How To Create The Killer Location Aware Social Networking Application

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How To Create The Killer Location Aware Social Networking Application

  1. 1. HOW TO CREATE THE KILLER LOCATION AWARE SOCIAL NETWORKING APPLICATION Mr. Yogev Triki VP Business Development, AtlasCT Ltd.
  2. 2. What will we talk about?
  3. 3. Topics 1. Introduction 2. Features set 3. Common issues a) Reaching critical mass b) Building trust c) Bringing it to life d) Dealing with fragmentation e) Obtaining location 4. Conclusions 5. Q&A
  4. 4. Our background More…
  5. 5. Our background Location based users-generated content Location based social network
  6. 6. Our background Family safety 3D Off-board navigation
  7. 7. 1. Introduction
  8. 8. What is a social networking service?  A software/service for building online social networks for communities of people who share interests and/or activities  The most famous ones:
  9. 9. Why bother?  “40 percent of mobile web traffic heads to social networks” Source: Opera mobile browser.  Mobile social networking revenues could reach $52 billion by 2012.” Source: Informa UK Ltd. ‘Mobile Social Networking: Communities and Content on the Move’ Report.  “GPS-enabled handsets that will account for an estimated 78% market share by 2012 end.” Source: Research and Markets, ‘World GPS Market Forecast to 2012’.  Location is a key boost to social networks  More and more handsets & operators support location  More efficient advertising opportunities  Navigation is the mostly step 2 of the mobile user  Viral marketing
  10. 10. 2. Features set
  11. 11. What are the features?
  12. 12. Around me  Where am I?  Where are my friends?  What is nearby?  Nearby friends  Basic  Nearby locations  Useful  Nearby content  Fun  Photos  Videos  Comments
  13. 13. Communication  Contacting  A known friend  Unknown person  A business (Search result)  Means  Phone call  Video call (3G)  SMS  Instant messaging (IM)  Voice over IP (VoIP)  Issues  Disclosing details  Spoofing details  Costs  Tracking of communication
  14. 14. Content sharing  Geo-tagging  Multimedia  Photos  Videos  Text  Locations  POI’s  Tourism  Other(Wi-Fi Hot-spots, celebrities etc.)
  15. 15. Content sharing  Incentives for generating content by users  Personal use of the content  Expectation for getting something in return  Getting to know better the system, curiosity  Feeling of making change, Ego,  The 90:9:1 thumb rule  90% Passive  9% Casual contributors  1% Massive contributors - They create most of the content in the website
  16. 16. 3. Common issues a) Reaching critical mass
  17. 17. Critical mass  What is a critical mass?  A minimum number of users that by actively exchanging information and sharing knowledge they keep an online community up and running over time.  How to reach critical mass in short time?
  18. 18. Fast growth  Use the existing contact list  Add friends from other networks  Facebook, LinkedIn, Orkut, etc.  Invite friends from mail accounts  Gmail, Yahoo, POP3 etc.  Suggest friends  Two 2nd degree links  Make use of groups  Fastest!
  19. 19. 3. Common issues b) Building trust
  20. 20. Building trust  Brand  Don’t spam – let the user decide what and when  Be careful with default values (Examples: default location availability, photos publicity etc.)  Protect against identity theft  Digital signature and code signing
  21. 21. Building trust  Legal protection  Minimum age for signing-up  Separate to age groups  Parents/moderator permission for adding a friend/publish a photo  Privacy management  Location availability – Opt ins  Location obfuscation  Time/place
  22. 22. 3. Common issues C) Bringing it to life
  23. 23. Bringing it to life  How to make the application ‘feel alive’?  Let it work from the first moment  Friends availability  Content availability  “We were waiting just for you”  News feeds  New content  More friends  “While you were gone…”
  24. 24. 3. Common issues d) Dealing with fragmentation
  25. 25. Handset families  Choose one handset family to begin with:  Display dimensions  API’s availability  Market share  Average user profile
  26. 26. Generalization  Make your code “porting ready”  Images dimensions  API’s abstraction  Location  Communications  UI’s  Keypad  Full keyboard  Touch screen  Consider using 3rd party services for porting
  27. 27. 3. Common issues e) Obtaining location
  28. 28. Obtaining location  Locationing methods  External (Bluetooth) GPS receiver  Internal GPS receiver  Network based  Cell ID  IP address  Manual  Other (Wi-Fi, others)
  29. 29. Obtaining location  Major differences  Accuracy  Good enough for navigation?  Good enough for local search?  Good enough for local advertising?  Availability  Through 3rd party provider  Built-in, API  Self implemented  Power consumption  What’s best for navigation isn't essentially the best for social networking
  30. 30. 4. Conclusions
  31. 31. Product  Remember who your users are  Usage patterns  Implications on porting scope  Age  Implications on complexity and legal issues  Buying ability  Implications on business model  Remember what your application is for  Mostly for fun  Implications on GUI  Saving time <> Killing time  Implications on features set
  32. 32. Development  Don’t “invent the wheel”  Use existing API’s and tools available  Aggregate users from existing networks  Don’t shoot too far  Give the basic features first and introduce more advanced features later  Begin with a small group of supported devices  Focus on what you’re good at
  33. 33. 5. Q&A
  34. 34. Thank you! Yogev Triki VP Business Development Atlas Cartographic Technologies Ltd. (AtlasCT) yogevt@atlasct.com www.atlasct.com

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