Wednesday, 14 April 2010

Recipe for success with mobile apps

I'd like to take the opportunity to update you on what's being going on in the mobile space during the past 6 months and some exciting opportunities going forward. I've tried to pick out the areas that are most relevant for you from our massive knowledge base consisting of over 150 mobile apps and services launched in the past 6 months.

1. Why brands should launch branded mobile apps?
2. In mobile fragmentation is forever. Deal with it.
3. How to choose mobile platforms (iPhone, Android, Blackberry, etc)?
4. Why is mobile web not enough?
5. Producing your own apps using Tino Mobile


1. Why brands should launch branded mobile apps?

Over the past year there has been an enormous hype around iPhone applications in particular and mobile applications in general. After 10 years of uphill struggle, mobile marketing and services finally took off with a big bang. Companies ranging from global consumer brands such as Coca Cola, Mercedes, Kraftfood, Nike, Zara and Pizza Hut to small and medium size organisations including festivals, restaurants, local touristboards, hotels and publishers.

An overwhelming 64.8% of marketers and publishers reported planning to invest in mobile apps this year, according to a December 2009 survey conducted by DM2PRO and Quattro Wireless. The most successful from a reach perspective are no doubt those with a great entertainment value (e.g. iPint, Barclays Waterslide, Volkswagen Polo Challenge and Malibu Bowling) while the ones delivering the greatest ROI are applications that provide a relevant
service to customers (North Face Snow Report, Yellow Pages, Timeout sponsored by Smirnoff, Absolut Vodka cocktail guide, etc). 25.000 people using a branded application every week potentially generates a lot more value than half a million people downloading a game which they play ones.

Rory Sutherland, Executive Creative Director at OgilvyOne probably describes it in the best way when talking about "mobile" advertising: "Never dismiss branded utility. It's a lot easier to be repeatedly useful than repeatedly funny."


2. In mobile fragmentation is forever. Deal with it.

A couple of weeks ago TechCrunch had a great article about mobile fragmentation by Richard Wong at Accel Partners. The article (http://techcrunch.com/2010/03/04/mobile-fragmentation-forever/) highlights the fact that there is no long or short term solution to fragmentation and nor is there a simple answer to which platforms companies should invest in. As one of the pioneers in cross-platform development Golden Gekko has invested heavily in R&D and education of customers and partners. We have managed to make it easier and more cost efficient to develop and maintain cross-platform apps but there is still no simple solution. Multiplatform development platforms work for simpler apps but in reality there is no out-of-the-box solution if you want to deliver the best experience for each platform.
Our recommendation is

  1. Plan for cross-platform support from day one unless you are absolutely certain that you only want to launch on one platform - fixing it later is very expensive
  2. Ensure that your development partner has the experience to develop for multiple platforms and that if an porting tool or multi-platform tool is recommended that you understand the limitations agree on processes and scope for design, testing, acceptance, appstore uploads and other distribution early on for each platform as this will save you a lot of time and effort throughout the project


3. How to choose mobile platforms (iPhone, Android, Blackberry, Java, Widgets, etc)?

The number of mobile OS platforms and development SDKs keep on increasing with new platforms including Samsung Bada, MeeGo, 5+ different widget platforms, Palm Webapps, Windows Mobile 7, etc. Which platforms should I chose?
We think there are 4 key considerations:

  1. What is your objective? PR or Mass market reach?
  2. Who is your target audience? Markets? Niche segments?
  3. Where will you get the most attention for the least money? Many operators and handset manufacturers offer very attractive distribution deals.
  4. How much are you willing to spend?

Our platform recommendations vary from case to case but our general advice is:

  • PR, communication and experience - iPhone apps
  • Innovation & controversial - Android is the first choice as there are few restrictions in terms of APIs and approval
  • Youth market - J2ME for non-connected apps
  • Mass market reach - Launch on as many platforms as you can afford starting with iPhone and Android
  • Business users - Blackberry and J2ME

Android or Java are our preferred base platforms for cross-platform development as there are clear development synergies between J2ME, Blackberry, Android and e.g. widgets whereas iPhone development has limited synergies with anything else. One of the main limitations with J2ME today is that most users won't connect to the network due to issues with settings, data costs, security prompts, etc but the number of downloads for a like for like iPhone and J2ME app is still 5x to the advantage of the J2ME app.

Finally the other key considerations is distribution and media spend. Many of the handset manufacturers and operators are desperate to get new innovative apps on their appstores and will therefore give you all kinds of free promotions and traffic. A free promotion by e.g. Nokia OVI could easily be worth 50-100k Euro in media budget and will give you a lot more reach and downloads than an iPhone app would without putting the same kind of media budget behind it. We are currently getting similar offers from Vodafone, O2, Samsung, RIM/Blackberry and various other partners so it's always worthwhile discussing these opportunities.


4. Why is mobile web not enough? Consumers are disappointed with mobile web experience.

A recent survey of 1001 mobile Web users found that users have high expectations for mobile Web performance. Ultimately, the majority stated they expect Web sites to load as quickly, almost as quickly, or faster on their mobile phone, compared to their home or work computer.

The survey "Why the Mobile Web is Disappointing End-Users" also revealed how unsatisfactory mobile Web experiences can negatively shape a consumer's opinion of an organization. In the survey:

  • 60 % of respondents have encountered problems when accessing websites on their mobile phones in the last 12 months
  • More than half are unlikely to return to a Web site that they had trouble accessing from their phone, and 40 percent said they'd likely visit a competitor's mobile Web site instead.

What do we think?

The mobile web is great for text based services like news, search, directory, etc but as soon as you want an interactive experience with maps, embedded video & sounds, location, animations or anything more advanced then apps are currently the best solution.

For more information about the survey see a summary here http://www.slideshare.net/Gomez_Inc/gomez-mobile-web-experience-survey-why-the-mobile-web-is-disappointing-end-users


5. Producing your own mobile apps using Tino

Finally we want to give you an update on our self-service tool for mobile apps Tino Mobile. Tino allows you to produce your own mobile apps with more standardized features. This does not replace bespoke development of innovative new apps but allows all kinds of great apps to be produced.

During the past 3 months we've continued to enhance the tool with
  • New features including carousels, embedded video and audio, questionnaires, more flexibility for image/text formatting, SVG fonts, banner ads and lots more
  • Major UI enhancements for larger screens
  • Enhanced device support for Blackberry
  • Making the online tool easier to use

During the coming month we will also introduce support for Android and iPhone as well as a myriad of other features.

If you want more information visit http://tinomobile.com or contact us for an online demo.


Magnus Jern, CEO

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Thursday, 20 August 2009

Most mobile marketing startups hedging their bets by developing apps for multiple platforms

Moconews has an interesting article about the challenges of multi-platform mobile development (iPhone, Android, Java, Blackberry, Symbian, Windows Mobile, etc) today.

The trade-off between delivering an amazing user experience to 2-3% of mobile subscribers (e.g. iPhone and Android) or a mass market application for a wide range of devices (50% or more) is a difficult one for everyone. Our general experience is that Java applications delivered across Symbian, Blackberry, Windows Mobile and proprietary operating systems get up to 10x as many downloads as an iPhone app but achieving a similar user experience is very time consuming and costly.

The average cost of an advanced iPhone or Android game/app is in the region 25-50k euro depending on complexity whereas as a mass market app/game with 80% phone penetration (across multiple platforms) is about 200.000-400.000 euro when fully optimized across the devices.

So what about automatic porting services then? There are several companies that claim that they can deliver cross-platform porting at costs starting around 10.000-20.000 USD. Our experience however is that the tweaking and optimisation to make the ported application to look and work nicely on the individual platforms make the cost almost as high as doing proprietary development.

More comments on this to follow...

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Wednesday, 10 December 2008

iPhone SDK, Android and Symbian creating more fragmentation

With over 300 million iphone applications downloaded to date and 200m+ applications downloaded every month across all mobile platforms the mobile application market has never been more interesting. But it's not all good. Despite all the positive impact from the iPhone and Android in the last year this is also causing majors headaches for the mobile services industry. Fragmentation is constantly increasing with more OS (iPhone, Symbian, Android, Windows Mobile, Moblin Linux, Blackberry, etc), mobile browsers (Opera, Safari, Chrome, etc), application standards (Java, iPhone SDK, Symbian, Android SDK, Brew, 5+ different widget standards, etc). This will increase technical complexity, time to market, costs and potentially kill the chances of the industry really taking off. Imagine having to developing different versions of every software program for Dell, HP, Lenova, Toshiba, Asus, etc.

Developing 4 different OS versions of an application is possible although costly for most mobile services companies. Mobile game developers have dealt with this issue for some time with porting and testing costs making up as much as 80% of the total budgets which is bearable but certainly not profitable. The even bigger challenge however is maintaining, upgrading and supporting 5 different OS versions of an application that is in need of constant change. Unless you are Google, Facebook, MySpace or another business with 100m+ users this is simple not an option if you want to have a profitable business.

What are the options then unless you have unlimited resources for mobile application development?

A) Browser based solution only
Stick to a browser based solution and do everything you can to optimise the service over time and leverage new functionality such as script languages on the devices where this is possible. The negative side of this is that the user experience is always a little bit slow and the design and interaction capabilities very limited. It will very seldom give the user a WOW experience.

B) Automatic porting tools to support all platforms
There are a various porting tools available for porting from Java to Brew, iPhone, Windows Mobile, Android etc. These reduce the development efforts but not the optimising and Q&A work. However, they also substantially limit the use of native APIs and functionality across the platforms which means that the ported version is usually based on the most common denominator between the platforms, i.e. a bad compromise.

C) Java and iPhone versions
The only application development standard that works on a majority of handsets is Java Mobile Edition (J2ME). Java is currently available on over 90% of all devices in Europe, 80% in North America (includes packaging for Brew) and about 75% worldwide according to Strategy Analytics. The only multimedia enabled device that does not support Java today is the iPhone. Java definitely has its limitations but in terms of cost efficiency it is the only platform of choice.

In conclusion although the new platforms provide great new capabilities it is very unlikely that the development community will be able to support all of them. The decision on which platforms are used for development must be made on a case by case basis but in most instances Java is the only viable solution for downloadable applications in combination with standard XHTML for browser based services. Despite the competition from new and exciting platforms Java has a good chance to continue to be the platform of choice in the future.

We look forward to further debate on this subject!

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