• An Example Why Nokia Struggles

    Yesterday, Nokia announced the “Nokia 5330 Mobile TV Edition”,

    “an entertainment hub that combines mobile broadcast TV (DVB-H), social networking, music and gaming in one compact 3G device.”

    Let that sink in: it is – apparently – not a phone. Mentioned nowhere. Well, it is of course but one might ponder if that is the message you want to get across. Focus?

    Be not mistaken though, it offers some rather incredible specs: a full six hours (!) of mobile TV broadcast without re-charge. That is 3 football (my US readers, scil. soccer) matches (although I am not sure where, when and why one would do that). Compare that to the iPhone where you could watch maybe 30 minutes of highlights IF you have downloaded the respective clips when you were in a WiFi zone last. The headset doubles as an antenna.

    QVGA on a 2.4″ screen, 3.2 megapixel camera (presumably with the trusty Carl Zeiss lenses, LED flash, video, free music via the “Comes with Music” service. It also says (well in the punchy headline above anyway) that it will also have specific gaming capabilities.

    Phone calls? That is so last year… It is not a phone, it is an entertainment hub, baby!

    The device but even more so the press release exemplify the challenges Nokia faces. It is not the technology; the Fins are good at that. It is not distribution network; they have excellent carrier relationships the world over. But the package and its presentation makes it almost anti-climactic – and probably unfairly so because the thing does even look pretty neat!

    Now, if one needs TV broadcast is a discussion all by itself (the fact that you can set reminders “to make sure key episodes aren’t missed” sounds almost quaint in the age of TiVo and the iPhone’s Sky+ app).

    But even apart from this, it is an example that demonstrates the approach: Nokia tries to answer calls querying its continued leadership by building monolithic technology beacons. But that is not why users flog to the iPhone; they merely want something that looks good and works beautifully. Dear Nokia, IF you equip a phone (a phone, not a multimedia hub!) with every gadget under the sun, this is cool – it really is! But do not sell it on technology, sell on user experiences. Users do not generally care much for tech talk (well, maybe some boy racers and hardcore coders do), they care for ease. Give them ease!

    Apple’s overriding design goal is (and has been for a while) to de-clutter the user environment and experience. Then they execute nicely on it. That is what makes them so superb. Try to emulate this. You have all the tools. Now get the pitch right, will you?

     
  • The Future of Advertising is in Engagement!

    A lot is being said about mobile marketing, mobile advertising, capturing “consumer’s” imagination (if not only their eyeballs). And everyone says: “yes, I get that, social, mobile, always-on, always with them, cool!” Online ad spend outstrips TV already (at least in the UK), and mobile is arguably the next big thing; it is so much cooler, too: personal, accessible, always-on!).

    So how do you execute? Banner ads? Text ads? Virals? “Ah, yes, virals are cool, I heard about them!”

    There’s a busload full of mobile advertising networks out there, blind, premium blind, premium (check here for a great overview). And what do they do? Well, banner ads, text ads, the usual. Does it work? Anecdotally, sort of… Most developers and publishers I know that engage in this sort of activity make their money in two ways: either they are being commissioned by an advertiser to do it (good because you’re being paid!) or they use it as complementary (sic!) revenue; on a stand-alone basis, it would not feed them.

    Why is the conversion not soaring? After all, mobile allows for unprecedented targeting (IF you do it. See here how not to do it): users have their phones always with them, it is always on, you can fall back on historical behaviours, etc, etc.

    I would posit that it is because most advertisers still think of it in terms of consumers: beings that sit on the other (sic!) end of the message and who consume whatever I, advertiser, want to tell them. It is not, alas, true engagement, and this is where arguably the future lies.

    So how do you engage? Many options. A good one is by being sincere (Zappos, the online shoe retailer that was recently acquired by Amazon, is a great example). Another one is by engaging rather than preaching. Not so easily done with banners. Easier done with something more interactive. Such as – an example – games and apps. On Apple’s app store, there are some great successes for this type of thing: German car manufacturers seem to be good at this! Audi did one, German developer Fishlabs did a couple of games for Volkswagen, Artificial Life for BMW, and then there is Waterslide Extreme, which is basically a Barclaycard ad (and badly executed: they could so easily have accommodated the RFID function, which the original cinema and TV ad is meant to promote; alas, they ignored it!) which despite its shortfalls was incredibly successful. But these are exceptions to what I think might well become the rule. On the app side, there are e.g. Pizza Hut and Gap that were recently featured (for free!) in Apple ads. Wow!

    It seems obvious when you think about it: games truly engage (users – not consumers! – interact with them actively) and they can do so in a much more subtle manner (less invasive). At the same time, the user (not: consumer) spends a lot more time with the brand than with a banner ad.

    It is, alas, a space of unknown dangers and unprecedented adventure: never-before seen creatures (scil. formats) and strange folks (scil. developers) roam weird landscapes (scil. mobile platforms). This is how brands and their agencies often experience mobile. They "get" it, don’t get me wrong but they are still fairly unfamiliar with it. And because the big pots of gold sit with the brands and they don’t want to risk cutting access, they’ll rather (and rather too often) stick with what they perceive as the trusted old paths. It’s not so good then that the freshest fruit grows on the trees in this new land and no longer in the wastelands of banner ads…

    Watch this space then. It will only be a question of time (I hope) before we’ll be seeing a new wave of non-intrusive, interactive, fun brand engagement. And games and apps will lead the way!

     
  • US Mobile Advertising Snapshot

    The good folks of Millennial Media gave me a sneak preview of their May Scorecard for Mobile Advertising Reach and Targeting (yes, they call it SMART…), which looks at the US mobile advertising market, and then my daughter broke her arm and my blogging activities (and a lot of other things) took a time-out…

    Anyway, Millennial reaches 73% of all mobile Internet sites (which they claim makes them biggest), which makes it a fairly comprehensive overview. And there is a lot of interesting data buried in this brief piece of research.

    So, for May 2009, the handset on which most ad impressions were recorded was not the iPhone but the Samsung “Instinct” (otherwise known as the SPH-M800). The iPhone was on #2 ahead of the Blackberry Curve. A full list of the handset breakdown looks like this:

    On the advertising front, we’re seeing some interesting metrics on cost per engaged user depending on the various measures included. Advertisers appear to be trying out a variety of approaches. Interestingly, the cost per engaged user for a campaign focused on a specific demographic has dropped very significantly (by ¢0.28 or c. 45%). Is this a sign of a higher take-up? Here’s a graph showing the details:

    The mix of campaign activities is also interesting and shows that the sector seems to be coming of age. C. 60% of the campaigns (or committed budgets) were dedicated to the mobile web (browser) with the balance using some form of dedicated applications. The app store has its own category already and use of it (or rather iPhone apps) rose by 4 points to an overall 13% of campaigns, which is significantly higher than the iPhone’s footprint. However, I am sure more than 13% of art directors and their clients use iPhones, so maybe this is why. Or of course the iPhone could simply be a device (and the apps to go with it) that makes it easier to engage with users. Oh, what news… ;-) So here’s the final graph I’ll share with you, namely a chart showing the splits:

     
  • YOC buys Bluestar Mobile

    Consolidation in the mobile marketing space: German mobile marketing group YOC, a publicly listed company with revenues in Q1/2009 of c. €6m announced it has acquired Bluestar Mobile, the people known to British readers as the guys behind all the wonderful girls of the Sun on mobile (and, no, they also work with others such as the Guardian, Motorola or Bacardi). No price was disclosed. However, since YOC trades in the prime segment of the Frankfurt stock exchange, it will have to provide some details of the transaction in due course…

    YOC is a giant in the German mobile marketing market (the vast majority of its revenues comes from its home market) where it runs campaigns for a lot of the marquee brands, including Mercedes, Sixt, Walt Disney, Coca Cola, T-Mobile, Sony, etc. However, its international revenues were rather small: its biggest foreign market was the UK with €400k revenues in Q1. Bluestar, which had built a nice business (according to YOC’s PR “profitable from inception”), will nicely add to YOC’s activities.

    It seems the two follow virtually identical business models – full-service mobile marketing firms that run everything from concept, planning and execution of campaigns via inventory management and ad-serving solutions to creation and operation of mobile internet portals.

    When you look at YOC’s share price, the strategy appears to work: whilst the German small-cap index dropped more than 40% in the last year, YOC’s stock rose by nearly 20%. All good then!