Mobile Research Trends

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Topics include: Gamification, HyperLocal Surveys, SoLoMo,

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  • (Betty Adamou) Gamification in research means we have to utilise more than just badges and points. We must utilise creativity, think about the way we use language and ask survey questions and start giving respondents feedback. Gamification can allow us to mix qual and quant questions in a more interactive and engaging format which will force us to ask survey questions in a more natural, competitive-inducing way.
  • Time to start measuring what matter!
  • Mobile Research Trends

    1. 1. Mobile Market Research Trends and SurveySwipe Demonstration January 30, 2012
    2. 3. Romi Mahajan, CMO, Metavana Andrew Jeavons, President, Survey Analytics John Nelson, VP, SurveySwipe
    3. 4. <ul><li>WW Director of Sales and Strategy for the Digital Marketing & Search team at Microsoft Corporation.   </li></ul><ul><li>founder- President of KKM Group, an Advisory company focused solely on Strategy and Marketing in the Technology, Media, Agency, and Luxury Goods sectors. </li></ul><ul><li>Chief Marketing Officer of Ascentium Corporation, a leading digital agency with 96M in Sales in 2008. </li></ul>Romi Mahajan, CMO of Metavana
    4. 5. <ul><li>Gamification </li></ul><ul><li>Panel Communities </li></ul><ul><li>Passive Data Collection </li></ul><ul><li>HTML5 </li></ul><ul><li>Mobile Ethnography </li></ul><ul><li>HyperLocal © Surveys </li></ul>Mobile Research Trends
    5. 6. Gamification
    6. 7. Panel Communities
    7. 8. <ul><li>  </li></ul>Passive Data Collection
    8. 10. Mobile Ethnography
    9. 11. HyperLocal © Surveys
    10. 12. Please Scan before the presentation
    11. 13. Demonstration

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