In 1803, Andrew Jackson effects the Louisiana Purchase from France
Suddenly …
The Western Expansion
The Western Expansion
The Western Expansion
The Mobile Expansion
Go West, Young Brand - Overview
Mobile Landscape
User
Carrier
Marketer
Device
Findings and Lessons
Mobile and Teens
Mobile and Adults
User Centric Design
Stump the Chump
The mobile landscape: End Users The mobile landscape: End Users
Mobile – there’s gold in them hills!
7 out of 10 US adults have a mobile phone, 1 in 7 use it exclusively
Mobile – there’s gold in them hills!
7 out of 10 US adults have a mobile phone, 1 in 7 use it exclusively
88.4 million US households have at least one phone, average has 2.1 devices
Mobile – there’s gold in them hills!
7 out of 10 US adults have a mobile phone, 1 in 7 use it exclusively
88.4 million US households have at least one phone, average has 2.1 devices
89% of consumers have a mobile phone
Mobile – there’s gold in them hills!
7 out of 10 US adults have a mobile phone, 1 in 7 use it exclusively
88.4 million US households have at least one phone, average has 2.1 devices
89% of consumers have a mobile phone
17% of users are now on the mobile web – 34.6 million people
Mobile – there’s gold in them hills!
7 out of 10 US adults have a mobile phone, 1 in 7 use it exclusively
88.4 million US households have at least one phone, average has 2.1 devices
89% of consumers have a mobile phone
17% of users are now on the mobile web – 34.6 million people
More than 33% of users send and receive text messages
Mobile – there’s gold in them hills!
7 out of 10 US adults have a mobile phone, 1 in 7 use it exclusively
88.4 million US households have at least one phone, average has 2.1 devices
89% of consumers have a mobile phone
17% of users are now on the mobile web – 34.6 million people
More than 33% of users send and receive text messages
30% of US adults have a web-enabled phone, and 40% have some form of data service
The market is almost saturated
But there is still room for meaningful growth
17% increase in smartphones (up from 10% in 2007)
But there is still room for meaningful growth
17% increase in smartphones (up from 10% in 2007)
Average spend on new devices - $101 (up $9 vs. previous 6 months)
But there is still room for meaningful growth
17% increase in smartphones (up from 10% in 2007)
Average spend on new devices - $101 (up $9 vs. previous 6 months)
33% obtained their handsets for ‘free’ (previously 36%)
But there is still room for meaningful growth
17% increase in smartphones (up from 10% in 2007)
Average spend on new devices - $101 (up $9 vs. previous 6 months)
33% obtained their handsets for ‘free’ (previously 36%)
40% ranked style and design as the most important consideration in choosing
But there is still room for meaningful growth
17% increase in smartphones (up from 10% in 2007)
Average spend on new devices - $101 (up $9 vs. previous 6 months)
33% obtained their handsets for ‘free’ (previously 36%)
40% ranked style and design as the most important consideration in choosing
Average handset life is 17.7 months (16.6 months in 2006)
User sophistication is a barrier to adoption
There is a discrepancy in the number of web-enabled phones in circulation as reported by carriers vs. consumers,
suggesting that some users aren’t fully aware of their handset’s capabilities.
User sophistication is a barrier to adoption
There is a discrepancy in the number of web-enabled phones in circulation as reported by carriers vs. consumers,
suggesting that some users aren’t fully aware of their handset’s capabilities.
Users don’t know what features their devices have, and therefore are not tempted to use paid services
Over 75% of phones have browsers
But only 45% of users know it
Ultimately, 25% of all users are on the mobile web
User sophistication is a barrier to adoption
There is a discrepancy in the number of web-enabled phones in circulation as reported by carriers vs. consumers,
suggesting that some users aren’t fully aware of their handset’s capabilities.
Users don’t know what features their devices have, and therefore are not tempted to use paid services
Over 75% of phones have browsers
But only 45% of users know it
Ultimately, 25% of all users are on the mobile web
The mobile landscape: The Carriers The mobile landscape: The Carriers
Consumers don’t like or trust the carriers.
They switch plans quickly.
To minimize churn, carriers are offering unlimited plans.
This opens new horizons for the US consumer.
Data is Clearly Becoming King
While voice ARPU continues its march downward…
… users’ appetite for data is surging and showing no signs of abating
“ Voice plans are pretty pricey, so I try to be a texter” “ It’s one of those things that once you have it, you don’t know what you did without it.”
Many Platforms, Many Phones
Caution: Net Neutrality
Carriers want to retain control
Caution: Net Neutrality
Carriers want to retain control
Brands need their permission
Caution: Net Neutrality
Carriers want to retain control
Brands need their permission
This will change over time
Android
White Space
The mobile landscape: The Marketers The mobile landscape: The Marketers
Some major prospectors: Text Advertising
Major brands adopting and pushing forward in many verticals
Consumer Brands – Procter and Gamble, Coca Cola
Some major prospectors: Transactional
Major brands adopting and pushing forward in many verticals
Consumer Brands – Procter and Gamble, Coca Cola
Online Banking – Bank of America, Citibank, Barclays, Wachovia
Some major prospectors: Transactional
Major brands adopting and pushing forward in many verticals
Consumer Brands – Procter and Gamble, Coca Cola
Online Banking – Bank of America, Citibank, Barclays, Wachovia
Travel – Kayak, Orbitz, Delta
Some major prospectors: Social
Major brands adopting and pushing forward in many verticals
Online Banking – Bank of America, Citibank, Barclays, Wachovia
Travel – Kayak, Orbitz, Delta
Consumer Brands – Procter and Gamble, Coca Cola
Social Networking – Facebook, MySpace, Google, etc…
Caution: Rapid Change
The bar is raised, and the game is changed The bar is raised, and the game is changed
The bar is raised, and the game is changed
Phone as fashion accoutrement
Phone as all purpose digital accessory
Phone as extension of persona
The bar is raised, and the game is changed
Phone as fashion accoutrement
Phone as all purpose digital accessory
Phone as extension of persona
And it will open more with Android
Rumor: HTC will be making multiple phones for the Android Platform
Fact: The Dev Community is a little mad due to a buggy SDK, some people think it’s vaporware
My .02 – Google is throwing money at it, they’ll make it so.
Rich User Experiences are Needed to Drive the Mobile Phone Market
Aside from the experience delivered by the iPhone, a lack of rich user interactions on the mobile phone is a pain point for many consumers
But for the Phone to Succeed, the User Experience Must be Compelling
AT&T experienced a sharp rise in subscribers after the release of the iPhone as users flocked to the device due to its engaging user interface and ease of use
“ I chose an iPhone. Nokia had all the features but their user interface is terrible.”
The Mobile Device is Destined to be a Jack of All Trades
At least 40% of all respondents want utility and interactions from their mobiles that mimics what they can get from their PCs
Multi-tool: utility and functionality
But the cellphone is dead
Currently, users seek to use their phone primarily as a communication device and organization tool
It is thought of as a tool primarily for voice, email, and text communications, or light organizational tasks
However, the market is changing
Data plans are opening up
Content is becoming more available
Users are beginning to expect more from their devices
The phone is undergoing cultural transformation
What is now perceived as a communication tool with other functions will become a digital tool that bridges the divide between online and offline, digital and analog worlds.
Case Studies
Mobile and Teens Mobile and Teens
Teens are the biggest mobile users
91% of teenagers have a mobile phone
Teens are the biggest mobile users
91% of teenagers have a mobile phone
61% percent prefer using mobile to landline
Teens are the biggest mobile users
91% of teenagers have a mobile phone
61% percent prefer using mobile to landline
60% want a more sophisticated phone
Teens are the biggest mobile users
91% of teenagers have a mobile phone
61% percent prefer using mobile to landline
60% want a more sophisticated phone
33.2% of 18 – 24 year old Americans post photos to Websites via mobile phones
Teens are the biggest mobile users
91% of teenagers have a mobile phone
61% percent prefer using mobile to landline
60% want a more sophisticated phone
33.2% of 18 – 24 year old Americans post photos to Websites via mobile phones
18.7 of them play downloadable games
It’s a whole new culture out there
It’s a (very) different culture
Different language
Test everything. Test early. Test often.
It’s a whole new culture out there
It’s a (very) different culture
Different language
Test everything. Test early. Test often.
It’s a whole new culture out there
It’s a (very) different culture
Different language
Test everything. Test early. Test often.
Teenagers are savvy consumers
Connoisseurs of media consumption
Smell a fake from a mile away
Don’t fake it
They know overt marketing strategies, and will not respond well to them
Brands matter, coolness matters too!
46% of teens surveyed stay with brands that they like
Brands matter, coolness matters too!
46% of teens surveyed stay with brands that they like
52% felt that brands are created just to get more money
Brands matter, coolness matters too!
46% of teens surveyed stay with brands that they like
52% felt that brands are created just to get more money
29% said that having cool brands made them feel cool
Brands matter, coolness matters too!
46% of teens surveyed stay with brands that they like
52% felt that brands are created just to get more money
29% said that having cool brands made them feel cool
25% leave brands once they become too popular
Brands matter, coolness matters too!
46% of teens surveyed stay with brands that they like
52% felt that brands are created just to get more money
29% said that having cool brands made them feel cool
25% leave brands once they become too popular
95% of kids we surveyed knew the target brand. 5% actually were consuming it.
Brands matter, coolness matters too!
46% of teens surveyed stay with brands that they like
52% felt that brands are created just to get more money
29% said that having cool brands made them feel cool
25% leave brands once they become too popular
95% of kids we surveyed knew the target brand. 5% actually were consuming it.
“ if an uncool kid starts doing it, nobody else will start doing it”
Viral interactions – at the mall
Kids use their technology
48% of US kids will walk around with phone plastered to head
More than 33% will SMS or MMS in real time
33% of kids are content creators
Viral interactions – at the mall
Kids use their technology
Let them do the work
Leverage tools which promote viral messaging thru SMS and MMS
Create tie-ins between desktop and mobile web
Viral interactions – at the mall
Kids use their technology
Let them do the work
The brand voice will carry a lot more impact if it’s from them, not you
Viral interactions – at a concert
Up to 20% of Gwen Stefani’s audience paid 99 cents to send text messages and get the chance to have their seats upgraded.
Viral interactions – at a concert
Up to 20% of Gwen Stefani’s audience paid 99 cents to send text messages and get the chance to have their seats upgraded.
For a fee, teens will send text messages to a short code, and see them broadcasted on a screen behind popular performers
Viral interactions – at a concert
Up to 20% of Gwen Stefani’s audience paid 99 cents to send text messages and get the chance to have their seats upgraded.
For a fee, teens will send text messages to a short code, and see them broadcasted on a screen behind popular performers
Other artists are trying even more sophisticated interaction through the mobile web, including creating video clips which were then sent to their phones.
Ringtones
Listed on Billboard’s charting since 2004
Very appealing to teens
Kids loved free stuff
Ringtones
Caveat Emptor
Data charges will apply to download
Even if it’s free, it won’t be free
Costs matter greatly to this audience
Urban youth pay for their plans, and don’t want to pay out of pocket for something that is perceived to be free
“ I’m interested to see, but the cost is bad.”
Suburban youth are concerned with upsetting their parents
“ I’m interested, I’d download it – hope my Mom doesn’t yell at me.”
In both cases tends will go to lengths to minimize costs
25% have two phones, one for voice, and one for web (parents paid voice plans, kid paid web)
Lawyers and Accountants
Kids are generally fuzzy about what is free and what isn’t
When they find out that they paid for a ‘free’ download, it reflects very poorly on the brand
Privacy and Security
Privacy
79% don’t want ads on mobile devices
Free downloads in exchange for watching ads not popular
Security
3% of users trust text ads on mobile phones
Users are concerned about data security
User Centric Mobile Design User Centric Mobile Design
What is User Centric Design?
User Research: Make sure your audience is there
Within different groups, there are different behaviors
Not just age
Ethnicity
Income
Make sure that the audience you target uses the phone in the manner you want to use
“ I wouldn’t text if it wasn’t for my girlfriend”
User Research: Analyze their phone usage
Carriers
User Research: Analyze their phone usage
Plans and usage
Email Browsing the web SMS
User Research: What kinds of phones do they use?
Sophistication
Operating Systems
Interfaces
WAP HTML TEXT
Designing: Optimize for Small Screens
Visual design
Content modeling
Heuristic cues
Optimize content for smaller screens Will images scale? Can they see the buttons?
Designing: Simplify Interactions
Simplify content entry and data manipulation
Tough to Type
Hard to Use Dropdowns
Designing: Consider the Context
Ever-changing environment
Sporadic Connectivity
Public Spaces vs Private Content
Designing: Design for the Platform
Application code impacts battery longevity
Simple Graphics
Minimize Data Transfer
Designing: Speak a language they understand
Speak a language they understand
Icons, menus, and behavioral systems
Users have to teach themselves the language of the phone
Clean icons at top levels, logical navigations within applications
Building: Don’t Miniaturize it
Building: Don’t Miniaturize it – Mobilize it!
Building: Pare it down to what’s crucial
Building: And then pare it down again
Building: And then pare it down again
Testing applications for mobile
Setup – you don’t have as much control
Backup phone, charger
Decent connectivity
Tools to see phone as well as user
Testing applications for mobile
Setup – you don’t have as much control
Scripts – be flexible
Lots of different phones means lots of different experiences
Prepare to adapt on the fly and then normalize findings
Have a plan for when their phone crashes
Testing applications for mobile
Setup – you don’t have as much control
Scripts – be flexible
Test before you test
Test early and often, but only once app is stable and reliable
Test in different areas
Testing usability with teens
They are sometimes intimidated
Harder to get the truth from them, they want to please
Not especially good at thinking out loud
Testing usability with teens
They are sometimes intimidated
They are hard to nail down
They will waffle based on your questions
It’s hard to dig in
Testing usability with teens
They are sometimes intimidated
They are hard to nail down
With teens, come parents
Lots of rules and laws
Be careful!
Results from user testing Some Of Our Findings Some of Our Findings
Some findings
More sophisticated phone users expect an experience more analogous to the web
Some findings
More sophisticated phone users expect an experience more analogous to the web
Older phone models do better with a simplified, text based UI
Some findings
More sophisticated phone users expect an experience more analogous to the web
Older phone models do better with a simplified, text based UI
Teens are adapted to rapid change and emerging technologies
Comfortable with rapid change
Think they know more than they might
MMS is still not widely understood
Some findings
More sophisticated phone users expect an experience more analogous to the web
Older phone models do better with a simplified, text based UI
Teens are adapted to rapid change and emerging technologies
Kids are so proficient that they get ahead of themselves
Cause hang-ups
Impair using the platform
Devices aren’t responsive
Communication with the device will become as important as communication between others
Data entry and manipulation is core to the process
Have the device react to user inputs
The device should be proactive, not reactive to user needs
Learn from user behavior, and predict actions
Provide haptic feedback when typing and interacting
“ The feedback from the touch screen – the way it vibrates in acknowledgement. ”
Users want control of their devices
Not only do users require the ability to highly personalize their devices, but they will want to be able to easily organize and manipulate information through the GUI.
Solutions :
Allow them to organize their own files and data architecture
Make the information structure as flat as possible (don’t bury things)
Simplify personalization of ringtones, wallpapers, and system settings
Enable users to move or hide menus that are not frequently used
The learning curve is steep
Users have to teach themselves to speak the language of the phone. The more the phone can speak to them, the better.
Solution :
Use a visual language that they already understand, i.e. windows and files
Develop clean iconography at the top levels, combined with simple, intuitive menus
Avoid unnecessary animations and graphics
“ Simplicity and Usability are paramount to all users, but articulating this at point of sale might be challenging.”
It is hard for users to read smaller screens
The screen is the heart of the GUI. While it can be hard to increase the size of the device, there are ways to increase the value of the available space.
Solution :
Simplify information, hide extraneous data
Higher screen resolutions squeeze more onto the page
Avoid distracting animations
Ensure that color palettes have contrast, but are not jarring
Summary
Mobile is taking off
Big Brands are getting involved
The ecosystem can be very complicated
Teenagers are a great audience
Reach the right ones, with the right message, in the right way
Develop applications tailored to their needs
Test carefully and thoroughly
Go West, Young Brand!
Thanks for coming! Any Questions?
Appendix A – contact information and resources
http://www.w3.org/TR/mobile-bp/#iddiv3126674664
It’s dry, but comprehensive – the W3C’s Mobile Best Practices
http://wapreview.com/blog/?p=321
This is a great, if somewhat visually unengaging site to check out
http://www.boohooforyou.com/
Funny, if a tad weird, site talking about functionality available in japan. Take it with a grain of salt. It might be down, search for it on the wayback machine.
In this presentation, experience design expert Evan more
In this presentation, experience design expert Evan Gerber will share with you his insight on intersection of teens and mobile web marketing – and how to approach this demographic with a positive, resonant message. He’ll discuss critical success factors, such as the importance of stepping into the mind of a 16-year-old, learning how they talk, and essentially how you can best communicate to them. Evan will share the need for usability testing, and tips on how to make your testing effective and drive valuable results. In addition, this exercise look will provide an understanding of what users expect from their applications, identify common usability mistakes, and recognize emerging design patterns in the mobile Internet. less
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