Interactive Trends 2011
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Interactive Trends 2011

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A breakdown of current interactive trends, specifically mobile and social, as it applies to retail and shopping.

A breakdown of current interactive trends, specifically mobile and social, as it applies to retail and shopping.

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  • 1. 2011 Interactive Trends Presented July 2011
  • 2.  
  • 3. Topics
    • Everything Mobile
    • Interactive Media Grows Up
    • Gaming Gets Serious
    • Location, Location, Location!
    • Content is King, Context is Queen
    • Curation is Critical
    • Website Evolution
    • Social Goes Shopping
    • One-to-One stays strong
    • The Cloud
  • 4. Everybody Wants What’ s Next
  • 5. What’s New in Mobile
  • 6. Mobile Industry Snapshot
    • 89% of US Population has a mobile device
    • 40% of those devices are smartphones and tablets
    • 94% of SMS messages are read, with 75% of them read instantly and 90% read within 3 minutes
    • 26% of Smartphone users played games
  • 7. Everything Mobile
    • Mobile Wallets/NFC
    • t/mCommerce
    • Location Based Services
    • Gaming
  • 8. Mobile Wallets
  • 9. The State of Mobile Wallets
    • Mobile Wallets are looming from all the major players
    • Near Field Communications (NFC) is still in it’s infancy
    • Will lead to more robust mobile marketing campaigns and loyalty programs
    • Can present new ways to drive POS Interactions with Customers
  • 10. Where are Mobile Wallets Going?
    • Everywhere! BUT…
    • … there is not an industry leader yet
    • It will be a hybrid solution – new hardware, add-on accessories and more
  • 11.  
  • 12. t/mCommerce
  • 13. Mobile market explosion
    • Number of mobile purchases according to US Tablet vs. Smartphone owners
      • Size is the main factor driving the better online experience
      • Not competitors but bridging the gap to better brick and mortar experience
    Source: ecommerce, 2011
  • 14. The State of t/mCommerce
    • 2011 has been dubbed ‘The Year of the Tablet’
    • According to Apple, over 25 million iPads have been sold
      • First year of iphone: 6.1 million sold
    • Highly Customized Shopping Experiences
      • Examples – Gilt, Boutiques.com App, Apple store
  • 15. Where is t/mCommerce Going?
    • UP! With new offerings from Microsoft, Google and Apple
    • Even more exclusive and unique shopping experiences
    • Seamless shopping between in-store and mobile
  • 16. Google Shopper
    • App that allows users to search items, scan barcodes and use voice recognition
    • Search results include prices from most online retailers
    • When user taps a listed item, the Android browser launches to display the retailer’s shopping page
    • Product reviews pulled from all of the retailers that sell that particular product
  • 17. Location Based Services
  • 18. The State of Location Based Services
    • 16.7 million unique check-ins from mobile devices in March 2011
    • Location-Based Services are evolving beyond the Check-In
    • Proximity based offers are growing
  • 19. Where is LBS Going?
    • Consumers want to play the ‘game’, want rewarded for their loyalty
    • Next generation of LBS – stiqrd, Groupon Now, Amazon Local, Facebook Places, Shopkick, etc.
    • Focus shifting to include groups
  • 20. GroupMe
    • Group app for friends to text each other deals, to meet up for shopping trips, etc.
    • Supports push notifications as the default messaging option
    • Integration with Twitter, Facebook, Foursquare and email
    • One of top SXSWi 2011 apps
  • 21. Mobile and Social Gaming
  • 22. The State of Mobile and Social Gaming
    • Mobile Gaming is exploding
      • eMarketer: 728 million people will play a mobile game in 2011 (23% of the US Population)
      • Apple’s GameCenter App has 50 million users in just under a year
    • Zynga has 50 million active daily users
      • Will hit 1 billion active worldwide users on Cityville soon
  • 23. Where is Mobile/Social Gaming Going?
    • More in-store ties with games via mobile, and through loyalty programs
    • More exclusive, branded content for established games like Cityville
  • 24. Mobile Take-Aways
    • Mobile is going to be more important than ever in attracting and maintaining customers
      • eCommerce will continue to explode as smartphone and tablet sales rise
      • On-Demand information and seamless experience to exclusive content will be king
    • Social and Location Based services will dominate customer loyalty
  • 25. Mobile Media Trends
  • 26. Mobile Spending Source: eMarketer 2011 (Millions)
  • 27. Mobile Social Media Usage Source: eMarketer 2011
  • 28. Location Based Apps
    • Implication
    • Saturation in the marketplace is still distant
    • Early adopters for new technology like this are high, but interest is waning
    • Facebook Places and Deals must be continually investigated
    Source: White Horse, April 2011
  • 29. Full Screen Display
    • Implication
    • Click to map feature would be an interesting technique for events/concerts and the data collection could be beneficial for “The Club”
    Data Collection/Survey Click to Map
  • 30. Online Media Trends
  • 31. Ad Spending Shifts to Online Source: eMarketer 2011
    • Implication
    • With more brands shifting ad spending online, an increase in digital media costs will follow
  • 32. Search is the Leader; Video is the One to Watch
    • Implication
    • Video executions are becoming the new standard for online media
    Source: eMarketer 2011
  • 33. Search Grows for Consumers and Marketers
    • Implication
    • Cost per clicks are likely to increase with competitive pressure, but response is also likely to increase
  • 34. Online/Mobile Video Boom 2011 Source: Brightroll Video Advertising Report, 2011
  • 35. PPC Shifts Focus
  • 36. Sign-In Ads
  • 37. Facebook Video Ads
  • 38. Social Media Trends
  • 39. Social Media Penetration
    • 49% of the total population will be active social network users by 2012
    • Growth slowing, but still increasing
    • Millennial (18-34) use is almost at saturation (83%)
    Source: eMarkter 2011
  • 40. Social Shopping
    • The latest trend in content creation
    • Bridge between offline and online commerce
  • 41. Social Shopping
    • Crowd-Source feedback through social networks in real-time
    • Share and suggest what to buy and where
  • 42. Social Shopping: Pose iPhone App
    • Share an individual shopping experience with other "Posers" in a Pose community
    • Online look book + a community devoted to sharing and discussing fashion, all from a mobile phone
    • Growing roster of brands and retailers such as Levi’s and Aerie by American Eagle, as well as Fashion Industry personalities
  • 43. Social Shopping: Pinterest.com
    • Virtual pin board where users can create collections of things they love
    • Users can find inspiration and "follow" collections created by people in their social networks
    • Create boards with inspiration from store websites to build looks and wish lists
  • 44. Social Shopping: Polyvore
    • Members curate digital fashion collages (sets) to share on social networks
    • Sets include pricing and link back to the original shopping site
    • 2 million active users, 35K sets daily
    • Partnerships with American Eagle, designer Rebecca Minkoff and more
  • 45. Interactive Shopping Experience
  • 46. Interactive Shopping Experience
    • Retailers are seamlessly integrating the physical and digital shopping experience
    • Shopping behavior and in-store tools are evolving
  • 47. Mobile Checkout
    • Similar to Apple Store
    • Sales associates able to look up past purchases via mobile
    • Spend more time with consumers on the floor
    • Personalized experience
    • Differentiate in-store experience
  • 48. Augmented Reality Virtual Fitting Room
  • 49. The Virtual Fitting Room
    • Brands and designers are looking to innovate shopping for fashion
    • The Fitting room can be Social, Mobile and Virtual
    • Better cameras and software are changing the game
    • Fashion shopping in unexpected places
  • 50. Where is it going?
    • Personal and delightful experience is the key
    • The same players leading the way – Microsoft is leading a concept with their Kinect system
    • Social apps like Pose are looking to monetize and partner with retailers
    • Growing along with mCommerce via smartphones and tablets
  • 51. Digital Signage Market In this “ interface ” age, everything is valued by how the customer interacts with a product
  • 52. Digital Signage Market
      • source ABI Research
  • 53. Digital Signage Recent Executions
    • Replaces static wayfinding with more dynamic experience
      • Shift from find a store to search by store, product or category
    • Opportunity for staff extension
    • Enhanced sponsorship opportunities
  • 54. Trend   Influencers   Thoughts Mobile Wallets   Google, Amazon, Mozido, PayPal, Isis, Square, Visa, Mastercard, Banks, etc   In it's infancy, but the market will be won by a solution that is simple for consumer and retailer tCommercs/ mCommerce   Retailers, Gilt, Boutiques.com, etc.   Seemless shopping between in store and online LBS   Foursquare, Facebook Places, Savengr, Google Places, and deals (Groupon Now, Amazon Local)   Transition from individual to group check-in, and emerging as an important loyalty tool Mobile/ Social Gaming   Zynga   More exclusive branded content for established games Ad Spending Shifts   -Audience usage expands -Interactive media budgets rise   Media costs will increase along with competition Video   -Fueled by social and mobile -Increase in ad space   Continued shift in media support and viewership Online/Mobile ads focus on recall, awareness, and conversion   Facebook Video Ads, Sign-in verification, Greystripe Full Screen Mobile Ads   Closer association with brand metric goals Social Shopping   Pose, Woot, Amazon, Social Currency, Pinterest, Polyvore   Crowd-Source real-time feedback and suggestions on what to buy and where Virtual Fitting Rooms   Microsoft Kinect, Pose   Growing along with mCommerce via smartphones and tablets Digital Signage   Digitial Aisle, usage increasing by retailers   Providing customers with a unique interactive experience at point of purchase