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Smartphones and apps
                1bn people using it 3 hours a day.
                    Do you have a strategy?




Szabolcs Budahazy, CEO   Linked in: http://hu.linkedin.com/pub/szabolcs-budahazy/12/688/744/   www.arworks.com
Smartphones
Content
1.   World of smartphones
2.   Apps
3.   Corporate apps
4.   Augmented Reality
5.   App development
6.   Marketing your app
7.   Apps as salestools
8.   The future
Market
• Newly sold devices 2012:
  – 1.8 bn phones: 40% smartphones/60% feature phones
  – 2011 to 2012 38% increase in smartphone sales


• All used devices
  – 6.2bn subscription – 4.2 bn actual user
  – 1bn smartphones


• 2017: 3bn Smartphones
Manufacturers


                        Samsung




                           Nokia



                Apple
Most popular Android phones




http://www.appbrain.com/stats/number-of-android-apps
Operating systems
Op system changes 2007-2012




Guardian 2012/05
Feb 2012 vs Feb 2013




Kantar Worldpanel ComTech
Usage
Replacing everything

                Carkey


     Airplane
                         Bankcard
      ticket


                Phone

      Flower
                          Health
       care


                 TV
TV or Smartphone
TV vs Smartphone
Time spent with Mobile apps
From 100 users – how many
searched for a specified content?
Shopping
Smartphone user and FB
Application
 outlook
App stores (March 2013)
•   800,000 - Apple App Store
•   664.000 – Google Play (Android)
•   100.000 – Blackberry World
•   50,000 – Windows Store



      New apps by week in the Windows Store
TOP 12 all time apps
Google App Downloads
How do you use the mobile?
Non–game usage increasing
Applications
in corporate
     life
Apps
• For Profit apps
  – Apps for sell (short/long term)
• Corporate apps
  – Marketing
  – CRM, sales process
  – Manual
  – Processes
  – Other
Marketing apps
•   Catalogue (Car, Furniture, etc)
•   Game with product (FMCG)
•   Game theme connected the brand
•   Functional (Nike, Adidas, Knorr)

• Shareable content, Interactivity
Examples
Nike apps
Toyota apps
Coca-Cola apps
Axe/Unilever
Branded Apps in Marketing
What we see:
• Games with products
• Catalogues/Mobile Brochures
• Simple branded “fun games”

What brands need:
• Branded, useful or real fun addictive apps ensuring
  repeated usage, building up brand loyalty and
  increase sales
Feel the need
“Unilever, the world's second-largest
advertiser, brought more than 30 marketing
executives to the Consumer Electronics Show in Las
Vegas to meet with tech partners and immerse
themselves in the technologies shaping the way
people interact with content and one another.”
January, 2012
More…
Marketers problems
• No personal smartphone experience
• Failing to understand importance of changes
• Concentrating on own product, not on user’s
  interests and motivation
• Limited knowledge of technology
Let’s go deep
A special smartphone technology
Augmented Reality
Augmented Reality
(AR): superimposing
  additional digital
information on a live
    camera image
  of a smartphone
AR types
Panoramic         Markerprint




               GPS
Augmented Reality gives you

  Talking print    Interactive           Video        Screens on
       ads            prints           newspaper       products


   Unlimited         3D brand         Holographic    Immersive 3D
   test drives      sculptures       product demo      TV spots


          Pop up stores
                             Time travel     Space travel
           anywhere

                    …. and many many more
Markerprint AR
• Novartis     • Deutsche Telekom Angry Bird




               • Aquarium
• F1 Car
Panoramic AR
• Audi           • Ericsson City




• KH HQ          • Angry birds
GPS AR - Navigators
• Olympic   • Telekom Festival




• Mecca     • Wine
Eyewear



                            Contact
…
                            Lenses
              Future


     3D
                          Car
    movie –
                        Window
     PS3
App development
Smartphone content alternatives

• Responsive web site
• Web apps
  – HTML5 – Look like an App
• Standalone apps
  – Installed, works off-line,
  – Operating system upgrades
  – Device optimalisation
  – One app vs Many apps
Responsive
PC           Mobile
Web App
App design - hints
•   Name of the app
•   Platform design standards
•   GUI, UI – 2013 Simplicity
•   Apple versions (iPhone 3GS, 4, 5, iPad2, iPad3, iPad Mini)
•   Android versions (4000 devices – S/M/L screens)
•   App Store size – 50 MB
•   Integrating videos – native or youtube
MarCom Apps :Timing/process
•   T-day:Brief
•   T+1 week: Offer
•   T+2 week: Order
•   T+3 week: Final specification
•   T+6 week: Programming/design/testing
•   T+9 week: Public app
Specification
Making it downloadable
iOS - Apple
• Developer status
  – Public developer (App Store apps)
  – Enterprise developer (Internal apps)
     • Process – application, approval, fee
• Approval time
• Approval process

Android – Google Play
• Easy – 1 day
App Marketing
App marketing steps
• Let them know so they download
  – Link in a: Web site, Banner, eDM, QR code,
Find the link to Apps!
App marketing steps
• Let them know so they download
   – Link in a: Web site, Banner, eDM, QR code,
• First launch
   – Reward, hook element
   – Exclusive content
• Regular use
   – Functional value/solving a problem (product related)
   – Gamification
   – Push notification
• Monetize
• Recommend/share to others
Monetizing successful apps
•   Special product/brand experience
•   Special offers
•   Motivating to visit sales points, stores
•   Local based marketing
•   Brand ambassadors:
    – Sharing experience – reaching other potential customers
App Statistics
Content
1.   World of smartphones
2.   Apps
3.   Corporate apps
4.   Augmented Reality
5.   App development
6.   Marketing your app
7.   Making profit
8.   The future
The world is going mobile

        Are you?
END
             or the beginning of a
              beautiful future :)

Szabolcs Budahazy, CEO   Linked in: http://hu.linkedin.com/pub/szabolcs-budahazy/12/688/744/   www.arworks.com

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Status of the Mobile market, Apps and Augmented Reality

  • 1. Smartphones and apps 1bn people using it 3 hours a day. Do you have a strategy? Szabolcs Budahazy, CEO Linked in: http://hu.linkedin.com/pub/szabolcs-budahazy/12/688/744/ www.arworks.com
  • 3. Content 1. World of smartphones 2. Apps 3. Corporate apps 4. Augmented Reality 5. App development 6. Marketing your app 7. Apps as salestools 8. The future
  • 4.
  • 5. Market • Newly sold devices 2012: – 1.8 bn phones: 40% smartphones/60% feature phones – 2011 to 2012 38% increase in smartphone sales • All used devices – 6.2bn subscription – 4.2 bn actual user – 1bn smartphones • 2017: 3bn Smartphones
  • 6. Manufacturers Samsung Nokia Apple
  • 7. Most popular Android phones http://www.appbrain.com/stats/number-of-android-apps
  • 9. Op system changes 2007-2012 Guardian 2012/05
  • 10. Feb 2012 vs Feb 2013 Kantar Worldpanel ComTech
  • 11. Usage
  • 12. Replacing everything Carkey Airplane Bankcard ticket Phone Flower Health care TV
  • 15.
  • 16. Time spent with Mobile apps
  • 17. From 100 users – how many searched for a specified content?
  • 21.
  • 22. App stores (March 2013) • 800,000 - Apple App Store • 664.000 – Google Play (Android) • 100.000 – Blackberry World • 50,000 – Windows Store New apps by week in the Windows Store
  • 23.
  • 24. TOP 12 all time apps
  • 25.
  • 27. How do you use the mobile?
  • 30. Apps • For Profit apps – Apps for sell (short/long term) • Corporate apps – Marketing – CRM, sales process – Manual – Processes – Other
  • 31. Marketing apps • Catalogue (Car, Furniture, etc) • Game with product (FMCG) • Game theme connected the brand • Functional (Nike, Adidas, Knorr) • Shareable content, Interactivity
  • 37. Branded Apps in Marketing What we see: • Games with products • Catalogues/Mobile Brochures • Simple branded “fun games” What brands need: • Branded, useful or real fun addictive apps ensuring repeated usage, building up brand loyalty and increase sales
  • 38. Feel the need “Unilever, the world's second-largest advertiser, brought more than 30 marketing executives to the Consumer Electronics Show in Las Vegas to meet with tech partners and immerse themselves in the technologies shaping the way people interact with content and one another.” January, 2012 More…
  • 39. Marketers problems • No personal smartphone experience • Failing to understand importance of changes • Concentrating on own product, not on user’s interests and motivation • Limited knowledge of technology
  • 41. A special smartphone technology
  • 43. Augmented Reality (AR): superimposing additional digital information on a live camera image of a smartphone
  • 44. AR types Panoramic Markerprint GPS
  • 45. Augmented Reality gives you Talking print Interactive Video Screens on ads prints newspaper products Unlimited 3D brand Holographic Immersive 3D test drives sculptures product demo TV spots Pop up stores Time travel Space travel anywhere …. and many many more
  • 46. Markerprint AR • Novartis • Deutsche Telekom Angry Bird • Aquarium • F1 Car
  • 47. Panoramic AR • Audi • Ericsson City • KH HQ • Angry birds
  • 48. GPS AR - Navigators • Olympic • Telekom Festival • Mecca • Wine
  • 49. Eyewear Contact … Lenses Future 3D Car movie – Window PS3
  • 51. Smartphone content alternatives • Responsive web site • Web apps – HTML5 – Look like an App • Standalone apps – Installed, works off-line, – Operating system upgrades – Device optimalisation – One app vs Many apps
  • 52. Responsive PC Mobile
  • 54. App design - hints • Name of the app • Platform design standards • GUI, UI – 2013 Simplicity • Apple versions (iPhone 3GS, 4, 5, iPad2, iPad3, iPad Mini) • Android versions (4000 devices – S/M/L screens) • App Store size – 50 MB • Integrating videos – native or youtube
  • 55. MarCom Apps :Timing/process • T-day:Brief • T+1 week: Offer • T+2 week: Order • T+3 week: Final specification • T+6 week: Programming/design/testing • T+9 week: Public app
  • 57. Making it downloadable iOS - Apple • Developer status – Public developer (App Store apps) – Enterprise developer (Internal apps) • Process – application, approval, fee • Approval time • Approval process Android – Google Play • Easy – 1 day
  • 59. App marketing steps • Let them know so they download – Link in a: Web site, Banner, eDM, QR code,
  • 60. Find the link to Apps!
  • 61.
  • 62.
  • 63.
  • 64.
  • 65.
  • 66.
  • 67. App marketing steps • Let them know so they download – Link in a: Web site, Banner, eDM, QR code, • First launch – Reward, hook element – Exclusive content • Regular use – Functional value/solving a problem (product related) – Gamification – Push notification • Monetize • Recommend/share to others
  • 68. Monetizing successful apps • Special product/brand experience • Special offers • Motivating to visit sales points, stores • Local based marketing • Brand ambassadors: – Sharing experience – reaching other potential customers
  • 70. Content 1. World of smartphones 2. Apps 3. Corporate apps 4. Augmented Reality 5. App development 6. Marketing your app 7. Making profit 8. The future
  • 71. The world is going mobile Are you?
  • 72. END or the beginning of a beautiful future :) Szabolcs Budahazy, CEO Linked in: http://hu.linkedin.com/pub/szabolcs-budahazy/12/688/744/ www.arworks.com

Editor's Notes

  1. 03/26 – 820new/day -12,000 photo – 2300 SuDoKu – 400 calorie counters
  2. SPARMERCEDESAUDI Q3