Making people happy, for fun and profit


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A talk I've just done at Mobile Web Summit, on cherry-picking tiny pieces of social goodness and applying them to mobile applications.

Includes case studies of our work for Puzzler Media, the worlds first mobile Ghost Detector (for Discovery US), and Smule.

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  • Who I am Who we are and who we work for We’ve worked across technologies, following audiences Challenge is working across technologies to follow users Introduction Thank you. Good afternoon everyone. My name’s Tom Hume, and I’m the Managing Director of Future Platforms, a small but perfectly formed software company from Brighton. We’ve been around for nearly ten years, and we take mobile products from concept to launch - helping providers of social software, entertainment brands, educators and advertising agencies work out where the opportunities for them lie in mobile, and helping them get to market. Having been around for so long, we’ve seen technologies come and go, and have taken a quite pragmatic approach: work out where the audience is (or will be) or where the commercial opportunity is. So in our time we’ve targeted Palm, SMS, MMS, WAP, mobile web, J2ME, iPhone, Android, Blackberry, and Symbian. In particular we encourage our customers to look beyond any single technology; the journey a user may take might involve, say, sending a text message to a shortcode, clicking on a WAP push, accessing a mobile web site, downloading an application, then using it to connect to the net or to other phones using Bluetooth. The challenge is making the path users walk across these technologies as smooth as possible. Today’s topic?
  • Making people happy, for fun and profit

    1. 1. Leveraging the benefits of enhanced communication with an audience Making people happy, for fun and profit
    2. 2. Engagement goes by many names and covers many activities. I’m not going to talk about most of them today. I’m going to talk about Sudoku , paranormal detectives , and the trombone
    3. 4. League tables as loyalty driver Simplest possible mechanic gives 18% response Non-entrants average 2.97 plays League participants average 7.48 plays - 1.98 plays before first league entry, but 5.59 after
    4. 5. <ul><li>Ghost Detector </li></ul><ul><li>J2ME, limited range of handsets, promoted on-screen </li></ul><ul><li>5000 participants, 90% opt-in </li></ul>
    5. 6. Most Haunted Live: usage patterns 4500 participants , 91.72% opt-in with name and location Average session length of 18.7 minutes
    6. 10. Everyone likes to play Where am I going with all this? Opportunity lies beyond SMS, in applications People want to be part of something bigger
    7. 11. Thank you. <ul><li>I’ve been [email_address] </li></ul>