Archive for the ‘general’ Category

Monetizing Mobile – PositionApp

Hey all,

Had the great fortune to be invited to talk at the monetizing mobile event hosted by Mobile Entertainment .

Great event and really enjoyed myself. You can find a write up of my (super short) session here.

Good times!

me presenting at monetizing mobile

Interesting article on Mobile Advertising

Got sent the following article today, which was posted to moconews.

(Well worth signing up to the newsletter if you get a chance)

http://moconews.net/article/419-2009-was-the-year-of-mobile-advertising-again/

Online(purple)                                    Mobile(green)

Interesting post, and the title initially made me laugh as i remember saying that about mobile in general way back in 2006. The rate of growth however only backs up the amount of Ad money to be made on the mobile platform (if we like it or not).

With the Google / adMob merger (nearly ;) ) and the Quattro / Apple partnership, 2010-2011 will be interesting times. Unfortunately, not sure what this means for the other smaller companies currently serving ads. With Apple locking down iAds and the slow rise of the android platform, these to giants lock to secure a large market share indeed, and I think we are going to have a few causalities on the way .

Key take aways :

Search 54 percent of mobile ads: In keeping with online, search ads are the fastest-growing kind on mobile – up 42 percent to £20.2 million.

Display 46 percent of mobile ads: Display ads (banners, text links, pre-/post-roll and in-game ads) pulled in 24 percent more money at £17.4 million.

Text messages unfancied: SMS/MMS ads attracted just £1.2 million last year, up 26 percent.

What’s the secret to making a successful mobile app?

I wish I knew for sure

But to be honest, after just day one of release from ben 10 mouthoff, the new iphone app we have created in partnership with turner/Cartoon network, I think I am starting to get an idea…

“lots of luck, or a huge marketing budget”

Ok, broad statement, so lets break it down. When I say lots of luck, it’s a bit unfair. Luck is part of it, but mostly it will come down to a really great app idea, and the fact that someone has picked it up and tried it out, that can influence others to buy it (itunes apple recommended section manager for instance). This is a typical example of a way a single developer can have a huge success story. Also, if it is a single developer that has created this, it is very probable that they have created it in their own time, while still holding down another job or have some other source of income. Out of the however many tens of thousands apps on the appstore, realistically I would say there are only a handful of individuals that have got seriously rich. But then that ’seriously rich’ is only relative to the amount of ‘investment’ they have made.

The other part of my statement refers to others, like myself, who work for digital studios or development companies that create apps, which invest serious man (or women) hours and capital. All of a sudden, after a couple of weeks work on an app, with a couple of developers and designers working on it, you can already equate that to a fair amount of billable hours which would have been charged for on a normal service client contract. So basically, after two weeks or so, tens of thousands of sales to get a decent return on investment.

This is where the huge marketing budget comes in. How can you make sure you get tens of thousands of people to download your app and make sure you make your money back? The best bet is to make sure at least a hundred thousand people know it exists at a bare minimum. There are numerous ways you can do this ‘cheaply’, such as social marketing, viral videos and great concepts, hooks or news coverage. But the way to get real exposure, is to be included on TV adds, advertised in national newspapers, or be included in national competitions. And this is where you start to drop serious marketing £££s. Even with this type of exposure, your key to selling huge numbers of downloads will be attaining the holy grail of the top 25 apps, or at least be featured in the staff favorites or recommended sections.

So, it will be interesting to see what happens with ben 10. Already, due to turners PR company, the application has been featured on a large number of high exposure blogs and publications, a competition is being run in the daily mail featuring it, and hopefully we will be seeing it featured on the CN website (and if we are really lucky, on the channel). It will be even more interesting to directly correlate the difference between running our own social media/viral campaign with mouthoff (original). Although the best part of me wants to believe that major success can be achieved without paying a huge amount to promote your app, I have a sneaky suspicion that the money and major clout of a huge brand and marketing budget will win..

so good luck, or happy spending :)

ben10 mouthoff

Generation UX – presentation for Mobile Design UK

generation ux

Me and dain will be giving a presentation on wednesday for Mobile design uk.

Generation UX

A light hearted look over the short history of mobile UI and UX, and were it might go in the future. This short talk will specifically look at the progression of mobile UI, personalization and overall user experience over the last decade or so, and how we as mobile designers can push the boundaries to create fresh, intuitive interfaces and user experiences.

Looking forward to meeting some more of the every growing mobile community in London, and thanks to Bryan for inviting us.

Venue :

Seren Partners Limited
55-57 Rivington Street, London
Wednesday April 22rd, doors open 6:30pm

Appstores… All you need to make money with mobile content?

Although the iPhone appstore and the iPhone has nothing to do with flashlite, i thought i would take a bit of time to write this article. One of the main issues developers have with the flashlite platform is that there is no direct route to market for your apps, and of course, many a developer has quoted the success of the iPhone appstore, and how (note inverted comas) “easy” it is to sell your content and make lots and lots of money. There has not been a lot of transparency in this process as of far, and it almost seems to be becoming an urban legend of sorts, that if you develop a iphone app and get it on the appstore , you are in line for instant success.

At ustwo™, over the last couple of months, we have created and distributed 2 very different applications for the iphone, each with polar differences in functionality, development time and success. Mills has been releasing figures over the last few weeks of sales, and has spoken in detail on twitter of the processes we have used to try and increase publicity ( you can follow him on @millsustwo if twitter is your thing).

The Applications

The first application we developed and released was Steppin Lite , a free game for the iphone and ipod touch that uses the touch screen to ‘run’ across a pond filled with Lilly pads as fast as you can. The users time is recorded @ the end, and uploaded to online scoreboards. This was then followed by a paid version, which retailed @ £0.59p, and added numerous more level styles with a much improved online score boarding system.

In contrast to that, Mouthoff is a much simpler ‘novelty’ application. The idea is to hold your iPhone in front of your mouth and talk, shout, laugh, scream or sing to get your new lips moving. The unique thing about MouthOff™, and what sets it apart from other similar apps, is that its sound reactive, so the animations move in real time with your own voice. This application had no free version, and also retails at £0.59p.

Development time

To give a comparison of the development time involved in these projects, Our first release, steppin (lite and full version) took a couple of months, with 2 people working on it. This was the first application/game developed in OSX, so there is obviously a learning curve to take into account. For those of you that haven’t played the game (which indecently you can down load from here )

Mouthoff was at the opposite end of the spectrum. With 2 people working on it for a week, it was ready to go live on the appstore.

Steppin is very much a full featured game, which is reflected in the development time, where as mouthoff has very simple functionality, but i suppose is very ‘novelty’. It’s important to note, that as a working development company, having people working on this full-time can be very expensive for a daily developer rate, so it is important to get that money back in revenue. And this is were the trend very much bucks the urban legend of the appstore. If you have spent ages creating a really cool app, surely you should make a fortune? With access to millions of users, all linked into itunes/appstore on there iPhones and iPod touches… According to the marketing given by apple on release of the appstore and the press, surely we should be millionaires in a month or two?

Sales

Unfortunately that has not been the case so far for us, although admittedly, the apps have only been on the market a short time ( so here’s hoping :) ). Below are a couple of images that show the sales for steppin’ and mouthoff, since they were released. I have only added the last weeks numbers here, if you want full details, check out the mills™ moblog , and you can get figures and downloads over the whole month.

steppin figures
mouth figures

The first thing you will notice is the difference in total revenue. To put that in to true perspective for you, steppin and has been out for 4 weeks, and mouthoff has been out for two and a bit.
When you start to see the figures, you start to get a true idea of the secret to success on the Appstore, which to put it bluntly , is marketing and exposure.

show us your mouth off site

The mouthoff application has been heavily promoted , initially by us, but more recently by other blogs, and also tv shows. The viral campaign we started with the website (showusyourmouthoff) has played a large part in getting this exposure by giving users the chance to get their videos featured on the site, and showing people what great fun the app can be.

You’ll notice the massive spike in numbers when it was featured on bbc2 ’something for the weekend’ show. Before this the numbers were falling from the original release, but this picked things up again. The application suddenly shot to number 11 in the uk top paid apps chart. Later in the week, Creative Review magazine did a video blog post reviewing the app, which again has started to make figures rise, and since then , the application has been featured on a number of other reputable blog sites.

We have also been spreading the mouthoff application through Twitter, facebook, moblogs, Press releases and any other social marketing tool that Rowan & mills™ (self proclaimed PReam team) can get there hands on.

All this is a far cry from the ‘post it on appstore , and they will buy’ attitude that seems to be prevalent belief. If you look at the actual number of hours put into marketing and PR , it soon starts to add up.

Again, this is reinforced when you look at steppin’s sales. Even though they are much lower than mouthoff’s, you can see as soon as it became a ’staff favorite’ on appstore, sales tripled initially, and are now starting to rise again.

Conclusion…

So, are appstores nessecary to make decent money as a mobile developer/company? I’d have to say yes, but with a ‘BUT’. They are completely essential as a way to distribute your mobile content to your potential users. Without an easy to use, pre-installed way of accessing a market place to get these applications from, the user simply won’t bother. In my mind the reason apple managed to get the business model so right on their setup boils down to a few key elements.

  • It is so easy to buy
  • familiar system (basically itunes)
  • On every device, and heavily marketed in press and media advertising.
  • Decent developer split so more people develop more apps (really, who wants to give away 70%-60% of your revenues that happen with other traditional aggregation routes to market)
  • The ‘BUT’ comes in the form of if you want to truly succeed and make your development costs ( and a profit :) ) , It is all down to exposure, and getting people excited about your content. Without that, your just lost within the ocean of the 15,000 other apps out there fighting for attention…

    Now we just need a similar setup for Flash lite content, but that’s another story…. ;)

    get mouthoff and steppin from itunes.

    Ustwo™ release Steppin™

    not strictly flash lite related, but thought i would post as a credit to the amount of effort and time the team at ustwo™ have put into making there first full iPhone game.

    Congrats to PowPow and everyone else who has been working on this for the last few months :)

    Steppin™ is an all new racing game that tests your reactions and co-ordination over 5 beautifully designed levels. Ranging from easy to hard, they each present a different challenge – skip across lilies in ‘Pond’, hop across icebergs in ‘Ice’, navigate a lava flow in ‘Lava’, go back to the playground in ‘Hopscotch’ and traverse a cliff-face in ‘Climbin’.

    Steppin™ also has a new score board system that records your personal best time, player of the week, player of the day and best ever player. You can also make it onto the ‘Steppin™ Hall of Fame’, which calculates the best times in each level for the best players, and features the ‘Steppin™ Champion’ – the player with the best time across all levels.

    So get Steppin™ to make the Hall of Fame!

    buy it here :

    download Steppin™ now

    UK MaD Meeting – Orange, ustwo™, DC4 demo & a chance to win CS4 design premium

    meeting oct 2008

    The next face to face UK adobe mobile and devices meeting is on the
    21st of October 2008 @ the Adobe offices , Regents Park, and promises
    to be the biggest yet! We have a great range of speakers and will have
    some great prizes / adobe swag to give away.

    Activities / Speakers include

    Orange
    ustwo™
    Device Central CS4 demo
    lots of free pizza & drinks

    We will also be raffling of a full version of CS4 Design Premium on
    the night as well as a range of CS3 packages.

    For full details , visit the UK MaD site by clicking HERE

    To attend this event (and be entered into the prize draw for CS4),
    please RSVP to UGadmin@flashmobilegroup-uk.org with the subject “I
    want to attend the UKMaD Meeting oct2008″ with your name, contact
    email & contact number. Remember, if you do not RSVP, you will NOT be
    entered into the software raffle or receive your free bag of swag.

    Make sure you don’t miss this event, promises to be a great one , with
    over £3000’s of free Adobe software to be given away on the night!
    Look forward to seeing you there.

    Project Caphucin – eSeminar recording now available

    capuchin

    for those of you that missed it, the project caphucin eSeminar presented by adobe is now available @ http://seminars.adobe.acrobat.com/p27183206/.

    can’t wait to get started using this powerful tool to start creating some new content, this eSeminar is definitely worth checking out.

    for those of you that don’t already know about it, here is a brief overview of caphucin :

    On April 30, 2008 Sony Ericsson announced its new Project Capuchin technology which is a Java ME API that defines a bridge between the Java ME and Adobe Flash Lite programming environments. This API makes it possible to use Flash Lite as the front end and Java ME as the back end of applications, meaning that Flash tools can be used for UI design while still having access to all the phone services available to Java ME.

    Matt

    Sybian bought out by Nokia, and announcement of the sybian foundation

    via alessandro,

    symbian logo

     

     

     

     

     

     

    Finnish mobile phone giant Nokia is paying 264m euros ($410m; £209m) to buy out the other shareholders in handset software firm Symbian.

    Nokia, which already owns 48% of the UK-based firm, intends to develop its software to compete with Google’s planned Android operating system.

    For its part, Symbian said the takeover was “a fundamental step” in the establishment of the Symbian Foundation, which is expected to start operating in the first half of 2009.

    The foundation will bring together Nokia, AT&T, LG, Motorola, NTT Docomo, Samsung, Sony Ericsson, STMicroelectronics, Texas Instruments and Vodafone in collaboration on a new, royalty-free open software platform for mobile phones.

     

    This looks like great news for flashlite development,

    check out The BBC technology news for a full article

    check out Mark Doherty’s post for an Adobe insiders view

    view symbian’s white paper on the symbian foundation for indepth details

    view the symbain foundation website for upcoming news

     

     

     

    iPhone 2.0 goes 3g and GPS

    iphone 2.0

    via macworld,

    the WWDC keynote has just finished, and Steve jobs has announced the iPhone 2.0 will be shipping in 22 countries (including UK) on the 11th of july.

    new features include :

  • 3g
  • GPS
  • software update

  • price:

  • 8gb : $199
  • 16gb : $299 (also comes in white)
  • For a blow by blow account of the Keynote at WWDC, click here

    Matt

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    Matt who?

    I have been working in the mobile application industry for the last 4-5 years, initially cutting my teeth on some early Flash Lite based applications back in 2005. After a couple of years working for my self, and a number of other clients, i moved to London, and became part of the team @ ustwo™, a creative UX / UI mobile design and development studio. This is my own personal blog, and as such , all of the opinions here are my own, and in no way representative of ustwo™