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BRANDED APPLICATION MARKETING
Agenda



 Why iPhone applica.ons appeal to marketers 
 Challenges to branded applica.on success 
 Razorfish capabili.es 
 Best prac.ces 




                                                page 2 
WHY IPHONE APPLICATIONS
APPEAL TO MARKETERS
apps offer superior consumer connection



  Resides on & secures place on dashboard 
   »  Prolonged & repeated connec.on 
   »  Creates base to launch subsequent mobile ini.a.ves   

  Most robust brand engagement opportunity on mobile 

  High WOM/viral value 

  Not perceived as adver.sing 

  Enable increased measurement and tracking capabili.es 
   »  Besides iPhone, browsers do not support cookies 




                                                              4 
iPhone epicenter of app marketing fervor




                                           5 
iPhone revolutionized device & interface




  Intui.ve & engaging naviga.on 
  Larger screen size improves crea.ve appearance 
  Developer SDK  apps wriMen for & marketed to specific device 

                                                                  6 
iTunes app store facilitates downloading




  75 million consumers already have iTunes Store accounts  
  App store integrates discovery & billing experience 
    »  Direct download to mobile device enables impulse consump.on 

  Pre‐iPhone frustra.ng “on deck” download experience 
    »  Difficult for consumers to search, discover & download apps  

                                                                      7 
iPhone app consumption growth is meteoric




  93% have used the App Store 
  73% have more than 5 apps 
  800 million downloads since July 2008 App Store launch 
   »  App downloads growing twice as fast as song sales 

  Pre‐iPhone:  Most users download 2‐3 apps & give up 


                                                             8 
iPhone apps more than double consumption
iPhone embodies future of mobile




  Smart phone pla`orms all released iPhone comparable devices, 
   interfaces & applica.on marketplaces by April 2009 




                                                                   10 
CHALLENGES TO BRANDED
APPLICATION SUCCESS
despite rapid growth iPhone audience limited

  5.2 million U.S. iPhone owners 




                                            12 
acceptable ROI requires perfect execution

  Upfront development & promo.on costs 
  Limited audience size 
  Metrics for applica.on success 
   »  Downloads 

   »  Use frequency 

   »  Longevity 

   »  Usage .me   

   »  Engagement 

   »  Calls to ac.on  




                                                13 
page 14
app store increasingly crowded & competitive


  Over 32,000 applica.ons offered by April 1st  2009 
  Average applica.ons launched per day doubled in 6 months 
   »  September, 2008 = 98/day  February, 2009 = 209/day 




                                                               15 
usage frequency & time spent falls rapidly

  Dele.on and shih in use to newer applica.ons 
  Average usage .me declines by a third during the first month, 
   stabilizing at 5 minutes 
  Average applica.on audience reten.on 5% aher 1 month & 1% 
   aher 3 months 




                                                                   16 
reaching top application status harder

  Top applica.ons based on previous 24 hours sales 
   »  Top 100 App status increases new users by 2.3 .mes per day on average 
   »  Top 25 App:  Sept 2008 10,000 downloads  Feb 2009 20,000 
   »  Top 100 App: Sept 2008 1,000 downloads  Feb 2009 5,000 

  Mobile media support 
   »  AdMob mobile media recommenda.on to guarantee Top App status increases:  
       •  Sept 2008: $15K  Feb 2009 $150,000 




                                                                                  17 
RAZORFISH CAPABILITIES
drive success from concept to top app status



  Brand strategic roadmap 

  Concept & content strategy 

  User experience & crea.ve design 

  Project management 

  Launch promo.on 

  Analy.cs, op.miza.on & updates  




                                                  19 
ongoing idea lab proprietary R&D




                                   20 
BEST PRACTICES
strategically position application

  Scarcity  
    »  Need to be the only applica.on that solves problem of user segment  
    »  Solves problem in a way that no other app does; cannot be found elsewhere 
    »  Requires .meliness & insight 

  Ubiquitous  
    »  Go to resource for a certain need; i.e. YouTube ~ UGC 
    »  Most downloaded applica.on for a problem, with the most reviews 
    »  Requires crea.ng something that goes viral and spreads quickly & deeply 




                                                                                    22 
align value proposition with user behavior

  Buzz‐worthiness 
   »  People should want to blog/tweet/email about the app  
   »  Users should want to show it off to people offline 

  Do not repurpose content  
  Iden.fy appropriate content & u.li.es for consump.on on the go 




                                                                     23 
capitalize on inherent strength of technology

  Use unique func.onality of device 
   »    Mul.‐touch events and controls 
   »    Accelerometer support 
   »    Localiza.on 
   »    Camera support 




                                              24 
prioritize simple & intuitive user experience

  More important than PC –limited space & .me  
  Make naviga.on fric.onless, intui.ve & engaging 
   »  Facilitate and encourage increased content consump.on 
   »  Unobtrusively stay within applica.on experience 




                                                               25 
drive downloads with promotional media

  Concentrated flight promo.on to get on Top App list 
   »  Gesng on Top 100 list increases daily new users by 2.3X 

  Mul.‐tac.c concentrated launch promo.on  
   »  Blog / news stories 
   »  Mobile media: Banners & In‐app inventory 
   »  Promo.on on brand websites 

  Well .med updates: Drive sales & increase usage frequency 




                                                                 26 
continue development after launch of application



  Set up measurement analy.cs 
  Extract insight from analy.cs data 
  U.lize prac.cal advice from user comments  
  Release updates 
   »  Expanded features  
   »  New & addi.onal content 
   »  UX improvements 




                                                 27 

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Branded Mobile Applications

  • 4. apps offer superior consumer connection   Resides on & secures place on dashboard  »  Prolonged & repeated connec.on  »  Creates base to launch subsequent mobile ini.a.ves      Most robust brand engagement opportunity on mobile    High WOM/viral value    Not perceived as adver.sing    Enable increased measurement and tracking capabili.es  »  Besides iPhone, browsers do not support cookies  4 
  • 5. iPhone epicenter of app marketing fervor 5 
  • 6. iPhone revolutionized device & interface   Intui.ve & engaging naviga.on    Larger screen size improves crea.ve appearance    Developer SDK  apps wriMen for & marketed to specific device  6 
  • 7. iTunes app store facilitates downloading   75 million consumers already have iTunes Store accounts     App store integrates discovery & billing experience  »  Direct download to mobile device enables impulse consump.on    Pre‐iPhone frustra.ng “on deck” download experience  »  Difficult for consumers to search, discover & download apps   7 
  • 8. iPhone app consumption growth is meteoric   93% have used the App Store    73% have more than 5 apps    800 million downloads since July 2008 App Store launch  »  App downloads growing twice as fast as song sales    Pre‐iPhone:  Most users download 2‐3 apps & give up  8 
  • 9. iPhone apps more than double consumption
  • 10. iPhone embodies future of mobile   Smart phone pla`orms all released iPhone comparable devices,  interfaces & applica.on marketplaces by April 2009  10 
  • 12. despite rapid growth iPhone audience limited   5.2 million U.S. iPhone owners  12 
  • 13. acceptable ROI requires perfect execution   Upfront development & promo.on costs    Limited audience size    Metrics for applica.on success  »  Downloads  »  Use frequency  »  Longevity  »  Usage .me    »  Engagement  »  Calls to ac.on   13 
  • 15. app store increasingly crowded & competitive   Over 32,000 applica.ons offered by April 1st  2009    Average applica.ons launched per day doubled in 6 months  »  September, 2008 = 98/day  February, 2009 = 209/day  15 
  • 16. usage frequency & time spent falls rapidly   Dele.on and shih in use to newer applica.ons    Average usage .me declines by a third during the first month,  stabilizing at 5 minutes    Average applica.on audience reten.on 5% aher 1 month & 1%  aher 3 months  16 
  • 17. reaching top application status harder   Top applica.ons based on previous 24 hours sales  »  Top 100 App status increases new users by 2.3 .mes per day on average  »  Top 25 App:  Sept 2008 10,000 downloads  Feb 2009 20,000  »  Top 100 App: Sept 2008 1,000 downloads  Feb 2009 5,000    Mobile media support  »  AdMob mobile media recommenda.on to guarantee Top App status increases:   •  Sept 2008: $15K  Feb 2009 $150,000  17 
  • 19. drive success from concept to top app status   Brand strategic roadmap    Concept & content strategy    User experience & crea.ve design    Project management    Launch promo.on    Analy.cs, op.miza.on & updates   19 
  • 20. ongoing idea lab proprietary R&D 20 
  • 22. strategically position application   Scarcity   »  Need to be the only applica.on that solves problem of user segment   »  Solves problem in a way that no other app does; cannot be found elsewhere  »  Requires .meliness & insight    Ubiquitous   »  Go to resource for a certain need; i.e. YouTube ~ UGC  »  Most downloaded applica.on for a problem, with the most reviews  »  Requires crea.ng something that goes viral and spreads quickly & deeply  22 
  • 23. align value proposition with user behavior   Buzz‐worthiness  »  People should want to blog/tweet/email about the app   »  Users should want to show it off to people offline    Do not repurpose content     Iden.fy appropriate content & u.li.es for consump.on on the go  23 
  • 24. capitalize on inherent strength of technology   Use unique func.onality of device  »  Mul.‐touch events and controls  »  Accelerometer support  »  Localiza.on  »  Camera support  24 
  • 25. prioritize simple & intuitive user experience   More important than PC –limited space & .me     Make naviga.on fric.onless, intui.ve & engaging  »  Facilitate and encourage increased content consump.on  »  Unobtrusively stay within applica.on experience  25 
  • 26. drive downloads with promotional media   Concentrated flight promo.on to get on Top App list  »  Gesng on Top 100 list increases daily new users by 2.3X    Mul.‐tac.c concentrated launch promo.on   »  Blog / news stories  »  Mobile media: Banners & In‐app inventory  »  Promo.on on brand websites    Well .med updates: Drive sales & increase usage frequency  26 
  • 27. continue development after launch of application   Set up measurement analy.cs    Extract insight from analy.cs data    U.lize prac.cal advice from user comments     Release updates  »  Expanded features   »  New & addi.onal content  »  UX improvements  27