to two or three years ago, and 79% believed they're being tracked by retargeted advertisements. Retargeting campaigns remind a website visitor of viewed products and services after they leave the website without buying. After the website visitor has visited specific pages, it retargets the visitor and shows relevant visual or text ads when they visit other websites. Advertisements may feel like an invasion of privacy, or in other words, an infringement on the personal space. There always had been an issue with motivating people to watch advertisements. How to universally deliver this motivation or incentives to anyone to watch advertisements becomes a first biggest problem associated with advertisements.
[0005] Another problem associated with advertisements is the difficulty to achieve highly efficient spreading and tracking of the advertisements. The highly efficient spreading of the advertisements involves making the ads visible to a broader demographics of audience with minimal or zero effort from the advertiser; The tracking includes measuring and analyzing effectiveness of advertisements. The evaluation of advertising is divided into media research, copy research and sales results research. The multivariable forces influencing sales make it impossible to measure the sales effect of advertising. The problem of measuring advertising effectiveness is still a frontier area for the application of complex scientific methods to market cultivation effort, and its problems are closely tied to the economics, changing demographics and cultural problems.
[0006] To get people's attention for watching and/or spreading advertisements, few websites are already offering the opportunity to watch video ads for money. These are also known as Get-Paid-To (GPT) sites. Some GPT sites also offer money for referrals. However, one has to take extra steps of registering with the website in advance and visiting their website to watch advertisements. Before registration or using the website, people are not familiar with the legitimacy of these money-making schemes. They are uncertain if it is just another online scam. The extra steps and unfamiliarity make people hesitant to opt for GPTs. So, the third problem of the advertisements using GPT is how to get the advertisements spreading and tracking done without asking people to register in advance.
[0007] A challenge for advertisers, such as program promotion advertisers, is measuring the effectiveness of the advertisements and creating cost-effective advertisement campaigns. According to conventional technology, effectiveness may only be determined based on sampling data and test groups. This is an inefficient and error-prone process. As such, program promotion advertisers are not able to accurately realize the effect of their advertisements on content viewers. In this type of environment, content providers and media network operators are not able to take advantage of successful advertising and promotional efforts implemented using existing methods or avoid ineffective digital on-screen advertisements that do not persuade viewers to watch the promoted programs, purchase products, or the like.
[0008] Therefore, it would also be beneficial to provide a system and method for solving all the previously mentioned problems. The system and method can transmit ads and deliver ads incentive among people who are not necessarily ever connected before, determine the outcome of a digital onscreen program promotion or other type of advertising campaign in an automated, efficient manner that is able to, among other things, attract people to watch advertisements, capture which advertisements are watched by which viewers, motivate people to generate referrals, be self-propagating with minimal cost and minimize steps involved in the process.
SUMMARY
[0009] The present disclosure presents a Social Media Universal Advertisement (SMUA) system and method that takes advantage of a novel Social Media Universal Payment platform for providing a suite of commercial digital advertising and rewarding services. The new commercial digital advertising and rewarding services are based on a mechanism that can award a hierarchic pyramid of advertising relayers and end-ads consumers for spreading the advertisements over a universal social media platform with payment ability. Each member of the pyramid can be anyone who previously has at least one mean to connect to a member of the up-level through a social media network. The social media network herein is in a very broad sense that includes any digital means of connection, for example, Facebook groups, Twitter followers, emails, SMS contacts, or BBS, etc. The connected anyone can be from any different social media connection; they can be temporally without internet connection or running custom SMUA software. The relayers and end-ads consumers are members of the pyramid and can all get rewards. The earned rewards and/or coupons can also be exchanged as a gift and redeemed among users and merchants either online or offline at a POS. After a person earns rewards and/or receives coupons, the Social Media Universal Payment platform enables redeeming them in online/offline transactions, and in transactions when both parties are not connected to the server or have any internet connection. The advertising services include distributing advertisements, monitoring advertisement viewing, tracking advertisement among relayers & end-ads consumers, assigning earned rewards for advertisement viewing/referrals, redeeming earned rewards, and updating advertisement distribution activity based on these functions.
[0010] The SMUA advertises a product to a group of people using existing social media, marketing, or payment channels and reward the advertisement's receiver even if they are not registered with the SMUA system and method. The SMUA also distributes coupons or reward points to potential users, who, without registering themselves, may transfer coupons or points to others. The SMUA distributes advertisements, allows users to interact with the advertisements, and enables them to receive offers/coupons or rewards through social media channels; wherein users can (1) receive and transfer advertisements/coupons/rewards to others; as well as (2) redeem rewards as cashback or payment for online or offline shopping across multiple social media platforms without leaving the social media software. Moreover, users can transfer advertisements/coupons/rewards and redeem rewards/coupons as payment for shopping in certain situations independent of internet connectivity.
[0011] A merchant who wants to promote his product employs an advertisement producer (AP) server to generate advertisements and/or coupons. These advertisements/coupons are distributed among the members of the pyramid either directly by the AP or via the SMUA server. The merchant requests the SMUA server to distribute advertisements/coupons according to this disclosure to the targeted users. The advertisements/coupons are distributed based on merchants' and/or members' preferences. [0012] The advertisement's receiver has an option to earn referral rewards by referring advertisements to others. The member/receiver who views an advertisement and earns a reward is known as the end-ads consumer. The receiver who refers the advertisement to others to earn rewards is the advertising relayer (relayer). A receiver may merely be a relayer but can also become an end-ads consumer by viewing the advertisement. Some receivers may just be end-ads consumers, who do not refer that advertisement to others in the hierarchical pyramid. Other receivers may receive an advertisement but may never view it or refer it to others, thereby becoming neither a relayer nor an end- ads consumer.
[0013] The earned rewards have a pre-determined value and may be redeemed in cashback or discount when purchasing. If the viewer wants to redeem earned rewards, the SMUA prompts the nonregistered viewer to register with the SMUA server. In some embodiments, the SMUA system and method prompt the non-registered viewer to register during the advertisement viewing. However, the nonregistered viewer can disregard the prompt to continue viewing advertisements and earn rewards. When redeeming rewards, the SMUA prompts the registered viewer to confirm his identification information and, if applicable, financial information. A viewer may opt to register with the SMUA server before viewing any advertisement. Under these conditions, there is no need to create a temporary user account, and the viewer would not be prompted to register afterwards. This is known as active registration. In contrast, if a non-registered viewer is prompted to register, the registration process under these conditions is known as passive registration. Active and passive registration include similar steps, except former is done before viewing advertisement and latter is done afterwards.
BRIEF DESCRIPTION OF THE DRAWINGS
[0014] The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment (s) of the present disclosure and, together with the description, serve to explain the principle of the invention. For simplicity and clarity, the figures of the present disclosure illustrate a general manner of construction of various embodiments. Descriptions and details of well-known features and techniques may be omitted to avoid unnecessarily obscuring the discussion of the present disclosure's described embodiments. It should be understood that the elements of the figures are not necessarily drawn to scale. The term FIG. intends to include Figure & figure, and FIGs intends to include Figures & figures. Some elements' dimensions may be exaggerated relative to other elements for enhancing the understanding of described embodiments. In the drawings: [0015] FIG. 1 is a block diagram of an embodiment of the Social Media Universal Advertisement (SMUA) system and method;
[0016] FIG. 2 is a block diagram of an embodiment of the Social Media Universal Advertisement (SMUA) system and method depicting two users affiliated with the same social media platform;
[0017] FIG. 3 is a block diagram of the Social Media Universal Advertisement (SMUA) system and method depicting two users affiliated with different social media platforms;
[0018] FIG. 4 is a flow diagram of general advertisements according to the SMUA system and method;
[0019] FIG. 5 is a flow diagram of the active registration process using OAUTH2 according to the SMUA system and method;
[0020] FIG. 6 is a flow diagram of the passive registration process according to the SMUA system and method;
[0021] FIG. 7 is a flow diagram of advertisement consumption according to the SMUA system and method;
[0022] FIG. 8 is a flow diagram of redeeming earned rewards according to the SMUA system and method;
[0023] FIG. 9 is a flow diagram depicting processes associated with an advertisement going viral according to the SMUA system and method;
[0024] FIG. 10 is a flow diagram depicting processes associated with the coupon flow according to the SMUA system and method;
[0025] FIG. 11 is a block diagram depicting details of a user's device and commercial entity's (e.g., merchant) point of sale (POS) machine according to the SMUA system and method; and
[0026] FIG. 12 is a block diagram showing details of a SMUA server according to the SMUA system and method.
DETAILED DESCRIPTION
[0027] The present disclosure generally relates to a Social Media Universal Advertisement system and method that may take various forms. Various examples of the present invention are shown in the FIG.s. However, the present invention is not limited to the illustrated embodiments. In the following description, specific details are mentioned to give a complete understanding of the present disclosure. However, it may likely be evident to a person of ordinary skill in the art; hence, the present disclosure may be applied without mentioning these specific details. The present disclosure is represented as few embodiments; however, the disclosure is not necessarily limited to the particular embodiments illustrated by the figures or description below. [0028] The language employed herein only describes particular embodiments; however, it is not limited to the disclosure's specific embodiments. The terms "they", "he/she", "his or her" or "he or she" are used interchangeably because "they", "them", or "their" are considered singular gender-neutral pronouns. The terms "comprise" and/or "comprising" in this specification are intended to specify the presence of stated features, steps, operations, elements, and/or components; however, they do not exclude the presence or addition of other features, steps, operations, elements, components, or groups.
[0029] Unless otherwise defined, all terminology used herein, including technical and scientific terms, have the same definition as what is commonly understood by a person of ordinary skill in the art, typically to whom this disclosure belongs. It will be further understood that terms, such as those defined in commonly used dictionaries, should be interpreted as having the same meaning as defined in the context of the relevant art and the present disclosure. Such terms should not be construed in an overly strict sense unless explicitly described herein. It should be understood that multiple techniques and steps are disclosed in the description, each with their individual benefit. Each technique or step can also be utilized in conjunction with a single, multiple, or all of the other disclosed techniques or steps. For brevity, the description will avoid repeating each possible combination of the steps unnecessarily. Nonetheless, it should be understood that such combinations are within the scope of the disclosure. Reference will now be made in detail to some embodiments of the present invention, examples of which are illustrated in the accompanying figures.
[0030] Increasing number of people own smart phone and use mobile internet than a decade ago. Most of these people are affiliated with at least one social media platform and remain logged into their social media accounts 24/7 on their mobile phones. To overcome the limitations of the problems mentioned above, the present disclosure discusses methods and systems to implement a Social Media Universal Advertisement (SMUA) system. First, the SMUA system eliminates the need of in-advance registration. Next, assuming the user is already logged into his social media account, the SMUA facilitates earning & transferring rewards/coupons across social media platforms independent of the limitations of repetitive logging-into a specific website, verifying identification credentials, and requirement of internet connectivity without leaving the social media account or switching to another website. The user can perform all the steps involved in digital marketing services starting from receiving advertisements/coupons up to redeeming earned rewards without leaving the social media account or switching to another website and/or app.
[0031] The disclosed Social Media Universal Advertisement (SMUA) system and method takes advantage of a novel Social Media Universal Payment platform for providing a suite of commercial digital advertising and rewarding services. The new commercial digital advertising and rewarding services are based on a mechanism that can award a hierarchic pyramid of advertising relayers and end-ads consumers for spreading the advertisements over a universal social media platform with payment ability. Each member of the pyramid can be anyone who previously has at least one mean to connect to a member of the up-level through a social media network. The social media network herein is in a very broad sense that includes any digital means of connection, for example, Facebook groups, Twitter followers, emails, SMS contacts, or BBS, etc. The connected anyone can be from any different social media connection; they can be temporally without internet connection or running custom SMUA software. The relayers and end-ads consumers are members of the pyramid and can all get rewards. The earned rewards and/or coupons can also be exchanged as a gift and redeemed among users and merchants either online or offline at a POS. After a person earns rewards and/or receives coupons, the Social Media Universal Payment platform enables redeeming them in online/offline transactions, and in transactions when both parties are not connected to the server or have any internet connection. The advertising services include distributing advertisements, monitoring advertisement viewing, tracking advertisement among relayers & end-ads consumers, assigning earned rewards for advertisement viewing/referrals, redeeming earned rewards, and updating advertisement distribution activity based on these functions.
[0032] The SMUA works even if people are not registered with the SMUA system and method. The SMUA distributes advertisements, allows users to interact with the advertisements, and enables them to receive offers/coupons or rewards through social media channels; wherein users can (1) receive and transfer advertisements/coupons/rewards to others; as well as (2) redeem rewards as cashback or payment for online or offline shopping across multiple social media platforms without leaving the social media software. Moreover, users can transfer advertisements/coupons/rewards and redeem rewards/coupons as payment for shopping in certain situations independent of internet connectivity.
[0033] A merchant who wants to promote his product employs an advertisement producer (AP) server to generate advertisements and/or coupons. These advertisements/coupons are distributed among the members of the pyramid either directly by the AP or via the SMUA server. The merchant requests the SMUA server to distribute advertisements/coupons according to this disclosure to the targeted users. The advertisements/coupons are distributed based on merchants' and/or members' preferences.
[0034] The advertisement's receiver has an option to earn referral rewards by referring advertisements to others. The member/receiver who views an advertisement and earns a reward is known as the end-ads consumer. The receiver who refers the advertisement to others to earn rewards is the advertising relayer (relayer). A receiver may merely be a relayer but can also become an end-ads consumer by viewing the advertisement. Some receivers may just be end-ads consumers, who do not refer that advertisement to others in the hierarchical pyramid. Other receivers may receive an advertisement but may never view it or refer it to others, thereby becoming neither a relayer nor an end- ads consumer.
[0035] The SMUA confers several advantages. The advertisement receivers need not register with the SMUA server for earning rewards. Thus, the SMUA server enables the receivers, whether registered or not, to earn and keep accumulating rewards by viewing/referring advertisements, i.e., independent of registration. The relayer can refer advertisement to the end-ads consumer by email, text, social media platform, or other suitable means. The relayer can use any suitable digital means for referring the advertisements, i.e., independent of any specific digital means of connection. Note the relayer using text for referring advertisement does not need an internet connection, i.e., independent of internet connection. The relayer and end-ads consumer need not belong to any specific social media platform for transferring. Initially, both the relayer as well as end-ads consumer need not be affiliated to any social media platform for receiving and transferring advertisements, i.e., independent of any social media platform.
[0036] The merchant uses the SMUA to incentivize advertisement viewing to promote a product, service, or event to spread advertisements among several receivers. Many people are wary of viewing advertisements, especially when coerced. People are also wary of registering with unknown websites, especially for money-making schemes. The relayers/end-ads consumers can delay registration and still earn rewards, which removes the wariness for coerced viewing & registration and motivates them to view and refer advertisements to other people. This change in viewers' behavior provides impetus to self- propelled advertising imparting an advantage to the merchant's advertisement of greater reach among people.
[0037] Because the SMUA motivates people to view and refer advertisements, the advertisement can become self-propagating and go viral. After launching an advertisement, the merchant needs not to spend or at least spend fewer resources to further spread it. The additional resources can be in the form of time, man-hours, and capital. In other words, the SMUA provides an efficient method for advertisement distribution. Because viewers earn rewards by referring to other known viewers, the advertisements can automatically go viral among the targeted audience.
[0038] The SMUA system and method determine if the viewer has finished viewing the advertisement. In some embodiments, the viewer is prompted to enter a simple keyword to confirm the viewer has viewed the advertisement. The viewer earns rewards based on the accuracy of the entered keywords. The SMUA creates a temporary user account for the non-registered viewer and keep depositing earned rewards in that temporary user account.
[0039] The earned rewards have a pre-determined value and may be redeemed in cashback or discount when purchasing. If the viewer wants to redeem earned rewards, the SMUA prompts the nonregistered viewer to register with the SMUA server. In some embodiments, the SMUA system and method prompt the non-registered viewer to register during the advertisement viewing. However, the nonregistered viewer can disregard the prompt to continue viewing advertisements and earn rewards. When redeeming rewards, the SMUA prompts the registered viewer to confirm his identification information and, if applicable, financial information. A viewer may opt to register with the SMUA server before viewing any advertisement. Under these conditions, there is no need to create a temporary user account, and the viewer would not be prompted to register afterwards. This is known as active registration. In contrast, if a non-registered viewer is prompted to register, the registration process under these conditions is known as passive registration. Active and passive registration include similar steps, except former is done before viewing advertisement and latter is done afterwards.
[0040] During registration, the SMUA system and method create a viewer's profile and stores the viewer's details and identification information. At this stage, if a viewer has a temporary user account, it is converted into a registered account. The SMUA system and method can use a social media account or any other third party's identity verification credentials, e.g., OAUTH2 authorization framework. The viewer authorizes the SMUA system and method to retrieve login credentials from the third-party server. The SMUA accesses the third-party's website/system and retains information about the third party in the SMUA server. The third-party's website/system verifies the identity of the user. When redeeming earned rewards using the SMUA system and method, whether online or in-person at the store, the viewer is prompted to select the third-party retained in the SMUA server and enter the third party's credentials, e.g., username and password, for identification. The viewer inputs the credentials that are validated by the third party's authentication server.
[0041] In certain situations, the SMUA system and method prompt the viewer to provide financial information. This financial information is required, for example, when the viewer wants to redeem earned rewards as cashback and wants to transfer cash into a bank account/credit card. The viewer provides a bank account's transit number/account number for direct payment/deposit, credit card's number, PIN, CVV code, etc. The information about the bank/credit card company is stored in the SMUA server. A plurality of third-party credentials and financial information from numerous credit cards/bank accounts may be used for each account. The registration is near completion after the viewer provides personal details, identification information, and optionally financial information. The SMUA server then verifies the identification/financial information to complete the registration. If a registered viewer wants to redeem rewards as cashback, he will first be prompted to verify identification credentials, e.g., using OAUTH2. Then he will be prompted to select the financial institution where the cash needs to be deposited. Once the identification and financial information are verified, the SMUA server redeems rewards and deposits cash in the selected financial account. In case the viewer only wants to redeem rewards while purchasing an item, only identification information is needed. The SMUA server incorporates KYC or equivalent procedures for identification and financial processes. KYC is short for Know Your Client. It is mainly to confirm the real identity of the user. According to the different laws of each country, there are different requirements for KYC. For example, in some jurisdictions, KYC or KYC check is the mandatory process of identifying and verifying the identity of the client when opening an account and periodically over time.
[0042] Before withdrawing, KYC needs to be carried out in accordance with the laws of the relevant country. After a certain amount has been accumulated, the user can apply for withdrawal. According to the law of the country, after the KYC procedure, the user can transfer the money to his bank account or credit card. Similarly, users can also transfer money to other people's bank accounts or credit cards. Some social media platforms provide payment functions in certain countries or regions. After completing the KYC process, the SMUA server can omit the KYC and call the functions of these social media platforms to directly transfer money to the social media accounts. Withdrawal is also a kind of transfer, and the real identity of the user has to be confirmed in some manner, and risk assessment is conducted based on the amount and other factors and certain authorization authentication is performed.
[0043] After the user binds the card and goes through the KYC process, the user can transfer money to users in and outside of social media platform. The transfer itself is another transaction. For the transaction itself, various verification conditions or no conditions can be added. The extent of the risk assessment and testing being conducted according to the humanistic environment of the specific market is taken into consideration while implementing the SMUA system and method. The transfer itself contains two parts, the transfer amount and risk assessment. The following table 1 may be used for risk assessment.
[0044]
Figure imgf000011_0001
Figure imgf000012_0001
[0045] The factors involved in the risk assessment may include, but are not limited to: the amount of transfer; the frequency of interaction between the sender and receiver (once a day, once a week, once a month, less than once a month); the creditworthiness of the sender and receiver (if credit card information is available or not), the physical location of both parties; the transaction forwarding method (face-to-face or online forwarding), whether the same social media, etc. Table 1 is only a schematic description of the three types of situations. It should be noted that there are far more combinations of risk assessment and processing methods than the above three types. [0046] Assuming a viewer is registered and logged into his social media account on his mobile phone at the time of redeeming earned rewards, the viewer need not verify identification credentials as it would be done automatically by the SMUA server via the mobile phone. The SMUA provides an additional advantage to the viewer to receive and transfer advertisements, use the social media account for verifying identification credentials, and earn/transfer/redeem rewards without leaving or logging off his social media account.
[0047] As noted above, a registered or non-registered viewer can earn rewards by forwarding advertisements to other viewers. A person can refer an advertisement to others using email, text, SMS, social media, or any other means. While other viewers/end-ads consumers earn rewards by viewing advertisements, the SMUA deposits referral rewards for the relayer for referring advertisements to other end-ads consumers. In a non-limiting example, the SMUA system and method use embedded information in the advertisement (or other suitable methods) for tracking relayers and end-ads consumers. In one embodiment, the SMUA system and method prompt the non-registered viewer to register after viewing the advertisement. In some embodiments, if the viewer opts not to register, the temporary user account's earned rewards are reset to a predetermined value, e.g., zero. In other words, the earned rewards are not carried over or accumulate if the viewer does not register after viewing the advertisement. In other embodiments, the earned rewards accumulate in the temporary user account for a predetermined period, e.g., six months. After that, if the viewer does not register, the temporary user account's balance is reset to a predetermined value, e.g., zero. In some embodiments, the temporary user account balance is reduced by a predetermined ratio, e.g., 50% reduction, instead of resetting to zero. The accumulated rewards can be redeemed in any online or offline transaction.
[0048] The SMUA system and method also distribute, redeems, processes, and verifies the coupons and users' authenticity. The SMUA system and method distribute coupons to potential users. The abovediscussed registered and non-registered viewers can also be potential users. Just like advertisements, the SMUA system and method deposit coupons into an electronic wallet even if the user is not registered. The electronic wallet of a non-registered user is temporary and can be converted into a registered account. The user can transfer coupons deposited in the wallet to other users. For example, the user can transfer coupons using email, text, SMS, or social media. The user can redeem coupons in an online or offline transaction. The above-discussed advantages gained by the SMUA system and method during the advertisement distribution and redeeming process are also applicable to the coupon distribution and redeeming process.
[0049] The SMUA system and method prompt the non-registered user to register at the time of redeeming. The active and passive registration processes are discussed above. For the registered user who wants to redeem coupons, the SMUA verifies identification and/or financial information before redeeming coupons. The verification process is discussed above. The SMUA system and method monitor and manages the coupon usage as a closed-loop activity. In some embodiments, the SMUA system and method use big data to update the user's preferences based on coupon usage. The SMUA system uses big data results to modify and calibrate coupon generation/distribution activities accordingly. The SMUP system and method can transfer advertisements earned/referral rewards between viewers in the same manner as the coupons are transferred between users.
[0050] In one embodiment, the SMUA system and method prompt the non-registered user to register after receiving the coupon. If the user opts not to register, the coupon in the wallet is canceled. In other words, the non-registered user's coupons do not accumulate if the user does not register after receiving the coupon. In other embodiments, the coupons accumulate in the wallet for a predetermined period, e.g., six months. After that, if the user does not register, the coupons in the wallet are canceled. In some embodiments, instead of canceling the coupons, the coupons are reduced in value, e.g., coupon discount reduced from 20% to 5%.
[0051] The SMUA system and method provide a software tool, e.g., plugin, for performing transactions without a live connection with the SMUA server. For example, a viewer wants to redeem rewards, or a user wants to redeem a coupon using a mobile phone with a merchant, and neither party has a live connection with the SMUA server. If the mobile device, as well as the POS device of the merchant, have the installed plugin, it would identify both parties and complete the redeeming process. In other words, the plugin verifies the identification credentials of both parties for the transaction.
[0052] As noted above, FIG.l is a block diagram of an embodiment of the SMUA system and method (100). Client 1 (110) and client 2 (112) want to promote their product. Client 1 (110) and client 2 (112) may be a producer, manufacturer or service provider. Client 1 (110) and client 2 (112) employ or retain the services of the AP (108) that generates advertising content and coupons. The advertising content may be in the form of audio, video, printed material or any combination thereof. Coupons may be in digital or printed format. The advertisements and coupons are distributed among the users either directly by the AP (108) or via the SMUA server (102). The SMUA server (102) receives advertisements/coupons from the AP (108) and distributes it to the users. Alternatively, the AP (108) transfers advertisements/coupons to the client 1 (110) and client 2 (112), who in turn upload these advertisements/coupons to the SMUA server (102) via cloud (114). The SMUA server (102) is adaptable to coordinate with various social media platforms for performing and facilitating such cross-social media platform financial transactions.
[0053] Client 1 (110) and client 2 (112) have policy preferences and/or rules that are used as a basis for distributing advertisements. For example, client 1 (110) manufactures trendy denim wear and has a preference to target teenagers and young adults living in households having a certain annual income. Client 2 (112) provides pest control services and has a preference to target customers within 50 miles of his business location. These preferences are communicated to and are stored in the SMUA server (102), and are used as the basis for distributing advertisements to the targeted customers. SMUA server (102) comprises a database (104), which has an organized collection of data that is stored and accessed electronically to perform functions associated with the SMUA systema and method. The architecture and details of the SMUA server (102) are provided below.
[0054] Payment transaction server (106) is connected to the SMUA server (102) via cloud (114). If the SMUA server (102) wants to transfer money from one account to another, it requests the payment transaction server (106) to handle the functions associated with the transaction. The payment transaction server (106) authorizes and facilitates money transfer from one credit card to another credit card. Different banks and financial institutions may each have their own payment transaction server for handling transactions related to their bank or financial institution. Instead of showing a payment transaction server for each bank and financial institution, only one payment transaction server (106) is shown for simplicity in this disclosure. The payment transaction server (106) is responsible for authorizing and facilitating money transfers from all the different banks and financial institutions discussed herein. Although, the disclosure refers to credit card while discussing transactions, the credit cards as used in this disclosure includes debit cards, checking, saving, or other suitable bank accounts.
[0055] User 1(126), user 2 (130), user 3 (134) and user 4 (138) are watching or using smart television (STV) (124), mobile phone (128), personal computer (132) and iPad (136), respectively. These users receive their advertisements via their respective devices. For example, user 1 (126) views a commercial while streaming music/videos on STV (124), user 2 (130) receives an advertisement via short message service (SMS), instant message (IM), user 3 (134) via IM, email, and user 4 (138) via a website and IM. In addition to or alternatively, these users may receive advertisements while web surfing, via emails or others means on their respective devices.
[0056] User 1 (126), user 2 (130) and user 3 (134) are affiliated with the social media platform 1 (SM(1) (116) that is connected to the SMI server (120). User 4 (138) is affiliated with the social media platform 2 (SM2) (118) that is connected to SM2 server (122). The user can redeem their earned rewards or coupons as cashback or payment for online or offline shopping at a merchant's (140) website or store.
[0057] FIG. 2 is a block diagram (200) of an embodiment of the Social Media Universal Advertisement (SMUA) (100) system and method depicting user 1 (126) and user 2 (130) affiliated with the SMI (116). The users may be individuals belonging to groups such as friends, social clubs, or labor unions. These individuals may know each other either directly or indirectly. User 1 (126) is registered with the SMUA server (102) and has a registered account 1 (202). User 1 (126) used third party SMI's (116) log-in credentials for his identification verification. For identification purposes, the SMUA allows the user to use a trusted third party, which include, but is not limited to: a Google account, bank accounts, government institutions, credit reporting agencies, insurance companies, health care providers, etc. The third party includes trusted entities that have verified the user's identity and have set-up the user's identification credentials that are used for verifying the user. The SMUA enables the user to use identification credentials from a single third party to conduct financial transactions with every financial entity registered with the SMUA system and method. There is no need to remember authentication information, such as password, CVV code, security questions, etc., for many financial entities. In a nonlimiting example, the user creates an account and registers by providing information from one social media platform (e.g., Facebook) and binds a plurality of credit/debit cards from various banks with that account.
[0058] A credit card, identified as user l's credit card (206), is used by user 1 (126) for the financial transactions and is bound to user l's account (202). This financial information is required, for example, when the user 1 (126) wants to redeem earned rewards as cashback and wants to transfer cash into a bank account/credit card (206). When user 1 (126) authorizes and provides credit card (206) information for financial transactions, user l's credit card (206) is bound to user l's account (202). At least one credit/debit card or checking account is bound to the user's 1 (126) account for cashback purposes. Although FIG. 2 shows only one credit card (206) bound to user l's account (202), each account according to this disclosure may be bound to a plurality of credit/debit cards, checking, saving, or other suitable bank accounts. The user 1 (126) registers with the SMUA server (102) before watching any advertisement. In other words, the user 1 (126 actively registers with the SMUA server (102).
[0059] Unless the user wants to redeem rewards as cashback, the SMUA does not need financial information related to the user, i.e., only identification information is required. As noted above, the SMUA is based on the SMUP platform. The financial transactions done for the SMUA system and method are performed according to the SMUP system and method. The prerequisites and procedure for identification and financial information verification are similar for both the systems. The SMUP system and method performs online and offline financial transactions universally between any two users by using a third party's authentication mechanism to verify the users' identities.
[0060] The registration process for both the systems and methods is not explained separately in this disclosure. A person of skill in the art would understand the interaction and co-ordination between the SMUA & SMUP systems and methods for conducting financial transactions. A person of skill in the art (POSITA) would understand the invention and enable him to make and use the same based on this disclosure. For brevity, financial transactions in the SMUA system and method based on the SMUP system and method not discussed in detail.
[0061] As shown in FIG. 2, User 1 (126) as a relayer refers an advertisement to the user 2 (130). The process of the user 1 (126) receiving advertisements has been discussed above in FIG. 1. The user 2 (130) becomes an end-ads consumer if he decides to watch the referred advertisement. If user 2 (130) refers the advertisement to another person, the user 2 (130) could also become a relayer (not shown). The advertisement is transmitted in a form of a link (210). The link (210) is sent via email, text, or messaging through social media platforms, and other suitable means.
[0062] The user 2 (130) is not registered with the SMUA system and method. The user 2 (130) need not register for receiving & watching advertisements, but need to register passively for redeeming rewards. The user 2 (130) uses a credit card (208) to create an account (204) that would be discussed indetail below. Initially, the user 2 (130) may not be affiliated with any social media platform and becomes affiliated for registration.
[0063] FIG. 3 is a block diagram (300) of an embodiment of the Social Media Universal Advertisement (SMUA) (100) system and method depicting user 1 (126) and user 2 (130) affiliated with different social media platforms, i.e., with the SMI (116) and SM2 (118), respectively. Like FIG. 2, in FIG. 3 User 1 (126) as a relayer refers an advertisement to the user 4 (138). The process of the user 1 (126) receiving advertisements has been discussed above in FIG. 1. The user 4 (138) becomes an end-ads consumer if he decides to watch the referred advertisement. If user 4 (138) refers the advertisement to another person, the user 4 (138) could also become a relayer (not shown). The advertisement is transmitted in a form of a link (310). The link (310) is sent via email, text, or messaging through social media platforms, and other suitable means.
[0064] The user 4 (138) may not be registered with the SMUA system and method. The user 4 (138) need not register for receiving & watching advertisements, but need to register passively for redeeming rewards. The user 4 (138) uses a credit card (308) to create an account (304) that would be discussed indetail below. Initially, the user 4 (138) may not be affiliated with any social media platform and becomes affiliated for registration.
[0065] As noted above, FIG. 4 is a flow diagram (400) of general advertisements according to the SMUA system and method. The flow diagram (400) starts at (402) and is discussed referring FIG. 1. At step (404), the clients (110, 112) request the SMUA server (102) to distribute advertisements/coupons to the targeted users, e.g., users (126, 130, 134 & 138). The client's (110, 112) preferences were referred to in FIG. 1. At step (406), the clients (110, 112) provide the target preferences to the SMUA server (102), which receives and stores those preferences. The clients (110, 112) employ or retain the services of the AP (108), which at step (408) produces advertising content and coupons according to the client's preferences. At least few steps shown in the flow diagrams of this disclosure need not follow the shown order/sequence and may be performed before or after the shown order. For example, the AP (108) may produce advertising content and coupons before step (404), and the SMUA server (102) may receive and store the target preferences after step (408).
[0066] At step (410), the SMUA server (102) receives advertisements/coupons from the AP (108) and stores them. Alternatively, the AP (108) transfers advertisements/coupons to the client 1 (110) and client 2 (112), who in turn upload these advertisements/coupons to the SMUA server (102) via cloud (114). At step (412), the SMUA server (102) matches persons with the stored preferences. For example, the SMUA server (102) looks for persons with certain traits, based on the product the clients (110, 112) are promoting. These traits can either be demographic with a focus on race, economic status, sex, age, generation, level of education, income level, and employment, or there can be a psychographic focus which is based on the consumer values, personality, attitude, opinion, lifestyle and interest.
[0067] At step (414), the SMUA server (102) selects advertisements for each of the respective users (126, 130, 134, 138). At step (416), the SMUA server (102) delivers the selected advertisements to the respective users (126, 130, 134, 138) using existing marketing channels. The SMAU server (102) may deliver the selected advertisements via newspapers, magazines, social media, search websites or other suitable means. At step (418), the SMUA server (102) monitors the advertisement viewing activity of the respective user (126, 130, 134, 138). Non-limiting examples of viewing activity includes the determination if the user has started/finished viewing advertisement, user's feedback, and tracking advertisement referred by relayers and viewed by end-ads consumer.
[0068] At step (420), the SMUA server (102) accumulates rewards for the users (126, 130, 134, 138) regardless of their registration. At step (422), the SMUA server (102) redeems the accumulated rewards per the user's request. An unregistered user needs to passively register before redeeming the accumulated rewards. Steps (420) and (422) are discussed in-detail below. The flow diagram (400) ends at (424).
[0069] As noted above, FIG. 5 is the flow diagram (500) of the active registration process using OAUTH2. The SMUA system and method based on the SMUP platform makes the user (126, 130, 134, 138) independent of any specific social media platform (116, 118). The users (126, 130, 134, 138) do not need to bind their credit cards (206, 210, 308) to any specific social media platform (116, 118). The SMUA borrows the users' account information about the social media platform to authenticate and identify the users (126, 130, 134, 138). Open standard OAuth 2.0 or equivalent authorization protocols are used to verify user's identification credentials without giving out the passwords. The SMUA does not store identification credentials, e.g., password, username, CVV, of the users. Instead, the SMUA uses various social media platforms or third parties to verify identity of the users for completing a financial transaction. Users (126, 130, 134, 138) can also make payments and transfer money across various social media platforms, e.g., between users of different social media networks.
[0070] The flow diagram (500) starts at step (502). For active registration, at step (504), the user (126) provides his social media information to the SMUA server (102) to verify his identification. Identification is verified for security purpose as well as to meet legal/financial requirements of a jurisdiction. The SMUA server (102) prompts the user (126) to enter the identification information, which is verified using OAUTH2 at the step (506). At step (508), the SMUA server (102) creates a user account for the user (126) and stores the user's (126) profile information in that user account. [0071] At step (510), the SMUA server (102) receives the user's financial information. Like identification information, the SMUA server (102) prompts the user (126) to enter his financial information. At step (512), the SMUA server (102) verifies the financial information via the financial institution. Assuming the SMUA server (102) successfully verifies the provided financial information, at step (514), the SMUA server stores financial profile in the user account. At step (516), after receiving and verifying the identification and financial information the SMUA server (102) creates a registered account for the user (126). The flow diagram (500) ends at the step (518).
[0072] As noted above, FIG. 6 is the flow diagram (600) of the passive registration process. The flow diagram starts at the step (602). In a non-limiting example, if a non-registered user (130, 134, 138) wants to redeem his earned rewards, he is prompted to register at step (604). The user (130, 134, 138) may opt to reject the registration prompt at the step (606). If the embodiment permits, the user (130, 134, 138) continues to accumulates rewards without registration. In other embodiments, the user (130, 134, 138) may lose the accumulated rewards upon rejecting the prompt for registration. If the user (130, 134, 138) rejects the prompt, the flow diagram ends at the step (612).
[0073] In case the user (130, 134, 138) accepts the prompt, the user (130, 134, 138) is registered at the step (608). The step (608) includes the steps for active registration as shown in the flow diagram (500) of FIG. 5. At the step (610), the SMUA server (102) determines if the registration process at the step (608) was successful or not. If the SMUA server (102) is unsuccessful in registering the user (130, 134, 138), the user may be directed to the step (604) for registration. In some embodiments of the SMUA system and method, the user (130, 134, 138) is given pre-determined number of attempts before ending the process of passive registration. In other embodiments, after an unsuccessful registration at the step (610), the process of passive registration may immediately end at the step (612).
[0074] As noted above, FIG. 7 is the flow diagram (700) depicting advertisement consumption. The advertisement consumption flow diagram (700) starts at the step (702). The user receives the advertisement at the step (704). The process of AP (108) generating the advertisements and distributing them either directly or indirectly via the SMUA server (102) & cloud (114) to the user is discussed above. The step (706) determines if the user rejects the advertisement or not. If the user opts to reject the advertisement, at step (730), the SMUA server (102) determines if the user should be provided with more advertisements or not. The SMUA server (102) decides about more advertisements while considering a number of factors, including but not limited to, the user's profile, the user's historical factors (acceptance rate, preferences), available advertisements to show the user, and client's preferences.
[0075] If the SMUA server (102) determines that more advertisements be provided to the user, the flow diagram (700) loops back to the step (704). Instead, if the SMUA server (102) decides against providing additional advertisements to the user, the process comes to an end at the step (724). If at step (706), the user does not reject the advertisement, the SMUA server (102) determines at step (708), if the user is new or not. The user is considered new if the SMUA server (102) does not have any existing account for the user. Instead, if the SMUA server (102) has an existing account the user is not considered new. If the SMUA server determines that the user is new, an unregistered user account is created for that user. The unregistered user account is a temporary account opened for a non-registered user. The user is tracked using the unregistered user account until the user passively registers according to the flow diagram (600) and the SMUA server (102) assigns a registered account to the user. For example, if the user remains unregistered, the earned rewards, user's advertisement viewing activity and referrals would be associated with the unregistered user account. If at a later stage, the user registers all this information would be transferred to the registered account of the user.
[0076] Once the unregistered user account is created at the step (710), the SMUA server (102) monitors the user's activity at the step (712). The SMUA server (102) keeps a track of when the user interacts with the advertisement. Then the SMUA server (102) performs advertisement tests at the step (714). In some embodiments, the viewer is prompted to enter a simple keyword to confirm the user has viewed the advertisement and/or to confirm the effect of the advertisement. The user earns rewards based on the accuracy of the entered keywords. For advertisements with feedback, users need to enter simple keywords (such as business name or URL) to make money, which can extend staying time and deepens user impression, confirming effective viewers, and the effect is better than the traditional advertising. Other suitable tests may be used for verifying user's viewership. At step (716), the SMUA server (102) determines if the user has finished viewing the advertisement. In case of video content, this is ascertained by the advertisement tests or monitoring the advertisement's view time.
[0077] If the SMUA server (102) determines that the user has not finished viewing the advertisement, the flow diagram proceeds to the step (730), which is discussed above. If the SMUA server (102) determines that the user has finished watching the advertisement, the SMUA server (102) deposits the earned rewards to the appropriate user's account at the step (718). At step (720), the SMUA server (102) determines if the user is registered or not. If yes, the process ends at the step (724), wherein the rewards are deposited into a registered account at the step (718).
[0078] The unregistered and registered accounts in this disclosure are also referred to as wallet or electronic wallet. The unregistered & registered accounts, wallet, electronic wallet are entities associated with the SMUA server (102) in which rewards can be deposited and withdrawn for redeeming or transferring to others. If at step (720), it is determined that the user is not registered, the user is prompted for passive registration at the step (722). The step (722) includes the steps of flow diagram (600) of passive registration. The process ends at the step (724) after successful passive registration. In some embodiments, the step (720) may be carried out before the step (718).
[0079] As noted above, FIG. 8 is the flow diagram (800) depicting the process of redeeming earned rewards. The process starts at the step (802). The steps (804) and (806) are shown for clarity and are not part of the flow diagram (800). At the step (804), the user has accumulated rewards in the wallet. In some cases, at the step (806) the user transfers at least a part of those accumulated rewards to a friend. At step (808), the user or friend determines if they want to redeem rewards in their respective wallets. If they choose not to redeem rewards, the process ends at the step (826). Hereinafter, the flow diagram (800) is discussed in reference to the user who wants to buy an item and pay at least part of the item's price with the accumulated rewards. It should be noted that the steps discussed below for the flow diagram (800) are also applicable to the friend who wants to redeem rewards in his wallet.
[0080] At step (810), the SMUA server (102) determines if the transaction is being conducted online or offline. Online transactions are generally performed on a PC, mobile phone, or any other device that can access the merchant's (140) website. In contrast, offline transactions are not performed on the merchant's (140) website. Non-limiting example of offline transactions is when the user goes to a store or restaurant to redeem the rewards. In case of online transaction, the steps for converting rewards into payment for the item are followed at step (812) to complete the transaction. If at step (810), it is determined that the user wants to perform an offline or in-person transaction, the flow diagram (800) proceeds to step (814). At step (814), the SMUA server (102) determines if both parties of the transaction (e.g., merchant (140) & user (126)) are connected to the SMUA server (102). If yes, both parties are considered online and the transaction completed as an online transaction at the step (812).
[0081] If at the step (814) the determination of both parties being connected to the SMUA server (102) is negative, the SMUA server (102) determines at step (816), whether both parties are not connected to the SMUA server (102). The merchant (140) in this disclosure is assumed to be online and have the SMUA software, which is discussed below as a plugin. If the determination that both parties are not connected to the SMUA server (102) is negative, that means the user is not connected and the merchant (140) is connected online. Thereafter, the transaction is completed at the step 820 as point of sale (POS) payment transaction. If the determination at the step (816) is affirmative, the SMUA server (102) determines at step (818), whether both the parties have the SMUA software. If yes, the payment is performed in the form of a POS side offline transaction at the step (822). However, if both the parties at step (818) do not have the SMUA software, the transaction ends at the step (826). Both the user and the merchant (140) are notified about the transaction performed at the steps (812, 820, 822), their accounts updated accordingly, and the process ends at step (826). In some embodiments, the user and/or merchant (140) are notified about the failed transaction (not shown).
[0082] As noted above, FIG. 9 is the flow diagram depicting processes associated with an advertisement going viral. The flow diagram (900) starts at the step (902). At step (904) the user (126) receives advertisements either directly or indirectly from the AP (108). The process of generating and receiving advertisements has been discussed above. At the step (906), the user (126) decides if he wants to spread the advertisements or not, i.e., user (126) is a relayer or not. If no, i.e., the user (126) is merely an end-ads consumer, the process proceeds to the step (910), wherein the user (126) views the advertisement according to the steps included in the advertisement consumption flow diagram (700), which is discussed above. Thereafter, the user (126) redeems earned rewards at the step (918). The step (918) includes the steps of the redeeming flow diagram (800), which is discussed above, the process then ends at the step (920).
[0083] If the user (126) wants to spread the advertisement as a relayer, the user (126) forwards that advertisement to another user, e.g., user (130), at the step (908). The user 2 receives the advertisement at the step (912). The user (126) may forward the advertisement as per the above-discussed methods. At the step (914), the user (130) views the advertisement as per the steps included in the above-discussed advertisement consumption flow diagram (700). At step (916), the user (126) earns referral rewards while the user (130) views advertisements for earning rewards for himself. Once the user (130) has enough rewards for redeeming, the user (130) redeems rewards at the step (918) and the process ends at the step (920). As noted above, the step (918) includes steps discussed-above for the redeeming flow diagram (800).
[0084] Implementation of the SMUA system and method according to the flow diagram (900) motivates people to view and refer advertisements, the advertisement can become self-propagating and go viral. After launching the advertisement, the merchant (140) needs not to spend or at least spend fewer resources to spread it. The additional resources can be in the form of time, man-hours, and capital. In other words, the SMUA system and method provide an efficient method for advertisement distribution. Because users earn rewards by referring to other known users, the advertisements can automatically go viral among the targeted audience.
[0085] Viral marketing or viral advertising is a business strategy that uses existing social networks to promote a product. Its name refers to how consumers spread information about a product with other people, much in the same way that a virus spreads from one person to another. It can be delivered or enhanced by the network effects of the Internet and mobile networks. Viral advertising is personal and, while coming from an identified client, it does not mean businesses pay for its distribution. Most of the well-known viral ads circulating online are advertisements paid by a sponsor client, launched either on their own platform (client web page or social media profile) or on social media websites such as YouTube. Users receive the page link from a social media network or copy the entire ad from a website and pass it along through e-mail or posting it on a blog, web page or social media profile. Viral marketing may take the form of video clips, interactive Flash games, eBooks, images, text messages, email messages, or web pages. The ultimate goal of marketers interested in creating successful viral marketing programs is to create viral messages that appeal to individuals with high social networking potential (SNP) and that have a high probability of being presented and spread by these individuals and their competitors in their communications with others in a short period.
[0086] As noted above, FIG. 10 is the flow diagram (1000) depicting processes associated with the coupon flow. The flow diagram (1000) starts at the step (1002). AP (108) produces a coupon according to the client's (110, 112) request at the step (1004). AP (108) delivers these coupons to the users (126, 130, 134, 138) at the step (1008). Alternatively, AP (108) transfers these coupons to the clients (110, 112) at the step (1006), and the clients (110, 112) deliver coupons to the users (126, 130, 134, 138). At the step (1010), the users (126, 130, 134, 138) determine if they want to accept or reject the coupons. One or more users (126, 130, 134, 138) may decide to reject the coupons, and at the step (1014) determine to transfer them to their friends, who may be one of the other users (126, 130, 134, 138). At the step (1014), if the users (126, 130, 134, 138) decide not to transfer the coupons to the friend, the coupons are destroyed at the step (1034) and the process ends at (1038). The friend may determine to accept or reject the transferred coupon at the step (1016). If the friend rejects the coupon, it is destroyed at the step (1034) and the process ends at (1038).
[0087] If at the step (1010), the users (126, 130, 134, 138) decide to accept the coupon, these are stored in the user's (126, 130, 134, 138) digital wallet at the step (1012). Upon acceptance, the SMUA server (102) prompts the users (126, 130, 134, 138) to verify their identification, e.g., via OAUTH2, and stores the coupons in reference to that social media identity. In some embodiments, digital wallet for the coupons is linked or part of the discussed-above registered account/wallet/electronic wallet for the advertisements. If at the step (1016), the friend accepts the coupon, it is stored like the above-discussed step (1012) in the friend's wallet at the step (1018).
[0088] The stored coupons in the user's (126, 130, 134, 138) or friend's wallet are then used with an offline merchant (140) at the step (1020) or with the online merchant (140) at the step (1022). Either way, at the step (1024) the SMUA server (102) checks the user's (126, 130, 134, 138) identity and wallet's validity using third party credentials, e.g., OAUTH2. The SMUA server (102) also verifies the status of the wallet and its contents. For example, the SMUA server (102) verifies if the coupons are still valid and authentic at the step (1026). If yes, the SMUA server further verifies at the step (1028), whether the coupon has already been used. If no, the merchant (140) redeems the coupon at the step (1030). The SMUA server (102) monitors and manages coupon usage at the step (1032) and the process ends at the step (1038). Although, the function of monitoring and managing coupons is shown at the step (1032), the SMUA server (102) monitors and manages coupons during most steps of their distribution from (1002) to (1038). From issuance to final use/destruction, coupons are moving in a closed-loop in the social media platforms, making it easy to evaluate the marketing effects. Because identification is verified using OAUTH2, social accounts become electronic wallets that could be used for payment during online and offline transactions.
[0089] Based on the data generated during the monitoring and managing process, the SMUA server (102) updates the user's big data and uses it for producing coupons according to the client's (110, 112) request at the step (1004). If the SMUA server (102) determines that the coupon is invalid, unauthentic or previously used, the process ends at the step 1038.
[0090] The SMUA server (102) makes several decisions using big data. A large volume of data - both structured and unstructured - is organized and analyzed for insights that lead to better decisions and strategic business moves. The SMUA server (102) collects data from a variety of sources, including business transactions, smart (loT) devices, videos, social media platforms and more. This data may come in all types of formats - from structured, numeric data in traditional databases to unstructured text documents, emails, videos, audios, and financial transactions. The SMUA server (102) can take data from these sources and analyze it to find answers that enable (1) optimized advertisements and coupon offerings, (2) smart decision making, (3) new product development, (4) cost reductions, and (5) time reductions. When big data is combined with high-powered analytics, the SMUA server (102) can accomplish business-related tasks such as: (1) Generating coupons at the point of sale based on the customer's buying habits, (2) Determining changes in consumer's behavior and issues in near-real time, and (3) Detecting fraudulent behavior before it affects an organization.
[0091] As noted above, FIG. 11 is the block diagram depicting details of a user's device and commercial entity's (e.g., merchant) point of sale (POS) machine. The user's device (1150) is used by the user (126, 130, 134, 138) for performing a financial transaction described in this disclosure. The user's device (1150) may be a mobile phone. The term mobile phone includes a cell phone, car phone, cellular phone, digital phone, smartphone, and any other suitable devices. Existing software (1102) is installed on the user's device (1150). In a non-limiting example, the existing software (1102) may be a factory- installed/pre-installed software on a mobile phone bought from an original equipment manufacturer (OEM). [0092] The plugin (1104) for the SMUA program/software is installed on the user's device (1150) and is used for redeeming rewards and coupons in an offline transaction. The plugin (1104) is a software addon installed along with the existing software (1102) on the user's device (1150). The plugin (1104) includes, but is not limited to: a QR code generator (1106), a QR code decoder (1108), a SMUA server link (1112), a check authentication logic (1114), a notification manager (1116), and an application programming interface (API) (1110). The QR code generator (1106) generates a QR code that is displayed on the user device's (1150) screen. One example of the QR code generated by the QR code generator (1106) is the payment code that shows the user's intent to pay and includes the user's identification information. Some QR codes include information about the remaining rewards and coupons in the wallet. Some QR codes show information about the individual coupons.
[0093] The QR code decoder (1108) enables the user to scan a QR code. For example, the QR code decoder (1108) enables the user to scan a collection code of a merchant (140). The collection code includes information about the merchant's (140) identification and the merchant's (140) intent to receive money from the user. The SMUA server link (1112) makes the user's device (1150) accessible to the SMUA server (102) and enables communication between the user's device (1150) and the SMUA server (102) via the main cloud (114). The check authentication logic (1114) provides another tool for the user's verification. For example, a code is generated by the SMUA server (102) as part of a two-factor authentication of the user. The user inputs that code into the user's device (1150). The check authentication logic (1114) verifies that code to ensure that no one other than the user is using the device (1150) and/or doing the transaction.
[0094] The API (1110) is a computing interface that defines the interactions between the existing software (1102) and the plugin (1104). The API (1110) defines how different applications can interact with and obtain data from one another. The notification manager (1116) provides a means of delivering a message from the SMUA server (102) to the user and vice versa, or between the user's device (1150) and the POS (1120).
[0095] The point of sale (POS) machine (1120) includes, but is not limited to, a display screen (1160), SMUA server software (SW) (1122), existing POS software (1136), a camera/scanner (1138), and a receipt printer (1140). The SMUA server software (1122) includes interfacing existing POS software (1124), QR code display/generator (1126), QR code decoder (1128), API (1130), and check authentication logic (1132). The display screen (1160) enables a merchant (140) to display information related to a financial transaction visually. The display screen (1160) may also include pressure sensitivity to enable inputting data. For example, the display screen (1160) displays a prompt/collection code, and a cashier/user can use the display screen (1160) to input data related to that prompt. [0096] The SMUA server SW (1122) may be installed in the form of a plugin in the POS (1120). The interfacing existing POS SW (1124) defines interactions between the existing POS SW (1136) and the SMUA server SW (1122). The QR code display generator (1126), QR code decoder (1128), API (1130), and check authentication logic (1132) of the SMUA server SW (1122) work similarly to the QR code generator (1106), QR code decoder (1108), API (1110), and check authentication logic (1114), respectively, of the plugin (1104) that is discussed in detail above. The existing POS SW (1136) installed on the POS (1120) is factory-installed/pre-installed software. The POS (1120) also has a camera/scanner (1138) used to scan a QR code, item code, etc. The receipt printer (1140) prints various payments, such as financial transactions, credit card slips, customer slips, payment decline receipt, rewards/coupons redeemed, remaining rewards/coupons, etc.
[0097] The link (1118) represents a communication link between the user's device (1150) and the POS (1120). Non-limiting examples of this form of communication are the user's device (1150) displaying a payment code to the POS (1120), the POS (1120) displaying a collection code to the user's device (1150), and the user's device/POS (1120) taking a picture/image of the payment receipt. Details about the SMI server (116), SMI cloud (116), cloud (114), payment transaction server (106), and the SMUA server (102) may be referred to above, wherein these details are discussed in reference to the other figures.
[0098] As noted above, FIG. 12 is the block diagram showing details of the SMUA server (102). The SMUA server (102) includes, but is not limited to, a processor (1204), memory (1208), storage means (1210), software (1212), display (1214), input means (1216), a network interface (1218), and a location determinator (1222). These elements are connected to a bus (1202) that enables communication between these elements. The SMUA server (102) contains a motherboard (not shown) that is the SMUA server's main electronic circuit board to which all the other components of the server are connected. The processor (1204) contains a central processing unit and computer instructions (1206) adapted for the CPU's functioning. The memory (1208) comprises random access memory (RAM), and the storage means (1210) comprises hard drives, such as SATA, SSD, SSHD, HDD. The credit card information (1224), social media (SM) information (1226), authentication data (1228), user profile data (1230), miscellaneous data (1232), rewards earned data (1250), advertisement data (1252), advertisement distribution data (1254), advertisement-in-process data (1256), rules engine/Policy data (1258), user preferences (1260) and rewards redemption data (1262) related to the users and merchants are stored in the storage means (1210).
[0099] The software (1212) comprises computer instructions adapted for social media (SM) selection (1234), user profile verification (1236), binding prompt (1238), user authentication (1240), transaction process (1242), rewards management commands (1264), advertisement-in-process commands (1266), user preference determination commands (1268), advertisement receiving commands (1270), and miscellaneous software commands (1244). The SM selection (1234) contains instructions to enable the registered user to select the social media platform based on the information in the SM information (1326). The binding prompt (1238) includes instructions for prompting a user to provide identification credentials for verification and financial information for money transfer. The user profile verification (1236) contains instructions for verifying the user's identity (e.g., automatic or manual) and financial information based on the credit card information (1224) and SM information (1226). The user authentication (1240) includes instructions for using the required authentication information, such as password, CVV code, security questions, etc., provided by the user to verify the user's identity and perform financial transactions. It should be noted that the user profile verification (1236) and the user authentication (1240) are not limited to the user as used in this disclosure; they can also include instructions adapted for a merchant's verification and merchant's authentication, respectively.
[00100] Rewards management (1264) includes instructions for managing rewards, such as, storing rewards in accounts/wallets, transferring rewards, redeeming rewards in the account/wallet, etc. Advertisement-in-process commands (1266) include instructions for managing delivered, being viewed and viewed advertisements. User preference determination (1268) include instructions for determining user's preferences based on different factors including user feedback, rejection rate, viewed data etc. Advertisement receiving commands (1270) include instructions for receiving advertisements from the AP (108) or clients (110, 112). Advertisement delivery commands (1272) include instructions for delivering advertisements to the users. It should be noted that the elements of the SMUA server (102) apply both to the advertisements as well as coupons. For example, advertisement delivery commands (1272) include instructions for delivering coupons to the users. The POSITA would understand that rewards earned data (1250) would not be applicable for coupons. In other words, the POSITA would understand would be able to make use of the SMUA system and method based on this disclosure.
[00101] The transaction process (1242) contains instructions for transferring money from one credit card account to another. The transaction process (1242) includes instructions for interacting with the payment transaction server (106) based on the data stored in the credit card information (1224). Miscellaneous software commands (1244) contain instructions for performing other tasks needed for the functioning of the SMUA server (102). Any person skilled in the art would understand and make use of the miscellaneous software commands (1244) in reference to the SMUA server (102). The display (1214) is an output device that displays information and includes LCD and LED monitors. The input (1216) is an input device such as a keyboard, mouse, touchpad, touchscreen, etc. The network interface (1218) is a software or hardware interface between the SMUA server (102) and the main cloud (114) for providing 1 standardized functions such as passing messages, connecting, and disconnecting. Some embodiments have the location determinator (1222) to determine the user/merchant's geographical location for verification purposes. For example, the SMUA server (102) receives transaction information for verification from a POS device installed at a store where a user purchases an item. The user uses their mobile phone to make this purchase. The SMUA server (102) uses the location determinator (1222) to ascertain the mobile phone's geographical location inside or in the vicinity of the store. The location is used as a security factor to confirm the identity of the user.
[00102] In other words, the SMUA system comprises a processor and a non-transitory, computer- readable storage medium in operable communication with the processor, wherein the computer- readable storage medium contains one or more programming instructions that, when executed, cause the processor to perform the actions discussed in this disclosure. The computer-implemented SMUA method for determining at least one outcome for promoting at least one advertisement by the processor comprises the steps discussed in this disclosure.
[00103] The SMUA server (102) shown in FIG. 12 is used according to the embodiments shown in FIGS. 1-11 and described in the disclosure above to provide a reliable, accurate, flexible, and user-friendly digital advertising method for running and managing easy and cost-effective advertisements campaigns. The SMUA (102) system and method provides a suite of commercial digital advertising services that can award a hierarchic pyramid of advertising relayers and end-ads consumers for spreading the advertisements.
[00104] The terms and expressions which have been employed herein as terms of description and not of limitation, and there is no intention, in the use of such terms and expressions, of excluding any equivalents of the features shown and described (or portions thereof), and it is recognized that various modifications are possible within the scope of the claims. Accordingly, the claims are intended to cover all such equivalents. Various features, aspects, and embodiments have been described herein. The features, aspects, and embodiments are susceptible to combination with one another as well as to variation and modification, as will be understood by those having skill in the art. The present disclosure should, therefore, be considered to encompass such combinations, variations, and modifications.

Claims

28 CLAIMS
1. A method of distributing advertisements, comprising: providing an advertisement server to distribute an advertisement to a first plurality of users; wherein the users have one or more financial accounts and one or more social media accounts; wherein at least one of the users is a relayer who forwards the received advertisement to a second plurality of users for earning rewards; providing a payment transaction server; wherein the user may create a registered account on the payment transaction server before he or she can send or receive the reward; wherein the payment account uses the user's financial account and social media account; wherein during the transaction, the payment transaction server verifies the user's identification credentials through their social media account; creating a registered account on the advertisement server for all users that have a registered account on the payment transaction server or a temporary account for the users that do not, and vice versa; the advertisement server monitoring the relayers' distribution of the received advertisements and depositing their earned rewards in their respective registered or temporary accounts; the advertisement server prompting the users who have a temporary account for creating a registered account upon their request for transferring or redeeming rewards; and the payment transaction server transferring the earned rewards to the users and/or redeeming the earned rewards for online or in-person shopping from merchants according to the user's request by verifying their identification credentials through their social media accounts; wherein the user's request can be in a form of a QR code, bar code, or link.
2. The method of claim 1, wherein at least one of the users is an end-ads consumer who interreacts with the received advertisements for earning rewards; wherein the advertisement server monitoring these end-ads consumers' interaction with the advertisements and depositing their earned rewards in their respective registered or temporary accounts; wherein the payment transaction server transferring the earned rewards to the users and/or redeeming the earned rewards for online or in-person shopping from merchants according to the user's request by verifying their identification credentials through their social media accounts.
3. The method of claim 1, wherein the advertisement server verifies the identification credentials of the users through their social media accounts via OAUTH2.
4. The method of claim 1, wherein at least one of the second plurality of users is a relayer.
5. The method of claim 1, wherein the advertisement server converts the users' temporary accounts to registered accounts upon their requests and this is called passive registration; otherwise, it is called active registration.
6. The method of claim 1, wherein the second plurality of users are connected with the relayer by at least one of the social media accounts and its respective social media network; the social media network includes but is not limited to Facebook, Twitter, email, SMS, Bulletin Board System (BBS) and other suitable means.
7. The method of claim 1, wherein one or more relayers are associated with the social media account that is different from the social media account of the users to whom they forward the received advertisements.
8. The method of claim 1, wherein the advertisement is requested by a user with a registered account; wherein the advertisement may include coupons, or vouchers offering discounts on goods or services.
9. The method of claim 1, wherein the monitoring of the end-ads consumer includes the advertisement server performing a consumption test to determine if the end-ads consumer has finished viewing/listening to the advertisement; wherein the consumption test may involve a keyword.
10. The method of claim 1, wherein the server prompting the user to provide and/or verify the user's financial account information if the user wants to redeem the earned rewards as cashback or as cash into a financial account, such as a bank account or credit card account.
11. The method of claim 1, wherein the advertisement server verifies the financial account information via the respective financial institution and stores the financial account information.
12. The method of claim 1, further comprising providing an advertisement producer for delivering advertisements either directly to the users or indirectly via the advertisement server.
13. The method of claim 1, further comprising embedding information in the advertisement to facilitate the advertisement server to monitor the relayers and the end-ads consumers.
14. The method of claim 1, wherein the temporary/registered accounts are electronic wallets that are used for depositing, redeeming, and transferring the earned rewards.
15. The method of claim 1, wherein the delivering advertisements to the users comprises using big data or machine-learning results to modify and calibrate the activities associated with delivering advertisements to the users.
16. The method of claim 1, wherein the advertisement server monitoring the end-ads consumers comprises the advertisement server accumulating the user's rewards in the temporary account for a predetermined period before resetting them to a predetermined value or reducing them by a predetermined ratio after a predetermined period.
17. The method of claim 1, further comprising providing an advertisement software on offline user's / merchant's devices for redeeming rewards when at least one of the users or merchants is not connected to the advertisement server and both the parties to the transaction have registered accounts, wherein the advertisement software completes the transaction locally and synchronizes with the advertisement server after connection to the advertisement server is restored; wherein the device can be a personal computer, mobile phone, point of sale (POS) register or similar electronic device.
18. The method of claim 17, wherein the advertisement software is a plugin for performing transactions without a live connection with the advertisement server.
19. A system of distributing advertisements, comprising: an advertisement server to distribute an advertisement to a first plurality of users; wherein the users have one or more financial accounts and one or more social media accounts; wherein at least one of the users is a relayer who forwards the received advertisement to a second plurality of users for earning rewards; wherein one of the second plurality of users can also be a relayer; a payment transaction server; wherein the user may create a registered account on the payment transaction server before he or she can send or receive the reward; wherein the payment account uses the user's financial account and social media account; wherein during the transaction, the payment transaction server verifies the user's identification credentials through their social media account; wherein the users have a registered account on the advertisement server if they have a registered account on the payment transaction server or a temporary account for the users if they do not, and vice versa; a service on the advertisement server to monitor the relayers' distribution of the received advertisements and depositing their earned rewards in their respective registered or temporary accounts; a function on the advertisement server to prompt the users who have a temporary account for creating a registered account upon their request for transferring or redeeming rewards; and a service on the payment transaction server to transfer the earned rewards to the users and/or redeem the earned rewards for online or in-person shopping from merchants according to the user's request by verifying their identification credentials through their social media accounts; wherein the user's request can be in a form of a QR code, bar code, or link; wherein the verification of the identification credentials through the social media accounts may be via OAUTH2 protocols. The system of claim 19, wherein at least one of the users is an end-ads consumer who interreacts with the received advertisements for earning rewards; further comprising: a service on the advertisement server to monitor the end-ads consumers' interaction with the advertisements and depositing their earned rewards in their respective registered or temporary accounts; a service on the payment transaction server to transfer the earned rewards to the users and/or redeem the earned rewards for online or in-person shopping from merchants according to the user's request by verifying their identification credentials through their social media accounts.
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