mobile brand experiences – key findings
DESCRIPTION
Leveraging the power of mobile marketing for brands. A snappy insight into the life of a smart phone user. Conducted and compiled by Marc-Oliver Gern.TRANSCRIPT
MOBILE BRAND EXPERIENCESKEY OBSERVATIONS
“To be wired, or not to be wired,that is the question.”
Brad, a mobile user
Today, we are going to meet…
A smart phone The mobile market
Say helloto Brad!
Brad is between 31 and 33. He downloaded 27 apps*, including11 games over the lifetime of his smartphone.He engages with most of his apps 91 days until he deletes them.23% of the apps he never launches again after the first download.
* The Yankee Group predicts, this number goes up to 60 apps/year
The most common reasons whyBrad and his friends use theirsmart phones…
I’m bored(Bored now) I love
multitasking(or Repetitive now)
I’m local(Urgent now)
(Google’s 3 mobile behavior groups)
A day with Brad
8 h work1,5 h commute
2 h internet5 h TV/Console
21 min. talk/phone25 SMS read/write79 min. using apps
iPad?= Pretty busy TIP: With mobile, the frequency
of connecting with the web goes
up = opportunity to connect
brand & client increases
Brads smartphone usage takes away time spend on other devices. Moreand more.
Anybody want to guess how much money that is?
Brad is always connected. But more often in the evening, while on his couch.
Tablets are considered to be more an “evening” device,
which at the end also takes away console time.
Brad does things differently on the desktop and on his smartphone
Desktop Mobile
Context creates new opportunities
Brads usual day
8 am 11 pm
Brads unusual day
8 am 11 pm
Work in progress
Say helloto Brad's smart phone!
On Brads smart phone there are:27-30 apps.He uses only 5 most of the time.Brad gives an app 2 min./ave.(except Games)
Phone Msg. E-Mail Game Weather Safari/Search
EAApp?
Mobile happens in varied environments with varied privacy.
63% do NOT share their phones. Brad either
Mobile is very context sensitive. Mobile is
very personal.
Another thing,…
Android is mostly male
(73%)
iPhone is mixed (53%)
So, Brads smart phoneIs always with him, he even textsfrom the bathroom (27% male,54% of female users).He uses it as a digital wallet.And thinks it’s not a PC, it’s a “connectivity tool”, where I canplay games when I am bored.
Brad likes apps, but:He accesses Facebook via his mobile browser (like 55% of all FB users)He is one of 6 mio. people that visits the mobile site of ESPN, compared to 11 mio. who use the app.
That said, Twitter was surprised by the fact, that even with the plethora of third-party Twitter apps out there, not only Brad was having trouble finding and selecting one because none were called “Twitter.” He still tweets via SMS, like 17 mio. other users.
Source: Twitter Company Blog
Say helloto the mobile market.
1,9 bio are on the wired web5 bio. Mobile phones out
54% of free apps have fewer than 1,000 users.Long term audiences are generally1% of total downloads.Usage declines by almost a third in the first month after use, stabilizing under five minutes.350,000 apps are currently in the app store. Only 20% have an audience.
Best Practices
Barcleys Waterslide and Rollercoaster26.7 mio users
TIP: Games are good for
acquisition
Best Practices
BMW Mobile Sales App45 mio. Revenue in selling parts
TIP: Define your audience.
Deliver specific services.
Best Practices
ebayEach second one mobile transaction.Sold 3 Ferraris each month from mobile devices.Items sold worth $400 mio.
Best Practices
World of Warcraft Auction House (Buy, Sell, Trade) and Info GuideRelat. Small user base compared to other outlets but very active.
Best Practices
Xbox (several apps)Check Friends, Avatars, Game Statistics (Problem: Not a large user base,App Store chart ranking around 135 to 185)
Best Practices
Firemint GTI Real RacingIncreased Test Drives by 80%, with out a single Dollar spent on Ad.# 1 iPhone app in 36 countries (4,4 mio. downloads)
TIP: Focus on one purpose. Here
everything leads towards:
BOOK A TEST DRIVE.
Best Practices
Jamie OliverIncreased brand recognition, produced most lucrative app (sell for 7,99)
TIP: Outrun your competitors with
high quality execution. Deliver
specific content, for a core audience.
Here: 20 minutes meals for busy
people who don’t want to cook.
Best Practices
SMULE – T-Pain300,000 downloads in the first 3 weeks.4,1 mio user generated songs. Increased record sale by 65%.
TIP: Inspire – Engage – Sell.
Conclusion:Do it simple.Make it sticky.Make it useful.
Understand mobile contextCreate a product, don’t re-imagine one for small screens. Great mobile products are created, never ported.
Be creative
Change user behavior
Change user behaviour with experiences not a set of features.
Start with an Application Definition Statement.What is it?Who is it for?
Pick a few features, most frequently used, by the majority of people, appropriate for mobile context.
Think of BradThink of Brad
Think of Brad
Links.http://www.mobile-ent.bizhttp://www.comscore.comwww.forrester.com www.kpcp.com http://www.piperjaffray.comhttp://blog.compete.com/http://www.mobiliciouz.comhttp://kissmetrics.comhttp://www.nokia.commetrics.admob.comblog.nielsen.comTwitter.com
Thanks.Prepared by Marc-Oliver for EA Sports Online, Feb. 2011