A QUICK POLL




A SHOW OF HANDS, HOW MANY OF YOU…
WOKE UP THIS MORNING TO THE ALARM
ON PHONE?




                             “I hate my new phone.
                     It keeps waking me up in the morning”

                 *54% of smartphone users use their phones in place of an alarm

  Key Implication: Mobile phones are the first and (probably) the last thing you interact with daily
CHECKED THEIR PHONES IMMEDIATELY
AFTER WAKING UP?




               *53% of people reach for their mobiles the first thing in the morning

  Key Implication: Mobile is now the first screen of choice. In fact, 50% of people in Asia access
                     the web primarily or exclusively via their mobile phones
HAS SCANNED A QR CODE BEFORE?




                Rise in the use of QR codes in Singapore over the last 2 years

 Key Implication: Consumers are becoming more sophisticated in their use of mobile technology
SEARCHED FOR SOMETHING USING YOUR
MOBILE WHILE IN-STORE?




  *Over 60% of smartphone owners used their mobile phones to make local searches. And 70%
           of them make a decision in the same day (as compared to 30% on a PC)

   Key Implications: The right message at the right place and time can trigger consumer action
OWNS A TABLET?




 *31% of Singaporeans own a tablet. Globally, more web traffic from mobile devices are coming
                    from tablets than from mobile phones (Adobe Study)

   Key Implication:. Brands need to ensure that digital/mobile experiences are designed and
                                optimized for multiple devices
TAKEN A PICTURE OF YOUR FOOD,
UPLOADED IT ONLINE BEFORE START YOU
EATING?




             Some people spend more time documenting their lives than living it


            All these highlight a shift in how we behave with our mobile devices.

  This presents a great opportunity for brands as consumers are engaging with their mobile
              devices in a way that would allow us to better connect with them.
SMARTPHONE IS OUR SWISS ARMY KNIFE

     The ultimate convergence of devices
               because of apps




              “Always with you”
LET’S TALK ABOUT…




 HOW MOBILE APPS* CAN BE USED FOR
      SALES AND BRANDING




     *4 out of every 5 mobile minutes are spent on apps (vs. a mobile browser)
WHAT MAKES A GREAT MOBILE APP?
A STRAW POLL
RESULTS: APPS ON PHONE




           On average                                        The Most



            50                                         200
  *Nielsen did a survey in the US and found that most people had about 41 apps on their phone
RESULTS: APPS ACTUALY USE WEEKLY



                       On average



                              8
     That’s 16%. Which means that there are a lot of apps that people don’t use.

       In fact, only 26% of smartphone users use an app more than 10 times.
UNSURPISING RESULTS: TOP USED APP




    No surprise: Social/communication apps used the most often and on a daily basis
A CLOSE THIRD




 Mobile users also want something fun to entertain them, especially during their “me time” which
                makes up of 46% of their total time spent on their mobile devices
WHO REMEMBERS THIS?




              This reminds us that a mobile app needs to achieve two goals:

                Interesting enough to get downloaded (Gimmicks are fun)
   Useful enough to ensure they use it over again and again (Helps me solve a problem)
BRANDED APPS USED




     A variety of utility apps that help consumers solve a problem or save time
GREAT MOBILE APPS HAVE:



                          Brand
       Brand Utility
                        Experiences
      “Make my life
                       “Entertain me”
         easier”

       Time Savers     Brighten My
                       Day With Fun
THREE RULES WHEN MAKING APPS
RULE 1: DON’T USE TECH FOR TECH SAKE
START WITH THE CONSUMER




             Brand
 Consumer   purpose /     Technology
   Need     Business       Solution
            Objective




               Killer
               App
RULE 2:
NO ONE KNOWS, NO ONE DOWNLOADS
                                             Paid
                                             Media



                                            Earned
                                            Media




                                             Owned
                                             Media




                                               App
                                              Launch


  * Study by Deloitte show that 80% of branded mobile apps have been downloaded less than 1,000 times
                   One of the top reasons cited was because they were not promoted well
RULE 3: KEEP THEM COMING BACK




    Standard Chartered Bank: The Good Life App
SOME BRANDS THAT HAVE DONE IT WELL
NIKE PLUS




            http://www.youtube.com/watch?
                    v=BSWeAUA4uVk
UNIQLO WAKE UP




        http://www.youtube.com/watch?
                v=9kQCeAxe_aI
WESTPAC IMPULSE SAVER




        http://www.youtube.com/watch?
                v=M9v9HpR4qTU
IN STORE: MEAT PACK HIJACK




           http://vimeo.com/44351185
REMEMBER: BAD APPS HURT BRANDS




* 69% of users will develop a negative impression for a brand if their app is not useful or easy to use
MAKING A GREAT APP

•  Planning & Insights
   –  Define objectives
   –  Know your customers


•  Hybrid vs. Web vs. Native

•  User Interface

•  Adapt to a users needs

•  Monetization
MONETIZATION:
OREO TWIST LICK DUNK




    * Oreo developed a mobile game that mimicked the brand behavior in which people consume Oreos
  (Twist, Lick, Dunk). The game contains in-app purchases as well as mobile ads which provide additional
      monetization opportunities to Oreo. It has had over 2 million downloads in just a few months and
                                  generated over US$50,000 in ad revenue
IN SUMMARY…

1.  Objective, strategy then tactics

2.  Make your app great

3.  Build to live, not to die
THINK 365, NOT 360


Mobile apps provide businesses the unique opportunity to be omnipresent in a
consumer’s life everywhere he/she goes, every single day, providing we give
                   them a reason to allow us in their lives

 Unlike traditional communications where we try to surround consumers with
360 degree advertising at every touch point, mobile apps allow us to give our
            customers a reason to love our brand 365 days a year.
Thanks!


vincent.teo@proximity.com.sg
@intersphere
http://themobileworkblog.com/
http://digitallabblog.com/




 Content on this document is licensed under Creative commons attribution 3.0 license
 http://creativecommons.org/licenses/by/3.0/

How Mobile Apps Can Be Used For Sales And Branding

  • 2.
    A QUICK POLL ASHOW OF HANDS, HOW MANY OF YOU…
  • 3.
    WOKE UP THISMORNING TO THE ALARM ON PHONE? “I hate my new phone. It keeps waking me up in the morning” *54% of smartphone users use their phones in place of an alarm Key Implication: Mobile phones are the first and (probably) the last thing you interact with daily
  • 4.
    CHECKED THEIR PHONESIMMEDIATELY AFTER WAKING UP? *53% of people reach for their mobiles the first thing in the morning Key Implication: Mobile is now the first screen of choice. In fact, 50% of people in Asia access the web primarily or exclusively via their mobile phones
  • 5.
    HAS SCANNED AQR CODE BEFORE? Rise in the use of QR codes in Singapore over the last 2 years Key Implication: Consumers are becoming more sophisticated in their use of mobile technology
  • 6.
    SEARCHED FOR SOMETHINGUSING YOUR MOBILE WHILE IN-STORE? *Over 60% of smartphone owners used their mobile phones to make local searches. And 70% of them make a decision in the same day (as compared to 30% on a PC) Key Implications: The right message at the right place and time can trigger consumer action
  • 7.
    OWNS A TABLET? *31% of Singaporeans own a tablet. Globally, more web traffic from mobile devices are coming from tablets than from mobile phones (Adobe Study) Key Implication:. Brands need to ensure that digital/mobile experiences are designed and optimized for multiple devices
  • 8.
    TAKEN A PICTUREOF YOUR FOOD, UPLOADED IT ONLINE BEFORE START YOU EATING? Some people spend more time documenting their lives than living it All these highlight a shift in how we behave with our mobile devices. This presents a great opportunity for brands as consumers are engaging with their mobile devices in a way that would allow us to better connect with them.
  • 9.
    SMARTPHONE IS OURSWISS ARMY KNIFE The ultimate convergence of devices because of apps “Always with you”
  • 10.
    LET’S TALK ABOUT… HOW MOBILE APPS* CAN BE USED FOR SALES AND BRANDING *4 out of every 5 mobile minutes are spent on apps (vs. a mobile browser)
  • 11.
    WHAT MAKES AGREAT MOBILE APP?
  • 12.
  • 13.
    RESULTS: APPS ONPHONE On average The Most 50 200 *Nielsen did a survey in the US and found that most people had about 41 apps on their phone
  • 14.
    RESULTS: APPS ACTUALYUSE WEEKLY On average 8 That’s 16%. Which means that there are a lot of apps that people don’t use. In fact, only 26% of smartphone users use an app more than 10 times.
  • 15.
    UNSURPISING RESULTS: TOPUSED APP No surprise: Social/communication apps used the most often and on a daily basis
  • 16.
    A CLOSE THIRD Mobile users also want something fun to entertain them, especially during their “me time” which makes up of 46% of their total time spent on their mobile devices
  • 17.
    WHO REMEMBERS THIS? This reminds us that a mobile app needs to achieve two goals: Interesting enough to get downloaded (Gimmicks are fun) Useful enough to ensure they use it over again and again (Helps me solve a problem)
  • 18.
    BRANDED APPS USED A variety of utility apps that help consumers solve a problem or save time
  • 19.
    GREAT MOBILE APPSHAVE: Brand Brand Utility Experiences “Make my life “Entertain me” easier” Time Savers Brighten My Day With Fun
  • 20.
    THREE RULES WHENMAKING APPS
  • 21.
    RULE 1: DON’TUSE TECH FOR TECH SAKE
  • 22.
    START WITH THECONSUMER Brand Consumer purpose / Technology Need Business Solution Objective Killer App
  • 23.
    RULE 2: NO ONEKNOWS, NO ONE DOWNLOADS Paid Media Earned Media Owned Media App Launch * Study by Deloitte show that 80% of branded mobile apps have been downloaded less than 1,000 times One of the top reasons cited was because they were not promoted well
  • 24.
    RULE 3: KEEPTHEM COMING BACK Standard Chartered Bank: The Good Life App
  • 25.
    SOME BRANDS THATHAVE DONE IT WELL
  • 26.
    NIKE PLUS http://www.youtube.com/watch? v=BSWeAUA4uVk
  • 27.
    UNIQLO WAKE UP http://www.youtube.com/watch? v=9kQCeAxe_aI
  • 28.
    WESTPAC IMPULSE SAVER http://www.youtube.com/watch? v=M9v9HpR4qTU
  • 29.
    IN STORE: MEATPACK HIJACK http://vimeo.com/44351185
  • 30.
    REMEMBER: BAD APPSHURT BRANDS * 69% of users will develop a negative impression for a brand if their app is not useful or easy to use
  • 31.
    MAKING A GREATAPP •  Planning & Insights –  Define objectives –  Know your customers •  Hybrid vs. Web vs. Native •  User Interface •  Adapt to a users needs •  Monetization
  • 32.
    MONETIZATION: OREO TWIST LICKDUNK * Oreo developed a mobile game that mimicked the brand behavior in which people consume Oreos (Twist, Lick, Dunk). The game contains in-app purchases as well as mobile ads which provide additional monetization opportunities to Oreo. It has had over 2 million downloads in just a few months and generated over US$50,000 in ad revenue
  • 33.
    IN SUMMARY… 1.  Objective,strategy then tactics 2.  Make your app great 3.  Build to live, not to die
  • 34.
    THINK 365, NOT360 Mobile apps provide businesses the unique opportunity to be omnipresent in a consumer’s life everywhere he/she goes, every single day, providing we give them a reason to allow us in their lives Unlike traditional communications where we try to surround consumers with 360 degree advertising at every touch point, mobile apps allow us to give our customers a reason to love our brand 365 days a year.
  • 35.
    Thanks! vincent.teo@proximity.com.sg @intersphere http://themobileworkblog.com/ http://digitallabblog.com/ Content onthis document is licensed under Creative commons attribution 3.0 license http://creativecommons.org/licenses/by/3.0/