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ToonsWare
May 26

MAY 26, 2009

Young, hip and ad-friendly.

It appears that the Apple iPhone, one of the hottest gadgets from one of the most cutting-edge companies in the world, may kick mobile advertising up a notch.

According to Brightkite, Inc. and Gfk NOP, iPhone users are more likely to recall mobile ads than non-iPhone users.

US Mobile Phone Users and iPhone Users Who Recall Viewing Mobile Advertising, by Type, Q1 2009 (% of respondents in each group)

iPhone users had higher rates of recall from all measured types of mobile ads than nonusers, including mobile display, standard text message (SMS), audio, picture or video messages (MMS) and mobile TV and video ads.

That’s great news for marketers, particularly at a time when other mobile manufacturers are building more touch-screen smartphones, such as the BlackBerry Storm, Palm Pre and Google Android.

But are iPhone users a viable demographic target? After all, Nielsen estimated that only 5.9% of US households owned or rented an iPhone in Q3 2008.

That number is sure to grow.

The NPD Group data ranked the iPhone as the second-highest-selling smartphone in 2009, and a Skype survey conducted by Zogby International ranked it the second-most-popular smartphone in the country, after the BlackBerry.

US Smartphone Users, by Brand, December 2008-February 2009 (% of respondents)

Enthusiasm for the device is also high among current users. Based on a customer satisfaction index, J.D. Power and Associates ranked Apple as the No. 1 smartphone brand in the second half of 2008.

According to a survey by Rubicon Consulting, most iPhone users are young (under 30), technologically sophisticated and apt to buy gadgets.

All in all, targeting smartphone users looks like a pretty smart tactic.

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May 19

Why We’ve Only Begun to Scratch the Surface

For nearly a decade, mobile advertising has proven to be the great white whale of digital marketing — forever on the horizon but perpetually out of reach.

But thanks to Apple’s iPhone and App Store, that’s all about to change. The numbers to date are staggering: 1 billion applications served, 35,000 applications available and more than 30 million devices in market. Apple’s meteoric success with the App Store (launched a mere nine months ago) is fueling a mobile-application market boom.

Consumers, once wary of using their phones for anything more than talking or texting, now seem to have an almost insatiable appetite for mobile applications. IPhone owners on average download more than 20 applications to their devices (upward of 40, according to some reports) and Google Android users are even more ravenous.

The market is sure to grow even larger as more companies leap in. Nokia, which has nearly 40% of the global smartphone market, announced that it would be entering the mobile-application fray with its Ovi Store (featuring 20,000 applications available for download) this week, joining competing offerings from BlackBerry, Google’s Android Market, Microsoft and Palm.

All of this is igniting the imaginations of brand marketers and ushering in a land grab for an increasingly valuable piece of real estate: the always-on device in our pockets.

Enter “app-vertising,” a new name for an emerging mix of branded mobile applications and in-application advertising that is finally poised to deliver on the promise of mobile marketing. Here are some marketers getting into the act.

Branded Apps

Uniqlo app

Uniqlo: Branded applications have seen the most growth since Apple launched the App Store, and Uniqlo’s Uniqlock app is easily one of the most imaginative. Produced by Projector, Uniqlock fuses the utility of a clock with videos of models, attired in Uniqlo clothing, performing a series of mostly quirky dances. Weighing in at a hefty 181 MB, the app certainly packs a punch.

Adidas app

Adidas: The Adidas Urban Art Guide was created specifically as a walking guide to Berlin’s impressive street art, which includes paintings, stencils, paste-ups and stickers from underground artists. The app taps Microsoft Virtual Earth to create routes, provides galleries and even allows users to upload their own artistic discoveries.

Chanel app

Chanel: Fashion brands have certainly embraced the video elements of the iPhone and iPod Touch, and Chanel’s mobile application is no exception. Featuring video from Chanel fashion shows, 70-plus looks and accessories, Chanel News video segments, and even a store locator, this app clearly knows its fashionista audience.

Audi app

Audi A4: More than half of the top mobile applications are games — and engagement for apps averages nine-plus minutes per session — so it makes perfect sense that the Audi created the A4 Driving Challenge game app. Taking advantage of the iPhone’s accelerometer (which allows the device to detect movement), the A4 game allows users to select courses, choose car specifications and more.

In-Application Advertising

Dockers app

Levis: The next wave of mobile advertising will certainly be in-application advertising, and the creative possibilities there are limitless as well. Levi’s Dockers’ “shakeable” ad, built on the Medialets platform, is a great example of how savvy creatives can take advantage of the iPhone’s accelerometer to add motion to advertising — in this case, making a khaki-clad model break dance — when the user shakes the device.

Burger King app

Burger King: For Valentine’s Day, Burger King crafted a clever in-app ad, “The Scent of Seduction,” that allowed users to burst heart-shaped bubbles by touching the screen. Greystripe, which ran the in-app ad, reported that 14% of users interacted with it and spent 16 seconds on average playing the game.

While “app-vertising” provides tantalizing opportunities, we are still in the early days here. Recently, Pinch Media analyzed 30 million iPhone app downloads and discovered that only 5% of users will open either a free or paid app 30 days after the initial download. It’s enough to make even the savviest developers or brand marketers question basic assumptions about mobile utility and entertainment.

Still, we are just scratching the surface of what mobile marketing will start to deliver. It’s not hard to imagine how we leap from the Uniqlock app or the shakeable Dockers ad to a whole new world where the GPS is integrated with content and offers; video actually reacts to user movements (think about the storytelling possibilities); and our own voices, channeled through the phone’s microphone, start to control interactions.

Best of all, in the future we’ll still have access to all the rich functionality of some of these mobile apps when the phone goes offline, too. This is due, in large part, to advances in pre-caching technology — a certain relief to anyone who’s struggled to find a 3G signal either on the road or in their own living room.

So will “app-vertising” finally take off? Analysts certainly think so. Sanford Bernstein’s Jeff Lindsay predicts that the worldwide mobile-advertising market will explode, mushrooming from $700 million in 2008 to $7.2 billion by 2012. And with Silicon Alley Insider estimating that in-app advertising fetches a hefty $20 to $30 CPM, there’s no turning back now.

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May 08

Last night, along with the iPhone OS 3 Beta 5 update, Apple told developers that new iPhone apps would be tested to work properly on the new  iPhone OS 3.0.  If they don’t work with the new software, they wouldn’t be accepted into the App Store.

What’s interesting is that Apple’s upcoming 3.0 version of the OS contains Parental Controls.  Parents can now choose between several age groups: 4+, 9+, 12+ and 17+.  There is also the option to turn application restrictions off entirely.

This means that Apple’s already beleaguered Apps approvers are going to have to sift through the already thousands of applications to rate them based on how mature they think they are.

It also means that Apple won’t have to come down so hard on Applications like the Nine Inch Nails app that recently got rejected because of song lyrics.  It can just classify it as a 17+ App.

The news also brings into question whether or not Apple will be allowing adult orientated content into the App Store.  While there is probably a huge market for this type of app, it wouldn’t necessarily be worth the hit to Apple’s wholesome brand.  Nonetheless, I do expect to see more violent games and books with a lot of potty mouth language to fill up the 17+ section.

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May 03

Last month, Apple said consumers had downloaded more than 1 billion iPhone applications from its online App Store, and that software developers had filled the store’s virtual aisles with more than 35,000 programs.

Clearly, iPhone users love to deck out their phones with new games, friend-finders, restaurant guides, and business applications, which can range in price from free to $899. Most sell for 99 cents to $3.99. But for Boston-based companies developing software for the iPhone - even some that have found early success - it’s not yet certain that the increasingly crowded aisles of the App Store offer the opportunity to build a sustainable business.

Local companies sell (and give away) applications to help users lose weight, navigate the world of wine, remotely access a far-off desktop computer, or flirt with someone. Some ventures are creating tools to make it easier to develop iPhone apps, or offering custom app development services.

Apple pockets one-third of all app revenue, as it does with the music, movies, and TV shows it sells. The dynamics of the marketplace could change this summer, however, when Apple enables software developers to generate reve nue from their apps in new ways.

  • Perhaps the best promoter of the local bunch is Jason Jacobs, who sells an app for runners that tracks things like distance and speed. Last month, he ran the Boston Marathon dressed as an iPhone - displaying his company’s RunKeeper software, of course, and posting Twitter messages and photos along the way. (He finished in 3:55.) The free version of RunKeeper is on Apple’s list of the top 10 apps in the health and fitness category, but the $9.99 version is only in the top 30. Jacobs has been working full time on the company for a year, sans salary, and the rest of his team includes six freelancers working for equity and a small development shop that he pays on a project basis.

    More than 325,000 people have downloaded the app, which lets runners and bikers do things like use the iPhone’s internal GPS system to map out routes and share their stats with friends via Facebook. Of people who get the free version, Jacobs says about 6 percent upgrade to the $9.99 product.

    “We’re all kind of fumbling in the dark, but I definitely think there’s a big business to be built here,” Jacobs says. “Though you can question whether it will be done by the pioneers or the fast followers who come along after the pioneers run out of money.”

  • Lose It, which helps dieters count calories, is another locally produced app - the most popular weight-loss application. It was developed initially by serial entrepreneur J.J. Allaire, who sold his last company to Microsoft, as a kind of side project. There hasn’t yet been a paid version of the app, though recently Charles Teague, a frequent Allaire collaborator, left the Cambridge venture capital firm General Catalyst to work full time on future versions of Lose It - and possibly, other apps. Neither is saying much about the company’s plans now.
  • Brad Rosen created an iPhone collection of wine reviews and info called Drync, which also allows users to build a list of their favorite vintages. It originally sold for $9.99, but lately has been discounted to $4.99. Rosen says he has sold about 20,000 copies. Charging customers a one-time download fee and constantly striving to be on Apple’s lists of the most popular apps in a given category “makes it very hard to be a sustainable business,” says Rosen, who created the app with six freelance collaborators who share in the profits.

    “It’s hard in the current model to see my way to $1 million in revenue,” he says, adding that the company is profitable. Rosen also says that his hope that Drync could make money by selling small ads hasn’t panned out: “There’s no real money in advertising.” 

  • Cambridge-based Viximo is developing its own iPhone apps, like Voodoo Doll Revenge, a $1.99 app that allows you to poke virtual pins into a photo of your enemy, and also offering tools to help others create apps. The biggest challenge, says vice president Ravi Mehta, is angling for a prominent position in the App Store. ”You have to try to talk to Apple and get them excited,” he says. “In many ways, it’s the luck of the draw.” 
  • Several small firms are starting up in Boston to help clients develop their own apps, including Rocket Farm Studios, Klick Mobile, and Apperian Corp. “Our business model is to help big brands get to the iPhone platform,” says Apperian founder Chuck Goldman, a former Apple executive. “You have apps like Lose It, but Weight Watchers has nothing in the App Store. Not having an iPhone app now is like not having a website.” 
  • Since last December, Woburn-based LogMeIn Inc. has been selling a $30 application called Ignition that allows users to remotely access files on a distant desktop or laptop machine. Ignition has benefited by being prominently featured in Apple’s iPhone advertising - at no cost to LogMeIn. 
  • The company is poised to benefit even more: This summer, Apple is expected to roll out a new operating system for the iPhone, and new business options for app developers. They’ll be allowed to charge subscription fees for continued access to apps, or give an app away but later charge for particular features or premium content directly from inside the app - without requiring the user to return to Apple’s online iTunes Store.

    “We think those new capabilities are going to be really interesting,” says Kevin Farrell, a vice president at LogMeIn. “We can create a purely free app, or a $1 app that has some add-on options that would cost extra. Those are options we’re definitely looking at.”

    The Holy Grail for anyone creating apps is to be able to write their software once, and have it run not just on the iPhone, but also on Google’s Android operating system, the BlackBerry, Nokias, and new phones that haven’t yet been released. That ability to “write once and run everywhere” is still a ways off.

    “You can make a few shekels selling a 99 cent iPhone app, if you really hit a vein,” says venture capitalist Woody Benson of Prism VentureWorks in Needham. “But it gets progressively more interesting if you can efficiently get your app onto the iPhone, Android, and the new phone that Microsoft may be working on - that’s a more compelling prospect.”

    Scott Kirsner can be reached at kirsner@pobox.com.  

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