At our event at TSW, we explored the complexity of generative responses and the new challenges for brands in AI, presenting Amplif-AI, the method developed to analyze visibility and representation in LLMs.
TSW tested Camping Ca'Savio's new digital ecosystem in Germany to assess its clarity, consistency, and ability to convey the brand's regenerative vision.
How is the perception of the Macron sportswear brand evolving? TSW's research project analyzes the positioning, values, and impact of the O.N.E. collection.
When a global brand chooses to observe how people experience digital, research becomes a space for shared understanding. This is what happened in the project we created for Armani.
Since 2020, we have been working with Poltrona Frau on a project that combines visibility, strategic data analysis, and digital expertise to build a coherent, evolving, and relevant online presence across the brand's various markets and touchpoints.
Verti Assicurazioni has chosen AMPLIF-AI, TSW’s proprietary infrastructure, to measure how large language models (LLMs) portray the brand and compare it to competitors in people’s decision-making processes.
TSW Pet Food Observatory: we listen to pet parents and analyze how LLMs influence choices, to transform real needs and conversations into actionable insights and clearer, more credible, and useful experiences.
TSW's AMPLIF-AI measures how generative AI systems represent a brand and how it changes the information mediation that impacts people's perceptions and choices.
Grimaldi Immobiliare revamps its website with TSW: the goal is to create an intuitive and accessible digital experience, designed by listening to users and agencies to facilitate the search and listing of properties throughout Italy.
TSW explores the connection between quality and brand in the Spirits sector, revealing how perceptions influence the choices of bartenders and consumers.
KIKO Milano with TSW, revolutionizing the in-store experience in beauty retail by listening to customers and optimizing stores for memorable experiences.
In the project Open Places we listened to customers of the main educational games brands to understand their purchasing choices and design future scenarios.