About Us

Welcome to the Bottle Rocket Blog! Find the latest news, announcements, shop talk and general iPhone discussions that affects our industry.

Archive for the ‘Industry News’ Category

Bottle Rocket, NPR, BET and SPIN Magazine Walk Away with 5 Best App Ever Awards and Honorable Mentions

Tuesday, February 7th, 2012

Bottle Rocket Apps is proud to announce NPR, BET and SPIN Magazine have been selected by 148 Apps’ Best App Ever Awards as having some of the best iOS and Android apps on the market.

The Best App Ever Awards are a true representation of how much users like an app – not just the best-selling apps on the market. Users must nominate an app, wait for the finalists to be announced and then vote for their favorite among the finalists in each category.

This year Bottle Rocket, and three of our valued clients, walked away with the following awards and honorable mentions:

  • 1st Place… Best Big Brand App - BET 106 & Park from BET Networks
  • 3rd Place… Best Music Info App – BET 106 & Park from BET Networks
  • Honorable Mention… Best News App (iOS) – NPR News from NPR
  • Honorable Mention… Best Music Info App (iOS) – NPR Music from NPR
  • Honorable Mention… Best Magazine App (iOS) – SPIN Play from SPIN Media LLC

This marks the third consecutive year that apps designed and built by Bottle Rocket Apps have won the annual contest. Thank you to everyone who helped make this year a record year for Bottle Rocket and our clients!

Some interesting stats from this years contest include:

  • 1,565,833 total votes cast
  • 1.1 million unique voters
  • 1,692 unique apps in the awards
  • 53.9% of the votes were for iOS apps
  • 46.1% of the votes for Android apps

For a full list of the winners, check out the site: http://www.bestappever.com

iOS & Android Shatter Records on Christmas Day

Thursday, December 29th, 2011

Our friends at Flurry, provider of one of the leading analytics platforms for mobile apps, periodically analyze the aggregate usage data that they collect to gain insight into device and app usage meta-trends.  The statistics they collected on Christmas Day are truly astounding.  A few highlights:

  • Apple’s App Store is on pace to exceed 10 billion downloads in 2011, which will double the number of downloads in 2008, 2009 and 2010 combined.
  • The Android Market more than tripled its life-to-date downloads of 3 billion, reached in May 2011, to now over 10 billion cumulative downloads reached this December.
  • On Christmas Day 2011, more than 6.8 million new iOS and Android devices were activate, a 353% increase over the 1.5 million per day average for the first 20 days of December, and a 140% increase over the previous single-day record of 2.8 million device activations set on Christmas Day 2010.
  • About 242 million apps were downloaded on Christmas Day, compared to an average of 108 million per day during the rest of December 2011.

Read the full story on Flurry’s blog.

2011 has been a record-breaking year in mobile, and 2012 looks to be even better!

The Civil War Today Named One of Top 15 Mobile Apps of 2011

Wednesday, December 21st, 2011

The editorial staff of FierceMobileContent, a daily update on the innovations and trendsetters pushing the boundaries of the mobile content industry, has compiled a list of the Top 15 Mobile Apps of 2011, and we are proud to announce that A&E Television Networks Mobile’s The Civil War Today for iPad, developed by Bottle Rocket Apps, earned the #4 spot on the list.

Executive editor Jason Ankeny wrote:

The Civil War Today doesn’t simply revisit and reconsider history–it’s bound to make history as well, going down in App Store lore as the gold standard for how tablets can render conventional textbooks irrelevant by illuminating our shared heritage in new and unprecedented ways.

The Civil War Today, one of three apps by Bottle Rocket featured by Apple in the iTunes App Store Essentials Hall of Fame, is available for $5.99 on the App Store.

SPIN Play and NPR for iPad Recognized with 2011 Media Vanguard Awards

Thursday, November 17th, 2011

Bottle Rocket is proud to announce that SPIN Play for iPad and NPR’s suite of apps including NPR for iPad, NPR News for iPhone/iPod Touch and NPR Music for iPhone/iPod Touch–all developed by Bottle Rocket Apps–have received the prestigious 2011 AdAge Media Vanguard Awards for Best Music Integration in a Tablet Edition in the Print-To-Digital category  and Best Radio App Suite in the Broadcast-To-Digital category, respectively.

SPIN Play wins 2011 Media Vanguard Award
Now in their second year, the Media Vanguard Awards honor next-gen media and draw hundreds of submissions in a wide variety of fields.  This year the MVAs have honored publishers and broadcasters like time.com, HBO and other highly respected brands.  SPIN Media, NPR and other MVA winners were honored at the Media Vanguard Awards, which is part of the ME: Media Evolved conference, on November 15th in Manhattan.

SPIN Play for iPad and NPR’s suite of apps have been featured on the iTunes App Store countless times, are included in Apple’s iTunes App Store iPad Hall of Fame and have received extensive critical acclaim.  SPIN and NPR have shown that print and other traditional media outlets can have a nice home on mobile devices, if they embrace the platform.

SPIN Play for iPad is free to download from the AppStore and includes a daily feed of news and reviews from SPIN.com.  SPIN Play also offers users access to premium issues which feature SPIN’s industry leading editorial content, as well as 60+ steaming songs and 30+ streaming videos each month.  Each issue allows users to connect with their favorite artist in a way never before possible on any medium.

NPR for iPad, developed by Bottle Rocket Apps

NPR’s suite of apps include NPR for iPad, NPR News for iPhone/iPod Touch and Android and NPR Music for iPhone/iPod Touch and all are free to download.  NPR’s apps offer a deep variety of content in News, Music, Arts and Lifestyle.  The apps also provide access to NPR’s award winning content via podcasts, programs and thousands of streaming radio stations.  This is the second year in a row that NPR’s apps have won the MVA in their category.

SPIN Play can be downloaded free at spin.com/ipad.  An annual subscription is available for $7.99 via In-App purchase and single issues can be purchased for $1.99 each.  All NPR apps can be found in the mobile section of NPR.org.

Congratulations to Bottle Rocket’s partners at NPR and SPIN Magazine for this tremendous honor!

The Developer Market

Monday, October 17th, 2011

14 million creative minds and counting!  In North America, according to Evans Data Corporation in 2009, a developer is born every 8 minutes.  Not physically, of course, but where more and more and more of our lives are spent… in the digital world.  That means that there are nearly 2,500 APIs (Application Programming Interfaces) on ProgrammableWeb.com, comprising over 5,000 mashups, and an estimated 14 million developers worldwide in various disciplines, with over 6 million involved in mobile development.

On April 3, 2010, Apple debuted its latest “it” device, the iPad.  With a 9.7 inch touchscreen and multiple wireless connectivity options, the iPad set the new benchmark for the connected appliance category.  And, consumers responded in droves, the way they had to the iPhone, but with even greater vigor.  In its first month of launch, Apple sold one million iPads at an average purchase price exceeding $500.

So, what does this mean to developers?  Many of us have grown up in a time where reaching critical mass for a particular device meant considerable marketing muscle over several years (for example, it took the mobile phone 20 years to reach 10% penetration of U. S. households).  In today’s world, years have been replaced with months.  As consumers migrate to these mobile devices, willingness to pay for applications increases.  You could argue that this is a function of a more early adopter profile for tablet devices combined with a larger form factor that provides fertile ground for higher priced mobile gaming, entertainment, social, and business applications.

So, sophisticated device creation attracts end users with appetites for increasingly engaging and immersive applications.  Escalating demand also creates a new army of talented developers ready to create their next mobile masterpiece for fame, fortune or both.

It’s Already Beginning to Look A Lot Like a Mobile Christmas

Thursday, October 13th, 2011

The holiday season is quickly approaching and retailers are already beginning to prepare for the busy shopping season.  For the first time ever, mobile commerce will be a top priority for retailers—and for good reason.  According to Canalysis, more than 90 million smartphones are to ship in 2011 in North America.  A recent Mobile Access 2010 report from the Pew Internet & American Life Project states that nine in ten young adults aged 18 to 29 own a cell phone and that these young cell owners are the most likely to engage in mobile data applications.  The study also found that 20 percent of 18 to 29 year olds make purchases on their mobile phones.

As consumers begin to contemplate gift shopping for the holidays, mobile commerce will likely have a significant impact on their decisions on where and how to make their purchases.  Retailers should adapt to their customers’ behavior and begin to prepare for this increasingly popular new channel—if they haven’t already.  If you are a retailer, and have not considered going mobile yet before the holidays or for 2011, perhaps the following trends might sway your decision:

  • Smartphones are becoming the norm.  Studies show that these types of devices are rapidly growing while others are declining in market share.
  • Mobile web launches and mobile commerce sales are growing, and fast.  Make no mistake about it, the numbers are growing rapidly.  By 2015, it is estimated that shoppers from around the world will spend about $119 billion on goods and services bought via their mobile phones.
  • In the United States alone, mobile shopping rose from $396 million in 2008 to $1.2 billion in 2009.  ABI Research forecasts U.S. sales to reach about $4.2 billion in 2011.
  • Mobile promotions bump purchase rates.  Many retailers find that offering promotions unique to their mobile website significantly increase purchase rates.  For example, if a consumer electronics store launches a promotion that offers a special discount for computer games purchased through their mobile site, more customers will make the transition from viewing the games on their mobile phones to purchasing those games via their mobile phones.
  • Mobile is the 4th channel.  Increasingly, retailers are integrating mobile commerce into their businesses as a strategic 4th channel that can help bring more value to their desktop/laptop website, in-store and catalog channels.
  • Using rich applications, customers are more loyal, buy more often and at a higher average purchase price than with mobile web.  Rich applications for iPhone and Android devices provide a seamless and simple method to browsing and purchasing products on mobile phones.  Imagine that customer Greg is a frequent patron of an outdoors and recreation retailer.  Greg is far from home when he realizes he needs a new tent for his upcoming camping trip.  He has already downloaded the retailer’s mobile app on his iPhone, so he uses it to find and purchase the tent which he’ll pick up when he is back in town.  By providing Greg with a simple and convenient method of shopping, the retailer has cemented Greg’s loyalty to the brand.  Now, Greg is more likely to shop here because he doesn’t have to search around online… he just opens the app, purchases his items and he’s finished.

This holiday season and beyond, mobile commerce will have an unprecedented presence in the shopping channel.

 

 

Questions to Apps

Monday, October 3rd, 2011

Every time we kick off working with a new client, even before the ink is dry on the Engagement Specification, we begin by asking the client to ask themselves a few very important questions to begin their app development process:

  1. What is my business mission?
  2. What business need will an app serve app?
  3. Should I even attempt to build a mobile app, or should I work on our mobile web site?
  4. What is the best delivery platform?  iOS?  Android?  Which one should I prioritize first?
  5. How will I measure the effectiveness of my app?
  6. Could my app be perceived as “fire and forget?”
  7. Can my infrastructure handle a successful app?
  8. What does my target user really want in an app?

But, what do you think?  Any we’ve missed?

And now, a few of our words…

Monday, September 26th, 2011

Here at Bottle Rocket Apps, we are ALL about the user when we begin our Strategy, Creative and Design process for our clients’ iOS and Android mobile apps.  With that in mind, we offer a peek under the hood at our inner workings with a random collection of UEX, Marketing, and Brand terminology.  To us, it is important we all have a similar understanding when using these terms.

Audience Segmentation is used to for more specific targeting and providing the user greater relevance.  As an example, Pizza Hut segments it’s consumers into three audiences. The Eating Machine (college age males that view food as fuel, eating pizza multiple times a week), the Families (family consumers that consider the pizza meal a family event once a month) and the Adventurist (not loyal to any pizza brand, eating pizza only a couple times a quarter).  In this case, a mobile app for the Pizza Hut Eating Machine might be designed very differently than an app for the Adventurist.

Brand Equities are the brand characteristics that positively set the brand apart from their competition and is partially responsible for their financial successes. mBrand equities for Apple would be beautiful design, usability, and different.  The apps we develop should exploit, extend and reinforce existing brand equities.

Exception Path is used to refer to a user story or screen flow that identifies an error path or paths outside of the Happy Path (see below).

Happy Path is used to refer to a user story or screen flow that identifies the path the majority of users will experience.  It does not include all the alternative paths, exceptions or alerts.  Usually a Happy Path is fleshed out and then a second iteration of the experience fleshes out the alternative paths, exceptions and alerts.

Key User Tasks are the actions the user is most likely to take.  Usually for an app, there are only a few.  Greater emphasis of experience design should be put on these tasks over other less likely user tasks.  Having only a few key user tasks also helps to keep the app focused and of value for the user.

Lo-Fi is short for Low Fidelity.  Low Fidelity techniques can be used to move design along quickly.  Pencils would be considered a Lo-Fi technique.  Photographing white board ideas and texting them to a client would also be a Lo-Fi technique.

Marketing-Centered Design is an approach to design that emphasizes business goals and marketing strategy.  It is more about the messaging being pushed to the consumer than what the consumer might truly desire.  Marketing-centered design in a casino forces you walk past hundreds of slot machines on your way to the bathroom.  A user-centered design would have put the bathroom in a convenient and easily accessible location.  Marketing-centered design is more common in heavily branded apps.  User-centered design is more common in more utilitarian apps.  Usually, we design for a delicate balance of both to satisfy both our clients and their users.

Production Value is used to describe the level of craftsmanship and polish put on something.  For example, one might claim Star Wars had a higher production value than Plan 9 From Outer Space.  It is usually in reference to aesthetics, it does not refer to how something works or if it is “buggy.”  For purposes of a common understanding across the Bottle Rocket team before designing something, we discuss the production level for which we will be designing.  The production level is influenced by time available, budget, and client expectations.

Reason to Believe is a branding term referring to the end consumer’s belief that a company can deliver on its brand promises.  This belief is often related to brand equity.  If I hear that Apple will be releasing an automobile, my reason to believe that it will be a good automobile is that they have a exceptional track record for beautiful design, usability and thinking different about the products they produce.  If our client puts an app in the app store and is asking me to pay $5 for it, as a consumer I will reflect upon my reasons to believe that company will put out an app worthy of the $5.

User-Centered Design is an approach to design that puts the user’s desires and actions above all other design considerations.  It is an approach that greatly values user input and user testing.  Key user tasks are defined and heavily influence the design.  The chief difference from other product design philosophies is that user-centered design tries to optimize the product around how users can, want, or need to use the product, rather than forcing the users to change their behavior to accommodate the product.

 

 

Gaming: Not a Spectator Sport

Monday, September 19th, 2011

Today, according to the Mobile Marketing Forum’s 2010 Annual Research Report, one out of every four entertainment dollars is spent on games.  Rabid, hardcore gamers bring in big dollars (ex. the game Call of Duty: Modern Warfare 2 grossed $401 million the first day. 

However, increasingly, it’s not just hardcore gamers bringing in the money.  The assumption that the average gamer is a socially isolated teen-aged boy is inaccurate.  Gamers are 57% male and 43% female, and the advent of social media gaming has greatly diversified the gaming audience.  Gaming is a nearly $20 billion market.

As the gaming market moves forward, the balance of revenue between hardware and software is bound to shift.  The iPhone- and Android-based devices are attracting developers, and as the number of mobile gaming applications and the sophistication of smartphones grow, the market for portable devices and user expectations will increase.

While serious gamers make significant investments in hardware and accessories, the casual gamer keeps things much simpler and cheaper.  Large gaming companies like Sony, Nintendo and Microsoft have focused primarily on the hardcore segment, often to the exclusion of the gamer who doesn’t want to dedicate hours upon hours with a headset and complex controller to reach the next level of a game.

What the iTunes App Store games have taught gaming companies is that there is a large untapped opportunity for casual, social games that may not command the same $40 price, but they also require less money and effort to develop.  At the Game Developers Conference (GDC) in March 2010, the evolving emphasis was clear.  For the first time, there was a separate event just for the iPhone, the iPhone Games Summit.  The emergent part of gaming now is next-gen mobile led by the iPhone.  The focus is on $250,000 games, rather than $25 million.

According to smartphone applications analytics group, Flurry, Apple’s app storefront has already emerged as a serious gaming platform.  Its social gaming inventory draws a daily audience of 19 million who spend more than 22 minutes per day with the applications.  In terms of reach, that places the size of this audience somewhere between NBC’s Sunday Night Football and ABC’s Dancing with the Stars and only 4 million pairs of eyeballs shy of the top show in American primetime television, Fox’s American Idol.

Gamers have grown up from the Atari generation of the 1980′s.  This activity is no longer for the socially isolated.  In fact, gamers are among the most socially connected 2.0 enthusiasts.  They have a passion for their pastime and a willingness to pay for their addiction.  They are also more sophisticated in caring for their support needs.  Finally, their acceptance of in-app advertising that does not disrupt the gaming experience creates yet another revenue stream to tap into this lucrative market.  So, if you haven’t considered servicing gamers, perhaps it’s time to get off the sidelines.

 

 

 

 

Mobile Design Imperatives

Friday, September 16th, 2011

As the web evolved over the years, companies pursued a basic mobile strategy that could be summed up as follows:  Cram all the content you can onto a website, and then adapt it for mobile use by lopping off a few pieces.  Trimming down content to fit on a smaller screen may have made the presentation more “mobile friendly,” but it didn’t really focus on what mobile users wanted, and how to truly engage them.

To structure the customer interface and integrate all of the company’s touch-points (i.e. a physical store, customer service phone lines, a web site), the company must address three key issues when designing a user-focused mobile experience:   the right mix of essence and flexibility; the right mix of style and substance; and time in relationship to the interface.  It’s not specifically about smartphones, tablets, apps, or wireless… it’s about enabling friends, family, prospects, customers to enjoy 360-degree engagement.

Start by understanding your users and design an experience with their priorities in mind.  Unlike desktop and laptop users, who multitask between work, play and casual research, mobile users are focused.  Smartphone users are transaction-oriented.  Then, account for the newest users in the mobile camp — those equipped with tablets. They’re focused on a broader and more immersive experience.

User-experience focused design (digital branding, interaction design, and content) combined with technology (platforms, processes, and integration) drives the marketing messages for acquisition, retention and growth leading to complete engagement on mobile, social platforms and search.  Put the user in the driver’s seat… Mobile is the most personal of digital devices, and consumers are being trained to expect mobile experiences that are personalized, device-appropriate, location-aware and available but not intrusive.