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Archive for the ‘Research & Analytics’ Category

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!

Some Magazine Mobile Questions

Saturday, December 10th, 2011

The mobile device boom has promised traditional and digital publishers a new road to revenue, but amongst all the hype, actionable solutions aren’t always obvious.  Some questions to be answered include:

  1. What technology platforms should I use?
  2. What tools enable mobile advertising success?
  3. How can I manage mobile subscriptions?
Is mobile the new newsstand?  Which paid content model is having greater success, one-time app downloads or subscriptions?  Should I focus my time and energy on e-readers, smart phones, tablets, or all?  What are the key characteristics of successful paid content mobile offerings?  How do I price my mobile offering?  What technology platforms are available to help me create mobile offerings?

User Experience & Content Strategy

Thursday, October 6th, 2011

 

Where does user experience happen?  It starts with understanding and identifying the core business issues, and then targeting possible solutions and planning.  By creating designs that resolve the business issues and developing functional code based on those designs, the planning phase is the most critical.  User experience is a focus, a thread that runs through all of our disciplines here at Bottle Rocket Apps.  No particular practice area owns or controls UX and the total user experience encompasses words like “useful,” “desirable,” “usable,” “findable,” “credible,” valuable,” and “accessible.”  No matter how brilliant your designs, if the content is bad, the honeycomb crumbles. (The User Experience Honeycomb – Peter Morville, 2004)

So, where does content strategy fit in?  By having a corporate brand strategy and style guide, brand supporting content comes from message maps and content production schedules.  User experience strategy drives happy path flows, storyboards, wireframes and the ultimate content that the user experiences.  Content strategy plans for the creation, delivery, and governance of useful, usable content.

While content strategy isn’t a part of user experience strategy, when designing for mobile devices, the simple form factor difference of smaller screens may need content to be sliced and diced in different and flexible ways. Very few companies have a solid understanding of how to leverage their content it across multiple channels and platforms.  Content heavy companies that have text for print, video for television, mixed content for web, etc.  Most likely they have some a unique content management system for each. Each will need to come together for delivery on devices like the iPad, which seems to be the digital convergence we have been waiting for.

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.

 

 

 

 

5 Ways to Capitalize on Mobile for Customer Service

Friday, July 8th, 2011

With the mobile channel becoming increasingly pervasive and important to consumers, companies must incorporate it into their customer service and support activities.  However, that doesn’t mean simply creating a mobile app and optimizing one’s web site for mobile devices.  Instead, successful service requires understanding the unique capabilities the mobile channel brings to the table and integrating those qualities with existing customer service and support functions.

Within the next five years, more consumers will be using mobile phones than desktop computers.  Today, 38 percent of these mobile phone owners browse the Internet, use mobile apps, or download content with their phones.  Currently, one in five U. S. phone owners has a web-enabled, multi-media smartphone, and smartphone usage rises 85% each year.  At the same time, the number of people who use mobile phones just to place calls shrinks by 11% each year.  Mobile commerce is projected to become a $119 billion global industry by 2015, up from $18.3 billion in 2009. 1

However, while most companies are aware of the rising importance of the mobile channel to their customers and their business, many struggle to understand how to leverage this channel to deliver service and support to their customers. 

Success hinges upon more than designing apps for smartphones or enabling the web site for mobile use.  Rather, successfully using the mobile channel for service and support requires a company to understand the unique and inherent capabilities of the mobile channel, and then fully integrate them into its service and support processes.

 

Here are five suggestions to capitalize on the mobile channel in a way that satisfies consumers’ changing expectations and, subsequently, helps increase customer loyalty and advocacy:

1.  Provide a seamless transition from channel to channel:  Consumers expect to be able to “pick up where they left off” when switching between a smartphone device, a desktop computer, and/or a tablet, without a change or degradation in the experience.  They also expect to be able to purchase items or get support in whichever channel they’re using, as well as have access to a broader array of related products and services regardless of traditional business boundaries.

2.  Provide an experience that is tailored to specific customers or customer segments:  Customers have vastly different needs, expectations, preferences, and attitudes which can drive both self-service adoption as well as customer loyalty.  In essence, “Know who I am and what I want.“  They want companies to make the mobile experience relevant to them, understand their current and future needs, and not wait for them to contact the company to resolve an issue.

3.  Provide the ability for consumers to control how and when they access customer service:  In the near future, the ability for customers to service their needs will be location-agnostic because the means to connect will be available everywhere they go (coffee shops, book stores, airports, airplanes, parks, etc.).   In turn, this connectivity will require increased options for consumers to communicate with their providers– no longer just anytime, but also anywhere.

4.  Provide an instant response: Emerging technologies, access and capabilities will continue to increase consumers’ expectations for immediate service.  With instant access, wait times become less tolerable and remote support becomes more acceptable.  Thus, automation becomes the preferred means of accessing service for many consumers due to the speed and the instant support provided.

5.  Provide the functionality consumers expect: An easy-to-us, intuitive interface.  An appearance that is sleek, appealing and integrates with the app’s primary function.  A minimal amount of required text input.  Succinct response and display of information.  Comparable functionality to the desktop experience. And, content optimized for the mobile screen size.

As companies work to determine how best to incorporate mobile into their operations, they must remember that the mobile channel is not another way to reduce customer service costs.  Companies that provide an effective mobile channel for interactions will position themselves to strengthen customer loyalty as well as their brand image.

 

1) Source:  comScore- The State of Mobile- “US Mobile Media Landscape and Trends,” June 8, 2010

The Mobile Era in 2011

Monday, June 27th, 2011

We were born to move around and mobile is freeing humanity from the ball and chain that is the PC.  Here’s a brief history and how far we’ve come:

  • In 2006, near 100% of mobile use was voice/phone, email, and text. Now, only 42% of mobile is voice, email or text.
  • In 2007, the iPhone was born with the Webkit browser and advertisers began dabbling in a new medium.
  • 2008 brought the birth of the Apple iTunes store and the mobile app economy is transformed.
  • In 2009, Android emerges and we have numerous platforms and options again.
  • 2010, iPad ushers in beginning of “post-PC” era.
  • So far in 2011, investments in mobile, smartphones and even mobile connected appliances are now “smart” devices. 31% of Americans currently own a smartphone.
  • By the end of 2011, more Americans will have smartphones than feature phones.  Today, 3.6 billion people around the world have a mobile phone. with 91% of Americans using mobile phones.

Now, and every day, a new use for mobile is born.  Facebook, Angry Birds, Pandora, Words with Friends… the device is less and less a phone every day.  Engagement now trumps utility.

  • Microsoft Tag and QR code usage grew nearly 300% in 2011, and they now appear in 62% of top U. S. magazine titles.
  • 78% of smartphone owners use their devices while they shop.
  • 100M Android devices were activated as of May 2011.
  • 200M+ YouTube mobile views per day.
  • 680M+ active Facebook members; over 1/3 use Facebook mobile.
  • 50% of total active Twitter users are on mobile; 40% of all tweets come from mobile.
  • 17.7B app downloads projected for 2011.
  • 86% use their mobile devices while they watch TV.
  • 25M iPads sold to date:  87,000 per day, and almost 8M for Q2 2011 alone vs. 14.8M sold in all of 2010.

Looking forward, 2014 will be the year that mobile becomes the most common way of accessing the Internet.  Welcome to the “Post-PC Era.”  However, don’t let the name “Post-PC” imply that we will all show up to work one day, overturn our desks in celebration, and go on with our days squinting at tiny hand-held screens.  That’s not the future we mean… PCs are important for getting work done.  We still need them, and mobile devices won’t replace PCs, but they will exponentially expand the reach of technology into our physical world with new-found utility and meaning.

Three behavioral trends of the mobile experience:

  1. Convenience:  Transform culture and business by helping people get things done more easily and with tangible value.
  2. Context:  Curate and deliver relevant information when you need it.  Location services are continuing to grow.  So, how do you monetize this growth?  Show people the TIME of their life!
  3. Fun:  With mobile, fun in unexpected places will expand in imaginative and meaningful ways and will be more frequently integrated into our lives.

“One of the most important technology trends over the next 3-5 years will be the effort to embed the dynamics of networked gaming into everyday life.” ~~ Edward Castranova, Economist

 

5 Interesting Observations about Usability & App Sales

Tuesday, May 31st, 2011


Do users turn a blind eye to mobile design if they really love the brand?  According to a EffectiveUI study, no.  The majority of users chose superior experience design over brand loyalty.  To survive and thrive in the ever-increasing app landscape, companies must maintain a relentless focus on their unique brand attributes, and deliver an experience that passes the “who cares?” test.  Apps with high usability and sales:

1.  Communicate value in an emotionally engaging way:  functionality should reinforce a company’s brand positioning and be consistent with how the business presents itself in other media.

2.  Deliver value by offering useful, usable function:  sites that don’t support consumer goals frustrate and annoy visitors, and those negative emotions transfer over to the brand.

3.  The apparent failing of application design in part due to an added pressure from the C-suite to simply have a mobile app:  some apps are simply not necessary, and while first-adopters might purchase them, word-of-mouth spreads quickly and sales will fall off drastically (along with brand reputation).

4.  Users will not tolerate apps that are slow to open or operate:  speed is even more important for apps than it is for web sites.

 

5.  Users are more likely to download an app based on recommendations:  companies will have to push the envelope and go farther afield to enlighten, engage, and differentiate to garner those coveted recommendations.

CONCLUSION?  User expectations define the user experience.  “Don’t beat me over the head with a useless app, and don’t waste your time trying to ‘sell’ me on why I need it,” is clearly the message from users to brands looking to connect on mobile devices.

Yes, recommendations from others do matter, so don’t try to skate by with mediocre design.” According to a new survey from Pew Research Center’s Internet & American Life Project, 35% of adults have cell phones with apps, but only two-thirds of those who have apps actually use them.  Rather than concluding that app adoption is low, we would propose that unused apps simply are not delivering value, utility, usability or a meaningful experience to the user.

While every article we read and metric we watch shows a widening embrace of all kinds of apps by a widening population, what we’re seeing in the app story is the early stages of the classic tech adoption story.  Agencies interested in developing apps should recognize that app purchase and use, for now, is contained to a core group of cell phone users (18- to 29-year-olds make up half of all adult app users).  But, that will surely change in the future, with many in the tech industry hailing apps as “the new revolution.”

 

Happy Birthday, Doodle Bomb!

Friday, January 14th, 2011

January 12 marked the first anniversary of the initial release of Bottle Rocket’s Doodle Bomb to the iTunes App Store.  The award-winning game enables players to blast their way through 77 mind-bending physics puzzles to achieve the ultimate goal of “Bomb Master”.  Along the way, the player interacts with unique physics-driven machines and characters who will help–or hurt–his attempt to infiltrate the enemy base using as few bombs as possible.

Doodle Bomb by Bottle RocketWe would like to say thanks to the almost 1,000,000 users who have downloaded Doodle Bomb to date.  Don’t let anyone tell you this game isn’t addictive:  those users have spent more than 125 person-years playing the game.  In more than 7.3 million sessions, they’ve completed 28.7 million missions, and retried another 22 million.

And 40,355 players have earned the coveted title of Bomb Master by completing all of the levels of the game. So far.

It’s no wonder that Doodle Bomb at one point was the third most popular free app on the App Store (when it went free for a day as part of a special promotion), received 5 stars and an Editors Choice award from Macworld, and was at various times included in Apple’s hand-picked lists of Best Doodle Games, What’s Hot, New and Noteworthy, and Staff Favorites.

The Bottle Rocket team celebrated with a cupcake party and–of course–lots of doodles.  (Click through for larger photos.)  So happy birthday, Doodle Bomb!

[buy Doodle Bomb from the App Store]

Looking Ahead into the 2011 Smartphone Market With Apple’s iOS

Tuesday, January 11th, 2011

This article from Gartner is dense with statistics on mobile phone sales, smartphones in particular, during Q3 2010 vs. Q3 2009 — there are definitely some comparable numbers in here. But what we found to be particularly interesting is the following excerpt about the competitive smartphone market Apple continues to provide with iOS.

Apple’s dramatic expansion of iOS with the iPad and the continuing success of the iPod Touch are important sales achievements in their own right. But more importantly they contribute to the strength of Apple’s ecosystem and the iPhone in a way that smartphone-only manufacturers cannot compete with,” Ms. Milanesi said. “To a developer, the iPod Touch and iPhone (and to a lesser extent the iPad) are effectively the same device and a single market opportunity… Apple claims it is activating around 275,000 iOS devices per day on average — that’s a compelling market for any developer. And developers’ applications in turn attract users.”

iPhone Owners Download Twice As Many Paid Apps As Android Owners

Friday, July 9th, 2010

According to Business Insider, Apple iPhone owners are downloading nearly twice as many paid mobile applications as Google Android users.

Some reasons why users might download more iTunes paid apps could be:

  • iTunes has an easy purchasing system.
  • Popular paid apps are easily highlighted.
  • The iPhone is positioned as a premium phone so your users are more likely to be the type of user who buys paid apps.

Are there other reason you think people might be more willing to purchase paid apps from iPhone over Android?